HALF LIFE 2 EPISODE 1 Hard mode game Title: Half Life 2 EPISODE 1 Producer: Valve For: PC MSWord: Courier New Created: 9/2016 By: Ghidrah EMaul: Ghidrah1@hotmail.com _____________________________________________________________________________ If anyone wishes to use this guide on their site, I'd like to know. I don't have a problem with its use by others on Gaming forums, FAQ sites, or being copied for personal use. I'd like to know if it's to be viewed on a site though, just so I could drop by to ensure it hasn't been altered. So please send me your sites URL. _____________________________________________________________________________ As with all my guides, find some legit trick I missed, you get the credit for it in the guide and an insert amendment to the guide where it will be used. As long as the trick, shortcut, etc., etc., can be validated by me without the use of any kind of cheat codes if (codes) exist for the PC version of the game. _____________________________________________________________________________ CONTENTS 1. Junk 2. Contractions 3 Walkthrough, Menu _____________________________________________________________________________ 1. JUNK Like my HL2 guide, this guide is not an in depth walkthrough regarding achievements and pick-ups, it's as close to speeding as the game and or my ability allows, the only time a Lambda cache or achievement may be mentioned or attained is if it is in direct line with the path I use, only for the supplies and or a requirement to proceed with the game. Again, this guide assumes you have played HL2 ep1 a number of times and may be considering doing some things different. As in my HL2 guide, the majority of the tactics used are my own. With the countless number of people playing the game over the years it's no surprise that the same or very similar maneuvers crop up for the same events; some actions are universal. Unlike my HL2 guide, (there were/are many players the world over that found some unique ways to get over the game). As of yet I haven't found any players with unique survival solutions, (beyond the ones I brained out myself before having a look). Even my HL2/UD "Gaming Review" and "Dog's Ball" heroes are quiet, relying on conventional maneuvers, maybe there just isn't the room for truly unique moves in the game. In HL2ep1 there're a few new survival tricks to hone, at the top of the list is learning to use the Gravity Gun to retrieve and repel grenades from Kamikaze "ZBs", (Combine Zombies = Zombines). Many carry grenades and activate them as they advance on Alyx and or Gordon. Another thing to be conscious of is the Right Trigger, "RT" and the SG. Using RT sends 2 SG rnds at once; a close up head shot can drop a ZB in 1 to 2 shots, this is an asset when you're being swarmed. If you D/L my guide from the internet, you can use the "FIND" option to quickly locate specific areas of the game and avoid unwanted info. _____________________________________________________________________________ 2. CONTRACTIONS Most used/repetitive nouns in the game Assault Entry Point= AEP, Bunny Hop= BH, Clockwise= Cw, Combine Zombie/s, (Zombine) = ZB/s, Control Room= CR, Counter Clockwise= CCw, Cross Bow= CB, Crowbar= KB, Dog's Ball= DB, Entry Point= EP, Explosive Barrel/s= EB/s, Exit Point= XP, Explosive Tank- ET, Firing Position= FP, Flashlight= FL, Force Field Wkwy= FFWkwy, Gas Can= GC, Gravity Gun= GG, Gravity Gun Pull= GGP-, Gravity Gun Punch= GGP+, Hand Grenade= G, Half Life 2= HL2, Hallway/s= Hlwy/s, Head Crab/s= HC/s, High Energy Grenades= HEGs, Left Trigger= LT, Laser Wall Mine/s= LWM/s, Launcher Ammo Crate= LAC, Line of Fire= LOF, Line of Sight= LOS, Machinegun Turret/s= MGT/s, Manhat/s= MH/s, Medical Kit/s= MK/s, Overwatch Bad Guy/s= OBG/s, Overwatch Elite Bad Guy/s= OEBG/s, Passageway/s= Pswy/s, Poison Spider= PS, Poison Spider Taxi/s= PST/s, Plasma Ball= PB, Pulse Rifle=PR, Quick Switch= QS, Right Trigger= RT, Reacquire= RA, Round/s= Rnd/s, Suit Battery= SB, Security Screen= SS, Sub Machinegun= SMG, Supply Crate/s= SC/s, Walkway= Wkwy, Wall Dispenser/s= WD/s, Zombie= Z, ____________________________________________________________________________ WALKTHROUGH, CHAPTER MENU 3.1 UNDUE ALARM 3.2 DIRECT INTERVENTION 3.2a Containment Device#1 3.2b Containment Device#2 3.2c Containment Device#3 3.3 LOWLIFE 3.3a Highway tunnel #1 3.3b Highway tunnel #2 3.3c to the Garage 3.3d Elevator Event 3.4 URBAN FLIGHT 3.4a Man who's going to clean this mess up 3.4b It's the Guardian 3.4c Access to the elevator 3.4d I'm looking for Barney in all the wrong places 3.4e Confrontation with a Gunship 3.4f I can smell Exit 17 from here 3.5 EXIT 17 3.5a Moving people to the trains 3.5b Meet the Walker ____________________________________________________________________________ 3.1 UNDUE ALARM The beginning is linear with nothing to do but follow Dog and Alyx. Dr. Kleiner gives the names of the 1st 2 chapters in the game while talking to Alyx. Only after Dog chucks the van over to the Citadel and the van comes to its 2nd stop in a lower level can you exit. The ride is reminiscent of an old Indiana Jones movie stunt. This is where the interesting part begins. There's only one path, locate it and run; eventually the 2 of you come to a small area with 2 stalkers working behind a glassed barrier in CR#1. Alyx can't clear the CR SS but she can clear the other SS for you so you can retrieve a DB. (NOTE) I have 2 paths to DB, #1 is quicker but incurs some minor damage, about a 6% drop in health when done correctly. #2 invites no damage from the jumps. _____________________________________ 1. When Alyx lowers the SS, take a few steps along the very narrow ledge on the left then turn right to face the large black busted object at your 12:00/4:00, (sort of looks like a ramp) it has a DB tube like the other 2 tubes although empty. There is something that looks like a lever arm attached to it that is in a horizontal position and slightly closer to you than the ramp thing. You must long jump to the left leading corner of the lever arm. Once you've landed on the left corner of the arm, turn left and drop down to the ramp thing, turn left again and drop down to the currently dormant lift. Sprint to the WD and power up, the lift will begin to rise while you charge up. Run to the DB switch, press it and back step away from the switch. GGP- a DB once they hit the floor then BH back to the lift; it should be waiting or just about to land. ASAP as you step onto the lift 180 to face any approaching DBs, use your DB as a shield to fend them off and prevent damage. 2. If option 1 is too much trouble, follow the dark narrow path to a lighted area with a narrow ledge/Wkwy below. Drop off to the narrow ledge/Wkwy, run off the Wkwy to the large black busted leaning ramp thing. Quickly run and drop to the currently dormant elevator then run to the WD to power up. The lift will begin to rise while you charge up and run to the DB switch. Run to the switch, push the button then back away from the switch, GGP- a DB when available then BH back to the lift. ASAP as you step onto the lift 180 to face any approaching DBs, use your DB as a shield to fend them off and prevent damage. (NOTE) I was able to bring 2 DBs back to Alyx, I intended to keep one as a projectile but it turned red and burst before the juiced one did. _____________________________________ Alyx, will juice DB, (shiny yellow) send it to the stalkers in CR#1. When clear follow the obvious path to force field Wkwy#1 (FFWkwy#1), take a couple steps onto it, as soon as the vortex clears, sprint to the far side. Pass through the [dead] weapons confiscation room; ending up in CR#2. This is where the larva thing shoots up the tube to wherever. Leave when able; get caught in the active weapons confiscation room and as a bonus GG gets juiced up to super GG. Locate and activate FFWkwy#2 with a PB from the stream. Sprint the Wkwy, bear left, GGP-/+ the OBG, go straight to SS#1 for the remaining 3 OBGs and cover from SS#2 OBGs. When complete 180 and sprint for SS#2 and the 3-4 OBGs spreading out from it. Return to the platform and activate FFWkwy#3, GGP- the OBG on the just busted upper Wkwy. Continue to the next platform, go right off it, GGP-/+ OBG#1 into #2, continue CCw around and past the column. Locate the raised floor and the slotted see through wall, sprint to and past the leading edge of the wall where the white vertical pipe is then GGP-/+ OBG#3 into #4 as you sprint to the SS for the next 2. Sprint back to the platform, there can be 1-2 OBGs arriving from FFWkwy#3. Clear he/them then move to and face FFWkwy#4. Look up and left, GGP- the 2 OBGs. Activate FFWkwy#4; it has the clear shield blocking the left side PB receptacle then sprint out of the area. Look out for 3 OBGs from a small SS on your left, continue to the locked door and wait for Alyx. Continue running to the super huge elevator, use a PB to power it. Look up, a couple 3 pieces of large junk is falling; hold GGP- then GGP+ them