Orange Box Walkthrough :
This walkthrough for Orange Box [PC] has been posted at 31 Jan 2010 by zakman123 and is called "Half-Life 2 FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up zakman123 and share this with your freinds. And most important we have 32 other walkthroughs for Orange Box, read them all!
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Walkthrough - Half-Life 2 FAQ/Walkthrough= Half-Life 2 = Game: Half-Life 2 Platform: PC-CD Rom Genre: Shooter Author: JS or Lios or Devolution E-mail: diddo4guy@hotmail.com Faq Version: True Final 3.0 Table of Contents 1. Prologue 2. Helpful tips 3. Allies 4. Monsters 5. Weapons 6. Levels 7. HL2DM 8. Epilogue 1. Prologue I plan to do this faqs a little differently. Instead of giving heavy spoilers and all that mess, I plan to simply answer questions on sticking points. For example, I’ll ask, How do you solve so and so and I’ll answer afterwards. Also, like always, this guide has its own legal exclaimer. Update: Some faqs authors believe I'm simply not giving substance. I believe that the average pc gamer is smart enough to make his own computer let alone find their way through linear parts. I just believe in addressing legitimate sticking parts (namely those that hindered me and others). End Update: It can’t be reproduced except for private use. I must give consent before you can use it for your own site. Copyright 2004 of Jim Scott. Use of this guide on any other web site or as part of any public display is strictly prohibited, and a violation of copyright. Report Thieves to me. This is the first edition of the Half-Life 2 Faqs. What is this game about? It is about the return of Gordon Freeman from his long hibernation after the Black Mesa incident. What happens? You’ll have to play and see. Update 1.1: - Added Chapter 6, Chapter 11, Chapter 12, and parts of Chapter 7 and 13. - Corrected some stylistic errors. Update Final: - Finished all levels. - Added Allies. Update 2.1: - Massive spelling corrections - Added more hints. - Corrected "Follow Freeman 10.6" misprint. - Added HL2DM section. Update 3.0 True Final - Added tips. 2. Helpful tips This game uses advanced physics like no other game before it. What I mean is that the environment can, and most likely after you get the gravity gun, will be your secondary weapon. Here’s some things to remember before going far in this game. - Watch out for Headcrabs. They are everywhere. - Barnacle tongues can be useful for getting to high ledges. - Flammable barrels should NOT be grabbed and pushed by the gravity gun. Just kidding! This is a VERY useful tactic. - Using grills and barrels as bullet shields saves your life in Nova Prospekt, or anywhere for that matter. - If you can run away, do so. 3. Allies Alyx Vance: The daughter of Eli Vance. She will assist you all through the game. Dr. Kliener: A scientist who worked with you at Black Mesa. He also was responsible for getting you your job. Eli Vance: Another Scientist who you worked with in Black Mesa. Barney Calhoun: A security worker who helped you in Black Mesa. Judith Mossman: A scientist who envies you, has little love for Alyx, and is in love with Eli. Dog: Alyx's cybernetic pet dog. Father Grigory: A crazy priest who lives in Ravenholm with his 'children'. Captain Odessa: The British Rebel commander who gives you your Rocket launcher. City 17 Citizens: Poor hopeless people. Various Rebels: They will give you supplies, items, and directions. City 17 Rebellion: You will control them. Vortigan: Former slaves and enemies from Half Life 1. Now they are your allies. Antlions: With the gland, they are faithful soldiers. 