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HALF-LIFE 2 BASICS: GETTING STARTED
HALF-LIFE 2:
BASICS
HALF-LIFE 2:
A CONDENSED
WALKTHROUGH
HALF-LIFE 2:EPISODE ONE
HALF-LIFE 2:
EPISODE TWO
ACHIEVEMENTS AND
UNLOCKABLES
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MASTER SCIENTIST IN TRAINING:
GETTING STARTED
HOW TO USE THIS BOOK
The following sections reveal the necessary elements you need to survive,
thrive, and resist the Combine’s assorted forces as you escape their
clutches fl ee the City, and rampage through the Outlands. Before you
squeeze into your HEV Suit, thoroughly digest the strategies presented here.
The bulk of this guide is a walkthrough of the
also known as
walkthrough of the original
Next comes a thorough tactical overview and comprehensive plans for
Portal
chapter has labeled maps and various additional information boxes to
further aid your progress:
Tips, Notes, and Cautions: These detail a preferred tactic (Tip), an
interesting aside (Note), or a dangerous problem (Caution) nearby.
Entity Encounter: A quick rundown of an enemy the fi rst time you
encounter it during
Additional Investigations: These detail key information and some game
script, along with any backstory elements.
G-Man About Town: Your sponsor intends to keep a closer eye on you than
you may realize. His spying spots are revealed, assuming he’s still watching
over you.
Lambda Location: Every time a member of the resistance scrawls a lambda
logo on a wall, we show you where the hidden goods are.
Inventory Adaptation: Whenever a new weapon or offensive capability
becomes available, these provide a brief description of the item’s
effectiveness and usage.
Aftermath
, and full character and match strategies for
, and
Episode 1
Episode Two
Half-Life 2
adventure.
, along with takedown tactics as applicable.
GETTING STARTED
THE MAIN MENU
MAIN MENU CHOICES
New Game: When selected, you can begin a new game from the start or
from the beginning of each game Chapter you have previously completed.
Diffi culty: There are three levels: Easy, Medium, and Hard. Diffi culty levels
are detailed following this list.
Load Game: Select and start a previously saved game.
Save Game: Select New Saved Game in the list to create a new fi le, or select
a previously saved game to overwrite a fi le.
Resume Game: Return to the current game.
Options: Set the audio and video settings, and customize the controls.
Quit: Exit
Half-Life 2
. Remember to save fi rst!
Episode One
. There is also a condensed
adventure,
Team Fortress 2
. Each
NOTE
If you are playing the different versions of this game, note the
following additional menu options:
Control Option (Xbox 360): Allows you to change the controller
settings to your personal preference. Achievements (Xbox 360): Use
this menu to check your Achievement progress.
Achievements (PC): Use this menu to check your Achievement
progress (
Developer Commentary (all systems): This allows you to play the
game in Commentary mode, once you’ve completed that chapter
(except in
Diffi culty Menu: There are Diffi culty presets you can change in the
Options menu, too.
DIFFICULTY DEFINED
Quick descriptions of the settings are listed here, followed by detailed
comparisons of how these differences affect gameplay.
Easy: Enemies are weak and easy to defeat.
Normal: Enemies are stronger and have basic combat skills, making them
more diffi cult to defeat.
Hard: Enemies have advanced combat skills, making them deadly
opponents.
Easy Comparison to Normal:
■ More ammunition is available, your weapons are more powerful, and
enemies are weaker.
■ You receives 20 percent more ammunition when picking up ammo items.
■ You take one-half of the damage values listed in the Bestiary section of
this guide, except when damaged by fi re, falling, drowning, physics,
poison, or sniper.
■ You infl ict 150 percent of the damage values listed in the Weapons
Detail section of this guide.
■ You receive automatic aiming assistance (auto-aim).
HL2: EP2, Portal
HL2
).
, and
TF2
only).
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Hard Comparison to Normal:
■ Less ammunition available, your weapons are slightly less powerful,
and enemies are much more dangerous.
■ You receive 40 percent less ammunition when picking up ammo items.
■ You take 150 percent of the damage listed in the Bestiary section of this
guide, except when damaged by fi re, falling, drowning, physics, poison,
and sniper.
■ You infl ict 75 percent of the damage values listed in the Weapons Detail
section of this guide.
■ You receive
no
aiming assistance (auto-aim) from the computer.
HALF-LIFE 2 BASICS: GETTING STARTED
CONTROLS
These are the default controls; choose Options at the main menu and access the confi guration settings.
MOVEMENT COMMANDS
FUNCTION DEFAULT DEFAULT ACTION NOTES
ACTION (PC) (XBOX 360)
Move forward W tUse with Walk for slower movement. Useful for quieter walking.
