HALF LIFE 2 EPISODE 2 Hard mode game Title: Half Life 2 EPISODE 2 Producer: Valve For: PC MSWord: Courier New Created: 9/2016 By: Ghidrah EMaul: Ghidrah1@hotmail.com _____________________________________________________________________________ If anyone wishes to use this guide on their site, I'd like to know. I don't have a problem with its use by others on Gaming forums, FAQ sites, or being copied for personal use. I'd like to know if it's to be viewed on a site though, just so I could drop by to ensure it hasn't been altered. So please send me your sites URL. _____________________________________________________________________________ As with all my guides, find some legit trick I missed, you get the credit for it in the guide and an insert amendment to the guide where it will be used. As long as the trick, shortcut, etc., etc., can be validated by me without the use of any kind of cheat codes if (codes) exist for the PC version of the game. _____________________________________________________________________________ CONTENTS 1. Junk 2. Contractions 3 Walkthrough, Menu ____________________________________________________________________________ 1. JUNK 2/1/17 Like with Half Life 2 and HL2 Episode 1 guides, Episode 2 also has a video counterpart. I think the video and written guides compliment each other, especially considering my writing style ... or lack thereof. Anyway, if you're interested, Google [Half Life 2 Episode 2 Hard Mode Walkthrough No Commentary], click on one of my guides then click on my screen name to open the HL2 videos. I do try to find alternate solutions to speed up and or make an event less dangerous. 9/22/16 After recently playing through ep2, (for the 1st time since early to mid July) I'm having a difficult time believing the game code hasn't been messed with. All the AI, appear to be much tougher to kill now; they dodge attacks with greater frequency and success. They make better use of their surroundings for cover and attack, the Hs are using walker legs for cover and use strafe much more than I remember. I've been playing HL2 and ep1 a lot, mostly ep1 for the last 2.5 to 3 weeks but ep2 really feels like the game code has been messed with. 1.1 MOUSE Up till 6/18/16 I had been using my 4+ yr. old Logitech M510 and for the most part it was a fine mouse. However, I began experiencing problems with it, some of the buttons got flakey, randomly; sometimes they worked sometimes not so I went looking for a new mouse. Because I never developed keyboard skills, (2 fingers and a thumb per hand and must be looking at the board while typing and or searching for the correct button while playing a PC game. After checking out 6 brands and the myriad number of models offered, I decided on the Logitech G700s because of price, mouse/software options and how it felt in my right hand. Being used to the M510 for so many years the G700s felt like home. The G700s has double the number of buttons of the M510 and as of this writing am still getting used to and adjusting command configuration in the games I play. I stopped using the tilt option pretty quick due to activating both sides of the wheel during panic play, which is practically all the time in the FPSs, call me Mr. Hamfist. However, the 2 extra side buttons changed my style of game play and upped the quality a rung or 2. If you're a super keyboarder, or even just keyboard adept then a gaming mouse is likely a waste of money for you. If you're a search and pecks like me it will help you big time. For the HL2 games, I do have "Fast Weapon Switch" set in (Options/Keyboard/Advanced). But in some instances like during overwhelmed panic play, even simple double tapping on one of the numeric keys can take too long even when the correct button is pressed the correct number of times. However in (Options/Keyboard/Key Commands) there is also a "Gravity Gun" key; pressing it will switch to the GG, press it a 2nd time and the previous weapon will reappear in Gordon's hands. I call this key "Quick Switch" or QS in the guide. No need to flop around looking or pecking for it, my right thumb is in constant contact with G7, (mouse button). This is particularly important from the middle to the end of "Our Mutual Fiend". Once you send the MD to a walker, they turn back on you to prevent MD detonation and to end you wuffwy. 1.2 KEYBOARD 9/24/16 I now have a Logitech G810 keyboard with tons of options, in particular the lighting, the keys light up like no tomorrow, I can now type and or game in the dark ... OOH BABY! For me this is a boon because I had to use a bright light from the side, even set to low and tilted away from the monitor sent glare onto it and was distracting. It also pissed Wifey off when she was watching something on the living room tube because the light lazed holes in her eyes. The G810 keystrokes are different from my 9 yr. old MS Digital Media Pro board; the keystroke is shorter, by maybe a 1/4 and the actuation point is about half the stroke distance. So its going to take a bit getting used to in the typing and gaming department but I think I can force myself to suffer through it. _______________________________________________________________ 2. CONTRACTIONS Most used/repetitive nouns used in the game Acid Spitting Ant/s= ASA/s, Bad Guys= BGs, Bunny Hop= BH, Clockwise= Cw, Combine Zombie/s, (Zombine) = ZB/s, Counter Clockwise= CCw, Crane Road= CR, Crane Road/Saw Mill Road= CR/SMR, Crane Road/Saw Mill Road 1/Supply House= CR/SMR1/SH, Crane Road Spawning Area= CRSA, Cross Bow= CB, Crowbar= KB, East= E, Entry Point= EP, Exit Point= XP, Explosive Barrel/s= EB/s, Explosive Tank/S= ET/S, Fast Walker= FW, Firing Position= FP, Flashlight= FL, Gas Can= GC, Gravity Gun= GG, Gravity Gun Pull= GGP-, Gravity Gun Punch= GGP+, Hallway/s= Hlwy/s, Hand Grenade= G, Head Crab/s= HC/s, High Energy Grenades= HEGs, Hunter/s= H/s, Left Trigger= LT, Line of Fire= LOF, Line Of Sight= LOS, Machinegun Turret/s= MGT/s, Magnusson Device= MD, Manhat/s= MH/s, Medical Kit/s= MK/s, North= N, Overwatch Bad Guy/s= OBG/s, Overwatch Elite Bad Guy/s= OEBG/s, Passageway/s= Pswy/s, Poison Spider= PS, Poison Spider Taxi/s= PST/s, Plasma Ball= PB, Pulse Rifle= PR, Quick Switch= QS, Reacquire= RA, Right Trigger= RT, Round/s= Rnd/s, Saw Mill= SM, Saw Mill Road 1= SMR1, Saw Mill Road 2= SMR2, Saw Mill Spawning Area= SMSA, Security Screen= SS, South= S, Slow Walker/s= SW/s, Sub Machinegun= SMG, Suit Battery/s= SB/s, Supply House= SH, Walkway= Wkwy, Wall Dispenser/s= WD/s, Water Tower= WT, Water Tower Road= WTR, Water Tower Spawning Area= WTSA, Water Tower Supply House= WTSH, West= W, Zombie/s= Z/s, ____________________________________________________________________________ 3. WALKTHROUGH MENU BY CHAPTER 3.1 TO WHITE FOREST 3.1a Meet the ASAs 3.1b Looking for just the right hole in the floor. 3.2 THIS VORTAL COIL 3.2a Shielding the Vort and Alyx 3.2b Naming the Vort and the Vort's name is Steve 3.2c Cain't fined no luv on an ellevater 3.2d Running from one bug hole to another in search of Larva Java 3.3 FREEMAN PONTIFEX 3.3a, Into the Valley of Guardian 3.3b, Wookin Pa Nub in aw da wong paces 3.3c Leaving the narrow Hlwys to the Big Cage Match 3.3d To and through the river of toxic sludge 3.3e, To the Bridge and Chapter 4, Riding Shotgun 3.4 RIDING SHOTGUN 3.4a From the Tunnel to completing the Radio Tower 3.4b from the transmitter Station to completing the farm house 3.4c from the farm house to the chopper battle at the Rebel encampment 3.5 UNDER THE RADAR 3.5a Wend your way to the Auto gun and make it shut up 3.5b from the garage to Ye old Combine trap Inn 3.5c Defending Ye Olde Combine Trap Inn 3.5d Clearing the SS and pulling up to The White Forest Facility 3.6 OUR MUTUAL FIEND 3.6a from Magnusson, past the 2 hunters to the flooded room 3.6b from the flooded room to the missile silo CR 3.6c from the missile silo CR to the White Forest Facility gate 3.6d from the White Forest Facility gate to and through SW#3 3.6e from SW#3 to and through FW#2 3.6f from FW#2 to and through FW#3 3.6g from FW#3 to and through SW#9 and possibly #10 then back to base 3.7 T-MINUS ONE ____________________________________________________________________________ 3.1 TO WHITE FOREST 3.1a Meet the ASAs 3.1b Looking for just the right hole in the floor. 3.1a Meet the ASAs Wake up and open your eyes, somehow you made it inside of the train during the chaos that rained down when the Citadel nuked and you guessed it, "ALONE AGAIN", she lies! Make your way through the train car as it tilts till you reach the end then look left. Eventually Alyx will appear, locate the GG and open the car door. Take possession of the GG and then run to the train car to your right, GGP+ the door open and drop to the ground below. Gawk at the devastated city from the boulders, exit once the portal storm causes the huge boulders to fall and crush the fencing blocking your XP to the tunnel. The tunnel is linear and there are numerous EBs for all the Zs between you and the building if you have a need. Hop, skip and jump your way through the tunnel to the adit, avoid all uglies on your way to it. Begin sprinting about 20 feet from the opening, you can breeze through all to the building EP, open, enter and then close the door after Alyx enters. Otherwise she may exit to shoot at survivors of the ZB G. Help Alyx get the radio running then exit when she's finished talking to White Forest. Enter the next tunnel, run down at and jump over the PS, let Alyx deal with it. GGP+ the tunnel car blockage. Once you drop down into the train yard locate the only path to the top of the CR building. Drop into the gate control room, raise the gate then exit the building via the trapdoor. Poor Alyx gets holed by an H and then later saved from ALs by a Vort who also clears the rubble pinning you to the ground. When cleared beat feet and locate the mine elevator, yank the KB from the gears and ride it down. Locate the goodies when passing through the mine shack. Locate the elevator, crank the hand wheel to raise the lift, crank past your floor for extra goodies. GGP- them on the way down then step off and onto your XP floor. Look for more goodies. After passing down a few levels via holes in the flooring you eventually end up at a hole above another yet level, if you're quick and observant you'll see a giant pale/white thing zip by below. Quickly drop down and run in the same direction as the white thing. There're a couple paths around it, strafing helps to avoid spit, continue sprinting and follow the track that bends left, take note of the ore cars ahead blocking LOS to 2 more pale white things. The pale white things are ASAs, (acid spitting ants). ASAP sprint toward the cars and left into the narrow room. Locate and collect the weps and ammo, GGP- the ET, from the table, turn to face the hole near the locker. Stay tight right along the wall as you move toward the hole; drop the ET then GGP+ the material blocking the hole. Drop the ET into the hole as you pass by along its left side. GGP- the SB from the locker then run to the lockers right side door, open it then back step to the wall. GGP- the SG ammo from the locker then drop into the hole. (NOTE) The ants spit acid as an offensive weapon; they are Acid Spitting Ants and wicked damaging to Gordon, hence known as ASA/s. Be aware, maintain 4 to 5 feet from fences, the spit can travel a couple feet through the mesh and always be aware of access points, (clear unobstructed paths) to you. _____________________________________ 3.1b Looking for just the right hole in the floor. Creep under the tracks with the ET; clear all the debris from your 12:00 and the junk blocking your XP to ground level. Remember 4-5 feet from the fencing and be aware of your 6, the 2 ASAs behind the steel beams can get at you from over the fence. So be vigilant about your position while clearing the dark narrow path ahead. Boo the area ahead from the tunnel, GGP- the ET at your 11:00 and send it to the blockage then do the same with the ET you dragged along. Run up and left for cover from the ASAs at your 6. GGP-/+ the remaining debris from the narrow XP Pswy, when clear, sprint through it and then left. Expect up to 3 ASAs from the open area ahead and to the left, 1 may attack while you clear the debris blocking the XP Pswy so stay to the left while working. Rotate