= Half-Life 2 = Game: Half-Life 2 Platform: PC-CD Rom Genre: Shooter Author: JS or Lios or Devolution E-mail: firstname.lastname@example.org 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, there is also a battery on the ledge that is coming off the top of the windmill. Just use the gravity gun to pull it toward you and then you can place it where it needs to go. Thanks. superxking24 8.5: I was told to ditch the car. - So ditch it. Prepare for a massive Combine fight at the lighthouse. 8.6: Hmm what's going on here? - Combine are attacking. Kill them all and then climb the lighthouse. You'll have to take on two gunships. Once you take em down, the rebel will lead you to the bottom of the lighthouse and show you a secret way out. Follow it. 8.7: And I'm supposed to get past this...sand...how? I hate sand. It's so coarse and rough. Not like you. You're soft. And smooth. - Ok there Anakin. Sheesh. Stay off the sand if you can. Jump on rocks. Use the gravity gun to make makeshift bridges at parts that lack rocks. If you see health, pull it to you. It ain't worth being chased to get. If you feel impatient, simply run. Be advised you'll be chased by 5 antlion at all times if you touch the ground. Work your way to the barn and then enter. Turn on the generator. This starts a ground pounding that makes antlions afraid to follow. Head towards it and jump over the ridge. 8.8: Wow the guardian is huge. -He's also very easy too. Kill him by strafing. Kill his reinforcements while you're at it. And also lure him toward the village gunner. This should make it easier. 8.9: Ain't these weapon tutorials annoying? - Yep! 8.10: Time to raid Nova Prospekt. But my antlions refuse to follow. - Turn off the ground pounders and avoid getting killed by combine. Let the antlions do the work for you. Make sure on the first two gun stations you walk behind them. 8.11: I can't get past the third station. - Use the beach rocks for cover, and then enter the door on the mountain. Kill the resistance that is in your way. 8.12: Flares. They know I'm here. - Use your Antlions as meat shields while you pick em off. Exit the place then go outside. When you see the part with two zombies and a broken boat, knock down the planks. This will lower the bridge. Kill the security posts and climb the ladders. Enter the door and this should get you to the outer walls of Nova Prospekt. 8.13: My antlions keep getting killed. - So kill the upper station snipers and then raid the place. Just, avoid the bullet fire and kill as many as you can. Then kill the two gunboats that come for you. Killing the second one opens up the wall that leads to stage 9. “Nova Prospekt” Length: Medium Fun Factor = 5 9.1: It's too quiet. Where do I go? - Downstairs. Inside the hole. 9.2: Tons of turrets. - Disable all of them. 9.3: YIKES! Antlion guard! -Kill him. 9.4: So THAT'S where the combine have been hiding. - Kill them all, disable them turrets, and use the grav gun on force field wires to disable them. Also use your Antlions to take the brunt of the trip wires and resistance. Turn on the switches. Climb upstairs, turn on switch. Climb downstairs and exit that room. 9.5: I keep dying to the combine behind the force field. - There's a crawl space on the wall. Climb into it. use a shovel or a plank to disable the fan. Kill combine and turn off the force field. 9.6: Why are you being so sparse with this part of the walkthrough? - Nova Prospekt is pretty linear. There's like maybe a few sticking points but it's really hard to get lost here. Just flip switches, enter doors, and kill Combine and turrets. 9.7: You're not very helpful are you? - Not really. Most of Nova Prospekt is one long line. Just use barrels for cover, disable turrets, kill combine, and when you make it to the end, jump through the window. 9.8: Another Antlion guard! - Let the combine attack it first. Then kill it. 9.9: Where do I go? - Find the door cluttered with junk and remove it. 9.10: The Combine Arms keep killing me. - Look toward the ceiling and on one of the walls will be a hole. Make a makeshift step ladder from boxes or barrels and climb into it. “Entanglement” Length: Medium Long Fun Factor = 4 Tip by James Frost: One tip for you - in the Entanglement level, you can take the turrets from one area to the next. That way, in the second turret scenario, you get four turrets instead of the usual 3. It's a bit tricky to get the turret there, but not impossible. You can easily take one of the turrets to the last turret area as well. 10.1: OK so Alyx is back. Now what? - Follow her. And keep her alive. She is very stupid and WILL get herself killed. JUST LIKE THE REST OF THE FRIENDLY AI! 10.2: Where do I go now? - Listen to Alyx and enter the doors she opens. 