Move backward S b
Move left (strafe) A fUse erratically to avoid gunfi re.
Move right (strafe) D hUse erratically to avoid gunfi re.
Jump z1Combine with Sprint for longer jump. When underwater,
makes you rise.
Duck cg (Click) Reduces your target profi le. Rolls Grenade (if equipped
and used).
Sprint s P Cover ground quickly. HEV Sprint meter appears.
Walk a + W, S, g + Direction
A, or D
Crawl c + W, S, g (Click) + Direction Much less noise made. Good for moving past a
A, or D noise-sensitive enemy.
MOVEMENT COMMANDS
FUNCTION NOTES
Turn left Continuous use allows you to spin in a circle. The main method of looking around and targeting an enemy.
Turn right Same as previous, but in opposite direction.
Look up (Swim up) When swimming, use in conjunction with W (PC) or w (console).
Look down (Swim down) When swimming, use in conjunction with W (PC) or w (console).
HALF-LIFE 2:
BASICS
HALF-LIFE 2:
A CONDENSED
WALKTHROUGH
HALF-LIFE 2:
EPISODE ONE
HALF-LIFE 2:
EPISODE TWO
ACHIEVEMENTS AND
UNLOCKABLES
MODIFYING STRAFING AND LOOKING
The in-game options allow you to increase or decrease the sensitivity
of your strafi ng and looking; the higher the value, the quicker you will
sidestep or swing your head around.
■ If you’re constantly being hit before you can turn and react to an enemy,
try increasing your strafi ng and looking.
■ If you’re constantly overshooting an enemy when targeting them, try
decreasing your strafi ng and looking.
Once familiar with these maneuvers, experiment with the many subtle
moves you can achieve with different controller interactions. For example,
sidestep right and turn left to move away from a target in a circle.
VEHICLE MOVEMENT
FUNCTION DEFAULT DEFAULT ACTION NOTES
ACTION (PC) (XBOX 360)
Turbo (car) s P Useful for clearing ramps and gaps.
Handbrake (car) z1Excellent for sudden stops and quick turns.
Drive forward W t Accelerates, too.
Reverse S b
Turn left AfTurning controls are reversed in airboat. Combine with handbrake or sharper turn.
Turn right DhTurning controls are reversed in airboat. Combine with handbrake for sharper turn.
TIP
TIP
Vehicular movement is only applicable in
Two
; your
Episode One
exclusively.
adventure involves on-foot maneuvering
Protected by copyright. Unauthorized or unlawful downloading expressly prohibited.
Half-Life® 2
and
Episode
In addition to the controls described in the table, use the look and
fi re commands to gaze around your vehicle and fi re its weapon, if
applicable.
PRIMAGAMES.COM ı5
HALF-LIFE 2 BASICS: WEAPONS DETAIL
Tar g
enem
Tech
r
enem
enem
T
e
g
d
12-GAUGE SHOTGUN
PRIMARY FIRE CAPABILITIESSECONDARY FIRE CAPABILITIES
Chapter located (HL2): 6, “We don’t go to Ravenholm”
Chapter located (EP1): 3, “Lowlife”
Chapter located (EP2): 1, “To the White Forest”
Damage infl icted: 56* (8 per pellet x 7 pellets per blast)
Ammunition (chamber/carried): 30/6
Ammo pick-up amount: 20
Secondary fi re: Yes
Damage infl icted: 84* (12 per pellet x 7 pellets per blast)
(* varies depending on range)
Description: 12-gauge manual-pump shotgun fi ring buckshot load.
Techniques: An exceptional close-quarter weapon, the 12-gauge shotgun
has stopping power that almost can’t be beaten (except by the Magnum,
which requires more accuracy). However, damage at range tails off
considerably; this may be an essential weapon for blasting the Headcrabs
off Zombies, but it’s unimpressive at mid to long range. It has two
additional fi ring abilities that you should test: The fi rst is the secondary
fi re, which is a slower-fi ring burst that uses double the ammunition, but
infl icts more damage. Use this on a powerful enemy that’s in your face,
such as the Zombine. The other fi ring mode is the out-of-ammo fi ring; you
can manually load and fi re a single shot. This takes around half a second
per action, and is much slower than backing out of a fi ght and completing
the chamber reload. Use this technique only when facing an immediate
threat and cannot switch to the Magnum. You can also employ hit-and-run
tactics with the Shotgun; stepping out of cover, blasting, and returning to
hide. Or, let the enemy spot you, hide around a corner, wait for them to
appear, and blast them. Reload when no enemies are around; it’s better
to switch to another weapon than wait for a Shotgun reload in the heat of
battle.