through run, BH and sprint into the open area and right to the beginning of the ledge. Sprint along the ledge, GGP+ the webbing in advance so as not to impede your progression continue sprinting at and over the ledge into the low wet area. (NOTE) ASA Combat, like the ALs, they're much easier to kill from their bellies, it only take 1-2 pistol rnds. However, when dealing with the ASAs I keep the SG in QS; it carries a much bigger punch. "CQ", (close quarters), when dealing with the ASAs equals 12-15 feet between it and the muzzle of the SG. This will minimize and or eliminate any possible collateral damage received when it bursts from an SG rnd. Take note of the healing power of the little larva nodes/balls excreted by squished larvae, it'll come in handy as you progress through the chapter. _____________________________________ If you continue at this pace you'll drop off the ledge, run through the goodies then climb up the ridge, over into the next area and right to cover. You're under cover in a much larger area and before the ASAs can figure out what the hell just happened. If you're seen shortly after climbing out of the previous area one or more ASAs will enter the small low wet room and spit at you. In the next cave section there're a bunch of barnacles hanging above the water, ALs in the distance and an unseen distant ASA. Take position on the dry spot with the water and barnacles between you and the ALs; wait for all the barnacles to drop whatever it is their tasting before you move. I advance along the left perimeter to attract and lure the distant ALs to me then retreat to my previous position. I orient to keep barnacle tongues between me and approaching ALs, let them clear the ALs. When clear take a few secs to allow the barnacles to feed and drop the carcasses then take your time and use the left perimeter again to maneuver and activate the next 2 ALs and ASA. Retreat to the edge of the water and hold. The 2 ALs appear from the end of the cavern, when they're within 2 feet or so from you sprint along the left side of the cavern. If the ALs weren't taken by the barnacles on their approach, they're almost always taken as they come about to follow you to the ASA. If the ASA shows itself between the wet area and the stalagmite, use strafe left and right to avoid spit while you advance on it for CQ; GGP+ it back or to the side to clear your path. As you pass by the ASA you'll approach a stalagmite; there're a couple barnacles to the left of it and in the middle of the path. Slow down a bit, hug your way around the stalagmite then sprint into the next area. The next area has 1 ASA and a bunch of ALs, sprint into the water it'll protect you until you rise out; keep your eye on the bright ASA body so you can swing around or kill it as you exit the water. Run left to and into the next tunnel then sprint, an ASA at the far bend will attempt to lure you deeper into the narrow tunnel. There're 2 more ASAs hiding in a pocket cave, (my term) past a very small side tunnel. Slow to run, to recoup sprint; look for the very small tunnel on your left then begin sprinting. Sprint past and to the right of the pocket cave continue to sprint into the small tunnel until sprint runs out then continue to run to the hole in the floor. You can hear an alarm sounding from the area below. Drop down through the hole and begin Chapter 2 "This Vortal Coil". ____________________________________________________________________________ 3.2 THIS VORTAL COIL 3.2a Shielding the Vort and Alyx 3.2b Naming the Vort and the Vort's name is Steve 3.2c Cain't fined no luv on a ellevater 3.2d Running from one bug hole to another in search of Larva Java 3.2a Shielding the Vort and Alyx Once on the ground run past the 2 rebels to the 2 ammo crates to restock. I then grab 1 mine and place it about 15 feet inside each tunnel then head down the ramp to Alyx the Vort and SCs. I open the SCs for whatever I can absorb like the SMG and HEG then head back to the rebels for the speech. There're 4 tunnels, 3 appear to be manmade and are numbered, starting from left to right while facing up the ramp, the 1st small narrow tunnel has no number, (the breach)then #36, #12 and #24. (NOTE) This is my 4 step MO on the chaos ahead, it seems to work for me far more often than not. _____________________________________ 1. From the beginning, while only one tunnel floods with ALs at a time, I grab an MGT from one of the tunnels and carry it to whatever tunnel I'm defending. Between the turret and the 2 rebels it's more than a match for the ALs and I waste no ammo of my own. 2. When 2 tunnels are under siege I drop the MGT at alerting tunnel#1 then sprint to the other MGT, pick it up and take it to an FP at tunnel#2. The rebels go where they will. 3. When 3 tunnels are under attack I place the MGTs at tunnels not defended by the rebels and still haven't fired 1 rnd. 4. When 4 tunnels are about to go under attack I quickly position MGTs at undefended tunnels and try to position at #24 or the breach to be near the SMG or SG crate then hold position till the Vort begins screaming about being attacked. I then ensure I'm SMG/SG full then head down ramp with an MGT from the closest tunnel. I position to the Vort's right, (not my own) and hold position with the MGT high over Gordon's head. I spray anything that flies over the railing or scampers down the ramp. When the MGT I'm holding burns up I switch to the SMG or SG, continue firing and begin moving around the ramp to maintain distance from ALs and to suck up SMG ammo at the base of the ramp. Once tunnel#12 goes 3 lights the 3 Vorts arrive, from then on I remain at the base of the ramp and use the ramp walls to minimize areas of attack. If I'm on the SMG, its ammo burns up pretty quick. I then switch to the SG, make my way up ramp and to the SMG ammo crate. Most often, at this point the chaos is winding down. When the AL flood is over you and the Vort that protected Alyx take off for some larva java. (NOTE) From this point till you drop down through the hole in the floor it's about 90% ASAs and 10% ALs. The paths are mostly narrow "S" curves with a few caverns in between and for the most part your only cover will be stalagmites and bends in the tunnels. There's little ammo replacement so conserve ammo, use the revolver for distant ASA shots and the GG/SG/pistol for ALs and ASAs CQ. The Vort seems to be immune to ASA acid; it also produces and transmits an electrical discharge that tears the ASAs up. So don't try to take it all on your own, share the load, I have good luck staying ahead of the Vort allowing it to cover my 6. Be aware, if you get too far ahead of the Vort it will break its defense and chase after you, allowing ALs and ASAs to close in. If I clear path for a breather, I 180 and cover the Vort till it catches up. Take advantage of the Vorts ability to upend ants, when belly up it only takes 1 SG rnd or a couple pistol rnds to end them. Take note, the ASAs always dodge distant boulder attacks with ease. If you're at a distance and can't get a close up boulder or RT/SG rnds into one; step in and out of cover long enough for short 3-5 rnd SMG or pistol bursts. This will increase the damage on the ASA and keep it at bay till it splashes. Use Zoom if needed to try and improve accuracy and minimize personal damage. _____________________________________ 3.2b Naming the Vort and the Vort's name is Steve Follow the Vort from the ramp, past the lift gate and into the tunnel; GGP- a boulder and take with. Bust through path blocking web#1 and then a side web for SG ammo and or larvae beads. This is where you should hear "Grim Pinata" from the Vort the next path blocking web is where the action recommences. If observant you may see an ASA cross the tunnel XP from deep in the next cavern. Continue to the ground larvae, stop and GGP+ web#2, move to and stop just before web#2, hold and put eyes on ALs deep left past the smallish stalagmite with larvae in front of it. Pull a G and throw it at the cave ceiling above the ALs. There're 2 wavy whitish horizontal striations crossing the cave ceiling, throw to hit the lower longer striation, if done correctly it will most often destroy all ALs. ASAP switch to SMG sprint to the side of the stalagmite to ensure all are retired, if so switch to SG and drop off the ledge. Run to the column and boo left to activate the ALs and ASAs. I SG the ALs CQ then switch to the SMG and snipe the ASAs at a distance from the column; in hopes of corralling the 3 for a HEG. A grand moment watching 3 ASAs burst at once. Even if all 3 don't go done you've inflicted enough damage to drop survivors fast with the SMG from a distance. When clear sprint to and along the next tunnel, leave the Vort to the remaining uglies. (NOTE) When on the move, a good weps combo for the ALs and ASAs is to GGP+ it onto its back or side then QS to the SG for a 1 rnd kill. Keep your eye sharp for webs up high hiding supplies. The following maneuver must be done quickly to avoid extra ASAs and ALs in the cavern. Once you make the jump over the crevasse and are in the next tunnel you're usually safe and can proceed to the next side web for SMG ammo. _____________________________________ Continue to and access the side web for SG ammo, 180 and ensure your 6 is clear till the Vort catches up and alone. Run toward the larvae, stop before passing to their right and turn left, RT/SG ASA face. You must drop it ASAP and may take a hit in the process. Use the right side of the tunnel XP as cover from the ASAs approaching from the far right tunnel, let the Vort handle the ALs. Pull and zoom the revolver, drop the 2 ASAs in the distant tunnel to your right then switch to the SG. From the cavern EP locate the rising ledge/path that leads up to the cavern XP to the right of the EP, (distant tunnel). Face the far right tunnel from the EP then sprint and jump the crevasse to the dogleg. This maneuver can eliminate 2 or more ALs and or ASAs till the Vort catches up. Rush the tunnel EP, SG the oncoming ALs and ready for any extra ASAs, (rare). Continue to the side web and access the SMG ammo. There may be 3 ASAs and a couple ALs waiting round the next bend, I pull Gs, step to the leading edge of the next section and throw 2 Gs to the dips in the tunnel then retreat and switch to the SG, if nobody shows at the bend after a couple secs I boo, most times the AL swings into view. When cleared switch to the SMG and boo for sniping any ASAs. The Vort is usually near and will shock or kill any ASAs that breach the bend. Boo and sprint the tunnel using the dips and bends to reach surviving ASAs, GGP+ then SG. Locate and drop down the hole at the end of the tunnel, locate the goodies then run to the boarded gate, GGP+ the boards away then quickly enter the Z filled room. Sprint across the room to the wall then GGP- the ET, back away from the approaching Zs for blast distance then send it. Locate the goodies, GGP- the barrel then enter the next room, GGP+ both speeders then toss 2 barrels onto the elevator and carry the steel bundle onto it. ASAP drop the steel and GGP- the SC in the elevator shaft niche on your way to the level below. For times sake I GGP-/+ the 2 ETs into the wandering Zs then grab the barrel and slam the ZB as it attempts to exit the cage. Lift#2, this one has a control panel with a snoozing ZB beside it; GGP- the 3 steel bundles from nearby and below the lift then drop them onto the lift. GGP- the ET move for LOF on the ZB and send it to sleepyhead; activate the lift then sprint back to it. I toss 2 steel bundles; hold onto the 3rd and ride the lift up. As you rise above the upper floor level locate Zs and thin the herd. When clear raise the gate for the Vort, move to the XP and wait for it to power the generator. At the ore cars with SCs, jump up onto the end of the one closest to the pit from the side then do a KB smash and grab as you run over as many SCs as possible before jumping off to safety. Sprint the path to the boarded XP, drop the Z with the SG then GGP+ the boards away. If you're quick about it you can begin sprinting up slope before fires on the ore car and it begins its descent. Let Steve ... yes, its name is now Steve, I shall call it Steve and it shall be mine and it shall be my Steve. Let Steve handle the Zs, ASAs and speeders. As soon as you pass by the car drift left and sprint along the tunnel wall just past the XP ladder to your right then hook back and around any slowpokes to the ladder. 