_,-~���������������������������������~-._ / ,--~�������������������~--. _.--._ �. / / \ / ,--. \ } { { |������\ } (_( ) ) } | { | \ } _.~�,� } The Orange Box (Xbox 360) | { ����\ \ } ,-� ,-' )�) } Spoiler-free FAQ/Walkthrough | { / \ } \ ���� / } by: Shotgunnova (P. Summers) | { / \ } �������� _.' [- shotgunnova(@)gmail.c0m -] | { / /\ \ } _.-'� | { / / \ \ } .-'� Contains guides for: | { / / \ \__ } ( �������������������� | { / / \ | } | � Half-Life 2 { { /___/ \____| } ) � Half-Life 2: Episode 1 \ \_ _/ / � Half-Life 2: Episode 2 \_ �~-._________________.-~� _/ � Portal �~-.___________________.-~� � Team Fortress 2 I. CONTROLS (ALL GAMES) . . . . . . . . . . . . . . . . . . . . . . CNTR II. TH' BASICS (HALF-LIFE GAMES) . . . . . . . . . . . . . . . . . . THBS Menu Overview .................................................. MNOV Points of Interest ............................................. POIT III. HALF-LIFE 2 WALKTHROUGH . . . . . . . . . . . . . . . . . . . . COM1 01) Point Insertion ............................................ WK01 02) A Red Letter Day ........................................... WK02 03) Route Kanal ................................................ WK03 04) Water Hazard ............................................... WK04 05) Black Mesa East ............................................ WK05 06) "We Don't Go to Ravenholm" ................................. WK06 07) Highway 17 ................................................. WK07 08) Sandtraps .................................................. WK08 09) Nova Prospekt .............................................. WK09 10) Entanglement ............................................... WK10 11) Anticitizen One ............................................ WK11 12) "Follow Freeman!" .......................................... WK12 13) Our Benefactors ............................................ WK13 14) Dark Energy ................................................ WK14 IV. HALF-LIFE 2: EPISODE 1 WALKTHROUGH . . . . . . . . . . . . . . . COM2 15) Undue Alarm ................................................ WK15 16) Direct Intervention ........................................ WK16 17) Lowlife .................................................... WK17 18) Urban Flight ............................................... WK18 19) Exit 17 .................................................... WK19 V. HALF-LIFE 2: EPISODE 2 WALKTHROUGH . . . . . . . . . . . . . . . COM3 01) To the White Forest ........................................ WK20 02) This Vortal Coil ........................................... WK21 03) Freeman Pontifex ........................................... WK22 04) Riding Shotgun ............................................. WK23 05) Under the Radar ............................................ WK24 06) Our Mutual Fiend ........................................... WK25 07) T-Minus One ................................................ WK26 VI. PORTAL WALKTHROUGH . . . . . . . . . . . . . . . . . . . . . . . COM4 01) Chapter 01 ................................................. WK27 02) Chapter 02 ................................................. WK28 03) Chapter 03 ................................................. WK29 03) Chapter 04 ................................................. WK30 03) Chapter 05 ................................................. WK31 03) Chapter 06 ................................................. WK32 03) Chapter 07 ................................................. WK33 03) Chapter 08 ................................................. WK34 03) Chapter 09 ................................................. WK35 03) Chapter 10 ................................................. WK36 03) Chapter 11 ................................................. WK37 VII. TEAM FORTRESS 2 FAQ . . . . . . . . . . . . . . . . . . . . . . COM5 Terminology .................................................... TRMN Class Overview ................................................. CLSS Playable Maps .................................................. PLMP Tips N' Tricks ................................................. TPST VIII. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . MSCL Half-Life Series Enemies ....................................... ENMY Half-Life Series Weapons ....................................... WPNS Orange Box Achievements ........................................ ACHV Orange Box FAQ ................................................. FAQZ IX. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . FAQZ X. UPDATES & CONTRIBUTIONS . . . . . . . . . . . . . . . . . . . . UPDT XI. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT _______________________________________________________________________________ ������������������������������������������������������������������������������� I. CONTROLS (ALL GAMES) [CNTR] _______________________________________________________________________________ ������������������������������������������������������������������������������� ___ ___ L. Trigger -> /___\___ ___/___\ <- R. Trigger L. Bumper -> /\___/ \___________/ \___/\ <- R. Bumper / ___ ___ _ \ / /,-.\ _ /_ _\ _ _(Y)_ \ <- Y-Button L. Analog -> / (( )) {_} ( _/_ ) {_) (X)�(B) \ X-Button ( \'-'/ \___/ �(A)� ) A-Button | ��� _,-._ ___ � | B-Button ( /_|�|_\ /,-.\ ) D-Pad -> \ (|_ _|) (( )) / <- R. Analog \ \ |_|_/ \'-'/ / \ �'-'_,-------._��� / \ _,~'� �'~._ / '-'� �'-' Only buttons with functions displayed. If playing on the Xbox 360, controls are roughly the same, with "Black" being the Right Bumper and "White" being the Left Bumper. Controls can be changed in the Options menu for any game. HALF-LIFE SERIES CONTROLS ___________ _________________________________________________ | BUTTON | FUNCTION | |�����������|�������������������������������������������������| | D-Pad | Weapons selection | | Start | Toggle main menu | | Select | Move squad (when applicable) | | Y-Button | Toggle flashlight function / Exit vehicle | | X-Button | "Confirm" or "Use" button | | A-Button | Jump button | | B-Button | Reload weapon | | R Bumper | Toggle Gravity Gun and last-selected weapon | | R Trigger | Fire weapon (main function) | | R Analog | Camera POV control | | R3 Button | Zoom-in function | | L Bumper | Sprint (when held) | | L Trigger | Fire weapon (secondary function, if applicable) | | L Analog | Controls movement | | L3 Button | Crouch button | |___________|_________________________________________________| PORTAL CONTROLS ___________ _________________________________________________ | BUTTON | FUNCTION | |�����������|�������������������������������������������������| | Start | Toggle main menu | | X-Button | Use/pickup object | | A-Button | Jump button | | B-Button | Crouch button | | R Bumper | Use/pickup object | | R Trigger | Fire orange portal | | R Analog | Controls camera POV | | L Bumper | Jump button | | L Trigger | Fire blue portal | | L Analog | Controls movement | | L3 Button | Crouch button | |___________|_________________________________________________| TEAM FORTRESS 2 CONTROLS ___________ _________________________________________________ | BUTTON | FUNCTION | |�����������|�������������������������������������������������| | D-Pad | Weapons select | | Start | Toggle main menu | | Back | Toggle class-changing menu | | Y-Button | Bring up teams' performance report | | X-Button | Use taunt | | A-Button | Jump button (as scout, doubletap to doublejump) | | B-Button | Cancel button (for menus) | | R Bumper | Cycle weapons right | | R Trigger | Fire/swing current weapon | | R Analog | Controls camera POV | | R3 Button | Call for Medic (displayed to teammates) | | L Bumper | Cycle weapons left | | L Trigger | Use weapon's secondary function (if applicable) | | L Analog | Controls movement | | L3 Button | Crouch button (hold) | |___________|_________________________________________________| _______________________________________________________________________________ ������������������������������������������������������������������������������� II. TH' BASICS (HALF-LIFE GAMES) [THBS] _______________________________________________________________________________ ������������������������������������������������������������������������������� MENU OVERVIEW [MNOV] _______________________________ ������������������������������� ___________ | ON-SCREEN | |�������������������������������������| [1] - Health display [1-100] | | [2] - Suit # display [1-200] | | [3] - Ammo remaining | | [4] - Squad members following | | | | Squads apply only to the levels | [6] | "Anticitizen One" and "'Follow | | Freeman!'". They're NPCs who | | fight with Gordon. Medic NPCs | | have a "+" over their icons. | | | | [5] - Flashlight (Auxiliary) power | [5] [4] | [6] - Weapon select HUD. Select the | [1] [2] [3] | category with d-pad, and double- |_____________________________________| -click til icon rests on weapon ______________ | OPTIONS MENU | |�������������������������������������| [1] - Difficulty: Easy, Normal, Hard | [1] | [2] - Audio: Change the volume | [2] | [3] - Video: Adjust game brightness | [3] | [4] - Captions: choose subtitles or | [4] | closed captioning (subtitles + |_____________________________________| sound effects included) _______________________________ ������������������������������� POINTS OF INTEREST [POIT] _______________________________ ������������������������������� Just a list of stuff found in the game's environment. ____________ _______________________________________________________________ | TYPES | INFORMATION | |������������|���������������������������������������������������������������| | ALLIES | Set apart from 'Squads,' allies such as Alyx are entwined in | | | the story and are either invincible or close to it (this will | | | differ from game to game, depending on situations). Alyx uses | | | an infinite-ammo gun and doesn't need healing. | |------------+---------------------------------------------------------------| | AUXILIARY | Gordon's special suit uses power when swimming, sprinting, or | | | using the flashlight. If it should run out, Gordon will start | | | to drown, stop sprinting, or be without light, respectively. | | | Auxiliary power is always displayed, refilling if not in use. | |------------+---------------------------------------------------------------| | BOXES | Supplies, such as health, suit refills, and ammunition are | | | found in specially marked boxes. They appear semi-glossy and | | | aren't unlabelled like normal everyday crates, etc. | |------------+---------------------------------------------------------------| | CACHES | Weapon caches (supply clusters) are often marked with Lambda | | | symbols or graffiti. Some are found in odd places, others'll | | | require a small puzzle to be solved. A couple achievements | | | relate to finding these stockpiles! | |------------+---------------------------------------------------------------| | CHARGERS | Some wall machines will charge Gordon's health and suit by | | | holding the action button. These are marked with a red cross | | | (medical) or are orange (suit). Often found near each other. | |------------+---------------------------------------------------------------| | MISCELLANY | Debris and other junk can be picked up with the Gravity Gun | | | and used as a projectile (such as sawblades), while even w/o | | | it Gordon can still pick things up and throw them. Always pay | | | attention to the environments to be at an advantage! | |------------+---------------------------------------------------------------| | RADIOACTIV | Gordon's suit will make weird clicky noises (geiger counter) | | | when near radioactive gloop. It's always yellow and damages | | | upon contact -- use the airboat (Half-Life 2 only) or step on | | | floating debris, such as tension wire spools, to cross. | |------------+---------------------------------------------------------------| | SQUADS | Sometimes Gordon will have NPC refugees following him. They | | | either assist in shooting targets or act as medics, healing | | | Gordon if he stands close enough. They can die though, which | | | relates to an achievement or two (such as "Citizen Escort" in | | | Episode 1). | |------------+---------------------------------------------------------------| | TRANSPORTS | There are various transports in the games. Walking's the most | | | used and normal, while there are some vehicles (airboat, dune | | | buggy) that Gordon uses in particular levels. Story-related, | | | local teleportation is also shown. | |____________|_______________________________________________________________| _____________________________________ _______________________________________/ III. HALF-LIFE 2 WALKTHROUGH [COM1] |_ ������������������������������������������������������������������������������� 01) POINT INSERTION [WK01] _______________________________________________________________________________ ������������������������������������������������������������������������������� /������������\ Plaza--/ \______/\ (______ ___________ /-Dumpster | | _| (_ |�|�� �| | ___| _____| | | | | | ___ |______| | |-Apartment |_ |_| \ |_|_ _| |___ | Cafeteria | | | |___ _________ | |_ |___ | ___ _| |____ | / _| | | | | | _| Checkpoint | | | _| | |__ | | ___ | | | | | |_____| |_|_| | |-Laboratory | | | Building Start |___| Our hero -- the quick-thinking Dr. Gordon Freeman -- finds himself on a train after a brief "intro" from the Gman. The game will be showing controls around this point (and for awhile longer), making this level like a tutorial. And, indeed, this is one of the shorter ones in the game. But enough of that... Exit the platform through the turnstile gate to enter the station proper. A winding, fenced-off area on one side leads to a checkpoint, upon which Gordon will be asked to follow one of the masked enemies ('Combine') into a sideroom. The guy reveals himself as Barney from Black Mesa, and wastes no time getting in touch with a few old friends. Exit out the other side when an enemy tries to enter. In the storage area, climb the ladder and stack a box under the window, then jump through. Eventually this path leads to a cafeteria, and past there, a double door to the plaza outside. Although there are plenty of buildings, none have entrance -- d'oh! Follow the street toward a half-blocked alley and use the green dumpster to get onto a fire escape. Jump off the top of it to get over the fence. The sullen street beyond is near a playground. Look for one of lit-up doorway leading into an apartment. Take the staircase and keep an eye out for a hall with 3 Combines trying to break into a room. When they enter, get down that corridor and up the opposite staircase. A guy should whisper "Hey, you! In here!" at the top. This marks the start of an escape procedure, as Combine are storming the rest of the place and this top floor is the next target. Start making for the roof, which is taking every stairway in sight, pretty much. Once on top, jump to the next-closest roof, then "walk the planks" to a windowsill to get around the corner. Combine will be firing upon Gordon, so sprint (well, not too quickly or he might fall to his death!) along the ledges to an open window. Down the stairs, Gordon gets beaten up and saved by a woman named Alyx. As she ferries Freeman to Kleiner's office, the level ends. _______________________________________________________________________________ ������������������������������������������������������������������������������� 02) "A RED LETTER DAY" [WK02] _______________________________________________________________________________ ������������������������������������������������������������������������������� Post-Lab Start-. After some lengthy dialogue in Kleiner's lab, |���|��| Gordon gets a new suit that will protect his | | _ | health once chaged up. Speaking of which, the |���|�|_| | orange gizmo on a wall nearby will fill it up | Lab | | | 25 points. Participate in the teleport events |___|_|_| | (push button, plugging in cord) to arrive | __| outside the lab building accidentally. Follow __| | the path to the backstair, after which Barney ___| ___|-Crowbar will provide Gordon with a crowbar. This is a ____| ____| board-ripping tool and a skull-basher in one! |________ _|_ ---. | ____| | Speaking of which, put it to good use on the ����|_ _ | |-Train stuffed-up doorway that leads down to the | __| | | Yard train station from the first chapter. Upon ___| |____| ---' getting down there, a few Combine will fire |___ | upon Gordon from ahigh, so jump into a nearby | | boxcar filled with breakable junk. Out the _| | other side, steer clear of the tracks as a EXIT-___| train ships in, and find a 2nd boxcar, this one with a ladder. Using this, Gordon can hop over the fence like a jackrabbit and leave the trainyard in the dust, once a boarded-up door is cleared. That ends this level! Don't worry...things are going to get longer and harder from here on out... _______________________________________________________________________________ ������������������������������������������������������������������������������� 03) ROUTE KANAL [WK03] _______________________________________________________________________________ ������������������������������������������������������������������������������� ___________ Boxcar Canal _ | | __/________/ _ _____ _| | | |��� � �|-Roofless |A ____ |__| |__ __| _|___| |__| |___ ____| House ����|________ | __| |_| ___|______|_______ | |___ | |__________|__________ ______|____ |___| | | __|-Start �����| | | | | |-9MM Pistol |___| The cement corridor Gordon starts in has a medical machine, so ab/use that sucker. Some Combine are attacking a couple nearby, and after crowbarring 'em, Gordon gets his first gun: a 9MM Pistol. Saving ammo by bashing skulls is a good idea for now, though. Low train tracks run by here, and when a train comes a-rollin' down, use the stairway to jump on top, then to a ladder on the other side. Break into the roof-less house nearby for some ammo, and shoot some flammable barrels to unblock another door. Outside, a couple Combine fire on a raised, parallel ledge -- shoot the barrels there to nix 'em. The mesh fence nearby is bend forward, and is a suitable stepping stone to get onto the walkway again. Look for a low vent Gordon can crawl into with some supplies, and at the end of the walkway there, jump down to the train tracks. Kill some grunts and watch out for one that throws burning barrels. The upper walkway will loop around and arch over the tracks to the other side, which bypasses another barrier. Sprint to the canal drop-down point and wait for the inbound train to run over some of these morons; then, pick off the rest and heal on the medic machine one alcove back. When ready, jump into the canal and learn the basics of swimming while there is still chance to do so. Climb up the red boxcar at the end to find a couple refugees who'll aid Gordon before sending him packing down the line (after recharging his suit 30 points!). _____ Emplacement-----| _ | | | | | | | | Boxcar | | |_|__ ______ ___/ | |___ | __ | A| | | |____| |___|� �|_ | ___ | _|____ | | | __ | Deep--| |________|___| | | Canal | |_ _ | | |__| |-Deep-water | _|_____| | __| Barrel Area | | |__|_____| | | | |� ___| �| | _ |-Cinderblock Helicopter Area | | |___| Puzzle __\____| |______ _______| _ | | ___ |__________|_ _| --. _| |__ | | |_| | __| | ( ____||___| | _| | |_ | \ \ |_____|_____ | | _\ \_ _______ |_| |- Sewer Complex / ____| __ _| | _/ /____| |_/ /__ | | Manhacks|_____ \_ | ����������|_ _ _|___ | |�|____| | |_ P| ---' |____ | | | |I| To Water Puzzle \G _|_|_ P| _ G = Grenades \___\_ S| |_ E|___| | S = Submachine Gun | | | | | |___ |_ | |�|_| |___| |_| _|_| | |_ |_________|_____ | |_|_________________ | \ |_| Manhack Tunnel Past the boxcar, start breaking any wooden junk that blocks the path. After ducking under some debris, a new enemy will be shown in action: a barnacle! Their long tongues hang from the ceiling and draw whatever they catch up to the mouth. Shooting them or smashing them at close-range kills them pretty easily, but it can still be an inconvenience. At the first real turn of the canal, some refugees are getting shot up. The enemy has the elevation advantage, so upon turning the corner, shoot the nearest grunt and jump into the red-lit drain. Up the ladder, smoke these ugly ducklings before commandeering the machine-gun emplacement and killing any stragglers who show up below. When everyone is dead, look for a flammable barrel on a wooden ledge; detonate to make the lower path whole again. Get out of Dodge when a mobile missile battery starts up on the highway above, though! Follow the dirty, stopped-up tunnel, and watch out for barnacles -- they start to appear more often now! A female refugee points Gordon in the next direction. Follow the "elbow" paths until a deep-water one is found. A bunch of red barrels (one flaming) will be thrown down, but diving deep will evade all damage from explosions. The next outdoor canal portion will have plenty of red barrels as well -- use them wisely to take out nearby grunts. Under the bridge, two more combine try a pincer attack. The exit is at the top of a dirtpile, which barely gives enough clearance to duck down and get through a few barrels. Past a "barnacle convention," it's into another watery excursion! In this deep canal, plenty of flaming barrels will be littered down -- stay underwater like usual to evade. Only two combine are present, though, so get on solid (floating) ground and get some headshot practice. A ladder gets over the metal partition, giving access to the other half filled with makeshift wooden walkways. Upon surfacing there, enemies pour in...but if Gordon shoots the huge stack of red barrels, they'll explode and fling others near the foes gathered on the bridge -- an atomic twofer! Through the next bent-open sewer grate, Gordon encounters what is known as "The Cinderblock Puzzle". There is a crude seesaw here that gets up to the next ledge, but before that's possible, Gordon must stack all (9) on the far end to displace the weight he needs to jump. The sounds of a helicopter beckon the player forward through the dry canalbed... And guess what? The helicopter makes itself known down at the bifurcation. Immediately scramble to high ground and look for a blue door with barrels in front -- this is the correct path. As of now, the 'copter is invincible so conserve ammo. Inside the corridor, there's a hidden cache underneath the metal walkway; look for a drop-down point on one side, near the lambda symbol. Heck, even if this one's missed, there's another cache up near the supply box in plain sight -- duck down in the watery part and look near a burned corpse. But back to normal action. Find the slippery slope barnacles camp over, and stay clear of the window (unless you want to see just how dexterously that helicopter can fire). This same situation repeats once before a stair escorts Gordon back into the open air. Quickly run down to the nearest end of the area and get into a stairwell, 'fore Freeman gets any (hot) lead poisoning. The sewer area beyond is simple and enemy-free, so there's really nothing to complain about. Break loose crates and such as some have items hidden behind. Behind some tin roofing used as a doorstopper, there's a male refugee. He'll help Gordon fight off the tiny red machines with razor attachments (known as 'manhacks') that come through the door. Beating them with a crowbar saves ammo, so do that technique. The tunnel beyond has more, but it's nothing special -- just watch out for the 2nd group that accidentally detonates some barrels. Healing kits are in one of the rooms. Eventually, the sewer complex spits Gordon out in fresh air. A Combine trio tries for potshots, so be ready and willing to take their lives (same for a manhack that tries a back attack -- no, that wasn't supposed to rhyme). On the ledge overlooking the dark waterway below, there is a red barrel that can be used to get back up "here," if there's anything left to do; otherwise, jumping down is a point of no return in a way. See the long red pipe bridging over the sewer? The vent there will loop to a small supply cache, mostly suit refills. Jump down into the muck to locate some Combine again. These grunts carry submachine guns, and Gordon can pick one up from the corpses. Also, one of the vents near a red barrel here leads to some frag grenades -- just be sure to kill the zombie torso that appears, as it's just as dangerous as the full thing. On the way out, another grunt'll drop down from the ceiling, so be ready! Beyond the tunnel, a large water filter/generator is spinning. The way forward is blocked, so look for a passage underwater, avoiding the twirling object as it'll kill Gordon instantly (the heck!?). Surface once for air, then get to the end -- it leads to a long room with a gray, steaming pipe down its length. Kill the four Combine who appear, then walk down the large piping, mindful of damage from hot steam. At the far end, after breaking some wooden debris, there are healing packs by a manhack. Near the drop-down point, a dark niche houses the entrance back in the water, this time on the other side of the waterfilter petition -- yay! Upon surfacing, some morons drop burning crates downhill towards Gordon. Take a swim to evade, then bury 'em! The other covered corridor is parallel with the water, and filled with manhacks at the other side. A dark room beyond is filled with supplies, and hides a vent as well. This leads to small drop point into a room filled with manhacks [on 2nd map, marked as "To Water Puzzle"!!]S |�|_ _________ | | | _ | | _| | |����|-Valve Dirty Creek--| |_| .-| |� | Area | | | |����� ��| | | | | ������|_| | | '-| Start | | | |_____|__________| | _ __ \ |_|_|_____ \ \ ___) ) ) | __/_/ _| |_ Hazardous--| | Zombies Waste |_ _| | | _| .----'---. |_ | | ' ___ Refugee Outpost--| |_______ |�����| | | |_ | _ |_| |�| |_| | | Exit | |_ | _|� | _| |______/ |_____|___| |_____| ______ | ) / AIRBOAT| (_/ (������� _ |_ | _____| | | | \ \__/ EXIT |___/ / \____/����\ / \____/ Go genocidal on the manhacks until it's clear to climb the ladder. The PVC piping gives access to the walkway on one side, which leads to a tall area with lots more pipes. Drop down to the lowest solid walkway and turn a crank valve to raise the water level here and the previous area. Backtrack to the ladder used to get in, and drop down through the hole there, swimming like a dolphin through the opening to the valve area's closed-off portion. Whew! Now, in this area, use the crowbar on the underwater floor to make various debris float up to the surface. Use these as stepping stones when possible. Next is a filthy, mostly dried-up creekbed. Use the ladder and ledge to get over the fence and neuter the Combine who come sneaking around. Stand on debris to get out of the muck and find the curved tunnel: one side goes to a cache near barnacles, and the other can be used to get to high ground, also owning a cache. But, it's the inner lowroad that leads to the exit, dumping Gordon near some hazardous waste. That weird clicking sound is a radiation detector, so stepping in that yellow goop is very damaging -- stay on dry ground or junk! Around the bend is a refugee outpost, with healing/supply equipment. Further along, a missile with the face-hugging headcrabs will detonate, so aim well. Some previously-landed vehicles will have these enemies dig up from the earth, too. Along the way, this will be the first enemies with "zombies," humans who have been killed and are controlled by face huggers (or something). Aim for their head, else they'll just die and the "heads" will come after Freeman as well. Past the electrified boxcar, down some more grunts and h-crabs and continue to the airboat location. Board the vehicle and get the controls down while no enemies are afoot. To end the level, drive through the radioactive goop to a gray lowered gate. Disembark, find the small crank valve that turns it on, and make tracks outta here! _______________________________________________________________________________ ������������������������������������������������������������������������������� 04) WATER HAZARD [WK04] _______________________________________________________________________________ ������������������������������������������������������������������������������� ___ __ | | | \ )�)-Cache | | |_| \_/ / _| | | _|\ / ______ | _| | | | | | __ | | | |___| | | | | | | | | | |__| | | |_____ _| | |______| |_____ | ______|�|_| _|_ | |___ |A < |_ <| |___ |__.-Heli Battle Pt. II ������| |�| | | / | | |___ | | |_ | | Missile | _ |___ |_| |_____| Battery |_|__| |___ | Refugee | | |__/ Camp Red Boxcar | | | |__|�| __ |____ | /A | | |-Ramp Puzzle _ __/ (� _| |____ LEVEL EXIT-| |_____| ��\ |______ | |_____ \ _| | | |_ \-Heli Battle |_ | Gatelever-|_ |_____ _/ Final | | |_ | |__ | |________ | |ST#18 \ |______ _| | |_____| __/ | |_ |_______ | Station#17-| | |_| \�\_/���\ _ | _| / \ /�\ \ _| |__| | Vortigaunt __________) ( ) ) |_ ____| in Pipe | ______ | | | | | | | | |___| | |___| | | | |_____ | Align for --| |__ _____________ |_| Pipe |___ \ / __________ | \ \/ /___ ___| | \__/| | | _ |\ |�|______| | |__| | | | Heli | ________|______| |_| Fight | | Start Missile | |��������|-Magnum Battery | | St. 16 | \ | |_____ _|_ |��������������| | __________| �| |��������| | | | _| |_______ | |_|�|_| | Missile--|_______ _||___ ___| Battery \ | |_ |_| Cache |_ | / _| | Cache | _| Missile--| |_________ Battery |_________ | | _____| | | |���������� | | | ������|� | | S. #13 | | |________| | | | �������| |_|�����| | ________|��| | | | |_____ | |�����| |__ __| ) |���| | _ | | \ _/ S12| | |_|| | Secret / |___| | __| | Cache ____/ /�| | | |__| | START/ |__| |___ | | ����� | __| | |_______| As the player will probably find out in a moment, breakable crates can be collected while driving for convenience's sake. Out of the storm drains and into the river itself, there is a large red station (#12) immediately on one side. Gordon can dock if he likes, but some barrel-throwin' zombies and a few headcrabs will be there as well. The main thing to do here is climbing into the rafters and getting to the button that lowers the supply crate suspended above on a winch. Downriver, use a makeshift ramp to spring over a barricade, disembarking under the bridge a supply-dropping refugee is on. Look for a culvert (with a lambda symbol on it) that leads up to 2 blue barrels -- a third will be near a ramp in the water. To raise the ramp, Gordon must take one of the flotation barrels and deposit it under the cage where one is already kept. When all (4) are there, the airboat can launch off of it. After getting up on the high ground using said method, navigate the snaking tunnel until a helicopter shows up. A dropship will deposit 3 combine near a wall, so just run over 'em. To find the secret cache here, look for a drain without a cover, then use a barrel to hop in and swim its length. Three more combine are upriver, although one good drift of the vehicle can splatter 'em. Upon coming to the next pile of detritus, look for a ramp along the cement wall, which'll rocket over the barricade. Since the helicopter now fires on Gordon, don't get caught between a rock and a junkpile, eh? Continue blazing a trail, past the gigantic water tower in a bend, to arrive near Station #13. A grunt will have his peashooter ready, so crash into the structural supports to make him swim. A dock is nearby. --- Station #13 is made up of a garage, outdoor, and a small factory portion. A few straggling enemies can be caught off guard in the garage, while the 2nd portion has a machine-gunner on an emplacement. Use grenades to flush him out (of existence, that is) and remember that there is infinite number in a crate back in the garage! The factory portion has a few enemies in a lower position, but nothing that stellar to report. To open the river gates, shoot some red barrels underneath a crane, which swings a piece of lumber into them like a Louisville Slugger. Now it's time to backtrack to the boat! The outdoor area will have more enemies (man emplacement) and the garage will have some, too. Grenades work well, especially since many are behind cover. Loot the place for the last time before leaving. Back in the vehicle, the next stretch of gameplay is mostly evading enemies by driving under bridges. A missile battery will be nearby at somepoint, so make an effort to evade its projectiles. Otherwise, just drive and crash into any foes who drop down into smashin' range. Upon finding the 2nd battery, look for a half-bent drain underneath which has some items (and a headcrab) to pocket. Be ready for 2 combine who drop down behind, too! The next barricade will be on fire, and if the vehicle tries to cross the normal way, Gordon's going to find Black Mesa as a dust particle. Drive on the small "sandbar" against the wall to avoid the thing almost completely. Along the way, a 3rd and final battery can be driven under. The enclosed waterway beyond leads to an area with a bunch of junk. To get the item cache suspended above, take the cinder blocks out of the scoop attached to it. After the tunnel ends, Station #16 comes into sight. The main waterway's gate is shut, so it's time to infiltrate the place on foot. Dock near a locked door, use the lockpick (i.e. crowbar) to get in, and rob the table of its ammo and...a Magnum?! This long-barrel revolver will give a funeral to any enemy in 1 hit -- later, it may take 2. Either way, it may not have a lot of ammo but it's going to be awesome. Kill three intruders who storm in and get to a freight yard. Save beforehand. Why? Because this place is a little labyrinthine and the helicopter will have a constant bead on Gordon's location. Through the boxcars, past a broken fence, is a building that gives temporary protection from the aircraft. Get ready to smite a bunch of combine, though, most who have the upper hand in elevation. Once the first batch is dead, jump across the tops of the 'cars and be prepared to take down 5-6 more. Three more are in a further stairway near the building exit. Outside, quickly navigate the sea of boxcars and find the only combine there, whose corpse can be used as a landmarker on where to go. Leave a trail of bodies en route to the tower where 2 Combine guard the gate switch. Flip the sucker and backtrack to the boat -- whew! The heli will still be tracking, so trailblaze the newly-opened canal to its length, leading to nearby river. This is where the "Heli Battle" -- as marked on the map -- truly starts. No cover to be found, really, and it starts dropping mines as well as pestering Gordon with gunfire (less-used, though). These explosives can be avoided by driving on sandbars and other areas on either side of the water, which is the main dropping pattern. After awhile, there will be a part where Gordon must drive the vehicle through some old pipe sections, which can be hard if he's not properly aligned (this is marked on map). After a long series of tunnels, the path leads back into the radioactive wasteland, and to a bifurcation (take right path). Follow until the path splits in three new ways; go "right". This leads to Station #17, which needs a quick thrust off a ramp or the boat'll flip into the radioactive waste. Land there, refill health/suit power, then use a crank to lower a cargo lift that the boat can fall through, circumventing the barriers/railings that prevent an easy jump. Downriver, a smokestack will be pushed over -- look for a curved part that can be used to jump over the rest of the sharp edges. The tunnel beyond'll be helicopter-free, for awhile. There's another ramp puzzle to solve, this one needing a certain amount of weight in a lift nearby. Pull the lever to sink the lift downward, then look for a ladder in the darker tunnel fragments section. The objective is to use the walkways there to locate a washing machine -- push it into the lift ever-so-gently and drive into the waiting tunnel where a refugee camp is set up. Watch the scenes here, and eventually the boat'll get a machine-gun attachment installed thanks to the vortigaunt (fire with R-Trigger). Get a move on out of this checkpoint and the hunter chopper will be waiting -- this time, the cannon will decimate it, forcing it to flee like a ninny. Follow it toward a shipyard-type area and some combine wil lock Gordon in, with a firefight all around! Getting through this is hard if he stays in the middle, so drive up the ramp on one side and gun down any emerging goofballs. The door some come out of is stocked with supplies -- steal 'em before jumping out of the loch! Continue past a missile battery, a Combine-filled tunnel, and another battery until reaching a bifurcation. One side ("right") has a bunch of supplies one may be desperately needing. Just be careful because there is a ton of head- -crabs with a zombie here. The other path will meander around to an area with a "fire wall" across the water, which like before, can be maneuvered around on one side. Further on, a seemingly dead-end area with two missile batteries to take care of. There are a few item boxes in the water between them, though, which is out of range a bit. When they're kaput, slip through the fence under the pier and locate a red boxcar with red barrels inside. Blow them up (opens outer door) and drive the airboat underneath, which gives access to a jump into a drain pipe. --- The route leads to a large outdoor expanse which is the site of the final hunter chopper battle. It appears in an area with lots of floating red barrels and ammo, which should be avoided until it's clear of explosives. In fact, there's plenty of ammo boxes lying around here so it's not imperative to get those...or any, really. The 'boss' will drop mines, a stream at first and then a shower when its health gets low. Just bombard it with machine-gun shots 'til it gives up the ghost in a fireworks display. After, there is a movable gate near where the chopper first appeared, which opens the way into a small bay. There is a pipe in one end that leads through to a vortigaunt with lots of items, but there's radioactive waste to sort through and health will be damaged a lot, even if sprinting. Look for an old dock, now sunken in the water, that can be used as a ramp to get to Station #18. This is the last enemy outpost for this level, but even so, it's not that heavily guarded. Heal up and such inside, then use an outer walkway to find another gate lever -- this time, it opens one in the shoals where the helicopter was fought; or, rather, the other one. Use the ramp nearby to launch through it, which leads to the level's end. And thank gawd it's over, huh? _______________________________________________________________________________ ������������������������������������������������������������������������������� 05) BLACK MESA EAST [WK05] _______________________________________________________________________________ ������������������������������������������������������������������������������� This is the shortest level in the game, and also the easiest as it's action- -free, mostly. Dock at the laboratory (use airboat as stepping stone) and make for the back door, which opens. At this point, there is going to be a lengthy bunch of cutscenes and interaction. The first important thing to happen is Alyx giving Gordon the "Gravity Gun," which can attract objects from afar with L-button and fire them like a projectile with R-button. There'll be some fetch practice with Alyx' robot Dog, too. Once Gordon's got the ropes down well 'nough, scanners will infiltrate the scrapyard. Let Alyx lead Gordon back inside, and he'll have to take a side corridor after the two are separated. Dog opens a garage door, which leads to a ladder are blocked by debris. The gravity gun can blow/repel things it can't pick up, mind you -- use this tactic to move the metal locker away from the door. Blow the padlock off the ladder and climb up, following the passage out into... _______________________________________________________________________________ ������������������������������������������������������������������������������� 06) "WE DON'T GO TO RAVENHOLM" [WK06] _______________________________________________________________________________ ������������������������������������������������������������������������������� Grigori Leaves ____ \__________| |_ | ---. ___|_ | | To Mines--| | |�������� | |-Graveyard Area |_ _| �| ����| |�| | | |_| | ����| �� �| --' |_____|������ ����|�| | |����|_| | ___| ___| __|CHURCH | |___________|---. | | |������������|�����|����|-Wait for |����������| | H |__ | Cart Here |__________| ����� _| | | ____ |_|�����| | ______|� _|_ _| _ G | | .