off to the side. Alyx alerts you if you flake. Power node#2 requires you to clear junk from the right side to send a PB. The power node#3 is sort of covered; the PB must enter from the side at an angle. A stalker in the room to the left tries to stop it, so when the creep appears send as many PBs as it takes to cinder it then PB the node again. The last stop is coming up and there's no more junk to deflect, hop off the lift a few feet above the stop and run, Alyx will catch up. Locate the WD on the left to power up then continue through the large segmented rising doors. As you pass between the 2 sets of doors Direct Intervention begins. ____________________________________________________________________________ 3.2 DIRECT INTERVENTION 3.2a Containment Device#1 3.2b Containment Device#2 3.2c Containment Device#3 3.2a Containment Device#1 (NOTE) I can get through this section of the chapter, up to containment device#3 anyway with 100/100 but it takes far too much time maneuvering about and by the time I get back to Alyx, at best we're all 100/30. However I cut time considerably in berserker mode and mow my way through everything. I incur much damage but make up for it at the 2 WDs. Pass through the 2nd rising door and then sprint along the right side of the corridor. Drift left or right into the corner of narrow wall buttress just before the EP. Crouch, press RT then edge left, you want to GGP- 1 OBG at a time. Most of the near BGs are on the right side of CR#3, so they must move to your left for LOF. GGP- and release the next 2 or 3 OBGs that appear during your peek-a-boos, when no one shows up hold RT and side creep around the buttress. If anyone shows up rag doll them, stand and run to the side of the EP. Peek-a-boo and GGP- any leftovers, enter CR#3. If you're careful you can enter CR#3 with full health. Watch the monitor, it shows the base of the core and the stalkers guarding it. I punish the bodies of the fargin bastages, GGP-/+ and dump the trash down the shaft while waiting for the next room to open. When ready Alyx will open up the next room, take advantage of the WD to power up your suit while there. (NOTE) Anyone ever take notice of the WD in the elevator room? It has a full charge when you enter for the 1st time but when you return from activating the 3 devices it is all but empty. More than 1 time, I've eliminated both stalkers with a single PB, but it isn't a reliable method. If you miss the 1st stalker and or the PB doesn't remove the 2nd stalker, the other begins to laze Gordon in reprisal. When I enter the core base powernode#1 is active and sometimes stalker#2 at powernode#3 (near the Observation room) is in the room or obstructed by the room. They move slowly, so when the single PB maneuver has worked for me it has been directed at stalker#1 near powernode#2. _____________________________________ Enter the lift when it arrives and ride it down to the base of the core. Move to powernode#1 and face the core, you can see 2 stalkers, 2 inactive powernodes and 2 PB streams. Orientation is from your position at powernode#1 CCw, powernode#2 then #3. GGP- a PB from the nearby PB stream and send it to stalker#1 at powernode#2, by now you should have LOF on stalker#2 ASAP send a PB to it. Power up the Wkwys then run to the Observation room switch and push the button to realign the Wkwys. With access to the core ladder, run to and climb it to the upper platform then run to the XP. Sidestep left into the corridor, ASAP upon seeing an OBG strafe right then run about 10 feet along the wall and 180. GGP+ up to 5 OBGs. If only 4 BGs run through the XP, face the XP then strafe left while holding GGP- incase the OBG is waiting at the opening. GGP- a PB and BH through the corridor and into the node room, stay left along the wall till you have LOF on the node then send the PB to it. There will be an OBG at the console, GGP+ him then sprint to the WD and health up as the machine rises up and moves into position. Remain near the WD, 2 BGs will appear from the Wkwy above as the machine moves forward, GGP- both and be prepared to GGP-/+ a G during the event. Move to the XP and hold. Press and hold forward and RT, press for sprint as the door opens. Sprint into the Hlwy, one of the BGs will be grabbed GGP+ him into BG#2. Turn left as you approach the SS on the left to GGP+ the 1-2 BGs behind it. 180, continue backing down, GGP-/+ the 2 MHs that attack while you strafe right to the wall and crouch. It is possible to fend off 2 more BGs and MHs before you can GGP- the PB stream access plate from the wall. 3.2b Containment Device#2 When all BGs are down GGP- the PB stream access plate from the wall, I reorient the access plate to vertical then GGP- it as a shield. Enter the PB stream corridor then run along the left side of it to the XP niche. Drop the plate and locate the next inspection plate up slope, GGP+ it into the room then GGP- OBGs as they appear. Enter and prep for 2 BGs that appear from your 11:00/2:00. GGP- the PB to drop the SS then move on to the core FFWkwy#1. Close in on the pulsing core, hold just beyond its expansion phase then sprint past it to FFWkwy#2 as it contracts and then sprint past the XP. GGP+ everyone as you approach them, Once you're in node room#2 set the PB in the node then ride the elevator once the XP opens. 3.2c Containment Device#3 From the elevator there're 6-7 OBGs, plow through them with GGP+, ensure you check the SS and left around the corner at the WD. Use the WD then head toward the XP. (NOTE) There're a couple 3 ways to make it through the event that follows fast or slow, I prefer fast over slow but this is not without damage. _____________________________________ Run to and through the XP to return to the core area 1 level from the top, sprint to and jump over the railing to the rotating framework. Sprint up the frame toward the core then jump right to the next frame. Sprint down the frame and jump to the small balcony, GGP+ any MHs that drift down as you sprint the short corridor. You are going to get a barrage of MHs and gunfire as you reach the intersection and turn right, GGP+ the access plate into the narrow zigzag corridor then jump in. ASAP right left into the corridor for cover then look for the access plate. If the plate dropped back at the access opening strafe left to the corner GGP- it then vamoose to PB stream#2. Like before use it as a shield against the PBs, go left into the stream and tight left to the wall. It's a longer corridor and takes more time to reach the XP but I lose -0- health and suit power. Strafe left out of the stream then drop the plate against the wall and push it tight. Move to the next inspection plate and GGP+ it. GGP- and count the OBGs that enter your LOF, there should be 4. Enter node room#3 if only 3 BGs were ended keep an eye for #4 to your right. Pull the PB from the stream through the broken window and activate the node. Just before the lift drops GGP- another PB, ride the lift down; and recharge the middle unit, locate the break in the ceiling and GGP- passing PBs. Set another in the one on the right then GGP- #3 and take PB#3 back to the lift. Send the PB into device#1 on the far left and ride the lift back up. GGP- another PB through the broken window and set it in the node. (NOTE) It blows that the event drains all the suits power. Take note of the WD, the power gauge (below left) reads full but supplies less than 1/3 the resources. _____________________________________ Meet up with Alyx, try the WD for any remaining power then follow her to the elevator and ride it down. Sprint to the room with the big glass wall and the DBs, juice both DBs then send then into the lower room when the doors open. If one exits the room GGP- it and try to send it to an OBG. When the room is clear enter and send the DBs past one of the SSs to prevent them exploding close by. ASAP to the train but stop at the WD to health up. Eventually the train derails, one of the stalkers tries to make some time with Alyx, she says no, but it won't listen forcing me to GG the slob. When Alyx is free and cowering, GGP+ the loose panel and drop out of the train and creep into the next room. Lowlife begins once you exit the wrecked train, duck under the low opening and stand in the room with the SS. ____________________________________________________________________________ 3.3 LOWLIFE 3.3a Highway tunnel #1 3.3b Highway tunnel #2 3.3c to the Garage 3.3d Elevator Event 3.3a Highway tunnel #1 Once Alyx disables the SS run into and to the end of the dark narrow channel; a wrecked highway tunnel cluttered with debris and bodies. Ignore the Zs, Alyx will follow. Run straight out 10 to 15 feet then to your right passing in front of the approaching HC, sprint between the columns to the tunnel wall. Run along the wall; locate the Zs and mines ahead, sprint close by the Zs mines to activate both. Run between the 2 trucks, locate the XP on the right tunnel wall and enter. Run the length of the corridor to the door, move the barrel to the right of the door then pull the duct's grill. Enter and creep to the down facing duct grill, wait for the HC to be under the grill, GGP+ it then drop into the room. Locate the cage and pistol within it, GGP- it then go to the locked gate and shoot the lock. Locate the electrical box and activate it to light the room and open the door for Alyx. Return to the cage and lockers, take everything then go to the XP to GGP+ the car blocking egress. FL on, go right as you exit the room, run don't sprint to keep Alyx close enough to avoid dying. GGP- the GC and send it to the rising Z. Run left around the flaming Z then right between the van and ceiling collapse. Run left along the overturned tanker; pick up the GC as you hook right around the end of the tanker. Drift right toward the opposite side of the tunnel, when you have clear LOS on the Z and ALs send the GC to them. FL off, continue along the wall, FL on, locate the XP ahead and GGP- the SG and GGP-/+ the SC for the pistol ammo before you enter the train. 