Post by Mike Prus on Aug 21, 2005 15:10:04 GMT -5
1. Prologue
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.
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.
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
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.
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.
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