Microsoft HALF LIFE 2 SETUP GUIDE

CONTENTS
Half-Life 2:
Getting Started . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Weapons Detail. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
Half-Lifers: The Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
The Bestiary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
Chapter 1: Point Insertion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43
Chapter 2: “A Red Letter Day” . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Chapter 3: Route Kanal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .44
Chapter 4: Water Hazard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46
Chapter 5: Black Mesa East . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Chapter 6: “We Don’t Go To Ravenholm” . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51
Chapter 7: Highway 17. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .54
Chapter 8: Sandtraps. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .56
Chapter 9: Nova Prospekt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Chapter 10: Entaglement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60
Chapter 11: Anticitizen One. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Chapter 12: “Follow Freeman!” . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Chapter 13: “Our Benefactors”. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .68
Chapter 14: Dark Energy. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .69
Half-Life 2: Episode One
Undue Alarm. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Direct Intervention . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
Lowlife . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .91
Urban Flight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .106
Exit 17. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
Half-Life 2: Episode Two
To the White Forest. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136
This Vortal Coil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .146
Freeman Pontifex . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 160
Riding Shotgun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 169
Under the Radar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .178
Our Mutual Friend . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .190
T-Minus One . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 202
The Art of
Portal
Overview. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .217
Chapter 1: Test Chambers 00—03 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 220
Chapter 2: Test Chambers 04—07 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 222
Chapter 3: Test Chambers 08—09 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 224
Chapter 4: Test Chambers 10—12 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 226
Chapter 5: Test Chamber 13 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 229
Chapter 6: Test Chamber 14 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 231
Chapter 7: Test Chamber 15 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 234
Chapter 8: Test Chamber 16 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 238
Chapter 9: Test Chamber 17 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 243
Chapter 10: Test Chamber 18 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .247
Chapter 11: The Escape. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 252
The Art of
Team Fortress 2
Training . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 271
Offense Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .288
Defense Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .295
Support Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 304
Gravel Pit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .314
Dustbowl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 317
Granary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .321
Well. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 324
2Fort. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .328
Hydro . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 331
The Art of
Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
: A Condensed Walkthrough . . . . . . . . . . . . . . . . . 42
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70
. . . . . . . . . . . . . . . . . . . . . . . . . . . . .136
Half-Life 2
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .205
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .216
Portal
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 259
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .270
Team Fortress 2
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .335
Achievements and Unlockables. . . . . . . . . . . . . . . . . . . . . . .347
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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 t Use with Walk for slower movement. Useful for quieter walking. Move backward S b Move left (strafe) A f Use erratically to avoid gunfi re. Move right (strafe) D h Use erratically to avoid gunfi re. Jump z 1 Combine with Sprint for longer jump. When underwater, makes you rise. Duck c g (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) z 1 Excellent for sudden stops and quick turns. Drive forward W t Accelerates, too. Reverse S b Turn left A f Turning controls are reversed in airboat. Combine with handbrake or sharper turn. Turn right D h Turning 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
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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 ı 5
HALF-LIFE 2 BASICS: WEAPONS DETAIL
Tar g
enem
Tech
r
enem
enem
T
e
g
d
12-GAUGE SHOTGUN
PRIMARY FIRE CAPABILITIES SECONDARY 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 CAPABILITIES SECONDARY 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.
.
22 ı PRIMA OFFICIAL GAME GUIDE
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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.
CROWBAR: ACQUIRED!
PISTOL: ACQUIRED!
Inventory Pick-Ups
Pistol, SMG, Grenade
Friendly Encounters
Repatriated Citizens Pigeons Vortigaunt Boxcar Joe* Resistance Citizens* Manhack Matt*
Hostile Encounters
Metro Cops Scanners Barnacles* Combine APCs Combine Hunter-Chopper* Manhacks* Zombie Torso* Headcrabs* Zombies*
* Indicates first exposure to entity
CHAPTER 3:
ROUTE KANAL
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
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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
© 2007 Valve Corporation. All rights reserved. Valve, the Valve logo,Half-Life, the Half-Life logo, the Lambda logo, Steam, the Steam logo, Team Fortress, and the Team Fortress logo are trademarks and/or registered trademarks of Valve Corporation. All other trademarks are property of their respective owners in the United States and other countries..
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.
© 2007 by Prima Games. All rights reserved. No part of this book may be
RIDING SHOTGUN
OVERVIEW
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 fi rst 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-UP ENTITY ENCOUNTER ENTITY ENCOUNTER
FRIENDLIES HOSTILES
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 fi rst 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
,
,
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