4. Monsters - Combine Soldiers: These hapless souls are simply humans who have given up on life and work for the Combine themselves. They range from easy to hard, depending on what weapon they are using. They use all sorts of weapons: Pistols, Energy rods, fists, Shotguns, and Pulse Rifles as well as Magnums and Grenades. Difficulty: 1-5 to 4-5. - Combine Elites: All of them use Pulse Rifles as well as the secondary function on them. They also have reinforced white armor and can take a beating. Difficulty 5-5. - Headcrabs: As annoying as usual. Hops up, Slice, dice, hide in boxes, corners, come off the faces of Zombies. Their difficulty is based on their element of surprise. Difficulty: 2-5. - Black Headcrabs: These tough guysdrops your health to 1 in one bite and take a little to kill. However, your suit gives you a neurotoxin that brings your health back to whatever it was. What makes these guys difficult is if they have standard headcrabs with them and they drop you to one. Difficulty: 3-5. - Barnacles: They are pushovers who grab you with their tongues if you run into them. What makes them a pain is that at points, they are clumped together. Difficulty: 1-5. - Zombies: The zombies are pretty easy, slow moving, and susceptible to head shots. Difficulty: 1-5. - Zombie Hulkers: They are humans who have been taken over by the Black Headcrabs and they have up to 4 of them on their bodies. Also they fling them at you too. Difficulty: 3-5. - Zombie Runners (Leapers): These skinny alien monsters are fast, climb poles, and are relentless. Difficulty: 3-5. - Scanners: They are the flying orbs that follow you and relay your position to Combine guards. Difficulty: 1-5. - Manhacks: These little orbs have rotating propellers and attack you. You’ll know one’s near when you hear a loud whirring sound. Difficulty: 2-5. - Gunboats: Tough, tough, tough. RPG’s are the only things that can take them down. They are fast and can take you down quickly. Difficulty: 5-5. Suggestion by Roman G. I found this strategy very useful against gunships. You know how they shoot down rockets from your RPG? Well, here's a suggestion. Instead of firing all those rockets and having them shot down by that huge machine gun, wait until the gunship strats firing... at you, your rebels, antlions, etc. Once it starts firing, shoot the rocket! It will ignore the rocket completely, giving you a free hit. Have fun! Roman G - Helicopter: These things drop mines and shoot pulse rifle charges at you. Difficulty: 3-3 - Mortar Tanks: Tough tanks that can level you in a few shots. Difficulty: 4-5. - Antlions: Fast, brutal, and they attack in packs. If you have the unfortunate luck of fighting them, cry when your weapons go empty. Difficulty: 4-5. - Antlion Guard: This bad boy is a toughie who can take hits and runs at you as an attack. Sidestep him and he’s cake. He gives you your Antlion Lure. Difficulty 3-5. - Striders: These things are Tri-legged 50 foot tall monstrosities that are just…a pain to take down. They take at least 8 rockets on Normal mode to take down. They have a pulse rifle and a reality distorting beam as well as they can impale you. Difficulty: 5-5. - Turrets: Annoying things that can be knocked over. Difficulty: 2-5 - Dr. Breen: The Central Antagonist. He is responsible for the post- apocalyptic nightmare that has become Earth. Difficulty: 3-5 5. Weapons - Crowbar: The trusty crowbar from the first Half-Life. It is a pretty useful headcrab killer and is the second best for killing Manhacks. Attack Power: 3/5 Stopping Power: 1/5 Speed: 5/5 - Pistol: It is a simple gun that is useful for situations but, not something you want to rely on unless you have to. Attack Power: 2/5 Stopping Power: 1/5 Speed: 5/5 Reload Speed: 3/5 - Magnum: A powerful gun that can kill almost all enemies in one hit. Attack Power: 5/5 Stopping Power: 4/5 Speed: 2/5 Reload: 1/5 - Submachine Gun: It’s a fast shooting weapon but it’s rather weak in overall power. Its secondary is a useful explosion. Attack Power: 3/5 Stopping Power: 1/5 Speed: 5/5 Reload: 3/5 - Shotgun: Spread Fire? Power? Nice! Its secondary function is a double power shot that can floor almost anything. Attack Power: 5/5 Stopping power: 5/5 Speed: 2/5 Reload: 2/5 - Pulse Rifle: This is a machine gun that has a very powerful fire power and is very fast too. Its secondary is a powerful plasma bomb. Attack Power: 5/5 Stopping power: 1/5 Speed: 5/5 Reload: 4/5 - Crossbow: The equivalent of a sniper rifle. The secondary is a zoom. Attack Power: 5/5 Stopping power: None. It either kills instantly or seriously maims. Speed: 4/5 Reload: 5/5 - Rocket Propelled Grenade: It is a rocket launcher that shoots user directed rockets. Attack Power: 5/5 Stopping Power: See Crossbow. Speed: 2/5 Reload: 1/5 - Grenade: An explosive that can be thrown. Secondary attack is pulling the pin before throwing for premature