Targets: Zombine, Headcrabs on Zombies, Headcrabs, any entity at close
range (less than 20 feet).
HALF-LIFE 2:
BASICS
HALF-LIFE 2:
A CONDENSED
WALKTHROUGH
HALF-LIFE 2:
EPISODE ONE
HALF-LIFE 2:
EPISODE TWO
ACHIEVEMENTS AND
OVERWATCH STANDARD
UNLOCKABLES
ISSUE PULSE RIFLE
(OSIPR)
PRIMARY FIRE CAPABILITIESSECONDARY FIRE CAPABILITIES
Chapter located (HL2): 6, “We don’t go to Ravenholm”
Chapter located (EP1): 4, “Urban Flight”
Chapter located (EP2): 3, “Freeman Pontifex”
Damage infl icted: 8 per bullet (fi res about 10 per sec.)
Ammunition (chamber/carried): 30/60
Ammo pick-up amount: 20
Secondary fi re: Energy orb
Damage infl icted: 100*
Ammunition: (chamber/carried): 1/3
Ammo pick-up amount: 1
(* Instant death to each enemy hit by it, up to three hits)
Description: Combine-assembled dual-purpose Overwatch Pulse Rifl e
with optional energy orb thrust launcher.
Techniques (Primary): An exceptional rapid-fi re variant to your SMG,
the Overwatch Pulse Rifl e (also known as the AR2) is an impressive piece
of Combine manufacturing issued to some Soldier classes. Featuring
extremely hard-hitting pulses and quick reload, this is a viciously powerful
weapon. Use even shorter and more accurate bursts than with the SMG, as
constant fi ring leads to massive ammunition consumption. Highly accurate
with almost double the damage of the SMG, this is the choice weapon for
intense combat situations at medium to long distance and/or against a
large number of opponents. Use this instead of the SMG in long-range
encounters specifi cally.
Targets (Primary): Any enemy of Antlion size or smaller, groups of
enemies.
Techniques (Secondary): The secondary fi re is a large energy ball with
a three- to six-second lifespan. It should be accurately shot at a single
a th
incoming enemy in a group. It travels for two seconds and ricochets, killing
inco
enemies for the remaining time. It is usually possible to destroy three
enemies with one orb. After three enemies or seconds, the ball dissipates.
To best use the limited orb life, you should be relatively close to the enemy
o b
before launching it.
efo
Targets (Secondary): Groups of enemies (never use on single humanoid-
ar
sized foes) in an enclosed space. Single large-scale entities (such as
size
Antlion Guards, and Hunters).
ntl
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1. Health
Recharger: Up to
50 Health points
added
2
THE MARK V HAZARDOUS
ENVIRONMENT SUIT (HEV SUIT)
This is a crucial body suit designed to constantly check the health of its
wearer and administer painkillers if you are wounded. Your HEV Suit
provides a HUD in constant use that shows your health, suit protection,
weapon inventory, and enemy attack direction (if you are hit). Its Geiger
counter alerts you to areas of radioactivity. Vision enhancement is provided
by the suit’s Zoom function , built-in fl ashlight, and a target reticle. A
computer informs you of your well-being. Swimming and Sprinting are also
possible. Refer to the Training section for more information on use these
features.
2
1
2. HEV Suit
Recharger: Up to
75 Suit points
added
3. Combine
Recharger: Up to
150 Health points
added, up to 150 Suit points added
Dotted around the walls of your adventure are a number of Rechargers
that dispense health, suit battery power, or a combination of both. Use
these whenever you see them.
movements to
AIRBOAT
both look and
steer). However,
when reversing, the fi ns underneath the boat turn you in the opposite
direction to a car, so learn how to accurately reverse before attempting
complex maneuvers. The airboat can be abused without falling to pieces;
accelerate up the banks of the river, but don’t get too crazy, because the
boat can land upside down and crush you. The boat’s speed is its best
asset–until a Combine Gauss Cannon is fi tted to the front.
1
RECHARGERS
Pieced together
from the
remnants of a
dune buggy and
a marshland
skimmer, this
airboat steers
similarly to the
way you move
(use regular
3
HEALTH AND BATTERIES
1. Health Vial: 10 Health Points
2. Health Pack: 25 Health Points
3. Suit Battery: 15 Suit Points
Administering medical attention and suit protection is the key to survival,
and these are the items to look for. The two types of health are found
scattered on the ground, or in supply crates, or on the bodies of foes. They
add the value shown to your “Health” points meter on your HUD. The
Battery adds points to your Suit’s armor protection (“Suit” on your HUD),
and is found in the places health is obtained, as well as from destroyed
Scanners.
