Half-Life 2 (PC) guide by KeeperBvK aka Burkhart von Klitzing Contact: KeeperBvK web de
Dedication: I dedicate this work to my beloved dad who passed away on the 07/13/2005. I always loved you and I always will. Thank you so much for the time we had.
0.1 Legal Stuff
This Guide may not be posted on any other website other than www.gamefaqs.com www.supercheats.com www.dlh.net www.mogelgott.de www.honestgamers.com without my permission and it may not be used commercially in any possible way. If you want to post it on another site please contact me via E-Mail or via the Message Board. Do not claim this guide or any part of it to be your creation. If you find any mistakes (even regarding the language as I'm German) please let me know. Copyright 2007 Burkhart von Klitzing
0.2 Version History
Started working on this on May 30.
1.0: Finished on 06/18/2006, 179 KB large
1.01: Finished on 06/22/2006, 179 KB large - Added www.supercheats.com
1.02: Finished on 07/09/2996, 179 KB large - Improved on the museum section of the walkthrough. - Added the secondary fire of the Pulse-Rifle as an alternative way to destroying the Striders, thanks to Bruce Zhang.
1.03: Finished on 07/26/2006, 180 KB large - Changed Dog to D0g. Thx to Robbie Vancourt.
1.04: Finished on 10/27/2006, 180 KB large - Walker Wilson told me that the pheropods can also be used to distract Combines, so I added that.
1.05: Finished on 01/18/2007, 180 KB large - Added the secondary fire for grenades, thx to Dominic_rules.
1.06: Finished on 02/17/2007, 180 KB large - Added www.dlh.net and www.mogelgott.de
1.07: Finished on 03/12/2007, 181 KB large - Added www.honestgamers.com.
0.3 Contents
| Latest Update | Search Key | -----------------------------------------------|---------------|------------| 0.1 Legal Stuff | 1.07 | | 0.2 Version History | 1.07 | | 0.3 Contents | 1.07 | | -----------------------------------------------|---------------|------------| 1. What is Half-Life 2? | 1.0 | AAA | 2. General Hints | 1.0 | BBB | -----------------------------------------------|---------------|------------| 3. Walkthrough | 1.0 | CCC | 3.1 Chapter 1 - Point Insertion | 1.0 | CC1 | 3.2 Chapter 2 - A Red Letter Day | 1.0 | CC2 | 3.3 Chapter 3 - Route Kanal | 1.0 | CC3 | 3.4 Chapter 4 - Water Hazard | 1.0 | CC4 | 3.5 Chapter 5 - Black Mesa East | 1.03 | CC5 | 3.6 Chapter 6 - "We don't go to Ravenholm..."| 1.0 | CC6 | 3.7 Chapter 7 - Highway 17 | 1.03 | CC7 | 3.8 Chapter 8 - Sandtraps | 1.0 | CC8 | 3.9 Chapter 9 - Nova Prospekt | 1.0 | CC9 | 3.10 Chapter 9a - Entanglement | 1.03 | C9A | 3.11 Chapter 10 - Anticitizen One | 1.03 | C10 | 3.12 Chapter 11 - "Follow Freeman!" | 1.03 | C11 | 3.13 Chapter 12 - Our Benefactors | 1.0 | C12 | 3.14 Chapter 13 - Dark Energy | 1.0 | C13 | -----------------------------------------------|---------------|------------| 4. Weapons | 1.05 | DDD | 5. Enemies | 1.02 | EEE | 5.1 Combine | 1.0 | EE1 | 5.2 Xen Aliens | 1.0 | EE2 | 5.3 Bugs | 1.0 | EE3 | 5.4 Heavy Gear | 1.02 | EE4 | 5.5 Small Machines | 1.0 | EE5 | -----------------------------------------------|---------------|------------| 6. Closing Comments | 1.0 | FFF | 7. Experimental | 1.0 | GGG | 8. Credits | 1.05 | HHH | -----------------------------------------------|---------------|------------|
1. What is Half-Life 2? AAA
Half-Life 2 is the sequel to Half-Life. Now who would have thought? Half-Life probably was one of the biggest gaming surprises in 1998 and together with Starcraft it showed what the PC was capable of in terms of gameplay. Other than Starcraft which was also released in 1998, Half-Life took graphics a step ahead, too. Half-Life 2 (being an Ego-Shooter like HL1) also boasted great visuals, has an extremely well crafted sound and tries its best to be an intelligent representative of its genre with lots of dialogues, trigger events and a fantastic physics engine, theoretically allowing for massive possibilities of jerking around or advancing in the game. You are Gordon Freeman (again) waking up in City 17 after having accepted to work for the mysterious G-Man. Will our beloved, charismatic, nerdy hero shed light onto some of the mysteries that are still unsolved? I know the answer, but I won't tell you...yet.
2. General Hints BBB
Try not to use the flash light while diving as it also uses the same energy as your air supply.
Holding down the jump key makes you stay on the surface when swimming.
Yellow lambda symbols painted onto the wall usually indicate there's something good around, so search for items nearby when seeing one of those.
Small crates with a yellow sticker saying supply contain just what it says: Supplies, so open them. Also note that these boxes don't always contain the same items. They seem somewhat intelligent, as they hold whatever you are most in need of when opening them.
Metal crates with an ammo sign on them contain an infinite amount of this ammo type, so open them as often as you want to and maybe use the corresponding ammo for a while, backtracking to the crate to regain your ammo.
The buggy has an SMG ammo crate at its back.