10.3: Combine ambush. - There's a box full of unlimited grenades. Use it. Disable turrets, kill Combine. And when you get to the force field room, throw a grenade into the room. That should disable it. 10.4: Control Room. - Or as I like to call it Turret tutorial. Set them up on the ends of the room and pick off soldiers from the windows. This part is easy. Its the next turret scenario that's really hard. John Keyston says: Just for completeness, and in case nobody else has provided you with the information, I found another solution to the first Entaglement control room/sentry gun puzzle. Although Alyx instructs you to deploy the two sentry guns, you can in fact disregard her advice and leave the sentry guns where they are. If you don't touch them the Combine Soldiers do not in fact appear, which gives you all the time in the world to use objects from the control room to assist you in climbing over the shield. To do this, I: - placed the bench close to the shield, and parallel to it, with one end of the bench touching the wall at the right end of the shield; - put the tall filing cabinet on the bench, and against the wall for stability; - put the short filing cabinet on the bench next to the tall one; - put the two rectangular computer cases on top of the tall filing cabinet. With this arrangement I could climb just high enough to jump over the shield. Alyx did not appear. Of course, this solution does not give you the "tutorial" that is useful for the next, more difficult, sentry gun puzzle. 10.5: The water is electrified. - Use the grav gun and make a bridge. This should keep you from getting fried. Exit the room, walk the catwalk, and jump off the balcony to where the combine was firing at you. 10.6: Another control Room. - Now THIS is the hard part. You have three turrets. Camp the turret room and set them up as followed. Two patrolling the entrance left of the health and shield. One patrolling to the right of them. your job is to cover the turret. With those two patrolling, nothing other than a manhack or a grenade will get through. It's the solo turret that needs the protection. Fight off wave after wave til Alyx gets there. It's time to baby sit her again. ======================= (o) (o) ----------------------- (X)control room (X) ----------------------- (o) (o) ======================= (X) = Turrets (o) = Combine fields It's best to set up the turrets like this. Ted Nelson says: I found a different way to do it, and it allows you to beat this part on hard without getting scratched. What you have to do is go the room with the ammo crate in it, take a barrel, and position it to the right of the ammo crate when you are looking at the front of it, and make a triangle, with the wall, barrel, and crate as sides. Next take two of the turrets and face them towards the penning on the left of the crate, making sure that they can hit the combine before they can hit you. Take the last turret, put it facing the opening on the right of the crate on the wall opposite the crate, then quickly jump in the triangle you created earlier. Just watch the opening to your left, you should be able to see their heads over the barrel, but they cannot see or shoot you. Then you just wait. Alexander Barratt says: having picked up a turret with the grav gun, turn left and run out of the room, under the arches and into a very small, dark room that can be found in the wall on the right (maybe a prison cell? I do not remember). quickly set all three turrets up facing the door with a small gap behind them so you are able to crouch between them and the back wall. thus the soldiers are bottlenecked and die almost at once on appearance. instead of covering the door yourself (I perhaps shot one person), your main task is to use the grav gun to throw back incoming grenades. this can be tricky as in such confined space it is more then possible to accidentally pick up a turret instead, but a good aim will see you through. very important to stand when throwing the grenades back, otherwise you are liable to shooting them into the back of your turrets, even if it seems you have enough space; extremely bad for health!! Andrew Shorrock says: "Nova Prospekt" in the second control-the-turrets scenario you can use the grav gun to block all the other combine entrances beside the one you want to defend. Simply chuck all the junk down from the office above before you drop down into this part and use the crates, tables and barrels to block up