- | ____ ____ |___|^|___|�| | | _____| | | | |_ | ___|____| | | |__| | _| |_|_____ | \ | | |���| __|_| | ___| |C____| "Factory" Infinite -| | |_ D| F _ \ | (B) | Zombie Area | |_____) |_) )|_____ � ����| LANDMARKS | | |���|_ __/ | | A | |�|� | | |___| | | |_ _| | A: Tall Building (Shotgun) '- | E | |_____ | | B: Water Tower ��/���� _____| |_| C: Adjacent Building Quick Ladder | _| to Roofs �����|� | D: Cargo Lift Switch Hospital-| | E: Ladder to Upper Area __________|_ |___ G: Jump to "H" from Here | _ STREET _| |_| |_ __ ___| Electrical Shut-Off _| |__|_|___ Switch Building \_____|_________ | _| | __| | __| | |G| ) ) | | |A|__ _/ (_ | |_ _)S | _|-Cache Cache-| | /�| �| | | | _ �/| | |������| |/_/ |___|_| | |__ | |_ / |_ |______| Car Winch | | ____|_|_ | |___ ____| | ___| \ |_ | Spinblade | | |� ����| | | _| |����| | START-| |_|���� | |___ | |____|���� ...Ravenholm, the place Eli was trying to tell Alyx not to take Gordon. Oh, well, no turning back now! The house near the torso-less body has planks that can be broken off (the gravity gun can also be a crowbar deluxe!), and there are a bunch of sawblades to find. This place will end up crawling with zombies and headcrabs after jumping over the table separating the rooms, so sling the sawblades and oxygen tanks to cut each enemy in half. Slog through the masses until finding a small courtyard with a motorized blade spinning around. Whatever purpose this had before has been lost, but now it can be used to "detorsofy" the blind zombies as they lurch forward. Gordon will have to duck under it to get by (or turn it off), however. The adjacent room here has another spinblade that can do surgery on the zombies when they're lured off the street. Again, this is just an ammo-saver, and can be deactivated if it's too easy. Blow up the barrels in the third room of the same type to unclog a door to the street. In the small plaza where a huge bonfire burns, a refugee with a shotgun shows up from afar, helping a bit before leaving. Three zombies will show up near the bonfire's vicinity, some coming from a small room with a stockpile. The zombie here can be set on fire via the gas valve plus a spark, which gives a clue to the same situation up the street. But first, the large building by the bonfire has to be navigated. Inside, use the explosive barrels to kill the zombies on both levels in one fell swoop (or bring a sawblade, yadda yadda yadda). That upper area with the generators has a vent on top of one that leads to a cache outside -- it's one-way, though. The second portion involves the furniture-clogged upstairs area, which has a few zombies but that's not the real reason to clear it out. An apartment overlooking the street has a switch that deactivates an electric fence. That room marks the first appearance of "super headcrabs" that drop Gordon's health to 1 temporarily, before the poison is neutralized. They are not a threat since they can never kill Gordon, but when other enemies are around...sheesh. When the switch is off, go roadside again. Approach the electric fence area to awaken some zombies, then double-back and turn the gas on, setting them all ablaze with a spark (when close enough). The ladder on the fence allows access up to the rooftops, where the refugee from before shows up a 2nd time. Jump down onto the planks over the gas-fire location and enter a new apartment building. Toss a grenade or two down on the ground floor and reach the side-alley with a car elevated on a winch. Zombies come around the corner, and the car can smush them -- haha! Hit the 2nd winch and jump on the car as it raises. Below, look for a lambda symbol on a fence, and use the upper position to jump over it and find a nice cache behind. The real way to go is the planks at the winch's top, though. The refugee -- Father Grigori -- introduces himself here before leaving. Get a move on' through the house nearby, which has a few headcrabs and zombies in it, until coming to a balcony overlooking a street. Step on the balcony and carefully kill the zombies who try to push Gordon off, then start detonating the street's barrels, taking as many enemies with them as possible (hopefully). Also look for a barrel inside a street-level window, as there are headcrabs types behind and it'll send 'em to meet their maker soon enough. Said window houses a cache, if needed. But, the real way is a ladder downstreet that gets back up to the elevated position. The planks there lead to a house roof (items & headcrab) and to an apartment with a zombie torso -- the latter is the correct path to a hospital area. Use the sawblades and sickles to cut 'em down, particularly when they are just coming up the stairs and the shot items won't go too far. --- The hospital is adjacent to a larger urban area. Wait a few seconds until a fast-moving "animal" zombie shows up, and cut it down. Gordon can avoid most of the enemies here by moving directly to the nearest tall building, and starting the ascent. There are a few zombies and headcrabs here, but nothing of interest in the side-doors -- stick to the stairwell. At the top, Father Grigori will give Gordon a shotgun (finally!) to help fend off the advancing headcrab freaks who climb up the gutter pipes and such. When they're done, jump from the roof to the lower water tower, then to the adjacent roof for one more roof-defending portion (shoot them from doorway). Use the elevator to get down the other side of the fence, which has a zombie with multiple "super headcrabs" attached. These take longer to kill for obvious reasons. Jump the fence near the automobile and proceed to a new street in a dark area. This is the "Infinite Zombie Area" as marked on the map, and to get through without wasting all ammo, there's an order to do things in: - Go to point D and flip the cargo switch - Go to point E (house with boxes alongside) and get onto the roofs quickly - Go to point F (suspended over street) and use it to get to other rooftops Some fast-moving zombies appear here as Grigori talks, so have the shotgun on-hand. The catwalks here lead to a house's upper floor, so it's time to start going back the way we came, just through the houses this time. A ton of zombies will be here, so use sawblades for quick butchering. The nearest stairs will lead down further (to street-level entrance, previously blocked) and to an attic with little headcrabs. Toss a 'nade up there to clear 'em out before exiting to the upper roofs. Near a fenced-in area across another housetop, watch out for a super headcrab- -throwing zombie and the fast-moving zombie that comes near -- lethal combo for slow-fingered players! Jump down to the factory, the area near the poison zombie, and ascend the stairs, waiting for a quick zombie to get cut down. At the top of the factory, Grigori will send a cart to ferry Gordon to the safe church grounds; before that, though, there is another fight with fast zombies. It's mostly endless, so when the cart's over, jump in and flip the switch before anything else can go wrong. The church is stocked with weapons and Grigori will "join" Gordon as they slog through the graveyard. There are four stops here, all with zombies. The 3rd is near red barrels which can easily take out the masses, though. After the fourth and last, Grigori departs Gordon's company and sends him on the way to the mines, through the illuminated door nearby. _________ ��������� THE MINES _________ ��������� Trainyard This stopgap section is shorter but a little \________ harder because it's very dark. The shaft ________|_ ___ \ leading down to the mines has broken splinters |START | | | ) ) of wood supports, which Gordon'll have to use |____ _| | | | |-Sniper to avoid plummeting to his death. The gaps are / | |___| | | | large enough that he'll be damaged a bit with Mines |___ | | | | each jump, but at the very bottom "rung" is a | ___| | _| | bunch of medkits to apply. Search the upper, | |___| | | ( shattered walkway for a supply cache and look | _____| ��\ \ around to find the area with large fire -- |_| \ \-Sniper this is the destination. ) ) | | ( (-Pulse Rifle \ \__________ \ \ \ \ ______ \ \ _\ \| _|-EXIT \ \ ___\ \ [] | \ \ ____| \_\_\______\ Jump down and race to the catwalk there, though the infinite legions of poison headcrabs and such, and look for part of the path that gives clearance to get over the locked mesh gate. A few carefully-situated barrels can clear the lower enemies out. At the 2nd shaft with a watery bottom, the top has a bunch of supplies -- Gordon has to leap quickly to a side beam and then over before the beam falls apart. Swim and surface in a cavern near a fire. Turn on the motorized cart which has a spinblade seen throughout this level -- it will go up and down the track. This will kill and zombies who appear as Gordon follows it and ducks into the niches, but he has to take care to duck himself, lest he be split in twain. The tunnel spits Gordon out in a trainyard! --- Get the small cache above the tunnel exit (use boxes), and smash a supply crate for a full shotgun refill. Down the tracks, there will be two snipers. These hide in the blacked-out windows of upper buildings [etc.] and cannot be killed by conventional bullets. However, tossing a grenade in their room will check them out early. Don't know here they are? A blue laser sight will belie their position. Their hits take off 20 Health, so be sure to move around a lot to increase chances of evasion. Past the second sniper, a group of Combine will be attacked by some beasties. Kill the stragglers after-battle and grab a Pulse Rifle, a powerful machinegun that (strangely) has no zoom function. Continue to another junkyard area with lots of red barrels. Start a chain reaction as the Combine attack and make it a bit easier. Enter the garage and help some refugees combat the opposition, which lets Gordon get in communication with Alyx afterward. Apparently her dad is in a bind, so the coast road to Nova Prospekt, an old high-security prison, is the next destination. And what a fun time it'll be getting there! Stock up on supplies inside and exit out the door the leader is standing by. _______________________________________________________________________________ ������������������������������������������������������������������������������� 07) HIGHWAY 17 [WK07] _______________________________________________________________________________ ������������������������������������������������������������������������������� 8th Supply \ |����������| ___| |��|_|�| | | ___| _| |_ _______| | | | _| ____| | | | 7th Supply---|_ ___| |___| |-Elevated |_ _| |_ | | Train Tracks | | .-Crossbow | | | ( (��|__ |� | | \____ | | | |��| | | Bridge-| | | |_ ____| | | | _|-EXIT / _____| |___|_|__| / / ___________ ( ( ___ / Tunnel \ \ \/ \/ /���������\ \ 6th Supply--\_______/ Gunship ) ) (________|R| |��\___ _____|^ ________|__ .---- _____|����������\ _ | >| |> BEACH | | | _________| |__ \ ( \_/����|^|___| |___ | | | | |_| \ \ \ ( ( | | | | _|���| / \ \ \___ \ \ F.YARD |_| | | ___| 4th S. ) )__ |__ \ \_____ | | | | \ | | | | | \__ | | | | 3rd Supply | |RR| |RR| \ \��� | _|___ | | |__ __| \_\ | | _____| |_______| \ Beach -| | _| 5th Supply Area | | ���| \ (Get RPG) | |��� | 2nd Supply | |�| _| | | _| | _| | R: RPG Refill Area | |_ | |����|_____ | / |_ �����| |< _| | 1st |_|��� �) ) | | Supply | | | | |�| | '---- |_____ |_____| |_| START This will be a very long outdoor level, so excuse the ASCII maps that aren't fit to size. The dune buggy fitted with a tau cannon (and infinite pistol ammo box) will be on the pier and placed on the ground by a crane operator. Antlions, burrowing insects with a huge bloodlust, appear on the ground BUT ONLY WHEN GORDON IS ON SANDY GROUND. The game fails to mention that last tidbit until the level _after_ this one! Avoid sandy ground all throughout the coast (when possible) to leave these bugs in the dust. Also, if they flip the buggy over, use the gravity gun's shock to flip it rightside-up Anyway, take the paved road until it comes to a broken bridge that requires turbo boost (X-button) to bound over. The highway leads to a small checkpoint that serves as the 1st supply before the tunnel. Continue down the coast 'til another cliff building comes in sight. There are some headcrabs and a "crab thrower" here as well, but the main attraction is more ammunition and grenade refills. There is a machine hitting the ground (henceforth called a Striker) that annoys antlions and keeps them at bay. Don't turn them off as you come upon them, like I did my first time through! Drive through the rickety fence near Supply #2 to find the rest of the beach waiting. The third supply house is also on a beach cliff, this one occupied by a few Combine in and out of the place. The 4th supply shack has a trio of gun-toting foes also, all of which can be killed outside with the tau cannon. The 5th supply area, inhabited by refugee troopers, is the next area with any importance. In the basement of the largest house, a British general will give Gordon a rocket launcher to fend off some gunships...which happen to show up at that time. The top floor of that house is roofless and NPCs will give free ammunition. To hit the dexterous target, make sure to fire than put the bead on the target (it'll be orange-ish) to guide the missile. Do this about six times to win, which opens the roadway ahead. --- At the next fork, take the only unblocked path down to a beach, under an old bridge, and to a large freightyard with a crane. There's a rickety dock near here, so park near the "Striker" and climb up to the 'yard itself. Combine'll swarm up by the shack there, so try to take some out from the safe driver's seat of the buggy. Kill the Combine on the crane, then operate it and knock down the raised bridge -- that allows the buggy to be landed on the raised walkway. Cross the bridge and the garage will regurgitate a few Combine to play with. The control room opens the way further into the yard, where the last Combine can lay down the lives. Drive the buggy there and locate the building that has a window big enough to careen the vehicle through. This road leads to the fractured bridge driven under before, and a gunship appears to cause some trouble! Make the jump and progress to a bunch of junked jalopies on the highway -- there are some RPG refills here should Gordon choose to take the thing down. The blue van just down the road has health refills hidden inside, too. ...and if he doesn't choose to neutralize it, the gunship'll pester him for a very long time. Down the highway tunnel, this marks the first appearance of, err, mineballs. Y'know, that bouncy ball Dog was playing with in Black fMesa East? These are the exact same but are invincible and shock Gordon. To get rid of 'em, launch 'em off into the water -- otherwise they just keep going and going and going... The road leads back to the 6th supply station, this one owned by more Combine grunts. Hole up in the house to get necessities, then nuke the foes as they infiltrate and try to paint Gordon into a corner. If they come up on the 2nd floor, just pick 'em off in the stairwell. A little skirmish up the road, the 7th supply station is ahead. Before going in for the kill, climb up the small hill near the wrecked semi and find the awesome Crossbow, which DOES have a sniping function -- also, it tags its prey to objects like a specimin. Cool! There are a few more grunts in camp, some who seem to spawn after it seems like all are kaput, so watch out. The rather clever way to deactivate the road shield (although Gordon can go on foot from here) is to knock the cinder blocks out from under the armored car, which will rip the wiring right out. It's smooth sailing to the dwelling, inhabited by a solitary Combine. O, the frontier is so lonely! There's no refills in the first house, but down the way are a few other buildings ripe with supply goodness. Enemies outside the place don't appear until Gordon's out of the vehicle; some're inside also, of course. The exit is past the train tracks, but unfortunately it's blocked by another dang shield. There's no place obvious to go, but if you check the house's backyard... __________ ���������� THE BRIDGE __________ ���������� ...there's a small footpath that inches along the cliff, leading into the bridge's structural supports. This is only one leg in what will be a harrowing trip to the other end, then back again! Start moving through the struts and in the 2nd, take the stairway up. The bridge's skeletal archetecture is laid bare here, and part of the walkway has fallen down. Carefully leap down (it's solid) and tiptoe over the criss-crossing supports. The rest of the bridge will be in this fashion for awhile, with interspersed outlook sheds. Of that nature, the 1st has a headcrab, the 2nd an infinite RPG refill box, the 3rd a headcrab and Combines. Pay attention to the 3rd in particular as the foes open fire while Gordon walks the proverbial tightrope across the girders. At the other end of the bridge, expect a huge ambush in the last strut with 7-8 enemies on both the ground floor and next one up. Once they're dead, move onto the outer walkway and look straight up at a small tower jutting out from the upper train tracks. Snipe the guard here with the crossbow before his grenade-lobbing does any serious damage. In the upper rooms, kill the 2 unsuspecting guards, and on the 3rd-floor area, lure the 2 guards through the field and into the stairway, where they can be point-blank murdered. Use the gravity gun to unplug the shield's cord, heal health and suit alike, and flip the console to deactivate the train-track shield. Finally! However, this triggers a gunship in the area and a few combines in-between rooms. Maneuvering through the bridge's "undercarriage" can be difficult when live rounds are flying all around, but that's the task. The temporary goal is the 2nd outlook shed, the one with the infinite RPG refill box. Hole up there and take the gunship down -- remember to fire, guide the missile with the reticle to avoid it being shot down, and keep the reticle orange to find the target. This was one of the hardest battles my first time through simply because I didn't listen to the British colonel in a prior refugee camp...do not follow my lead on that! Back by the building cluster where the dune buggy is parked, a few Combine & antlions have set up shop. But, following that, it should be an easy task to ride the rails (avoid the head-on train wreck, you silly gooses!) and locate a nearby tunnel that ends the level. Whew! _______________________________________________________________________________ ������������������������������������������������������������������������������� 08) SANDTRAPS [WK08] _______________________________________________________________________________ ������������������������������������������������������������������������������� Antlion Territory (Stay off sand!) | .---------------'--------------. | | To Nova | |�����| | Lighthouse Prospekt Pheropod _______| | | / ___) _\__ |�| / ___ __| | |���| Refugee Camp _ |_____ | |_| |������|_/ | ) / | | | ���|/ |__ __| | ____ | |__/ ( | | S4 |___/�����\ | \ | | |_____ ____| |____ \ |�|_| | ________/���\ \ ���\ \_( ( |_| |__ \ ) | ___|_| ) ) \ | \ |___/ |_|�|__| | __|��|_________/ / \___| Power-up \ ________| | S3 / / Striker \__| ( (�������������� Vortigaunt | | Camp ( ( \ \__|�| |��( \___ �������� S1 \ |_|�����������\ \ The tunnel following Highway 17 is uneventful for the | ) ) most part. Around the bend is an area fulled of junked S2 ____/ / autos and debris, with a large supply of slow and quick | ___/ zombies to play with. Supply-wise, a small room nearby | |_ can be accessed from a platform hole -- there's medkits Pileup--| | | and shotgun shells inside. Use the buggy's tau cannon to | _| to conserve ammo and use the gravity gun and/or turbo- |��� | -charged movement to break through the pileups and get a | |��� move-on. START Outside the tunnel, the first real house is occupied by two Combine on patrol of the grounds. Sniping them with the crossbow is ever so much fun! The front door is locked, so to loot it for supplies, take the huge "backdoor". Items're upstairs, but mines will drop down near them -- bypass all that by using the gravity gun to attract the items. This level will be very episodic with these type of encounters, mind you. The second supply area ("S2" on map) is larger and has an eagle-eyed lookout who'll spot Gordon a mile away. Snipe him in preferred fashion and start the killin'. One of the, err, towers on the road has a medic machine so be as reckless as y'want! Similar to this, the third supply stop -- the one with a windmill -- is vacant until a dropship places 5-6 Combine on the doorstep! To power the camp gate, enter a building and see that it's battery-operated. One battery's in the slot, another's on the bedframe there, and the third is hidden outside an upside-down bathtub outside. --- The fourth and final pitstop on this sunny highway is a refugee camp nestled where the pavement turns to sand. It has a few buildings and a lighthouse to see. Park the buggy in the garage (if it's still with) and it'll be time to fight off some dropships' spawn. Order: - Road aft of garage - Entrance to refugee camp - Opposite end of refugee camp - Lighthouse There is an infinite ammo box near one of the buildings, so use that to re- -supply. When all four areas have been sweeped and cleared, a gunship will rear its head. Get in the lighthouse, outfitted with its own infinite RPG box, and destroy the gunship from the beacon summit. A medic will show Gordon the secret path under the lighthouse afterwards, which goes along a thin footpath under the "eaves" of the cliff. Save before attempting as a quick drop into the ocean is pretty easy to do. --- Past the secret path, a scene with a refugee and his wounded friend will be a quick reminder that this antlion territory. Like before, walking on the sand agitates them to no end, so use the rocks and debris (with gravity gun) to be safe. Use this tactic to get through the small ravine and into the wide- -open beach area. NOTE: If you're trying to get the "Keep Off the Sand!" achievement, Gordon cannot touch the sand at any point, including the refugee part where Lazlow bites the big one! [Rule of thumb: if antlions are summoned, reset.] This is said now so y'don't do the boring debris-stacking part only to find the achievement's null because of the refugee part. Until high ground is reached, it'll be tough going...so look for the remnants of a windmill (two parallel beams against a rock), that lead down to two more with a large box there. Attract debris from around the sides and stack it up to the cliff. Alternately, stack it on the opposite end to displace the weight and lift the side with the box up. Either way, get on the cliff! One way has a rickety dock leading to a red house -- there's magnum refills here, but the way back will be on the beach, sadly. The other way leads toward the huge pole near where the two steel siding sheets are/were, and that's the right way to proceed. As Gordon stacks debris to make it across, he'll probably see a Striker in the distance, not pounding the ground like normal. If he pays attention, he will see the electrical cord goes toward the red-roofed shack, which should be the next destination. There, a machine will power the thing on (it has no normal switch like previous), allowing Gordon to quit stacking junk and just make a dash across to it. [There are other houses to go to, like the white- -roofed one and the one across that on the cliff, but these are generally unneeded as a bunch of refills are right by the Striker machine.] With the antlions at bay, the opposite cliff is accessible. Kill any followers and jump down to the next enclosed sand area. Don't bother stacking stuff -- hop right in. A humungous antlion will get up and attack. This one's slower than the rest, luckily, and evading it's not too hard (it can't fly). Shoot explosive barrels at it then pulse rifle it's face 'til it gives up the ghost. The vortigaunt who was helping fight it off takes the myrmidont's Pheropods off, and gives one to Gordon. The Pheropod allows Gordon to summon antlions with L-button and can direct them to attack areas by marking it with the myrmidont's scent (throw them w/ R-button). Since there's an infinite number of antlions to command -- only 4-5 at once -- this is a great ammo-saver. Follow the new friend to the vortigaunt camp and to the other side, where he'll give some practice with the new weap before sending Freeman packing. ________________ _|���|�����������| ���������������� EXIT-|_ �| |����| |�| TO NOVA PROSPEKT | | | |_| ________________ 2-Gunship Battle--|_|�|_|____|_ _| ���������������� |_ ___________| Cache | |_ \_ |_ |_ _____| |__ \�\__ |_ | | ___ _ | Ladder-\ \__| | #3 __| _|_ _ |_ ) )_____| \ | | |_____ \ / / / Bunker #1 #2 |��� �����| \ \__ _ _____ ( ( ( (-Zombie \ \ | |���| |� (#4 | | |_ \___) ) Cave |���|���|������|� ���������|�| | Hill |___/ / _|���|���|_| -' -' |_| | |_____| | __/ _|START /�������������������|#5 | |___| ___|������������������ ����� So, as the player knows, the antlions won't attack Gordon anymore, whether or not he has the Pheropod out. So, let's get to work -- the prison coast is lined with pillboxes, bunkers, and Combines! Remember that Strikers that make ground vibrations scare the insectoid helpers off, so those will have to be deactivated as well. Bunker #1 has a few enemies outside and supplies 'round back -- easy pickins, and good target practice. Bunker #2 has a striker in front of it, so turn it off while using the bugs as meat shields...err, diversions near the Combine camp. Bunker #3 is on a cliff and impenetrable from the front; use antlions as a diverions while Gordon uses beach debris as cover until he can wrap around and get in the back way. The tunnel behind #3 will sidle behind the other two on the beach, also -- just be ready for a firefight in the tunnel and at each outpost, as per usual. After the #5th checkpoint, the bunker leads out to a small hill with an emplacement and enemies. These won't be there from the start, though, so make sure to get a headstart to the machine-gun nest before it renders all antlions useless (it's pointed uphill). Nearby, a small wooden path leads to a fire-lit cave, under the base of Nova Prospekt's environs. Kill the zombies & headcrab before destroying the small scaffolding they were laying under, which makes a path upwards. Three Combine on 3 different levels of cliff can be found next. The first two can be antlion fodder, but the highest might have to be crossbow-sniped. At the top of the ladder (2nd-story), jump off to the supply boxes on a ledge and follow it to a small cluster of ledges that Gordon can use to find a sewer drain at the top. Be ready for a quick zombie to appear, as it can easily push Gordon to his doom with one well-placed hit! The sewer leads to a flooded cistern-type area with a ladder in the outer grounds. Save here! [Sometimes the game doesn't give the last checkpoint and one has to restart from the lower hill area -- ick!] Use the Pheropods to attack the powers from afar, which should keep the foes from shooting Gordon, at least for awhile. Crossbow-sniping is really easy here because of that tactic. When all three towers are gone, it's time to take the tail-end of this place. A gunship will appear halfway there, though, and should be taken out ASAP -- if not, Gordon will have to do two at once at the back. At least one will have to be fought there though (there's free RPG reloads in a box) but some Combine will be on either side's upper towers. Put the antlions to work as diversions for this portion and make the gunship the priority! When both gunships are destroyed, look for part of the cement wall that's been destroyed -- close valves to quell the flames, and this one'll be in the history books. _______________________________________________________________________________ ������������������������������������������������������������������������������� 09) NOVA PROSPEKT [WK09] _______________________________________________________________________________ ������������������������������������������������������������������������������� NOTE: This place is hard to map (multi-tiered) so I can't do it the entire way through -- sorry! Even so, it may be a little generic due to this nature. Enter the facility proper to find it strangely vacant. In the cellblock area, the only way to go is down. A lower room will have a hole knocked out, making a small tunnel (with a headcrab) that connects to an officer's station. Near there, an automated turret can be seen gunning down antlions who've broken in to help. Normal guns can't knock them over, but the gravity gun can attract or zap them, just as throwing things can topple 'em too. Here, knock it over so the extra help can infiltrate safely (or they might get removed anyway by the antlions). Either way, ascend the stairs nearby until part of a bent mesh fence can be slipped over. This leads to another officer's station with health and suit refills, plus monitors to check what's going on elsewhere. The stairway up the next flight leads to 2 more turrets facing away; knock 'em over. Adjacent is a sewer area, already half-flooded -- sorry, y'gotta go through this waste! |�| |� |-Trash __| | | Compactor EXIT| |__________ ����|____ | __________| _ | Kitchen-|A A |A | _|-Myrmidont #2 | ___|___|���� ���| | | A| Cache |_| | |�| |�|_ __/_ |_______ |_| __ |_ | | |_____ |_ LAUNDRY A | |________|�|A| | | | | |�������| ________| _| Myrmidont #1 | |� OFF| |A _| \__________| | |ICE| _____ | �| |��|_| _| __, | | | |___| |AA | |��� � | | ___ | |_| |_ | | | |_|CELLBLOC| | _____________________ | |___| | AA|_|A _|____________|_| | A: Automatic Turret | |________ |______________| \ ��������������������� |_ _| Vent | | |A|��|�|�����|SEWER |A � |_| | |______|_________| The sewer winds around to part of a caved-in part of the floor. Exit and be prepared to kill the headcrabs that seemingly appear out of nowhere. The hall next-door is 3-tiered, so take the middle one to a larger chamber. Mount the stairs and be ready to knock over two turrets peering down, as they'll rip a person to shreds if one's not quick in detecting 'em. The door the duo guards leads to a large deserted area, once a shower room by the looks of it. Drop down and immediately head opposite the railing, to the hole stopped up by barrels. Once in there, clear out the other side and search the room for a white double door blocked by benches and other debris. There's a gigantic myrmidont on the loose, and it's easier to bypass it than take it down. It's been antlion-free up 'til now, but they'll rejoin in this hallway, luckily. Two more turrets are set up near Combines in the corridor beyond, so use the pillars to nix their fire and pull 'em down with the g-gun. Ignore the third turret behind the railing and take a perpendicular passage with manhacks & a few combines. They'll hide behind a shield, which is deactivate-able by pulling the plug. The red switch beyond gives access to a stairwell, and once the Combine are cleaned out up there, find the button that unlocks the gate to the 3rd turret previously skipped. Grenade it and proceed. Immediately, two turrets will fire upon the hallway. The 'safe zone' is a vent hidden behind a loose gate, which gets around the hallway once a huge fan is put out of order (make it catch something in its path, which stops its rotation). Simply slaughter the Combine behind, unplug the barrier, and remove the turrets to the fanged friends can get through safely. The long staircase leads to a new cellblock filled with Combine. Stay behind the bulletproof glass and let the antlions do all the work, including tripping laser mine traps, etc. Access to the staircases is guarded by a double turret combo, but luckily there are plenty of barrels to throw their way without wasting grenades (or antlions). A few more Combine show up on the middle tier of blocks, so don't get caught offguard. One the top tier is reached, locate a back passage that loops around to the active station -- that's the one with gate controls. Reinforcements come once the station's reached, so keep one finger on the trigger until it's safe travels. Through the opened corridors, a new room contains an antlion escape hole for easier access; farther on, 2 more turrets. A side-hallway is a workaround, though. The adjacent laundry room is teeming with opposition, too, but this is, once again, work for the antlion hordes. When all's said and done, mount the stair and enter the adjacent hall, also filled with Combine. The harder part (by comparison) is the kitchen, which has a few turrents and part of the room can catch fire. If the antlions can't get the job done, use grenades or RPG rounds. The stairway behind has another turret and Combine (teamwork!) but should be easier to neutralize, as it's narrow and not a good place for enemy shot opportunities. Continue the killing spree until a small station overlooking a former cafeteria. There will be a myrmidont below the second Gordon jumps through the window, and luckily, this one can be bypassed as well. The exit is near a door with laundry carts and debris in it. You'll know it's the right way, since it has a few supply boxes and leads to the trash compactor. Kill the zombie under the stair, save, and dive right in. Eventually Gordon will be fenced in by the giant machine, and will have to save his bacon by stacking junk to leap into a brightly-lit alcove. Finish the level by jumping in the hole there. _______________________________________________________________________________ ������������������������������������������������������������������������������� 10) ENTANGLEMENT [WK10] _______________________________________________________________________________ ������������������������������������������������������������������������������� ______ .--Mossman | | |�| | _| |�|_____ |___|__ | _ | | | | | | | Teleport | ___| _| |_| | |_|�|_ | | |�������| | Electric Sewer | _| / 3-Turret--| | |���������| Cellblock |_____ |_| |_____ |______|�|__________|�| | | _ | | | _ ___| |___|___| |�����|1 | | _|��|_ | | _| |____|___ ____| | |____A |_____| | \ |����|____ | ___ _| Control | AA | |_____| Room #1 Generator Room---| |������| | |��| |������|A| |______ __|A| | | |�|_ | |__| _| |_ _| | / |__ �| Vent |�| | | | ____________ �| | |TRAIN TRACKS Eli-|� | �| |���| |�� |_| �| | | | �| ___| |_|__ START .-|� �| _|_ |____ | | ����� .----|_ _ __ | | '---------------' |_____| |___| Down the hole, spy Alyx near the train tracks and rendezvous with her a li'l down the line -- she'll unlock the way to an elevator. Deep-six the Combine up top and wait for the barrier to be neutralized. More gun-toting baddies will be in the stairwell and on the next-highest floor, so take care. Tag along for the scenes involving Eli and it'll be time to find Judith Mossman. Alyx'll leave for awhile and help Gordon via radio, so it's time to take on this level by his lonesome self again The cramped corridor Alyx opened has headcrabs behind an old door, and it's plain to see so. Skip 'em if the supplies are in good working order. Through the cluttered door, our pal from afar opens the door to a deserted station area. When the obvious door doesn't work, use the vent behind the station's twin cabinets. Past 3 headcrabs, there's vent ends at a room full of all the types (have fun...). Alyx opens the next door to a generator room. Rob the infinite grenade box in the defunct station and lob a few 'nades at the turrets in the hallway there. The Combine themselves will show up in the claustrophobic adjacent hallway, and there'll be 6-7 of 'em, to boot! Lure a few out of their bulletproof station beyond and it'll be time to neutralize the barrier. This time, Gordon will have to ricochet a grenade (etc) into the station to knock the electrical plug out. Beyond, take out the turret hidden right around the corner, then 'nade the other two at the far end (on other side of headcrab room). This leads up to "Control Room #1". Take out the two occupying the room and remove the couple automated turrets, which can act as allies. The first time I played, I had one guard each staircase, although I've found that putting both in the room itself isn't such a bad idea. There's two things to remember: Combine will go after the turrets first before Gordon; and, always re-erect the things if they should be knocked over. Eventually the torrent of Combine morons ends and Alyx rejoins for a fleeting moment. Use the medic machine if not done already and go on your merry way through the "left" blocked door, which leads downstairs. Kill the headcrabs at the old station (marked with a "1" on the map) and get to the "electric sewer," i.e. where a wire electrifies all the water. This means the alternate route must be found. Off the stairway, jump onto a pipe and deal with a headcrab who falls out; from there, to the balcony with some blue flotation barrels. Start pushing as much detritus off the edge and into the water near the gap that must be crossed (wooden crates work best) and use 'em as a bridge (save first). Following, it's zombie-killing time, kids! A few are near headcrabs, and it isn't such a bad idea to shoot them from the doorway where they'll congregate. A crappy medic machine (+50 health) is in a room with an electrified fence; take the stairs afterward, including the top where some more supplies are. The single door leads to the "3-Turret Cellblock," as displayed on the map. First, kill all enemies below, save, and jump down. Locate the automated turrets in a small room that separates the main walkways. The best setup is, undoubtedly, placing all three turrets in an area where they can fire both front and side-to-side: basically at an intersection. This lets them take care of two sides while Gordon has their back (literally). Some soldiers may throw grenades, at which time, quickly get the turrets reset. This portion is rather hard without a proper turret configuration, so it may take a few tries. A good tip is to fill up some entrances with junk (barrels, tables, boxes) that are laying around, which will prevent enemies from coming out those ways -- this can be used to great effect in more than one doorway, too. However, one must always remain vigilant or things go south real quick-like. [Unless you know what you're doing, I don't recommend saving anytime during this sequence!] When all enemies are pushing up daisies, Alyx arrives back on the scene. Use the medic/suit refill machines where the turrets were first found, or if those were used, the new machines found in the door our female partner opens. Down the stairs and past the double door, there will be a large firefight with a gang of Combine (about 10-11). The next stairtop has a medic machine adjacent to a security station, where Alyx can locate Mossman. After the unfriendly reunion, it'll be time to make a last stand in the teleport room. There are three turrets that can be used, and although they can be used well enough in the center of the room, fortifying the teleport platform -- which has near enough trajectory to all three doors the foes stream out of -- is easy enough. Luckily, this battle will seem like a piece of cake compared to the previous turret standoff. When the teleporter comes back down, get on with Alyx and kiss this junk hole goodbye. Onward to City 17! View the scenes in the lab, and Dog will be following now instead of Alyx. Suit up and rob the infinite ammo box outside the doors, then drop into the newly-opened shaft. _______________________________________________________________________________ ������������������������������������������������������������������������������� 11) ANTICITIZEN ONE [WK11] _______________________________________________________________________________ ������������������������������������������������������������������������������� ___ | _EXIT _| |_ | | |� �|_| | |_____ |_______ | | | | | | | | |_| | | | ___| | \ \__| |___ \___ | ___ _|_| |_| | |_ | ___| | | | |_________|�| | | \ |B| | |� | Canal Area �| | |_ _|_ _| | | |�| |_ _________ | _| _| |_| | | | | |-Multi-tier Stairway | �| |-Alyx | ___|_____ | | |�|� Reunion |_ _ ___| |� | |___| _|_ | ����������| |_ _|-Beginning of Sewers ��������| | _| |_____ __|�|__| | |___ ___| | _____ \ | ___| |___ | \ | / _ _ \ -. ���|� | | ) | |_| | ( | |��� |� ��� / |_____| \ |- Generator |����| | | Bridge / \ | Standoff | |___|_|____/ Apt. / /����| |����\ \ | |______ | \/ |� ����|\/ -' | ____| |�|����| | | | | | _|_ ����| | |_| |_ _| | | _ | |B | _|_ |____| ������������ |_ | |A|��� � Car-Hop Course Infinite Manhack Tunnel ____\_____________ _________/ |_______ ____ _|__| _____ |________ _| |___| | |__ ___| |_ | | |_______ | |_| _| | | | 2nd Medic |A| | | _|____| ____/___ |___| |_ | | |_ ___| |________| | | | _ |_ ______|_ | | | | | _| |___ __|-Broken |______| | _| | _ | Street |_| | | | |������| |�|_|���| |�| | |_ |___| _ |_____| | __|_____ | | | Hoppers--| |_ |_| |_| __|____|_ | \ | __| Strider | PLAZA \__ Street |__________ | __| | | __| | |_ | |_|�| | |___ |___ |_| |_ | | | | | | ___| |_| |_ _| |_| START This'll be one of the LONGER levels in the game... *sigh* _______________________ ����������������������� PART 1: CITY STREETS _______________________ ����������������������� Make it to the nearby street and Dog will go buckwild, smashing junk and killing plenty of Combine all the while. Let him do his dirty work and he'll eventually stop near a barrier, lifting it when Freeman draws near enough. Just make sure to leap over the bent fence before the massive encroaching machine turns Gordon into a pancake. A semi-packed corridor will lead back to the playground street first walked during the "Point Insertion" level. Help a refugee fight off some camerabots and he'll join as part of a 'squad'. From this point on, many others will as well, although at different times in the level. The maximum is four and they're either fighters or medics (heals Gordon if his health is too low), but all carry guns just the same. They ARE expendible, meaning if someone dies the place will be filled down the line, but a good captain doesn't try to let his team get smoked. In the plaza, the rest of the team will be rounded out with recruits. Look for a door similar to the one Dog pried open, and kill the 2 Combine who pook their heads out. Through the apartment overhang, a refugee warns of hoppers. Pull the tin siding off a floor hole to see what he means: red-glowing mines are stuck in the ground. The gravity gun can pull them out and deactivate 'em (they turn from red to blue to signify this). They'll be of little use except as short-range explosives, so feel free to waste them despite the refugees' complaining. Further along, a covered alley leads to a small avenue where a Strider, a gigantic spider-like robot who isn't paying attention to Gordon's group, is walking around. It eventually leaves, so don't waste ammo on it. Snipe the Combine on a tall lookout point upstreet and remove the hoppers that may kill any friendlies following (a medic should have joined up here). The next stop is a back alley parallel to the street. A Combine will be in an upper window when the fighting starts, and a few more on foot near the shacks here. The Lambda cache here is in a small toolshed; remove part of the siding to uncover the small hole. Creeping onward, take a hopper/red barrel and get the jump on the next skirmish by shooting it into a crowd of Combine near the 2nd shack, which can get rid of 'em all in a heartbeat (except the one in said shack). Next-door is an apartment that leads to the street, although it's helpful to raid the top floor (2 zombies) for magnum bullets. That road nearby is broken in half, so duck under the bridge and look for a workaround path that leads into the brick building's basement. A medic here will join after patching a dude up, and there's a headcrab hiding under some supply crates (CUUUUTE!). Upstairs, catch some Combine behind a glass double door off-guard -- there's a medic machine there, as if it were needed. Directly opposite that room is a small hallway with doorless closets, and Combine will strafe through when the path split is neared. The 2nd-story bathroom leads to a hole that drops the team back onto the street, past the pavement hole. Just be careful to remove the turrets before takin' the plunge (or a comrade blindly does so!). The street ahead is blocked by a monolithic black barricade, and infinite numbers of Combine will man its top catwalk. Ignore them and focus on getting into the adjacent apartment complex, killing the few Combine inside. The goal is the 2nd-story room with a massive hole in it -- use the supply crates and jump down, bypassing a locked door and subverting the barricade. Kill any of the mask-wearing dorks (this time, not-so-infinite in masses) and use the walkway to get into the next building. A few Combine laze in this upper floor, while the sidestair should be used for going down (turret protects upper dead-end). It helps to save before doing the lower area as there are plenty of doorless rooms that can kill some important medics! Sweep and clear all on the ground floor, then use the other stairwell to get into the cement-padded basement. If Gordon is in the lead, killing the enemies as they pop out should be a cinch; however, if any of his allies get ahead of him, the corridors quickly become congested and the mortality rate usually rises. Make sure to sweep and clear (check every room thoroughly with flashlight) before continuing. The basement has another staircase leading down into some beat-up tunnels. The initial room has three turrets, one hidden around the corner and two that can be blown over with grenade concussions -- save first to avoid wasting any here. And, for a funny way to top off this room, where the path down into the bloody tunnel, half a zombie will crawl out from under the floor -- jump off backwards to catch its movements first. Ignore the hallway for a moment and go upstairs to the secluded courtyard. A Lambda cache is behind some gates, but the gravity gun can destroy and suck the goodies out like a straw. Take that hallway now to an old covered highway, which quickly hosts the "Infinite Manhack Convention." The allies want Gordon to move ahead, so move behind the wrecked semi and use a dirty debris pile to get onto and over the locked mesh gate. Shoot the lock off and wait for any refugees to follow. Sadly, most won't make it or will be too preoccupied to try. Whoever joins in the small manhack section beyond is all that's comin'. The rest of the tunnel has to be cleared of Combine, and one at the far end is on an emplacement. Use the structural columns as shields while blowing up the red barrels before the gunner hits 'em. When close enough, take out the guy -- he'll probably be trying to kill the trailing refugees. Regardless if any survive, there will be a few refugees nearby who will blow a hole in the fallen overpass so Gordon can get through. Man the emplacement while the charges are being placed, then join the troops quickly to stem the tide of the invaders. Unfortunately, it'll be time to part ways for awhile -- crawl through the nearby hole... ...and enter a flooded radioactive tunnel, with scrapped cars and other junk to use as stepping stones. Think of this as a Sandtraps redux course, just with sand exchanged for deadly radiation. What's worse, there is zombies in the goop who will rise up and try to kill Gordon when he