Post by Mike Prus on Aug 21, 2005 15:12:33 GMT -5
“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.
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.
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.
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.