Use explosive barrels to your advantage: Shooting them twice sets them on fire so they explode after a few seconds; shooting them thrice blows them up instantly. Oh and please don't ever use your crowbar on them. You can't set them on fire with it.
When aiming over great distances, zoom in via Z, take aim and zoom out again. This allows for shorter cross hair moves.
Don't rely on your squad mates. You might sometimes hide and let them do some of the shooting, but don't use the squad commands or greatly change your style of playing when the allies are around. They don't take a lot of damage and they are far less effective than you should be.
There is no friendly fire on the rebels' side, except for explosions. Hence you can accidentally hit your allies as often as you wish and run around in front of your buddies even when they are amidst a fire fight. Just don't drop a grenade, or miss-throw an explosive barrel or such.
It is possible to duck and still fire when manning a stationary machine gun. While this gives you some protection it also probably lowers your precision, so only do it if you desperately need to save every single health point.
3. Walkthrough CCC
This guide was written for the hard difficulty setting. As far as I know the number and position of enemies are the same for every difficulty, so this guide also works perfectly for easy and normal. I divided the walkthrough into the chapters given by the game and I further divided those into the various areas that are connected by loading pauses. To allow for an easier navigation of the guide, I also named those areas, trying to omit spoilers given by the titles.
-=-=-=-=-=-=-=-=-=-=-=-3.1 Chapter 1 - Point Insertion-=-=-=-=-=-=-=-=-=-=CC1
[City 17 Train Station]
Be awed by the stunning face textures and animations of the G-Man while you can: You won't be able to come up this close to him in a while. He says something about a mission (remember accepting to work for him at the end of Half-Life 1?) and then you wake up in a train heading for the City 17 station. Valve definitely seems to like the idea of beginning a game in any sort of transport devices. Disembark the train only to be flashed by some sort of sentry drone. It is just scanning you, so don't worry. As you go on, though, you see some masked humanoid creatures, called Combine, working as the local poilce which can already hurt you although you are still amidst the prologue. Simply don't touch them or throw objects at them and you're in no danger. Listen to the old man (Dr. Breen) on the big screen to further realize you are in some sort of totalitarian city, reminiscent of Orwell's 1984. Take a look on the right to see an alien from HL1 cleaning the floor. Finally everybody should have realized there is something strange going on in this world.
As you move on you can listen to some civilians further deepening the feeling of something bad going on, but luckily Valve gave you the Source Engine, meaning you can throw bottles at people, rip out a phone receiver, get infinite cans out of a vending machine (like in HL1) and so on to distract yourself. After a while you are told to enter a cage and to follow a Combine past an interrogation room (look inside to see some civilian explaining himself and a Combine closing the viewing hatch) into another interrogation room. Oh oh, he wants to take care of you on his own, even turning off the cameras...phew, it's Barney; your old pal from Half-Life 1. After a short conversation with Dr. Kleiner via the terminal the Combine get suspicious and try to enter the room. Hurry, leave the room through the door Barney opens for you...or stay a bit longer, hop onto Barney's head and relax. The Combine won't come in at any time.
As you enter the dirty storage room you are given your first assignment: Press E to pick up objects (crates in this case) and use this "talent" to build a stack under the window so you can leave the room into a small court.
[Leaving the Station]
Enter a new part of the station and watch one of those wicked guards tossing a can onto the ground, telling you to throw it into the trash can. Do so and he will let you pass. Exit the station via the door on the left, allowing you to get a view of City 17 and especially of the citadel in its centre. Take a right, watch another interrogation in a small room and move on to a street barricade. Climb up the ladder in the alley on the right and drop down onto the crate on the other side of the fence. On the left you can see your first strider; War of the Worlds, anyone? Follow the path past two civilians, talking about the Combine investigating lots of buildings, to a play ground. And, oh goodie, it really is a play ground: Pick up the doll making a fun sound, hop onto the swings, drop a concrete block on the teeter totter and so on. Can't just everybody play like that? The rotten HL2 world would be a better place for everybody. Anyway, enter the building on your left once you've had enough.
[Miscount] There's only one possible way: Into the hallway with a few Combines standing up ahead. Get into the kitchen, talk to some people and again enjoy the Source Engine as you pull the TV out of the wall and throw it through the window (eventually hitting a Combine down below). Proceed to the end of the corridor and listen to the announcement: They have detected there's a person in your sector that doesn't belong there...you! Run up a storey (any other paths are blocked either by locks or by Combines) and into a room a guy waves you into. Don't waste too much time now, as the enemies beat their way through your newly found allies, but you're not in a big hurry. At the other end of the hallway you'll have to walk up another set of stairs to yet another room guarded by a civilian. He tells you to move on quickly, but actually you can stay in that room and go to the bathroom or such, given he manages to hold back the Combines as long as you wish to stay.
[Cutie] Up to the loft and quickly out of the broken window onto the roofs. By now the Combines should have come close by, starting fire from behind. Stick to the right wall and carefully walk along the ledge not falling down into the abyss. Eventually you reach a window to climb in, bringing you into another loft. Go down the ramp, take a right and don't panic as a Combine busts open the door. Simply turn around, go to the other door and...see that one also get smashed open. There's only the way back up the ramp left, so take it; or at least try to. It breaks as you hop onto it so be a man about it and stay where you are so the Combine can beat the crap out of you. After going down, Alyx arrives to the rescue. Follow her into the lift. Listen to the one-sided conversation and finish the first chapter.
-=-=-=-=-=-=-=-=-=-=-=-3.2 Chapter 2 - A Red Letter Day-=-=-=-=-=-=-=-=-=-CC2
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