the force field entrances and the Combine won't come through. The turrets will then deal with the main assault easily but you might have a couple of guards lingering at one of the blocked-up entrances to deal with. Victor Chang says: This one doesn't even need the 3rd turret, just turn the turrets around, and place them completely (if they are a little out, its still possible that they'll get knocked over) inside the little slots that they were stored in, put one in both of the two outer slots. You get in the empty one yourself and you're almost completely safe. The turrets will shoot any combine that try and come in, some will get through, but they are usually preoccupied by the turret and die quickly trying to take it down. If they do notice you, well, you get a kill after all! And about the grenades, no problem, you won't get hurt in your little slot and the little slots you put the turrets in keep them from falling over. All you need to worry about are a few manhacks and maybe a combine. Here is a little "picture" showing my setup: ___ |>--*bang!* |___ |(you) |___ |--< |___ |>--*bang!* |___ those are the four slots, the >-- are the turrets, the *bang!* is just to show you which direction they're facing. Alternate suggestion by Kit Bennett: Was reading you FAQ, have just finished HL2 myself, the only thing I would add is an easier way to survive the bit in the prison when u have to setup the turrets to protect yourself until Alyx get to you (10.6 on your FAQ). Basically there is an elevated ledge with a railing. Luckily enough you have the correct amount of boxes if setup right to act as ladder to the top of the ledge, so set the boxes up, set one gun up to trigger the guards. Climb up the boxes to the ledge and wait to pick off the guards with ease. Lose virtually no health and have fun sniping people. Alternate suggestion by Jim McNeil After getting really tired of trying to keep the turrets up-right I decided to try and keep them close. After completely barricading one of the combine fields with all the barrels and crates I set up all three turrets inside the control room it self, facing of course the three fields I did not block. It took a try or two to get the turrets in the three corners and still have a good field of fire, but they never got knocked down and by the time Alex had shown up I had fired a total of 5 rounds from the smg (1 combine trooper made it to the door) and had not taken a single hit. ===================== (o) (o) barricade here ------------------------------------------ (x) Control Room (x) (x) ------------------------------------------ (o) (o) ===================== Cheers Alternate suggestion by Cedric Haegeman: I just wanted to say that there is a much easier way to beat of the combine soldiers in the hard part of "Entanglement" (if you know what I mean?) wich requires zero turrets. In the walls to the right of the charger and medical system there are two cells. Just stack the entrance to one of those cells with boxes - get in the cell you blocked off. The upper crate will fall of as you do so, but just put it back up. When the soldiers come by, they'll just say "He's gone" and stuff like that. When Alyx arrives, only two soldiers or something are left, requiring two shotgun bullets...It's how I solved it, as it didn't work in any of the ways in your FAQ (but maybe I just suck ;) ) 10.7: Follow Alyx? - Yes. But watch out in the next room. The combine turn off the lights. 10.8: OK...Mossman has escaped. And they are coming in packing heat. What now? - The last turret scene was the hardest. Consider this cake. Assume the room from the angle looks like this. ========================= = 2(o) 3(o)= = = = [T] = = = = = = [X]<-Turrets 1(o)= ========================= [Entrance] You've got to keep the Combine off Alyx long enough to get the Teleporter working. [T] = Teleporter (o) = Combine fields. Set up the turrets at (o) and run around shooting. The combine will get past Fields 2 and 3 easy. Alyx will assist in shooting. Keep killing til the teleporter is ready. 