FAQ/Walkthrough by MissingMyHead

Version: 1.1 | Updated: 03/14/09 | Printable Version

No ASCII Art logo for j00.

Half-Life 2: Lost Coast
Created by Missing_My_Head

Table of Contents []

Table of Contents []
Version History []
Introductions []
   About the Game []
   About the Guide []
Plot []
Game Basics []
   Controls []
      Default Controls []
      Optional Controls []
      Recommended Positions []
   Weapons []
   Enemies []
   Items []
Walkthrough []
FAQ []
Contact []
Credits []
Legal []
Fin []

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Version History []

Version 1.0
Basic walkthrough complete. Got some information on weapons and enemies.
Future updates might include information on items and perhaps a transcript of
the game's commentary and/or dialogue.

Version 1.1
Got a tip in an e-mail about stopping the Combine Elite from destroying the
stairs. Added that and made the appropriate changes here and there.

Introductions []

About the Game []

Half-Life 2: Lost Coast is a bonus chapter for Half-Life 2. Anyone who owns a
copy of Half-Life 2 can get it for free on Steam (yes, this does include The
Orange Box, however you aren't eligible if you were gifted the game).

Lost Coast is basically another chapter within Half-Life 2 and seems to be
canon from what I can tell. The chapter takes place between the chapters of
Highway 17 and Sandtraps. It's pretty short, only about half an hour's worth
of gameplay, but it has a few gameplay and story elements that aren't present
in other Half-Life games. Plus it's free. Can't complain now.

Lost Coast also happens to be the first Valve game to contain commentary. You
can turn commentary on or off in the main menu. When it's on, little orange
speed bubbles with "..." inside them will appear in various locations. You can
then "use" them with whatever key you have set to "use" (default E) to hear
the developers talk about how and why they did certain parts of the game. This
commentary system is also present in other, later released Valve games,
including Half-Life 2: Episode 2, Team Fortress 2, Left 4 Dead, and Portal.
I recommend playing through the game once without commentary and then playing
through it again with commentary. That's what I did, and, according to
Wikipedia, that's what Valve intended.

About the Guide []

Hi there. The name's Missing_My_Head. I decided to write a guide for this game
after taking a peek at GameFAQs' message board for Lost Coast and seeing a
post by the user ceder02 asking why nobody had made a Walkthrough for the game
yet. I figured I had nothing better to do, so I did this. Congrats ceder02,
you've been immortalized.

Since this game is short as heck, I can be really exhaustive and cover way
more than I could with a full sized game. In other words, this guide is going
to be a lot bigger than it needs to be because it can be and because I've got a
metric assload of free time.

This is my fourth guide on GameFAQs. The first was a Sonic the Hedgehog series
character guide, which can be found on the FAQ listings of most Sonic the
Hedgehog games. The guide's a bit outdated right now, seeing as how I haven't
updated it since God knows when, but I do plan on _eventually_ updating it.
The second one is a MASSIVE, comprehensive guide for Super Smash Bros. Melee.
It's currently the recommended guide for the game. I actually don't think it's
all that great, but the people seem to disagree. Lastly, I've also got a guide
for an obscure little PC game known as FunPack 3D. The game is complete
garbage, but I made a guide because it was easy and nobody else had written
one at the time.

Anyway, that about explains the guide. So wake up, Mr. Freeman, and read the

Plot []

Half-Life 2: Lost Coast takes place between the chapters of Highway 17 and
Sandtraps in Half-Life 2. From what I can tell, the story of Lost Coast is
canon to the overall storyline. The idea is that Gordon Freeman ends up near
the town of St. Olga, which the Combine are in control of. He meets an unnamed
man known only as The Fisherman, who tells Gordon that the Combine have
installed a headcrab shell launcher in the monastary overlooking St. Olga and
asks him to disable it. Interestingly, this is the only time you get to what
launches headcrab shells.

And that's about it. Again, this all seems to be canon, so you can imagine
that all this actually happened between Highway 17 and Sandtraps.

Game Basics []

Half-Life 2: Lost Coast is a First-Person Shooter, which means your view is
through the eyes of your character, Gordon Freeman, and you use weapons
(mainly firearms) to defeat enemies.

On your screen is a Heads-Up Display, or HUD, which is provided by your
Hazardous Environment Suit, or HEV Suit. The HUD will display your Health in
the lower left hand corner or the screen. It starts at 100, goes down when you
take damage, and you die when it hits zero. You also have a suit charge. When
your suit is charged, some of the damage you take is redirected to the charge
instead. Losing your charge is harmless, but it lets you take more damage. You
start with zero charge, but when you get a charger item or use a charing
station, the "SUIT" panel will appear on the HUD. Your suit charge can go up
to 100.