reaches the center cement portion. Protip: use the pistol to fire into the goop -- if any foe is hit, he'll get up and betray his position, and can be killed earlier. Note that it's possible to bypass some by avoiding the gray cement structure toward the middle. Upon reaching the opposite (blocked) end, look for a fallen beam along one side that is accessible from a white cadillac. It leads back to the starting point; look for a shadowed vent that leads to the parallel hallway. Gordon can unlock the door near where the other medic was waiting, although he may or may not be there (depends on if any other allies survived?). _______________________ ����������������������� PART II: BACK ALLEYS _______________________ ����������������������� Upstairs, a 'fighter' refugee joins. Stay near the entrance because a missile carrying headcrabs can kill Gordon if he's near the impact zone. The small covered sidewalk has stairway access into the apartment separating Gordon's crew from some refugees. There's minimal resistance inside, with the way to the basement open via an eerie-lit hole with supplies at the bottom. This leads onto the alley where the allied troops are fighting off the Combine in the upper reaches. Gordon will get two more helpers a few moments in, and enter the building they fled from. A grunt kills a person in the stairway, which is the right way to go, as the top floor has a drop-down point near some Combine camping on the 3rd-floor skybridge. Get 'cross to the opposite building, stock up, and look for a stairwell down behind a small kitchenette that leads to the highest floor (headcrabs and a quick zombie). As before, use the gaping hole there to get to the apartment base, with an exit leading into the alley, on the other side of the gate this time. Try to kill the Combine above or his grenade may just frag everyone! The rest of the alley is filled with Combines and hoppers, so lead by example and kill as many as possible before the clumsy refugees stumble into the explosives [etc.] and die. An adjacent apartment's fiery ground floor leads to its pinnacle where a medic and another are waiting. Heal up and lower the bridge, once again taking on the enemies Rambo-style. The rooftop enemies need first priority if the refugees are to assist more than being meat shields. Across the bridge, drop a grenade or two into the room 'neath the hole to clear it out a bit. Four more will be game below, two standing in a hallway and two who burst in from the ceiling. A darkened corner of a boarded- -up room gives access to 2 more. Watch for barnacles and quick zombies at the top. Through the floor hole, kill a flaming quick zombie and then any that come up. Stay at the front of the pack to protect the medics, then descend to kill any remaining headcrabs. The Lambda cache is once again gated, so break 'em and take 'em with the gravity gun (like before). Through the deserted apartment corridor, the familiar "turret" noise should be like a siren's song to draw near, in this case down through another floor hole. When both are removed, Alyx will beat down a door for a reunion! Help her clear a few adjoining bedrooms before taking the command center downstairs, which only has three occupants, surprisingly. Our heroine explains the gameplan: she'll expose the generator core and Gordon will wreck it with the gravity gun. OK! The street behind the command center houses a generator. Nix the Combine in the small station and Alyx will get to work raising and exposing the thing. There are two streets (blocked off by barriers) that enemy waves come through, and after enough are disposed, our fair lady signals for Gordon to destroy the core with the gravity gun. Easier said than done, though -- ues the medic machine in Alyx' post if needed. Past this event, the gate lowers to a gully once crossed by a ravine. Make sure to approach it quickly to avoid incoming Combine who'll just slaughter Gordon! On point, Alyx will climb onto the roof of a building, and then urge Gordon to continue by his lonesome. Drop into the bridgeless ravine and locate the sewer entrance at the bottom of a hole. Use the gravity gun to raise the bar on the other side, where 2 manhacks appear. Knock down the platform propped up by barrels, giving access to the pipery running the room's length. More of those dang 'hacks appear on the other side of the ventilation duct, but it's easier from that elevation. _______________________ ����������������������� PART III: CITY 17 SEWER _______________________ ����������������������� There's a multi-tier stairway beyond, and much of the walkway has decayed. Get down to the bottom quickly, take out the 2 gun-toting goofballs, and enter the small sideroom near the locked double doors. A poisonous headcrab is there, but more importantly, the gravity gun can unbar the door via the window. The underground canal found beyond has Combine fighting zombies, and Gordon will have to take care of both eventually! Let both barrels blaze, paying special attention to kill any poison headcrabs 'round here. The barnacle-filled upper path has a few supplies but little else; enter the canal where a low-lying walkway is reachable. The ladder to take is right in plain sight, but at the end of the tunnel is a lambda cache well worth robbing. Via the ladder path, the end room is a much larger multi-tiered area with lots of pipes. The first mini goal is making it to the red boxcar-looking shack that controls the cargo lift. Kill the two initial Combine (one's right above the mesh ceiling!), heal up, save, pull the lever. Gordon'll have to pull that lever again to start the way back, hurrying to make the trip over. Three more appear: above boxcar shack, mid-level straight ahead, and highest level "crossbar" walkway. There's a ladder at the middle tier to make it to the highest; just make sure to snipe the 2 white-clothed Combine that hang down. Use the PVC pipes and girters to make it to the next-highest walkway, which in turn leads to a ladder up to the highest area. Two more Combine above and below, plus some trying to use the cargo lift (these can be ignored if fast enough). To exit, from the highest point, jump to the "crossbar" walkway that leads to supplies, then jump down to the balcony entrance with a hopper. Whew! Past the single-hopper stairwell, the level finally closes. About time, huh? _______________________________________________________________________________ ������������������������������������������������������������������������������� 12) "FOLLOW FREEMAN!" [WK12] _______________________________________________________________________________ ������������������������������������������������������������������������������� |���������| Rooftop Fight--|�� �|���| | with Striders | | | | | ______|___ _| |___| | _ _______|_ |_ EXIT-| | | | |_ | |_| ______| | __________| ______|-Carpark Abandoned Tunnel--| _________________| | | |SS#2 |_ _________ ���|____| _|_ _ | | |_ _ | | | CAPITOL | | ___| | | | | |_ _| | BUN | | BLDG. | |�|______|__ | |_ | KER | |______ _| _____| | | _ | | | |___________| _____ __| ___ |___| | |_|_| |� �| \ |_ _| Barney | | |___| | _____| Rooftop Exit | |_|_____ _| | / |____| \ | _ _______|_| Courtyard Suppression ( (____| Shelter #1 \ \ ____________________________ /\ \ ���������������������������� Start-/ \ PART I: MARCH TO THE CAPITOL / /\_\/ ____________________________ ���������������������������� Some refugees join up right at the beginning, saying how Barney is pinned down by snipers further ahead. These are the "blue laserbeam" kind, meaning they can only be killed by a frag grenade through their window. They pack a mean hit (20 health), so use cover to avoid. They will fire aimlessly if no shot is readily available! Expect your refugee allies to be picked off if Gordon doesn't want to play meat shield, however! In one of the buildings, two more refugees can join; immediately bolt for Barney's warehouse when the sniper fires "just because". With any luck, one of them will be able to assist. Some quick zombie will show up near the li'l stair before Gordon's crew can roll into the flooded basement. A wounded refugee will spin a story while some zombies converge on the group. Once they're reburied, look for the blue-lit stairwell which spawns two quick zombies. That route leads up to the roof where Barney's held up. There is an infinite grenade box, so use it to take care of all snipers before good ol' Barney can tag along. He leads the way to a junkpile that leads to street level where he opens a gate with his civil protection card. The adjacent condo has some poisonous "headhumpers" before a courtyard with red barrels and a turret. Some other refugees join out of nowhere for the ensuing chaos! Make it up to the top floor to survey the Overwatch nexus found in an old capitol building. The stealth approach quickly fails, so just use the stair system to get to street level, being wary of hoppers and the occasional turret. Now, the suppression device Barney talked about shows itself here in the form of a white-heat beam, which will incinerate anyone it hits. Sprint down the street toward a blueish boxcar, then near the fence -- the destination is a small building at the end, the first "suppression shelter" (if you're looking at my map). Two Combine inside, but beyond that it's safety. Out the side-door, the next destination is the second suppression shelter, due across the capitol building grounds. A small bunker is in the middle for temporary relief, but that's about it. Some refugee captives in said shelter can help out, too. Funny enough, combine still use regular padlocks with all their technology available. Huh! The final part of encroaching on the building is killing the remaining guards out front, which is easy since the suppression device doesn't shoot that close. To enter the structure, disable the barrier on one side by sucking its cord out of a socket -- ding! _______________________ ����������������������� PART II: INNER CAPITOL _______________________ ����������������������� In the lower wing, only the double doors open. Barney comments that there is a turret hidden in the floor. To dispatch it, trigger the alarm (via laser) to make it prop up, then throw/roll a grenade into its slot. These types of turrets shoot in only one direction, which makes them easy to read. In the grand foyer, once again the route is singled out that left of the staircase. Destroy another turret, then quickly round the corner to get past the 2nd before it rises. Some Combine will be there also, but should be negligible nuisances. Upstairs, ignore the next turret trap for a moment and free some POWs from their feeble barrier cage. THEN, destroy the two turrets outside of the first generator room. Like before, zap it with the gravity gun to destroy the thing. The adjacent hallway leads to a quick outdoor walkway before jumping right back into the other wing. Circle around (not towards foyer, which has foes) and into the room -- the Combine will lock everyone in for an ambush. This is the only way to get to the 2nd generator, though, so y'gotta do it. Repel the suckers as they snipe through the walls, then lay hoppers for those who cut through the door. Supplies are on top of a bookshelf if needed. The hallway is guarded by a single turret, but it can be bypassed completely if needed (although one would have to take the long way 'round). Destroy the generator near that turret either way, though. The last generator is accessible from the main staircase, on the other side from the most recent. The only room available has a lot of laser traps, and Barney will say there's probably something good inside. Note that if Gordon sets off any traps in here, he'll die -- time to play it safe. Do this: 1) Step on machine to bypass first laser grid 2) Use li'l platform to jump over cluster of four laser grids (toward corner) 3) Jump on circular part of machine to bypass next lasergrid 4) Crouch under next lasergrid 5) Duck under gray pipe, then jump onto it and vault over bookcase Once across the bookcase, deactivate the traps to make the others rejoin. Destroy the third and final generator and head for the lobby, where Combine will pour in and put up a big firefight. Continue the way they entered (door with green 'EXIT' sign above) to find the roof access stairway. Three more refugees appear at Gordon's side here, plus a bunch of rocket refills -- hint hint? Neutralize a single turret and a few Combine on their way down (into the ground) to reach the rooftops. Fight off a few hordes and then the gunship that follows -- abuse that RPG box like it's free money. Eventually a dropship's spawn will open the gate near the suit/medic machines, getting access to the other building via the skybridge (switch it on). Kill the gathering and enter the broken and burning stairway which leads to the street exit. _______________________ ����������������������� PART III: THE STRIDERS _______________________ ����������������������� A relatively new enemy appears here: the strider. This spider-like behemoth has a single powerful cannon on its head and takes multiple RPG rounds to destroy. There are a few wandering around the capitol grounds, and an NPC mentions dropping a crate of rockets (i.e. infinite refill box) in the plaza. Gordon starts along the far side of the capitol building, which means he couldn't be farther away from that box. To start, the first objective is to make it to the temporarily safe haven, the bunker in the middle of the grounds -- it was used before coming into the building, remember? To reach it, head opposite where Gordon starts and into a fiery kind of trench where pavement used to be. Through the tunnel with medkits inside, the other end has a slope that allows quick access to the bunker. Be quick about it or Gordon's mincemeat. Once there, heal up and save, trying to use the ammo there to take out at least one Strider before moving on. Other refugees are firing RPG rounds too, so maybe tagteam a single target. To reach the infinite RPG box, head from the bunker toward the first "suppression shelter" (can't enter) and the street will have been opened up. It's under the colonnade there. With sufficient cover, just start dropping every strider in sight, maybe saving after each. When all striders in the vicinity are toast, move back along the street toward the initial insertion point. This time, the building entrance will be closed but the nearby barrier will have been deactivated. A few Combine scum emerge (and some hide in a doorway) but nothing spectacular. Look for a stairway leading underground, to some supply boxes locally and to a lonely tunnel beyond. There's a Combine far down the line and a Strider enters at some point, too; before then, make sure to duck into the underground carpark to evade its fire. The far door spews Combine into the room, so throw a red barrel or something...yeah, that's always fun. Continue ascending the carpark: the 2nd story has a few Combine and a bunch of searchers, while the 3rd-story will have a few more plus be in a Strider's line of fire. To reach the fourth story, look for a fallen girder that lets Gordon mosey upwards and navigate the remaining skeletal framework for the building. Destroy any searcher around before this or they'll signal the strider! The stairwell at the end contains the infinite RPG box needed to deep-six that son of a gun, so do it...to it. Haha. Down a hole, meet up with another refugee behind a boarded-up...hole, then jump down a...uh, hole outside. A medic will join up at this point, and together, everyone can stick it to the Combine (2 waves) who appear in the fiery mini-carpark nearby. Use the debris pile to reach the street with the patrolling strider, opting the safer route through the pavement hole. Turn left with the avenue to see a 2nd strider emerging from a pit. Wait for it to leave and enter the opening from there. This ground is unstable and caves in a bit, but shouldn't damage Gordon. Neutralize the Combine (x3) and enter the roofless foundation of the building, which leaves Gordon's crew open on all sides plus the air. Parts of the building will be blown up, and the 2nd time plays into the allies' favor, destroying an enemy height advantage. After another skirmish, the center of the former condo can be ascended. Use the suit/medic machines before reaching the pinnacle. Kill the single combine to get free access to an unlimited RPG box. There'll be a strider patrolling, but the refugee assistants will be infinite (which is good, considering they act like they have brain sepsis and walk out into the foe's trajectory). After the first strider is removed, a few Combine appear in the surrounding buildings, signalling the 2nd strider's coming. Earn a checkpoint by killing the last strider. To leave this building, one must walk the rusty girders near the RPG box to part of roof's edge and jump straight down onto the dumpster below. The street will have to be cleaned up but that basically ends the level, fighting-wise. When Dog appears on the scene, he'll move to one end of the street and lift up some machinery, revealing a hole Gordon can jump through. _______________________________________________________________________________ ������������������������������������������������������������������������������� 13) OUR BENEFACTORS [WK13] _______________________________________________________________________________ ������������������������������������������������������������������������������� There won't be a map for these last two levels, as they're rather simple to do and contain less running around than normal. I'll cut it in half for you! _______________________ ����������������������� PART I: OUTER STRUCTURE _______________________ ����������������������� The level starts in a tunnel, leading to a sheer cliff. The ledges are placed so Gordon can drop down easily so be careful. At least one gap requires a running jump to clear. Follow the cliff and look for a small nook with a few goodies inside; a headcrab appears 'round here. Nearby is a large cylindric pipe sticking out toward a massive piece of the building moving vertically. When it's rising, do a running jump onto the platform, near small entrance. Up the ramp, follow the twisting and turning passages (watch out for any moving parts that can crush Gordon) until there's a floor "trench" to jump down into. It leads to another freefall area criss-crossed by girters and other thin jumping spots -- luckily, it's possible to get to the opposite side just by normal walking. The flashlight helps, of course. Overhead, look for "pods" moving on a rail and follow the general direction to stumble upon a brighter area where the pods reach a junction. Jump down onto a ledge to reach a spot where Gordon can get into two pods once they're open. Pay attention to where they're railed, because one will lead to the exit and the other to the machine nearby that "zaps" the pod and incinerates whatever's inside. The correct pod will take Gordon on a sight-seeing tour of the facility and then drop him off in a room... _______________________ ����������������������� PART II: INNER BUILDING _______________________ ����������������������� ...where all his normal weapons are destroyed. Luckily, the gravity gun is immune to the machine and gets powered-up! Now, it can attract and repel even larger inert objects from farther away, quicker, as well as being able to zap the Combine and even use them as projectiles! There'll be a test run here when some foot soldiers check up on the security alert, so be ready. A suit- -refill machine nearby will refill double the normal amount (200!) as well as acting as topping off Gordon's health. Dr. Breen will be on monitors talking to our hero, but feel free to cut his monologues short in a destructive way. Around the corner will be some more foes, so use a computer husk as a shield to deflect their slugs. An ambush will be a little further on as the path changes, also, which heralds more soldiers. Past there, the 2nd speech by Breen. [The weird gravity well nearby, where all the Combine come from, is a staging area for the Atomizer achievement -- attract an enemy and, without letting him drop, shoot him into the machine's beam to vaporize him. This can be done later, too, but it's easiest done here.] Look for a drop-down point into a laboratory room with 2 Combine, adjacent to an elevator to take. The next-highest floor is the first encounter with these orange-red orbs that appear in tubes. The gravity gun can attract and shoot them, making them bounce all around like a pinball. It's fun to look at but this is also how some barriers will be deactivated, so it serves a dual purpose. Use the 2nd suit machine for upkeep and locate another barrier, this one deactivated by removing its orb (that was quick!). After the Combine are rebuffed (they try a two-prong attack this time), the exit will be by a 3rd suit machine. The next part will be annoying, so it's not a bad idea to save here. Kill 2 foes near where Breen's 3rd speech starts and enter the circular room. On the far side, a switch will call for the elevator but this one is S-L-O-W as a snail in molassas. What's worse, infinite numbers of Combine will come in temporarily. So how to stay alive? First, use the 4th suit machine when the enemy waves ebb, and grab part of a computer console to use a shield. Make sure the broadest side is outward so it protects most of Gordon. This is the general tactic; however, I usually take it a step further and hide in a corner while crouching so I can't get cut off at the knees. This is one of the harder parts in this place so don't feel bad about damaging your pride a little (:p). It takes apx 80 seconds to find the lift; boarding makes it rise automatically. Kill Combine shooting from alcoves during the ascent and after eight or so, continue into the room with Breen's 4th talkbox. Heal on the machine next to it, save, and bring the beatdown in 3-door another laboratory room. There's only one passage to take after (5th healing machine) that leads to a drop-down point in a large hall. The enemies will be easy to kill...it's the strider that means business! Use the steel tubes halfway through the hall as shields and attract/repel those red orbs floating around at its face. Surprisingly, it goes down after 4 or so. Remove the barrier in the area the strider came from, jump into the lower walkway, heal up, and take the nearby pod taxi to the level's finish. _______________________________________________________________________________ ������������������������������������������������������������������������������� 14) DARK ENERGY [WK14] _______________________________________________________________________________ ������������������������������������������������������������������������������� This level is basically going to be one big boss battle, but it only starts "for real" after a lengthy bunch of dialogue scenes with friends and foes alike. Follow Breen up one elevator with Alyx, collect the Gravity Gun, and then descend into the dark-fusion reactor after fully healing. Breen will be trying to use a portal to escape the building. Wait for the vertically-moving platform to be at normal level and jump to the path that wraps around the central teleportation chamber. A few Combine will emerge, but they've already proven they're no match for the suped-up Gravity Gun. To get even higher and closer to the would-be escapee, extract the orbs from the "electrical zappers" near the highest of the two Combine entrances. Some only appear when a barrier is destroyed, and some will shoot from an elevated position -- watch it! When the way is clear, another mobile platform can ferry Gordon higher -- the path will wrap around to the central chamber. It's mostly moving parts and small lifts, so just make sure to stay inside the railing when killing any emerging enemies or their live rounds may push Gordon into the pit. The only healing machine in this level will be attached to this chamber, too. At its pinnacle, use the final vertically-moving structure to get all the way up to where Alyx is waiting. --- Now, the final battle will be fought...although it's a little one-sided. As Breen tries to use the portal, the machine will start spinning around. It's got gray pieces and is easy to see. Fire at all (8) of these with the orbs extracted from energy tubes; hit one and it shatters off. The battle will end when all are broken apart...of course it can't be as easy as all that. Two gunships will be floating around and peppering Gordon's position with heavy fire. The good thing is, there's no reason to fight them whatsoever, as they automatically die when Breen's chamber is completely broken. Note that this battle does have a timer, and Gordon will fail if he doesn't take out Breen before he escapes. As for the ending, here's what happens... ... ...Well, I guess the Gman wouldn't like that too much. Enjoy the Twilight Zone undertones and that dang "arbitrary imposition"! _________ _______ _______ _ ______ _ \__ __/|\ /|( ____ \ ( ____ \( ( /|( __ \ ( ) ) ( | ) ( || ( \/ | ( \/| \ ( || ( \ )| | | | | (___) || (__ | (__ | \ | || | ) || | | | | ___ || __) | __) | (\ \) || | | || | | | | ( ) || ( | ( | | \ || | ) |(_) | | | ) ( || (____/\ | (____/\| ) \ || (__/ ) _ )_( |/ \|(_______/ (_______/|/ )_)(______/ (_) _______________________________________________ ____________________________/ IV. HALF-LIFE 2: EPISODE 1 WALKTHROUGH [WLKT] |_ |���\�������������������������������������������������������������������������� �/ \ 01) UNDUE ALARM [WK15] /_/\_\________________________________________________________________________ ������������������������������������������������������������������������ Welcome to the second episode, the shorter of the two mini-installments. As there's little need for mapping, I'll just section things off a lot. OUTSIDE ������� Gordon is awakened from the Citadel's debris by Alyx and her pet robot, Dog. The Gravity Gun is obtained right at the start, and can be used to attract objects, repel objects, and even zap certain small enemies and debris. Use the new device on the 2x4s blocking a door (near the fire), which can form a makeshift bridge out of the initial pit. By a remaining computer console, collect some medkits and let Alyx contact her dad at White Forest Base. Seems the Citadel's core is close to collapse and any living thing in the vicinity is going to be turned into radioactive dust...unless someone intervenes. Yup, time to head back into the thick of things! Dog will move some rubble aside, so duck (L3 button) to get onto the rim. Look down a bit to see there's some remaining ledges to traverse -- it's pretty simple going except for one jump. Newcomers may want to save before that part. Remember the gravity gun can blow all types of detritus off the path, so don't be afraid to use its talents! The other side is a fiery dead end. After a few scenes, Dog will throw a junked minivan out into the open. The hare-brained scheme to "drive" into the building is then hatched, so ride shotgun (X-button) when the time comes. It's a long way to the bottom, yo... TO THE CORE ����������� The path is mostly straightforward from here on in, and remember that Alyx' gun has infinite bullets while she has infinite health -- she can do a lot of the gruntwork. A little ways in, hop a balcony to reach a Combine barrier controlled by stalkers. [Those wondering about the Pacifist achievement can breathe easy -- these stalkers don't count towards it.] One of the enemies is holding the barrier up so Alyx suggests finding a rollermine and letting her tinker with it. With the 2nd barrier nearby receded, travel along the ledge and find an old elevator. It'll start plummeting when stepped on, but en route, jump off onto the glass walkway to avoid being splattered at the bottom. Alternately, just jump down to the glass walkway and incur a little damage. Either way's fine, since another lift automatically starts functioning and there's a free health and suit recharger port on the nearby wall. For those uninitiated with Half-Life 2's foes, rollermines are like little bouncy balls that attack whomever they're programmed to...almost endlessly. A large tube nearby has five in it and they'll tumble out when Gordon presses the red button nearby. Use the gravgun to blow most off the ledge, but take one up the autolift to Alyx. Hold it out for her to repurpose, and shoot it through the erected barrier -- it'll kill the stalkers inside and kickstart the way forward. Meandering once again, the pathway shows Combine soldiers running overhead, before looping there and finding 'em all dead (no weapons left behind...). Jump through the fiery corridor to arrive at another balcony, which is to be hopped (expectedly). This starts a bridge event -- an wall vent breaks out, sending a super-powered energy wave across. If it hits anyone, they're blown into abyss! To get across, Gordon has to sprint (LB button) through when it's momentarily silent. Alyx gets through just fine, of course... Next up, hop ANOTHER balcony for a quick scene in the computer room, which is just a pitstop until one reaches the containment field. Like in the normal game, the weapon-removal field doesn't work on the gravgun and, instead, puts some extra juice into it -- now it can fling ridiculously large objects! This will come in handy. The next open abyss has a half-functioning bridge. Use the gravgun to suck in a loose energy ball, blowing it into one of the wall-mounted ports. Basically, any time an open port is seen, it's meant to be used in this way. Across the way, the first Combine soldiers attack. Although it's not normally able to attack living creatures in, the super-powered gravgun can attract them (KO'd on contact) and even use them as shields, the latter of which is handy since they come from multiple entrances and even unreachable balconies. Once they're all dead, make another bridge to proceed. [Hurting? Backtrack to the previous healing machine.] After a similar firefight, build a 3rd bridge -- this one requires a little trick shooting to hit a port, though. This corridor's mostly uneventful (3 Combine) and leads back to a gigantic shaft, where ledge-hopping's required to continue. After Alyx jimmies a door, proceed to a large elevator, powered up like so many wall ports before. The ride down may repeat this proceed (trick shooting and all) but the hazardous part is enormous debris fragments falling from above -- if Gordon doesn't repel them at the right moment, everyone meets the shaft's bottom with a 100 MPH faceplant (ouch!). It may take a bit of practice, so feel free to save after each successful rebuff. If y'can't find a way to hit a wall port, suck out some of the computer equipment to reveal a hole. Quickly exit when the lift comes to rest, 'cause it'll be broken by a hundred tons of junk a few moments later. The next corridor leads to the chapter's end. ______________________________________________________________________________ |���\�������������������������������������������������������������������������� �/ \ 02) DIRECT INTERVENTION [WK16] /_/\_\________________________________________________________________________ ������������������������������������������������������������������������ This chapter is all 'bout preventing Citadel from exploding. Once the Elites near the computer system are eliminated, Alyx will set up shop and let Gordon get to the legwork. Down the elevator, the core proper is found. Unlike the previous incarnations, stalkers retaliate attacks with their red-eye beams, so watch your fire and they'll do nothing...well, except removing energyballs from ports (killing Gordon if he's on a bridge). |���������������������������������������������������������������������������| | NOTE: The "Pacifist" achievement is obtained by not killing any stalkers | | within the core. Basically, run past and ignore them as much as possible. | |___________________________________________________________________________| Once all 3 ports are powered-up, Gordon can use a switch to make the bridges connect to the core mechanism (stalkers don't try to disable anymore). Climb the ladder to reach the next-highest story, which has some soldiers guarding a computer room. Eliminate them, then power-up the wall port with a e-ball snagged from the core chamber. A new machine rises up to start curbing the meltdown. One down, three to go! Destroy the foes in the adjacent tunnel and blow open the door to the e-ball conduit. Work against the grain, up the ramp, and enter another Combine-filled room...time for house cleaning! Gordon should now be on the next-highest story, level with the core. Its expanding size has eaten away some walkway, but there's still enough room to sprint by when its size temporarily wanes. [Don't try to crouch-walk through unless you like inordinate amounts of pain.] This path leads to the second core-draining machine, guarded similarly as the first -- the only difference is the e-ball holder inside the room already! A nearby lift leads to the next floor, which would be 4F if counting the entry point as 1F. Through the wave of enemies, Gordon emerges at the core shaft's apex. There's a spinning device that can ferry one to the other, lower balcony, but not without dancing with a crapton of manhacks. Deep-six a few more grunts and burst open another e-ball conduit's door, this one longer than the previous. This leads to the final core-mitigating machine...however, when powered-up, its loses its juice! Jump through the pit from whence it came, finding three cells all without power. A pipe burst overhead shows the e-ball conduit, so powering 'em all up should be child's play. [Stand on elevator before doing the 3rd, in order to catch it in time.] With the third machine powered up, reshoot an e-ball into the port to make it all come together...IN A GLORIOUS EXPLOSION! Well, that's how I'd like it to happen, but as it turns out, everything goes off fine. The "Pacifist" and "Containment" achievements are both obtained around this time, if applicable. Rejoin Alyx next door and she'll secure an exit elevator, during which the gravgun's power returns to normal. At the bottom corridor, bolt through to avoid a Combine swarm. The chamber's broken into by two rollermines, but Alyx can once again rejigger both in the same fashion as before (i.e. hold it w/ gravgun in close proximity). This'll help when the Combine morons break in next door -- Gordon'll be mostly helpless so let Alyx' gun do the talking should any get too close. When it's over, heal up and jump in the train. A few events later, it wrecks and Alyx needs a stalker to be pulled off her. Blow open the door, duck underneath a wall, and chapter's over! ______________________________________________________________________________ |���\�������������������������������������������������������������������������� �/ \ 03) LOWLIFE [WK17] /_/\_\________________________________________________________________________ ������������������������������������������������������������������������ |�|���������|���|��|_ | | |���| | | | |_______ | | | |___|____|_____ _|-Zombie Elevator Ambush _| |_ | |___ |HE H _|___ [EXIT] |SH _ >|S|>HS| |_| |S|H ___ | |G |_____| |��� |___|H|_| |H| �|_____ |^|��������|HP � | � / |��� �|HEH|_|�� | Underground Parking |P _| | | HE | | |/ Highway Garage | |^|���� � ���| | | | �| | | | | |_ | |_ __|_ |___| |P __SP_|-Troop Train �|__ | |���|�����������������| | ___|_____ | * | Starting Point | |___ |SHPE_|_ | E | HEV Suit Energy | |H | PP _ | | G | Grenades | | ��� _ _| | | H | Health Refill | | | | | | S| | | P | Pistol/Ammo | | S E | | | | |__ | S | Shotgun/Ammo | �|����� | H| |___|_________________| |�� �|_|������ | | | | |_ _|_____ | | _ |_ ���|___| * | ����� Alyx catches up after the scare, ready to pack some heat from now on. The ensuing tunnel's filled with slow-moving zombies, but nothing too major to deal with (baby steps!). Switch on the flashlight with Y-button in the dark corridor nearby, finding a locked door and a loose vent grate down by a barrel. Gordon'll have to go solo for a smidge. Collect any items inside with the gravgun, wary of the giant pit near there, and bust into the previous room via the ceiling. There's only a headcrab inside, but plenty of supplies as well, including a pistol & shotgun behind a fence. Use one of these weapons to blow the fence's padlock off, in order to switch on the lights and rejoin with Alyx. |���������������������������������������������������������������������������| | NOTE: "The One Free Bullet" achievement is obtained by having Gordon only | | fire one bullet the entire game (gravgun, missiles, grenades, and crowbar | | kills are fine), and that one bullet has to be used to blow the padlock | | off. Don't want the achievement now? That's fine -- but, it's still nice | | to make a separate save to avoid having to redo the first two chapters. | |___________________________________________________________________________| The next underground highway is dark, so use the flashlight to let Alyx get better shots (just zombies again). At the end is a troop train, helpfully filled with ammo refills, and unhelpfully with a new enemy: a zombine. This is a portmanteau of "zombie combine," and they're just like their name sounds. Unlike slow-moving zombies, these ones have a bumrush attack and a suicidal grenade rush, so watch out! [The "Grave Robber" achievement is obtained by stealing an active grenade from a zombine's hands.] Through the new opening, it's back to the underground highway. This one's got a few zombines among the usual lot, so make good use of the explosive barrels strewn around. In fact, antlions -- those insect-looking buggers -- will show up and distract the zombies a bit. Antlions are easily killed if their soft underbellies are exposed, and the gravgun will flip 'em over, so use that tactic. Around the flatbed truck, two more relatively new foes're introduced: poison headcrabs and barnacles. The former inflicts a neurotoxin that reduces Gordon's health to 1, gradually building back up to 100. They can't kill him theirselves but with other foes around, assists are certainly possible. The latter is affixed to the ceiling and objects that hit its long tongue are drawn upwards to be digested. There's another fusebox in the supply-crammed nook, opening the door about halfway through this section of the highway. Upstairs leads to the well-lit parking garage area the duo will be in for a while. Once the poison headcrabs are killed, proceed to the green van area -- antlions will stream out of the hole here in infinite number. The only way to curb their invasion is to plug the hole with the vehicle nearby. Remember the method 'cause it'll be used in the future, too. Turn the crankwheel to enter the adjacent garage, which plays host to a few more headcrab types. The barnacles in the dark section are easy pickins, but it's funny to see other enemies get caught there and die, too, so don't forget they can be helpful, too! When the tunnel's all cleared of zombi(n)e threats, an intact stairway leads up to the parking garage proper. |��������������������������������������������������������������������������| | NOTE: The "Car Crusher" achievement is obtained by defeating 15 antlions | | with a thrown car, so try to get a headstart here. Just screw around and | | get the achievement, then reload so health & resources aren't wasted. | |__________________________________________________________________________| There are three antlion pits on the lowest story, but only one junked car's in sight. Plug any hole with it and use a fallen beam to reach the second story, where a parked car can be thrown to the bottom (and subsequently pit-plugged). The final car is on 2F, but can only be obtained by going to 3F -- the same walk-on-beam method as before -- and jumping onto its ramp, where a crankvalve opens the gate. When all three holes are plugged, rejoin with Alyx on 3F and open the slow-turning crank, leading out of this warzone. Down the staircase is a half-flooded room, filled with corpses and zombie types. The fences keep most at bay for Alyx to do the handywork, so there's no rush, especially for those trying for "The One Free Bullet" achievement. This rancid pool is next door to a maintenance bay, where a working elevator can be found. This is also zombie central, and tons of creepy crawlies will emerge from the dark when Gordon's flashlight runs out. However, the real event starts when Gordon traces the elevator's power cable to a door barred by a piece of wood. When it's removed and the zombine inside is dead, turn on the powerbox to start the massive invasion. There's infinite amounts to kill here and the elevator takes awhile, so make ready use of the health kits around this area. Three flares are by the elevator, one inside a fenced-off portion with supplies. |��������������������������������������������������������������������������| | NOTE: The "Zombie-que" achievement is done by lighting 15 zombie types | | on fire with torches, and this is probably the best spot in any of the | | games. It helps to find the torch locations beforehand, also, since only | | four are available. That means 1 torch has to light 4-5+ -- not quite a | | simple feat (consider saving after doing each correctly, if Gordon's in | | good health). Fires made with explosive canisters (etc.) don't count | | toward the achievement! Perhaps the best time to get 5+ is when the lift | | has already arrived. Note that progress is not noted at 5/15, but 10/15, | | so manually check the achievement to see what's up. | |__________________________________________________________________________| The elevator leads up to the surface, and the chapter's end. ______________________________________________________________________________ |���\�������������������������������������������������������������������������� �/ \ 04) URBAN FLIGHT [WK18] /_/\_\________________________________________________________________________ ������������������������������������������������������������������������ _|�����|_ |���|�����������������| EXIT___|� E| | * | Starting Point | |�HE|_| | � | Survivors' Base | ___|_|_ | | C | Crossbow/Ammo | __|H C| |P| |____ | E | HEV Suit Energy | |__ � E _|EHP | | G | Grenades | ___ _| |�| | | | | H | Health Refill | ___| | |__| | | | |_|____| | M | Magnum/Ammo | |sEP | | |EH |_| GHE | \ | m | Missiles/Ammo | | |s| | |_|E|_ | Zombie | P | Pistol/Ammo | |� |C| |__ _ |�\��� Ambush | R | Pulserifle/Ammo | ________ | �|s| | |S| | | Hospital | S | Shotgun/Ammo | |S __ \__|�| |�| | |R|_| | Flooded | s | SMG/Ammo | Trap |H| >) )> _| | | �|G | Basement |___|_________________| Lift-| |_ | � E | | | |� | Area | H|�����| | | |____| |_| The zombies now behind everyone, it's �����|�����|�| | |vvv| | time to hit the mean streets of City 17. _| H | |___| CHSm | Alyx finds that the station's exit gate | | ��|����� >>> | is broken, but Gordon can use his wits: Guardian-|S _ES _| �EH |���|���\�� crank open the supply room nearby and Standoff �|s h| P | | Hospital locate a red valve, meant to be stuck in |�EH|�| _| | the socket near the door. Once out in | �����| |Hs ( the fresh air, look for a blocked-up alleyway the |�H E�| | |S| ) gravgun can dismantle. Some Combine troops will _|� R s |G E|EHG/ rappel down from the rooftops here; when dead, |_ |_____|� ��� ��� search their remains for an SMG (submachine gun), |_ _ s _| \ a handy new rapid-fire weapon. This route leads | H| Combine back to a side street. |_ �|_ Station | Ss | A surviving medic will be fending off antlions �|� | around here, so help her out and plug up their _| |-Turret few emergence holes -- just watch for the Combine |s ___|_ Gunner lackeys who appear. Upstreet, debris blocks the |Hs___ | road, so unblock the deli's door. There are some |�| HE| trap-making Combine inside, so don't walk into |E _ |_|_ their laser tripwire! Instead, propel a physics �|G |sHE|����| object through, setting the area ablaze. To reach Sniper-|_|___ | the propane tank shutoff valve, Gordon must jump ___ |_|_ | across a long stretch of teetering