3.2c Cain't fined no luv on a Ellevater Climb the ladder and locate your next obstacle. Hop the railing, crouch, GGP+ the bottom of the bell then creep toward the hole and drop down; you fall into an ore car and go for a roll into a very deep water pit. Miraculously you survive the fall with out a scratch, swim up and climb out, locate the side tunnel EP and continue. Try to remember to grab the GC before you drop from the tracks, I almost always remember just after dropping off and Steve is no help at all. Follow the intestinal like track to the ledge overlooking the elevator cavern and scan the area from the ledge. (NOTE) What follows will be a major melee, from your current position on the ledge, you need to travel to the opposite side of the cavern to activate the elevator, once activated it takes about 60 secs for it to touch down. Once activated, I go on a flip-flop offense/defense for the next minute to thin a horde of ALs, ASAs, Zs and ZBs. Just keep swimming ... moving, keep moving take advantage of the EBs, ETs and MKs spread out all over the huge cavern till the lift touches down. Sprint to it when Steve yells out "SAVE YOURSELF". ____________________________________ The elevators are on the far side of the cavern, there're SCs at the ends of each short tunnel with MKs in them. A few EBs and ETs are spread out all over the cavern. If you GGP+ ALs from the ledge and they flip into Steve's LOF he'll do his thing and disintegrate them. If you hauled the GC use it on the local AL group worshipping the thumper otherwise use a G or 2. When the locals have been thinned, drop off the ledge and sprint straight to the elevator on the raised concrete platform. GGP-/+ an EB on your way to clear path; go to the right of the elevator cage to press the button then drop off from the side of the platform. Don't stop moving, SG or GGP+ SCs then run through them for MKs. Pistol explosives from a distance and only if a group of uglies have collected near it otherwise GGP- it then BH toward a mass to send it from a distance. Groups occur when ALs, Zs and ZBs lock horns. Don't GGP-/+ EBs and ETs if you lack distance and or something is advancing on you. Steve lets you know when to make a break for the lift, QS to SG and prep for ASAs and ALs all the way to the top of the lift. Locate the supplies in the room with the generator then wait inside for Steve to charge the generator up. The ASAs can accurately reach you at the railing outside the generator room from the ground. Follow the Pswy to another hole in the floor and drop down. Steve warns you of the guardian that just tried to smash through the wall, so you'll be dodging it for a while. 3.2d Running from one bug hole to another in search of Larva Java Continue to follow the Pswy to the next lift, locate the path beside it then jump down to the ledge leading to the big honkin fan. Figure out how to make it go, how not to get blown to your death and then once it stops figure out how to adjust its position to allow passage. I approach the fan while winding down then counter the rotation with GGP+ to slow it down fast and position the fan blade gap for passage. Locate the next hole in the ground drop down, GGP+ the webs and drop into the water. Beware of barnacles and remain tight to the grottos perimeter wall for safety while locating the XP. Enter the bug tunnel and ensure the SG is set to QS while running to the XP. Look out through the bug tunnels XP, ASA#1 of many is waiting below in a much larger tunnel, 1 of many if you allow yourself to get caught up in their mess. The best solution I have is to ignore them as best as possible, GGP+ any in your way preferably before they can spit on you. So, wait for #1 to spit, it usually retreats around one of the nearby bends in the tunnel. Wait for the spit to splash off the tunnel wall, to move into the XP. If #1 didn't leave and isn't directly in front of the XP, back into the tunnel and toss a G out the XP then reset SG back to QS ASAP. If #1 is directly below the XP after spitting GGP+ and SG it. Exit the hole ASAP after the G booms then sprint left or right from the hole. (NOTE) It really doesn't matter which direction you go, you'll deal with at least 2 ASAs either way. ______________________________________ Sprint to the 1st bend, then strafe to the opposite tunnel wall and press GGP+, if #1 is there you'll upend it for a QS to SG and 1 rnd. If the space is empty all the better, #1 went the other way. ASA#2 should be visible and further along the tunnel, run toward #2 and dodge its spit till you can get close enough to sprint to its position. As soon as it spits, sprint at it and GGP+ #2 for a belly rub if it flew back too far to sprint past before righting itself put an SG rnd into it. Continue sprinting through the tunnel then BH if required to locate and pass through the XP. Drop out of the tunnel then back up to the wall; this'll block the spit from your 6. Sidestep left or right along the wall to put eyes on the room's far end and look for the Green Guardian. Wait for Greeny, the stalagmite protects you from its attack. Sprint around the mite and away to the next tiny bug tunnel when Greeny hits it. The bug tunnels are route and haven with supplies and larvae. Enter and quickly pass through tunnel#1 and GGP+ the XP web as you approach it. ASAP exit tunnel#1 and sprint left to tunnel#2, sprint when allowed to stand in a tunnel and GGP+ the XP web on approach. Exit straight out of #2; sprint to and over the 2 SBs on the ground leading you to tunnel#3. Enter #3 before Greeny moves into the area. As with tunnel#2, sprint when able to stand GGP+ the XP web and enter Ring around the Rosy, in this room Greeny will likely smack boulders at you till it's ready to charge. Keep eyes on it always, as soon as you lose LOS on it because of the stalagmite listen for it to begin running then sprint away. I press jump while sprinting during long straight stretches, you'll be forced to BH about 40-50 feet from tunnel#4. You can't miss it, 2 larvae point at the correct opening. The last time I got smacked was because I missed the EP to tunnel#4, #4 is a hidey hole and not a tunnel. Quickly enter #4 only deep enough to avoid an attack, Greeny will stop at the opening then gallop off along the previous tunnel. ASAP move to the entrance as Greeny turns away, exit #4 as Greeny turns and disappears at the bend. Go left and sprint to the tunnel fork, QS to SG on your way. Sprint right at the fork and pass both bug tunnels. You should hear Greeny galloping halfway between bug tunnel#2 and the boarded up XP on the right side of the tunnel. Be prepared to BH the last 40 feet to the XP. As you approach the right side post of the XP, send 1 rnd to the space between the top and bottom outer boards. Placed well both boards will break, Send rnd#2 to the inner diagonal board as you stop to face the XP then rnd#3 to the top/furthest floorboard in the small room. Quickly move to and drop through the floor gap to avoid damage from Greeny. Enter the next cavern; I go right to the bug hole after popping the web for the revolver and SG ammo. Grab some debris and drop it by the elevator lever, locate the missing gear and return to the elevator lever. Offer the barnacle the debris then pop the gear on before it drops the crap. Move to the elevator, press the button then go fishing for goodies while you wait for Steve. When Steve's done blabbing follow him to the larva java then back to Alyx and the others. When the ritual is complete and you're done with Mr. Creepy enter the lift ride it up then locate the last hole you'll have to drop down through in this chapter. When you hit the ground below you will be in chapter 3 Freeman Pontifex. ____________________________________________________________________________ 3.3 FREEMAN PONTIFEX 3.3a the Valley of Guardian 3.3b, Wookin Pa Nub in aw da Wong places 3.3c Leaving the narrow Hlwys to the Big Cage Match 3.3d To and through the river of toxic sludge 3.3e, To the Bridge and Chapter 4, Riding Shotgun 3.3a, Into the Valley of Guardian Drop to the floor and run up the ramp to the bright outside. Clear your path of barrels then run/sprint/hop down slope to the SC, take the goodies and continue forward and left around the rock wall. Hold for a bit; take it all in, 3 thumpers, stretch the length of the valley, EBs, a couple ETs and SCs are scattered about. At the far end of the valley you can see an enclosure surrounding thumper#3, that place is my 1st goal. Wait for your comrades to catch up for fire support then head for the enclosure. On your way to the enclosure pick up the ET near thumper#1 then BH to the enclosure, you may take a hit or 2 from your 6 on the way. (NOTE) As far as I can see after trying so many different setups, there's no valid/guaranteed preparation for the miasma of chaos that is about to take place. All I do now is grab the ET near thumper#1, the vehicle engine and the steel bundle then place them near or inside the thumper enclosure. Quite often, by the time I'm 3/4 through the event the inside of the enclosure is full of ore cars and at times 2 vehicles. _____________________________________ Alyx and Steve temporarily clear the valley of ASA and ALs while I set my defense and offense up. I locate the car engine and steel bundle, bring them into the enclosure and set the engine down just inside the opening facing and pointing halfway between the 2 guardian EPs to the valley. I leave the steel anywhere inside enclosure then head out to the right of the green guardians EP for the 2 EBs. I place EB#1 inside the enclosure to the left or right of the engine and covered by the enclosure wall or rock outcrop. I set the pistol to QS then GGP- EB#2 and carry it to introduce myself to Greeny. BH to the ore car closest to Greeny's EP, drop #2, QS to pistol and target EB#3 at the mouth of the Green guardian EP. Wait for Greeny to move to the side of #3 then send 3 rapid fire rnds into it. QS to GG, GGP-/+ EB#2 to Greeny then sprint left to EBs#4 & 5 near the elevator. You may be required to junk 1-2 ALs on your way. ASAP GGP-/+ #4 & 5 at Greeny then sprint to EB#6, GGP- #6 on your approach then quickly 180; GGP+ #6 to Greeny then sprint back to thumper#3 and the opening with the engine. GGP- the engine upon entry and 180; most times Greeny follows you right up to the opening. If so, you can get 2-3 engine shots off with nearly instant RA, the engine will likely rebound back at you before Greeny begins backing away. (NOTE) If Greeny stops short and stands off from the enclosure, you must exit some and be much more accurate with your shots for timely RA. If this occurs try and get off 1-2 shots then back into the enclosure, switch to SG then get a few RT/SG salvos. ______________________________________ If you waited for Greeny to be beside EB#3 to explode it, hit it with all 4 EBs and make 3 solid CQ hits with the engine it'll drop, if not it may take another hit with the engine or one of the ETs in the enclosure. When it drops your survival odds just went up. I set the SMG to QS; use the 3 HEGs the remaining ET/s in the enclosure, the engine, steel bundle and if necessary the explosives near the Red guardian's EP to shut it down. I use the enclosure around thumper#3 between attacks for cover and to recoup suit power for sprint. When clear I health up then head for the elevator. You'll need to wait for Steve and Alyx to mosey in and for Steve to complete his monologue before he powers up the generator. (NOTE) 9/19/16 As of this writing I hadn't played the episode since early to mid July. The thing is I don't recall the AI being this difficult to kill in hard mode I'm thinking maybe the AI's "damage quotient" code has been altered in one of the Steam updates??? Also now ALs press deep into the enclosure. Know that both guardians will be smacking any and all big heavy crushing objects at and into the enclosure unlike any of the previous runs through this area. My last run had the enclosure so cluttered with autos and ore cars I had to exit then reenter from a different opening for access to the interior enclosure. Remember to use the engine and steel bundle as