Also, depending on what weapon you're using, the HUD may have ammunition
counters in the lower right hand corner. If you're using the Crowbar or
Gravity Gun, there will be nothing there, since those weapons don't use
ammunition. If you're using Grenades or the Rocket-Propelled Grenade Launcher
(RPG), it will show how many Grenades or Rockets you have. If you're using the
Pistol, Revolver, Shotgun, or Crossbow, it'll show you two numbers. The one on
the left shows how much ammunition is currently loaded inside the gun. The one
on the right shows how much you have that isn't loaded in the gun. Note that
the Crossbow can only have one loaded ammo at a time and automatically reloads
after firing, so you should only really care about the number on the right.
Lastly, if you're using the Submachine Gun or AR2, you'll see three numbers.
The left and middle ones equate to the left and right ones I just described.
The far right number shows your secondary ammo. The Submachine Gun and AR2
both have secondary attacks which use different ammo than their normal attack.
You don't have to reload the secondary ammo, so there's only one number. It's
important to note that although the AR2 supports a secondary attack, the
ammunition for that attack does not exist in Lost Coast, so you can ignore the
0 on the right side when using the AR2.

You'll find boxes lying around throughout the game. Big cubical ones are
empty, so they're only good for cover and as Gravity Gun projectiles (you'll
learn about that later). Smaller ones with markings on them contain items, so
break these open. I recommend using the Crowbar to open them because using the
Gravity Gun runs a risk of losing the box and using other weapons wastes ammo.
You can also get items by killing enemies. Combine Soldiers and Combine Elites
drop items. Poison Headcrabs and Hunter-Choppers don't. Items can be new
weapons, ammo for current weapons, medkits to heal your health, or chargers to
charge your suit. Wall-mounted first aid kits and charging stations also
exist. Walk up to them and "use" them (Default E) to either be healed or
charged, respectively.

That's about it for the absolute basics. See this sections subsections for
more basic info.

Controls []

Default Controls []

You can mess with the controls if you want, but here are the defaults.

Mouse - Look Around
Moving the mouse causes you to look in the direction in which you move it. You
can spin a full 360 horizontally, but you are limited to roughly 180

W - Move Forwards
Makes you walk in the direction you're facing.

A - Strafe Left
Makes you walk to your left without changing which way you're facing.

S - Move Backwards
Makes you walk away from the direction you're facing.

D - Strafe Right
Makes you walk to your right without changing which way you're facing.

Ctrl/Control (Either One) - Crouch
Reduces your height. You will move more slowly when crouching. It also changes
the Grenade's secondary fire from a light toss to a roll along the ground.

Shift (Either One) - Sprint
If you press W, A, S, or D when holding down Shift, you will go faster than if
you weren't holding down Shift. Whenever you move with Shift held down, your
AUX Power will deplete. You can't sprint while crouching.

Alt (Either One) - Slow Walk
Holding down Alt makes your walking marginally slower.

Esc (Escape) - Menu
Pauses the game and brings up the menu. If you're already paused, it'll return
you to the game.

Space - Jump
Makes you jump into the air. You can't change direction in the air, so make
sure your momentum is what you want it to be before making a jump.

Left Click - Primary Fire
This causes your weapon to use its primary attack style.

Right Click - Secondary Fire
This causes your weapon to use its secondary attack style if it has one.
Weapons with secondary attack styles are the Gravity Gun, the Submachine Gun,
the Shotgun, the Crossbow, and the Grenade. The AR2 Pulse Rifle has a
secondary fire, but its ammunition is not present in Lost Coast, so activating
it will only result in a click. The Crowbar, Pistol, Revolver, and RPG have no
secondary fire. Note that the secondary attack styles for the Gravity Gun and
the Crossbow aren't actually weapons, but more like tools.

Scroll Wheel - Cycle Weapons
This creates a HUD of your current weapons on the top of the screen. You can
scroll with the wheel to select a weapon. Weapons in yellow can be equipped,
weapons in red are out of ammo and cannot be equipped. Obviously, the crowbar
and Gravity Gun will never be in red. When you have selected your weapon,
click to equip it. If you accidentally scroll or decide against changing your
weapon, you can either scroll back to your current weapon and select it or
just do nothing. After a while, the HUD will fade away, although you won't be
able to fire your weapon until it does. If you don't like this system, you can
go into Options > Keyboard > Advanced... and choose "Fast Weapon Toggle." This
makes you automatically switch weapons instead of having to click.

1 - Weapon Category 1
Weapons are categorized into five categories (well, actually six, but you
don't get the sixth in Lost Coast), as can be seen when scrolling through
weapons. Each category (except six) has two weapons. Pressing 1 will bring you
to category 1 (Crowbar and Gravity Gun) just as if you had scrolled there with
the wheel. It defaults to the Crowbar, and then you can press 1 again to
switch to the Gravity Gun, then again to go back to the Crowbar. You can
select weapons just like with the scroll wheel. With Fast Weapon Switch
activated, you will automatically switch to the weapon instead of having to

2 - Weapon Category 2
Weapons are categorized into five categories (well, actually six, but you
don't get the sixth in Lost Coast), as can be seen when scrolling through
weapons. Each category (except six) has two weapons. Pressing 2 will bring you
to category 2 (Pistol and Revolver) just as if you had scrolled there with
the wheel. It defaults to the Pistol, and then you can press 2 again to switch
to the Revolver, then again to go back to the Pistol. You can select weapons
just like with the scroll wheel. With Fast Weapon Switch activated, you will
automatically switch to the weapon instead of having to click.