pipe, which / HE|____| Ss|s | can be steadied by sticking junk underneath. With __( _________|____| no fire hazard, the long stairway to 2F is ready / s|_____ \ and waitin'. [Get the SMG ammo and shotgun on a \/�\_________ | Laser lone ledge if not done already.] |HE * _ | | Deli ���|_|_| |P| Upstairs, the zombie welcome wagon's out, plus a | | rollermine Alyx'll reconfigure to be an ally. |_______| This sucker comes in handy downstairs, where a sniper's bearing down on the street -- shoot it out into the open and it'll naturally distract the other mine (also able to switch sides), and even pick off the lower Combine if shot far enough. Avoid the sniper by leapfrogging from cover to cover, until there's safe clearance to toss a grenade (or friendly rollermine) into his window. [He can't be KO'd with regular gunfire, remember.] Alyx will leave for a bit 'round this time and pick up a sniper rifle, so it's up to Gordon to advance while she has his back. Once over the fence, some zombies come out of the two buildings. Those trying to get "The One Free Bullet" can let Alyx do all the work, like usual. One apartment leads up to a skybridge, and blowing the planks off the windows'll let Alyx get a better shot. Back down on the pavement, there's an antlion burrow that needs to be plugged; however, it's right in a turret-gunner's sights. To find detect him first, look at the elevated platform by the white car and blow the tin siding off one side -- Alyx can take it from there. |���������������������������������������������������������������������������| | NOTE: The "Live Bait" achievement is gotten if Alyx snipes thirty enemies | | in this portion, which is easiest done during the end part -- infinite | | amounts spawn from behind the (yet-unbreached) barricade. | |___________________________________________________________________________| The barricade can be breached when some enemies open the door, giving Alyx a clear shot (those trying for "The One Free Bullet" should help her out with a gas canister explosion or something). She'll rejoin when it's all clear, and opens the way to the apartment once all antlions are given a funeral. There's not much to see inside besides ammunition, but eventually one of the Combine grunts belies their position -- in this case, a combine station right around the corner! When they're dead, search the environment for a new pulse rifle and ammo. Combine will break in from another door soon after, so be ready for a firefight. Resupply afterwards and make it to the apartment complex's end, a balcony overlooking a garage's interior. Save at this point and jump down -- an antlion guardian will spring up and start wreaking havoc, for both the Combine and Gordon. Explosive barrels nearby will help inflict a lot of damage, but sprinting to avoid its damaging bumrush attacks is almost mandatory, too. Don't bother plugging the antlion pits until after the main enemy's dead since its rushing can unblock 'em, not to mention if Gordon gets hit by a car he'll be showing going to the Black Mesa in the sky. [This part's actually rather hard so don't be put out if it takes awhile to get it.] NOTE: For "The One Free Bullet," Gordon will have to use explosive barrels and his grenades, and perhaps even run around letting Alyx finish the guardian off. Do _not_ use the turret! When the antlion skirmish is quelled, a few Combine appear from the rooftops, although Alyx could take care of this all by her lonesome if left alone. The barricade leads down into an apartment's basement, and the best way to clear it is to just blow everything inside up! This reveals a floor vent Gordon's to move through in order to unlock the door here. One way leads to HEV suit refills (and a wry comment from Alyx), while the other (mandatory) one drops Gordon smack dab in the middle of a laser tripwire boobytrap! [Yes, it would take some kind of miraculous foresight to predict someone would travel that way!] Carefully get on the vent and hop across with the same wariness, 'cause Gordon gets splattered if anything goes wrong. Once in the elevator, it falls into a watery grave...or it would until Gordon shoots off the top. NOTE: Those doing "The One Free Bullet" should take special care not to get captured by barnacles, since the crowbar's not obtained yet and it forces a reset, pretty much. Now in a watery shaft, surface onto a dry ledge and hop back into the barrel room, hopefully cleared of all danger. One of the bulletproof windows was broken and can now be entered, where some supplies and a poison headcrab are waiting. The waist-high vent allows higher access to the elevator shaft, and from there, one can hop to a ladder on the opposite side. At its summit, get onto one of the beams and reach a lower vent at beam height. This leads back to the door Alyx waits by, unlocked by flipping the fusebox on. The corridor leads to a supply room with some barrels inside, so do the honorable thing and detonate all of 'em. A little while later, the door atop the stair blows up as Combine storm in. The upstairs room they came from has the power cord to the downstairs barrier (gravgun = unplugger), plus a little ammo and a crossbow! This item gets little ammo but is perfect for sniping, since L-Trigger acts as a zoom-in function. The fresh air should great Gordon's face a second before a flurry of bullets does, and the gunfire outside tells of a constant struggle. Advance toward the battle and some Combine will kill a refugee on a catwalk, dropping his RPG down to the sidewalk (pick it up, duh?). Once all enemies are cleared from the road, a refugee will open the back-alley path to where the refugees are held up. [If y'played through Half-Life 2, this place should be eerily familiar...] Halfway up the haven's staircase, a headcrab rocket blocks the way, forcing a detour through another side of the place. A few zombines later, there's a living room with a hole in the floor -- walking over it will drop Gordon into a room full of zombies (hugging the wall nearest the blocked-up door prevents this from happening). Then, simply go upstairs and Barney'll talk for a bit before -- once again -- giving Gorden a crowbar to use. Cross the skybridge to the other side of the street when ready, and work upwards against the zombines and poison headcrabs. The reward's a second skybridge, leading over the previously-travelled street to the hospital. A few combine herald the arrival of a gunship, which can easily perforate the protagonists, so make a run for safety! The hospital's sterile hallways are now a hangout spot for Combine and their zombie cohorts, not to mention the gunship peppers the corridors with gunfire (via windows) every chance it gets. The first long hallway will require crouching to avoid the predator outside, so take it slow and steady -- it's one of the few stretches where Alyx can actually die! At corridor's end, the stairway to the attic... Up there, it starts a boss fight with the gunship. Someone who's played the entirety of Half-Life 2 should be a pro at this! Basically, take out the RPG and get a bead on the ship; once fired, hold the reticle on the enemy to make sure the shot hits. There's about a 01% chance of success without doing the follow-up part of the launch, so don't forget! There's plenty of supplies and infinite rockets around, so keep mobile on the basement. Good opportunities don't really come until the gunship blows the top off the roof, so it'll take awhile. [Alternatively, use the missiles to blow up the wooden walkways and roofing yourself.] It takes about 6-7 well-placed hits to defeat the nuisance. When the gunship splashes down, a few more Combine blow through a locked door on the ground floor (/rhyme) so use missiles to take 'em out; then, resupply before leaving down the boobytrapped hallway. Alyx deactivates the barrier and finds a shotgun, which she'll use with impunity -- and it still has unlimited ammo! There's not much to say about this straightforward portion, besides, if enemies are behind a locked door, killing another enemy (event- -related) will make them burst out. Not that different from what usually happens. Eventually the duo will come to a hole in an operating room's floor, which cascades Gordon into a flooded portion when he jumps down to look. Surface from the muck and kill all poison headcrabs and barnacles, just to uncomplicate things a bit. Notice that the long stretch of walkway dips into the water when pressure's put on the end? That's bad. Locate the blue barrel (this floats) and stick it under the walkway -- now it should hold Gordon's weight without throwing him into the sink. This is necessary because, when the power switch is flipped, the door across the pond opens and the water becomes electrified! Thus, the way to get across is: (1) jump from long part of walkway to tiny part (2) leap to gray concrete marker in water (3) run along rust-colored pipes (4) jump to tiny booth, then leave out its window to door. NOTE: Those doing "The One Free Bullet" probably find this part annoying, since barnacles drop down from ceilings at inopportune points, forcing a player to shut off the switch (de-electrifies), kill them, then redo it again. This happens at least twice. Back upstairs through the decaying ward, Alyx rejoins after having her own troublesome time. The new route's through a room with flames in it, and once the team drops down, it's time to gut some zombies. Another rarefied poison zombie shows up here, just to make things annoying. Use the hopper mines to help mitigate the dual-entry invasion. Afterwards, through an exam room's a corridor guarded by 2 turrets. The walls' indentations help shield Gordon from the rapid-fire fury, but zombies outbreak just in the nick of time...to screw things up. Be careful when progressing closer (the turrets will fire indiscriminately). To bypass the problem, unplug the barrier with the gravgun and sprint past. This ends this loooong chapter. ______________________________________________________________________________ |���\�������������������������������������������������������������������������� �/ \ 05) EXIT 17 [WK19] /_/\_\________________________________________________________________________ ������������������������������������������������������������������������ Down the hall, everyone finally makes it to the trainyard. Barney'll be right nearby and lead Gordon to the survivors' hidey-hole. It's up to Mr. Freeman to lead everyone to the train station safely. This final chapter is basically split into two parts: escorting and escaping. PART 1: ESCORT CITIZENS ����������������������� The basic rundown is Gordon'll lead his squad (fighters, medics) through the trainyard, into the station, and past the turret position eventually taken up by Alyx. This is repeated 5 times with different-sized groups (4,2,4,2,2; 14 total) which can be helpful or detrimental. The trainyard has an infinite missile box that Gordon should be heavily reliant on, especially if going for "The One Free Bullet" achievement; the station may have Combine drop through the upper windows and fire on the survivors. The spot behind the turret is safety and nothing happens beyond there, although a .357 Magnum -- the first in the game, and last weapon obtained -- can be found on a box there. Here are the changes that happen with each group: 1: No Combine appear at all (low road taken) 2: Combine at both locations (low road taken) 3: Sniper in trainyard, trainwreck in station (high road taken) 4: Missile vehicle, Combine attack @ low door in station (high road taken) 5: Elite Combine + manhacks in yard |���������������������������������������������������������������������������| | NOTE: Saving all citizens gives the "Citizen Escort" achievement, so make | | sure to pay attention to who's with. Even one Combine grenade can kill a | | NPC if it hits 'em square, so be cautious and take headcount often. | |___________________________________________________________________________| Friendly hopper mines WILL help out here, so place them early in the events to kill Combine during the final stretch. When all are done, the train leaves and Alyx/Gordon will agree to take the next. PART 2: ESCAPE CITY 17 ���������������������� It's time to search out another working train to use! While navigating the lower platform, crank open a garage door to let Alyx through...except the door slams shut, forcing Gordon to make his way solo. Since a strider arrives at this time, take cover until an explosion opens a new way across from the garage door. Two Combine will rappel into sight but a laserbeam should kill at least one there. Through some supply boxcars, the second story can be reached. It's as perilous as the lower one, so crowbar on through, taking care not to be stung by a poison headcrab out in the open. The boxcar-cum-ramp used to reach 2F can reach 3F once Gordon's in position to walk on its roof. Reach a supply catwalk here and perhaps quickly leave, since the strider's fire will surely ignite the flammable barrels and dwindle Gordon's health (even though there's a health machine there...meh). This very catwalk is the key to getting to the other side of the garage door, although the way has to be done slowly since it's dotted with hopper mines (which can be flung at high-up Combine to get rid of 'em). Duck to use the meager metal siding as a shield, too. Once Gordon's jumped the gap, ending up on the other side of the garage door, he'll land by a large boxcar. However, this is not as safe as it seems -- the laserbeams will gradually push it to the wall, squishing our protagonist if he's too slow-footed. Jump down to the landing alongside a train, waiting for the strider to accidentally kill the two Combine who appear (this always happens). Near where the fence ends, a gap in the train lets Gordon cross to the opposite side, which provides better cover and has a ladder up to an infinite missile box. Wanna take the strider out? Do y'have a choice? Nope! It takes about 8 shells to finally die. Ahahaha, DIE DIE DIE. Err... Descend the final ladder, rejoin Alyx and blow this joint once and for all. "The One Free Bullet" and "Escape City 17" achievements are obtained at this time. _________ _______ _______ _ ______ _ \__ __/|\ /|( ____ \ ( ____ \( ( /|( __ \ ( ) ) ( | ) ( || ( \/ | ( \/| \ ( || ( \ )| | | | | (___) || (__ | (__ | \ | || | ) || | | | | ___ || __) | __) | (\ \) || | | || | | | | ( ) || ( | ( | | \ || | ) |(_) | | | ) ( || (____/\ | (____/\| ) \ || (__/ ) _ )_( |/ \|(_______/ (_______/|/ )_)(______/ (_) ______________________________________________ ______________________________/ V. HALF-LIFE 2: EPISODE 2 WALKTHROUGH [COM3] |_ ������������������������������������������������������������������������������� 01) TO THE WHITE FOREST [WK20] _______________________________________________________________________________ ������������������������������������������������������������������������������� _______ |_ \ |���|�����������������| \/ /_ ) | * | Starting Point | ( ( | |�\_ | 1 | Comm Building | |*| _| | 2 | Trainyard | |_|__ _/ | 3 | Mine Elevator | | | | 4 | Tunnel 1 Entrnc | _| | EXIT | E | HEV Suit Energy | |E | _______| | | G | Grenades | ___ �| |_ | _ ___| | H | Health Charge | |_ H|�����| | |___ | | M | Magnum/Ammo | |1 ___________| |G ___|_ | P | Pistol/Ammo | _ _ ___ |_ | | | | |_ __________ | S | Shotgun/Ammo | | | | |___|H|_ _ | |_| | | S_ ____| |___|_________________| | 2 | | _____| | ___| | | |_| | |_|____ ) H| | _________| | _ ___| S| MPGS| ____/ _| |_|_|_|_ _______ | ' / �|_| | ( (____ |_ |3 | |PPE _ | |___M ( HSE | |S|� \ _ | | | | | |EH | |4| (___\____| |H| \/ |4| |___|___|_|___| � |_| After the harrowing escape from City 17, the train gets mangled and hangs from a railway bridge like a tiny chrysalis. Gordon can escape by moving down the interior, although lefties may want to take this chance to change the thumbsticks option to "southpaw" in the Controller menu. Alyx busts open the final car's door when approached and our protagonist can get reacquainted with the Gravity Gun. Using the new device, open the nearby boxcar's doors and see what's become of the Citadel, once y'jump down. Following, the mesh gate blocking off the mine will have fallen. Inside, look for some suit recharges around the hole (the antlion corpse nearby alludes to dangers yet unfaced...) and jump down when ready. Around the bend, some normal zombies will be crawling around, and quickly dispatched by Alyx' infinite-ammo handgun (use physics objects nearby to kill the stragglers). There's a communications building outside, and a mandatory teleconference with White Forest plays out...once Gordon uses the gravgun to stick a hanging plug into an open socket. NOTE: If Gordon plugs in the cord too fast, Alyx may not come down from the platform and the player'll have to reload (not from autosave, though, since the game overwrites when it's plugged in). ___________________________________________________________________________ | NOTE: The "Little Rocket Man" achievement starts here, if the player's up | | to it. Locate the (indestructable) garden gnome underneath a platform by | | a door, and decide if y'wanna carry it until the sixth chapter's reached. | | Since it's a physics object, not an equippable item, lugging it around is | | a hassle. Playing the game once first may be a good idea...just sayin'. | ��������������������������������������������������������������������������� Once the reunion's over, it's back to the mines. There's some health boxes and a poison headcrab, plus a blocked mine cart. Clear away some of its beams to send it careening into down the slope -- the way to the trainyard's open. Bypass the fence by jumping the cliff, then use nearby ladder access to get onto the station's roof. Through the hole there, activate the gate opener & use the trapdoor (gravgun the holder out) to get back outside. Unfortunately things don't go as planned, and Gordon will have to fight while a vortigaunt carries Alyx along. Normally he'd be an invincible ally but with his hands full (literally) he can't do anything important. Anyway, the gate's open so make way to the service elevator. Jump inside and pry the crowbar from 'tween the gears, which lets Gordon reclaim his bashing weapon while simultaneously plummeting the lift to the bottom. This new weap is good for breaking crates and some of the smaller enemies, too. Continue through the deserted buildings until coming to a crankvalve-operated lift. The real stop is the next floor up, although going a bit higher shows a suit and health recharge in a crack (use gravgun). There's a [Pistol] on a shelf around this area. The hole here sends its antlion maker scurrying away. Pursuit to a rickety shaft, at the bottom of which is a poison headcrab -- hooray! Unblock the pit overlooking the water and spy some fluorescent grubs. These provide small health refills when killed and there's an achievement for killing all of 'em (333) in this and the upcoming level, so always be on the lookout! [Always look around before jumping in huge holes; check ceiling niches too.] At the watery bottom, surface into an antlion-built tunnel filled with grubs. This will be the norm for awhile. Follow to its uneventful end, a drop-down point into a manmade tunnel. This will be the first encounter with acid antlion workers, which are like normal antlions except they spit long-range blobs of acid and have more constitution than their lessers. These guys show up again down the way, although a workbench provides a few new weapons: Grenades and a Shotgun. Make sure to kill the grub hidden inside the locker if you're goin' for that achievement! Down that hole's ANOTHER new weapon: the .357 Magnum. This thing is a killing machine but ammo is scarce, so save it for a pinch. This miniscule tunnel travels beyond the mesh fence, giving more access to the caverns. ...and this of course means more acid antlions! Prepare to chuck rocks and debris at their head (in the interest of ammo conservation) and trek through the wrap-around path to a watery cavern. Gordon'll have to submerge here to reach the other side, but make sure to crowbar open the underwater web cache -- there's an achievement for breaking all (9) of those too! NOTE: The Pinata Party achievement never resets, unlike "Get Some Grub", so any found in previous playthroughs still count. [This will be evident since no update shows up when they're broken.] Through the tunnel, one learns that antlions can't swim -- this means using the gravgun to push 'em in is also an instant kill, so long as they're not in too shallow of water. Also an instant kill, letting them get caught in barnacles -- the ceiling creatures whose long tongues hang down. Continue the destruction to the next watery pond, which leads to a looping passage with three acid workers (shotgun 'em). This is the last resistance before going down the tunnel and ending this level. _______________________________________________________________________________ ������������������������������������������������������������������������������� 02) THIS VORTAL COIL [WK21] _______________________________________________________________________________ ������������������������������������������������������������������������������� _______ ___| _ |_ |��������������������| | _ | |S ___|______ | MAP: UPPER CAVERNS | | | |___|M|___/ | |____________________| _| | |______/��� | | _| _ (__ ���| | | #3 |E|-#4 | |� _| |___/___|H|_ ) ) |_______E ___ |___/ / ___| PsHS| | Gs/ #1-/ S ��� _| |�� /*/������| | _| Weighted �� #2-|_| | Lift \___ _| | |���|�����������������| _| |_____ |s _| | * | Starting Point | |_ ___ _|_| | | E | HEV Suit Energy | | |gSE ___| | G | Grenades | Cart |___ |_|___| | H | Health Upgrade | Trap _| | | M | Magnum/Ammo | ___ \___| _| | S | Shotgun/Ammo | __| | |SE _| | s | SMG/Ammo | | __| | ���| |_ _ |___|_________________| Station |__ | | _|_ | ) ) Fight ___| | |_ | | |�|__/ | \_| |__ \ | |_ | ___/ | Burrow |_ S H __) \|_s |_| | | | | Entrance | ___|s e | _|_| |___/ |G|_ |����������� |_____ | |GH | |s|��) )�������� | | | �����|_/ / EXIT �|� S S/ �|_|���� PART 1: UPPER CAVERNS ��������������������� Upon dropping down into the defunct mine tunnel, the vortigaunts' camp is found, and two refugee members are there. Going down to meet Alyx starts the antlion invasion, so before that, run around and put hopper mines (they're in those open-container dumpsters) around the four nearby tunnels -- this is a small help in the upcoming fight. When Alyx is met, a refugee asks Gordon to help stave off the antlion hordes. Each tunnel has a sensor, similar to a traffic light, and a red light tells how great the antlion threat is -- one light is a minor attack, three a major. The positioning of the ally sentry guns is the main way to kill these pests, and Gordon'll have to pick which tunnels to put them in. [All antlion types are normal, not acid.] Put them at the entrance, not inside, for the best effect. No point in having them get knocked over or anything. The refugees are invincible for this portion of the level, so don't worry about their welfare. Also make sure to pick up the SMG down by Alyx because there's an infinite-ammo box up by the forklift (and a similar box of shotgun ammo across the way, too). The tunnels each have random numbers assigned to 'em but I just numbered 'em #1-4 on the map for easier use. Here's how best to deal with the waves. ____ _________ ____________________________________________________________ | WV | TUNNELS | DEAL WITH... | |����|���������|������������������������������������������������������������| | 01 | 1 | Put a turret in front of it (no need to use own ammo) | | 02 | 2 | Put a turret in front of it (no need to use own ammo) | | 03 | 4 | Put both turrets in front of it (stage-2 alert) | | 04 | 1,3 | Put one turret in front of each | | 05 | 2,3,4 | Put a turret in front of two, Gordon defends the third | | 06 | 2,3,4 | Turret at #2 & #4, Gordon defends #3 | | 07 | 1,2,3,4 | Put both turrets down by vortigaunt (forced bottleneck) | | 08 | 1,2,3,4 | Put both turrets down by vortigaunt (forced bottleneck) | | 09 | 3 | [vortigaunt allies appear to help] | | 10 | 1,2,3,4 | Defend where y'can (stage-3 in all tunnels) | |____|_________|____________________________________________________________| Shotguns are best for dealing with the masses, so remember to refill ammo in the downtime. Also, together the refugees should pack enough firepower to act as one "turret" in their own right, so if they're holding down a tunnel with a lot of activity, an extra turret helps them out faster. Speaking of which, the turrets start breaking around Wave #08, so if a player struggles to get through, let the invincible vortigaunt allies shoulder most of the load. [If Gordon's low on health or something, he can hide on the upper platform and avoid getting his hands dirty for the most part.] When the mess is finally over, the related achievement is obtained and the vortigaunt will ask Gordon to accompany him onward. Get supplies and continue through Tunnel #3, which has a new entrance. NOTE: Are you still carrying the gnome from chapter one? Don't forget it! In fact, the gnome can be left by where Alyx is lying, letting Gordon pick it up on his way back (effectively skipping the rigamarole of carrying it through the upcoming tunnel network). The new tunnel shows the reappearance of grubs and acid antlions, although the vortigaunt's mystical powers can either kill them outright (close-range) or flip them onto their back, exposing their soft underbelly (long-range). Either way, he can do most of the work here -- and because of that presence, there's little difficulty, besides finding web caches, squishing grubs, and maybe toting that garden gnome around. Eventually the antlion's burrow culminates in another manmade tunnel, this one partitioned by mesh fences like those prior. There are zombies blocked by a boarded-up door but the gravgun fixes that problem easy -- Gordon's helper's attacks can penetrate through that obstacle, by the way. The room adjacent leads to the weighted lift's highest point, and where the vortigaunt remains for awhile. NOTE: Be careful around the covered shaft (by the health boxes) as Gordon can fall in, losing his gnome! [Yeah, you can reset but it's still annoying.] To move the weighted lift, throw all manner of debris in there, particularly the steel beams, until it finally descends. It's best to leave the gnome up above, as it can be picked up again soon. [If the lift moves w/o Gordon, he can still make it down using the ledges, albeit with a bit of damage.] At the bottom is a short corridor leading to another lift, and the first living zombine -- basically a Combine zombie -- which demonstrates its main attack, a kamikaze grenade rush. This time it won't come to an end, though. There's also a few normal zombies and ammo (mostly SMG) too, but mostly it's about the elevator. This one is console-controlled and ascends when the switch is hit, but Gordon won't have enough time to rush there and get on... normally. The trick's to pile heavy equipment on so when activated, the lift can't move; then, get on and knock junk off to reach the top again. Unlock the gate after some zombicide (get it?) to reunite the twosome again. [Pick up the gnome, too.] The next tunnel bifurcates a bit. Both paths have a mine cart that slides downhill when disturbed, but only the shorter branch's cargo boxes disappear completely (into the abyss) -- the longer branch's heads straight for Gordon and company. This also starts a minor antlion/zombie co-op invasion, so don't be caught off-guard. The ladder at the end leads to a loft containing a cement mixer, which needs to be knocked away (repeatedly with gravgun) to enter the hole it blocked. This starts a mine ride into a waterlogged pit -- but it's the burrow offshoot above that's the real destination. NOTE: For the gnome-carriers, it has to be brought along for the ride, else it's left behind a partition and can't be claimed! The gnome sinks, also, so have fun trying to find it at the dark bottom... =/ Get the suit recharges before heading into the burrow, which is uneventful and meandering (lots of grubs to shoot in the cavern's above niches though). The path ends in a drop-down to a fueling station, which has a machine that pounds the ground -- this was first found in Half-Life 2, and its purpose is to annoy antlions and not let them get closer (basically a safer haven there). A large-scale fight breaks out here, with both kinds of antlions and zombies doing their subterranean hoedown. Gordon's a sitting duck amidst the buildings so jump up to the ladder by the pounding machine and get a bird's-eye view -- there's a stockpile there, too. NOTE: Explosions here can knock the gnome around, perhaps into the abyss, so put it somewhere safe, like a dead-end tunnel or something. When the party's over, summon the lift and ride it when possible -- it does cue another antlion outbreak, after all. Above, the way leads around to a small stopgap building and then another mini-tunnel where the ancient antlion guardian shows up. Take a good look 'cause he's going to be causing a ton of trouble very, very soon. A ways down the line, shoot out some planks propping up a mesh fence to get behind. The end of this tunnel system shows a defunct service elevator, whose shaft opens into a red-tinged air duct. Gordon will have to leave his helper behind and jump down to it -- it's one-way, obviously. To get past the fan, shoot out its obstacle, and gravgun its broken flap to the bottom, giving clearance to duck through. Kill the grubs 'round the vertical, cobwebby burrow before jumping in. PART 2: LOWER CAVERNS ___________ ��������������������� _____ __/ __ _ _| _| _ | |HE\/_( H_/( (_ _ |���|�����������������| | |_| |_|�)E__ \�\ \ �) |_ | * | Starting Point | __| |___ __/ / \H ) \___ | | � | Safety Tunnel | ___/ _ |_ |_____/ \_/ _| |_ 1st | E | HEV Suit Energy | / ( |�H ) | _ | Guardian | G | Grenades | / /�( (_ ��� |_ _|-Appearance | H | Health Refill | ( (_H ) |-To Final | |___ | M | Magnum/Ammo | | __/ ,_| Tunnel | H)_ | P | Pistol/Ammo | |_____/ ( ( ) |__ | S | Shotgun/Ammo | ( |_| ) \ _ | s | SMG/Ammo | (_____)___)P)_| ( |___|_________________| (____ \ \ ___/ After the exhilirating falls into the water, get yer bearings/gnome & \ *| break through the submerged, web-blocked tunnel to reach the other side \E| of the stalagmite barrier. The yellow burrows must be crawled into, which � seems inconvenient now but will provide an unreachable haven for the guardian coming up (a "safety tunnel"). Crawl through and drop into the rocky tunnel occupied by three acid antlions, easily dispatched with a few shotgun blasts. When finding the next drop-down point, save and do so. The antlion guardian appears here! Unlike its puny brethren, this sucker can move lightning-quick and has bumrush attack, whose knockback is so severe it can toss Gordon off cliffs with ease. When it appears, let it ram into the natural pillar, then sprint (with LB) past it and into the nearest safety tunnel. NOTE: Sprinting isn't possible while carrying the gnome, so Gordon will end up taking needless damage in this section. For best use, carry it with the gravity gun only -- this lets him blast it into the safety tunnels and he can sprint after it, perhaps evading the antlion's headbutts. NOTE: Spending time in the rocky tunnels alerts the guardian to Gordon's present location, even if crouch-walking. Because of this, it's best to leapfrog from safety tunnel to safety tunnel, avoiding its wrath. After getting through the next three safety tunnels, Gordon will come upon an open cavern with a circular walkway (cliffs on all sides), from which the guardian appears from the opposite direction. Bait it into going around one side, then sprint to where it came (like before), barely making it into the next safety tunnel. The guardian's neurotoxin makes things harder than normal! NOTE: For gnome-carriers, this part is a lot harder. The only way to safely get through is to shoot the gnome up the tunnel (where antlion first shows up), sprint to it, pick it up, shoot it once y'round the corner, then make for cover. As long as the gnome's within suction distance, it's good -- there's no way to get back to it if it's around the corner mentioned above, though! Guardy will block the way... =/ The final tunnel takes a little fakeout to work (unless you immediately go to the entrance right after dropping down, but that probably won't work). First, enter the final safety tunnel, in the middle of the circular corridor. The exit is a boarded-up mine entrance, and the antlion is on it like white on rice. The fakeout is as such: approach it from the nearest way -- by the water puddle -- to lure it nearer, then go through the tunnel and take the opposite way to the entrance. Gravgun off the boards for quickest use, then jump inside. NOTE: Gnome-carriers can do the board removal part easier by shooting the gnome through a gap in the shaft, then jump in after it. Once the boards are clear, the antlion tries to attack, and a floor cave-in will save Gordon's bacon. [Make sure the gnome fell down!] At this point, on the map, the player should be in the part marked "to final tunnel," which is not shown there because it's so short. The final area with enemies is an abandoned digging environment, and the only enemies are headcrabs that fall from web caches. [Speaking of which, the Pinata Party achievement should be obtained here, if all have been done.] There's a lot of ammo refills here, so don't be shy about busting things up. The elevator regains function once Gordon pulls a cog off a puddle's machine, although a barnacle's tongue conveniently slides down in front of the lift to spite the player. Once the vortigaunt rejoins, he'll juice the generator down the path. This also gives access to the final grubs, which will complete the "Get Some Grub" achievement if one was dutiful. Once the honey...err, larval vortessence is obtained, return to the elevator (got gnome?�) miraculously connected to Alyx' slab. It's mandatory to stand next to her, by the way. A few scenes later, she's up and running like her old self. Before riding the lift outta this dingy dungeon, harness the lab's remaining supplies 'cause it can't be revisited after. _______________________________________________________________________________ ������������������������������������������������������������������������������� 03) FREEMAN PONTIFEX [WK22] _______________________________________________________________________________ ������������������������������������������������������������������������������� |���|������������������| | * | Starting Point | _/������������\_ | # | Bridge Start/End | ( P _| | E | HEV Suit Energy | \_ __| |____| | G | Grenades | Battle w/ | |__ _| | H | Health Refill | Guardians ) EH | | | | M | Magnum/Ammo | \/ _�� S| |*| | P | Pistol/Ammo | ( |SGH| | � | R | Pulserifle/Ammo | Stairway ___|_ � � |_ | S | Shotgun/Ammo | Access ___| ___ _| | s | SMG/Ammo | _ _ _ _|_ ___| ___| |______| |___|__________________| | |_| | |G R| | |___ _____ _| PH|___| |_ _| ___________| | | | |___|_|___| | HGRE| | _ _____| | | EHGS| P |_ �|�|� | _| | H M | | _| ����� |���| | | | |H| |_ _| |_ |s �������|� P | | G _| | | |_| |_ | |_| |����� | |_____| P_| | | | |P | H | TOXIC |_ HGPS |_ | |____________ (#########|_____ | |_|_| WASTE | | |## EXIT \ | H | | |_ ___| ��� |������������������ ) | | |S|s _ | �����| | | PS H |___| | � S | |_________|_____|_|_|_| ���|_____| Hello, sun! Haven't seen y'in awhile. At long last, the game's spelunking portion is over, the quest to White Forest's base can recontinue. The enemies on the bridge have their attention elsewhere, so for now, the team can move under the radar. There's a little ammo around here, in preparation for the antlion invasion that takes place around the pounding machines. Ignore them for a moment and move to the p-machine farthest away, surrounded by a scrap- -metal fence. [This is a good place to drop the gnome.] Approach the dual cave entrances nearby and two antlion guardians, furious from the prior theft and larvacide (haha), will now attack the team. The good news is they can't enter the fenced-off area, making them sitting ducks for firearms and gravgun-thrown explosive barrels. Their only retaliation is to hit straggler within range and headbutt cars around (which does heavy damage, if not an instant kill). Be careful until they're all dead! Alyx will be rather winded at this point and doesn't assist, to wit. [The "Twofer" achievement is obtained for finishing this section.] NOTE: The fenced-off area is safe 95% of the time, but beware! Occasionally the guardian's aim will be perfect, allowing them to careen a mine cart through an opening or, rarely, drop a cadillac right into the cage via long-range trajectory. The latter is quite impressive but deadly if not recognized beforehand. [Barrels they throw don't explode in this manner unless Freeman's shot them, so good aim's a double-edged sword here...] With the antlions last-ditch effort curbed, it's time to get a move-on. Find the elevator apparatus by a mine entrance and -- expectedly -- it doesn't work. Climb up the scaffolding and jump into the lift, solving the movement problem by unwedging the pickaxe in the lever. The covered corridor to the refugees' camp is easy, and when they're found, Gordon finds a pulse rifle laying around. [As a funny aside, look onto the bridge and see who's walking on it...surprise! If you haven't seen any of these sightings before, they're in a lot of places... :D] It's settled: the vortigaunt will wait with Alyx, who takes up the sniper's nest and will assist Gordon as he crosses the facility grounds to the junker (i.e. getaway car) stuck on the bridge. It won't be easy, but it's probably a welcome relief after fleeing the antlion guardians for so long. NOTE: A player can leave the gnome by the console here if they don't want to take it all through the level, which, on one hand, is smart since it's easily lost, dropped, etc. The downside is there's only a short window to collect it at the end. For best effect drop it by the console or the gray door left of the console. Worried about losing the gnome? At least make an extra save at this point, then. TO THE BRIDGE... ���������������� Gordon's trek starts when Alyx unbarriers the barrier nearby. Up the stairs, a boarded-up entrance is hidden by some laundry (?) carts. This starts a meandering procedure downwards, where entrances are hidden by debris, doors opened by enemies (poison zombies already? yuk) and boarded-up holes needing undoing. This stairway/elevator access area leads outside eventually, at least enough for Alyx to demonstrate her sniping skills, which are invaluable in the long run. At the bottom, there's mostly just barnacles to deal with. The warehouse next- -door has a gas trap (remember from HL2?) that burns anything coming through, but can be deactivated by shutting the propane tank's valve. A side staircase has a room with supplies but the lights go out once inside and the "dead" zombies surprisingly reanimate. It's surprising because even if y'throw an explosive inside, they seem dead; it's event-activated revivification, yo! This same staircase leads outside to a locked door, but don'tcha know the gravgun can lockpick anything? Haha... Through the skinny alley, Alyx' well-placed bullets can take care of the zombie chaff, so don't waste any ammo. When the foes here die, a poison zombie breaks down a lower door, letting Gordon get through the explosive-filled warehouse. Hint: shoot and duck for cover. Back outside, look for a pulse rifle refill and one of the best physics weapons in the game: the sawblade. These instantly kill zombies they hit, but since they pass through 'em, they get lost easier than, say, a giant barrel. Make sure to carry it up the ladder 'cause it's ridiculously awesome. Sure beats holding a gnome... =) Alyx' trajectories suck for the next warehouse, so gravgun off the corrugated tin sheets (shiny ones are applicable) to help out. Once she's picked off the zombies, jump down and prepare to fight 'em off yourself. There's an elevated platform inside but it quickly collapses, so don't be underneath! This fight isn't that hard but the poison headcrabs + swarming enemies doesn't spell fun times, so prioritize the kills. The adjacent warehouse requires a lot of crawling and precision jumping. Kill any foes before they can hide under the shelves, then activate the forklift. Using the same shelves, climb up and use the gravgun to stack junk onto the hydraulic lift. This gives access to a vent which, when exited, drops Gordon near the first of many toxic waste pits. As one may have guessed, our hero's damaged when wading in them, so he'll have to (1) use debris and step on it (2) jump across if normal (3) dash through if that's the only option. It's worth noting that vehicles aren't damaged in this manner, which'll be useful for the upcoming chapter. The pit's not that hard to get through, but incumbent zombies go undetected until Gordon disturbs 'em -- naturally they're not damaged by the caustic byproduct. Take use of Alyx' sniping skills while y'can 'cause Freeman's out of range mostly when he hits the 2nd (and final) toxic waste pit near that location. Note that the cars here provide only temporary shelter -- too much weight makes them sink, and no weight makes 'em rise. Use the gigantic spools as platforms, moving them with the gravity gun. Alyx can take care of some zombies but don't rely on her 100% like before. A ladder leads up toward the bridge, but don't forget to stop by the two trailers and collect supplies, mostly health and magnum bullets. Watch out for a few straggler zombies, the last of the level. Once on the bridge itself, a small portal storm will shake the area, causing the midsection to nearly fall into the toxic gunk. Before even turning on the ignition, Gordon will have to correct the situation. First, use a nearby ladder to get near the semi trailer. Save and jump to the midsection via the nearest rusty girder -- use the one near the semi and Gordon will get a quick trip to his doom. To make the bridge tip towards the junker, thus providing a ramp to the other end, gravgun the wrecked cars off the far end...or, just do that to all the cars. Either way, jump back down to the ground (may take minor damage) and get back up to the car. Get used to its controls, point it towards the opposite end of the compound, and drive onto the midsection. To make the ramp jump, use turbo (press LB) -- without it, Gordon's training course comes to an abrupt, hilarous end. Once across safely, enter the security booth by Alyx and flip the switch to draw them out. NOTE: If you left the gnome by the console/area, there's a tiny window of opportunity to get it: from the time the switch is hit from the time Alyx leaves. Leave some unbreakable debris (the metal chair in the security booth works) by the gray door, and when the switch is flipped, sprint there and stick it under -- this prevents the door from closing, and by crouching, Gordon can suck out the gnome. As far as I know, there isn't enough time to gravgun it out regularly, but hey, it sure beats dragging it through the level! Alyx rides shotgun for the next level, and the vortigaunt ally leaves for the rest of the game. The gnome doesn't have a stored position for transport, so a player will have to stick/jam him into a space (backseat, between seats, etc.) and frequently check to make sure he hasn't fallen out due to hairpin turns. Hey, no one said it'd be easy... _______________________________________________________________________________ ������������������������������������������������������������������������������� 04) RIDING SHOTGUN [WK23] _______________________________________________________________________________ ������������������������������������������������������������������������������� ,-'��'-. Farm |�������������������������������������������| (_ |___/____ | NOTE: Highway map portions are simplified | | | |___ __ | | and don't show ditches n' stuff. Use