3.3b Highway tunnel #2 After the ZB blows the see-through barrier run to the console and take the pistol ammo then move to the XP. Allow Alyx deal with any Zs that may enter the train from the EP. Set SG to QS, shoulder the GG and go FL on. Locate the nearby EB at your 2:00 enter Highway tunnel #2 half the distance to the EB then GGP- it. Turn to face the car, GGP+ the EB to the ground just right of the car's leading edge, (dozing ZBs). GGP- the nearby cinder block if the ZB stands and the 2nd EB doesn't go boom thump the ZB. Sprint past the car, if the 2nd EB boomed your 2 ZBs down, if it didn't ignite, GGP-/+ it to the ZB and ALs ahead of you. If both EBs boomed, 2 ZBs went down, you may still see a ZB and 2 ALs sissy ninja slapping, if so ignore them, if no ZB, GGP+ through ALs. Take note of your eventual XP to the left as you approach and GGP- the ET. Turn and sprint or strafe right after taking possession of the ET between the tunnel column and debris barrier, ZBs, Zs, ALs and barnacles have collected and are battling ahead. (NOTE) Flaming the group at the columns triples Alyx's chances of making it into the room with the electrical panel. The more uglies that flame the fewer uglies that try to enter the room. ___________________________________ Send the ET at the group then sprint back through the columns, if possible between the truck and column. Try to remember to GGP- a slab and go FL off as you pass by the uglies, go FL on just before passing through the EP to the electrical panel room. If it appears the mentioned route is clogged, then sprint CCw around the fire, GGP- a slab of concrete go FL off then "on" as you pass through the EP to the electrical panel room. Otherwise the FL fails just before or as you enter the EP. Run left to the end of the room, drop the slab and activate the electrical box. Go FL off, 180 and RA the slab then return to the room's EP. GGP+ any uglies, you can strafe left along the debris for more concrete to free up Alyx. If you're getting swarmed and she heads for the electrical panel room follow, otherwise you can head for your XP. If you reenter the room, take an FP from the top of the SC at the wall corner, GGP+/-/+ all uglies that appear in the EP. (NOTE) If you remain on the floor, more often than not Alyx will block your LOF; standing on the SCs and against the wall provides a superior firing position. You have LOF from above her and as Zs pass through the EP. ___________________________________ There may or may not be many ZBs and Zs to slam before the area is clear. When clear bust the SCs and return to tunnel#2. Retrace your route around the truck to the tunnel XP; grab a slab or cinder block on your way out and up. Slam the 3 PSs on the floor above then GGP+ the car to and over the AL hole. Crank the door up while Alyx vents the 2 PSs trying to get in. Deal with the 1-2 HCs then GGP-/+ the 2 SCs in the next room. Continue to and enter the fenced area. 3.3c to the Garage There're tons of barnacles between the fence EP and the distant EB in the next area. Feed barnacle#1 a barrel then move right to the wall and forward to the buttress stay tight right to the wall and pull the pistol. Ensure you remain FL off; otherwise Alyx will expend ammo on barnacles as opposed to Zs and ZBs. Zoom and clear ZBs 1st and ensure you keep a barnacle between you and the nearest ugly as it advances. Prep for QS to the GG incase a CQ ZB pulls a G before barnacle contact. When clear go FL on and move forward along the wall, when clear of barnacles look left past the fence for EBs, send 2 rnds into one then QS to GG. Sprint toward the lighted EB, GGP- turn left and send it at the advancing ZBs. Sprint toward the hole in the wall to your right, GGP- concrete slabs and send them to the remaining ZB heads. Grab the supplies from the hole in the wall, another slab then run for the XP. One ZB may still be hiding in the dark to the right of the XP, if not drop it. On the next floor up you enter to the side of a parking garage, separated by a fence, GGP- the GC then send it to and between the 2 rising ZBs as they come together. Run over the SG ammo then run to the end of the Hlwy and enter the garage. There's a 2nd GC near the EP, use it to slam any survivors then sprint past AL Hole#3 to car#1 at the far end of the garage. GGP+ car#1 to and over AL Hole#1 then sprint up the ramp to the floor above, locate car#2 and GGP+ it over the ledge. Jump off the ledge and over car#2, GGP+ it back under the ledge to AL Hole#2. As you make your way back to the ramp and the 2nd floor GGP+ any nearby ALs, Alyx will use less ammo on a tilted AL. On the 2nd floor swing left along the floor ledge till you're beside the ramp to the 3rd floor, run and jump to the base of the ramp and sprint to the top. Sprint left around the floor ledge to the far wall then run along the narrow strip of floor to the busted fence. QS to SG then drop down on the left side of the room near the gate crank. Sprint to the crank and turn it, the ZB may/will wake up while you do it but you only need to open the gate 1/2 way to get the car out. RT/SG the ZB, grab the MK if needed then GGP+ the car to and over the ledge. Jump down then GGP+ the car back under the ledge to AL Hole#3, collect an ET and any goodies from the 1st and 2nd floors on your way back to the 3rd floor and Alyx. Locate the gate crank and do so, if you place the ET into the left corner of the gate and opening and it rolls, it will roll into the room you're working on to access. Collect meds, grab the ET and head down the stairwell to the XP on the left. Run through the water and into the fenced in cage, 1 ZB will charge from the dark EP ahead, slam it with the ET as it nears the cage. GGP- the barrel against the cage separating the dark room from the lighted area and release it. Switch to the pistol and exit the cage to the lighted area, FL on, look into the dark caged area for the 2 prone ZBs near EB#1. Send 1 rnd into each ZB to activate them, wait for both to rise then send 3 rapid fire rnds into #1. If EB#2 deeper in the dark room doesn't ignite from the EB#1 explosion, send 2 rnds into it. QS GG and GGP- the barrel, use it on any survivors as they exit the dark area. When clear sprint through the dark room and up the steps to the XP. "SAVE" (I have to) 3.3d Elevator Event (NOTE) What follows, for me anyway, is one of the most difficult areas in episode 1 to complete without restarts. I don't make or use intermediate saves, so when one of us dies, (Alyx or Gordon) I begin again at the EP to the elevator area, so what takes maybe 3 to 4 minutes to complete in one take can sometimes take a 1/2 hour due to resentful restarts. Eventually, after many loud and vulgar outbursts, getting yelled at by wifey who repeatedly threatens a ball gag and drag me to the neighbors to apologize. "No I don't have Tourettes, I'm not attempting to kill my wife, dog or self and I'm not going to set the house or neighborhood on fire. I was playing HL2". So, I've slowly and frustratingly brained out my current tactic, (one that is likely immediately obvious to the rest of the planet). It takes 104 seconds from powering the elevator till it arrives and opens the gate. Once I power the elevator I keep moving from the elevator back and forth both sides of the fence separating the large long room in an attempt to minimize Z swarming at the elevator. Swarming almost always contributes to my explosive cache detonating en masse. Including the SG rnds and no flagrant and repeated SG/ET/EB misses, there's just about enough ammo and explosives to keep you alive till it arrives. The following is my preparation for the Z, speeder and ZB onslaught. _____________________________________ Pass through the XP into a pitch black room. FL, I go right to the small room for the SC and ET. I GGP-/+ the flare toward the elevator, 180, kill the FL and BH to the elevator. Take note of the 2 ETs beside the end of