3 - Weapon Category 3
Weapons are categorized into five categories (well, actually six, but you
don't get the sixth in Lost Coast), as can be seen when scrolling through
weapons. Each category (except six) has two weapons. Pressing 3 will bring you
to category 3 (Submachine Gun and AR2) just as if you had scrolled there with
the wheel. It defaults to the Submachine Gun, and then you can press 3 again to
switch to the AR2, then again to go back to the Submachine Gun. You can select
weapons just like with the scroll wheel. Note that you do not start
Lost Coast with the SMG or the AR2 and you must obtain them from enemies.
Pressing 3 without either of the weapons will just result in a buzzer noise.
With Fast Weapon Switch activated, you will automatically switch to the weapon
instead of having to click.

4 - Weapon Category 4
Weapons are categorized into five categories (well, actually six, but you
don't get the sixth in Lost Coast), as can be seen when scrolling through
weapons. Each category (except six) has two weapons. Pressing 4 will bring you
to category 4 (Shotgun and Crossbow) just as if you had scrolled there with the
wheel. It defaults to the Shotgun, and then you can press 4 again to
switch to the Crossbow, then again to go back to the Shotgun. You can select
weapons just like with the scroll wheel. With Fast Weapon Switch activated,
you will automatically switch to the weapon instead of having to click.

5 - Weapon Category 5
Weapons are categorized into five categories (well, actually six, but you
don't get the sixth in Lost Coast), as can be seen when scrolling through
weapons. Each category (except six) has two weapons. Pressing 5 will bring you
to category 5 (RPG and Grenades) just as if you had scrolled there with the
wheel. It defaults to the RPG, and then you can press 5 again to switch to
Grenades, then again to go back to the RPG. You can select weapons just like
with the scroll wheel. With Fast Weapon Switch activated, you will
automatically switch to the weapon instead of having to click.

6 - Weapon Category 6
Weapon Category 6 only exists in Half-Life 2, but the engine still recognizes
it as a category. Pressing 6 won't do anything, but it'll make the weapon
changing noise.

7 - Weapon Category 7?
Now here's something interesting. 7 does the same thing as 6, but you never
get a seventh category in any Half-Life game. Makes you wonder. Also, this
control is not listed under the options menu, so you can't change the key.
The only other control whose key can't be switched is the Developer Console,
which is always ~.

G - Gravity Gun
Switches your equipped weapon to the Gravity Gun. If you have the Gravity Gun
equipped, it switches back to whatever you had equipped before that.

Q - Swap Weapons
It's like G, except replace the Gravity Gun with whatever weapon you were
holding before and the weapon you were holding before with the one you're
holding now. In more simple terms, imagine you're holding Weapon A and you
switch to Weapon B, then to Weapon C. You press Q and you switch back to
Weapon B. You press it again and you switch back to Weapon C.

E - Use
Press or hold down E when facing a usable object to manipulate it.

R - Reload
Pressing R causes you to reload your weapon, restoring its loaded ammunition
to its maximum amount. This takes time, and the time varies from weapon to
weapon. The shotgun has to load each cartridge separately, and you can fire in
between cartridges, although you will have to press R again to resume
reloading. The Crowbar, Gravity Gun, Grenades, RPG, and Crossbow do not
require reloading, although the latter three still use ammo.

F - Flashlight
F toggles your flashlight, which creates a cone of light in front of you.
Using the flashlight drains AUX Power.

Z - Zoom
Hold down Z to use your HEV Suit's Zoom function, which lets you, well, zoom
in. It's like a sniper scope. You can't fire your weapon while zoomed.
However, the crossbow's secondary fire is identical to the zoom, except it
lets you fire the crossbow while using it.

F5 - Take Screenshot
I don't know how this works, but it's listed under the control menu.

F6 - Quick Save
This automatically saves your game.

F9 - Quick Load
This automatically brings you to the last time you saved.

Pause (also Pause Break) - Pause
Wow, really? This button stops all action and displays "PAUSED" on the screen.
Pressing it while paused unpauses the game. It's like pressing Esc, but without
the menu coming up. You can't use this while paused with Esc, but you can
pause with Esc while using this.

~ (also the ` key) - Developer Console
In order for this to work, you have to go to Options > Keyboard > Advanced...
and click the box for "Enable developer console (~)." You can then press ~ to
bring up the Developer Console, which is a text input box where you can type
in commands to screw with stuff. It's sort of like hacking the game, but
without hacking it. It's some fairly advanced stuff and I'm not going to
evaluate on it. Also, this and 7 are the only controls which you cannot change
the key for. Since this control is accessed differently from all the others,
its key can't be changed from ~. 

Optional Controls []

These controls have no keys assigned to them when you start the game, but you
can still assign keys to them through the Options > Keyboard menu.