your | (_ |sHE| CGH| | | imagination for those types of things! | ___ __| |��� �� | |___________________________________________| ( \_ (���| |���� \ \_ \ \/ | | Train Tracks Heli Battle | END | \_ \ \ ) _| |_ ______/_____________________\_____| ___| _) )_/ |_ _| __ s__ H Hs \ H E _| ___|_ _|___ |H /�\ �� /������ / ___ |_ | ___ ___ | ��������������� ��/� ��� /|_ |_|____| | |HE | |___| | ( (�������� |_ _| Comm -| |s | |HsP| | ) ) ____| |__ Tower | ��� ��� | _ _ ( (______/ __|__ | ��( _____/�����) | | \_________________| \____ �� ( | \_ _) ) ( ( |���|�����������������| |���|�����������������| \_(_ ( ) ) | * | Starting Point | | E | HEV Suit Energy | \_ ( ( | G | Grenades | | H | Health Refill | \ |*| | M | Magnum/Ammo | | P | Pistol/Ammo | � � | R | Pulserifle/Ammo | | S | Shotgun/Ammo | | s | SMG/Ammo | | C | Crossbow/Ammo | |___|_________________| |___|_________________| On the road again~~! This level will be vehicle-oriented, letting Gordon and Alyx hit up a certain stops before continuing again -- it's like a successor to the "Highway 17" HL2 mission. Either way, there are no enemies for awhile so get used to life in the driver's seat, as y'work up the road, down the creek, and toward the comm tower on the hill nearby. NOTE: I'll only mention this once -- always make sure the garden gnome is within the cab somewhere (if you're carrying it)! Put it somewhere in plain sight, like near the gearshift, and periodically look over to be sure it hasn't fallen out...and it will fall out unless it's been stuck into the roof somehow (glitch). Fast movements and bumps work against a player here, so try to put the gnome somewhere safe, like near the gas pedal. Once the facility grounds are reached, save and enter the nearest, unfenced building via the backdoor (zombine imminent). The video conference equipment has no juice, so it's off to find the fusebox! Visit the largest building and mount its roof via the dirt pile 'round back. Once through the roof hole, Alyx will station herself above while Gordon tinkers around. The basement's power solution is easy to fix: there're two cords, long and short, and their initial positions have to be switched. If plugged in right, the lights should come on; if not, a broken cord will flop about, signalling the wrong socket's been used. Power the lift to get back up. A prowling hunter -- y'know, that weird mechmonster that attacked Alyx a few chapters prior -- will be sniffing around the area at this point, and finds a partner to bust down some doors/walls. These annoyances can be defeated by gunning 'em down, but perhaps a quicker way is to use an unexplosive physics object (like a radiator) to absorb its flechette projectiles, then throw it back for an explosive kick. This method's also the way to get the "Payback" achievement, so now's a good time to try it out. If that don't work, sling some of the gas barrels around. Once all three are dead, use the hedgework to get out of the warehouse's area -- the final two attack here. Before leaving this area, supply up and use the indoor transmitter to get word to White Forest about the events. Alyx opens the gate, and the open road's nice and quiet for awhile. The next notable stop is an abandoned farmhouse. After exploring the barn and finding a hatching device (use gravgun to suck out energy orb), some Combine troopers will...uh, barnstorm the place, so be prepared for a skirmish. Luckily, the sweet [Crossbow] weapon is picked up here, and is notable for its long-range sniping capability with the L-Trigger held down. [It's so cool, hit enemies will be carried by momentum and pinned to whatever solid object's behind 'em!] Ammo for it is few and far between, so it's not as useful as, say, a shotgun on this end. More Combine and a hunter are outside near the farmhouse -- the game autosaves when they're all dead. ...and then a hunter chopper spots everyone. ############################################################################# NOTE: This next part is particularly annoying for gnome-carriers, as one'll have to drive/maneuver fast and the chopper can actually shoot the li'l guy out of the cab, making this part ridiculously lame. There is only one prudent way to do this, and it's by "punting the gnome" -- basically shooting it with the gravity gun, driving up to it, and repeating. Always keep two saves here, in case the gnome is blasted out of the map, onto a bridge, etc. One helpful thing is the player can ignore the gnome for a bit, drive into the first dark tunnel and proceed until it autosaves; then, backtrack and collect the gnome chopper-free! Note that neutralizing the chopper and THEN going back is not an option (I've tried) -- y'gotta bring the gnome to the chopper fight. ############################################################################# So, with a heli on the vehicle's tail, the only way to survive is to gun it to safety...which happens to be a long ways away, through an abandoned train yard. The enemy is equipped with a rather accurate chaingun (less accurate when moving at high speeds) and a mine dispenser, which drops the suckers out of its bottom, forcing Gordon to evade. Proceed through quickly, running over any zombies that get in the way (avoid barnacles or they'll suck Gordon right out!). At the end is a locked Lambda gate, which can be broken down by one good turbo boost. When the hood catches on fire, it's time to abandon ship and proceed to the refugee settlement on foot, through some old boxcars. At the other side, it's time to bring down the heli. This is done by shooting its mines back at it with the gravity gun. It takes 5 shots to kill the dang thing, and there's even an achievement (Puttin' On a Clinic) if Gordon kills the contraption without one misthrown mine. Alyx will throw medkits from her secure position, so stand by her to (hopefully) get one in time. Once the copter is kaput, enter the mechanic's building to end the chapter. _______________________________________________________________________________ ������������������������������������������������������������������������������� 05) UNDER THE RADAR [WK24] _______________________________________________________________________________ ������������������������������������������������������������������������������� White Forest Inn Yard 2 ___________________ ___ \ \ | _____________ |_ __ |H G|___\_ _|�������|_| |____ | G| | |�|���|4 ( |� _ P S | | P �| |s|�� | ___ | ( |__ \___| |H | | | | [] |�����| | ( ( ( � |___|1|__|�|m2G| |_| |___________|����� | | _____ | |G ) \ \ �|S _| |______ |_H_|____(____ |_ | ______| | | _ _| | | (_H(_ \ G | | TUNNEL | | |HEsC| |__ |___|Hs |� | s\ \__|����� |��� ���|������������� | �� � | | �| �| �| ) \ | | | | | �|s|�|C|��| | |_______| H |HsS | Yard 3 | 3 | |�����|�� | / |*|___|___|_| ����/���� | ��� ��s | Yard 1 � Railway Yard |�|������ | | ������-> TO |���|�����������������| �����|5|�� EXIT | * | Starting Point | � | � | Autogun | The junkyard outside the bodyshop is plagued by a | # | Lambda Cache | Combine autogun, preventing movement toward the White | C | Crossbow/Ammo | Forest missile base. Gordon'll have to get rid of | E | HEV Suit Energy | the thing in order to leave. The upstairs door will | G | Grenades | be unlocked after awhile, and the one-way drop puts | H | Health Refill | our protagonist back in the thick of things. [For | M | Magnum/Ammo | some fun, take the welder's drink and smash it!] | m | Missiles/Ammo | | P | Pistol/Ammo | NOTE: Leave the gnome in the garage before doing the | R | Pulserifle/Ammo | next part, just NOT by the lower table -- it | S | Shotgun/Ammo | may disappear when the car spawns. A safe place | s | SMG/Ammo | to drop it is the upstairs table or general |___|_________________| vicinity, even. This part isn't as hard as it is slow -- the gun shoots at medium height and can see across the entire depot, meaning Freeman'll have to be in perpetual crouch-walk mode and use the vehicle husks as cover. Luckily, Yard 1 is the exception, out of view of the autogun thanks to the landscape. It's filled with zombies, though, but when the window's broken, the nearest zombine will probably kill all the others around 'im with his kamikaze grenade (grenakaze?) attack. Some supplies are in the flatbed trucks, but beware any car that can sink if stood on too long! Use said trucks to get up to the breakable window, then back down into the second yard. This one's mostly the same as the previous -- zombies roam free, toxic waste abound -- except the autogun CAN spy a player from here, so caution's the word. Luckily the contraption has indiscriminate fire, so let it kill foes to save ammo (there's a scripted zombie kill at the start that shows this). Continue by crawling under a turned-up fence, through a culvert, and into a conveniently-placed row of scrapped cars. Near where the barrels are, watch out for a mini turret (save!) and use said barrels to knock it over. The building past the turret looks safe, but a few Combine lackeys shows up to spoil the haven. Popshot (crouch, quickly uncrouch, shoot, crouch, repeat) to avoid their SMG fire, then loot the place and exit via another window. The crouch-walking part takes place again, this time through a minivan and parallel to the previous path. This repeats again once out of the next car, too! A few disembodied zombies and headcrabs are located around here, and two Combine as well, but nothing impressive. At long last, Gordon should be by the building the autogun's mounted in. Kill any combine around, the zombine knockin' on the back door, and the black headcrab in the flatbed to prepare for storming the warehouse. There's a full grenade box right nearby, whose harvest Gordon can toss through the upper window to easily kill most enemies inside (all except one usually). Destroy the autogun by opening its power source and throwing a grenade inside...adieu sweet prince! Now the constant gunfire will be from Alyx, mopping up some of the remaining zombies. The car will be repaired now and even has a special radar majigger that shows the location of hidden caches! NOTE: If the gnome isn't here, it's because (1) y'forgot it somewhere (2) it was by the table when the car spawned and has disappeared forever. Once the garage is left, Gordon and company can't get back in either! Leave the junkyard behind and proceed through the toxic waste swamp, until the other side of the autogun building's reached. The first lambda cache -- suit refills and magnum ammo -- are inside a minivan, opened by blowing up a half-sunken gas barrel. Some boxes are boobytrapped to explode by proximity, so suck them with the gravgun and shoot to deactivate. Finding caches is completely optional, but they're helpful and there's an achievement about finding all five ("Cache Hunter"). Down the road, the second cache causes a blip -- it's in a warehouse that's only accessible through a scrapped van (Alyx stays behind). There's a ammo box full of grenades, and behind the mesh wire, a missile launcher awaits! To get up to the high ledge, close the sump's metal flap and throw a grenade underneath. The explosion will safely throw Gordon to the higher spot where he can activate the fence switch. The Gordon-Propelled Rocket achievement's got during the course of this fun. [Missiles are basically instant kills against normal enemies but the ammo is usually only found when it's required to be shot, so save it for a rainy day.] Across the street is a third cache, in an old railway yard. The guardpost in the back has a cleverly hidden bunch of goodies beneath the floorboards, with the buzzsaw marking the spot. There's missiles, health/suit refills, crossbow ammo... Some are boobytrapped so be very careful -- there's explosive canisters underneath too! [This is also one of the few places to find emergency flares for fighting off the zombie attackers, so if you want the Zombie-que feat, this is a good place to try...resetting defaults the achievement gauge, however.] After, hit the road and enter the nearby tunnel. The uneventful, scenic drive finds the fourth cache further up the mountains. Drive up the twisting path until finding a large rock formation, and look at its base for a plugged nook filled with health and an SMG grenade (raaare!). The White Forest Inn area is up the road, and deserted. Search the buildings for ammo and other supplies, because when one tries to continue down the road, it's revealed this quiet setting's actually a staged Combine trap! The best place to hold everyone off is the inn's 2F, so head there immediately. The first wave is normal Combine grunts, breaking out of the sealed houses in the vicinity. Although the windows provide a great opportunity for them to shoot inward, the opposite is true as well (use the crossbow for sniping if needed). A few hunters join the festivities a few moments later, mostly keeping their range and using the explosive flechettes. The autosave signals a brazen assault on the interior by Elites, then hunters, so be prepared for closer-quarters fightin'. [The Payback achievement can be gotten later on, but this opportunity's better than what's ahead, for reference.] The fighting's over when all three hunters have been slain. ...but the road barrier's still up. Go to the hilltop outbuildings, fighting off a small dropship battalion. One building has a turret behind a barrier, but it can be knocked over by using the gravgun from around the nearest corner. When Alyx disables a barrier, hurry inside and unfasten a ladder by blowing off its lock. The roof's pipework provides a bridge behind the 2nd barrier, which has a vent entry (ventry?) point. The easiest way to disable is to open the door, then shoot the core out there, where it can bounce around harmlessly without flying back into the generator's tractor field. Now the road's open again! Get supplies, the gnome, and Alyx, and head on down the road. A landslide blocks the main way, and a makeshift ramp means Gordon's gonna have to channel the Dukes of Hazzard to get down the mountain. On the lowroad, the fifth and final cache lights up. Behind a stump, an arrow points up the cliff -- aha! A suspended crate. Use nearby rocks to knock the contents, mostly magnum ammo and two SMG grenades, out of their cradle. At this point, it's generally smooth sailing to the White Forest Base (and coincidentally, the ASCII map above's run out of room). The asphalt ends and forces the team to follow the river, where, after jumping the gate, a fun battle reintroduces DOG, Alyx' pet robot, to the team again. Once he's ripped a strider's brains out in a violent manner (good boy!) it's time to visit the base, up the mountain road. There's an option to race DOG, although it's not mandatory (it does result in an achievement though). NOTE: For gnome-carriers who want the "Pedal to the Medal" achievement, save before the race, pull ahead early and beat him, then reset and take it slow. Once at the base, the gate's opened and everyone can go in on foot, gnome included. _______________________________________________________________________________ ������������������������������������������������������������������������������� 06) OUR MUTUAL FIEND [WK25] _______________________________________________________________________________ ������������������������������������������������������������������������������� ____________ |H __ | |���|�����������������| |S|��/ / \ | | * | Starting Point | |E|_/ /���� | | C | Crossbow/Ammo | _| / /���\ ( | E | HEV Suit Energy | \_ _�( sHM ) ) ) | G | Grenades | Shutoff _______ /M H\ \_\ __/ | H | Health Refill | Switch /G H___ \���) ) ) ) ( | M | Magnum/Ammo | \/�/ / \ / / /�� ������| | m | Missiles/Ammo | (ME ( ��|�G___\�\�\��| |� | P | Pistol/Ammo | \H\_\ ��� CMG|\sMP | | R | Pulserifle/Ammo | � )���|��/���\�\��) )_| | S | Shotgun/Ammo | |���|_ �� )CE _| | s | SMG/Ammo | | |\�\___/ /__| |___|_________________| |_ |H|_| \_____/ | * �| Silo #1 ����� Like the "Black Mesa East" chapter in Half-Life 2, a lot of this chapter is just witnessing dialogue between the reunited allies. [There's a particularly funny NPC conversation near the start where one guy pretends to be an RPG expert while one guy tries to prove him wrong.] After awhile, Gordon's party will visit grumpy Dr. Magnusson's rocket silo, and our main man will be asked to visit the areas below to see what's causing the false, un-silent alarms. NOTE: Finally, the "Little Rocket Man" achievement can be obtained. Before going to check on anything, put the gnome into the rocket's open space and close the door. The achievement isn't obtained if the door's open, and many a player has rued the day the final step's been forgotten! And yes, Lamar always jumps inside the rocket and can't be coaxed out...but I guess Kleiner could use a new pet. =) THIS IS THE ONLY TIME THE SILO IS VISITED so it can't be put off for later. Once Magnusson opens the ladder downward, use the elevator there to get into the lower corridors ("What are you waiting for, Freeman? A hug?"). Down below, shut off the steam valve and find that Uriah isn't paying attention, so break the glass to the emergency override switch to get through. There's some supplies beyond, but it's rather quiet...until a sudden attack traps our hero en route to the secondary silo. Duck underneath the mini-stairway to reach another silo. The vantage from below the walkway shows a few hunters running amok, and Gordon's actually in a reasonably useful spot to take them out -- some of the wooden panels protecting him can be blown off by the flechette attacks, though. A couple of manhacks make a rare appearance, too. If one doesn't want to perform the hide-n'-shoot method, there are explosives and magnum ammo boxes scattered around the place. When the coast is clear, use the upper walkway to shut off the burst pipe blocking a ladder. After the autosave, venture into the tunnel a bit to cue a combine invasion. Bait the others out into the open because there's also a mini-turret bearing down one of the paths (a well-placed grenade = solution). A 2nd tunnel turret forces Gordon into a semi-flooded room with more foot soldiers, and even worse visibility/cover. Let them approach rather than vice versa to preserve health. Neutralize the 2nd turret when possible, then loot the room and save before venturing into the adjacent rampway. There's a 3rd turret here, plus a few soldiers, PLUS someone who starts a flaming rolling barrel toward Gordon...it's like a carnival! And in case y'wanted to fight another hunter, one appears at the slope's summit. =) The following hallway rounds an unnamed, unseen silo, and has minimal supplies. A red Combine flare nearby belies an ambush, so be prepared to kill the two quickly. Use the broken staircase to get over a fence, where a few supplies (magnum, crossbow) can be found. The waterlogged passage leads into the secondary silo itself. Be prepared to surface quickly and jump to the lowest grate, because the multi-tiered walkways are buzzing with combine activity. [There's no real "strategy" for ascending, besides sniping with the crossbow -- this is one of the best times to use that stockpiled ammo.] A good tip is that the enemy can't show straight downward, but crossbow bolts pierce right through, so aim for the next-highest enemies first. At the top of the silo, Gordon can just walk to the shutoff switch...NOT! Find some cover, then crowbar a few manhacks. [If you're trying to get the "Hack Attack" achievement, perhaps use this time to rack up a few extra kills.] The Combine up here are holed up in the control room, so one good grenade throw can rid the world of 'em...or if all else fails, bumrush with the handy shotgun. Through the broken window, hit the green switch to start closing the silo doors (why was it open in the first place? Who knows?) -- a few more Elites try to get through but it's advisable to just wait everything out. The curbed invasion brings Alyx and a medic (hi!) to the scene, plus an easy way out of this hellhole. Once the vortigaunt opens the exit door -- which may require leading him to it -- it's time for a few more dialogue scenes. When it's apparent the enemy striders'll try to intervene with the rocket's launch, Magnusson borrows Freeman to prepare for battle. It's at this time the main weapon for the fight will be revealed: stickybombs! They can be called the "Magnusson Device" or a "Magnusson," but let's now stroke the good doctor's ego or anything... Stickybombing an enemy is done in three steps: (1) obtaining one, from any of the soon-to-be-found delivery ports, and using the gravity gun to hold it (2) firing it at a strider's main body -- successful shots will stick, others will bounce off (3) using any firearm to explode the bomb, instantly killing the strider. Magnusson lets Gordon get in some practice on a defunct strider, so do as much as possible to prepare for the ones coming up. The car's also been fitted with a slot to hold a stickybomb for fast travel. [Those who didn't get the rocket launcher in "Under the Radar" can get another one by the vehicle.] |����������������������������������������| NOTES ABOUT UPCOMING INVASION | SAWMILL ENTRY POINT | ����������������������������� | \ __/ | � 1-3 striders can be in the map at | ,-'�\ \ \ \_ ENTRY POINT | a time, and may be fast- or slow- | CRANES-) \___\__) '-._ \ | -moving. Accompanying hunters can | ENTRY ) |_| '-._/���\ | destroy m-devices, so watch out! | POINT / ,'�'. _,-. _ (�\ \ | | / ( / )�\ ( \ |_| ) � | � The vehicle can store only one | ( )_,' / ( '. ) /\ | stickybomb at a time, so Gordon | \ |_| (_ } '-' / WATER | should familiarize himself with | ( | \_/ _ / TOWER | each dispensary's location before | '-_.|~-._ _ | | / | starting the event. | | )_| _ /���|�� | | DISPENSARY--) |_(--DISPENSARY | � Only the 3 fast striders have the | BUILDING ( ) BUILDING | building-destroying capabilities! | ( | | ) | | ��/� �� | � The sawmill and dispensaries are | BASE | the only "friendly" landmarks to |________________________________________| save in "Neighborhood Watch". Approaching the sawmill starts a little dialogue and the strider event, so those who want the Neighborhood Watch achievement (and perhaps "Hit and Run," since it's the last chance to do so) should make a separate save before the place gets crazy. For reference, striders can only enter the map from a few points, namely the cranes and water tower areas, so there's not too much running around. NOTE: Saving before and after each killed strider is very helpful, so long as one isn't painted into a corner (i.e. play a little to make sure a situation isn't unbeatable). NOTE: It's a game over if any strider reaches the missile base, so even the slow-moving striders can be dangerous if left alone too long! ____ _______________ ______________________________________________________ | WV | STRIDERS | NOTES | |����|���������������|������������������������������������������������������| | 01 | Cranes (Slow) | Preparedly kill first, then restock car immediately | | 02 | S'mill (Fast) | Destroys mill when in range; y'gotta be ready for it | | 03 | WTower (Slow) | The tower itself has no supply point; use the mill! | | 04 | Cranes (Slow) | Ample time to resupply the vehicle afterward | |----+---------------+------------------------------------------------------| | 05 | S'mill (Slow) | Can be killed first while WTower's left for last | | | WTower (Slow) | Can be killed first while S'mill's left for last | | | Cranes (Fast) | Can destroy western dispensary -- kill this second!! | | 06 | WTower (Fast) | Can destroy eastern dispensary -- kill this ASAP! | |----+---------------+------------------------------------------------------| | 07 | Cranes (Slow) | Doesn't matter which order this is done in, so long | | | S'mill (Slow) | as Gordon gets one out of the way first (cranes is | | | WTower (Slow) | best). It's imperative to run over hunters if found, | | 08 | S'mill (Slow) | so run them over whenever the chance is given! They | | 09 | Cranes (Slow) | endanger the Magnusson devices and follow Gordon... | |____|_______________|______________________________________________________| After the eighth strider dies (wave 6), there'll be a small intermission for Gordon to heal up, but mostly position himself to get a leg-up on the 5-foe stretch. When the ninth wave fiiinally ends, the game's pretty much over. Return to base. 07) T-MINUS ONE [WK26] �������������������������� The final chapter is dialogue-centric, so there's no challenge to be had -- just follow Alyx around basically. If the player put the garden gnome into the rocket, Kleiner can be overheard commenting how the rocket has an excess weight of 8.5lbs (haha). Once Gordon presses the big red button, watch the harrowing events. Episode 3 should be mighty interesting... _________ _______ _______ _ ______ _ \__ __/|\ /|( ____ \ ( ____ \( ( /|( __ \ ( ) ) ( | ) ( || ( \/ | ( \/| \ ( || ( \ )| | | | | (___) || (__ | (__ | \ | || | ) || | | | | ___ || __) | __) | (\ \) || | | || | | | | ( ) || ( | ( | | \ || | ) |(_) | | | ) ( || (____/\ | (____/\| ) \ || (__/ ) _ )_( |/ \|(_______/ (_______/|/ )_)(______/ (_) /\���|\______________________________________________________________________ / /���\/\��������������������������������������������������������������������� (�{ } ) VI. PORTAL WALKTHROUGH [COM4] \/\___/�/_____________________________________________________________________ \|___\/���������������������������������������������������������������������� Portal is a simulator of sorts, where the player is tasked with solving a puzzle using the -- what else? -- portal gun. Portals come in two kinds: a blue entrance and an orange exit. Changing these around is the key to puzzle-solving! Here's the lowdown on portals: � Portals have an entrance (blue) and exit (orange) � There can only be one portal entrance & exit open at a time. New portals supersede the old ones. � To fling oneself overwalls, place an exit portal high on a wall and shoot the floor with an entrance. Jumping through the entrance builds up velocity which is maintained when flying out the exit, hopefully clearing whatever hurdles are in one's way. � Objects, such as energy balls and companion cubes, can go through portals just as Chell can. This is also critical to puzzle-solving. � Elevators' particle fields disintegrate objects, which means said objects can't be taken from level to level. This isn't that important in the long run, however, as doing such a thing is totally unnecessary. � THE FLINGING TECHNIQUE. Some solutions require using velocity to clear obstacles. This is done by placing an exit on a high-up spot and an entrance anywhere (although some parts may require extra velocity so putting the entrance at the bottom of a pit, for instance, is needed). When jumping through the portal, the velocity helps the player get extra distance; if even more distance is needed, on the way down, fire a new entrance at the floor -- this continues the fall, preserving velocity and adding more! Practicing this technique can be vital to success! CHAPTER 01 [WK27] Testchamber 00 ������������������������������������� Puzzles are often divided by rooms or room clusters, so that's how the guide will be split up (nineteen in all). ROOM 0: The player -- or the silent protagonist Chell -- starts here, in a relaxation vault with a 1:00 timer counting down. A couple button commands are shown here to acclimate one to how things'll go. When the timer ends, a portal opens, leading out of the cell. Another concept -- using a cube to depress a door-opening button -- is introduced in the adjacent chamber. Doing this correctly opens the way out of this place. ROOM 1: Jump down to find a portal pair that alternates access between a cube, button, and exit area. What to do is obvious -- the purpose of this room is to show the player that carryable objects are capable of being taken through portals. ROOM 2: [3 Cameras] When possible, jump down to the portal gun on its stand and get it for yourself! It can only make blue (entrance) portals here, meaning the exit will be fixed for awhile...however, this makes problem- -solving easier. This is also the first chance to start destroying cameras for the "Camera Shy" achievement. Shooting a camera with a blue portal severs it from the wall, much to Aperture Science's chagrin, so that's how y'do it. To reach the other cameras, remember this tidbit: just because an orange portal is an exit doesn't mean it can't be used as an exit! Shooting the blue portal into out-of-the-way places and going through the fixed orange portal connects to those places! When all cameras are destroyed, exit to the next room. ROOM 3: [3 Cameras] This tiny room is about using portals to cross gaps. Make a blue anywhere to cross the first unjumpable gap, then shoot another blue by the elevator; this allows Chell to use the orange portal to cross the gap. Basically, this room's meant to demonstrate using the fixed portal as both an entrance and exit. CHAPTER 02 [WK28] Testchamber 04 ������������������������������������� ROOM 4: [2 Cameras] A button needs to be pressed but the weighted cube is in a pit. Here, shoot a blue into the floor and carry the cube through the fixed orange, back up to the top. ROOM 5: [3 Cameras] There are two cubes for two buttons here, one in a pit -- which can be brought upwards in the same fashion as the previous room -- and another cube on an isolated platform. Here, enter the opposite platform via the orange portal, then do the "exit as entrance" method of getting across (i.e. shooting a blue on wall by cube, going through orange to reach it). When the door opens, Chell's locked in by the elevator, and has to use the new ceiling portal to reach the lift. Don't forget to hit the third and last camera here! ROOM 6: [0 Cameras] This room introduces the energyball, which shoots from its receptor, goes until it hits an object, then bounces back where it came. The exit portal is already aligned with the e-ball so shoot a blue above the unused receptor to "connect the circuit" and open the exit door. ROOM 7: [0 Cameras] Basically the same as the last room. Complete the energy ball's circuit (by shooting a blue where it hits the wall), which activates the mobile platform on one end of the room. To land on it, shoot a portal in the usable part of the ceiling -- brown tiles don't hold a portal, as I'm sure you've found out -- and jump through the fixed exit. If all goes well, Chell lands right on the ride and can jump to the elevator. CHAPTER 03 [WK29] Testchamber 08 ������������������������������������� ROOM 8: [0 Cameras] This room introduces a consequence for failure: an acidic floor that kills on touch! Like before, the 1st step is completing the energy pellet's circuit, and the key to placing the portal lies in where it hits the wall (leaving that nasty black smudge). It's a 3-step process, basically: (1) shoot the pellet's first smudge to make part of its route go perpendicular to its initial (2) shoot its 2nd smudge while it's going perpendicular to keep it going that way (3) shoot a blue underneath the observation window, making the pellet hit the platform-powering contraption. Save before the 3rd step to avoid doing it all over, if y'like. Finally, get to the fixed orange's platform and shoot a blue into the ceiling above the moving platform; then, go back through the orange to fall onto the platform and get to the end. ROOM 9: [0 Cameras] This is touted as an impossible puzzle by GlaDOS, but it isn't actually. Shoot a portal underneath the cube to get it onto the platform and follow after it. The particle field below prevents hauling the object through (it disintegrates) but the convenient little window above it is great for shooting a portal! Aim it anywhere and take the cube through the fixed exit, landing on the other side by the red button. CHAPTER 04 [WK30] Testchamber 10 ������������������������������������� ROOM 10: [1 Camera] There's a fixed portal above the entrance here, so shoot a blue at the floor -- falling through uses velocity, thus propelling Chell forward from the horizontal portal! It seems complicated but is quite an easy concept to get once y'see it in action. Repeat this same thing in the next room, only use the floor of the pit -- greater fall, greater momentum. This is repeated yet again for the third room, only this time the fixed portal is the destination and one'll have to put a blue portal on the upper, projecting panels. [And, it has to be done again after that...they're really beating the player over the head with this'un!] ROOM 11: [1 Camera] The camera is right above the entrance, so don't miss it! This room debuts the portal gun's final upgrade, the "exit function"! To get it, shoot a blue portal anywhere and wait until the...uh, exit-shooter makes an entrance that isn't above acid. One of the possible entrances is right by a red-buttoned lever -- this opens a tiny flap across the way for about 5-6 seconds. The object is to shoot a blue portal through there, then when the exit-shooter plasters an orange portal on the nearest wall, jump through to reach the next area. Chell should now be in the isolated portion with an energy pellet device. Shoot a blue portal where the pellet hits the wall, which should let the thing get access to the acidic chamber. If left alone, the pellet will end up completing the circuit itself, although given what's been learned so far, the player can expedite that with some portal trickery. Either way, this'll power the mobile platform. Make a blue portal nearby and the exit-shooter should come around to making an exit right over the waiting platform. This lets Chell ride to the exit-shooter and once claimed, the portal gun is finally complete! It can now shoot orange exits with the left trigger. Hit the red-button lever here to open a different wall flap momentarily -- shoot an exit through there, then ride the platform back to the wall and jump thru an entrance. The elevator at last! ROOM 12: [0 Cameras] Place an exit on the upper, projecting panels, then put an entrance at the bottom of the stairway pit. Once again use velocity to reach the upper parts of the chamber (this is done twice), until reaching a ledge with a red button. A nearby panel will project and become slanted -- put a portal on it and use the pit-bottom portal to get even more velocity and reach the highest ledge where a cube is. [In order to reach the highest ledge, y'may have to blind jump to the pit's portal!] Toss the cube down to the button and jump after it, opening the exit door on the highest ledge. Then it's repetition from there! CHAPTER 05 [WK31] Testchamber 13 ������������������������������������� [3 Cameras] Use the portals to open the first locked door, then make it so one portal's in the next room and the other's in the current -- this allows Chell to bypass the door while taking the cube with her. In the next room with many raised platforms, connect the energy pellet circuit to reactivate the mobile platform. Use the portals to drop in from the ceiling onto said platform, taking its cube -- both cubes should now be available to Chell in the chamber. Make a portal circuit (aim at the dice-looking designs) and drop each cube through, landing on the buttons; when both are done, the door opens. From there, just get to the door like normal and leave this sucker behind! CHAPTER 06 [WK32] Testchamber 14 ������������������������������������� [0 Cameras] The levels are getting longer! Hang a left up the stairs to reach a energy pellet receptor with no match, plus a cube on portalproof tiles. To reach the cube, do the flinging method: put a portal on the wall opposite it, then put its end at the bottom of a pit; jump through and use velocity to reach it. When that's all done, put a portal above the receptor and use the cube to power the downstairs door. This leads to an acid pool with retracting platforms, so jump across -- don't use portals -- to reach the energy pellet bouncing around. Place a portal at its black wall smudge and it should fire into the receptor across the chamber, powering the exit elevator. Follow after it and finish this sucker. CHAPTER 07 [WK33] Testchamber 15 ������������������������������������� [5 Cameras] This is the first fling-happy level. Basically, put an exit on the upper, projecting panels in the main chamber, then put an entrance in a nearby wall panel. After jumping through, normal velocity won't be enough to pass through the particle field -- the solution is, in midfall, to fire another entrance at where Chell will land, which gives extra velocity and should clear the hurdle. Remember this tactic!! The adjacent chamber is a little harder than normal. It features two particle fields and an energy pellet that needs to go to its receptor! Orchestrate the portals so pellet, in its natural route, passes overhead of the receptor. When it's passing overhead, enter the particle field -- which also removes all present portals, y'may notice -- to trap the pellet in its new cycle. Stand by the receptor, shoot a portal where the pellet normally hits and overhead, which should complete the circuit when the thing comes back. This leads to the humungous third chamber. It's basically the same as the first -- using extra velocity to clear the particle field -- except most of the floor and wall is portalproof, so the ease of previous method has to be rethought. The solution: put an entrance at the upstairs pit's bottom, then use velocity to fly onto the normal tiles. Once over this hurdle, there's a pellet receptor that needs to be fired up. Velocity-jump the hurdle's field nearby to get near the two slanted tiles turned away from each other. When the pellet's going back to its starting point, put a portal at the walls each slanted tile faces -- this should complete the circuit satisfactorily. Velocity-jump back over the hurdle. The next corridor is filled with acid and platforms moving in one direction, so moving upstream is necessary. Place a portal right by the entrance to this tunnel, then the match at the farthest wall; once on a platform, place the match farther down the tunnel. Keep repeating this until reaching the exit elevator. Now it's the final chamber. Ride the elevator up to a red-buttoned lever, seeing that it momentarily opens one of the two shades blocking a receptor; across this balcony ledge is the other button lever. The objective is to fire a portal underneath the energy pellet so that it's aimed at the receptor, hit the first button lever, then quickly make a path to the 2nd lever and hit that -- with both levers up the pellet should hopefully have clearance to power the exit elevator. [This can take a few tries.] CHAPTER 08 [WK34] Testchamber 16 ������������������������������������� [5 Cameras] The normally scheduled course has been replaced with a military simulation, and live-firing turrets can mow down Chell if she's not careful. Knocking these over will deactivate them after a moment, so as long as their red laserbeam -- their "eyesight" basically -- is avoided, things'll be hunky dory. Portals can be used to bypass their defenses, so there's not much difficulty here -- it's more about having some fun instead of tediousness. [This is also the best level to get the "Friendly Fire" achievement on. I suggest dropping the 2nd turret onto the 3rd one, since it (3rd) has a red "x-marks-the-spot" overhead, making aiming rather easy. Turrets can also be carried if approached from behind.] In fact, plenty of turrets have that red "X" overhead, so quickly pop into view, put a portal there, then drop other turrets or weighted cubes through a matching portal...lots of fun. If you're having trouble, remember that the those awesome cubes can be used as shields when advancing towards an angered turret! [Even though they have cute robogirl voices, they still kill with impunity...] CHAPTER 09 [WK35] Testchamber 17 ������������������������������������� [2 Cameras] A little ways down pathway, a tube drops a Weighted Companion Cube, those lovable cubes with heart insignias. Its name is derived from how it's meant to stick with Chell throughout the level (it also has the capacity to love but that's not important here...), helping her get up on ledges or as a shield against attack. In fact, atop the first set of ledges, the 2nd part will have to be used -- use it to deflect an energy pellet! [Save before this in case something goes wrong.] When going up the parallel stair, go up backwards because if the pellet is broken against the far wall, it'll be shot again and hit Chell from behind. The next area has three pellet receptors, each powering a lift necessary to (legitimately) reach the exit. Here's how to turn on each: � The easiest is in the isolated room with a receptor and a pellet-shooter. Use the flat edge of the companion cube to ricochet the pellet into its receptor -- bingo bango! � Put the companion cube on the higher of the two gate buttons, then use the portals to get back up toward the two pellet-shooters passed en route to this area. Put a portal where the pellet hits, and another on the lift area's lower, projecting panel (the one aimed at the gates). When the pellet passes through, quickly step on the 2nd gate button to let it pass by cleanly and activate another lift. � There should only be one remaining pellet-shooter, and it's the first one encountered during this mission. Put a portal where it hits, then return to the lift room. See how the upper receptor is slanted? The trick is to put the exit portal on the ceiling opposite that receptor, so when the pellet fires downward, it hits the slanted portion and fires straightaway to the proper destination. With all three lifts raised, get the companion cube onto the high ledge and start using the raised platforms to reach a far ledge. [The companion cube will probably be dropped on each platform during the jump, forcing the player to redo this for each.] There's a final button for the cube to depress... unfortunately for it, it opens into a booth with an incinerator's lever! The player is then forced to euthanize the companion cube, earning the Fratricide achievement (if not already obtained) and opening the exit. CHAPTER 10 [WK36] Testchamber 18 ������������������������������������� [2 Cameras] The first part of this mission should be a cinch -- it's basically just using portals to cross acid, while climbing higher all the while. When Chell reaches a circular locked door, use the flinging method to reach the ledge opposite there (the one with a button). Press the red-button lever to make part of the wall extend; enter. There are four turrets here on platforms and they'll make this part of the puzzle hard, if not impossible, to solve. Notice how there are four black smudges on the wall from the energy pellet? Set up a portal at one, with its exit at where a turret's "eyesight" is looking, and systematically knock each nuisance into the lava. The next step is powering up a pellet receptor nearby -- notice how it's protected by a shade? The lever for it is elevated and accessible by falling out of the slanted panel nearby. Put a portal on the panel (far) opposite the receptor, then send a pellet through. Quickly reorganize the portals to hit the lever, and when the receptor's powered-up, the room's platform becomes mobile. However, this can't give direct access to the weighted cube! To reach that ledge (1) jump to the portalproof niche below there (2) hit the lever there to make part of the far wall turn upwards (3) place an exit at that upward-turned portion, then an entrance nearby, allowing passage back to that ledge (4) quickly place a new entrance at the acid-level platform, then jump through, propelling Chell to the cube's ledge. Whew. Move the cube to the other ledge, near the locked white door. To get the cube past, do the above portion again to make the wall outturn, giving passage through (if you're quick enough). Past the newly-opened door, there is another acid chamber with multiple platforms. This part can be kinda hard so save first. Put an exit on the lowest platform and an entrance at the pit's bottom. Jump through and in midair, move the exit to the next-highest platform and the entrance to