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GAUSS CANNON
Chapter located:
Damage infl icted: N/A
Ammunition (chamber/carried): N/A
Ammo pick-up amount: N/A
Secondary fi re: Yes
Technique: The front-mounted Gauss Cannon on the airboat is an
exceptionally powerful weapon with infi nite ammunition, but a fi nite power
supply. The weapon’s strength remains constant, but watch the counter
because the weapon needs recharging if it hits zero, and only recharges
when you aren’t fi ring. Otherwise, fi re at everything that moves! It is used
in specifi c combat to down a Hunter-Chopper and strafe Metro Police and
APCs, and has a secondary fi re Zoom function.
Based off a dune buggy frame, Eli
Vance’s
transportation
across the
dangerous coastal
zone has been
this scout car.
Robust and stable,
usually landing
SCOUT CAR
on all four wheels, it
Half-Life 2
HALF-LIFERS:
THE CHARACTERS
Your life-or-death struggle against the Combine menace is fi lled
with interesting characters who help or hinder your progress. This
chapter provides a biography for each main player, shown in order of
appearance.
THE COMBINE
Attracted to Earth by the dimensional rift caused by the Black Mesa
Incident, a galactic infection of catastrophic proportions launched an
invasion force that overpowered Earth, catching the human population
(now called City 17) and the rest of the planet, by surprise.
A peace deal was brokered by ex-Black Mesa Laboratory
Administrator Wallace Breen, leading to a subservient and meager
existence for Earth’s remaining human population under the oppressive
entity known as the Combine. Aside from the Combine’s unrelenting
absorption and repurposing of Earth’s resources to its own nefarious
plans, little is known about this omnipresent collective.
From further infi ltration into a Citadel, it appears that the armies of
the Combine are governed by giant, slug-like beings known as Combine
Advisors, although it isn’t known how many it takes to command a
Citadel Spire. The heroic actions of one Gordon Freeman and the
bravery of many of humanity’s resistance forces seem to have turned the
tide against these oppressors. Combine forces are currently in disarray
throughout the City, and their monument is critically unstable.
GORDON FREEMAN
A native of Seattle, Washington, Gordon Freeman showed great interest
and aptitude in the areas of quantum physics and relativity at a young
age. His earliest heroes were Einstein, Hawking, and Feynman.
While a visiting student at the University of Innsbruck in the late
1990s, Gordon Freeman observed a series of seminal teleportation
experiments conducted by the Institute for Experimental Physics.
Practical applications for teleportation became his obsession. In
1999, Freeman received his doctorate from M.I.T. with a thesis paper
entitled
Observation of Einstein-Podolsky-Rosen Entanglement on
Supraquantum Structures by Induction through Nonlinear Transuranic
Crystal of Extremely Long Wavelength (ELW) Pulse from Mode-Locked
Source Array
Disappointed with the slow pace and poor funding of academic
research—and with tenure a distant dream—Gordon looked for a job
in the private sector. As fortune would have it, his mentor at M.I.T.,
Professor Isaac Kleiner, had taken charge of a research project
being conducted at a decommissioned missile base in Black Mesa,
New Mexico. Kleiner was looking for a few bright associates, and
Gordon was his fi rst choice. Considering the source and amount of
funds available to the Black Mesa Labs, Gordon suspected that he
would be involved in some sort of weapons research, but in the hopes
that practical civilian applications would arise in areas of quantum
computing and astrophysics, he accepted Kleiner’s offer. Apart from a
butane-powered tennis ball cannon he constructed at age 6, Gordon
had never handled a weapon of any sort—until the Black Mesa Incident.
After battling through a paradimensional rift to a fi nal audience with
a fi gure known only as the G-Man, Freeman agreed to work for him,
hoping to become an aide for humanity in the process. It has been years
since Gordon’s former (and surviving) colleagues have heard from him,
and the world has certainly changed since then.
.
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HALF-LIFE 2 BASICS: THE BESTIARY
THE BESTIARY
Welcome to the bestiary, where the results of fi eld studies regarding
the life-forms you encounter are shown. These creatures (except for the
citizens) are hostile to you and the resistance fi ghters you lead, and are
organized into three groups: monsters, fi ends who act independently,
and the Combine collective, which attacks to further its own goals.
CAUTION
The following bestiary lists information, including takedown tactics,
of the enemy entities you will encounter during all three
adventures. If you do not wish to learn the full horror that awaits you,
avoid reading this chapter.
Each creature’s description lists information on where it appears, its
health points and damage points, threat level (explained in a moment),
and its type. Following this listing are lengthier descriptions regarding
additional notes, attack patterns, and takedown tactics.
The threat level, a ranking from 1 to 5, indicates how wary you should
be when clashing with a particular foe.