often as it is possible to RA and to conserve ammo. Use them from CQ, try to hit them square and low to minimize deflection and as close to the enclosure as possible to quickly return to cover and or to strafe out of the way of the charging red guardian. ___________________________________ 3.3b, Wookin Pa Nub in aw da wong paces Climb the ladder and make your way to the top of the elevator car and enter. Clear the pickaxe from the lever, ride the car down, wait for everybody to get in the car then push the button and ride back up to the EP. The path is linear and narrow, fortunately there're supplies spread out over the floor at your current destination. Once Alyx lowers the SS head out on your next mission, retrieve the car from the bridge. Again the path is linear, a bit hidden but nothing special. You should begin to hear what sounds like rapid breathing before you make your 2nd drop down. Your only path leads to a PST; clear the 2 crates from the busted wall, toss them to your right. Pull the 2 crates blocking LOS on the XP and move them to the side within the room. GGP- the chair away from the door then back straight out to the wall and strafe right to the column. Allow the PST to bust the wall, exit the dark room and then turn toward you. Strafe left as it prepares to toss a PS at you and continue through the dark room to the elevator in the room the PST busted out of. GGP+ the boards blocking access then drop down to the floor below. Locate and GGP+ the trapdoor of the next lift; stand up as you drop down into the elevator then run out and hook left to and through the XP. Run around the door, drop off the platform to the stairs below and pass through the next XP. GGP- the SCs for goodies as you drop off the ledge, if you miss one hang close then GGP- when the barnacle drops it, it may be the SC with SBs. At the XP I crouch then turn left to face the door jamb. Press forward and tap strafe right to exit and slide along the wall to avoid the barnacle tongues. GGP- the SC from the ceiling for the ammo if you're light, approach the boarded up XP square then turn to your 10:00, GGP+ the boards. ASAP run forward to the wall and along the ledge, bypassing the barnacles before they can affect you. In the next room with the gas fire, you'll hear Zs frying as they crawl and walk through the flames. When clear kill the gas, run through the XP, and down the stairs, 1/2way down, crouch and drop off right to the lower flight of stairs. ASAP stand and sprint. (NOTE) Don't rush at the gate prematurely after popping the lock, it will jamb halfway open blocking access to the next area. This forces you to back away from it so it'll open fully. It wastes time and may get you hacked on by the ZB or dumpster speeder. Once you close the gate do not make contact with it when the speeder or ZB are near it. _____________________________________ Stand and begin sprinting once you contact the lower stairs, hook hard left around the end of the wall and head for the gate. Press and hold GGP+ to pop the lock off the gate when in range; press action when 4 feet from the gate, enter 180 and close the gate before the speeder or ZB can get to you. Current room, Zs and 1 ZB, QS to SG move toward the gate but make no contact and maintain LOS on the advancing ZB. Alyx almost always removes them all. On the odd chance the ZB gets by strafe right then sprint to the end of the Pswy and duck into the low Pswy to continue into the next area. 3.3c Leaving the narrow Hlwys to the Big Cage Match Run to the left side of the stairs, Alyx will shoot the EB and kill the 2 Zs in the caged area. Run at the cage EP, drop off to the floor below and enter the cage, ASAP turn the valve to open the tank's gas then send a pistol rnd into the gas stream outside the cage EP. Run to the back corner of the room, set the pistol to QS then QS to GG. Alyx will also ignite the gas, but, not quickly enough for me; more BGs will follow and will begin cooking at the EP. Keep one eye on the stairs for PSTs, PSs will drop off as it passes through the flames and move to the ends of the divider fence ready to leap. Keep one eye on the XP below, there's an EB at the opening ready for igniting when you see a group clog at it. If you see a ZB below moving toward the stairs send a 4-5 rapid fire pistol rnds into it, this often encourages it to light a G, if so take cover in the corner with the GCs and wait for the boom. It clears your path much faster and without using your own important supplies. In any case they all cook eventually but some may not die fast enough if they aren't swept up in the ZB G. Be prepared to GGP+ PSs away and to shoot ZBs use the fence dividing the room for distance from the rest. The BGs can come in multiple waves, so I ensure the gas is flowing when I leave the caged area. If you or a ZB didn't smoke the 2 EBs past the XP below be prepared to use them when you leave this area. (NOTE) Moving behind the generator covers you from the ZB and almost always prevents it from pulling the pin on a G, when it gets close strafe right to the wall then sprint straight through the XP. ______________________________________ In the Pswy with the fence at the far end, stop just before the corner and locate the EB in the niche past the corner. GGP- it without exposing Gordon to the Zs in the next room then strafe left into the Hlwy and GGP+ the EB into said room. ASAP slide back to cover and switch to SG, clear any survivors then run to the boarded XP and then back away to and behind the generator. A ZB will burst through and charge at you along the side of the generator. When it gets about 10 feet from you strafe right to the wall then sprint out and up the stairs. You may take 1 hit if at all; at the top of the stairs hook hard right around the railing then sprint for the PR at the end. Enter the freight container for some ammo. Exit; bait the ZB to one side if it's hogging your path then run around it to the XP ladder. GGP- the saw blade on your way to the ladder, climb the ladder and drop the blade. GGP+ the corrugated sheet metal away from the roof openings so Alyx can thin the herd. (NOTE) I have no use for projectile weapons regarding the following event, to me it seems more like an ammo suck than anything. However I do crouch at the roof eave and GGP+ the PSs to encourage them to move out into the open. The 2 important things one must be aware of are, where the saw blades are hanging and that I have Gs in hand for the drop into the room. About 30 secs after dropping into the building, the platform collapses from a Z attack. Once I'm on the ground I'm in motion, always moving toward the blade I just sent or one of the 2 blades still on the walls. _____________________________________ When Alyx has cleared the ground ensure Gs are in the QS menu, GGP- the blade then drop down onto the platform inside the building. ASAP, drop the blade to the floor, QS to Gs, move to the edge of the platform facing the dark EP and toss 2 Gs, one through EP#1 and one over the fence to EP#2 before anything exits EP#1. GGP- the blade, jump off before or after it falls; run to the blade on the wall in the lighted area then 180 and begin cutting uglies down. Keep moving, retrieve and send the blades. With this technique my only real danger in this area is from the HCs, spiders and PSs they pretty much disappear from my sight till one hits me. When I hear the beginning thumps coming from the sheet metal gate next to the caged and dormant Z I move myself and the saw blades to the opposite side of the room. I'm against the fence and have the thumping gate at my 12:00, once it is down I GGP+ the blades at the oncoming Zs ZBs and speeder. I rush the opening to retrieve blades and GGP+ anything in the narrow Hlwy. I run to the end of the Hlwy to the ETs, GGP- one and look for Zs between me and the blocked off XP. As soon as the blockade bursts I GGP+ an ET if any remain then GGP-/+ a blade and send it into the BGs rushing me. I then sprint past the rest of them, through the XP and into the next area. 3.3d To and through the river of toxic sludge Enter the next room, it's dark but the danger is minor and easily seen from a distance if one pays attention. Creep under the shelving, switch to pistol with FL on. There's an ET to your 1:00, hold when you hear the speeder, put 3 rnds rapid into the ET as the crawling speeder comes into view. Continue into the next part of the room, avoid the barnacle and hop up onto the shelving. From the low shelf you can GGP- SG ammo and an SC from the floor. Continue to the top shelf facing the XP duct, prep for the PS that greats you there. (NOTE) I have 4 methods faster than the default forklift option or stacking crates on the opposite shelf to get to the higher and closer to the top XP shelf; they are placed in the order of most success. Obviously #4 is the fastest but the jump point at the end of the shelf is more difficult for me to judge reliably. Outside of option #1, (I don't carry the blade with me anymore) I stuck the blade into the leading edge of the XP shelf to extend the XP platform it does improve anyone's ability to make the jump on the 1st try. For a while I was taking the blade with me to kill the PST at the outflow pipes pronto. If you wish to take it with, I would GGP+ it to the fence across the toxic waste pond; it often hits the fence and drops to the slanted concrete. I then picked it up once I gained the upper platform near the HEG crate. Warning, if you do elect to continue with the blade it will slow your game down and throw the guides event timing off a little, (not horribly) and require a bit more finesse to complete. 1/20/17 I now have a more successful way to complete option #4 below with 80% plus success. In the past my issue was not being able to tell exactly when to make the jump from the current shelf. Too soon fall short, too late, drop off to the forklift. Now, I face the XP shelf, stand about 4 feet from the end of it then look down at the shelf deck where Gordon's feet should be. There's no need to see the XP shelf until you land on it. I suggest you "SAVE" before attempting any and all of the options below till you're proficient in the technique. 1. GGP+ the blade into the leading edge of the XP platform, (not as hard as it may sound) and inline with your jump then sprint/jump/crouch onto the blade and platform. 2. GGP- a crate from the room. Place it on and at the end of the shelf you're on; stand on it then run/jump/crouch to the XP platform. 3. Move to the end of the shelf then hop up onto the right side shelf post. Do a standing sprint/jump/crouch to the platform. 4. Move to and stop 4 feet from the end of the shelf leading to the XP shelf, look down at the shelf deck then sprint to the end and jump/crouch. _____________________________________ Climb the shelves to the top then KB the PS that drops in. When clear, choose an option from the above list then make the jump to the XP platform and exit through the duct. Once you're outside take in the view before dropping down to the toxic waste level. You have an opportunity to orient yourself from a position of safety and prior to activating AI. There's only one path forward and it's down and sort of a mound hop over toxic sludge. Drop down to ground level and face the toxic sludge. (NOTE) When you are at ground level looking out over the sludge you will press and hold sprint, releasing only a moment to orient from mound#2 toward mound#3. Later on the concrete where you GGP-/+ the EB to the Zs blocking the XP ladder then sprint until you are climbing the XP and standing on the platform with the HEG crate. ______________________________________ From behind the gate at sludge level; sprint toward the sludge and down grade then jump from dry mound#1 to mound#2 on your right. Continue past the corner of the perimeter wall. 1/2 way along dry mound#2 bear left and jump to mound#3. Aim to land at the far right edge of the mound, 3 Zs, (2 walkers and a crawler) will be approaching the corner of the wall. You will hit the ground on mound#3, sprint a step or 2 and then jump again just to the right of the Z near the corner. You'll likely take a hit from one of them and or
lose a smidge more health if you touch down in the sludge due to a hit. I get 
to the concrete maybe 50% of the time with -0- damage. 