the fence as you pass it. Drop the ET beside the EB against the fence and to the right of the lift. When I'm done I have 9 ETs stacked beside the EB taken from the end of the fence, the lift the locked gate, (4) and the one beside the EB, all while Alyx activates the lift and shorts the power and begins harping. I wish there was a way to prevent her from doing that till I was ready. On the plus side she does keep watch and alert me to activity while I collect my cache. To minimize FL use, use the flares next to the lift to keep the area around it lighted. A bit further along the left side of the fence there's another cage with 2 SCs, SG ammo, flares and a suit battery. Ignore the cage and look for the boarded double doors nearby. GGP- the board away, QS to SG, open the doors then RT/SG as you back away from the ZB with a G. Most often with both firing on it, it drops the G and dies. Sprint into the room, hit the switch, GGP- the flare and send it back toward the lift. Often at least 1 Z shows, I use a nearby ET on it, illuminate the area and then the next 2 uglies before heading back to the lift area. You may need the flare on 1 of the uglies. Head back to the Lift, GGP- a flare from beside the lift and drop it. Head for and GGP- an ET from your cache then take position between it and the lift. Zs, ZBs and speeders appear from both sides of the fence separating the long room and occasionally from your current 6:00. FL off for recharge once you have burning Zs. When you have full power and there's a lull at the elevator sprint along the left side of the fence to the end and back, there are explosives spread out for ammo. Torch or SG any found then clear any at the elevator. Hang for a few to charge the FL then grab an ET and head to the right side of the fence. I don't bother going to the end this side, if it's clear at the 1/2way mark I return to the lift. Clear Zs and charge the FL while in continuous movement between the elevator and your cache this position gives me time to react to the speeders. If possible, hold onto the EB till the end, if unable to endeavor to send the EB toward or along the long divider fence and away from the elevator area, flying debris often ignites nearby explosives. By the time I'm forced to use the EB the elevator is or is about to touch down, if not, its time for avoidance running till it does land. As a last resort, I QS to the SG and RT my way to the elevator, ride up, exit and locate the gate crank. Take all the goodies then start cranking the stair gate. Urban Flight begins as you climb the steps to ground level. (NOTE) Regarding the above, even with this tactic, which works most often for me, I get blown up by a ZB G or accidentally shoot one of the explosives because I thought I QS'd to GG and vice versa and try to RT a Z or ZB. My health is too low and I take a hit from a Z or a speeder from beyond my FOV. ____________________________________________________________________________ 3.4 URBAN FLIGHT 3.4a Man, who's going to clean this mess, 3.4b It's the Guardian 3.4c Access to the elevator 3.4d I'm looking for Barney in all the wrong places 3.4e Confrontation with a Gunship 3.4f I can smell Exit 17 from here 3.4a Man, who's going to clean this mess, Climb the steps to the surface, if you haven't been here before or in a very long time listen to Kleiner's speech. Otherwise hook left and sprint to the XP; (corrugated sheet metal panels) pull the right side sheet off to enter. GGP-/+ the 3 drones and SC then continue to barrier#2. Once you clear a path set the SG to QS then sprint to the ET and cinder block. Send the block to the inside corner of the niche at your 11:00 past the fence then grab the ET and BH toward the outer corner of the niche. 2 OBGs rappel to the ground, try and wait for both to be together in hopes to take both with the ET, (rare for me). Back into the niche and Grab the block and return to the corner, send it as the 1st BG breaches the corner, if unable to retrieve it without exposing Gordon to fire QS to the SG for the 3rd and or 4th OBG as they breach the corner. (NOTE) In the next area, on your approach to car#1, the existing rebel past car#1 quite often will get in your way by backing away from the ALs he's combating, blocking a direct line to AL Hole#1 your best bet is to move about 30 degrees left off center to the nose of the car then sprint and GGP+ it in a sort of arc to the hole to circumvent the rebels actions. _____________________________________ Pick up the SMGs on your way out then QS to GG. Pass by the moving wall into the next area. The area has 3 AL holes and 4 OBGs. Car#1 is hung up on a parking bollard, sprint to it, when you close in GGP+ it twice from the left leading edge while sprinting, the lone rebel doesn't appear to help and may get in the way. Car#2 is against a telephone pole; hit it from the right, (driver side) leading edge to push it between the pole and building then to and over the hole. Strafe right to car#3 then sprint and GGP+ it to the far left end of the street to AL Hole#3. Up to 4 OBGs will rappel to the street, only Alyx will supply cover fire, hopefully you'll trample 1-2 on your way to the AL hole. Be ready to QS to the SMG as soon as the car is over the hole. When you have cleared the area of BGs pick up the supplies near AL Hole#1 then locate the XP. Pull the boards off the XP, open the door then quickly send 1 pistol rnd to the LWM near the crouching OBG. Enter the building after the explosions and GGP- supplies from the ledge to your left. (Note) There're a couple 3 ways to get to the gas tank. 1. Using the milk crate, (in the gas room) takes a bit longer and if not placed correctly can take even longer. 2. Using the long jump looks clever, excludes placing a device under the pipes, if one can guarantee success 100% of the time it's a bit faster than #1. 3. I now use one of the chairs from the previous room; it slides in and under the pipes easily and is high and broad enough to counter pipe bend while running on the pipes. ______________________________________ GGP- one of the chairs on your way to the gas tank room and place the chair under the long horizontal pipes leading to the gas tank. Hop onto the pipes then run and jump to the tank, turn the gas off, drop to ground then GGP- a chunk of concrete on your way out. Head upstairs, locate the Z near the LWM and GGP+ the slab to it. GGP+ the SC then head into the next area, locate another slab, GGP-/+ it into the Z near DB#1 then GGP- it. Bring it back to Alyx for a power up, DB the remaining Zs then head down to the ground floor. (NOTE) Some people GGP+ DB from the 2nd floor; unless you can guarantee DB through the sniper window on the 1st try the damage received isn't worth it to me. ______________________________________ GGP+ DB#1 over the trashed cars to the opposite side of the enclosed area as you exit the XP then sprint right to cover. This almost always retires the ground level MGT BG. From cover sprint past the nearest car against the building to the car closest to the MGT and sniper then crouch. Stand then sprint Cw around the vehicle to the niche/corner of the store front for cover. GGP- DB#1 then head for the base of the building the sniper is in. Send DB into the 2nd floor to retire the sniper. GGP-/+ DB#2 out of the area before it blows, and grab all the goodies in the area. GGP- the small chunk of concrete then climb the ladder once Alyx lowers it. You can waste time playing "Don't get me" with the BGs till Alyx snipes them all. You can help her with the task which is slightly faster or you can take the chunk of concrete over the fence, slam the speeder when it appears at the EP then circle the ditch CW and pass through the EP. Ignore the ZBs and Zs including the SC in the closet. Climb the stairs to the top floor and move to the leading corner of the Hlwy. There're 2 dormant Zs at the far end, pull a G and sprint toward the Zs. Underhand the G to the Zs as the 1st one begins to rise then back away enough to avoid the blast radius and be ready to move for another G. As soon as the G detonates run along the right side of the Hlwy to the middle right beside the wall post. Throw G#2 to the top left side of the opening to the adjacent Hlwy, it should bounce left and down to the floor a couple feet past the opening. ASAP sprint to the left side of the opening to the adjacent Hlwy to activate the 2 Zs to the left of the opening. Ensure you're this side of the opening as the G detonates to avoid damage. ASAP enter left into the Hlwy, stay tight left and sprint along the wall to the corner of the Hlwy. At the corner sprint right along the wall to and over the railing, your momentum will carry you to the mid platform without damage. Back step off the platform ASAP and move under the stairs to avoid possible G damage from one of the ZBs above. Locate all SCs and set the SG to QS before exiting the building. Outside run to the 6 of the sniper hide and GGP- the sheet metal off the