★★★★★ Negligible apprehension–inconsequential foe
★★★★★ Slight trepidation–possible minor harm
★★★★★ Exercise caution–expect reasonable retaliation
★★★★★ Real threat–combat is hazardous
★★★★★ Extreme danger–powerful entity
Finally, to determine which weapon to use on each entity and how
many shots are required for a particular weapon to destroy a foe, check
the foe’s health and compare it to the damage infl icted by a weapon’s
ammunition (refer to the “Weapons Detail” section for this information).
PART I: MONSTERS AND FIENDS
Monsters and fi ends are further subdivided into two classes;
“Monstrous” (usually wildlife with animal instincts) and “Parasitic”
(either a controlled or controller entity with simple and savage attack
patterns).
Half-Life
HALF-LIFE 2:
BASICS
HALF-LIFE 2:
A CONDENSED
WALKTHROUGH
HALF-LIFE 2:
EPISODE ONE
HALF-LIFE 2:
EPISODE TWO
ACHIEVEMENTS AND
UNLOCKABLES
ANTLION
First seen (HL2): Chapter 7, “Highway 17”
First seen (EP1): Chapter 3, “Lowlife”
First seen (EP2): Chapter 1, “To the White Forest”
Chapter appearance(s) (HL2): 7–9
Chapter appearance(s) (EP1): 3, 4
Chapter appearance(s) (EP2): 1, 2, 3
Health: 30
Attack damage: 5 (mandible)
5 (land from jump)
Threat level: ★★★★
Entity type: Monstrous
NOTES AND ATTACK PATTERNS
These vicious predators hunt in herds of two to six (although they do
attack on their own). They savage prey with giant mandibles that skewer
and rend fl esh, with incisor-coated mouths that knock you back and
damage you severely. Twice as fast as a humans, and able to fl y before
pouncing (which is their second attack), these fi ends are soon able to
overwhelm you. They appear only when you disturb the sand they burrow
up from; so avoid combat entirely by staying off beaches and keeping to
rocky outcrops.
TAKEDOWN TACTICS
Retreat, run them over with your car, or shoot them with your Gravity Gun
to fl ip them onto their backs while you escape. Antlions attack in waves,
so after you kill about fi ve at once, you have a moment to escape before
more arrive. Without a car, blast them with fast-fi ring weapons, and seek
higher ground off the sand that alerts them, or look for a black obelisk
known as a Thumper that thuds the ground and scares them off.
NOTE
Once you have the Pheropod in your position, Antlions are considered
friendly creatures to use as offensive weapons. When they attack an
enemy, one single mandible or landing attack kills its target (usually
a Combine Soldier). No Pheropods are available during your new
encounters with these beasts.
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42 ı PRIMA OFFICIAL GAME GUIDE
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HALF-LIFE 2: A CONDENSED WALKTHROUGH
PRIMAGAMES.COM ı 43
PART 1: THE TRAIN STATION
Waking from a hallucination, optionally
chat with the passengers aboard,
then wait for the train to stop.
Disembark and maneuver to the end
of the platform, turn left, and go
through the turnstile. Chat with any
citizens you see here, or inside the
station itself. Enter the station forecourt, turn right, and enter the checkpoint area.
You are forced into an interrogation
corridor, and once inside, a Metro
Cop waits by a computer screen. It's
your old colleague and friend Barney
Calhoun! He patches in Isaac Kleiner,
your friend from Black Mesa. You all
agree on a rendezvous point. Leave
and climb the storeroom ladder.
PART 2: TRAIN STATION PLAZA
On the storeroom balcony, stack
crates to reach a window, then drop
to a small courtyard below. Exit via
the only door, head up the steps to a
foyer, and place a can into a trash
receptacle to placate a guard. He lets
you through into a large chamber. Exit
via the double doors on the left, out
into a plaza. Turn right, heading for the narrow road.
Ignore the parked patrol and large
lolloping creature ahead; turn right
and climb the ladder or stack objects
to maneuver over a fence. Turn right,
into a children's playground at the
base of a tenement block, and enter
the building on the left. You can
optionally play with the equipment,
but approaching the guards gets you a nasty knock back.
PART 3: TENEMENT BUILDINGS
Enter the
building and
head up the
stairs around
the disused
elevator.
Enter the
apartment
where a citizen peers out. Listen to the citizens'
stories if you wish, then exit to the main landing,
climb up another flight of steps, and follow the
gestures of a man beckoning you forward into his
hovel. The Metro Police raid this apartment. Run!
Immediately run past the sleeping
man on the sofa, out of the other exit,
right and across to the stairs, then
sprint up and look for a man at a
door. Dive through this entrance and
run up the steps to the roof access
while he holds the Metro Cops at bay.