the platform immediately below. Keep repeating this, at least until reaching the highest level platform. From there, Chell can hit the slanted platform with a portal and place an entrance on a lower (within jumping distance of course), and propel to the exit elevator. CHAPTER 11 [WK37] Testchamber 19 ������������������������������������� [3 Cameras] Here it is, the "final" exercise. Chell starts in an area with 2 slanted tiles and a pellet-shooter/receptor. Power that sucker up to make a platform start moving over a li'l acid canal. Ride it, or use portals, to reach a red-button lever in a nook by the gate it controls -- the gate shuts too fast to ride it manually, but the portal workaround should let Chell hop on. Use portals to get rid of the pellet rattling around the passage, and follow until an obstruction can force Chell off the ride. Put an entrance and exit portal on the same side, opposite barrier -- leaping through one should land on the rest of the platform that's already passed under. Unfortunately, the beautiful serenades of cake have all been lies! All that waits at the end of the joyride is a fiery, fiery death! Hellfire! Luckily, it can be avoided by putting a portal on the platform wall above the death pit, then an entrance on any of the walls before the fire. From here, use the flinging method to reach the dingy metal balcony across from the pit-o'-flame. [This earns the "Partygoer" achievement.] Portal yourself up the broken staircase. Past the door (opened normally), use the portals to bypass a locked chain-link fence, then past a ventilation fan. This leads to a pit of acid which, of course, is also crossed by using the p-gun. Once on the opposite side, the door there is locked -- what's needed is using the portals to land on the catwalk leading to the observation room. [The jump can be kinda difficult since an actual jump's required, not momentum or just falling.] Once made, don't actually go to the sciencey area, but the rusty, gross opposite side. Use the flinging method to reach the broken catwalk above there, which leads to a circular air vent. It's broken, and when Chell enters, she's swept onward without any ability to control the destination. Jump through the hole to land in...the "impossible" Testchamber 9!? Only this time it's not in use, so there's no cubes or anything to assist. Stand on the switch and portal past it, then down the elevator shaft. To bypass the locked gate, portal into the shaft's bottom and the low ceiling by one a laterally- -moving piston. To get out of the room, stand on a vertically-moving piston, portal into the top of that low "ceiling", then portal underneath it too (by crouching) -- essentially, the p-gun's made a hole to jump out of (hilarious considering all the possibilities of the gun). The lateral piston leads to a blocked shaft: portal entrance inside, backtrack and use an exit to bypass. There's little wiggle room in here but the low portal/high portal trick to reaching upper ledges still applies. Chell can exit this area now... The next room has four vertically-moving pistons. To exit, pick one that hits the ceiling, fire a portal entrance straight up, then fire an exit at the high passage -- Chell should be pushed through the entrance portal instead of being squished. [This can be done a number of ways, naturally.] Down the rusty hall, this technique is to be repeated again, although our heroine may accidentally fall by a lateral piston and be smushed, so watch it. Once she lands safely, start working higher. When the game autosaves by the cube- -making pipe, y'know you're going the right way. Harnessing the flinging method, land on an the highest green catwalk. Use the portals to bypass some of the more dangerous piston setups, reaching a room where, overhead, a crapload of pistons and clamping pipes are retracting and extending. Once Chell makes it onto one of the upper devices, put a portal in a floor behind the fence and get outta this hectic place (follow the cube pipes). The next puzzle involves getting onto a piston that passes over a cube pipe: put an exit portal on the wall the piston hits when fully extended, then backtrack a bit and put an entrance on the wall above some acid -- do a good jump and land right on the piston! Jump down the hole marked with a red arrow when possible. --- Further in, the floor retracts and drops Chell in a pit with three doors, and after a smidge, turrets appear in each (although not at once). A player's already learned how to dispose of turrets so this isn't hard, unless one's shot in the back for being slow to act. One of the turrets' "garage" has a white mechanical hand in it -- there's also a gap in the ceiling, giving a vantage point over a 4th turret. Take it out, bypass the fence, portal onto the cube pipe, then jump to the balcony. A brightly-lit drop-down point shows a 5th turret. Take it out and the wall flaps open, revealing a generator room. Using that very flap, fling onto the walkway. The corridors are now quite sterile, none of that rustbucket junk. In a sideroom, press the red-button lever to summon a robot that fires RPGs -- it'll shatter the glass window, but that's the key to getting across the other side too (bait it into firing). This tactic is used to break the next glass window seen as well, although it has to be done with portals. To get out of this area, use the portals to bait the the robot into firing its rocket, then switch the nearest portal so that it fires at the pipe above, knocking down a weighted cube. This gives vent access, and leads to a tiny fan -- portal underneath it (may require backtracking). This leads to an acid collection pool, which is easily bypassed (I hope!). At the end is a tiny ceiling grate, which has just enough room to portal through -- it leads into a muddy area. When Chell portals to the upper rim, the game autosaves as a massive turret event starts. The first objective is to find cover, then portal into a turret's niche and disable it. Do this for all of 'em, actually! When they're gone, notice how two of the "garages" have flaps? Yes, it's flinging method time -- use the lower one to get access to the higher flap, then start flinging off that one to reach the opposite, highest ledge. [Autosave is the reward.] Two turrets are placed right after this, but portalling them out of commission works like usual. There's a large gap in the ceiling where the turrets came from: to get through, put a portal on the ground, then jump off the ledge nearby, using velocity to ascend! [It pays to save before this though.] From up here, it's a cinch to reach the lonely walkway series to... FINAL BOSS: GlaDOS ������������������ The semi-mean, semi-sweet computer who's been trying to kill you lately is a fun opponent, although not necessarily uber-difficult. When first approached, a part of it -- a white eyeball-like device -- falls off. The player has an unlimited amount of time to figure out what to do with it, which is operating the booth's lever and putting the "eyeball" into the incinerator across the way (portal over there). Destroying the first piece turns off GlaDOS' neurotoxin inhibitors, and she will start flooding the place with the nerve agent. This event also turns on the turret defenses, and that's the key to winning the battle. Essentially, bait the turret into firing, then let the rocket go through a portal and hit GlaDOS -- this knocks an "eyeball" loose. The first time this happens, the "eyeball" gets stuck on an easily accessible pipe; the second time, it's on a ledge that can only be accessed through the flinging method; the third and final time, the eyeball gets stuck in midair. To get it out of midair, it'll require falling right near it and picking it up with RB. Kinda annoying but for a portal pro, it's not that difficult. There's about a 6:00 to do all this in, before the neurotoxin When its last "eyeball" is incinerated, GlaDOS goes bye-bye. This also earns the "Heartbreaker" achievement and beats the game! The cake is a lie, but the incredibly catchy "Still Alive" ending theme is totally worth all the pain and suffering. _________ _______ _______ _ ______ _ \__ __/|\ /|( ____ \ ( ____ \( ( /|( __ \ ( ) ) ( | ) ( || ( \/ | ( \/| \ ( || ( \ )| | | | | (___) || (__ | (__ | \ | || | ) || | | | | ___ || __) | __) | (\ \) || | | || | | | | ( ) || ( | ( | | \ || | ) |(_) | | | ) ( || (____/\ | (____/\| ) \ || (__/ ) _ )_( |/ \|(_______/ (_______/|/ )_)(______/ (_) Beating the game allows one to do specialty versions of Chapters 5-10: least steps, portals, or time taken; or, an advanced map that's much harder than that nancyboy "standard" stuff! |�����|�������|________________________________________________________________ �| |���| | |������������������������������������������������������������������ | | �| | | VII. TERMINOLOGY [TRMN] | | |� �|________________________________________________________________ |_|� ������������������������������������������������������������������������ Here's a list of terms that'll be thrown around when y'play this game, and are good to know for TF2 newcomers. � AIRSHOT: Term for when a soldier shoots an airborne enemy with a rocket. It's worth noting only because of the difficulty on the console, where one needs forewarning and time to adjust the shot. [The term can apply to other classes who have difficulty doing airshots, like demomen, but soldiers in particular stake claim to the term.] � ASSIST KILLS: When 2+ people concentrate their fire on an enemy and manage a kill, this occurs, and the kill display shows "[x] + [y] killed [z]". Person [y] would be counted with the assist; person [x] got the finishing blow so they'd get the normal points. Medics healing an ally who scores a kill automatically get the assist. Assists can be counted towards any kind of kill (besides suicide), such as dominations, revenges, etc. � ATTACK/DEFEND: This is a game mode played on multi-stage maps like Dustbowl, where one team is tasked with defending a stage (preventing control points from being captured) and the other with attacking (capturing all control points). � BACKSTABBING: When a spy attacks a target's back with his knife, instantly killing them. This can be performed with or without a disguise, but cannot be done while invisible -- the spy must first decloak to stab someone. � BATTLEMENTS: The name for the "sniper balcony" on 2Fort, overlooking the bridge area and opposite base. � BODYSHOT: This term is specifically used for snipers' hitting an opponent's body, i.e. any place but their head. Bodyshots don't automatically critical hit like headshots do, but sometimes its prudent to aim for the larger portions -- an example would be an approaching scout, an enemy sniper who may be lookin' your way, or opponents running from the fray and calling for a medic. [Fully-charged bodyshots will still take out any medic, sniper, spy, or engineer; sometimes there's no need to aim for the head!] � BOOSTJUMPING: AKA Boosting, Rocketjumping, Stickyjumping. This is an extra high jump accomplished when a demoman/soldier crouch-jumps into their explosive's blast. Since both classes have subnormal speed, this is a good way to surprise the enemy, by jumping into their battlements (on 2Fort) or getting onto out-of-the-way ledges to dominate the tiny peons below (like in Hydro). However, the user incurs damage while boostjumping, so it will result in a suicide if attempted at low health! [As a rule of thumb, it's more useful to rain down destruction from above than fire upwards at a target.] � BUILDING: This is the collective term for an engineer's machines, being the teleporter, dispenser, and sentry/turret. It's also how they're listed in the player's progress report. � BUTTON REMAPPING: Although this isn't technically necessary, long-time players may remap their configuration to better allow for mobility. For instance, remapping jump can help scouts without having to take a finger off the right analog stick; remapping reload functions the same way. � CAPPING: This is often heard in the form of spycapping, democapping, etc. This means the host has prevented (further) people from using a certain class by way of their options. While this is often done by a host to tip the odds in his/her favor -- such as being the only spy or engineer in the game -- it isn't always so sinister, and allows one to play themed games, such as an all-sniper 2Fort (common one). � CAPTURE THE INTELLIGENCE: This game mode has a team trying to infiltrate their opponent's base, take their briefcase of info, and reach their own intel room to "capture" it. This earns one point for the team. Dropped intelligence can be collected by other teammates; if no teammate touches the briefcase for 'x' amount of time, it respawns in its appropriate intel room. There's not much else to say about this CTI besides (1) intelligence, once taken, cannot be dropped unless the player dies or enters a supply room (2) spies cannot turn invisible while carrying the intel (3) the person carrying the intelligence leaves an actual paper trail, allowing close-by enemies to pursue easier. [This is basically a variation on CTF, or Capture the Flag, that some games have.] � CONTROL POINT: In some game modes, all of these must be captured to win a game. They look like metallic circles in the ground with a red/blue light pillar coming forth (or gray, if neutral). Capturing is when one team stands on another team's (or neutral) point, which shows an icon that it's proceeding. If capturing fails, the progress remains for awhile until it gradually starts wearing away -- this is done so a team doesn't lose all of its work in a heartbeat. [Control points can only be captured if their icon shows no padlock, i.e. they're closest to the last-captured. This way, a scout can't run to some far-off control point and capture it because no defensive effort could be made.] � CRITICAL HIT: When a weapon deals random extra damage instead of its normal range-based type. A player knows this has happened because "Critical Hit!!" appears over the target's head; their projectile may leave a team-colored trail or aura (as in bullets and stickybombs, respectively); and there's always an accompanying 'ding'. Special notes about critical hits are (1) the spy's knife can only critical during backstabs, not normal hits (2) players get higher critical hit chances the better they perform in-game, such as sustained kill streaks, etc. � CROCKET: Portmanteau of "Critical Rocket," naturally fired by soldiers. � DAMAGE SPREAD: There's an option to toggle this in the main options menu. Basically, projectile weapons do approximate damage within a range (such as a hypothetical 50�20), and toggling it off eliminates the range, making shots deal hurt more consistently. [At least I think that's how it works...] � DEATHCAM: [AKA Freezeframe] When a player dies, they see a "freezeframe" (still image) of the person who killed them. This is done to reveal the location of the killer and allow one to properly provide a strategy to counter them, provided they haven't changed locations. If the player used a taunt after killing the victim, their funny pose will be showed during this segment, essentially blowing a raspberry at the recently deceased. ;p � DECLOAKING: This is the act of a disguised spy taking off his invisibility, either to imbed himself in friendly territory or just to avoid wasting it in an area with no enemies. Backstabbing cannot be done while cloaked, so this does factor in quite a bit to the class' gameplan. Being damaged by any means will show the enemy a silhouette of the spy as well, so while not a proper decloak, can be a very dangerous outcome. [Being lit on fire overrides cloaking's purpose of concealment, which makes pyros a very real threat!] � DESCOPING: When a sniper quits looking through his scope, returning his movement, vision, and charged shot gauge to normal. This should be done often to avoid getting backstabbed by spies, probably the snipers' most constant killers. � DOMINATION: When person [x] kills person [y] three times unanswered, person [x] becomes person [y]'s nemesis, and person [y] is considered "dominated." All dominators, except for cloaked spies, appear to the dominated with a special boxing-glove icon above their heads, easily identifying them. When person [y] kills person [x], a "revenge" takes place and the nemesis icon is dropped. � FACESTABBING: This is the occurance where a spy obtains a backstab kill while stabbing from the front. It occurs most often when the spy's victim is running backwards away from him, although some situations, such as where the spy is jumping over a target and aiming downard, can bring about this as well. Either way, it's a glitch. � GRIEFING: This is basically being a nuisance while playing, screwing around with your own team or the opposition. Examples would be healing enemy spies, teleporting teammates into places they can't escape from (like the observation deck in Red's 2Fort intel room), putting buildings outside or under the map for an advantage, just stupid gameplay (like flame-obscuring a sniper's sightlines as Pyro), etc. � HEADSHOT: In the Xbox 360 version, this can only be done by the sniper class. Basically, whenever a sniper hits an enemy in the head with his rifle, he scores a critical hit -- this instantly kills four (scout, sniper, medic, spy) classes if uncharged, and when fully charged, kills any other class (demoman, heavy, soldier, pyro), even if overhealed. Headshots do not work on ubercharged targets. � HUMILIATION: This is the period after winning a round but before the next begins. The winning team deals critical hits, moves faster, and can hunt down the losers, who move slower, can't attack, can't resupply, and have their turrets deactivated. Winners can also enter the enemy's normally inaccessible places, like their base's spawnpoints. Overall, this is just a way to give the winners a pat on the back while scolding the losers for their incompetence. [Cloaked spies don't automatically lose their disguise during this, however.] � MEDIC BUDDY: A person being healed by a medic who also looks out for that medic's wellbeing in offensive situations. Classes that use explosives, pyros, and heavys are examples of good buddies, who can deal out quick, lethal damage in a short time period and hold their own in a fight due to decent health and firepower. An example of a class that's not a good medic buddy would be, say, a sniper -- single-shot primary? Can't watch the doc when yer scoped, son! � NINJANEER: Term for an engineer who's great (1) using well-placed sentries to prevent the enemy's advancement, seemingly no matter how large (2) infiltrating the enemy's base of operations to place sentries where they can do much damage. [Spawncamping is an amateur tactic and not associated with this superlative term.] � NULLNAME: When the game is lagging badly, there's a chance ally/foe names change to "nullname" -- basically, the data isn't being loaded. An event that accompanies this (in bad cases) is where "dummy players" die in the human-controlled players' spots, perhaps some kind of self-correct method. Either way, "nullname" is not an actual person! � OVERTIME: When time runs out but a control point is being captured, the game goes into overtime to see how it plays out -- if the attackers claim it, time is added; if the defenders stonewall the attackers, the round ends. � PERFORMANCE REPORT: When a game is loading, or accessible from the menus, the player can see this report. It shows the amount of time played with each class, how many points obtained in those times, and other assorted curiosities, like how many headshots or invulns (ubercharges) were done in one life. � POCKET UBER(CHARGE): When a medic initiates ubercharge and switches weapons, that ubercharge isn't automatically depleted, but rather stored in the medigun. Switching back to the medigun automatically reinitiates the uber, letting the medic escape some sticky situations it normally wouldn't be able to. � QUICKSTAB: This is when a spy scores a backstab with a normal knife swing, often resultant from a quick 180-degree turn while sidestepping a target. This is differentiated from a facestab since this is a taught skill, not a random glitch. � RAGEQUITTING: When a player frustrated with their current situation (getting dominated, etc.) or team situation (getting beaten badly, teammates are horrible, etc.) quits the game prematurely. While sometimes there's a legit reason behind leaving -- such as wasting time with deadweight players or avoiding cheaters -- most of the time it's done for selfish reasons, and can hurt the team's chances of winning, even further perhaps. � RESPAWNING: When a player dies, they have 'x' amount of time until they're let back into the game -- this is usually 9-15 seconds, although it lowers the more the enemy team outnumbers your own. � REVENGE: [See: Domination] When a dominated player kills the person who's been dominating them, a revenge kill takes place -- this makes the dominator lose his special icon. The 360 version has an achievement obtainable by getting five revenge kills. � SCOUT RUSHING: Strategy used in point-control and CTF games, where one team becomes predominantly of the scout class, and rushes forward to gain quick control of the point (they capture twice as fast as other classes) or to claim the intelligence before anyone can get their defenses setup properly. A single well-placed turret can often counter this strategy, though. Expect to see this a lot in Granary, 2Fort, and the like. � SETUP: In Attack/Defend games, each team gets 1:00 to setup before starting the round -- basically, to let the defenders set up their turrets (etc.) and get placed. Defenders get basically the entire map to set up in, while the attackers are fenced off near their spawn during that one-minute time. � SKYWALKING: An exploit that allows a team to place turrets in the sky, and effectively kill enemies below with less effort than usual. It's countered by sniping/ubercharging generally, but oftentimes, the non-cheating team just leaves. After all, who wants to play with no-skill cheapos? [Don't forget to file cheating complaints against the offenders, too!] � SPAWNCAMPING: When an enemy(s) stands in front of a team's spawnpoint and slaughters them without letting them leave. For example, a heavy/medic combo supported by a turret -- leaving will be extremely difficult, even with a team-formulated plan. Although some can say a team in this situation brought it on themselves, there's no doubting that it's a cheap shot. [Note that changing classes inside a respawn point doesn't make one die, and may let the person start in another available spawnpoint, if applicable. This means if a team is cheaply camping one, just change classes until arriving at another, then flank 'em. This works best in maps like 2Fort, obviously.] � SPYCRAB: This "occurs" when a spy equips his cigarette disguise kit, then looks directly up while crouching -- the spy crab-walks around. Doing this offers no offensive advantage and, in fact, pretty much ensures the guy'll die if spotted. There's a phenomenon where many enemy players won't bother to kill the spycrab because they're allegedly "endangered species" and don't try to stab anyone. � SPYCHECKING: This is the act of shooting "teammates" in order to out a disguised spy. If the teammate is an actual friendly, they'll take no damage and may not even react to the threat; a disguised spy will take damage and may decloak, revealing his location, or act strangely, which also gives away his position. � STALEMATE: As the name suggests, this occurs when neither team wins, i.e. both fail in their map objective, within the allotted time limit. This is like a dual Humiliation, where neither team can attack and only taunts are available. � STICKY WHORE: Derogatory term for a demoman who always uses the stickybomb launcher in every situation, and doesn't switch even when it would be more prudent. � SUDDEN DEATH: When no team completes a map goal in the allotted time -- such as failing to capture/defend a point -- the game goes into sudden death. In this mode, there's a short time limit to either complete the normal goal (like capturing intelligence) or killing the entire enemy team. No respawning or supplies are available during this portion, although engineers can still erect dispensers for supplies and medics can heal like normal. [Also, intelligence remains in the spot it was in normal play, so if a team goes into sudden death with the enemy intel in their base, they can simply reclaim it and walk it to the end for an easy win.] Unlike in normal play, when an engineer dies, all his buildings do as well. � TAUNTING: Pressing the X-button performs the class' taunt, which differs depending on what job the player is and what weapon's being held. In the PC versions, certain weapon taunts could instantly kill enemies too close to them; in the 360 version, they do nothing important. Taunting is popular for the Freezeframe, however. � TELEFRAGGING: This is an instant death scenario that occurs when an enemy stands on their opponent's teleport exit while someone's coming through the other side. This is done to discourage camping on teleports, which thrust their participant into a new situation where they can easily be swarmed by opponents. � TURTLING: [noun: turtlers] This usually applies to teams in CTF games, who focus purely on defense and don't bother trying to achieve the objective. An example would be the wide majority of players being engineers. Naturally the name derives from a turtle's defensive capability, pulling itself into its shell to hide from attackers. � UBERCHARGE: This applies to the Medic class. While healing targets, the class' ubercharge gauge is gradually filling up; if they die, it's depleted entirely. When full, and a target is being healed, L-Trigger will initiate the ability: 10 seconds of invulnerability! This is a good way to barrel through heavily-fortified areas -- such as with turrets, stickybombs, etc. -- without huge casualties. [AKA Invuln] � WEAPON HECKLING: This applies specifically to the scout, the fastest class. By repeatedly moving forward with the scattergun, and backpedaling with the pistol, opponents (such as pyros) may have to switch weapons in order to hit their target. The scout basically uses his speed to make the foe waste time cycling weapons, perhaps with a mismatched one, and giving time to close in for a potshot or retreat to safer ground. [This won't work on everyone, but it does work...just practice.] |�����|�������|________________________________________________________________ �| |���| | |������������������������������������������������������������������ | | �| | | CLASS OVERVIEW [COM5] | | |� �|________________________________________________________________ |_|� ������������������������������������������������������������������������ The Xbox 360 version currently has nine playable jobs, all with their own strengths and weaknesses. Unlike the PC version, there are no class-specific unlockables and few class-specific achievements; taunts, such as the Pyro's hadoken fireball, cannot kill anyone; there are no custom maps; most voice commands have been removed. But hey, that doesn't mean the game's a threadbare thrill -- there's still a lot to have fun with. __________ |- SCOUT - |------------------------------------------------------------------- ���������� Health: 125 Speed : Highest Despite being tied for lowest health of everyone, this punk has a number of reasons to be used: (1) he can capture points twice as fast as any other class (2) double-jumping is possible by tapping the button again, and Scout can even change direction in midair, which is good if someone's coming up from behind (3) having the highest speed in the game means this class is highly lethal against some of the slower classes, like medics. Staying mobile is the key, as well as making quick work of people by shooting from behind. WEAPONS ������� � Scattergun [6/32] -- a quick-reloading sawed-off shotgun, that does lethal damage in close proximity but a lot less at mid-range (or farther). It's pretty common for a scout battling a foe to wait for an opening to charge in, fire at close range, and back out again. � Pistol [12/36] -- just a normal pistol with no special attributes, except its average accuracy. Use it for mid- to long-range fire. � Baseball Bat -- melee weapon. It'll do less damage than other classes' similar weapons, but attacks faster than all of them, so the damage stack can be worthwhile, especially if attacking unsuspecting targets. Remember that the weapon still has a decent critical hit chance per swing, so it's not a bad tradeoff...don't be surprised to see "bat scouts" who do little else! GOOD VS ������� � Medics -- in comparison, they're just too slow and have comparitively lesser firepower to defend themselves with. In a straight fight, nine times out of ten, the doctor is down. � Snipers -- since the class' best abilities require it to stand still and charge its critical shot, close-range scouts maul these guys. Even if a sniper should spot a scout at long-range, one who keeps mobile SHOULD have a high chance of avoiding damage, even if the opponent's got a high stick sensitivity. [Also, double-jumping + sniper's ledges = bye-bye] � Spies -- they just won't have the capacity to backstab a scout who's giving 'em the runaround, especially if they've given themselves away. Just be careful not to get facestabbed on accident! POOR VS ������� � Sentries -- these automated turrets expose the scout's low health, and will undoubtedly kill them if in range for more than a second or two. Popshotting an unwatched sentry is possible, but if it's being continuously repaired by an opposing engineer, it's an impasse. � TIPS ���� � Know when to double jump! While it's enough to propel one over an enemy, or catch them off-guard, being able to change direction applies to where the scout is facing, not where he's landing...basically, prolonged flight lets a quick enemy know exactly where Scout's gonna end up. � Half the maps (Granary, Well, Hydro) are point-capturing levels, which is where the scout's strengths can be brought to the forefront. This will be especially evident if the opposition is disorganized or "doing their own thing," and even applies to CTF rounds. � Close-range fighting is "the butter zone" for scouts, and they shouldn't be used for anything else, in my opinion. Take the scattergun out of the equation and they're not nearly as effective as they can be. � Don't be a "bat whore"! That's a scout who runs around meleeing, even if it's thin air or in situations where they're outclassed. Yes, swinging the bat means y'may get more criticals, but this is just poor tactics; erratic movements won't best experienced explosives-users 90% of the time. Switch to scattergun when backpedaling, else that time's just wasted! [Even with a boosted critical hit% due to one's stellar kill/death ratio, there's times when batting is just dumb.] ___________ |- SOLDIER -|------------------------------------------------------------------ ����������� Health: 200 Speed : Second-worst This class is supposed to an easy-to-use, balanced class, and great for both beginners and vets alike. Despite their rather slow movement, their primary weapon is very powerful and also inflicts splash damage, which is good for taking out weaker classes, or hitting enemies around corners. Since rockets only explode upon contact, it's a lot more useful to aim for the ground beneath nearby enemies, rather than trying to "snipe" them from afar. Soldiers also have the ability to rocket-jump -- which is firing a rocket at the ground and timing a crouch-jump with the explosion to reach higher places -- which costs some health but can be makes a great fakeout tactic. This gives the class an unexpected mobility despite its speed, so learn to use it wisely! WEAPONS ������� � Bazooka [4/36] -- this rocket launcher is the soldier's best ally, as it'll OHKO an enemy on direct contact and can even pin down enemies in a certain place, given its long-range. Despite a low clip capacity, it really IS one of the best weapons in the game...just make sure to reload constantly. � Shotgun [6/32] -- just a normal shotgun, with slower reload and a worse total capacity than the Scout's awesome Scattergun. It's really only good up close, and coincidentally, so is the bazooka -- only use the secondary if someone catches y'during a reload, or if the primary's outta ammo. � Shovel -- just a normal melee weapon. However, given the slow reloading time and low clip capacity of the primary and secondary weapons, shoveling people can be a very satisfying way to leadoff or end an struggle. GOOD VS ������� � Proximite foes -- this ups the likelihood of hitting the target and uses splash damage to its fullest potential. Enemies rounding corners can be get trampled if they're not careful, and buildings can be destroyed without being nearby. "Sniping" foes with rockets often gives them time to evade, so soldiers work best when they're leading the charge, not hanging back. POOR VS ������� � Snipers -- any slow-moving target may end up as sniper fodder. If the foe is spotted first, however, throwing a rocket their way may force them to relocate, thereby breaking their critical-hit charge. The one saving grace is that uncharged headshots don't instantly kill soldiers due to their HP, so have a little more longevity on that end. � Spies -- any slow-moving target can end up as spy fodder, also. It pays to be very vigilant, and fire warning shots at "friends" who are acting out of the ordinary. � Demomen -- although a similarly-matched class, their increased speed and ability to lay stickymines and shoot around corners can really be vicious against the soldier, who needs line of sight to make direct hits. Finding high ground can be good in these cases, even if it's just rocket-jumping into sight. TIPS ���� � Don't fire all your rockets at once! Fire 2-3, start reloading, repeat � You have a shotgun for a reason -- switch to it in lieu of reloading � Rocket-jumping is an important mobility factor, so learn & use it wisely � Pull a "Crazy Ivan" -- a random spy-checking maneuver -- occasionally � Crouch-jumping, while silly-looking, is an effective sniper-evading tactic ________ |- PYRO -|--------------------------------------------------------------------- �������� Health: 175 Speed : Third-best (tie) Is the pyro a man? A woman? Two monkeys in a pyro suit? The world will never know, but that's okay, because the pyro is a fun class to be. Pyros are good short-range attackers, and their flamethrowers cause persistent burn damage, which can end up killing targets even after the pyro's dead. It's often prudent to ambush enemies so they have a harder time getting away. The class' other strength is spychecking, i.e. burning any "friendly" unit to see if they're fakers. Fire damage overrides invisibility and disguises, so spies beware! WEAPONS ������� � Flamethrower [200/200] -- the pyro's main weapon is the flamethrower, which has no "clip" and instead just uses fuel from its tank, gradually reducing as the flame is held. This a great spychecking tool and never has to reload, although it can chew up ammo quite fast, so look for ammo deposits or fallen weapons to replenish the supply. � Shotgun [6/32] -- just a normal shotgun, with slower reload and a worse total capacity than the Scout's awesome Scattergun. The range isn't that far but it's longer than the flamethrower, which means any smart pyro will switch to this to gun down fleeing mid-range enemies. � Fireman's Axe -- normal melee weapon. Does about the same damage as most other melee weapons except it arguably has the slowest animation of the lot, so this isn't recommended too highly. [If you're at close range, it's better to spycheck with the flamethrower.] GOOD VS ������� � Pyros -- since pyros have flame-retardant suits, they don't incur residual burn damage from fire like other classes, so they're made to take out their brethren. [Note, however, they can still be damaged by proximity burns, so their suits don't completely null everything.] � Spies -- pyros are perhaps the best class at spychecking. Not only can they quickly fire a small burst to see if that "teammate" is really a trueblood, but wasting this ammo doesn't put the pyro at a disadvantage, unlike other classes who would have to reload. [Yes, this does come into play.] Spies who are caught on fire have their disguise automatically removed and they incur burn damage...nice. � Stragglers -- you know, enemies walking around at less than optimum health. These guys come by the boatload, so hiding in a supply room can work well for a couple kills (although they'll eventually catch on, so relocate). POOR VS ������� � Sentries -- without any long-range capabilities, sentries massacre pyros 99% of the time. Someone else will need to take them out, or at least serve as a distraction to get out of sight. [Note that sentries placed around corners can still be destroyed with the flamethrower, but the pyro may have to jockey for that "just right" positioning.] � Long-Range Classes -- snipers, soldiers, demomen, scouts...any class that can fire across the map spells danger to these guys. Pyros can use their great speed to catch up, of course, but against a veteran player, the trek forward will often be a funeral march. [Against snipers, pyros can increase their survivability by blowing random flame in the direction -- scoped snipers then have their sights obscured somewhat and may miss or only score a flesh wound.] � High-HP enemies -- in a one-on-one fight, soldiers and heavies may be able to kill a pyro even it strikes first...they just take a long time to burn. Be prepared to do some fancy footwork and evade their shots, if at all possible, or ambush to even the odds. A good pyro can take down a heavy if things go right; just don't bumrush into their bullets or anything... [Foes can die from persisting burn damage, so guerilla tactics can work here.] TIPS ���� Pyros are a ridiculously easy class to use, so there's really only a few things to remember: � Ambush! Learn where the map's best hiding spots and most-travelled areas are, and plan ahead. Walking around in open spaces works against pyros if they're using their primary. [Just remember to be unpredictable when doing this; the enemy(s) catch on eventually.] � Switch to shotgun for fleeing mid-range targets! If you've ever played a pyro who rushes with the flamethrower, and then dies, this tactic will be obvious. Faster classes can backpedal and shoot pyros while evading flames, so it's important to use the shotgun to inflict damage outside the primary's attack range. This is good all-around, but especially on flaming foes who are desperately seeking water, health pickups, or medics. � The axe sucks -- it's slow and if the pyro's going to attack at close ranges, he may as well do it with the flamethrower or shotgun. Unless one's completely out of gun ammo (like that ever happens!) then avoid meleeing and do the burn-and-shoot tactic. ___________ |- DEMOMAN -|------------------------------------------------------------------ ����������� Health: 175 Speed : 4th-best KABOOOOM! Demos are masters at demolition, and they use grenade launchers and stickybombs to entrap reckless characters. They move slightly slower than a pyro but have the ability to bounce their payloads around corners, and can put stickybombs in high-traffic areas, giving them a higher survival rate. Just remember: stickybombs disappear when the demoman is killed! Don't go all kamikaze or anything. [Pressing L-Trigger when Stickybomb Launcher is out will detonate all of its planted ammunition.] Two other things of note: (1) stickybombs can be used to boostjump into/onto places not normally accessible, which can be very helpful and easy to perform with practice (2) holding the R-trigger fire button propels stickybombs a lot farther than normal, a good tactic for shooting "the long ball" into the foes' base balcony on 2Fort, for instance. WEAPONS ������� � Grenade Launcher [4/30] -- the demoman's main weapon, it fires grenades that bounce off objects, exploding after awhile or when contact's made with an enemy. Because they can be lobbed in from high, medium, or low ranges, this class has a huge element of surprise. The reloading time is tolerable but not fast. [AKA Pipebomb Launcher] � Stickybomb Launcher [8/40] -- Sort of like the grenade launcher, except these bombs only explode when an enemy comes in a close proximity. They can be stuck to walls, ceilings, floors...basically any place that can hold 'em. However, they're best used in high-traffic areas -- this forces enemies to either trudge through and incur damage, or waste time shooting the bombs out of the way (they don't detonate when shot). Only eight (8) stickybombs can be placed on the field at a time; shooting a 9th removes the first, and so on. It helps to know maps well, since enemies may take an alternative route in lieu of hitting the stickys. � Whiskey Bottle -- melee weapon. Nothing that special about it, although it will break when a critical hit's scored. GOOD VS ������� � All! The demoman really has no weakpoints against any class, which is why it's so lauded. Their ability to shoot around corners, drop grenades in unannounced, place stickybombs where people walk...they're very annoying and deserving of their praise. � Buildings -- if he's got cover, a demoman's the fastest way to take down a turret, and probably anything else (dispenser, engineer) nearby. 