Jump to mound#4 and continue to and along the fence then right at the corner. 
FL on, continue to sprint over the slanted concrete to the fence opening. 
Hook hard left around the fence to the perimeter wall and just past the EB at 
the column. Take a sec to locate the ZB near the XP; it'll do 1 of 2 things.

1. Quite often the ZB is to the right of the ladder, facing away from it or 
behind the Zs with just enough room for a sprint, leap and climb up.

2. The ZB will 180 and run at you; wait for it to drift right toward you then 
strafe left and sprint to the ladder and climb.

If you have trouble with either of these options you can always GGP-/+ the EB 
to the Zs then sprint toward their previous position and then to the ladder.

If you've been closely following the guide, you have no need of HEGs and you 
don't want to hang if you hear beeps, often eluding the ZB pisses it off 
enough to light a G so beat feet along the fence to the SC.

(NOTE)
If you're lugging the blade with you, the following will take some practice. 
I spent at least 20 minutes or more figuring out where to stand so as not to 
activate the sludge Zs and where to aim for a 60-70% success rate. Aim too 
high and the blade bounces off the floor band of the elevated building, too 
low and it may land too deep into the sludge for GGP-. There's no guarantee 
your zoom sights and the games targeting system are exactly the same as mine. 
Know this if you see the blade splash instead of concrete dust do not 
despair, Once you're on the XP platform,(with HEG crate) you can walk the top 
of the fence to get closer to the blade in or out of the sludge for a GGP-.
_____________________________________ 

2. If you chose to keep the blade; just after dropping down, past the large 
pipes to sludge level, remain inside the caged area with the pipe. With blade 
in GG walk past the large vertical pipe and stop just as the blade contacts 
the side of the fence XP. From this position I aim, just to the right of the 
elevated buildings stilts, (1-1.5 virtual feet) then zoom and raise sights to 
the ridge of the buildings roof. On my game one of the blades expansion slots 
is at my 12:00, and I can see the roof ridge through it. I raise the blade so 
that the roof ridge disappears then send it. Often without moving sights from 
the GGP+ I can see dust rising from the blade hitting and embedding into the 
concrete. If it splashes don't panic yet, make your run to the XP platform.

From here, follow the route and tactics of option#1 to gain access to the XP 
platform.

Both options continue from here.

(NOTE) 1/20/17
Late last summer, while playing Ep2 I was able to GGP- the SG rnds from under 
the fence, this is no longer possible.
______________________________________

At the top of the ladder and to the right is a HEG crate, load up if you're 
lacking, (you shouldn't be). If you want the blade, ensure the ZB below isn't 
going to pop a G on you then creep out over the top of the lower level fence, 
begin to GGP_ the sludge below if you can't see the blade and pull it to you.  
Continue to the SC; bust it then GGP- the supplies from under the fence. At 
the next drop down you'll see a huge honkin set of outflow pipes. 

(NOTE)
The fastest way through all the BGs and sludge, doesn't require the KB or 
blade but does require timing, speed, a bit of finger dexterity and for you 
to prep for a jump off the pipes as soon as the PST begins its wind up. Aside 
from being the fastest method another plus is that the health results aren't 
much different from the other options once I had the procedure down. This 
option also allows you to dump the blade way back at the caged fight where 
tonza Zs come to play.

On the chance you elected to keep the blade and wish to use it on the PST 
then carry it further. The farthest I have carried it is onto bridge 
section#2 then GGP+ it to the XP tunnel gate for Freeman Pontifex. It would 
not stay in or on the car while moving over bridge section#2. Unfortunately 
it would not stay in or on the car so that it remained after Alyx and I got 
in. It falls out with the slightest side to side movement or stop and go.
_____________________________________

1. Run and jump to the mound with the column, hop to the spool and then to 
the pipes. Run up the pipes to the next column then back step down pipe as 
the PST begins its PS toss procedure. As soon as you hear or see the PS 
sprint off the pipe to the dry mound between the pipes and the car. 

2. Run and jump to the pipes, GGP-/+ the SC to the concrete wall if you need 
to health up then crouch and pull the KB. There's a PST mucking about, KB the 
3 PSs, you can speed the process up by sending a couple rnds into the PST 
between PSs. Jump off the lower 1/3 of the pipes to the dry mound between the 
pipes and the car.

3. If you kept the blade, run and jump to the mound and then to the pipes. 
Move half way up the pipes and crouch, the PST will likely toss a PS that'll 
fall back into the sludge. Stand and move down pipe to about a 1/4 up from 
the sludge then to the right edge of the pipe. With clear LOF on the PST, 
GGP+ just below the waist then as quickly GGP- for a 2nd rnd to drop it. To 
date I end it before it can send a 2nd PS. When complete jump from the pipes 
to the dry mound between the pipes and the car.
_____________________________________

All options continue from here.
 
As soon as you hit dry ground between the pipes and car sprint toward then 
jump to the car, if timed right you'll come to a stop on the cab. If you're 
short you'll have to jump up to the cab, too long you must press back to 
avoid sliding off into the sludge. ASAP sprint/jump to the boulders, quickly 
orient then sprint/jump to dry mound#1 along the perimeter wall. You can 
relax for a couple secs while your suit recharges. While waiting, line up 
along the wall to dry mound#2, press sprint and jump and don't release 
sprint. Jump to mound#2 when you're within range to get out of the sludge 
sooner and onto mound#2. 

On mound#2, orient to mound#3 then sprint and jump to mound#3, if timed well 
you won't touch sludge. ASAP orient to the XP ledge and ladder then sprint 
and jump into the sludge then to the ledge. 

3.3e, To the Bridge and Chapter 4, Riding Shotgun

ASAP climb the ladder to safety. If I start the maneuver with 100% health on 
average with this method I end up on the ladder with between 59-69% health 
and in less than a 5th the time. It is a hazard suit yeah! Anyway climb the 
ladder swing wide Cw around the house to the fire escape and to avoid the 
snoozing speeder in the shack. GGP- the SC then smack it into the ground. 
Most of the time, Alyx is able to shoot both the ZB and the speeder 
simultaneously through the house walls. SHE'S JUST THAT GOOD! Odds are if 
you're closely following this guide you won't require the supplies in the 
house unless you drained everything dealing with the guardians, it happens. 
Usually, (I think) the supplies are whatever you're lacking at the time. 

So sprint up hill to bridge section#1, reposition the car for a quick getaway 
then locate the Wkwy. Climb the ladder, hop to bridge section#2 then GGP+ all 
the cars off it. Sprint back to bridge section#1 get in the car and hold till 
section#2 realigns with #1. Drive to and over the break between the sections 
and then open NOS to jump the gap to ground. Exit the car, and locate the 
overhead door control panel so Alyx and Steve can exit. Return to the car and 
hold while Alyx and Steve say adios and for Steve to raise the barricade. 
Head out for another adventure, Chapter Freeman Pontifex ends before you exit 
the tunnel and Riding Shotgun begins.
____________________________________________________________________________

3.4 RIDING SHOTGUN
3.4a From the Tunnel to completing the Radio Tower
3.4b from the transmitter Station to completing the farm house
3.4c from the farm house to the chopper battle at the Rebel encampment

3.4a From the Tunnel to completing the Radio Tower

Drive out of the tunnel; continue for a short distance till you approach 
another tunnel. Go hard left through the breach in the railing and then back 
along the shallow river, you'll snake back and forth till Alyx sees the radio 
tower then it's up the hill to the property with the tower. I drive between 
the buildings, park just past the doorway of the 1st house on the right and 
exit the car. 

(NOTE)
My initial idea was to lure the hunters away from Alyx, get her into the 
radio house and begin transmitting. I was to close the doors preventing Hs 
from entering then when complete we'd both sprint to the car for an escape. 
That didn't work; she remained outside exposed and firing on the Hs. So, that 
being a failure I also discovered something else. The 2 ZBs normally in the 
radio station, (white building) are missing. If one ignores the white 
buildings and instead rectifies the power issue 1st, the ZBs are missing when 
entering the house later.

Another weird thing, when I drop down into the transmitter building I notice 
there is no radiator on the wall below the roof damage but it exists when I 
return to ground level. 
_____________________________________

I ignore the white houses, (who'll argue about 2 less BGs eh!) and locate 
then fix the transmitter stations power problem. From the car, run right and 
around the building above the power station to the rear, climb the dirt ramp 
to the roof, locate the missing section of sheet metal roofing then drop into 
the ground floor of the building. Locate the dead basement lift and drop 
down, locate the problem, brain the solution, rectify and ride the lift to 
ground level. Upon reaching ground floor you discover Hs are circling the 
building. Hold position to the left side of the double doors. Once the Hs 
destroy the double doors, sprint out of the room and right to the nearest XP.

Sprint left through and out of the walled enclosure, past the rear of the car 
and into the low walled enclosure to the left of the white Comms building. 
GGP- a big white propane tank then go hunting for wabbits heh, heh, heh ... 
heh etc, etc. The tanks are large enough to block and collect most of the 
incoming flechettes; this is a good thing if you can send it all back to an H 
before they burst. The Hs flash white and disappear when the tank connects 
and the flechettes burst. Apparently they don't like the taste of their own 
medicine. When done well, I end up with 5 dead and or disintegrated Hs and 
still have about 50-80% health. 

The transmitter's power station, the 2 white houses and the low enclosure 
have more than enough supplies to boost my health back to 100% and at times a 
couple SBs. Enter the white house to the radio room, stand while Alyx chats 
with everyone then book to the car and leave the area.

3.4b from the transmitter Station to completing the farm house

Follow the dirt road to the next group of buildings, I don't Explore the 
house; it never has anything I require. So run into the barn via EP/XP#1 
beside the car, turn left at EP/XP#2 and run to the gate. GGP+ the gate lock 
drop into the hole and enter the main room of the barn. A larva thing, 
(advisor) is in a sort of mechanical cocoon, I disrupt the plasma stream when 
asked and the cosmic fan suffers splatter. This is where we get a close up of 
an advisor's probing or feeding technique, I could really go for a machete 
right about now or maybe a hand powered meat grinder. I think its mechanical 
cocoon shocks it or the explosions freak larva boy out and it books. 