With the police on your tail, look left
and exit the roof via the large hole. Jump to the rooftops.
PART 4: ROOFTOPS
A Gunship drifts past, and a Scanner is
blinking at you. Ignore it and look for a roof
ramp heading to the upper area, then head
left, down the sloping roof to a plank. This
leads around the edge of an outside building.
Continue along to the window near the two
smokestacks. Enter a small attic room, and
head down the steps.
Open the door and you're ambushed by
guards. You fade into unconsciousness
just as you hear a female voice. When
you come to, you meet Alyx. She's the
daughter of one of the scientists you
knew back in Black Mesa. Alyx opens
up a secret passage. Follow her.
Inventory Pick-Ups
Scenic items only
Friendly Encounters
Repatriation Citizens*
Barney Calhoun*
Dr. Isaac Kleiner*
Alyx Vance*
Pigeons*
Hostile Encounters
Metro Cops*
Scanners*
Dr. Wallace Breen*
Combine APC*
Strider*
Combine Gunships*
* Indicates first exposure to entity
CHAPTER 1:
POINT INSERTION
G-MAN ABOUT TOWN LOCATION #1:
In a wild hallucination prior to waking on the train.
Inventory Pick-Ups
Crowbar
Friendly Encounters
Alyx Vance
Isaac Kleiner
Barney Calhoun
Hedy Lamarr*
Eli Vance*
Judith Mossman*
Vortigaunt Ally*
Crows*
Hostile Encounters
Ichthyosaur*
Dr. Wallace Breen
Combine Overseer*
Scanners
Metro Cops
* Indicates first exposure to entity
CHAPTER 2:
“A RED LETTER DAY”
HALF-LIFE 2:
BASICS
7
7
HALF-LIFE 2:
A CONDENSED
WALKTHROUGH
HALF-LIFE 2:
EPISODE ONE
7
HALF-LIFE 2:
EPISODE TWO
7
7
7
ACHIEVEMENTS AND
UNLOCKABLES
7
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44 ı PRIMA OFFICIAL GAME GUIDE
PART 1: DOCTOR KLEINER'S LABORATORY
Follow Alyx as she opens another
secret door into the laboratory of
Isaac Kleiner. After a heartfelt
meeting, the doctor fills you in on the
situation. Barney arrives, and after
he's waylaid by the doctor's pet
Headcrab Hedy, you're allowed to
struggle into your HEV Suit. Recharge
it at the Combine Recharger.
Investigate the room until the doctor
uses the retinal scanner, allowing you
to enter the teleportation chamber.
Listen to the doctor until the teleport
deactivates, then plug it in to start it.
Alyx vanishes, reappearing with her
father at Black Mesa East. Now it's
your turn!
A Headcrab-sized lump creates havoc
with your teleport, and you flash in
and out of existence, appearing in
some very odd places and startling
birds, an Ichthyosaur, and even
Wallace Breen! You eventually appear
outside the chamber room. Ignore
the Scanners and run out of the
power plant area, up the steps, and through the mesh door.
PART 2: TRAIN STATION EXTERIOR
Round the corner and take the
Crowbar from Barney. Use it to
smash the wooden planks, then drop
down into the railway tracks.
Scanners and a few Cops have spotted you, so look for and climb atop
the stack of crates near the first
carriage, leap across each of the
carriage roofs and over a fence, and smash another few pieces of wood.
Escape down some steps.
PART 1: KANAL ROUTE #1
Optionally use the Health Recharger,
make a left, and defeat the two Metro
Cops attacking the citizens. This
yields the Pistol. Finish them both,
use the Crowbar to break the wooden
barrier, and ascend the steps, shooting
an incoming guard through the mesh
flooring. Turn right, and right again
up to the surface, bringing down another Cop.
Head out onto the concrete ground,
leaping onto the train. Jump to the
ladder on the opposite side, climb it,
spin around, and attack enemy Cops
on the other side, shooting explosive
barrels to damage them. Move to the
hut, smash the wooden boards, enter,
and claim the ammo before tackling
some Scanners with your Crowbar.
Move the debris or explode it, exit the
hut, and shoot the barrels on the
ledge through the mesh door. Open
the door, run and leap the bent portion
of the fence, and attack more Metro
Cops on the opposite side of the
tracks before entering a duct on your
right. Exit, blast more Cops, and at the start of the tunnel, drop down onto
a pallet to break your fall.
Shoot the flaming barrel the Cops are
rolling at you, bring them both down,
avoid the Razor Train, and climb the
steps, moving around to a set of steps
leading to a bridge over the tracks.
Use your Crowbar to clear the debris,
then your Pistol to drop all nearby
Metro Cops. Exit the other side, drop down to the tracks, pause at the
Recharger, and blast all remaining foes.