Toggle Closed Caption Sound Effects
Switches between Subtitles and Closed Captioning. The difference between the
two is that Subtitles just show voices while Closed Captioning shows sound
effects in brackets (i.e. [Weapon Pickup]).

Quit Game
Closes the game completely.

Look Up
Rotates your view up as if you had moved the mouse up.

Look Down
Rotates your view down as if you had moved the mouse down.

Look Left
Rotates your view left as if you had moved the mouse left.

Look Right
Rotates your view right as if you had moved the mouse right.

Swim Up
Causes you to move straight up when underwater.

Swim Down
Causes you to move straight down when underwater.

Strafe Modifier
When you hold this key down, moving your mouse in a direction will cause you
to strafe in that direction.

Keyboard Look Modifier
I'm not entirely sure what this does, but it disables your ability to walk
forward and backwards while it's held.

Recommended Positions []

When playing Half-Life 2: Lost Coast, I recommend you have your hands in this

-Right hand on mouse
-Left pinky on Left Shift
-Left ring finger on A
-Left middle finger on W
-Left index finger on D
-Left thumb on the Spacebar

I've found this to be the optimal position when using the default controls.
This setup assumes you are right handed. I don't know how being left handed
would affect it. Also, this position applies for other Source games, and
probably a lot of other first-person shooters, too. I've found it to work with
Crysis and Crysis Warhead, though I haven't played any other PC FPS's, so my
knowledge is limited.

Weapons []

I'll be using the following template for Weapon entries:

Name: Weapon name as displayed on the HUD [Weapon name as I'll call it]
Category: Which category it falls under
Secondary Fire: Whether the weapon has a secondary fire (Yes/No)
Works Underwater: Whether the weapon can be fired underwater (Yes/No)
Max Loaded Ammo: How much ammunition can be loaded in the weapon
Max Unloaded Ammo: How much ammunition you can have out of the weapon
Max Secondary Ammo: How much ammunition you can have for the secondary fire
How to Obtain: How you get it
Notes: Other notes

Name: Crowbar [Crowbar]
Category: 1
Secondary Fire: No
Works Underwater: Yes
Max Loaded Ammo: n/a
Max Unloaded Ammo: n/a
Max Secondary Ammo: n/a
How to Obtain: You start with it.
Notes: The Crowbar is a melee weapon. I recommend only using it to open boxes.
The only time you'll need to use it is if you're out of ammo and there aren't
any good physics objects for the Gravity Gun around.

Name: Zero Point Energy Gun (Gravity Gun) [Gravity Gun]
Category: 1
Secondary Fire: Yes
Works Underwater: Yes
Max Loaded Ammo: n/a
Max Unloaded Ammo: n/a
Max Secondary Ammo: n/a
How to Obtain: You start with it.
Notes: Ah, yes, the beloved Gravity Gun. The Gravity Gun's primary fire emits
a charge which causes any physics object in front of it to be blasted away
instantly with enormous force. The secondary fire slowly draws objects towards
the gun. If an object is light enough, it'll be picked up by the gun and held
in front of you, allowing you to fire the object at will. The secondary fire
has a huge range, so you can grab things seemingly impossibly far away.

The Gravity Gun can also be used directly on Poison Headcrabs to blast them
away and damage them slightly. It cannot, however, directly pick up any NPCs.

Name: 9MM Pistol [Pistol]
Category: 2
Secondary Fire: No
Works Underwater: Yes
Max Loaded Ammo: 18
Max Unloaded Ammo: 132
Max Secondary Ammo: n/a
How to Obtain: You start with it.
Notes: The Pistol is a simple gun. It isn't particularly powerful, but has a
relatively good rate of fire. It's also the only true gun to work underwater.
This doesn't mean much in Lost Coast, but I figured I'd note it.

Name: .357 Magnum [Revolver]
Category: 2
Secondary Fire: No
Works Underwater: No
Max Loaded Ammo: 6
Max Unloaded Ammo: 30
Max Secondary Ammo: n/a
How to Obtain: You start with it.
Notes: The Revolver packs a hell of a punch, but it's slow and its kickback
will mess with your aim. Also, it only has a magazine of 6 rounds, so you'll
be reloading frequently. The Revolver is equipped when you first start Lost

Name: SMG (Submachine Gun) [SMG]
Category: 3
Secondary Fire: Yes
Works Underwater: No
Max Loaded Ammo: 45
Max Unloaded Ammo: 175
Max Secondary Ammo: 3
How to Obtain: Most Combine Soldiers in the game are armed with them, and thus
   drop them when killed.
Notes: One of two rapid-fire weapons. The SMG has a high rate of fire and low
accuracy. It also has a large 45 round magazine. The SMG also houses a grenade
launcher for its secondary fire. Only three can be held at a time. Using the
secondary fire shoots the grenade a few feet forward and it explodes on

Name: Overwatch Standard Issue (Pulse Rifle) [AR2]
Category: 3
Secondary Fire: Yes, but you can't get its ammo in Lost Coast
Works Underwater: No
Max Loaded Ammo: 30
Max Unloaded Ammo: 60
Max Secondary Ammo: 3, but it's unavailable in Lost Coast
How to Obtain: One of them is lying next to some boxes at the top of the first
   staircase. Also, the single Combine Elite in the game is armed with one,
   and thus drops it when killed.
Notes: The AR2 is a rapid fire weapon. It's fairly accurate, at least at close
to medium range, but kickback will slowly throw you off track, so it's best to
use it in short spurts. It also does a pretty good amount of damage. The
weapon has a secondary fire which fires a ricocheting energy ball that kills
everything it hits, but the ammunition for that doesn't exist in Lost Coast.
However, the sole Elite in the game fires the secondary fire to destroy the
wooden staircase early in the game.