explosion. Attack Power: 5/5 Stopping Power: None. Speed: 3/5 Reload: None. - Spore: This can be used in the sand traps stage and Nova Prospekt to summon the Antlions as your servants. The primary, when thrown, directs the Antlions toward the object of attack. The secondary is that they come to your side and follow you. - Gravity gun: This useful weapon manipulates boxes and other movable objects, pulling them to you, as well as propels them with a forceful push. Surprisingly this gun can be used to kill headcrabs and not only kill Manhacks but it can be used to make Manhacks portable shields AND a spinning weapon of death. Attack Power: None. Stopping Power: None. Speed: 5-5 Reload: None. Alternate Strategy by Henrik: IMO the gravity gun is the best for taking out manhacks, they often explode at the first burst if you let them get close. You can do the same thing with scanners also. And to save ammo, it can be used against the headcrabs. Three hits and they are dead (in normal difficulty). And they are stopped nicely ;-) - Gravity Gun Redux: In the final two levels, your Grav gun becomes an unstoppable weapon of mass destruction. It can pull heavy items, propel them and even pull Combine guards to you. It can also shoot a massive ray at close range that incinerates weapons and kills guards instantly. Attack Power: 10/5 Stopping Power: None. Speed: 5/5 Reload: None. 6. Levels Fun rating. 1 = Boring. 2 = Anoying. 3 = Meh. 4 = Nice! 5 = WOW! 6 = Plays over! “Point-Intersection” Length: Very Short Fun Factor= 4 Rise and shine Mr. Freeman. It’s time to wake up. 1.1: What do I do now? - Get off the train and follow the people on it. It should lead you to a turning door. Enter it from the left side (This IS Europe after all), and find your way to the Security door. 1.2: Should I enter Nova Prospekt? - No. The Combine guard should lead you to his office. 1.3: Oh wow it’s him from HL1! What do I do now? - Listen to him and create a stack of boxes and climb out of the window. 1.4: This guard is making me pick up his mess. Now what? - Run away and have him chase you or…pick it up and have him snicker at you. 1.5: City 17 is scary. Where do I go now? - The right side alleyway. 1.6: Now what? - Find the right side alley with a ladder and climb up it. Then jump from the other side. You’re over the fence. 1.7: Ok and? - Follow the path and find the open apartment building. 1.8: Where do I go now? - Third floor. Then go across the building and go to floor 4. A group of people should invite you in. 1.9: Looks like they are in trouble. Now what? - Exit the window and climb the rooftops. Don’t fall. Enter the building and go down the stairs. 1.10: I’m so screwed. No way out. -Enter stage right: Alyx Vance. “A Red Letter Day” Length: Short Fun Factor: 5 2.1: Ok so what am I supposed to do in this lab? - Listen to Barney and Dr. Kleiner and Alyx and follow what they say. 2.2: Why am I outside instead of with Eli Vance? - Good Job Hedy Lamarr. I’d have shot the thing if I could. 2.3: Now that Dr. Breen knows I’m around, what do I do? - Run toward the Train tracks and avoid enemy fire. “Route Kanal” Length: Medium Fun Factor = 4 3.1: Where do I go now? - Downstairs? 3.2: What do I do about the couple being attacked by combine? - Kill the Combine. That should Score you a pistol and some ammo. When you leave, you should be ambushed by a combine that is waiting on the stairs. Kill him and then go downstairs. 3.3: The path has no ladder! What should I do? - Wait for the train to come. Then reclimb the stairs and jump on top of the train. 3.4: OK so now what? - Crowbar the wooden planks, walk through the building, take a right, and then follow your way to a bent grate. Jump over it and then take the right and crawl underneath the hole at the floor. 