3-4 shots should do the trick...really awesome. BAD VS ������ Being the most balanced class, the demoman doesn't have any true "cons" as far as characters go. However, if one has to press for 'em... � His own reload times -- getting caught in the field with no usable weapons is very annoying and, sadly, new players still perfecting their skill with this class are going to end up in this situation occasionally. However, once a player's aim becomes true(r) -- basically able to direct hit enemies at close-range, and figure out how to get the "bounce" when shooting from long-range -- then the class really has no weaknesses. TIPS ���� � Prepare ahead! Demomen don't have projectile weapons, so enemies can avoid them, get close, and do real damage. It pays to have a path to backpedal to. Example: in 2Fort's sewers, place some stickybombs on a blind wall and when a pursuer comes by, blow 'em up instead of blindly flinging grenades. � Stickybomb Jump! Mastering this technique will make a demoman a bigger threat than he already is. An easy way to do it is by placing a stickybomb in front of the thing y'wanna jump onto; then, jump in midair over the bomb and detonate it, letting the blast vault the demo onto the "thing." It's important to have momentum, though...otherwise the demo is flung upwards and crashed down for even more damage (they can only do a few good demojumps before needing to heal, so fall damage is a no-no) _________ |- HEAVY -|-------------------------------------------------------------------- ��������� Health: 300 Speed : 6th-best (worst) Boasting the highest health and slowest speed, the heavy (a.k.a. heavy weapons guy) is meant to just perforate enemies like no tomorrow. However, speed is often everything: having little of it makes him support-reliant. Going off by yourself? Spend a half minute getting to [x] only to be lamely killed by a sniper, spy, and so on! Having someone support a heavy improves his massive staying power and is highly recommended. WEAPONS ������� � Sasha [200/200] -- A heavy's primary weapon is its minigun, which, like a flamethrower, has no clipsize, meaning it can be fired until all its ammo runs out (if y'want). Because of this, a heavy MURDERS in high-traffic, confined areas, and guard entrances with its furious bullet spray. It takes a few moments to start firing, however, so hold L-Trigger to always have Sasha spinnin', ready for action. [Having the gun spinning makes the Heavy ridiculously slow, however, so watch your back.] � Shotgun [6/32] -- just a normal shotgun, with slower reload and a worse total capacity than the Scout's awesome Scattergun. Since firing Sasha makes the heavy's speed horrible, this can be a welcome alternative to people who don't want to move slow as molasses. � Fists -- the heavy just pummels foes with his fists, foregoing an actual melee weapon. This is also a faster alternative to using Sasha, but should be ignored unless there's ammo troubles (etc.) GOOD VS ������� � Bottleneck Enemies -- as said, if Sasha has time to warmup and fire down a corridor or similar close-knit space, any enemy advancing forward will be catching bullets with his face. In fact, there really is no head-on counter to a heavy in this situation besides a demoman's grenade launcher. [Be sure to minimize chances of spies backstabbing in this situation.] � Weak Enemies -- pyros, medics, and scouts foolish enough to walk into view in normal situations can be heavily damaged, if not outright killed, without much of a trouble. Again, knowing the map and where the most commonly traveled routes are helps immensely. � Everything if Ubercharged -- heavies' strengths are outshined by their weaknesses most of the time, but ubercharging them is a common tactic for bumrushing turrets, and similarly fortified positions. This allows them to massacre everything and anyone in sight. BAD VS ������ Being the slowest class, heavys can be ripped up most any class, especially if the opponent knows what s/he is doing. However, some jobs specifically are great for countering these brutes: � Spies -- heavys move and turn slow, and are often concentrating on what's ahead rather than what's behind. Spies often target heavies because of their huge damage capability and for good reason...they're often easy pickings. � Demomen -- heavys require line of sight to shoot their targets, and are far too slow to actively pursue anyone (at least realistically). Demomen, who can move fast and popshot into view/around corners, are the bane of their existence. � Snipers -- it should be obvious: if a sniper finds the heavy first, there's a good headshot opportunity setup. [NOTE: This typically applies when the heavy is inert; when a sniper fires into the heavy's bullet spray head-on, there's a chance the shot may miss entirely due to the live rounds. This seems to be less of an issue the farther the heavy is from the sniper, however, but it still ruins plenty of sniper shots.] TIPS ���� � Spinning the chaingun makes the heavy's already horrible speed even slower (by over 50%). It's prudent to jump around corners, spinning up the gun in midair, so it's ready to shoot by the time one lands -- this saves time and could just save yer life! ____________ |- ENGINEER -|----------------------------------------------------------------- ������������ Health: 125 Speed : 3rd-best (tie) This support class is purely defense-oriented, and relies on making machines to do the fighting rather than fighting himself. Machines able to be made are (1) turrets, which can be upgraded by using 80-200 metal (2) dispensaries, which refill health, ammo, and metal if in close proximity (3) entrance and exit teleporters, to get to far parts of the map quicker. The Engineer is a fragile class to be sure, but is versatile in he has many ways to assist his teammates. An engineer can make turrets for 130 metal initially, a dispenser for 100 metal, and teleporters for 125 metal each. Additional upgrades cost 200 metal, and improve a building's health and the rate at which they do their job (for turrets, rate of fire & firepower). ONLY ONE BUILDING OF EACH TYPE CAN BE ERECTED AT A TIME; however, the engineer can destroy his buildings at whim with his other "blueprints," if they're needed elsewhere. People playing sentry should get good at using their shotgun in defense, and also luring enemies towards their turret. Don't get too far, though... WEAPONS/BUILDINGS ����������������� The Engineer's primary weapon is a "blueprints" page, which allows creation of certain machines ("buildings"). � Sentry -- this automatic gun is fixed to a location and fires upon any identified enemy (disguised spies can get by) in its range, until they leave that range. Its first upgrade starts with only one gun, while its 2nd adds another gun and its final, a rocket launcher. It's quite common to see an engineer, next to a dispenser, continuously banging on a sentry to ensure it isn't destroyed. Should that happen, the sentry must be rebuilt from its lowest form. [Putting a sentry underwater is particularly evil, but funny as long as it lasts.] � Dispenser -- not really a weapon but a machine to give health, ammo, and metal to those in close proximity. Upgrading increases the amount and alacrity of the help given. Classes with continuous fire, such as a heavy or pyro, can stand next to a Lv3 dispenser and have their ammo replenish at a faster rate than their fire, i.e. as long as they don't move, they get unlimited ammo. [Another use is to build a dispenser at the top of a ladder, blocking enemies from getting to the roof. When used in conjunction with a turret, this is particularly helpful.] � Teleporter -- a teleporter can be used once its entrance and exit have both been made. Standing on the entrance will teleport a player to its exit, and then make itself recharge. How much it recharges depends on what level it is. Repairing one teleport does the same to its match; on the flipside, the same goes for an enemy spy using its sapper. On the same subject, disguised spies can use enemy teleporters. � Shotgun [6/32] -- just a normal shotgun, with slower reload and a worse total capacity than the Scout's awesome Scattergun. The only difference is it's the engineer's PRIMARY weapon, which is pretty crappy. That doesn't mean it can't be used effectively, but engineers with great shotgun use aren't exactly commonplace. � Pistol [12/200] -- like the Scout's pistol, only this one holds a crapton more ammunition. � Wrench -- the engineer's melee weapon. Unlike others of this type, it also necessary to upgrade current machines. Hit a machine with the wrench to contribute up to 25 metal for its upgrade! When creating a machine, hitting it with the wrench also builds it twice as fast it would self-erect. GOOD VS ������� � Bottleneck Enemies -- that is, the turret is good at that, not the engineer himself. Building a turret in an out-of-the-way place, such as a roof or ledge, gives the machine a commanding line of fire on the enemies below, and is insanely helpful for pinning enemies down. Just remember to stay and heal the machine or the good times may not last... [A well-placed turret can deal with most enemies, not just bottleneckers!] � Scouts -- as mentioned in the scouts page, they've got too little health to deal with these guys, and their speed often doesn't help as much as you'd think it would. They go down fairly quickly so if a teammate isn't taking them out, perhaps a class change is in order. � Pyros -- similar to a scout in the health department, except these guys've got basically no range to deal with the turrets. POOR VS ������� Engineers aren't that durable to start with, but since their role is to build a continuously be on-hand to repair their machines, this often brings up a few select annoyances: � Demomen -- their ability to damage turrets (and engineers) without being in the machines' line of fire can be a major problem. Three stickybombs can destroy any turret, so it helps to have some support if the team's only got one turret. � Spies -- with their Sapper device, they can sneak behind enemy lines and kill turrets (and engineers, with their backstab ability). There's a main reason why engineer fanatics spycap (a.k.a. make it so no spies can be selected) in fights, and this is it. TIPS ���� � Never stray too far from the buildings -- this gives sapping spies an in � Learn the map's best setup points -- they'll be the best spots defensively � Always building a dispenser, not a turret, first when infiltrating an area! � In spy-heavy games, patrolling the turret's area can pay off bigtime � Turrets can't shoot through ally dispensers (foes can capitalize on this!) � Engies can be killed by their own sentry rockets (if between it and a foe!) � Standing atop a sentry prevents spies from placing a sapper; just know that Lv3 sentries will often damage an engie if an enemy comes in view. _________ |- MEDIC -|-------------------------------------------------------------------- ��������� Health: 150 Speed : 2nd-best Medics are the only class that can heal others, making them one of the most prized allies in the game (and as many will say, self-sacrifice to save one is quite virtuous). Their offense leaves a bit to be desired, but the syringe gun can be quite devastating against weaker classes, and the bonesaw shouldn't be forgotten -- it's range is longer than it seems. Although some medics can be played "rogue," it helps to cling on to another player (via medigun) for a symbiotic relationship: medic heals teammate, teammate kills medic's attackers to keep the health coming. WEAPONS/BUILDINGS ����������������� � Syringe Gun [40/150] -- this is basically a pistol which fires syringes instead of bullets. Since these aren't normal bullets, they don't fly in a straight trajectory, and instead arc after [x] amount of distance. This means for longer-range shooting, the medic has to aim up to hit the target. While this is the class' main way of offense, it's not that awesome...still, its reload times are tolerable. � Medigun -- this isn't a gun per se, but a healing device. Once a perceived friendly target is within range (this includes disguised enemy spies), this "weapon" starts healing them and can even temporarily boost their HP an additional 50% of its normal maximum. More importantly, healing teammates builds up an "ubercharge" tally which, when maxed out at 100%, can be used with the L-Trigger. It makes the medic and the person he's healing damage- -immune for ten seconds which, when planned carefully, is enough time to bust in to a fortified section and destroy turrets and other emplacements. [There's a reason the Heavy/Medic combo is the common choice for this situation.] � Bonesaw -- the medic's average melee weapon. At close ranges, many people prefer this to the syringe gun. The medic actually extends this weapon out, rather than normal down-swings from other classes, so its range seems to be a bit longer than others. [This may just be lame hit detection, at least from the prey's POV!] GOOD VS ������� � None -- the dude's a medic and he's got the Hippocratic Oath to think about! In all seriousness, he's a weakling who may bootstrap a kill from time to time but won't accomplish much on his own. TIPS ���� � Overheal all allies you see! Don't just cling to a power class! Duh? � Spycheck for your healing target (the medigun requires no aiming, so...) � Don't waste ubercharges on weaker classes (engies, spies, etc.) if possible � The bonesaw & syringe gun can be quite deadly -- play offense occasionally. � Learn how to pocket an ubercharge. __________ |- SNIPER -|------------------------------------------------------------------- ���������� Health: 125 Speed : 3rd-best (tie) Although a little more vulnerable from the PC version of TF2, the sniper is still a great support ally geared towards offense. As his name suggests, he is a long-range shooter, and his goal is to shoot opponents in the face. In fact, he's the only class capable of getting headshots. Enemies can see the lasersight of his rifle, which can belie his position -- or, he can use it to cover a doorway and dissuade enemies from walking right out into his sights. Additionally, try to have the sniper's back against a wall to avoid incoming spies' backstab attempts. Note that while an uncharged headshot is usually good enough to bring down a normal enemy, medigun-buffed enemies may require a charged one (if you don't want to go for the easier bodyshot). A charged headshot will kill any enemy 100% of the time, even if they're ubercharged. WEAPONS ������� � Sniper Rifle [1/25] -- a basic rifle with only one zoom-in capability. Any headshots critical-hit automatically, but for body shots, it's advised to stay scoped to charge up the damage meter (the thing with a lightning bolt on it). When fully charged, it becomes a lot easier to pick off enemies at distances. Unfortunately, not all maps are geared to this long-range sort of play. � Submachine Gun [25/75] -- the fallback weapon is an SMG which is great for up-close attacking, although each individual bullet doesn't do that much damage. It's got a great reloading time, thus making it the obvious choice to carry when relocating from the sniping point. � Kukri -- the sniper's melee machete. This probably won't be used that much unless there's an ammo shortage. GOOD VS ������� � Heavys -- in fact, snipers' best targets are these lumbering oafs, who are best at short-range fighting. May their shiny domes be a beacon to you! � Snipers -- snipers are high-priority targets and should be picked off when possible, which is good 'cause snipers themselves are well-equipped for that job. Popshotting (quickly going into view, trying for a headshot, and taking cover again) is recommended, and scoping masters can even crouch to throw the enemy's game off momentarily. [At the very least, keeping foes scoped increases the likelihood a teammate attacks them as well.] POOR VS ������� � Spies -- in his element, a sniper is inert, has tunnelvision due to scoping, and is looking in only one direction...for spies, this is like taking candy from a baby. And, in fact, most deaths will probably come from this sneaky class. The only way to counter is to descope every couple of seconds (if y'think it wise) and to check the area with the SMG/Kukri. � Scouts -- although they're not that hard to pick off from afar, scouts are probably the #2 killer of snipers, due to their extreme speed, bouncy movements, and lethal scattergun that mows down foes...especially scoped snipers. Even with forewarning and a high stick sensitivity, scouts can use their agility to move in close, shoot/melee, then backpedal out of reach, preventing the sniper from reciprocating. [However, not all scouts double-jump around for no reason, so they may not always belong in the "Poor Vs" column.] � Close-Range Fighting -- sorry, but the SMG is crap and the Kukri won't be helpful if the enemy's just outside its range. Snipers can still pick off damaged enemies but generally, attacking a pyro or soldier at such a close proximity is just inviting death! [Being caught on fire makes one's aim unsteady, and flames can obscure good shots, so pyros are especially annoying in this respect.] TIPS ���� � Unpredictability gives an edge over purely defensive snipers; move around! � Spycheck "allies" with headshots, just to be safe � Don't stay scoped for too long -- that makes y'spy fodder! � Don't hit L-trigger to descope -- switching weapons gives a faster getaway � Enemy snipers often have reticles at head level; crouching can save yer life � Sniping in view of turrets/pyros may dissuade spies from trying stabs � In close quarters (like 2Fort sewers), the SMG/kukri should be drawn! � Having a higher stick sensitivity assists in shooting faster targets � Learn when to melee and when to backpedal with the SMG! � Prioritize engineers over their buildings; this stops the repairing process! � Precision aiming is screwed up if on fire, so flee from pyros if able _______ |- SPY -|---------------------------------------------------------------------- ������� Health: 125 Speed : 3rd-best (tie) Spies are one of the deadliest classes, if not the most deadly. Their ability to camouflage themselves as enemies tricks opponents into letting them pass, while giving time to backstab for instant kills. Additionally, pressing the L-Trigger lets the spy go temporarily invisible, perfect for making quick getaways when disguises are blown. Despite this praise, a clumsy player will get spies killed -- after all, they're tied with Scout for the lowest health of anyone. A few quick tips: � Don't de/cloak in front of an enemy � Remember that knifing people removes disguises � Save invisibility for post-backstab getaways, or bypassing enemy defenses � Blend in! "Shoot" at teammates, don't immediately sap sentries, etc. -- look busy and resist the urge to immediately kill things, because that, too, is part of camouflage. Just remember that plenty of hosts will spycap (set amount of possible spies to zero) to prevent their perceived cheapness, often in order to run amok with engineer-centric games. Ways to identify a spy are: � Spies' disguise-changing smoke is always the color of their team � Spies who take teleporters have a team-colored trail after them for a bit � Bumping into a spy while he's invisible shows his team-colored outline � Actual allies can be run past without much effort; disguised spies can't. � Spies can only disguise as classes with their primary weapon out � Medic disguises don't have an ubercharge rating � Scout disguises run at normal speed, not higher ones � [When sniper aims at water] invisible spies make the reticle appear � [When exiting deep water] invisible spies still drip � If a disguised spy calls for a medic, the team is not notified on-screen Spies cannot attack while invisible, so always be on the lookout for those fakers decloaking (often in dark corners or other areas easy to miss with a cursory glance). It makes a peculiar "whoosh" noise but that telltale sign can be lost in the hustle and bustle of nearby fighting. WEAPONS ������� � Spy Kit -- this "weapon" allows the spy to disguise himself as any enemy enemy class. When disguised, the spy appears as a regular enemy, seems to hold a class-appropriate weapon, and so on. Being damaged by enemy fire removes the disguise, and plenty of foes will spycheck -- that is, attack a seemingly friendly unit -- in order to flush out he who does not belong. Choosing the right disguise is key, since arousing suspicion increases the odds of someone spychecking you. Support classes (medic, sniper, spy) may be good choices since they're not meant to go around killing people, and enemies may not think twice if they camp in one place. Just look busy! [Disguises also appropriately equilize the spy's speed, so he's not moving normal speed when pretending to be a heavy, and so on.] � Revolver [6/24] -- the spy's old-timey primary weapon is accurate and fairly damaging, although it's use is mostly relegated to getaways once a disguise is removed. � Sapper -- this weapon is meant to cripple engineers' buildings. When placed, the machine quits working and incurs damage as time goes on, until it's destroyed or an engineer starts repairing it (undoing the sapper). Using this device does not remove a spy's disguise, and having no ammo, can be used repeatedly. [How fast a building dies depends on how upgraded it is.] � Knife -- another no-ammo weapon, this weapon's main function is pulling off a backstab, which is just as it sounds, to instantly kill an enemy. Using the knife, even if it misses, removes a spy's disguise, so it's always best to kill a target to avoid a more hectic getaway. [The knife can do damage from the front, but it's meant to be used from behind!] GOOD VS ������� Any class can die via backstabbing, but a couple classes especially... � Snipers -- snipers are the equivalent of taking candy from a baby: they're often in one spot, inert, and using a zoomed-in scope so they can't identify spies nearby. [Undisguising spies still make a sound, however, and footsteps can betray their presence.] Backstabbing snipers is an established fact, so much so that the PC version had a sniper achievement about them dying! � Heavys -- like snipers, these guys often lack time to watch their backs, since they're slow and turn slow. Their giant size gives a wide target for the knife. This also applies to soldiers, but unlike heavies, they can turn faster and use rocket-jumping for quicker maneuvering, so spies are in more danger there. POOR VS ������� � Pyros -- as stated before, this is the best class for spychecking: they never have to reload, are moderately fast, and there's always at least one person (if not more) using this class. Of course, if a spy isn't barbecued on sight, being witnessed fleeing the flame is just as good as sending up a giant neon sign saying "I AM A SPY, PLEASE KILL ME". TIPS ���� � Learn the map's hiding spots for use as staging areas or retreats � Practice backstabbing people with the normal stabbing motion � Don't travel disguised with friendlies nearby -- it easily betrays you! � In a scout disguise, crouch-jump; to onlookers, it's similar to a doublejump � Use invisibility to mislead targets, by baiting them in one direction while you double-back |�����|�������|________________________________________________________________ �| |���| | |������������������������������������������������������������������ | | �| | | PLAYABLE MAPS [PLYB] | | |� �|________________________________________________________________ |_|� ������������������������������������������������������������������������ The console version of Team Fortress 2 only has six playable maps: Dustbowl, 2Fort, Well, Hydro, Gravel Pit, and Granary. There are three game modes that are associated (can't be changed) with these maps: attack/defend, territorial control, and points control. Overview: _________________________ ������������������������� DUSTBOWL _________________________ ������������������������� Dustbowl is a three-stage level with two points (A & B) to capture each time. Blu Team is tasked with capturing the points, while Red Team defends. Time is extended when points are captured, and Red wins if there are any unclaimed points when time runs out. [Thus, it's important for Red to hold the line from the get-go.] Here's some information about the notable locations STAGE 1, AREA A ���������������� � Blue Spawn -- has a health/ammo locker. One exit leads up to the cliff where Point A is, another leads to the lower canyon path, and a third to the opposite cliff rim near another shed. � Shed 1 -- this is by the spawnpoint, and overlooks the higher of the two exits. While many engineers setup a turret here to easily kill enemies passing underneath, it's right in view of the entrance by shed 2, letting snipers crit-hit buildings to relieve the pressure. � Shed 2 -- This she'd by the far spawnpoint exit. Snipers here can shoot the turrets atop Shed 1, but this can't work in reverse, unfortunately. � Point A -- This building has three entrances: one on the cliff by Shed 1, one from the canyon's lowroad, and a higher from the far canyon wall (which leads toward Point B). It's commonplace for a turret to be setup inside here, on the ramp leading upwards -- this impedes people trying to get past and simultaneously prevents Blu team from capturing the point. STAGE 1, AREA B ��������������� � Tunnels to Area B -- two tunnels run from Point A's area to Point B's: one leading through the upper minecart caves, and the other through the lower entrances, which lead to the bridge overlooking Point B. A good sniping point is in the minecart tunnels, where crouching by a cart almost always gives a great shot of enemies passing by. [This works for most classes, not just sniper.] Medium health/ammo refills can be found in both tunnels. � Point B -- this semi-covered point is in full display of the bridge, two of the lower cave entrances, and is connected to a stairway leading to the minecart tunnels. Attackers usually come from all fronts here, so it can get hectic. Small health/ammo refills located here. � Sniper Spot -- on top of the defenders' spawn building's roof, there's a relatively safe spot to overlook the action coming into Point B, as well as the bridge and the isolated cliff accessible from the minecart area. You'd be surprised at how many enemies ignore this spot, so use the element of surprise while y'can. � Defenders' Spawn -- the Red base is a little ways away from Point B, with its door facing away from there. Spies might be able to have some fun here, but it's quite dangerous for anyone else to hang around. [Unless you're a no-good spawncamping demoman or something.] STAGE 2, AREA A ��������������� � BLU Spawn Area -- situated at the map's terminus, a two-exit tunnel separates it from the Point A building area. This tunnel also has a dip in it, which usually fills up with demoman stickybombs; or, the curvature is used to fling normal bombs toward the base without putting oneself in harm's way. � Shed -- this lonely shed overlooks the largest entrypoint, and a turret can rack up an ungodly amount of kills here. It's advised for the defenders to build a dispenser at the top of the shed's ladder, preventing unauthorized spies from getting close enough to backstab. The other mentioned entrance may allow a sniper to crithit any building, which is helpful if that route's unguarded. � Point A -- the point is on a roof in plain sight of most activities, and can be accessed by taking the interior stairwell or by jumping up a crate stack near the canyon wall (particularly good for cloaked spies exiting up the spawn area's far route). � Side Building -- this two-room shack has health/ammo here, and defenders can put a teleporter here, if so inclined. On the flipside, enemy spies can wait by a window and see who's entering the hut (often without being seen), which can setup backstab opportunities. � Mining Tunnels -- from the Point A area, there are three paths that lead to the camp down the way: (1) a long minecart tunnel, coming out the left side (2) an entrance that opens out into the middle (3) a similarly long minecart tunnel on the opposite side, that opens into the upper part of the central building. The latter tunnel is gated, and has a health pack there. This is the advised route for an ubercharge advancement as the enemy usually prefers to camp in the central building itself. STAGE 2, AREA B ��������������� � Central Building -- this two-tier building is connected by a stairway on the opposite side that connects to the mining tunnel (describe above). This place gets quite hectic, since it overlooks the often sentry-filled Point B platform, and pyros like to just run around here lighting up anything that moves (good spychecking). A health/ammor refill is on a ledge overlooking the central tunnel drop-down point. � Rock Formation -- a large rock spire serves as cover on one side of the central building, and has a health/ammo refill there. Sometimes engineers are able to get on top of the rock and plant a turret, in which case it can bear down on one of the long mining tunnels, usually forcing attackers to go up the middle/opposite side. � Point B -- just a platform with no building to protect it. It's visible from the central building and its lower tunnel, and by the rock formation on one side. Defenders, if they want any hope of defending this place, should put at least one turret in a corner, as it combats demomen quite well. [On the flipside, putting a turret on the platform itself increases the chance it's destroyed in a coordinated attack.] � Defenders' Spawn -- although it's usually low priority or even improbable, a turret can be setup to bear down on the single-door garage exit and kill a lot of those trying to get to Point B. Some can say "you deserve it for letting it get to this point!" but it's often considered a cheap tactic to turretcamp the entrance, so don't do it... STAGE 3, AREA A ��������������� � Attackers' Spawn -- this opens into the two-story garage, and of course has normal supplies. There's clearance to turretcamp if you're a huge cheapo, but overall, this place won't see much action ('less you're a spy, in which it can be a goldmine). � Two-Story Garage -- the highest story is actually just ground level, and it has two exits: the garage doors on one side, and a side tunnel leading to a single door kittie-corner from there. The first defense point peers down on the garages, so beware of soldiers, snipers, and similar enemies trying to pin a team down there. [Additionally, the windows provide access to shoot those same enemies, which is good for sniping engineers as they build their mechanical surprises around the corner.] � Defense Point -- This L-shaped platform is parallel to the two-door garage, and provides access to shoot at enemies there. It has a wide view of that entire area, although there's one corner by the fence where enemies (like demomen) may find refuge and pop some 'nades through a hole. The one-door side entrance isn't viewable from here, so beware of enemies rounding the corner. Engineers setup turrets here for good reason. � Point A -- behind the first defense building is the point, unobscured and on a waist-high ledge. It's within view of the single-door entrance and all enemies advancing forward will come into view through that one bottleneck. Turrets can work here, but generally not without a second to fallback on. � Small Hill/Ledge -- the defenders can access this ledge via a shortcut, and it's common for a turret to be placed here since, once again, it views the lowroad mandatory for advancement. The shortcut closes once the Point A is captured, but by using a teleporter, allies can still get there. The best way to counter is popshotting the area with soldiers/demomen (who can rocket/stickyjump up there). It should be cleared out for good before the real assault on Point B starts. STAGE 3, AREA B ��������������� � Alley -- a mandatory path to the final point, the alley has high ledges on either side of it, and y'can be defending soldiers/demomen will be here shooting aimlessly (and it works a lot of the time). This alley connects to a (1) lower tunnel that leads to Point B's gorge's bottom (2) a high ledge that leads to the alley's high ledges and supply point (3) the highroad to Point B (4) a side building overlooking some of Point B. The upper ledges rimming the alley are good for the aforementioned demomen and soldiers, who can shoot downwards and get splash damage, but there's a high ledge where the advancers backs are to the defenders -- snipers can do well here, although occasionally an enemy spy cloakcamps here, so watch out. � Side Building -- this two-story building has a health/ammo refill and is accessible via the alleyway. A balcony entrance peers out over said alley, plus another balcony looking over most of Point B and its buildings. This is prime territory to shoot out defending sentries, although depending on how inwards they're built, only well-placed splash damage may be able to hit them. The balconies have no cover, so watch out for gorge snipers using the stairway to take the heat off defenders. � Point B/Defenders Base -- the base wraps around Point B, which is basically naked, having no natural defenses. Many places overlook this spot: (1) the alleyway itself has a straightaway shot to defenders there (2) the balconies of the side building have trajectories (3) the gorge stairway leads up to the bridge, although it's never fortified (4) the corridor leading to the Point A shortcut has a ledge overlooking the gorge and part of Point B, and is great for a turret. [The latter has health/ammo inside, and a curling corner is a good hiding spot for spies, pyros, etc.] _________________________ ������������������������� 2FORT _________________________ ������������������������� This level plays host to CTI (Capture the Intelligence) and can be a hectic free-for-all, considering it's just one big map -- there are no stages. The best way to get acclimated to this place is to just play it, and it helps that one side is a mirror image of the other. Plus, it's arguably the most popular map of the six. Basically, each team has an underground base where the intelligence is kept, and two exits to the surface. The base itself is two-tier and contains various resupply points. A balcony overlooks the center covered bridge, underneath which is a sewer system connecting to the other team's base. A little class overview here... � SCOUTS: It's no surprise that scouts rule CTF games, as they can get in, quickly get out, and evade decently against some powerclasses. A crucial tactic is double-jumping off the center bridge's roof to land in the foes' balcony, where they can wreak havoc on snipers or get quick access to one of the two basement entrances (this may evade local turrets, depending on where they're placed). � ENGINEER: There are plenty of good places to put sentries, so long as they are constantly maintained. A few of 'em: (1) in the courtyard stairs, which lead toward the fort balcony and a basement entrance. A sentry here can block all through enemy traffic, which is good for invisible spies, and it's right by a resupply point (2) in the basement briefcase room, in any of the corners; a diligent team may even put one in each corner! (3) on a balcony, behind one of the mini-walls, which can kill pesky scouts and boost-jumping classes trying to backdoor defenses (3) a water-logged corner, excellent for killing stragglers, particularly those already weakened by the fighting above. [If you want to be evil, building sentries in the enemy's intel room can be a fun, deadly tactic that can break the game wide open.] � MEDIC: Considering how often this map devolves into a turret war, these guys can be priceless in clearing engineer-infested rooms (basement in particular) or just mass-killing people, such as following pyros and demomen around. Don't go wandering off without assistance, though, as it won't be as effective. � PYROS: Although they best function as spycheckers, this class can really rip it up, particularly if a piggybacking medic's around to smooth over damage. Considering how fast this class can bring down stragglers, and even unaware targets, a player may even be able to force premature ubercharges if a medic and his teammate are caught early. [Plenty of enemies jump into the water to avoid dying, which can throw off their strategy temporarily.] � DEMOMEN: The bane of turret-heavy maps everywhere! Since 2Fort is 2-tier plus a basement, their ability to shoot around corners, ricochet grenades onto balconies, and use splash damage effectively can really rip this map up (in the right hands). On the flipside, a demoman playing defensively -- basically sticking around the battlements are, laying stickymines and retreating to the nearest supply point if necessary -- can stonewall pure offensive teams. Their versatility is just awesome here...as it is everywhere! � SOLDIER: A powerclass that can really rock midfield (bridge area), but is also good in the sewer system, where the straight corridors and long lines of sight assist more than they would for other classes. Rocket-jumping onto balconies to kill sentries is also a good tactic -- just remember y'can use splash damage for these purposes, especially if the engineer isn't around to heal it. � SNIPER: Sniper's best spot is on the balcony, where he can see the bridge and opposite balcony...unfortunately, with scouts and boostjumpers crashing the party, it's important to not stay scoped for more than a few seconds. Balconies can be shot at from the lower entrances to the bridge and from the lower sewer (water area), which gives just enough clearance to pop a few domes if they're not backed up against a wall. The long sewer hallway, the ground-level base hallway underneath the mesh drop-down point, and the balcony itself all provide clear sights, making them good other choices. [Stairways can also be shot through, which is helpful in the base courtyard as an early warning system.] � SPY: A great help here, whether it be backstabbing scoped snipers in the enemy base, or cloaking to infiltrate the enemy's base. If there's any downside to their assistance in CTF, it's that they can't go invisible while carrying intelligence, and thus are pretty easy targets if faster enemies/turrets are waiting. A spy/scout team can be pretty fun, though: scout takes the intelligence, which alerts enemies, who then start moving toward the basement entrances, who then can be backstabbed! [Cloaking in corners, such as one right by the enemy's spawnpoint into their battlements balcony, can really light up the scoreboard.] _____________________________________ _________________________ |�������������������������������������| ������������������������� | Radar Dish | HYDRO | / | _________________________ | Warehouse |�����|�����|�����| Red | ������������������������� | \| B R R |-Base | Hydro is a fast-paced territorial | _____|_ _|_ _|_____| | control map: whoever owns all five | | | | | | annexable spots (four stages plus the | Base-| B B R |-Dam | enemy base) wins the round. The two | |_____|_____|_____| | current stages are chosen at random, | | | between a blue and red stage, with | Power Station | the enemy base always being the final |_____________________________________| stop. ������������������������������������� Here's an overview of each location. Remember that there's always alternate routes to the control point (this is mentioned a few times in the commentary, if y'listened to it), and that teleporters can help immensely respawn-wise, since this map moves FAST. Teams that can't do a balance of offense & defense find themselves failing very FAST as well, so it's good to have a team with mics. RED Stage: DAM �������������� The gigantic dam rises high above the pond's control point, which lies naked on a platform. This area is filled with nooks, crannies, stairways, and paths at all elevations. A twisty cliff path opens toward the power station, and a lower path follows the creek to the warehouse. � The stairway platform right by the control point can serve as a great boostjumping springboard onto the cliff rocks, which lets one survey the area from relative safely (duck by rocks) and get some decent shots off in the meantime. RED Stage: RADAR DISH ��������������������� The radar dish is a giant satellite set in the ground, with the control point in a small building in the center, accessible by two tiny ramps. Routes out of the area include (1) a cliff path rising out of the rim, past a giant hole in the ground, to the power station (2) a low mining tunnels, both leading to the dam's control point. The controlling team can also use the two dish entrances to leave their starting supply point. � It's possible to boost jump onto the satellite dish building's roof, which gives a commanding 360-degree view of the area. Great for the attacking or defending team. RED Stage: BASE ��������������� Notable for being at the bottom of a small cliff and having a mini satellite dish out front, Red's base is accessible from a flip-up stairway outside, an outbuilding's stairway, and a toll booth's vent entrance. The control point's at the bottom, elevated on a little platform. Blue team's supply point is in very close proximity to this place, which makes battling very hectic indeed! BLU Stage: WAREHOUSE �������������������� The region's control point is out in the open, like Dam's, and the titular building provides a good lookout point, with its ledges and windows giving a good vantage point. Accessible by (1) radar dish, by a cliff path and mine tunnel (2) the dam area, via a sunken creekbed. � Obviously, because it has such a good lookout point, snipers may hole up in here. Watch out for spies, who can use the numerous corners and nooks to their advantage. BLU Stage: POWER PLANT ���������������������� The titular location houses the control point, which is elevated in the center and has access stairways over three directions. Outdoors, one side connects to the dam via cliff ledges and a lowroad; one to the BLU base via two side-stairways; the final from the flooded, low-lying area. � Again, boost-jumping can be helpful here, in the uppermost area. BLU Stage: BASE ��������������� In the SW part of the map, this base's control point is held within the bowels of the earth, accessible by two descending ramps, one air vent, and a small path leading down through the control booth. Naturally there's a heapin' helping of supplies, both on the outer ledges and the interior. _________________________ ������������������������� WELL _________________________ ������������������������� Similar to Hydro, Well is another control-point-capturing map, with each team having two initially and a neutral in the map's middle. The goal is to capture all of them, of course! There's really not much to talk about in this level, although it can move very fast for an offensively-minded team, or the exact opposite in similar circumstances. Here's a few points of interest. � TRAINYARD: On either side of the train station is a trainyard, which is a wide-open space with a few boxcars and a small bridge leading into each two-doored base. The canal here connects to the base and to the station, which is a good way for spies to move around quickly. Each base's 2F faces the trainyard, so good snipers may find easier prey...just watch out for any opposing brethren in the station. [Note that it's possible to jump over the boxcar dividing the two trainyards before the match has started, by either boost-jumping or, as a scout, using a windowsill to get onto the upper ledge, then using a nearby lamppole as a springboard.] � TRAIN STATION: This is where the neutral point is housed, and what should be the first destination in the game. The building has four lower entrances (two on each side) and two ledges opposite each other, facing each team's base. As one would expect, trains actually run underneath the point's platform, and any player hit gets splattered, so it pays to listen for that train whistle. Boostjumping players can pop inside for surprise attacks, but besides that, there's not much variables. The long-range game ain't that good here, but snipers can stand in the entrances and get some easy kills on those trying to cap the point. � RED/BLU BASES: Each base is a mirror image of each other, and contains two of the control points. Stairways leading to 2F provide snipers a lookout spot nto the adjacent trainyard (or station's ledge) and both control points. On the ground floor is a one-way pipe leading into the canal and, by proxy, the station -- a good workaround point in case the opposition's built local defenses. _________________________ ������������������������� GRANARY _________________________ ������������������������� Like Well, this is another symmetrical 5-control-point map -- each team starts with two and the neutral one (the first destination) is in the middle. Also like Well, each of the three "indoors" spaces are alternated by a generally open area, which helps one class from instant supremacy. This is also a good place for medics, since there aren't that many health refills to (easily) find, and the ones around ain't that helpful. Points of interest: � RED/BLU BASES: Rather small and uncomplicated. Basically just a control room with two stairs leading down to two exits. A rocket in the middle provides a little cover if the enemy strikes close to home, but it's rather spartan besides that. � WIDE-OPEN SPACES: Each of these two locations has some waist-high debris (like tractor tires) scattered around, and can be used as shields for any incoming fire. A small stairway runs parallel with the overhanging pipes, providing access to the central building. Boostjumpers can get onto the other, higher pipe for a wider command of the area. Each of these yards has one control point by the aforementioned stairs. Snipers won't find much to work with here, unfortunately. � GRANARY BUILDINGS: This massive building encapsulates three of the control points, and is split up into two warehouses and a stockyard in the middle. Access points from the lower entrances, stockyard, and the wide-open yard's pipe catwalk are present, which sets the scene for hectic two-tier fights. Additionally, each granary ("Blue Corn" or "Red Bread") has a skybridge that drops them at the near the stockyard -- not that helpful generally, but a good way to get the drop on enemies nearby. � STOCKYARD: The granary's stockyard is full of boxcars at various heights, which is a hindrance to slower enemies (like