hide. Position to the 6 of the car, orient to the AL hole then sprint and GGP- the car to the hole. Sprint toward the BG barrier and around the debris on the right to the GC, GGP- the GC then take position about 15 feet off the barrier and centered to the length of it. You need to be close enough to it to block the upper Wkwy OBGs LOF. Cook the BGs as the gate opens, QS to SG then enter. If you place the GC just in front of the 3 OBGs it often takes the Wkwy BG along with them, but not always, so be prepared for him. ASAP, enter 180 and look up for Wkwy. If and when clear climb the steps to the top of the Wkwy and position to the right of the barrier opening. Switch to the SMG, (lower your mouse DPI if possible to around 400) then zoom. (NOTE) If you have a gaming mouse and can switch DPI in game do so for the following, I set my Logitech G700S to 400 DPI then zoom for distance shots. Alyx and I usually take all but 1 to 3 ALs before they get close enough to jump the barrier. ______________________________________ Zoom and locate Alyx then look left about 20 feet and hold, the ALs will begin landing around there and head for Alyx. Fire on them, keep your bad eye on the clip for a quick reload, Alyx will begin backing away toward the barrier then sprint for it. Switch out of zoom, switch back to normal DPI and continue cover fire. Ant Lions are easier to follow while on the ground but most vulnerable from the belly while flying over you. Prep for AL belly shots, eventually the ALs will begin to fly over the barrier, go for their bellies; it takes about half the rnds to end them from under. Between Gordon and Alyx only 3 ALs make the jump for the barrier. Once the barrier is secure and Alyx disables the SS enter the building, take the SCs and cinderblock#1. Go left into the next Hlwy stop about 10 feet from the door; quickly drop the block and GGP- cinderblock#2 near the EP. GGP+ BG#1 entering from the adjacent Hlwy, if he hangs to the far side of the opening strafe left just enough to send the block into him. Return to the wall and GGP- the propane tank; send it to BG#2 as he enters the Hlwy. GGP- cinderblock#1, turn right and strafe left to the EP and GGP+ BG#3 when he enters the Hlwy. Sprint into the Hlwy, GGP- the closest object and GGP+ BG#4 as he attempts to enter the Hlwy. (NOTE) If the block and tank travel out of GGP- range after BG#2 or 3, sprint into range ASAP to avoid and or minimize damage. _____________________________________ When complete, stand in the armories EP, use the GG to pull all the goodies off the shelf and the knee wall for the Gs. Sprint to the PR rack to the right of XP#1. Sprint back to the EP; pull a G then face XP#1. Toss a G to the right of XP#1 immediately after it blows then toss 2 Gs into the enclosed area to the right of XP#2. ASAP switch to the PR and crouch, assist Alyx in clearing the remaining OBGs. Resupply whatever you can absorb, stop at the WD then exit the room. GGP- a radiator, stop in the Hlwy when you see the EB in the small room; send the radiator into the OBG when he appears from the left. Move all the meds to the garage floor for later use. "SAVE" (I have to) 3.4b Aw crap ... it's a Guardian! (NOTE) For me the following can be almost as bad as and sometimes worse than the elevator conflict from the Lowlife chapter. Lately I'm up to around 70% success rate with the maneuvers described below, and like the elevator conflict, I usually use the GG and SG only; however, as of late, if I retire all ALs before sprinting to barrels #2 and 3 near the MGT the guardian has already killed the last of the OBGs and is looking for me. The SMG has a total of 270 rnds available and even though it's a lightweight in the weps inventory; it sends the rnds awful fast. I appear to be my own worst enemy; my problem is hitting all the other wrong buttons at the wrong times. Pressing crouch and or zoom when I should be sprinting gets me hammered almost every time. Also in the past and its happened more than once, I've hit the Guardian with every available EB and it was still charging me. I'm slowly becoming convinced all the running required to use the barrels is a waste of time. Sprinting at the vehicles while holding GGP+ moves them further faster and often overwhelms the ALs in your way. Lastly for me a major sticking point, placing the cars over the AL holes, there're times when I just can't get the cars to stay over them. Later with the guardian and in panic mode ALs begin appearing and making matters worse than they already were. If I survive, and go back to the offending AL hole the car has been moved off the center of the hole and sometimes on its side. Normally I'd say "They may appear to be over the holes but are not if the ALs continue appearing and attacking". In most cases the ALs are absent with only the guardian and Gordon dancing in the street and then bam there they are again getting in the way. ______________________________________ 1. I drop to the garage floor and grab the EB I previously dropped then I BH out the right side of the garages opening toward the left end of the brick wall#1 at my 12:00. By the time I reach the left end of the brick wall the Guardian has appeared at the far corner of the building brick wall#1 is attached to. 2. The Guardian begins to charge the OBGs and the APC to my 9:00. I send EB#1 to the Guardian as I BH toward the spot it has vacated then sprint toward car#1 against the tree and to the left of the building corner. I continue the sprint as I press and hold GGP+. I come to a full stop as I reach the side of the tree; car#1 often bumps into ALs exiting the hole and stops moving. Hold position beside the tree and continue to tap GGP+ till the car ends up centered over the hole. 3. ASAP after placing car#1 strafe left to car#2 then sprint and hold GGP+ to move car#2 toward and beside AL Hole#2. ASAP strafe right toward the barrier wall then GGP+ the car over the hole. Assume ALs will be on you like flies on s**t, QS to the SG and shatter 1-2 ALs then make your sprint toward the MGT barrier. You don't want the guardian running around AL holes#1-3; you want to keep it between the MGT and the APC it just wrecked. 4. You may need to vent 1-2 ALs between the holes and the EBs. Sprint toward the right side of the MGT barrier, look to your 10:00 as you near the barrier for the location of the Guardian. Most often it is near brick wall#2 to the opposite side of the garage opening and likely finishing off the last 1-2 OBGs. 5. If the Guardian isn't charging my way I GGP- EB#2 past the MGT barrier. I then swing left and send the EB to the Guardian when it appears to the left of brick wall#2. If I still have time I'll send EB#3, if not I sprint to the MGT barrier and QS to the SG. If any of the ALs still stand now would be a good time to end them and make your life easier. 6. So from this point on I play "Ring around the Rosy at the MGT barrier" with a couple tons of insect/lobster looking thing. I keep moving and stay about 3 to 5 feet away from the barrier; the Guardian can reach over it and provide moderate damage. If I was able to hit it with 3 EBs, it takes me 15 to 20 SG rnds to drop it using RT alone, so I switch back and forth between the SMG and the SG. I range between 10 and 60% health, more often than not 40% or below. When complete if I have 25% health or better, I run to the MGT and begin firing on the drones and OBGs exiting from the barrier and appearing on the rooftops. Duck and creep back a step or 2 for cover. If you're below 25% quickly locate the MKs nearby then return. Quite often Alyx is on the MGT when I return. Keep a sharp eye on the rooftops past the barrier wall to your left and right shooters pop up both sides. When complete locate meds and power packs then head for the barrier wall. I shoulder the SMG if I have a HEG, otherwise I go with the PR. I then run through the barrier opening and send the HEG when I see a head, if the PR, I crouch after passing the barrier EP and fire on their heads as they maneuver for LOF. A rebel will appear on the red roof to your 4:00/1:00 and may assist with a launcher round into the ditch. 3.4c Access to the elevator If you can get to the blown out wall leading to the basement before Alyx runs into it or you, send 3 rapid fire pistol rnds into an EB to clear the debris away fast. Move the mine and enter the duct, if you're hurting take a right for 2 SBs. Keep a sharp eye for a grate in the duct ceiling ahead. GGP- the grate as you approach to loosen it from the duct. Hold on to it as you approach the duct opening. This will prevent it from falling or bouncing to the floor and activating the many LWMs. The duct will fall to the floor. Stand in the opening and hop out onto the duct. There are 6 EBs and 6 LWMs between you and the elevator; I have 3 ways to get over the LWMs and EBs most fav to least. 