3.5: OK I'm past the barrier. - Keep going and drop down into the train pit. Then fight your way up the stair case and make sure you utilize the flammable barrels. Then work your way around and then then take the exit and fall into the river stream. Beware. A train might run into you. :D 3.6: Down the river, eh? I feel like a tadpole. -Ah poor baby. Keep going til you climb on top of the car. Then fall through the hole up top. The vortigan will give you a jolt and the man will open the car for you. Break the wall of wood and crawl under the truck carrier. Also, avoid the barnacle. He makes his appearance by devouring a bird. 3.7: The couple just got shot to death. Am I next? - Maybe. OR maybe not. Once you hang right, avoid the plasma mounted gun guy and hit the tunnel to your right. Take it up and kill all resistance as you go. Then, climb the inside ladder and take out the gunners. Don't waste your time, though or you'll encounter resistance and a few flash happy scanners. 3.8: It's just me and an endless barrage of combine. What do I do? - Aim for the barrel up top that scaffold and blow it up. It should knock down a path for you to cross. Then, keep going and then jump down off the platform and follow the way forward. Avoid barnacles. 3.9: So where am I headed now? - Hit the pit and then head toward the left open grate. Enter and climb up the platform. Then, go into the next pit and fall into the water. Do your best to avoid the falling flammable barrels that fall from the top. They should blow open your exit. 3.10: Ok so I've fallen off the platform and now I'm being ambushed by combine. Yikes! - So use cover and aim for flammable barrels. That should kill a few combine at once and open you a way out. Keep heading forward. You should encounter two barnacles. Kill em. Also, experiment with the physics engine. That should give you some...explosive...results. Or incase you don't get what I mean, roll a flammable barrel toward the barnacles and detonate it when it's close to their mouths. Lots of dead barnacles. Remember this trick for later. 3.11: Next? - Follow the path and swim to a ladder, dodging combine fire. Then, climb it and walk along the planks, and then jump over the fence. Swim to the plank that will accept you and then run toward the open grate, avoiding fire. 3.12: I can't figure out this see saw puzzle! - See them bricks? Try stacking em. 3.13: Choppers! Ohes Noes! - Um avoid them and sprint toward your left, finding cover where you can. Avoid the barnacle and throw the barrel that's obstructing your path. Enter the door. 3.14: Remember when I said "remember that trick with the barnacles?" - Navigate the tunnels and use any flammable barrels against them. If you can't find any, use a normal barrel and run underneath the preoccupied one. Both ways out are to the left down the ramps. 3.15: Where to now? - Follow the path. Avoid gunfire. It's pretty linear. Kill the manhacks that arrive. Stack barrels to get the goodies upstairs. And then follow the tunnel and exit. 3.16: OK. - After heading out of the path, fall into the water with the spinning windmill and follow it, entering the hole on the wall. The path should be pretty straight forward toward the large pipe with the staircase next to it. Climb it and then hop on the pipe. But don't head toward the sunshine. Instead, head toward the steam, walk the pipeline, and break the wood and drop down.Taking you outside. Fire on the flammable barrels and make the combine's lives miserable. 3.17: Why did you skip huge section? - I don't need to direct you all on a linear path. I only need to address the problem parts. 3.18: Guess what. I just hit one. I'm in the room with the barrels and a few manhacks. What now? - This is a good sticking point. Kill manhacks, climb the ladder.Walk along the pipes. Walk to the other room. Fall down the pipes and turn the valve. Then return to the room with the barrels and climb down the ladder. Enter the open hole and climb up to get some air. Afterwards, go back down and break the wood planks that obstructs the platforms that you can jump on. Careful, you can break the wooden platforms easy. 3.19: OK I'm in the canal and combine and manhacks are everywhere. - Kill all resistance, take the left entrance deep into the sewers. Climb the ladder and cross the scaffolding, and then, crouch and land all the way at the end of the walk. This should lead you near the end of the stage. 3.20: Now what? - Follow the path. Find the rebels. Continue to follow the road and kill headcrabs and zombies. It should be pretty straightforward, the road to the hovercraft. 