Name: Shotgun [Shotgun]
Category: 4
Secondary Fire: Yes
Works Underwater: No
Max Loaded Ammo: 6
Max Unloaded Ammo: 24
Max Secondary Ammo: 3
How to Obtain: You start with it.
Notes: The Shotgun behaves very much like a normal shotgun. Each round is a
cartridge. When you fire the gun, you use one cartridge, but you create
multiple bullets which scatter in multiple directions. This means that the gun
is unbelievably powerful at close range, but its accuracy is a joke at long
range. The shotgun's reload sequence forces you to load in each cartridge
individually, which can take a very long time depending on how much ammo you
need to load, so I recommend reloading whenever you get the chance, instead of
waiting until the gun is empty. Actually, you should always do that, but it's
most important for the Shotgun. You can fire inbetween cartridges when
loading, but it will interrupt the reload process and you'll have to start up
again. The shotgun's secondary fire fires two cartridges at once, doubling
power and damage, but also using twice as much ammo.

Name: Crossbow [Crossbow]
Category: 4
Secondary Fire: Yes
Works Underwater: Yes
Max Loaded Ammo: 1
Max Unloaded Ammo: 9
Max Secondary Ammo: n/a
How to Obtain: You start with it.
Notes: The Crossbow's damage is unreal, but it can only load one bolt at a
time and it takes a while to reload. The Crossbow's secondary fire, however,
is a scope, which basically lets you use your suit's zoom function while still
being able to shoot. This makes it most effective as a sniper, shooting
enemies from far away. The bolts are heated red-hot with an electrical
current, which makes them very effective against organic opponents. In fact,
if you shoot somebody with the Crossbow and they're up against a solid
surface, they'll be impaled by the bolt and nailed to the surface.

Name: Grenade [Grenade(s)]
Category: 5
Secondary Fire: Yes
Works Underwater: No, but only for throwing them. You can throw the grenade
   into water from the ground and it will still explode underwater.
Max Loaded Ammo: 5
Max Unloaded Ammo: 0
Max Secondary Ammo: 5
How to Obtain: They're found in various boxes throughout the level. You can
   first get one from the boxes near the gate at the beginning of the game.
Notes: Grenades can be thrown, and will explode after a few seconds. You can
hold down the mouse to delay the throw, but it won't affect your throwing
power or how long the Grenade waits to explode. Explosions do more damage as
you get closer to the center. Being near the grenade when it goes off is
usually instant death, while being on the fringe of the explosion will do less
damage. Be warned, Grenades can harm you, too! The secondary fire is about the
same as the primary fire, except instead of throwing it you just kind of toss
it, reducing its distance. If you do the secondary fire while crouching,
you'll roll the grenade along the ground, which can be used to get under

Name: Rocket Propelled Grenade (RPG) [RPG]
Category: 5
Secondary Fire: No
Works Underwater: No, but the rockets can still function underwater after
   being fired
Max Loaded Ammo: 3
Max Unloaded Ammo: 0
Max Secondary Ammo: n/a
How to Obtain: You start with it.
Notes: The RPG fires a laser-guided rocket. Wherever you point the crosshair,
the rocket will go towards it. The rocket will explode on impact. Rocket
explosions are far more powerful than Grenade explosions. The RPG is the only
weapon which can damage the Hunter-Chopper at the end of the game (I think
Grenades and the SMG's secondary fire can technically damage it, too, but
they're FAR harder to hit the chopper with, aren't as strong, and the RPG has
infinite ammo supplies right by the chopper, anyway).

Enemies []

There are only four enemies in Lost Coast.

The Combine Soldiers are the guys in the dark blue clothing. They're armed
mostly with SMGs, some of them have Shotguns, and some of them also carry
grenades. They are by far the most numerous enemies in the game. They often
drop small medkits and chargers in addition to whatever weapon they were using
and the ammo they were carrying with it. Note that Combine Soldiers wielding
shotguns are still normal Combine Soldiers. In Half-Life 2: Episode Two,
shotgun wielding soldiers were counted as a separate enemy with red eyes
instead of blue, known as the Combine Shotgunner, but that wasn't done until
after Lost Coast was released.

Only one of these is in the game. He is the one that destroys the staircase
early in the game. He has an AR2 and is a bit tougher than the soldiers.