1. Back up to the wall, skooch left or right to face and square up just to the left of the lift then sprint/jump. 2. Face the lift then turn left, run jump off the end of the duct to the wall, crouch, creep along the wall and under the high LWM. Stand then run/jump over the low LWM. 3. Face the lift while on the duct then hop to the 2nd EB in line. From this position turn right about 20 degrees then run/jump over the LWM to the floor. (NOTE) Barnacle Tongue Ride Excluding the conventional methods, I have a couple ways to complete this; I have them ordered fastest to slowest. The faster option is a sliver riskier and maybe 15-30 secs faster. All options begin after jumping the LWMs to the elevator opening. 1. Stand facing the elevator opening then 180, step back into the elevator then jump forward and crouch as the elevator drops. Stand and 180, you now have the duct you would have exited later in the game to your 2:00. Take a step or 2 back, aim to the left of the duct then sprint to the duct ledge. 180 and crouch and look up shaft while you switch to the SG. You'll see 2 barnacle tongues lowering in the shaft. Stand and sidestep left till the tongue closest to the shaft opening is parallel to Gordon's left shoulder. With Gordon's left shoulder parallel to the barnacle tongue you ensure you will not bump into the horizontal reinforcement beam just below the duct and then prematurely released to fall to the water below. As soon as you pass the beam with the XP duct press strafe left. It takes 1 RT/SG rnd to end the barnacle; it takes 10 pistol rnds to end it so plan your SG and or pistol rnds to complete at 4-5 feet above the XP duct beam. 2. At the elevator opening, face the duct, crouch and back step into the elevator. As the lift begins to fall move forward, you will step off the lift and land on the floor below as your head passes under the header of the opening below. As you hit the floor below continue to creep forward a couple feet then stop. The elevator sinks out of sight, 180, creep to the edge of the elevator shaft and look up. 2 barnacle tongues are on their way down the shaft, stand and jump onto the elevator shafts horizontal steel beam to the right. When both tongues are in the water and your back is against the shaft wall, side step left toward the elevator opening and stop when the barnacle tongue is parallel to your left shoulder. With Gordon's left shoulder parallel to the barnacle tongue you ensure you will not bump into the horizontal reinforcement beams and then prematurely released to fall to the water below. As soon as you pass the beam with the XP duct press strafe left. It takes 1 SG rnd to end the barnacle; it takes 10 pistol rnds to end it so plan your SG and pistol rnds to complete at 4-5 feet above the XP beam. _____________________________________ GGP- the grate and enter the duct, continue to the down facing grill and GGP+ it. Back step a few feet to avoid any flying debris, wait till all booms are over. Drop down to the floor and stand, locate the 3 mines, GGP- them to reprogram then light the room up to let Alyx in. Take one mine with into the next cluttered room, clear the room of the Z, mines and goodies. Move a mine and an EB to the XP side of the room then quickly drop the mine in the short narrow Hlwy at the base of the stairs then place the EB on the stairs. Retreat to the far side of the room with clear LOF, GG EB#2 and wait for trouble. EB the 1st OBG to survive the mine and EB#1 then shoulder the PR. When no one else shows up to play make your way to the stairs. Be ready for 0-2 OBGs in the supply room. Clear the room of all goodies and kill power to the SS. 3.4d. Looking for Barney in all the wrong places Ensure the PR is in QS then grab the remaining mine and head outside; hold when the mine is 1 step above the ground, there's a mine a few feet from the stairs. 2 OBGs rappel to the ground, send the mine to the 1st man to hit the ground then GGP- mine#2 and send it to OBG#2. QS, crouch and back down the steps, target above the top step center. Most often 1 OBG approaches vent his head, if not creep up the steps, locate him near the vehicles then end him. Sprint up the steps and left, PR the retreating OBG to your 11:00. Sprint over to the car and hold; rebels will exit the makeshift bridge above followed by an OBG, end him. Then sprint left to the corner niche of the building for cover.
Zoom and kill the BG strafing to your right. Boo past the corner for 2 to 4 OBGs one or more may be hit by launcher fire from above. There will be a total of 10 to 14 BGs from the time you exit the stairs till you follow the rebel at the XP to see Barney. Up the stairwell a couple floors and the floor above collapses from an HC rocket forcing you to the boarded up door. Pull the SG and FL on, open the door and remain in the opening, 2 ZBs, 1 walking away, (often not always) and 1 prone. If the ZB continues walking away switch to Gs, when the walker disappears past the corner throw 1 G then take 2 steps into the room, when you see the walker again he may be running straight at you. Under hand a G toward the sleeper, QS to SG, when the runner reaches the exposed wall begin to RT and back step through the EP. Continue to RT, most times he drops in the EP, the sleeper is now awake and heading your way, aim for the head as it is channeled to the EP. In the next room, stay tight to the rooms left wall as you sprint toward the XP. SG, move straight to the boarded XP RT the ZB trying to get into the room. (NOTE) If you're low of health and or usually take moderate to severe damages from the ZB as an added precaution you can block its access to the room with the bed frame before you cross the room. _____________________________________ Barney gives Gordon another crowbar as you head out, it's about time eh! Scrounge whatever you can and let Alyx handle the HCs. KB the 4 PS from the room's EP then enter, shoulder the SG. Face the Hlwy the ZBs must pass through, RT/SG ZB#1 then hit the EB for ZB#2 as it approaches it. Move to the XP, locate the currently raised bridge and its wheel then send 1 SG to the board locking it up from cover. Reload the SG, when the bridge is down: exit and sprint over the bridge. If you see 2 OBGs switch to the SMG and send 1 HEG through the busted out wall, if you see only 1 OBG RT/SG it. Shoulder the CB; enter the next Hlwy and sprint to the doorway on the left. A GS will rise past the window on your approach, crouch to the left side of the opening, creep right to put eyes down range, at least 2 OBGs will be repelling Zs scope and retire both. Enter the room so Alyx will follow and let her remove any of the HCs that may discover the 2 of you. Move into the next room; be aware of the GS outside, stay low and right through the rooms for cover. I GGP-/+ the briefcase to the LWMs in room#4, switch to the SG, stand then sprint the length of the remaining sections of Hlwy. RT/SG OBG#1 in the chest as he attempts to block passage and do not stop even if it survives. Sprint pastOBG#1 to OBG#2 and do the same, and do not stop till you're in the next room, Alyx will finish them. 3.4e Confrontation with a Gunship "SAVE" (NOTE) The GS confrontation can go quick and easy or very frustrating. A key factor in the success of the event is to clear the ceiling above the floor the LAC is on ASAP once you have the launcher. _____________________________________ Sprint up the stairs to the LAC and access it, the rebel will be killed by the GS, it will bust a hole in the floor and the rebel will fall to the floor below. Drop down to the launcher, pick it up then sprint to and up the stairs. Stop half way up between the platform and the top step. 90 degrees left look far side mid ceiling, locate the spot where the floor beams intersect and send 1 rnd to it. Look right to the post holding up the beam intersection and send one rnd. Look left far side, send 1 rnd then sprint up the stairs and to the LAC for 3 more rnds. Stay beside the LAC for the entire event. When you have LOS on the GS send and track the rnds to it, when you don't have LOS clear another section of ceiling. When the GS is down reload from the LAC then drop down to the lower floor, take an FP about 35 feet from the XP and to the left of it. Send 1 rnd through the opening to the floor a couple feet past the opening just after the XP blows. If you should see the silhouette of a BG advancing on the XP, send#2. Return to the LAC to reload then head out. At the end of the Hlwy, a mine 2 LWMs and some ammo, I use the GG and crate to trip both LWMs. 3.4f I can smell Exit 17 from here Enter Hlwy#1 after the SS is down, reset the mine then sprint to the 2 Zs to end them. Run back to the lighted side room and GGP-/+ the radiator in it to the end of Hlwy#1. Grab mine#1, BH half way to the XP, drop it then fetch mine#2 and bring it all the way to the XP. The XP will bust open giving you access to Hlwy#2; send the mine into the closest group of Zs and OBGs then sprint back to mine#1, grab it, return and send it to the next closest group of uglies. Grab the radiator, aim low to facilitate