3.21: I'm lost... (god knows how), how do I exit with the hovercraft? - Well, find the main gate, get out of the craft, and open it. “Water Hazard” Length: Medium-Long Fun Factor = 5 [Warning. I will not walk you step by step through this from here on out. I plan to address specific sticking points since the game is very linear.] 4.1: Hmm...blue barrels. Lowered ramp. What do I do? - Find all five barrels. 2 are upstairs, one is already loaded, and 2 are at the bottom. Plant all five underneath the exterior ramp that's closest toward your goal. This should lower the other side and make a jump possible. 4.2: Combine soldiers! - If you can run them over, do so. If you can run into the planks,do so. If you see a ramp, the game wants you to jump it. 4.3: Closed gate! - Park near the ladder and climb it. Enter the building. Kill all resistance. When you encounter the gunner, grab a barrel and charge into him, holding the barrel in front of you. This should shield you from gunfire til you get there. Afterwards, open fire on him and the three men waiting for you inside. Once there try to activate the switch. Wait you can't. It's broken. Shoot the flammable barrels and then that should easily send a plank that slams into the gate opening it. Once done, escape the building, killing all resistance, and return to your craft. 4.4: Got some advice? - Yeah. If you don't have to stop, don't. If the mortars are shooting at you, try to slalom. Also, when you get to a place where it looks like there's an exit straight ahead, don't take it. Cut a right and then ramp up o your right, avoiding the flames. Also, ram weak wooden planks for an exit and avoid barnacles. 4.5: Another closed gate! - Drive toward the center of the opening toward the left and exit the boat. Shoot off the lock and then enter. Grab the Magnum and work your way around into the warehouse. Avoid the chopper firing and climb the catwalk. Jump across the ground cars toward the other side. Do I have to mention the words Kill all resistance? Afterwards, avoid the chooper again and work your way around the truck cars toward the ladder. climb it and turn off the gate. USe the cannon gun and then shoot the chopper down. Climb down the ladder and then return to your ship. You can jump a few fences or you can take the long way. Exit and then leave the gate. 4.6: Those pesky choppers! - Cut a quick right and then do your best to avoid the bombs the chopper drops. When you come to a section where there's pipes that are empty, enter them and then follow them. Near the end of this path, you should see the pipes go into the ground. So instead of going through them, you should try to keep a good balance and skate on top of it, sliding into the exit hole. 4.7: The chopper is back. Yikes. - Again, avoid the bombs it drops. Try to dodge it's firepower, and when you can. Later on during the track, you should come to a part with 4 barnacles and a path that is all the way on the right wall. Take the path and then ride your craft over the path, trying to stay as center bound as possible. This should get you over the way and toward the gate. Watch out for mortar tanks and the chopper and you should make it to the exit hole just fine. 4.8: Another puzzle.: - Park your craft near the ramp and get out of it. Find the ladder on the left hand side of the entrance and climb it. Walk your way to the washer machine and push it straight. Then climb down and push the mechanism. This is a weight distribution device that raises a ramp if a sufficient amount of weight is pushed on it and then activated. 4.9: The vortigan has installed a brand new gun! - So use it. ^_^ First target should be the pesky chopper. Next, any combine in your way. 4.10: Barnacles are a little more than just a minor annoyance now. - I agree. Try your best avoid them. What with flaming barrels, mortar shells, loads of combine, and zombies? Also, Just to let you know, when you hit the ambush, take your craft up the right ramp and escape it going straight. Then you'll encounter the flying barrels and the pain in the neck barnacles. Keep moving. When you find a split in the path with the combine shooting you on you right, go left. 4.11: Two tanks and no obvious way out? - You could always kill the tanks and then get out of your vehicle, go to the car, and shoot through the crack at the flaming barrel with your handgun. OR you could simply avoid the shells, and shoot through the crack with your hovercraft. OR you could let the mortar shells shoot the path open for you. Either or, the car opens up and a ramp based path is opened for you. This is right near the end of the stage. 