Three of these are released when you jam the launcher. If they bite you, your
health will instantly fall to 1. No, I didn't forget a digit there. ONE. It'll
slowly crawl back up, 10 points at a time, but you're an easy target in the
meantime. Note that this does mean that a Poison Headcrab will never kill you,
they just make it easier for other enemies to kill you. Also note that
although the Headcrabs are being used by the Combine, they are in no way
allied with them. Poison Headcrabs will attack Combine Soldiers and

The Hunter-Chopper is the final boss of the game. It attacks you a few times
throughout the level, but you never get a good chance to fight it until the
very end. It can only be damaged by the RPG (like I said above, Grenades and
the SMG's secondary fire may be able to damage it, as well, but they're
incredibly hard to hit it with and are in limited supply, anyway). Three shots
from the RPG are enough to take it down. It will shoot at you with a fast,
high-powered machine gun.

Also, three honorable mentions are the Dropship, the Leeches, and the Seagulls.
They aren't technically enemies, since the Dropship and Seagulls never attack
you and the Leeches can't be killed, but they serve similar purposes. The
Dropship can be seen flying over you early in the game. It can't be killed and
it doesn't hurt you, but it's still recognized by the game as a Combine NPC.
Also there are the Leeches. If you go too far into the water, Leeches will
start attacking you and rapidly draining your health. This is designed to stop
you from venturing off the map. Not all water areas have Leeches, however, such
as the one you start in. Lastly, a few seagulls can be seen flying around near
where you start. They're harmless, but if you manage to land a bullet in one
of them (or a crossbow bolt, or a physics object, or hell, even a rocket),
it'll die and The Fisherman will scold you for killing them. It's actually
kinda funny.

Walkthrough []

You start out on the beach. You should see a wooden bridge in front of you.
Make your way over to the end of the bridge, trying to avoid the water as much
as possible. Go across the bridge and approach the fisherman there. He'll
start talking to you and will recognize you as Gordon Freeman, although he
can't remember the name ("Friedman... Fishman... am I right?"). He'll assume
that you're here to fight the Combine and will walk over to a gate. Follow
him. There are two supply boxes near the gate. One is behind the booth and one
is floating in the water. Break them open with the Crowbar and take what's
inside. You'll get some ammunition and chargers, and possibly a Grenade.

The Fisherman will open the gate and tell you to go take out the headcrab
launcher that's attacking the town nearby (you'll see and hear it as you
progress up the cliffside). Before you go up the cliff, notice that he drops
his harpoon after opening the gate, which turns it into a physics object. Now,
you don't have to do this, but I recommend picking up the harpoon with the
Gravity Gun. Notice that it automatically points straight forward. The harpoon
is one of very few objects in the Half-Life 2 games which automatically orients
itself somehow when picked up with the Gravity Gun.

Go up the path, still holding onto the harpoon. After the first small
staircase you may notice a ledge going in the other direction. Ignore it, it's
a dead end. Go up the next staircase, but don't go all the way up yet. You'll
see a pair of Combine Soldiers with SMGs going up the next staircase. Wait for
them to get ahead of you, then sneak up behind them. If you didn't take the
harpoon, you can just shoot them, but if you do have the harpoon, use the
Gravity Gun to chuck it at them. For some reason, I've found that hitting one
or both of those guys with the harpoon can cause some hillarious deaths,
usually sending them flying through the air. Pick up their SMGs to get one of
them as your own and continue up the staircase. Another soldier with an SMG
will be waiting at the top. Kill him with the SMG. Run over and grab the AR2.
Two soldiers with SMGs will begin shooting at you from a ledge behind you, so
turn around and take them out with the AR2. Use the crowbar to open up the
boxes that the AR2 was near. You should get an SMG grenade. Now continue up the
stairs. Ignore the big wooden boxes, they're useless. Go up the wooden
staircase. Partway up, a Combine Elite above you will fire his AR2's secondary
fire and destroy the staircase.

Before I continue, there's something I'd like to note here. For a while, I had
been trying to see if there is any way to either stop the stairs from being
destroyed or to get up them before it happens. My idea was that you might be
able to kill the Elite with grenades before you go up the stairs, but it didn't
work and I think the game doesn't spawn (create) the Elite until he fires the
gun, so there's nothing to kill beforehand. However, I received an e-mail from
a reader named Tom who told me of a method that does indeed work. If you pull
out your Gravity Gun before you go up the stairs, you can grab the energy ball
with its secondary fire if you're fast enough. Then you can just fire off the
ball and go up the stairs. If you choose to do this, skip down and start
reading at the paragraph that starts with the text "Turn around and go up the
path." You should be near said path and you can pick up from there. Assuming
you didn't do that, you can continue reading as normal.

Turn around and try to get a good line of sight to him. He'll begin shooting a
you with his AR2. I recommend using the Crossbow to kill him. Two more soldiers
should appear behind you, one with an SMG and one with a Shotgun. Turn around
and kill them both, I recommend either the Crossbow or the AR2. Go down the
wooden stairs. If the Elite dropped anything off the ledge, take it.