quick retrieval; send and RA as you move along Hlwy#2 to thin the herd. At the end of Hlwy#2 drop the radiator, switch to SG then use the EP to the examination room and clear the Zs. This room leads to Hlwy#3 grab and use the extra radiator, cinderblocks and small metal cabinets on the mess in Hlwy#3. GGP- any and all Gs back to the sender when possible otherwise, they won't learn nothin. When Hlwy#3 is clear drag the radiators and any heavy objects, monitor, cinder blocks, etc, near the XP for some Z slamming. To access the XP you must open the door at the far right end of Hlwy#3. There're 2 OBGs in the room with PRs and PBs, end both with a well placed HEG then enter for the PB. To the XP, as you approach the XP bursts, then 3-4 Zs and a PST exit the room for you and Alyx. Send all the heavy objects at the uglies as they attempt to exit the room them move to RA until all are down. (NOTE) I spent some time trying to figure out if it would be possible to circumvent the flooded room but the game won't allow it. I tried layering junk on the breakable floor area, it is a partial solution but the game won't allow you past the floor break. I also tried to see if I could get one of the barnacles to give me a ride, they're more than willing but there isn't enough room between the barnacle and the floor to allow Gordon the distance he requires to move to safety before passing by the edge of the hole. ______________________________________ The XP room has a big hole in its floor, GGP- a radiator to you and FL on. Move to the edge of the hole and angle the radiator toward the table and bench on the floor below the hole then send it. FL off then drop through the hole, the floor below collapses and you fall into the water. Look up to see the underside of the shack swim under the shack and locate the stairs. Climb out, switch to KB then head right at the top of the steps to KB the PS. Move to the shack window, FL on and locate the PS in the room, KB it as it jumps at you, or sidestep left, let it pass by to the Wkwy then thump it. Run the Wkwy to the XP and power packs. Facing the break in the Wkwy railing scan the room, there's a short busted Wkwy and a long one at the far end of the room and there's barnacles hanging from the ceiling. Drop into the water, swim toward the short Wkwy then 180, locate the barrel GG it to you then dive down. Continue along the wall past the concrete column supporting the short busted Wkwy to the busted column below the long Wkwy. (NOTE) If you aren't proficient at jumping I suggest saving after you flip the switch. When jumping to the shack Wkwy, run/jump/crouch allows me to land on the Wkwy without partially landing in the water for a shock. I have a 90% success rate with no jolt and 100% on reaching the Wkwy. ___________________________________ Release the barrel near the end of the Wkwy then climb onto the Wkwy. GGP-/+ the SC for the meds and flip the switch to open the XP. This will fry a couple barnacles with water immersed tongues. Strafe left to the floating Wkwy wall then sprint past the descending barnacle tongues to the end of the Wkwy. Line up to the left side of the short busted Wkwy as you approach the end of the Wkwy you're sprinting over and ensure you avoid the barnacles to the right of the busted Wkwy. Jump to the short busted Wkwy to the left of the barnacles and stop. Turn right to the busted column at your 3:00 and run jump to it. Go left off the column a couple 3 steps on the railing then face the short busted Wkwy of the shack. (NOTE) You'll be jumping to the Wkwy at an angle; you need equal space between you the barnacles to your right and the column to your left if you misjudge you'll left or right you'll be snagged by the tongue or deflect off the column and end up in the water. ______________________________________ Press run/sprint/jump and then crouch to land smoothly on the Wkwy. If you're lacking full suit power bust the SC, if not use it to jump smoothly out of the shack window to the Wkwy. Exit the area, on the floor above locate the radiator the XP and exit. Run through the Hlwy and into the very small and dark room with the busted out floor. (NOTE) With the maneuver below, I have a 50%+ success rate dropping the PST within 4 radiator slams 30% in 3 and 20% in 2 hits. One must be twitch reflex fast to send and RA before the radiator can travel out of range, I tap LT then press and hold RT to pull it back. It takes a little practice but once familiar with the technique it works. Otherwise, send the radiator then switch to the KB and crouch. The PST will send one PS at a time for you to KB. Alyx helps by filling the PST and the spiders with lead. Lately, (maybe a steam update) the concrete slab that always sat on the floor below is gone and now there's a cinder block. It was very disorienting for me recently while scrambling for the slab. ___________________________________ Move quickly to the middle right edge of the floor ledge, FL on. PST#1 will be below with LOF, Fast tap and press LT/RT to retrieve the radiator as it bounces off the PST. When complete switch to KB and look for 1 to 2 spiders. When complete drop down, GG the small concrete slab/cinder block then head over to the broken window past EP#1 and to the left of the SC. Push the slab/block through the hole then slam the Z as it rises up from the floor, quickly back away, grab the flare then run to the broken window near EP#2. Turn right to locate PST#2 then send the flare to it. 1 or 2 PSs may enter the room but they die quickly either from fire or Alyx. Run to the shelf; ensure the radiator is close and in line with EP#1 then GG a mine off the shelf. Target EP#1 and wait for it to blow. Quickly send mine#1 then #2, if anything survives that, and comes through EP#1 hit it with the radiator then ASAP GG mine#3, swing right and turn to EP#2. Send it after the door blows. Grab the radiator and circle the room CCw, slam ZBs and Zs as they appear, remain in the room with Alyx in case she gets swarmed by ZBs with Gs. Be aware that the SC near EP#1 breaks when EP#1 blows or from the mines so you can use the flare to cook Zs. There can be a total of 10 to 13 BGs from PST#1 to the last Z. Lug the radiator, locate the XP, enter the room, drop the radiator and open the XP. Toss the radiator, monitor and desktop into the Hlwy#1. Exit the room; ASAP run toward the 2 Zs and stop before reaching the Hlwy intersection, GGP- the mine to you and place it safely to the side. GGP- the small file cabinet and allow Alyx and the 2 MGTs at the far end of Hlwy#2 retire the 2 Zs rising up in the Hlwy. (NOTE) There are 2 MGTs and 6 mines covering Hlwy#2, not to mention 10 + BGs total between the 2 rooms. ___________________________________ When the 2 Zs have been cleared move closer to the intersection and you will see the EP to rm#1 in the Hlwy and mine#2. I GGP+ the door leaning against the wall near the corner of Hlwy#2 to the far end of it then send the small metal cabinet, radiator, monitor and desktop to the inside corner of the wall and wall buttress ahead of the EP to room#1. I then GGP- mine#1, run at the intersection and release it into the air, it usually lands close enough to my next position for a quick grab. I then sprint along the right side of Hlwy#2 to the buttress on that side and GGP- mine#2; I send it and mine#1 to the EP of room#1 when uglies exit. I then GGP-/+ each of the items I collected and placed near EP#1 as uglies exit. When there's a small lull in action I RA an item, preferably the cabinet or radiator, they don't seem to fly off willy-nilly from impaction. I sprint to the room when it is cleared, grab the radiator from it and move to the EP. Drop the radiator GGP- as much as you can without entering Hlwy#2 then exit. Move closer to mine#3, GGP- without exposing Gordon to MGT fire. Send it and the other objects as each BG exits room#2, RA one of the items to reuse against the remainder. Sprint to and through the EP to room#2; grab something to send to the SS power plug. Reprogram the remaining mines and take one with. Locate the XP and leave the area, when you hear Dr. Kleiner's voice over the PA you are in chapter Exit 17. ____________________________________________________________________________ 3.5 EXIT 17 3.5a Moving people to the trains 3.5b Meet the Walker 3.5a Moving people to the trains If you took a mine blow the XP then check the cabinet. If you didn't take the mine, KB the boards away from the XP then head outside. Rummage through the garbage while Alyx and Barney have a chat up. Run to and climb the steps of Building A, GGP+ the SCs in the back of the truck then move back to the ground. Barney should enter A for group#1, 4 people; lead the group across the parking lot past the LAC, through EP#1 and into Building B. Continue through the narrow Hlwy into the huge train car storage room unmolested. Locate EP#3, continue through the locker Hlwy to the last room and dump the group off. KB the SCs for the revolver and