Now we have 3 OBGs to deal with before exiting the building; I head left to 
the steps with the crawl space XP is and take FP#1 on the steps behind the 
column and the black thing next to it, they provide cover and LOF from 
halfway up on the anteroom EP/XP allowing for easy chest and headshots.  

(NOTE)
When playing this chapter late last summer, the 3 attempted to enter the 
larva room in an orderly fashion, one after another; as of late they appear 
staggered, BGs#2 and 3 arrive late and may hold up in the anteroom so be 
prepared.
______________________________________

I pull the revolver and zoom; 1 rnd to the head and done if you're steady 
with it. If BGs#2 and 3 follow in order take them in fashion, if not, I 
switch to the PR, move left onto the platform and left of the column to take 
FP#2. I'm just right of the anteroom EP/XP, this provides the best cover 
you'll get from the 2 BGs. Aim waste high and adjust at contact, they 
sometimes go to crouch after entering the anteroom, when clear enter the 
anteroom and clean up on the goodies. Shoulder the SMG, run through the 
anteroom, right at the busted gate lock and right at barn EP/XP#2. Run to 
EP/XP#1 then left toward the car. 

Look to your 10:00 as you run toward the car; send a HEG to the ground, 
between and a couple feet in front of the 2 advancing OBGs. Hopefully Alyx is 
not too far off your 6 it pays to leave town ahead of the chopper, if not be 
prepared to take some real damage while waiting for Alyx and on the way to 
the RR tracks.

(NOTE) 
Don't BH or sprint through the barn or from it to the car. For some reason, 
it seems the faster you move through the barn to the car the longer it takes 
Alyx to catch up and to get shooting stuff out of her system. The above 
mistake equates to a longer wait, more combine, more damage to you and her. 

No matter where I park the car; it ends up against the APC. Half the time I 
luck out having the H at my 1:00 so I get to slam it on the way out. There's 
no guaranty Alyx will be tight to your 6, on occasion she is and it makes for 
an easy healthier exit. 

I also notice that I now take much more damage busting through the RR 
perimeter fence than back in July and that there're now freight containers 
blocking some previously available avenues between sections of trains and 
tracks.
__________________________________

3.4c from the farm house to the chopper battle at the Rebel encampment

Open NOS after passing the property gate, slam the RR tracks perimeter fence 
then turn left after passing the end of the 1st train segment for the middle 
of the track area. You'll have more options to evade the chopper that'll be 
on your tail pronto, weave the car left and right through all the different 
train segments to avoid mines dropped in your path. Even then a mine can drop 
directly in front of you, so look for crates ahead and steer for them; many 
have SCs with MKs or SBs. Whenever you have a longish straightaway go NOS. 
Keep an eye out for a loaded logger car, when you see it go NOS and right to 
pass by before the logs begin rolling off the car. 

You'll reach a dead end, hook right around the end of the train cars and 
dogleg back. Eventually you'll see road barriers ahead and on the right, 
follow them to the rebel camp. Sprint along the freight container and drop to 
the ground before the chopper fires on the rebel. GGP-/+ the mines away, odds 
are you'll need the meds and SB from the SCs and Alyx. 

I have an 80% plus success rate with the following maneuvers. Run out into 
the open then right, continue to the lone train with the SC to the right and 
against the wall. Creep under the train and face the direction you came from. 
Hold till the chopper is above and usually to your left, exit, GGP- the mine 
it drops, preferably before it hits ground and send it back. Retreat under 
the train car and hold till it comes round again, sometimes it drops a mine 
to either side of the car, when it does if you're quick about it you can pick 
it up and hit it twice. Go for the one that lands 1st then sprint around the 
section of train for the other. I've done it a couple times.

(NOTE)
I used to follow the chopper around, but overall suffered too much damage and 
restarts from the chase and "I" didn't notice much of a difference in time 
saved. The above method does take longer but I almost always complete it with 
5-6 returned mines and in 1 go.
_____________________________________ 

40% of the time I'm "hurtin-fer-certin" by the end; however there's a WD on 
an upper Wkwy in one of the buildings and you may find an MK, health drink or 
SB lying around the tracks. Follow Alyx and the rebel into the building then 
get new orders to silence the combine gun. As you move to the far side of the 
1st room entered, chapter 4 Riding Shotgun ends and Under the Radar begins. 
____________________________________________________________________________

3.5 UNDER THE RADAR
3.5a Wend your way to the Auto gun and make it shut up
3.5b from the garage to Ye old Combine trap Inn
3.5c Defending Ye Olde Combine Trap Inn
3.5d Clearing the SS and pulling up to The White Forest Facility

3.5a Wend your way to the Auto gun and make it shut up

From inside the repair shop climb the stairs and exit once the rebel opens 
the door for you. GGP+ the boards covering the window then GG_/+ a cinder 
block at the ZB, most often it pulls a G and junks everyone near it. Drop 
down into the room, hop out the window and sprint toward the stake bed dump 
truck; climb up and over the truck to the roof. Enter the 2nd floor, locate 
the XP and exit. Ignore the Zs and locate the culvert pipe past the van with 
the SC on top of it. Crouch to avoid the auto gun and creep to the pipe, GGP- 
the SC inside the culvert pipe and smack the flaming PS that appears at the 
far side of the pipe. 

Remain in the creep; KB the next SC then Peek-a-Boo the MGT location, (along 
the fence to your right). Toss a G to it, listen and look for the MGT "tilt" 
sound, (moment of sustained rapid fire) and or a flying MGT before exposing 
Gordon's position to it then continue creep fashion along the path toward the 
building at your 12:00. From a distance, GGP-/+ a barrel through window#1 to 
the right of the truck abutting the building, this will activate the AI and 
clear the glass. Listen for BGs as you approach the building. Stand beside 
the truck; GGP- tire#1 from the right of window#1 then sidestep right into 
the plane of window#1 to GGP+ the BG#1 at the rear of the room or just 
entering then return to the side of the truck. 

GGP- tire#2, move back into the plane of window#1 to GGP+ BG#2. Hop through 
the opening and crouch, ASAP creep over to and below window#2 then face the 
XP, switch to the SG and RT/SG BG#3 as he appears in the opening.

(NOTE)
Using the tires will prevent you from inadvertently destroying the 
rectangular crate near window#2 with G or SG rnd. Below are 2 methods of 
climbing the fence, #1 uses 3 crates, #2 4.
_____________________________________

1. Pick the room clean, exit then GGP- 2 square crates and drop them out 
window#2. GGP- the rectangular crate and carry it out and over to the 
perimeter wall where the fence and concrete come together. Ensure you lower 
the rectangle so that it remains standing. GGP- the pallet from the long end, 
(it's almost square but it is not). Orient yourself so that the long fence 
section and auto guns are at your 9:00 and the short fence section is at your 
12:00. Place the pallet against the 12:00 fence and so that the right side of 
it is within a foot to the left of the concrete wall corner blocks. 

Stack the rectangular crate on the pallet tall side up and against the 12:00 
fence, then place square crate#1 on top of it. GGP- crate#2, face the 12:00 
fence and crate#1 then place crate#2 on the pallet and against the 
rectangular crate. 

2. Follow the same instructions as #1 but instead of placing square crate#2 
on the pallet and against the rectangular crate slide it against the pallet 
and inline with the rectangle then place crate#3 between the rectangle and 
crate#2. It will rotate 45 degrees and act as a ramp to crate#1

Both options continue from here

"SAVE"

Stand back about 15 feet from the line of crates then sprint and jump up onto 
crate#2. Press forward/jump/crouch 2 times, once to land on crate#1 and again 
to beat the fence, BGs and auto guns.

(NOTE) 10/5/16
Late last night I tried option #1 for the 1st time and succeeded on the 1st 
attempt. I then tried it 2 more times to verify, succeeded again and was 
satisfied. Today while writing, I replayed the chapter and could not get it 
to work with less than 4 crates and the pallet. After an hour or so of 
thrashing about, gnashing of teeth, stomping around and swearing a lot not to 
mention scaring our dog, I discovered I had forgotten to crouch after jumping 
from the top of crates #1 & 2. All I can say is it was late and apparently I 
was flaky enough to forget an important aspect of the tactic. Anyway, the 
above tactics are safer, avoiding at least 10 uglies and BGs and is much 
faster than the circuitous default route.
_____________________________________

Run to the side of the building, KB the crates in the truck bed then smack or 
GGP+ the piss out of the PS snuggled in with them. Hop up into the bed; count 
your Gs and set them to QS. Hop onto the cab and then the roof at the eave, 
GGP+ the closest window. Creep toward the window just enough for LOS on the 2 
doorways to the back rooms; I toss a G at the wall of the small room then 1 
into each doorway and one over the wall to the middle then 1 more through one 
of the doorways. There're up to 5 OBGs trying to avoid the Gs by moving 
around inside the back rooms. 

(NOTE)
You can gain LOF on the left side EP to the long narrow Hlwy in the rear of 
the room from the middle dormer window. The BGs tend to retreat into it when 
avoiding Gs.
_____________________________________

3.5b from the garage to Ye Olde Combine Trap Inn

When Gs are empty switch to the SG and drop into the building. Move to the 
side of one of the EPs side step in and RT/SG any survivors. Look for any 
supplies, refill Gs, locate the auto gun, open it and toss a G into it. Exit 
the building from the hole created by the G in the auto gun, ignore the Zs, 
run and jump over and onto the wrecked vehicles and over the railing to the 
XP road, locate Alyx and the car, climb in and wait for Alyx and the rebel to 
free you up for some mad driving. Again the path is linear, there're tons of 
Zs and ZBs to trample if you need an outlet; I leave most of that work to 
Alyx and only defend myself when required.

(NOTE)
You now have a radar unit in the car that shows you where rebel caches are 
hidden, so if you're in need of supplies stop and find them. For me the only 
required stops are radar notifications #1 and #2 for batteries, CB bolts and 
the launcher, I ignore the rest. 
_____________________________________

I park the car outside the building with the rocket launcher, enter, GGP+ the 
hinged metal floor flap down then underhand a G into the gap below it, jump 
onto the flap and ride it up to the Wkwy. Flip the switch, grab all the 
goodies in the caged room then exit. With the launcher and the CB bolts, I 
see no need to enter the container yard. Head back to the car and leave the 
area; pass through the tunnel to the switchback on your left, Alyx will 
comment on another cache, I ignore it. In a moment, you'll approach a couple 
of buildings at the top of a hill, there are a few more down slope. 

I clear the cars blocking the road, explore the upper floor area of the 
structure on the right for the SB, leave the SCs alone and move any EBs away 
from the road then return to the car and drive down slope. Down slope, I turn 
the car around near the main building and leave it in the street beside the 
basement stairs. I enter the main building and explore its basement and 2 
floors, I GGP+ all SCs to free up the contents for the location and later 
use. I also collect a radiator and leave it in the 2nd floor room between 
balconies#1 and 2. When complete I exit the building to activate the SS and 
combine then retreat back into the house and beside the stairs to the 2nd 
floor for temporary cover. 