10.9: It's been a week? - Yay. Watch the events and then fall down the elevator shaft. Alternate Turret strategy by Henrik Stavnshoj: Thank you for your very nice walkthrough. It helped me a couple of difficult places, especially at the control room in chapter 10, with the turrets, the combines kept running me over :-( But when I followed your suggestion, it worked :-) However, I have one "tweak" that gives you a bonus, also later: You can take a turret with you, with the gravity gun, if you have the patience If you hold it in front of you, it automatically clears enemies on your way, and it can give backup fire when opening doors, or clearing rooms with several enemies, especially combines. Last but not least, if you bring it with you, you will have _four_ turrets at the control room which eases the task considerably ;-) I placed them like this: ================ (o) (o) (x) ----------------- (x) control room (x) ----------------- (x) (o) (o) ================ Likewise, four turrets easily holds off the combines in the teleporter room, when placed like this: ========================= = 2(o) 3(o) = = [X] = = [T] = = = = [X]<- 2 Turrets = = [X] 1(o) = ========================= [Entrance] The two turrets work very effectively against the big combine field opposite of the entrance, they don't even get near them ;-) Thus you can help the turret at field 3, clearing the few combines that make it that far. “Anticitizen One” Length: Long Fun Factor = 3. 11.1: Dog is a vicious machine. Should I help him? - you...could...or you could simply let him take on all resistance and then let him open the door for you. 11.2: Not sure where I go after getting the Rebel in my Squad. - Head past the slide and take a left. You'll see other Rebels pulling down the propaganda machine. They join you too. Head toward the far north-right black steel door and wait. Combine guards will flood out. 11.3: How do I disable the hoppers? - Grav gun pull em toward you and gently release them. 11.4: Where do I take the squad now? - Follow the path and enter the room. Climb the stairs and then exit. You should be on the street. Don't go forward. Back pedal and go around the wall. Enter the building and go up two stories. Then enter the hall way. Kill all resistance and then use grenades to disable the two turrets waiting for you down the hole. 11.5: I keep killing them but they keep respawning. - Don't fight the combine on the wall. Instead, head for the left building and enter. Disable hoppers, kill combine, go upstairs, and fall down holes, and you should be outside behind the fence. Kill all resistance and then open the gate. Score one for the rebels. Go upstairs. 11.6: Head downstairs and fight the combine in corridors? - I don't need to say more. ^_^ 11.7: Repeat 11.6? - YES! :D 11.8: I'm in the main hallways. Is it me or do the men get dumber each step? - Nope, friendly AI is lacking. Lead your morons all the way down the path, kill manhacks. Shoot out the padlock and enter the room (this is assuming you walked Around the broken truck.) Kill combine, manhacks, and then fight the two Combine gunners. You'll be using those guns in a moment to fight off reinforcements while the medic blows open a hole for you. Enter it when it's blown open. 11.9: Green ooze. Yuck! - It's bad for your suit. Climb the car and use the grav gun to build yourself a makeshift bridge with the wooden wheels. Keep using two of them. Careful. Loads of Zombies around. Bridge yourself to the white car at the end and climb the pipe. Enter the pipe, go down, and open the door for your faithful idiots, and then go upstairs. Watch out for headcrab rockets. 11.10: You've skipped over half the stage! Why? - It pretty much spoon feeds you where to go. Well...after you deal with the drama of the two apartments, don't open the door. Walk out to the open door. From there, simply follow the pathetically linear path, killing zombies and combine. When you get to the two barnacles, take your right and fall down the far right hole. Continue to follow the pathetically linear path until you find a hole with two turrets and 4 zombies. Insert Alyx. 11.11: Protect Alyx? - Easy enough. Kill resistance, find a way downstairs, and make your way to outside, and protect Alyx while she lowers the shields. 11.12: Easy for you to say. The Combine keep coming and my men are retards. - Use the hoppers. Snipe. use cover fire. Do what you can to preserve your life and keep them far away from Alyx. IF you can do that, then when the shields fall, sprint to the generator and use the grav gun to push out the core. Then run into the opened gate and she should close it behind you and the surviving idiots. 11.13: Where do I go now? - Go down the crevice and into the hole. Alyx won't follow you. She'll become Princess Toadstool and the Combine will become the Koopas. 11.14: Where do I go now? Follow the path and eventually you'll make it down a flight of broken stairs. Make it to the door you'll find locked. Go inside the door next to it, kill the black headcrab, and use the grav gun to remove the wood that has it locked. Then go through and find a ladder to climb. This should lead you to the WORST part of the stage. 