G-MAN ABOUT TOWN LOCATION #2:
Flick through the cameras on the large computer monitor.
Protected by copyright. Unauthorized or unlawful downloading expressly prohibited.
ACHIEVEMENTS AND UNLOCKABLES
Introduction
Not only are there fi ve different adventures to undertake, but each has its own set of unlockable achievements. Some can be unlocked in multiple
adventures, but most are only available once specifi c criteria have been met in a single adventure. These are listed below.
ACHIEVEMENTS PART 01:
The following Achievements can be attempted in any of the
HALF-LIFE 2, EPISODE ONE, EPISODE TWO
Half-Life
games (
Half-Life 2, Episode One
, or
Episode Two
Name Description Points Notes
Bone Breaker Kill 30 enemies with thrown physics objects. 5 PC: Attempt in
Deadly Harvest Kill an enemy by planting a hopper mine. 5 PC: Attempt in
Hack Attack! Kill 5 enemies with a Manhack. 5 PC: Attempt in
Hot Potat0wned Kill a soldier with his own grenade. 10 —
Conservationist Kill 5 enemies with the same energy ball. 5 PC: Attempt in
Think Fast! Kill an Elite Soldier with his own energy ball. 10 PC: Attempt in
Total Number of Achievements/Total Points: 6/40
ACHIEVEMENTS PART 02:
The following Achievements can be attempted in
EPISODE ONE
Episode One
OR
EPISODE TWO
, or
Episode Two
.
Name Description Points Notes
Grave Robber Steal a Zombine’s grenade. 5 PC: Attempt in
Zombie-que Use fl ares to light 15 Zombies on fi re. 5 PC: Attempt in
Total Number of Achievements/Total Points: 2/10
).
Half-Life 2 or Episode One
Half-Life 2
Half-Life 2
Episode One
Episode One
Episode One
Episode One
.
and
Episode One
.
.
.
.
.
.
348 ı PRIMA OFFICIAL GAME GUIDE
Protected by copyright. Unauthorized or unlawful downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
DAVID SJ HODGSON
STEPHEN STRATTON
MIGUEL LOPEZ
Prima Games
A Division of Random House, Inc.
3000 Lava Ridge Court, Suite 100
Roseville, CA 95661
www.primagames.com
reproduced or transmitted in any form or by any means, electronic or mechanical,
including photocopying, recording, or by any information storage or retrieval system
without written permission from Prima Games. Prima Games is a division of Random
House, Inc.
Product Manager: Todd Manning
Editor: Rebecca Chastain
Copyeditor: Sara Wilson
Design and Layout: Winter Graphics North
Manufacturing: Suzanne Goodwin
All products and characters mentioned in this book are trademarks of their respective
companies.
The Prima Games logo is a registered trademark of Random House, Inc.,
registered in the United States and other countries. Primagames.com is
a registered trademark of Random House, Inc., registered in the United
States.
The pace to White Forest quickens, now that the open road is before you. Until, of course, the road becomes
Please be advised that the ESRB Ratings icons, “EC,” “E,” “E10+,” “T,” “M,” “AO,” and
clogged with rusting vehicle hulks and the long-dead remains of hapless refugees and worse. Amid the eerie
“RP” are trademarks owned by the Entertainment Software Association, and may only
be used with their permission and authority. For information regarding whether a
product has been rated by the ESRB, please visit www.esrb.org. For permission to use
the Ratings icons, please contact the ESA at esrblicenseinfo.com.
Important:
Prima Games has made every effort to determine that the information contained in
this book is accurate. However, the publisher makes no warranty, either expressed
or implied, as to the accuracy, effectiveness, or completeness of the material in
this book; nor does the publisher assume liability for damages, either incidental or
consequential, that may result from using the information in this book. The publisher
cannot provide any additional information or support regarding gameplay, hints and
strategies, or problems with hardware or software. Such questions should be directed
to the support numbers provided by the game and/or device manufacturers as set
forth in their documentation. Some game tricks require precise timing and may
require repeated attempts before the desired result is achieved.
quiet of these mountains is a lonely radar station, which needs to be powered up for Alyx to communicate
with White Forest. This area is your first combat with the hated Hunters, but Alyx is ready for them this time.
Continue driving until you reach an abandoned farmhouse and barn...although a new and frightening resident
has taken up a corner: the dreaded Advisor. After tackling him and a Combine scout team, you quicken
the pace, driving erratically down a winding railroad to avoid the guns and bombs from a Hunter Chopper
attack craft. Only when you reach a Rebel train yard can you disembark from your overheating Car, use the
Chopper’s own weapons against it, and win the respect of your new-found friends.