This paragraph is entirely optional, all it does is get you a little healing
and two Grenades, so if you don't need that, move on to the next paragraph.
Go down stairs until you reach two boards and a large wooden rectangle and
turn around. To the left of the stairs you should see a ladder. Go down the
ladder and jump off to get on the ledge. Work your way down the ledge, making
sure not to fall off, until you get to a little nook in the wall with a medkit
and two Grenades. Take them and go back to the ladder. Climb up the ladder
(you have to jump to get on it) and go back up the stairs.

Look for a ledge with a supply box on the end of it. Sprint towards it and run
along one of the boards sticking out of the wall. Jump over to the ledge. A
soldier with an AR2 will walk around the ledge and shoot at you. Take him out
however you like. Now use your Crowbar to open the box near you and take all
the supplies. Walk down the ledge, taking the soldiers AR2 if it didn't fall
off the ledge.

A soldier with an SMG will attack you. Kill him and continue on. Two more
soldiers, one with an SMG and one with a shotgun, will be waiting for you. Kill
them, too. Before you continue up, backtrack a little. Look for a grass-
covered pathway that goes up in the opposite direction of the way you were
going before. Go up it to find a supply crate and some RPG ammo.

Continue along the ledge until you get to a gap. Two soldiers with
SMGs will drop down from above and two more, also with SMGs will come running
down the path below you. Kill all four. Jump over the gap and land on the
boards. Keep going along the ledge. It gets really narrow here so stick to the
wall. When you get to the end there will be two soldiers below you and one
behind you. The one behind you has an SMG and the two below you have an SMG
and a Shotgun. Take out the one behind you first, then the two below you. At
this point you are where the stairs would have taken you if that Elite hadn't
blown up the stairs.

Turn around and go up the path. Turn around again at the top and go through
the tunnel. Go under the archway in front of you to get some RPG ammo and a
supply crate with some Pistol ammo and a medkit. After that, head out of that
area and go to the dark corner to your left to find another supply crate. This
one has an SMG grenade and a medkit in it. Go through the open door.

On your left is a series of archways. Behind the archways is a supply crate
with a medkit in it. If you still need healing, get it, but otherwise leave it
for later. Also, on top of the wooden platforms, there are two more supply
crates. You can get the crates down by either dragging them to yourself with
the Gravity Gun or by destroying the boards holding them up.

Now go up the stairs near the wooden platforms. Go around the corner and face
the slightly open double doors. "Use" them (Default E) to open them and go
inside to enter the church. Go through the church to the opposite end. There's
a boatload of supplies here, including a first aid console, a suit charging
console, a large pile of pistol ammo, some rockets, medkits, supply crates,
and other things. Take what you need and then equip the Gravity Gun. See that
big metal thing on the wall that explodes every now and then? That's the
Headcrab Shell Launcher. Go over to it and use the Gravity Gun's secondary
fire to pull off a couple of metal panels on the front. Toss them aside.

Now pick up something with the Gravity Gun. Any physics object will do, but
those golden pillars lying on the floor will instantly orient themselves in a
good position for what you're about to do (like the harpoon from earlier), so
I recommend one of those. Take your object and hold it inside the machine.
Note that you may have to wait a second for a shell to be launched to make
room. Hold the object inside until the shell holder comes down. It will get
stuck on your object and the machine will jam. You can let go of the object

An alarm will sound and the headcrab shells will open. Each one will release
one Poison Headcrab (for a total of three). A Hunter-Chopper will also begin
circling outside, shooting through the windows. Right now you have to focus on
the Headcrabs. You can use any weapon you want to defeat them. Note that a
Poison Headcrab attack instantly reduces you to one hitpoint, which slowly
heals back to normal. Thus, these headcrabs can't actually kill you, but if
the chopper nails you when you're at one health, you're dead. Take out the
Poison Headcrabs as quickly as possible. You might have a second or two here,
so grab any supplies you want. Two soldiers with SMGs will drop from the
ceiling. Take them out. Two more, also with SMGs will blow down the door you
came through. Take them out and go outside.

A few more soldiers with SMGs will be waiting outside. Kill them and move back
to the open area. When you get there, a couple soldiers with SMGs will be on
the rooftops shooting at you. I recommend using the Crossbow and its scope to
kill them. The chopper will also be shooting at you. Ignore it for now. More
soldiers will drop from the rooftops.

It's difficult to precisely list all of the soldiers that will appear, so just
keep shooting folks. Keep an eye on the blocked door above the staircase you
didn't use to enter the church. Eventually it will explode and a soldier will
come running out. Kill him and run up the stairs.

I should also note that if you start running low on health, you probably
didn't use all the supplies in the church and the open area, so you can more
likely than not get some healing.

Anyways, go up the stairs through the newly opened door. Grab some rockets if
you need them and pull out your RPG. There are twosupply crates to your sides,
but they only contain pistol ammo and small chargers, which you don't really
need. There is also a medkit by the RPG on the ground which you might want. The
green metal box contains infinite rockets in case your aim really sucks.