11.15: Ok how do I get past this nightmare? - Walk around the catwalk to the switch. Activate it. Kill all seeable Combine. Wait for platform. Ride platform up. Walk along catwalk. Climb ladder up. Walk on pipes. Walk around to beams and walk on the beams that hoist the platform you just rode on. Walk across them and crouch to go all the way. Climb on the catwalk. Walk around to another ladder. Jump to middle catwalk between very top and where you came from. Walk it and fall at exit door. Beware of hoppers. “Follow Freeman” Length: Long Fun Factor = 6 12.1: Snipers got us pinned down. How do I get past them? -Sprint, strafe, and if you're close enough to the window, lob a grenade inside. You'll go straight and then take that first right, dodging sniper fire. Enter the door. Your men surviving isn't a guarantee. And watch out for the zombie leaper coming up the stairs. 12.2: The poor guy got injured. Now what? - After his speech, 7 zombies should come from out of the water. Kill them and then head to the path that has the stairs that go up. Keep going upstairs until you arrive and a shelled out floor. 12.3: How do I save Barney? - Trigger the event by going upstairs and then let Barney finish talking. Afterwards, go back downstairs and lob grenades at the two snipers. One should be left of the exit in the middle window. The other should be straight ahead. They give themselves away by trying to kill you and Barney. After they are dead, follow Barney but beware of the Black Headcrabs. He should lead you downstairs to a Combine security door. And you should have a little posse. 12.4: Barney's opened the gate. Help? - Enter the room. Avoid the Black headcrabs, and then exit. You'll see a stairwell that leads up. Two Combine troops are waiting for you. Kill em as well as the turret and then enter the room. Barney will lead you to the computer and open the door. You'll be joined by three meatbags. Enter the next room and you'll be spotted. Keep going and head downstairs. Now when you are running for the main building, be advised that when you see a white circle light up, stay far away. It's a suppression laser. Run toward the truck car and then walk behind it. Follow the path and enter the door. Two Combine are waiting for you inside. Kill them and exit the side door. Avoid white fire and go straight, killing the hiding combine and the three in the far off room. Exit the room and all you'll need to worry about is the combine. 12.5: How do I open the energy fence? - Grav gun. Hello? 12.6: How do I take out these turrets? - Activate the blue lines and throw a grenade into the open turret. The door you enter is the double door to your left. Once you're in the large hall, head to the other side. Beyond the two blue trip wires should be two turrets and your destination. Kill the three combine that exit from the shield and then take out the turrets. Another thing you could do is take out the first turret and then sprint to the black room straight ahead. You can hide there til the second turret dies down and hope Barney doesn't get killed. This should take you upstairs and near the generator room. You should see a room with trapped rebels. Barney will free them. If your team was killed, you'll have a new team. Two turrets guard the generator room. Best way to take out the generator itself is to use the grav gun and propel the core. You'll hear two generators left. This faqs will assume you've taken right path first. Alternate suggestion by Andrew Shorrock: Secondly, in "Follow Freeman" you can disable some of the pop-up turrets by grabbing steel tables using the grav gun, crouching and then walking up to block them. 12.7: Right path wha? - This is right from the generator room, Turrets facing you. This should lead you to a corridor with three exits: one is a dead end with a turret, one is a entrance to the generator room, and the third is a exit to the main stairwell from the beginning of the level part. Take the middle. You should see a room laden with red lines. Jump on the above plank and walk past the red lines. Next, jump on the plank and jump over the red lines. Now, walk around the path and crawl under the red planks. Bear in mind, hoppers will be everywhere. After crawling under, climb the plank with the red lines, but don't run into them. Then, jump to the pipes and walk over them and drop down. Turn the red beams off. Provided your rag tag group survived the combine guards attacking outside, (Barney will if you're quick), they will now enter the room. Enter the Generator room and disable it. A blue