3.5c Defending Ye Olde Combine Trap Inn

I switch to the CB then side creep right to the doorway at the base of the 
stairs. From there I creep into the room then through the doorway to the 
porch retiring BGs as they come into view. After 9-10 BGs drop the sounds 
coming from the Combine assault changes, I believe I also hear a drop ship, 
I'm thinking it may be dropping off more Hunters and maybe the OEBGs. Then 
the H stomping about becomes prominent, shortly after, 2 OEBGs storm the 
building from the porch.

(NOTE)
I find this routine advantageous especially with the CB and minimizing 
damage. At times it works well against 2 OBGs, although the PR is also 
beneficial against lone BGs. There're tons of BGs outside the building 
including 3 Hs and they're all looking for you.

I think the OBG kill count may vary before the Hs advanced into the house 
from one run through the chapter to another, I believe it can vary from 13-
15.

9/25/16
This must be an anomaly, it has not happened to me prior to this writing. 
Hs#1 and 2 entered the house and had been downed. I then heard and saw #3 
passing back and forth outside the window beside the fireplace. It would not 
enter the house through the basement. I entered the basement but it would not 
enter or engage; it just ran up and down the basement steps. I killed it with 
a radiator and a HEG. 

Then went outside via the basement stairs, I then heard another H approaching 
from the road, killed it with 2 HEGs, SMG fire and Alyx. Then a 5th H 
appeared from the up slope buildings and began firing flechettes and hopped 
down over the ledge. I thought it was the H encountered up slope but that H 
was still there. Lastly, Alyx was particularly annoying; I took more damage 
than ever, it seemed like she was purposely getting in my way I couldn't 
maneuver away or around her to avoid danger. WTF!
_____________________________________

When the OEBGs are down the Hs maneuver for their assault on the building, 
the 1st H appears in the large window facing balcony#2. If I don't already 
have a radiator in hand I head down to the main floor and grab one. The H 
drops into the building through said window and pretty much lines itself up 
for hammering. The CQ, (20 feet) and mid mass hits prevents the radiators 
from traveling. Fortunately H#2 enters shortly after from the barn doors in 
the 1st floor sitting area near the fire place. It picture frames itself for 
hammering. If you have the prescience of mind you can GGP+/GGP- the radiator 
without it ever touching the floor. H#3 reports from the basement and 
provides another fish in the barrel shoot. 

3.5d Clearing the SS and pulling up to The White Forest Facility

When all BGs are down, pick through all the supplies to health up then enter 
the car and head back upslope. I'm not sure if there're 4 or 5 OBGs, only 
that there's only 1 hunter. Run the bitches down, continue past the houses 
till it's safe to bat turn then head back for smack pass#2. I do my bat turn 
down slope just past the boulders on the left with the SCs. Listen for gun 
fire as you face up slope, if you hear more than one OBG go for pass#3, if 
not jump out of the car and put the dog down with the PR or CB. Quickly 
discover the MGT in the building and the SS protecting it. Take cover to the 
side of the SS; sidestep from cover, toss a G to the MGT then take cover and 
wait for tilt sign. 

Enter the room, climb the ladder and make your way along the ducting, stop 
about 6 feet before being forced to duck down by the post brace to continue 
into the dark area. Turn to your 1:00; locate the elbow in the other duct, 
there's old cast iron drain a pipe to the right of the elbow. Run/jump/crouch 
to it to avoid the PS. Creep over the locked room and drop off the side of it 
behind the SS. Locate the EP, move just close enough to press the button to 
open it then back step past the PB stream just enough to GGP+ the PB from the 
stream and out the door before it closes. Exit the room and building, hop 
into the car and beat feet. 

Down slope 2 more buildings are open; explore building#2 near the SS. You'll 
have one more rebel cache to ignore before the next tunnel. After the tunnel 
you'll come to a break in the road railing on the right; take it to a small 
river dam. Climb over then advance on the debris to activate the walker. 
Yikes and yay. Dog comes to the rescue, wrestles the walker to the ground and 
tears its organic brain from its mechanical body. When done, get an invite to 
White Forest. Dog raises the dam gate, clears the DS from the stream for the 
car then Alyx decides you should race Dog to the White Forest gate. The route 
swings back and forth and up, it isn't difficult to keep pace with or pass 
Dog when using NOS, but it can be an issue when you lose control and slam 
into junk. 

Beat Dog to the gate don't beat him to the gate, I trade off a win for Dog 
after that majestic thrashing he puts on the Walker, Dog deserves to win the 
race, we hop together at the gate. As you enter the facility chapter Under 
the Radar ends and Our Mutual Fiend begins. 
____________________________________________________________________________

3.6 OUR MUTUAL FIEND
3.6a from Magnusson, past the 2 hunters to the flooded room
3.6b from the flooded room to the missile silo CR
3.6c from the missile silo CR to the White Forest Facility gate
3.6d from the White Forest Facility gate to and through SW#3
3.6e from SW#3 to and through FW#2
3.6f from FW#2 to and through FW#3
3.6g from FW#3 to and through SW#9 and possibly #10 then back to base

(NOTE)
If your intentions are to save all the buildings, (Supply Houses) at the end 
of "Our Mutual Fiend", I suggest you begin collecting PBs now. Whether you're 
rational is for the "Achievement", or you have a preferred path requiring 
access to all SHs or just like to bleed from eyes and ears with pride keeping 
all SHs open in such a calamitous non stop action hard mode event. A PB is 
very helpful eliminating Hunters, this gets you back in the car and moving to 
the next assault sooner. It requires CQ to assure a hit and kill, but it is 1 
rnd and down action. 

This is a great time saver when you're scrambling. My game only provides 2 
useful PBs from the SHs during the assault. I have an existing PB from Under 
the Radar the 2 available at the beginning of the event are from WTSH and 
CR/SMR1/SH. To date, a 3rd PB appears only after the last walker is down, in 
the SH on the same side as and just before the WTSH. I've completed the event 
without PBs but prefer to use them to minimize damage and save time. I wish 
they were resupplied like all the other items in the SHs.
_____________________________________

Our Mutual Fiend begins as you reach the opposite side of the 1st room of the 
White Forest Facility. The door rises, Alyx converses with the rebel and we 
all pass into the 2nd room. Once Alyx gives the rebels permission to use Dog 
on security patrol we enter the large room. Eventually we meet up with Eli 
Vance and then Dr. Kleiner and a bit later my favorite pistol and KB target 
Magnusson. Once all the hugs and kisses are up to date Alyx, Eli and Kleiner 
split and leave me with Mr. Why the hell can't I kill him? So with my new 
mission I head down the ladder again, it's all linear to the Rebel. Push the 
elevator button, ride it down and GGP- the crate sitting on the dolly as you 
exit.

(NOTE)
For all the times I played through this area it never occurred to me to use 
the crate to speed up the process.
______________________________________

BH to the column just before the leaking steam valve, it's a square column 
and one of its corners is pointing out into the Pswy leading to the jammed 
security door. Place the crate in the middle of the Pswy and just past the 
corner of the column, jump onto the crate then run/jump over the venting 
steam. Sprint to the emergency door pull, smack it then pull the lever, run 
to the locker open the left side and GGP- the CB bolts while you wait for the 
Vort to open the sliding door. Locate and sprint toward the rebel, sprint 
over the raised platform then drop to crouch, 180; locate the low narrow 
passage on the left side of the platform you just ran over and enter. 

Follow the Pswy; be careful when passing by the open area on your right, 2 Hs 
and many explosive flechettes, I keep my distance and spend no time on them. 
While waiting for flechettes to burst I ensure SG is set to QS then continue 
toward the SC for whatever I'm lacking and an MK to return to 100% then go 
left at the intersection and QS to SG. Turn left at the end and hop out of 
the hole to the main floor. Sprint straight into the room at your 12:00 then 
up the ramp, bear right at the XP then all lefts to the steam venting valve 
that blocks your XP.

(NOTE)
I use this path now, because it works even with the amount of random damage I 
receive from the Hs. On the other hand there are times here and at other 
points in this game where nothing I try will work. I spent over an hour 
recently trying to figure out a faster way through this area without dealing 
with the hunters, for the most part they won't have it. With one tactic and 
path one H kept appearing on the steaming XP platform; that never happened 
before. In another path and tactic where normally 1 H appears 2 were showing 
up and blocking my ability to run around them. 

I also noticed that if I sprinted from the hole in the floor to the steam 
platform using my normal path one or more Hs would be on the Wkwy blocking my 
way. If I BH'd my normal pathway to the XP platform up to 2 Hs would be 
directly under the Wkwy at or near the steam venting platform and would 
saturate me and my surrounding area with flechettes. I couldn't win for 
losing.

My point with the above is nothing is always absolute, except maybe from a 
single save point on your 1st attempt. 

Another thing, I'd like to know how and why a hunter can send a flechette 
through serrated steel Wkwys and chain link fencing but an ASA can't spit 
through one ... "WITH CORROSIVE LIQUID"! 
_____________________________________

Sprint/run to the steam venting valve; crouch as you face and bump up against 
it. Begin turning it, when the steam stops, begin creeping left toward the 
ladder, stand and climb the ladder drop to crouch on the Wkwy then enter 
Pswy#1. Continue into Pswy#1 and left just past the EB to activate the flare 
then hold. Target past the EP to Pswy#2 and hold chest high for an RT/SG on 
OBG#1 as he appears in Pswy#1. Adjust and hold target to the end of Pswy#1 
for a couple secs then switch to Gs if no one appears. Sidestep right as you 
turn left; continue to your right until you can see the blue stripes of 
Pswy#3 then stop to avoid coming into the LOF of the MGT in Pswy#3. I toss 1 
high and 1 low then back around the corner and switch to the SG.

Listen for MGT tilt and scream/s, if you hear both you eliminate the MGT and 
at least 1 OBG, hold sites to the far end of Pswy#1, if you have a survivor 
the EP to Pswy#3 is the EP to expect it from. If no scream, expect an OBG 
from Pswys#2 and 3, RT/SG both as they appear. If you heard no MGT tilt, you 
can send an ET to it or GGP-/+ it to the far end of Pswy#3. If you have a 
spare ET GGP- it into the wide area of Pswy#3, locate and absorb the MK then 
GGP- a slender Oxy tank. Remain at the middle line of Pswy#3 then sidestep 
right into the plane of Pswy#4. If you orient from this position the MGT at 
the far end will not see you, you can pick it off at your leisure.  

GGP- the ET then BH to the end of Pswy#3; stay left along the wall and come 
to a stop behind and against the crate. Wait until you see both OBGs lined up 
to send the ET, QS to SG incase 1 BG slips by then RT/SG him. Backtrack to 
the intersection of Pswys#3 and 4, ensure the SG magazine is full then sprint 
the length of Pswy#4. As you approach the prior position of the MGT look for 
an EP to Pswy#5 at your 11:00, there's an EB just inside. 