Once you've got what you need, it's time to take on that chopper once and for
all. It should be flying in front of you, shooting at you like crazy. The
Hunter-Chopper actually behaves like a Gunship here, so three hits from the RPG
is enough to bring it down. Remember that the rockets are laser-guided, so if
you miss at first, keep the laser on the chopper and the rocket should turn
around and hit it, unless it's already flown away and you've lost control, in
which case just fire another rocket.

After a good three hits, the chopper will burst into flames. It'll crash into
the balcony, so back away a little. After it's gone, go forward to the edge of
the balcony and look down to see some wooden board below yourself. Walk off of
the balcony onto them. Isn't it odd how the last 3 lines began with the phrase
the balcony? Hey, that makes four.


Anyway, go to your right slowly and make your way along the boards and metal
supports. Keep going that way. You'll have to duck under an X-formation of the
metal bars. Keep going until you come to a right turn. Go around it to see a
large metal basket supported by ropes. Duck under another metal bar and walk
into it. It'll slowly lower you to the ground. Unless you want to die right
now, resist the urge to blast the basket with the Gravity Gun.

When you get to the bottom, The Fisherman will congratulate you on destroying
the gun and beating the Combine. He'll invite you to a feast (with leeches),
but your screen will begin to fade black. He'll act confused as to why you
seem to be fading away, but figure you've "got other places to be."

Congratulations, you have finished Half-Life 2: Lost Coast!

FAQ []

Q: How do I get Half-Life 2: Lost Coast?
A: You must own a copy of Half-Life 2. Copies have also been given out to
owners of certain graphics cards.

Q: Does it count if I bought The Orange Box?
A: Yes, that counts as a copy of Half-Life 2.

Q: What if I was gifted Half-Life 2?
A: Unfortunately no, that doesn't count.

Q: What does Half-Life 2: Lost Coast cost?
A: It's free, though of course you have to pay for Half-Life 2 to get it.

Q: How long does it take to beat Half-Life 2: Lost Coast?
A: Around 20-30 minutes.

Q: Does the G-Man appear in Half-Life 2: Lost Coast?
A: No.

Q: Is it possible to kill the Combine Elite before he destroys the staircase?
A: No, but you can still get up the stairs. This is also in the main guide, but
reader Tom sent me a tip on how to do it. If you're quick with the Gravity
Gun's secondary fire, you can grab the energy ball before it hits the stairs.
This will let you go up them. As for actually killing the Elite before he
shoots, I've tried to direct hand grenades, SMG grenades, and RPGs onto the
ledge and they've never killed him. I think the game spawns the Elite right as
he shoots the gun, meaning that before the Elite shoots the gun, there's no
Elite there at all.

Q: Is it possible to get ammo for the AR2's secondary fire from the Elite?
A: I've never gotten it. I don't think he drops any, but even if he does, you
have to be really lucky for it to drop off the ledge and onto a place where
you can reach it.

Q: My question isn't answered here.
A: E-mail me at missingmyhead@gmail.com. If it's a question that only applies
to you or a small group of people, I'll e-mail you back. If it's a question
that more people would want to have answered, I'll probably just put it in the
FAQ for the next version of this guide.

Q: Wait, I thought your e-mail was something else.
A: It used to be. That e-mail was run off of an old website I created years
ago. However, the website expired, so the e-mail did, too. None of my guides
have been updated since then, so they still have my old e-mail address.

Q: Are you ever going to update your damn Sonic Series Character Guide?
A: Someday. Multiple technical issues have been encountered, such as the loss
of every e-mail sent to me about it and the immense backlog created by computer
downtime and procrastination. It'll happen eventually, but don't hold your
breath for it.

Q: What you say?
A: You have no chance to survive make your time.

Contact []

If you've got questions, comments, praise, criticism, suggestions, death
threats, or anything else to send me, I want it. You can e-mail me at

Please make sure your question isn't answered in the guide. Also, sending me
advertisements, chain letters, or other similar things will result in your
address being permanently blocked. I hate that stuff.

Credits []

Valve - They made the game
The Combine Overwiki - The Half-Life Wiki. I got a fair amount of minor
   information there.
Gordon Freeman - Without him, there'd be no Half-Life!
Myself - Well, yeah.
You - Thanks for reading!
Tom - Sent me a tip on how to get up the wooden
   without the Combine Elite destroying them for me. I wasn't sure how he
   wanted to be credited, so I'm just calling him Tom, since that's what the
   return address said.

Legal []

Half-Life 2, Half-Life 2: Lost Coast, Gordon Freeman, The Combine, and all
other related properties, concepts, characters, items, songs, logos, etc. are
property of Valve Corporation. I do not claim any ownership of the Half-Life

This guide is copyright me. You may not use this guide on your website without
permission from me. If you get permission to host it on your website (which is
very unlikely, I might add), you must not change it in any way and must fully
credit me for its creation.

Fin []

Well, that's it. Hopefully this guide was of some assistance to you. If it
wasn't, don't be afraid to shoot me an e-mail and request some improvements.

So in the meantime, this is where I get off.

*walks off into blackness and exits through a white rectangle*