ammo then return to EP#1 of building B. You'll encounter 3-4 MHs on your way to EP#1, Alyx will stay with the MGT while you ferry the 4 remaining groups of people from building A to and through building B. At EP#1 of building B, switch to GG and prep for MHs at the LAC. Slam the MHs into the ground or fence; reset the drone dropped mines and deploy them to cover your blind side between the LAC and the lane to building A. In building A, pick up 2 more people then sprint to building B, shoulder the launcher then pass through EP#2 and face big windows#1 above the upper Wkwy. It will shatter and 2 OBGs will drop in, send 1 rnd to the wall just below the window as they drop in and prep for a 2nd rnd. Odds are 50/50 a 2nd pair of OBGs drop in from the window or they appear one at a time so prep for a switch to the PR and zoom. When clear sprint to and through EP#3, take a cover fire position with LOF on big windows#2 with a zoomed revolver till the peeps pass by. Sprint back to the LAC, duck to its 6 to avoid the sniper at your 1:00/2:00. Peek-a-boo to follow the snipers laser back to the hide then stand and send 1 rnd to it just after he fires. Reload, reset and deploy any new mines then sprint to building A. 4 more people, sprint back to building B and hold in the narrow Hlwy till all 4 are in sight. Switch to CB, pass through EP#2 and face big window#1, CB the OEBG in the window with a PR, he sends a PB into the raised train car#1 causing it to fall to the floor and block you route to EP#3. However, the PB also makes contact with the upper Wkwy causing one end of it to fall to the floor providing a new route to EP#3. Switch to the launcher and head up the damaged ramp to and along Wkwy. 2 OBGs will rappel down to train car#2 from the hole in the roof, send 1 rnd to the car between the BGs. Switch to the PR then sprint to your EP#3 cover fire position, switch to zoomed revolver and hold till both peeps pass by. Expect 2 OBGs to advance as you land on the main floor, I sprint back to EP#3 crouch and assist Alyx to vent them. Sprint under the car to the stairs, look up while doing so, odds are 2 OBGs will be approaching along the upper Wkwy. If so retreat back to EP#3 and hole them when they appear from under train car#2. Stay close to the left side of the stairs leading to the upper Wkwy sprint from the bottom up over and back to the floor. Stay tight to train car#1 to and up the short stairs to EP#2 and into the narrow Hlwy. Prep for 3-5 OBGs and a MALP, (Mobile Armored Launcher Platform) in the parking lot. Sprint to the Lac's 6:00, crouch and hit the LAC. Shoulder the launcher then creep to the 6 of the LAC. (NOTE) You can take the MALP in 4 rnds on hard mode if you target the top center of the MALP. This may force you to incur some damage while holding target from BGs spread out over the parking lot, but not severe enough to worry. ______________________________________ Sidestep right just past the dumpster and the MALP should pull to a stop and begin sending rockets. Begin firing, send 1 rnd hold position till it makes contact then strafe left and duck. Hold till the last rnd hits the dumpster then repeat till the MALP pops. Most times the BGs begin to collect around the MALP during the exchange, so most times there's no need to hunt survivors down. Sprint to building A for 2 more people, GGP- meds from the flatbed truck if in need. Sprint to the narrow Hlwy in building B, when both rebs are close pass through EP#2 and sprint to your right along the damaged ramp to the buttress left of the locked double doors. 4 OBGs will exit after the doors burst, send 1 launcher rnd as the 1st 2 BGs appear, reload and ready for the next 2, they may arrive separately. Climb the ramp, pass by big window#1 and switch to the CB. 180 and hold while facing big window#1, 2 SG BGs may drop in from it, you stand a better chance of surviving if you can CB one in the window and reload before the 2nd BG drops to the floor. If no one shows at big window#1 sprint to big window#2, when clear sprint to your cover fire position and hold with a zoomed revolver till all are safe. Expect 1-2 OBGs to show at the MGT or from between the 2 train cars. Sprint back to the narrow Hlwy, heal up then sprint to the LAC. There're plenty of OBGs to go around, and some may try to enter Building A. I use the launcher 1st then switch to the PR, when I have room to move I sprint to the LAC and reload. Clear all BGs then sprint to building A, take your last group of 2 along with Barney. Sprint to the narrow Hlwy in building B, switch to the CB then move to EP#2. Scope and CB both OBGs on the roof of train car#2, sprint up the ramp and along the Wkwy. 2 possible OBGs on your way to your cover fire position hold position till all have passed by including Barney and Alyx then beat feet to the last room. 3.5b Meet the Walker As soon as Alyx opens the XP sprint to the SS, locate and GG any item/s that may be sitting by the head of the long narrow aisle. As soon as she clears the 2nd SS sprint the length of the narrow aisle to the door crank. ASAP move to cover once she has ducked under the door, head for and through the recently available XP just after the walker blows it up. Shoulder the PR then sprint to the pallets leaning against the XP. Crouch and hold against the wall away from the pallets, they may fall due to the walker blast and you may take fire from a surviving BG but you'll survive. Move tight to them and force them vertical you may suffer horribly from the pallets as they slam into you from one of the walker blasts. 2 OBGs will drop in and then the walker will slam the wall behind them killing one or both. If one survives PR the 2nd OBG then bust up the pallets or hop over them. If you're damaged run to and enter the container then push the door open, this will block the walkers LOF to the wall beside the WD. Stay to the left of the WD and heal up. Make your way through the floor level containers and up the leaning container one level, move quickly into the dark container to avoid damage from the walker. FL on, the walker will slam the container 2 times and in the process destroy all or most of the crates and release 2 PSs from their transport rockets. KB them before opening the SCs, (they rarely have anything I need) then sprint out and left around the container to cover. GGP- the SC to you; then run and jump over the gap to the SB. Climb the leaning container to the 2nd level and shoulder the launcher. Use the container for cover; send the 3 rnds to the walker who may use the water tank as cover. You are going to take damage during the sprint to the upper Wkwy. To minimize this leave just after the walker finishes one of its salvos. ASAP crouch behind the barrier and pull the pistol, locate the partially hidden EB further along the Wkwy and rapid fire to blow it before the EBs behind it send it this way. Collect whatever you can use from the SCs and heal with the WD. Stand with the GG then sprint along the Wkwy to the mine, ASAP crouch behind the barrier and grab the mine before it blows. Send the mine to the OBG that may appear at the missing roof section. Stand and sprint around the corner of the Wkwy to the next barrier and set of mines. Crouch, GGP-/+ both then sprint to the end of the Wkwy and jump to the platform below. Quickly GGP+ the SCs then sprint over them around the container then drop off to ground. Quickly switch to the PR, target the BG on your right, a round or 2 will make it past him to the EB and kill both. Target the container above and fire on it to hopefully explode the 2-3 EBs and prevent any of them from being expelled and blowing up in your face. Stand and sprint along the right side wall to the mines and send them away. Stay low and right to the wall; continue till you see the path between the rail cars. Stand, as the walker ends its current salvo sprint to then crouch in the depression between the 2 cars. When the walker ends the next salvo stand, jump up to the floor, crouch and move left for cover. Empty the 2 SCs to your left then line up with the ladder and stand. Sprint to and up, continue to sprint along the Wkwy to the LAC; you should have collected 3 rnds during your sprint. (NOTE) Take note of the walker's firing pattern, try and discern its location via peek-a-boo before exposing Gordon. The LAC barrier is the only one that can withstand a constant barrage without failing. Sometimes the walker doesn't physically follow Gordon along the Wkwy, if so you may be required to backtrack to prior barriers to clearobjects blocking LOF. If so you will likely only get 1 to 2 rnds off before moving to another intact barrier or being killed. If the walker is between 11:00 and 1:00 of the LAC barrier, I sidestep left and or right of it between walker salvos to finish it. I then run to the end of the Wkwy, jump to the train car and then to ground and Alyx to make our getaway. THE END ____________________________________________________________________________