heavys, who may not be able to use them to their full advantage) and a boon to faster classes, like scouts and pyros, who can defend this middle point easier. Additionally, players can jump onto the rims of boxcar stacks, i.e. the protruding edge of the lowest, for the element of surprise. The control point here is on a naked platform in the center of the area -- capturers will find that the numerous obstacles don't necessarily work in their favor here... [This is basically the only location helpful to snipers, also.] _________________________ ������������������������� GRAVEL PIT _________________________ ������������������������� Gravel Pit, like 2Fort, consists of one giant map. The three control points (A,B,C) must be captured in alphabetical order, while the opposing team struggles to defend the points. Unlike similar missions, the points capture about twice as slow as normal, even for scouts. The three points are A (Radio Tower), B (The Radar), C (Laser Gun). � CONTROL POINT A: Located in a shed atop a hill, with a couple mining sheds strewn around the hill's base. It's adjacent to both Points B & C, as well as the blue team spawnpoint. The terrain provides decent cover for faster classes, and the sheds serve as decent hiding points for pyros and spies, should they choose to wait for victims. Point A's hilltop shed has multiple windows and a lost wall, so snipers can pick off people camping there from the spawnpoint entrance (etc.) Boostjumpers and scouts can get onto the shed roofs for better vantage points and surprise attacks. [The control point has a pane of bulletproof glass, allowing capturers to see enemies coming up one path without being in any risk.] � CONTROL POINT B: Essentially one large radar building with little cover around its base. It's accessible by the spawnpoint and Point C only, so it's one of the better regions, defense-wise. Its many windows and few access points still provide long-range shooters opportunities to get those holed up inside, though. Since this area borders the enemy's two-exit spawn area, rocketjumpers (or an engineer building something and using it as a stepladder) can get up the drop-down point into this area, then wreak havoc. Building a turret here is annoying but since there's more than one way out, it's technically an inconvenience, not cheap play! [The open windows are of particular use to demomen, who can shoot stickies in and detonate the stuff inside without repercussion...usually.] � CONTROL POINT C: A large ramshackle tower with a laser atop it, this is the tallest point in the map and accessible by the meandering, ascending ramp, or perhaps even boostjumpers. Unlike Point A, this final point is very easy to capture with one scout, which, when coupled with the many entrances and entry points into the region, make it rather hard to defend. [Engineers who camp there with their sentries can be sniped from fringe doorways.] Having a dispenser + Pyro/Heavy can give a neverending stream of ammo, however, so that's one way to help out. [This area is adjacent to Red's spawnpoint and points B & A.] _________________________ ������������������������� TIPS N' TRICKS [TPST] _________________________ ������������������������� � GOING IN BLIND: If you're new to a map, familiarize yourself with it first. This can be done by starting a system link game and letting yourself be the only player; or, play with a few friends to learn the ins and outs. It's a good tactic for the (seemingly) lesser-played, more complicated maps like Hydro, and not too shabby for learning some of the finer points, like rocket-jumping. � TACTICAL RELOADING: This happens in most competitive shooters. Basically, the player reloads a clip (even if it's not empty) when the coast's clear, rather than getting into a fight and finding their primary weapon's short on ammo. It need not be said that reloading when the enemy's shooting is a ridiculous faux pas. Some weapons have fast reload times, like the scout's scattergun, so this is more important to weapons with low capacity and slow reload times, like the soldier's bazooka. [Pyros and Heavys don't have a normal clip, so they're exempt from this tip!] � INCOMMUNICADO: It's never fun to play on a team with no/unused mics, and that lack of communication can damage team synergy. If you say there's a heavy/medic combo coming up from the sewers, how does one know anyone's even listening? When a team dominates your own, it's often NOT a case of monkey-see-monkey-do, but the players acting as a unit, not just everyone doing whatever they want. [Finding a team with mics works better when one's there at the start, or the host, even.] � SPYCHECKING. This is when you "attack" a teammate to make sure they're not a spy. Real allies won't take any damage from these precautions, but spies will have their current disguise removed. Anyone can do this but some jobs, like the pyro -- which has no "clip" and does burn damage -- really excel at it. � DISGUISE SWITCHUPS. The purpose of a disguise is to fool the enemy; thus, when y'backstab someone, don't change into the same disguise! Basically, consider that the last victim relayed your current garb and position to their friends -- it's important to not camp in one place too long. � KNOW WHEN TO WEAPON-SWAP. Each class has a primary & secondary weapon, plus a melee for up-close fighting. It's important to understand each job's weapons and their ranges, and switch when necessary. I'll use Sniper as an example. When coming into a long hallway, having the rifle out is good, as it's more useful at hitting faraway enemies. When nearing a spot enemies may be walking out of, having the kukri (flaying knife) out is a good idea since the rifle isn't meant for close-range use. The sniper's SMG is really only good for its quick-fire capability in finishing off targets, or giving a few warning shots to dissuade enemies from approaching. Other classes get better secondary weapons (like shotguns) than this example's, but the concept still applies. � JUDGE YOUR TEAM: Press the Y-button when playing to see an overview of your team, and try to supplement your team. For instance, having 5 snipers and 3 engineers can mean your team gets steamrolled by powerclasses; or, if a team is mostly made up of demomen, heavys, and soldiers, switch to a medic to help 'em live longer. While it's not vital to your OWN survival, picking a helpful class to win the game -- and not just get kills -- is a good way to play. _________________________ ___________________________________________________/ VIII. APPENDICES [APND] |_ ������������������������������������������������������������������������������� HALF-LIFE SERIES ENEMIES [ENMY] _______________________________________________________________________________ ������������������������������������������������������������������������������� Here's a list of the opposition! Unless otherwise noted, they're found in all three HL games in the Orange Box package. ANTLION ������� Antlions are burrowing insectoid creatures, fiercely territorial and quick to anger. They originate in Half-Life 2 where they only came out when Gordon stepped on sand, and later became allies who could be sicced on enemies with the Pheropod. In the two Episode installments, however, they're nothing but a nuisance, often found in endless supply until their burrows are covered with debris (via gravity gun). These are one of the few enemies the normal-charged gravity gun can effect, as well -- this flips them over, showing off their soft underbelly. Alyx suggests this tactic as a way to quickly kill 'em. ANTLION GUARDIAN (MYRMIDONT) ���������������������������� This behemoth antlion is far more resilient than its tiny brethren, and will use its massive size to bumrush targets, giving a huge knockback effect. To make things worse, its presence summons lesser antlions to assist in its rampage -- nothing's ever easy when they're around. They first appeared in Half-Life 2's Sandtraps chapter as a "myrmidont" but, by Episode 2, is called a guardian. Shooting them works fine, but propelling explosive barrels into their ugly mugs (via gravity gun) is often a more expedient way of getting them out of the way. BARNACLE �������� One of the easier enemies, barnacles attach to ceilings and look like a big, fleshy pod with a tongue hanging down vertically. When an object -- any object, really -- comes in contact with its tongue, it drags it up and tries to eat it. Gordon can free himself from their grip in a manner of ways, while hapless enemies caught in it can only curse their own carelessness as they're devoured. [Crowbarring these guys saves ammo.] COMBINE SOLDIER ��������������� Generic soldiers of the combine horde, they use assault rifles, grenades, and shotguns in their pursuit of Alyx and Gordon. They often appear in groups but that's about it for their lethality. COMBINE ELITE ������������� These white-armored combine (or comboopers...combine + stormtroopers...no takers? Maybe it'll catch on) are more powerful than normal grunts but not by much. They're crack shots though, so use a bit more caution. COMBINE SNIPER �������������� These dangerous enemies can easily pick off Gordon if he's running in open ground. They can't be killed by normal gunfire -- they're shooting from the recesses of a window and can't be seen normally -- but can die if a missile, grenade, or ally rollermine's directed into their space. Take lots of cover when approaching these guys 'cause it only takes a few shots to pick Gordon clean. ENVIRONMENTAL HAZARDS ��������������������� Sometimes Gordon can be endangered even if the Combine forces aren't anywhere around. Corrosive toxic waste can eat through his suit, forcing him to find a new path or hop over using debris. Explosions and falling from steep heights can also inflict damage, perhaps fatal. FACEHUGGER ���������� With such a cute name, it sounds like these guys would be more fun...but they aren't. They're weak, fleshy-colored, crablike monsters that often leap out from hiding spots, and try to attack Gordon multiple times before he can get a good shot off. Overall, low damage and low importance. GUNSHIP ������� Found: Half-Life 2, Half-Life 2 Episode 1 Gunships are half-insectoid, half-machine hybrids that are very dexterous and can only be defeated by RPG rounds. They also show up in the worst of places, such as during the road in Highway 17 and under the train bridge at the end of that same level. They're very dangerous and Gordon has to carefully guide his RPG rockets to take them out (usually takes 5-6). HUNTER ������ Found: Half-Life 2: Episode 2 These fast-moving, bumrushing enemies appear numerously toward the later half of the game. Their primary attack is firing multiple flechettes (needlelike projectiles) that have a delayed, albeit minor, explosion effect. They're a giant annoyance in the sixth chapter primarily, so be sure to turbo-boost the car and run 'em down in cold blood! [Don't worry, no jury will convict you.] HUNTER CHOPPER �������������� Found: Half-Life 2, Half-Life 2 Episode 2 When these helis appear, they'll pester Gordon as he proceeds through the chapter. It's equipped with dual frontal machine guns, as well as a mine dispenser, which can be drop large mines or a wide fan of tiny bomblets. The method of defeating is either shooting it with the airboat (Half-Life 2) or using the gravity gun to throw its large mines back at its frame (Episode 2). MANHACK ������� Hear that buzzing propeller noise? That's the lovable, huggable manhack! It just wants to slit Gordon's throat with its razor-sharp blades! These flying robotic drones often appear en masse, and while their constitution is weak, Gordon often can't see where every one is -- that's how they getcha. The gravity gun can attract and shoot 'em into walls (OHKO) while the crowbar can bash some sense into 'em (2HKO). POISON FACEHUGGER ����������������� Basically a black, spidery facehugger who moves just as fast and can poison Gordon. Poison alone can't kill Freeman but it bottoms out his health, which can make him easy pickins for other nearby foes. Luckily, when poisoned, HP regenerates back to 100, so sometimes these suckers end up giving Gordon extra health in the long run. POISON ZOMBIE ������������� Basically a normal zombie who's been infected by multiple poison facehuggers. Although they appear infrequently, they're still annoying -- the zombie's piggybacking facehuggers will jump off and poison Gordon, which can set up a quick kill if things aren't careful. [Poison alone can't kill Gordon, but it does bring his HP to 1 and that's not good for other enemies 'round the area.] QUICK ZOMBIE ������������ I was unsure what to call these things, but this is as good a name for 'em as any. Created from a headcrab and a skinless human, these monsters sprint towards Gordon and do a barrage of claw attacks. A single headshot from the shotgun will neutralize but their speed works to their advantage on this end. They mostly appear during select times in the "We Don't Go to Ravenholm" level. ROLLERMINES ����������� These look like the toy Dog was playing with back in Black Mesa East, 'cept these will repeatedly shock Gordon. They're impervious to normal weapons and will follow our hero around endlessly (generally), so the only way to get rid of them is launching them out of the current area via the gravity gun -- or, in Episode 1, letting Alyx reprogram them to be allies. [Since they can be propelled to where they need to be, ally r-mines can take out snipers as well.] SPINBLADE TRAP �������������� Found: Half-Life 2 A trap setup by Father Grigori during the 5th level set in Ravenholm, these automated machines spin a blade laterally and endlessly, splitting in two whatever comes in contact. Gordon will have to duck under these to keep his head intact, and can toggle them on/off using a lower panel. These traps're mostly to save ammo against zombies and headcrabs, which at during this 5th level are relatively new foes. They only appear during in Ravenholm. STRIDER ������� These massive insect-like enemies appear late in the game, and can only be killed by landing a well-shot magnusson device (a.k.a. stickybomb, for those who don't want to use such a stupid term) and then exploding it with firearm. They'll mostly leave Gordon alone with other refugees incurring its ire, but it does have a massive laser that'll decimate buildings -- don't be inside if that happens. TURRETS/AUTOGUNS ���������������� These guns are erected to face down a narrow path, opening fire on enemies (Gordon) if he enters the proximity. They can be knocked down & incapacitated by successfully tossing objects -- barrels, boxes, debris, etc. In at least one occasion, the allies can use turrets in the same manner. ZOMBINE ������� Found: Half-Life 2 Episodes 1 & 2 Zombie + Combine = Zombine! These once-proud enemies have lost their guns and now appear (mostly) in close-quarters situations, using kamikaze attacks with their grenades. They also move faster than normal zombies and have a bit more constitution. _______________________________________________________________________________ ������������������������������������������������������������������������������� HALF-LIFE SERIES WEAPONS [WPNS] _______________________________________________________________________________ ������������������������������������������������������������������������������� 9MM PISTOL ���������� HL2 : Route Kanal (#3) HL2E1: Lowlife (#3) HL2E2: To the White Forest (#1) A simple handgun carried by the Combine, this weapon shoots one bullet at a very slow rate. Gordon can fire quicker manually, but generally this isn't going to be the best weapon and -- naturally -- is outclassed later, which relegates it to shooting faraway enemies to conserve other ammo, etc. It's not too bad at close-range, though...just don't try to take on anything bigger than a Combine with it. CROSSBOW �������� HL2 : Highway 17 (#7) HL2E1: Urban Flight (#4) HL2E2: Riding Shotgun (#4) The crossbow is the only weapon in the game with sniping capabilities, and is deadly accurate because of it. Although it has a small magazine, it only takes one hit to kill a Combine-sized enemy. Use the left trigger to peer through the scope and -- POW!! -- the target's dead. The funny thing is that enemies hit with it either crumple like a rag doll or are pinned to whatever is behind them. There's even an achievement (Targeted Advertising) based off the latter function in the main game. CROWBAR ������� HL2 : "A Red Letter Day" (#2) HL2E1: Exit 17 (#5) HL2E2: To the White Forest (#1) Although it has no long-range capabilities, this handy tool has a variety of purposes just the same. It can break boxes of all sorts, pull back planks that block doorways, smash windows, and naturally give hemorrhages to any smaller type enemies (Headcrabs, Combine, Zombies, etc.) It doesn't use ammo, of course...but it'd be cool if it did, huh? Ironically, while it's known for being a weapon Gordon receives early in the games, in Episode 1 it's obtained near the end -- much to some gamers' chagrin, no doubt. GRAVITY GUN ����������� HL2 : Black Mesa East (#5) HL2E1: Undue Alarm (#1) HL2E2: To the White Forest (#1) A gun that really doesn't outlive its usefulness whatsover, the gun can suck in small objects (sawblades, for instance) and launch them as projectiles at whatever's nearby. On the flipside, just being able to attract objects on a whim is good, and is in fact prudent in levels like "Freeman Pontifex," where crossing hazardous waste is required. It never truly runs out of ammo unless there's no physics objects lying around. GRENADE ������� HL2 : Route Kanal (#3) HL2E1: Lowlife (#3) HL2E2: To the White Forest (#1) Fragmentation (frag) grenades are used to clear out rooms, greatly damaging the enemies while Gordon is safe and sound. Firing one incorrectly (they go in a parabolic trajectory) and it can cause Gordon to scramble for cover! Obviously it pays to get out of the way when a grenade -- foe or own -- is sitting around. These can also be thrown back if the player is quick, but this generally isn't the wisest course of action. MAGNUM ������ HL2 : Water Hazard (#4) HL2E1: Urban Flight (#4) HL2E2: To the White Forest (#1) The Magnum is a six-shooting handcannon, and will OHKO a small enemy if shot in the head; then again, shooting near the head will do the trick also. Since it's so powerful, ammo for it isn't as commonplace as other types. Saving it for a rainy day ain't such a bad idea...or if you're feeling lazy, which is alright too. MAGNUSSON DEVICE (STICKYBOMB) ����������������������������� HL2 : --- HL2E1: --- HL2E2: Our Mutual Fiend (#6) This weapon is used with the gravity gun, and is found in dispensaries during the chapter's final stretch. If lobbed at a strider -- and it hits the body cleanly -- it adheres and flashes, allowing it to be detonated with a firearm to OHKO the strider. [In fact, it's the only way to kill the striders.] These devices are ridiculously fragile, however, and can be destroyed by misshots or enemy interference, hunters in particular. PHEROPOD �������� HL2 : Sandtraps (#8) HL2E1: --- HL2E2: --- The last weapon obtained in the game isn't even a weapon, really: it's a piece of a myrmidont monster. These are thrown like grenades, and wherever they land, antlions will attack that location (or locate a nearby enemy and run to them). The secondary function with the L-trigger is to squeeze the 'pod and gather muster the antlions nearby. Antlions can only be used during the Sandtraps and Nova Prospekt chapters; however, hitting a Combine with a pod will temporarily cause it to stop firing, which gives a good opportunity to take it out. Good for saving ammo but, again, it'll see much of its use in the aforementioned two chapters. PULSE RIFLE ����������� HL2 : "We Don't Go to Ravenholm" (#6) HL2E1: Urban Flight (#4) HL2E2: Freeman Pontifex (#3) More powerful but slower than the SMG, the rifle can take down enemies at a lot faster rate...it doesn't carry as much ammo though. But, the secondary weapon is really where it shines. The left trigger shoots a pulsating orb, which after bouncing around the room like a pinball and striking as many foes as possible, will explode and take out even more! The pulse orbs are in short supply and should be saved for a pinch, though. RPG (ROCKET LAUNCHER) ��������������������� HL2 : Highway 17 (#7) HL2E1: Urban Flight (#4) HL2E2: Under the Radar (#5) This bazooka launches rockets which, unlike fire-and-forget weapons (such as a grenade launcher), can be steered by moving the reticle around. Half-Life 2 had much use for this behemoth in taking down gunships, but in Episode 2, it's mostly just overkill -- it can't even kill a strider in the penultimate chapter! It's mostly a cheap thrill since its max ammo is 3, and scarce at that. SHOTGUN ������� HL2 : "We Don't Go to Ravenholm" (#6) HL2E1: Lowlife (#3) HL2E2: To the White Forest (#1) What can be said about the shotgun that isn't already conjured up by one's own mind? It's brutal at close-range fighting and can take down most foes with a well-placed headshot, while it can be used to lesser effect for some medium-range action. There's a reason why it's often players' favorite gun to use on most levels. However, with its clip size, it pays to play off its strengths. Speaking of which, Gordon can use the left trigger to fire its second barrel! SUB MACHINEGUN �������������� HL2 : Route Kanal (#3) HL2E1: Urban Flight (#4) HL2E2: This Vortal Coil (#2) Pretty good all throughout the game, the machine gun combines rapid-fire capacities with a decent clip size. But, like most guns of this sort (at least as they're portrayed in video games), it takes a lot of rounds to down one enemy. The secondary weapon is a frag grenade, which fires in an arc via the left trigger -- also good for clearing out hordes when it comes to saving ammo. _______________________________________________________________________________ ������������������������������������������������������������������������������� ORANGE BOX ACHIEVEMENTS [ACHV] _______________________________________________________________________________ ������������������������������������������������������������������������������� Achievements give gamerpoints by performing special feats of excellence, and for the five-games-in-one Orange Box, there's quite a lot to do. I'll split 'em up by game. Additional notes will be found in the games' section, if applicable. Asterisked (*) items denote achievements mandatorily unlocked in the course of a full playthrough. ______________________________ ____ _______________________________________ | HALF-LIFE 2 ACHIEVEMENTS | PT | OBTAIN | |������������������������������|����|���������������������������������������| *| Anchors Aweigh! | 05 | Get the airboat (Ch. 3) | | Atomizer | 10 | Throw 15 soldiers into a ball field | | Barnacle Bowling | 05 | Kill 5 barnacles with one barrel | | Blast From the Past | 10 | Find the HEV Suit Faceplate (Ch. 5) | | Bone Breaker | 05 | Kill 30 enemies w/ thrown objects | | Bug Hunt | 10 | Use the antlions to kill 50 enemies | | Conservationist | 05 | Kill 5 enemies w/ the same energyball | | Counter-Sniper | 05 | Kill all of City 17's snipers | | Deadly Harvest | 05 | Kill an enemy with a hopper mine | | Defiant | 05 | Hit the trashcan cop w/ a can (Ch. 1) | *| Fight the Power | 10 | Shut down the suppression device | | Flushed | 05 | Kill an enemy with a toilet | *| Follow Freeman | 10 | Gain a squad of rebels (Ch. 12) | *| Giant Killer | 10 | Survive the strider battle (Ch. 12) | | Hack Attack | 05 | Kill 5 enemies with a thrown manhack | *| Hallowed Ground | 05 | Escort Gregori through the cemetery | *| Heavy Weapons | 05 | Get the airboat's mounted gun (Ch. 4) | | Hot Potat0wned | 10 | Kill a Combine with his own grenade | | Keep Off the Sand! | 20 | Beat Sandtraps w/o touching the sand | | Lambda Locator | 15 | Find all (45) lambda caches in HL2 | *| Malcontent | 05 | Escape the apartment raid (Ch. 1) | *| One Man Army | 05 | Destroy six gunships total | | OSHA Violation | 05 | Kill 3 enemies using the crane | *| Plaza Defender | 10 | Beat the generator standofff (Ch. 11) | *| Radiation Levels Detected | 05 | Get through City 17's toxic tunnels | *| Revenge! | 10 | Destroy the hunter-chopper (Ch. 4) | | Submissive | 05 | Put the can in the trash (Ch. 1) | | Targetted Advertising | 05 | Pin a soldier to a billboard (Ch. 7) | | Think Fast! | 10 | Kill an Elite with his own energyball | *| Trusty Hardware | 05 | Get the Crowbar (Ch. 2) | | Two Points | 02 | Use DOG's ball to make a basket (Ch5) | | Vorticough | 13 | Find the singing vortigaunt (Ch. 4) | | Warden Freeman | 10 | Beat the turret standoff (Ch. 10) | | What Cat? | 05 | Destroy Kleiner's teleporter (Ch. 2) | *| Where Cubbage Fears to Tread | 05 | Destroy the gunship (Ch. 7) | *| Zero-Point Energy | 05 | Get the Gravity Gun (Ch. 5) | | Zombie Chopper | 25 | Beat Chapter 5 using only the gravgun | |______________________________|____|_______________________________________| HALF-LIFE 2 NOTES ����������������� � KEEP OFF THE SAND: This only applies to the beach parts where touching the sand belies Gordon's position to the antlions. Use debris and careful jumping (and saving?) to get the achievement. � TARGETTED ADVERTISING: During the Highway 17 portion, Gordon will come upon a small encampment of a couple buildings inhabited by Combine. On a hill overlook, he can find the crossbow, and with its zoom-in function, snipe the soldier walking along the billboard. Unless there's some weird fluke accident, the crossbow bolt should pin him to the sign. � VORTICOUGH: This is done in the Water Hazard level. After defeating the hunter chopper and gaining access to the shallow lake around what's to be the final station, search the rocky perimeter for two pipes, one with an open grate. Save, sprint through the toxic muck, and find the vortigaunt in a dead end, get the achievement, reload! � WHAT CAT: The teleporter to break is a tiny one on Kleiner's desk, left of the entrance. When an object is placed on its pad, it moves to a pad nearby, then moves back. Pile as much loose junk into the thing as possible and it will eventually short out. _________________________ ____ _____________________________________________ | EPISODE 1 ACHIEVEMENTS | PT | OBTAIN | |�������������������������|����|���������������������������������������������| *| Attica! | 05 | Destroy the gunship from the hospital attic | | Bone Breaker | 05 | Kill 30 foes with thrown physics objects | | Car Crusher | 05 | Squish 15 antlions with a car(s) | | Citizen Escort | 15 | In last chapter, let no citizens be slain | | Conservationist | 05 | Kill 5 enemies w/ the same energy ball | *| Containment | 05 | Contain the Citadel's core | | Deadly Harvest | 05 | Kill a foe with a planted hopper mine | *| Elevator Action | 10 | Survive to reach the parking garage's lift | *| Escape from City 17 | 20 | Beat Half-Life 2: Episode 1 | | Grave Robber | 05 | Steal a Zombine's grenade | | Hack Attack! | 05 | Kill five (5) enemies with a manhack | | Hot Potat0wned | 10 | Kill a Combine soldier w/ his own grenade | | Live Bait | 10 | Let Alyx snipe 30 enemies | | Pacifist | 10 | Kill no (unmandatory) stalkers in Citadel | | The One Free Bullet | 40 | Finish game & fire only 1 bullet during it! | | Think Fast! | 10 | Kill an Elite w/ his own energy ball | *| Watch Your Head! | 05 | Get to the bottom of the Citadel's elevator | | Zombie-que | 05 | Use flares to set 15 zombie types alight | |_________________________|____|_____________________________________________| HL2E1 NOTES ����������� � THE ONE FREE BULLET: Gordon can only fire one bullet throughout the game, but grenades, crowbars, rockets, and the gravgun are A-OK to use. Alyx can also lend her ballistic assistance without screwing up the achievement. _________________________ ____ ____________________________________________ | EPISODE 2 ACHIEVEMENTS | PT | OBTAIN | |�������������������������|����|��������������������������������������������| *| Acid Reflex | 05 | Kill an acid antlion worker | | Bone Breaker | 05 | Kill 30 foes with thrown physics objects | | Cache Checker | 10 | Find all five lambda caches (Chapter 5) | | Conservationist | 05 | Kill 5 foes with the same energy ball | | Deadly Harvest | 05 | Kill a foe with a planted hopper mine | *| Defense of the Armament | 20 | Complete the strider invasion event (Ch.6) | | Get Some Grub | 20 | Kill all (333) antlion grubs | | Gordon Propelled Rocket | 05 | Find the rocket launcher cache (Chapter 5) | | Grave Robber | 05 | Steal a Zombine's grenade | *| Gunishment! | 05 | Destroy the junkyard's Combine Autogun | | Hack Attack! | 05 | Kill five (5) enemies with a manhack | | Hit and Run | 05 | Run over 20 enemies with the car | | Hot Potat0wned | 10 | Kill a Combine soldier w/ his own grenade | *| Into the Breach | 05 | Hold off the antlion invasion in the mines | | Little Rocket Man | 30 | Put the garden gnome in the rocket (Ch. 6) | *| Meet the Hunters | 10 | Survive the hunters' ambush with Alyx | | Neighborhood Watch | 35 | Let no strider destroy a building (Ch. 6) | | Payback | 10 | Kill a hunter with his own flechettes | | Pedal to the Metal | 05 | Beat DOG in the race to White Forest Base | | Pinata Party | 05 | Destroy all (9) web caches | | Puttin' on a Clinic | 15 | Defeat the chopper w/o any misthrown mines | *| Quiet Mountain Getaway | 10 | Survive the ambush at White Forest Inn | *| Secondary Silo Secured | 05 | Close the secondary silo's launch doors | | Think Fast! | 10 | Kill an Elite w/ his own energy ball | *| Twofer | 95 | Kill the antlion guardians (Ch. 3) | | Zombie-que | 05 | Use flares to set 15 zombie types alight | |_________________________|____|____________________________________________| HL2E2 NOTES ����������� � Hot Potat0wned: when a combine throws a grenade at Gordon, use the gravity gun to pick it up and throw it back. Not that hard to get. � Little Rocket Man: This involves finding a garden gnome in chapter one and carrying it all through the game, before finally putting it in the rocket during Chapter 6 (when first meeting Dr. Magnusson). The gnome is found on a shelf in the building where Alyx and Gordon first make contact with Eli. � Payback: hunters shoot explosive flechettes, which is basically another way of saying "pinlike projectiles". These can't be sucked up with the gravity gun like some other projectiles, but by holding up a shield -- any item that the flechettes can stick to -- and then throwing that shield at the hunter, the achievement can be gained if it deals a killing blow. It's best to use shields that aren't inherently dangerous (like boxes) although there's plenty of chances to get this, especially in the sixth chapter. � Pinata Party: this achievement does not reset even if a new game's begun, so remember that only new web caches will show the progress update when broken. � Puttin' on a Clinic: during the chopper boss battle, it'll drop mines that have to be shot back at it. Basically, the achievement's gotten by striking it perfectly each time (feel free to save in-between each). ____________________ ____ _________________________________________________ | PORTAL ACHIEVMENTS | PT | OBTAIN | |��������������������|����|�������������������������������������������������| | Aperture Science | 40 | Earn gold medals in all Portal challenges | | Basic Science | 10 | Earn bronze medals in all Portal challenges | | Camera Shy | 05 | Detach all surveillance cameras from the walls | | Cupcake | 10 | Beat 2 Portal advanced maps | | Fratricide | 05 | Beat Level 17 | | Friendly Fire | 05 | Knock over a turret with another turret | | Fruitcake | 20 | Beat 4 Portal advanced maps | | Heartbreaker | 10 | Complete Portal | | Lab Rat | 05 | Acquire the fully-powered portal gun (Level 11) | | Long Jump | 05 | Jump 300 feet | | Partygoer | 05 | Beat Level 19 | | Rocket Science | 20 | Earn silver medals in all Portal challenges | | Terminal Velocity | 05 | Fall 30,000 feet | | Vanilla Crazy Cake | 30 | Beat 6 (all) Portal advanced maps | |____________________|____|_________________________________________________| � TERMINAL VELOCITY: Falling 30K feet requires a portal loop, where an exit is placed in the ceiling, right above the entrance. Then, just jump through and check back after awhile. Obviously it's best done with a very high ceiling... _________________________ ____ ____________________________________________ | TF2 ACHIEVEMENTS | PT | OBTAIN | |�������������������������|����|��������������������������������������������| | Dynasty | 10 | Win 20 games | | Flamethrower | 05 | Set 5 enemies on fire within 30 seconds | | Grey Matter | 05 | (As sniper) get 25 total headshots | | Hardcore | 15 | Accumulate 1000 total kills | | Hard to Kill | 10 | Get 5 kills in a row without dying | | Head of the Class | 05 | Play a complete round with each (9) class | | Impenetrable Defense | 10 | Defend Dustbowl w/o giving up a capture | | Impossible Defense | 30 | Defend Gravel Pit w/o giving up a capture | | Lightning Offense | 10 | Win Well in five minutes or less | | Master of Disguise | 15 | (As spy) have an enemy medic heal you | | Nemesis | 05 | Get 5 revenge kills | | Powerhouse Offense | 05 | Win 2Fort in a shutout (enemy scores zero) | | Relentless Offense | 20 | Win Hydro without giving up a capture | | Sentry Gunner | 05 | Score 10 kills with the same sentry gun | | Team Doctor | 05 | Accumulate 25000 heal points as a Medic | | With Friends Like These | 10 | Play a game with 7+ friends | | World Traveler | 05 | Play a complete game on every (6) map | |_________________________|____|____________________________________________| TF2 NOTES ��������� � IMPOSSIBLE DEFENSE: This achievement can be obtained by playing a system link match (i.e. one with just the host, no opponents). Simply wait until the time limit expires and bingo! It's achieved. � SENTRY GUNNER: Getting 10 kills with one gun can be difficult -- the foes often get wise by the first 1-3. This is easiest done by being a cheapo, such as spawncamping, playing all-engie/no-spy games, etc. It can be done legitly, but it's a lot harder. _______________________________________________________________________________ ������������������������������������������������������������������������������� THE ORANGE BOX FAQ [FAQZ] _______________________________________________________________________________ ������������������������������������������������������������������������������� HALF-LIFE 2 ______________________ ���������������������� [Q] - Where is the secret vortigaunt in "Water Hazard"? [A] - After downing the hunter chopper near the end of the level, open the gate to the small bay beyond (the one with the dock ramp). Instead of going that way, locate two pipes at the far end -- one of them is ajar slightly. Use the airboat to get up and in, and make sure to sprint through the radioactive waste. The vortigaunt is at the very back, and has a bunch of supplies (health for the way back is most important, no?) [Q] - How come my RPG rounds are always shot down by the gunships? [A] - Because Gordon (you) have to steer them manually. The crosshairs directs the projectile, which should be used to evade the gunships' attempts to knock them out of the air. When the coast is clear, leave the reticle on the target to 'mark' it for destruction. You'll know it's marked because the reticle turns orange-ish. [Q] - How come my achievement(s) aren't being unlocked? [A] - This seems to be save-related, and deleting them seems to be necessary to correct stuff again. [Q] - Do you get anything for the Gman sightings? [A] - Nope, it's just for fun and...kinda creepy. ______________________ ���������������������� HALF-LIFE 2: EPISODE 1 ______________________ ���������������������� [Q] - Do I have to play HL2 before playing the episodes? [A] - No, but it does put a lot of the survivors' plight into perspective, plus it's longer than both combined and very fun, so don't set it aside when y'could play it! [Q] - I have the PC version and I want to put in this cheat, and-- [A] - I don't have the foggiest idea about PC stuff. [Q] - What weapons can I use for "The One Free Bullet" achievement? [A] - Besides the titular "one bullet" used to blow the padlock off in the third chapter, Gordon can only use rockets, grenades, gravity gun and its physics objects, and the crowbar. Secondary weapons, like the SMG grenade and pulse rifle's orb, are cleared to use as well. Note that the crowbar is obtained a little before the final chapter so a player will really have to rely on the gravity gun and Alyx for breaking and killing things, respectively. [Q] - How do I power the elevator during Lowlife's zombie outbreak? [A] - Alyx talks about following the lift's powercords to the generator. Follow them to the fenced-in supply area and right nearby will be a door barricaded with a wooden beam; inside's the powerbox. [Q] - Can Alyx die? [A] - Ninety-nine percent of the game, no -- her almightiness reigns supreme, and she seemingly has infinite health and ammo. However, in gunships' presence, y'may get a rare game over if she happens to be ganged up on. ______________________ ���������������������� HALF-LIFE 2: EPISODE 2 ______________________ ���������������������� [Q] - What all comes with Orange Box? [A] - It contains five games in all: Half-Life 2, Half-Life 2: Episodes 1 & 2, Portal, and Team Fortress 2. [Q] - Where's the garden gnome at? [A] - It's in the very first chapter, in the house where Alyx first contacts White Forest. Look underneath a wooden platform and it'll just be sitting there, waiting for you to piggyback it to Chapter 6! [Q] - How do I get the Payback achievement? [A] - Hunters' flechettes can't be sucked in by the gravity gun, but they'll stick to most any object. What y'do is, use an object as a shield and absorb the darts; then, propel it w/ the gravity gun to do explosive damage. It may take a few tries but that's how it's done. ______________________ ���������������������� PORTAL ______________________ ���������������������� [Q] - Is "Portal: Still Alive" the Portal packaged in The Orange Box? [A] - No, it's a different game with challenge maps. [Q] - How come the post-game challenges aren't unlocked? [A] - You have to beat the game legitly -- using cheats disables 'em. ______________________ ���������������������� TEAM FORTRESS 2 ______________________ ���������������������� [Q] - I want to be _____ class but my team's slot is filled up! [A] - There's a way around this, albeit it's rather cheap, since it deprives the enemy of their slot. Basically, change teams, become that class, then switch teams again -- now you can be that spy (etc.) and the enemy force can't. [Q] - Is there a single-player mode? [A] - Nope -- this is a purely online game (requires Xbox Live, of course). [Q] - Is the online community good? [A] - For the most part, yes -- there are a few whiners and quitters, but it's a far cry from the ridiculousness of some other, more popular games'. Worst-case scenario, the opposing team starts glitching outside the map, skywalking, and so on...the wide majority are A-OK, though. [Q] - I'm pretty good and want to join a clan. Where do I sign up? [A] - [http://z13.invisionfree.com/TF2_Ladder] is the place to go if you're looking to team up with other like-minded individuals. [Q] - What's it mean when "connection to host was lost" happens? [A] - The server's quality depends on the host's connection, and a player may be disconnected if they a host tries to take on more people than the connection allows. [Disconnection can happen when the host goes straight to Xbox Dashboard instead of quitting, too.] Try to remember good hosts and stay away from games with laggy connections -- in the listing where host name/players/scenario is shown, the three green bars at the right side show how good that is. [Q] - What does it mean, "this game is no longer accepting players?" [A] - It could be that the remaining slots are private, but most often, the game is loading from the lobby, so no one can join until it's done. [Your NAT type may also affect this.] [Q] - Can I get achievements in player matches instead of ranked ones? [A] - Yes. In fact, it's pretty rare to see anyone playing ranked matches. [Q] - Will the PC updates ever come to 360? [A] - That's the million-dollar question. There's a lot of speculation, but no real word since 2008... Problems seem to arise from the 360's RAM or something. [Q] - How are points calculated? [A] - When certain actions are taken, points are earned -- these go towards a player's performance chart and, while not necessarily important in the long run, are good reminders for one's progress. Here's how they work: [�] - Friendly teleporter used by self or teammate [�] - Assist in a kill [1] - Normal kill (or Sapper removal) [1] - Ubercharge, AKA invuln, used [1] - Destroying a barrel (environmental target) [1] - per 600 health healed (medic/engineer-only) [2] - Headshot kills (sniper-only) [2] - Backstab kills (spy-only) [2] - Destroying an engineer's building [2] - Capturing a control point Revenge kills' point is in addition to another earned, so a revenge headshot would be worth 3 instead of just 2. I believe this applies to dominations, also. [Q] - I checked my host settings and they were all screwed up! [A] - Sometimes if you check the options menu when someone is hosting (or even if you don't, in rare cases) their settings will override your own. They can still be changed so there's no long-term harm done, but it's still annoying. [Q] - Is there a way to unlock PC achievements, hats, etc. in the 360 version? [A] - Nope. Only the PC's initial 17 achievements made the transition. [Q] - Can you kill with taunts in the 360 version? [A] - Nope -- they're perfectly harmless. [Q] - How do I counter griefers/cheaters/etc.? [A] - There are ways to outgrief a griefer, although it requires sinking to their level. Even someone like me, who plays a gentleman's game the entire time, ends up learning a few tricks in passing. Example: one method allows an ally demoman to destroy friendly buildings, which is helpful for cheating teammates but can similarly be used "for evil" in the hands of an unscrupulous amateur. [That's why I'm not saying the methods outright. Don't ask!] [Q] - What's your gamertag? :) [A] - Antirine. _______________________________________________________________________________ ������������������������������������������������������������������������������� X. UPDATES & CONTRIBUTORS [UPDT] _______________________________________________________________________________ ������������������������������������������������������������������������������� 12-09-09 ------------------------------------+ Started walkthrough 01-17-09 ------------------------------------+ Finished walkthrough THANKS TO... ������������ � Sailor/Ceej, for hostin' my stuff � TOB Messageboard, for being awesome � WandrianWvlf, for info on host settings changing � The Sniper, for being the coolest TF2 character! [Say g'bye to yer head...] THINGS I NEED/FUTURE UPDATES ���������������������������� � Portal advanced strategy � Readers' TF2 strategies (I'm sure there are some good ones I've forgotten) _______________________________________________________________________________ ������������������������������������������������������������������������������� XI. LEGALITY [LGLT] _______________________________________________________________________________ ������������������������������������������������������������������������������� This document is intended for private home use ONLY, and may not be reproduced through electronic or commercial means without the expressed consent of the author (P. Summers). It cannot be hosted, edited, or distributed for profit, and may not be given away as an add-in/gift to bought items. All rights are reserved to respective parties, even those not explicitly stated herein. Those who find this document on sites not listed below should e-mail the author (me). Thanks for reading this, and thanks for respectin' FAQ authors. 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