INVENTORY PICK-UPENTITY ENCOUNTERENTITY ENCOUNTER
FRIENDLIESHOSTILES
■ Crossbow
■ Alyx Vance
■ Dr. Magnusson
ISBN: 978-0-7615-5693-0
Library of Congress Catalog Card Number: 2007927559
Printed in the United States of America
07 08 09 10 GG 10 9 8 7 6 5 4 3 2 1
■ Rebels*
* Indicates first exposure to entity
David SJ Hodgson
Originally hailing from the United Kingdom, David left his role as a writer of numerous
British video game magazines (including
and the
Offi cial Nintendo
dry-docked German fi shing trawler to work on the infamous
1996. David helped to launch the fl edgling GameFan Books and helped form Gamers’
Republic in 1998, authoring many strategy guides for Millennium Publications,
including
unsuccessful incite Video Gaming and Gamers.com, David found his calling, and
began authoring guides for Prima Games. He has written over 30 Prima strategy
guides, including
Zero
wife, Melanie, and an eight-foot statue of Great Cthulhu.
We want to hear from you! E-mail comments and feedback to dhodgson@
primagames.com.
Stephen Stratton
Stephen Stratton has worked on more than 30 projects in his fi ve years of writing
strategy guides for Prima. His repertoire of mastered games includes
Strike: Condition Zero
Legend of Zelda: The Wind Waker
Splinter Cell: Chaos Theory
Steve is a lifelong video gamer who attended the Rochester Institute of Technology
in Rochester, NY. In addition to his Prima Games guides, he also held a staff position
with Computec Media and managed the strategy section of their incite.com video
game website.
Miguel Lopez
Miguel Lopez has been working as a journalist in the video game industry since 1999.
During his nine-year stint as an in-house editor, he’s worked at GameSpot.com,
GameSpy.com, and the now defunct
contributed to numerous mainstream and enthusiast publications, including
Games for Windows
Half-Life 2: The Orange Box
A native of Hialeah, Florida, Miguel now lives in the sunny Mission District of San
Francisco, California, with his wife, cat, and two house plants.
The Offi cial Metal Gear Solid Mission Handbook
,
Half-Life 2
and
Sega Saturn
The Godfather: The Game, Knights of the Old Republic, Perfect Dark
, and
Burnout Revenge
,
Rome: Total War, Mercenaries: Playground of Destruction, The
.
Magazine,
Gamepro, Electronic Gaming Monthly
is his fi rst project with Prima.
Mean Machines, Computer & Video Games
magazines) and a bohemian lifestyle on a
. He lives in the Pacifi c Northwest with his
,
Super Mario Sunshine, Hitman: Contracts
Gamenow
Magazine. As a freelance writer, he’s
ACKNOWLEDGEMENTS
David SJ Hodgson would like to thank: all at Valve for going above and beyond to
furnish us all with insane tactics and exceptional hospitality. Special thanks to Eric
Twelker, David Speyrer, Phil Co (for his gnome-herding skills), and Dario Casali
(who took down over a dozen Striders in an amazing display of carapace-exploding).
Thumbs way up to Miguel Lopez and Steve Stratton, Todd, Rebecca, and Sara. Polite
cap-doffi ng to Laibach, Ladytron, and The Knife. All my love to Melanie.
And “W” for Winnie, embedded in ice.
Stephen Stratton would like to thank: all the nice folks at Valve for being so friendly
and helpful. Special thanks to Eric Twelker, Robin Walker, and the entire
for being so great and sharing their time and knowledge. Big ups to David Hodgson,
Miguel Lopez, Rebecca Chastain, Todd Manning, and Sara Wilson for pitching in to
keep the insanity of the project to a minimum. Hugs and kisses to Julie Mervyn, the
most loving and awesome game store manager in the world.
Miguel Lopez would like to thank: everyone at Valve for being such gracious hosts
during the visit, and particularly Jeep Barnett and Eric Twelker for their generosity
and expertise. Many thanks go to the co-authors, David Hodgson and Steve Stratton,
for their insight throughout my fi rst strategy guide project. Finally, boundless
appreciation goes to my brilliant and patient wife Emiko for her support and
encouragement during this challenging deadline.
■ Zombine
■ Hunter
■ Combine Pod*
■ Combine Advisor*
■ Combine Soldier*
■ Combine APC*
■ Hunter Chopper*
■ Zombie
■ Headcrab
■ Fast Zombie
■ Fast Headcrab
GameFan
magazine in
. After launching the wildly
Counter-
, and
Wired
, and
X-Play
.
TF2
team
,
,
Protected by copyright. Unauthorized or unlawful downloading expressly prohibited.