line should be before it and have two turrets ready. Kill them. 12.8: Left path wha? - This is left from the generator room, Turrets facing you. You should find a room with an open door, two inactivated hoppers, and an open exit. Enter this room and try to exit. It's a trap. The doors close and combine fire at you through the holes in the wall. Fight em off best you can. After they get bored, they will open the doors. The first door is where you should use your hoppers as traps. Two elites and 5 Combine storm it. The other one is easy enough. Three combine. Exit, find the generator room, and disable it. Now try to go back downstairs toward that first force field you saw as you entered the suppressor building. The one where the first three combine attack. 12.9: Another trap? - Yah. Try to kill them without A) dying or B) Barney dying. Use the pulse rifle's secondary function. That should take out a lot if you aim right. Kill them all and then enter. Barney will lead you to the room and stay at the computer. Provided your team actually survived (they won't), you'll be reinforced with a new team. Head for the room. Avoid the turret and the two combine. 12.10: The roof is a war zone. - No really? Kill combine resistance and find the shield/health wall tanks. This should trigger cool music and a gunship. Remember, toward the entrance there is an unlimited rocket box. USE IT. Kill the gunship. Then wait for the Combine drop ship to drop soldiers. They will then open the path and storm you. Kill them all. Run to the control switch and activate it. At least 14 Combine guard the path. Kill em all and enter. 12.11: I seriously hope Valve is NOT pitting me against Striders. - Oh they are. 4 of them to be exact. You should be outside the museum. You can do this one of two ways. The commando way: JUST RUN. USE COVER. HIDE BEHIND MEN. FALL DOWN THE HOLE. WORK YOUR WAY TO THE FAR FAR PLAZA FOR THE UNLIMITED ROCKET BOX. Or the scoundrel way: loot dead bodies for rockets. Once all four are dead, head all the way to the end of the street. You should notice it's the part where Combine are shooting at you from. Kill them and go downstairs. 12.12: It's quiet. One Combine guard. - Too quiet. Kill him and go forward. And...then...SPRINT. A strider is chasing you. Expect survivors to be killed in this part. 12:13: I'm lost. - Enter the room and duck the strider. Kill the three Combine guards that try to ambush you. Then go upstairs. Kill the guards there. Go upstairs. The Strider should blow up some rubble, making a path for you to go up. 12.14: How does the Strider keep finding me? - It's using Scanners as its eyes and ears. Kill them, wait a few, and then sprint up the ramp and walk the narrow beams toward the end of the building. If you do it right, you'll see a box of unlimited rockets. You don’t' have to kill the strider, but it makes the next part easier. 12.15: Hmm....Urban warfare sucks. - I imagine our troops said the same thing. Anyways, go straight into the hole, kill the Combine ambush, and then head up to the street and enter the next hole. The best music in the game should start NOW. Avoid the strider, kill the resistance, and head for the coffee shop. Take a left and head for the dead end. A strider should blow open a hole. Head in it and then fight the combine who laid a bomb trap for you. Enter that nasty pit and fight your way up. Move around til you find a dead end. You can do two things: Go upstairs and jump the beams til you make it to the other side, fighting never ending spawning Combine. Or you can simply wait em out, fight em off and wait for the strider to blow a path open FOR you. Either or, enter that side of the stage and make your way upstairs. You'll find a rocket pack. Now is when humanity makes their last stand. 12.16: I killed them. Now what? - Head toward the horse by walking the beams and jump off the building. You'll encounter the last of the combine resistance and Barney and Dog. Dog will open a path for you. And if you see Dr. Breen, from Devolution, Tell him I said, "F------u!" “Our Benefactors” Length: Medium Fun Factor = 4 13.1: Where do I go from here? - Follow the path to your left and hop the rocks on the cliff. Make sure you don't fall. When you get to the end of the path, jump on the moving platform and ride it up. Navigate the path and eventually you'll make it to an area where you see two machine carrying devices. 13.2: Which one should I take? -Hint: The immediate one is electronically sterilized. When they move out of the way, sprint toward the other side and then take the one that's headed left of the track. Then just sit back and enjoy the visuals. 