4.12: Final battle with the Chopper - You versus it, eh? Take it down like the rest but do be warned. It will use nasty attacks when it's close to death like dropping loads of bombs and rapid firing it's pulse rifle. To your advantage? You have loads of space to move around in. 4.13: Me and Eli. - Head toward the main mill and cut to your left, exiting the arena. You'll see the exit is closed. Climb the ladder and then open it. Hop the ramp and deal with the last few Combines. Walk around and head toward the Observatory. Then activate the switch, return to the arena, find the now open turbine hole, and hop the ramp. “Black Mesa East” Length: Short Fun Factor = 3 5.1: Where do I go? - Around the back. The rebels should let you in. 5.2: Nothing's happening. - Look at the picture of Alyx, Eli, and his wife. Also check the wall. This should help you understand the plot. 5.3: How do I climb the way and meet Alyx? - Stack two boxes. 5.4: Dog wants to play fetch. - So play fetch. Use primary and secondary to propel and pull. 5.5: Scanners! - Follow Alyx, then follow Dog. “We don’t go to Ravenholm…” Length: Very Long Fun Factor = 3 (This is the only chapter I plan to give a full WALKTHROUGH to since it's the longest and most confusing.) 6.1: The First Encounter with Father Grigori - Enter the far house. Conserve ammo by using saws and your grav gun. Take a left. Kill zombies. Enter dark hallway. Kill zombies. Walk around til outside. Kill zombies. Activate blades. Lure zombies in. Climb stairs. Enter barn. Use blade. Lure zombies. Exit room. Shoot barrels. Enter zombie infested room. Use blade. Exit room. Seem zombies on fire. Turn off fire by using the valves on the pipes. They shut off gas. Enter room guarded by fire. Kill zombies. Go upstairs. Kill zombies and turn off electricity. Kill black headcrabs on your way down. Turn off second fire. Climb ladder. Climb scaffold. Walk scaffold. Enter room. Kill. Go down. Exit. Use cars as trap devices. Jump on top of second car and leap onto balcony. 6.2: The Second Encounter with Father Grigori - Enter the room. Kill zombies. Walk along edge. Fall on top of white car after detonating flammable barrels. Kill remaining headcrabs. Walk to ladder. Climb it. Kill zombies with WHATEVER you have available. Walk downstairs. Enter part 3. 6.3: The Third Encounter with Father Grigori - Walk outside. Kill leaper. Enter open room. Go upstairs all the way. Go to rooftop. Receive shotgun from Father Grigory. Kill leapers. Jump into pool. climb ladder. Go inside. Kill leapers. Raise elevator. Enter. Go down. Kill Hulker. Walk on plank over fence. Enter corridor. Enter part 4. 6.4: The Fourth Encounter with Father Grigori - Notice it's quiet. Walk around. Take a right and follow path til you can find the one that leads into the control room. Pull switch. Exit. Head down toward stack of box. All zombies come out at once. You could A) unload all ammo into them or B) climb boxes and run on ledges. Kill leapers, jump onto platform and walk along ledged. Walk on falling catwalk into window while fighting leapers and such and then go downstairs. Kill all 10 zombies. Go downstairs. Welcome to part 5. 6.5: The Fifth Encounter with Father Grigori - Go upstairs. Open door. Fight leapers. Jump to left north house. Walk around. Fall down. Walk around. Walk into alley. Jump over free part. Kill hulker. Climb stairs. Enter room. Climb stairs. Wait for Grigory to send his platform to you. Kill all leapers til it arrives. Get inside and pull lever. Meet Father Grigory. Follow him to Cemetery. 6.6: The Final Encounter with Father Grigori - He leads you to a mine shaft access through a cemetery. Follow him and unload ammo. Kill all that move and let him lead you to the mine. 6.7: Mine Shaft - Walk through house. Fall into shaft plank by plank. Kill head crabs. Find stairwell that leads over fence. Follow into hole. Fall into water hole and swim to next area. Area with barnacle, move around and jump over wooden chassis into next area. Walk around and activate switch. Work your way up while avoiding the blade. 