13.3: MY weapons! They are gone! - Look what you got instead. Ladies and gentlemen, I bring you, the Gravity Gun Redux. It slices, it dices, and it kills. 13.4: Where do I go now? - Follow the path. It should be pretty linear and have a little resistance. But now that you are a walking tank of death, it shouldn't be any problems. Watch the entire Dr. Breen speech. A glitch that can happen here is that you can't jump. That is a problem since past the terminal Dr. Breen is gloating from. You have to jump the ramp. Update: I've received many e-mails about this glitch and simply the only solution is to restart the level and hope it is not fragged. Please report the glitch to Steampowered.com so that the devs will patch it. 13.5: Where do I go and how do I down force fields? - If there are energy pillars with balls flying through them and they only have one, you can remove the ball with your gun and lower the field. Take the linear path to the elevator and call it. Kill all resistance. At the top, DON'T lower the shield til the elite is dead. He WILL use his secondary and knock you off. 13.6: How do I take on the Strider? - Use the energy balls with the Grav gun and a Strider should go down in only two launches. 13.7: Force field and 3 balls. - Pull all three of them and jump through the disabled field. Then make your way to the machine and be carried to Breen. “Dark Energy” Length: Short Fun Factor = 5 14.1: Ok I’ve been captured by Breen and my Grav gun was taken from me. What do I do? - Sit back and enjoy the ride. It won’t be long before you are rescued. 14.2: Dr. Breen is escaping! Where to? - Follow Alyx. She will lead you to the core. 14.3: Hmm he’s in the teleportation device. How do I disable this sucker? - Go to your right and walk the ledge behind the moving platform. Follow the path to the three energy pillars. Suck the balls toward you and disable the three pillars. Also kill any Combine Guard resistance. 14.4: It’s still moving. - After disabling the pillars, follow the path and ride the platform up. Follow the path toward the narrow pillar that leads to another rising/falling platform. Kill all resistance. Ride the platform up and then wait for the rising platform to fall in the middle of the structure. Grab the Health/Suit Recharge while you can and then ride the platform up. Finally, walk the catwalk and take the final platform toward the roof. 14.5: Breen is about to escape! How do I stop the portal? - Move to the left of the screen and suck energy balls toward you. Then aim them toward the white light that is above Breen but below the portal. Breen will get very upset if you’re doing it right. He will activate a core shield. Keep firing at the white core, regardless of the gunships that try to intercept you. Now, if this is on Hard, then take the Gunships out and continue pelting the core with white energy balls. 14.6: Alyx is stuck! What the heck just happened? - You’re watching the ending. 7. HLDM2 Advice: - The grav gun can make for some interesting fights. - If ping is over 150, don't bother playing. - When involved with Machine gun fights, crouch and fire. 8. Epilogue After playing San Andreas, talking to my manager about Halo 2 ( HE PLAYED IT NOT ME! ALSO HE HATED THE ENDING SO NO I'M NOT SLAMMING HALO 2), and reading other reviews and playing games, I'm convinced this is the Game of the year. Got any advice for me...or you got any problems? Send me an e-mail. Rude e-mails will be ignored and banned. Also, the Source Engine needs some serious patching. After plaing Vampire the Masquerade: Bloodlines, I'm convinced the engine still needs some tweaking. Update: Let me know if I should add anything. I will eventually tweak this and add things to it. See ya. Also do not send me attachments unless I ask for them. Mail with sent attachments will automatically be blammed and the user banned. That is all. :D Kudos to everyone who's e-mailed me and given a suggestion. Update 2: No more e-mails on advice. If the Faqs isn't updated on certain sites, well sorry. I'm moving on to other games so this is the last update. Also, I have played Halo 2 and although the multiplayer is still great stuff, I found the single player game kinda boring. I haven't gotten all that far in it but I must say that Halo 2 is NOT game of the year material like Gamespy said. If there are games of the year then they should either be HL2 or San Andreas. At least IGN got it right. www.faqs.ign.com www.gamefaqs.com www.gamerhelp.com And various other sites.
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