6.8: Freedom - It's a straight run from here. Walk straight. kill the sniper in his cubby hole by throwing a grenade in it. Walk straight. Avoid sniper fire by taking cover. Sniper provides you with cove by shooting the logs. Crawl under train car and keep moving. Kill Combine and Zombies. Walk forward. Kill Combine guarding warehouse. Kill warehouse. Follow rebel into hideout. Talk to Alyx. Take exit in back. “Highway 17” Length: Long Fun Factor = 5 7.1: Hmm the car is upside down and Antlions are after me. - Kill anything that tries to kill you and use the gravity gun to get your car back on its wheels. Then, drive and follow the road. Take the left that leads up the hill and turbo over the ramp. Follow the road into the tunnel. 7.2: Ok where is this...barn? - Drive of the cliff, go straight. You'll know you're going the right way when you see that there are two shoot able fences that you can knock down. Keep going straight and avoid rocks and Antlions. Eventually you should drive past Combine at A barn shooting antlions. Drive through it and follow the coast from here on out. Enjoy the visuals, but follow the coast and eventually, you'll drive up a ramp and arrive in a Rebel barn. 7.3: What should I do now? - Follow the Rebel and go downstairs toward the furthest Barn near the closed exit. Go downstairs and a rebel should give you the rocket launcher. 7.4: A gunship! - Take it down by guiding the rockets toward it. It can shoot them down. Also, use your men as meat bag diversions and rocket and health refills. Three-five rockets should take down the gunship and you can be on your merry way. 7.5: The road is out. - Take the right side road and head toward the warehouse. Advise by Gameguru 007: Before you put your buggy over on the opposite dock, wait and several combines will come out. Use the crane to pick up some shipping boxes and drop them on the troops. NOW, you can put the car on the other side and knock the bridge down. Only, NO TROOPS!!! 7.6: Gee a crane. Whatever could THAT be for? - Position your buggy by the boat and get out. Sprint toward the pier landing, killing antlions and combine. Get up, drop a ladder, and use the crane to move your buggy onto the main warehouse dock. Also knock down that pesky bridge too. Cross the bridge, kill Combine, open the warehouse side door. Drive through and then drive through the huge plate of glass. 7.7: Gunship is after me. - Leap a ramp with turbo; use your gravity gun to get rid of obstructions, escape. 7.8: Barn full of Combine. - Genocide. 7.9: Truck blocking the way, - Shoot the flammable barrels. 7.10: Forcefield up. - Kill Combine, use grav gun on the supports of the Combine tank. No more force field. 7.11: Force field is up on the train tracks. - Turn it off. Go to the houses and go down the cliff underneath the bridge. Trail the bridge and go to the other side and turn off the force field. Kill all Combine and then return. It's not an easy job but someone's gotta do it. 7.12: I'm still blocked off. - There's a path between the train cars. hit it and ends the level. 7.13: Those blue balls are a pain. - Grav gun em into the sea. Don't let them stick to the car. “Sandtrap” Length: Medium-Long Fun Factor = 6 8.1: Augh no more freaking zombies! - Kill them if they get too close. Otherwise, grav gun yourself a path and drive. 8.2: Spooky old house on the side of the road. Should I go there? -If you like zombies and ammo, SURE! 8.3: Another roadblock. - Hmm...kill, kill, kill. 8.4: Need two batteries to raise the gate. - One is in a car out back of the battery shed. The other is on the dead rebel's bed. Update: I've been also told that there is a hidden battery underneath the upside down tub. Alternate suggestion by yelsewniklac: In the Highway 17 chapter, there is an alternative method to bypass the barrier that requires batteries to open. Simply chunk a car next to wall with the gravity gun, then make a ramp from sheet metal found among the rubble. There are at least four bits of it. Hit that at full speed in the buggy and you're over. Alternate suggestion by superxking24: I have something to add to your hl2 FAQ\Walkthrough. On the "Sandtrap" level |