3.6b from the flooded room to the missile silo CR

Pass through the flood room EP and slow to a run toward the Pswy#5 EP. An OBG 
appears in the EP as you descend the ramp into the water, wait for him to 
turn and face you to RT/SG the EB. Strafe left to the wall left of the EP and 
RT/SG anyone that passes through the opening. After a moment of no OBGs 
switch to the PR then sidestep right into the plane of the EP for LOF on the 
ramp and divider fence. Look for and retire any survivors, if none, pull the 
pistol and send 3 rapid fire rnds into the EB at the top of the ramp. Scour 
the flooded room for and absorb the supplies. Return to the EP to Pswy#5, 
switch to SG then sprint up the ramp, without stopping, RT/SG the OBG that 
enters from the ramp top.

Continue sprinting into the Pswy and right to the EP to the caged enclosure. 
An H will appear and begin shooting, keep sprinting through the 2 rooms and 
across the bisecting Pswy. Make a hard left into the small narrow room then 
sprint up the stairs, turn around then run/jump over the fence and into the 
water. I switch to the CB after splash down, it may be a slow reload but it's 
a 1 shot and drop and it kills through multiple Wkwys, that more than makes 
up for the load time lag. 

(NOTE) 10/5/16
Another anomaly, this never occurred before this writing. When swimming out 
of the tunnel to the flooded silo I am now more or less pulled to the surface 
like an inflated balloon unless I purposely swim down. If I don't resist, I 
end up under the Wkwy taking fire from 4 to 5 OBGs. Another 1st, 1 of the 4 
to 5 BGs above is now on WKwy#1 sprinting around looking for me. 
_____________________________________

ASAP swim up and gain footing on Wkwy level#1, move to the 6 of a wide column 
for cover then back up to the silo perimeter wall this will provide some 
cover from the upper level BGs. If BG#1 is on Wkwy#1 locate ASAP and hole 
him, take a breath and locate ladder#1, if you see and hear gunfire scope the 
CB locate and retire any if possible. The BGs above are antsier than I 
remember; they don't stay put for more than a couple rnds then they're off. 
Sprint to ladder#1 and climb it to level#2; move right to the column's 6 then 
crouch, back up to the perimeter wall and side creep to your left a step. 

This will provide cover from the right while you retire the closest BGs 1 to 
2 levels above. They're easy to see and it thins the herd. When clear, sprint 
to ladder#2, climb to level#3 and go left, a BG is almost always on the Wkwy 
between you and ladder#3. Climb to lavel#4 and retire the, (usually) last BG 
in the tower. Depending on the number of BGs and no misses, I usually have 3-
4 bolts left. Continue across the manmade bridge to the stairs, look under 
them for SCs. Switch to SG incase a slowpoke surprises you on the stairs then 
continue up to the silo CR level. At least 2 MHs fly in, introduce them to 
the concrete. Sprint to your right across the silo to cover, duck and move 
through the shelving. Be ready for 1-2 MHs while moving through the shelving.

(NOTE)
I must have played through this section 3-4 times during early summer before 
I considered tossing a G through the crack in the doorway. 1st time I tried 
the tactic below, it never occurred to me they'd throw the G back. In a panic 
I pressed all the wrong buttons trying to get to the GG and died. The thing 
is 20-30% of the time you get to hear an OBG death scream and that's a good 
thing.
_____________________________________

The BGs may toss Gs while you move through the shelving; prepare to back off 
the shelf and crouch or GGP-/+ it away. GGP-/+ the SC into the EP of the room 
across from the shelving. Drop off the shelving and run into this side of the 
CR, it's been blocked off, the EP to the 2nd half of the CR is partially open 
but jammed. Switch to Gs, orient and throw one high into the other half of 
the room then ASAP QS to GG and hold GGP-. The fargin bastiches toss it back 
through the door. GGP+ it back ASAP before they close the door, sometimes I 
get a scream. Exit the CR, move left to the slanted wall, position yourself 
so that you maintain cover from the MGT but can toss Gs through the glass 
shield they wrecked to place the MGT. 

3.6c from the missile silo CR to the White Forest Facility gate

Send 1 G then sprint around the slanted wall to the right side of the broken 
glass shield as the G explodes. Crouch beside the CR window and look through 
the blast shield slats for BGs, every time you remove one from the MGT 
another will attempt to take his place. Move close to the broken glass and 
stand, allow the OBG to swing the MGT and floodlight away to sidestep in and 
RT/SG him. When clear crouch and enter the CR, health up then return to the 
MGT and silo cover switch. Crouch, flip the switch and arm with the MGT, move 
to the right and zoom. This'll improve LOS above the silo and minimize damage 
from the BGs milling around and firing on you from up there. 

Exit the CR when the doors have closed, creep to the center of the silo and 
look down to locate and clear any remaining BGs below this level. If you have 
significant damage there're many MKs in both halves of the CR. Follow Alyx 
and the Vort up the ramp and then to Eli and Kleiner for an almost heart to 
heart talk with Eli.

(NOTE)
Magnusson enters, causes more turmoil with another hissy fit then commandeers 
you again. This time it's to take advantage of the GG and to inform you of 
his device, how it works and how you will detonate it. Outside you get to 
send as many MDs, (Magnusson Devices) as you like to the walker manikin. When 
you're satisfied with your results he'll let you back into the complex and to 
the car. Listen to the rebel; take a gander at the map of the area, 
surrounding the complex then get in the car when allowed and leave. I elected 
to make a copy of the map to reference Uglies, routes and actions. If you 
have any existing damage or lacking relevant supplies, stop at the SHs on 
your way to the Saw Mill and fill up. 

If your intension is to keep all the SHs intact, what follows, (for me) is 
one of the topmost demanding events in the HL universe. This is why I have 
"SAVE" at every step, if I've played through a couple 3 times to get muscle 
and brain memory working I can eliminate all but 3 saves.  

WALKER AND HUNTER RULES

1. If a walker has H support it will ignore you regardless of your position 
within its 360 unless they happen to be near the 1st 3 MD stations closest to 
the launch facility.
2. If a walker does not have support for whatever reason, it will begin 
firing on you as soon as you enter its FOV.
3. A walkers FOV, (field of view) is between its 9:00 and 3:00
4. If (2.) exists and you have not encroached into its FOV, remain within its 
4:00 and 8:00 and it will ignore you.
5. If and when conditions (2 or 7) are in effect the walker will fire on you.
6. If a walker or hunter sees an MD being held by you they will attempt to 
destroy it.
7. If you attach an MD to a walker it will turn to face you, it does this to 
prevent detonation and to begin firing on you.
8. An FW, (fast walker) approaches with carapace low to the ground and moving 
3 times faster than an SW (slow walker); its legs act as a shield to MDs and 
they will bounce off its legs.
9. FWs are prone to using the pulse cannon on an SH immediately upon LOF, so 
one must GGP+ an MD to it and then detonate within 2-3 secs of contact to 
prevent the MD from being destroyed by the pulse cannons charging phase.

If you're unfamiliar with the chapter, haven't played in some time and or 
using this guide for the 1st time I suggest saving at the completion of each 
event.
_____________________________________

3.6d from the White Forest Facility gate to and through SW#3

(NOTE) 2/9/17
What follows is the route and actions that I've taken for the numerous times 
I've run this chapter, except for the last run, on 2/8/17 when I recorded 
said chapter for the HL2 Ep2 video guide. I don't know what I did to cause 
the different path to present itself and can't convince myself that the act 
of recording it was. The chapter ran regular until FW#2 at the CR/SMR1/SH 
when the 2 Hs failed appear. I drove to WTSH, retired SW#5, FW#3 and 3 Hs 
then sprinted into the SH to health up and "save". To be clear, while on my 
way back into the WTSH there were no other walkers within LOS or hearing and 
prior to this run never ever had been. 

When I exited the SH seconds later one Walker had moved past the SH on its 
way to the launch facility, the car had been moved 40-50 feet from the 
boulder toward the WTSH, directly across from the SH EP. A 2nd walker was 
approaching the WTSH from SMR2. Stunned and freaking out, I ran to the car 
and went to deal with the W that passed the SH; while doing so the base 
claxon began sounding just before I discovered a 3rd walker that must have 
come from the CR/SMR1 area and was on the verge of passing the 1st SH from 
the White Forest gate. Less than a minute later, while driving to the W that 
had been on SMR2 when I exited the WTSH and was now attacking the 2nd SH from 
the White Forest gate, I saw 2 more walkers advancing from the WTSH area. 

Never ever happened before, When it was all over, I did a rerun from a save 
point and discovered the 2 Hs that should have been following FM#3, were 3 
and on CR/SMR heading for the SM. Anyway, this guide will report on the route 
and actions that I've played virtually the same way umpteen times prior to 
the video guide.
______________________________________

Exit the complex; ensure you stop at the WTSH or the CR/SMR1/SH on your way 
to the Saw Mill for a PB, supplies and health. 

1. SAVE, CRSA to SM, SW#1, 1H; 
I drive east past the SM to the low pile of boulders on the right just before 
the SMSA then sprint back to the SM and rebels. GGP- an MD as it appears and 
place beside freight car wheels, (hides it and prevents rolling). Sprint 
toward cranes, find and GGP- the long log closest to the H on way, (does more 
damage than small log). Use it cover and BH to close in on H. Log H, (2 head 
shots at 15 to 20' distance for a kill). Sprint through the trees for cover 
back to and under freight car to the MD, I do take some damage but not much. 
Take SW from the freight car as soon as the suit has recharged. Run past the 
map then sprint to minimize distance to car.

(NOTE) 9/26/16
As of this writing and during the last run through this chapter, I have 
experienced these 2 events multiple times; the MDs are bouncing off FW#1 and 
2 30 to 40% of the time when they do stick to it they prematurely explode 
before I pull the pistol to fire. The bounce is due to the MD ricocheting off 
the legs of the FW; your best bet is to step out in front of or to its 6 to 
send the MD. The premature detonation is due to the FW plasma canon charge up 
phase, my advice is to have a hair trigger QS, be at CQ and assume it will 
explode in 1-3 secs from contact.
____________________________________

2. SAVE, SMSA to SM, FW#1; 1 H, sprint to the car grab the MD as close to the 
car as possible to maximize sprint time and BH/run along the passenger side 
of the car and right side of the road. You want LOF on the FW before it 
reaches its turn at the boulders and begins charging its plasma canon. FW 
approaches fast and low to the ground ensure you send the MD at its carapace, 
ASAP pull the pistol and shoot; you'll have 1-3 secs to switch weps and hit 
it before the MD is destroyed by the canon charge up. Grab the closest log, 
quickly locate and log the H then sprint to the car. 

3. SAVE, WTSA to WTSH, SW#2, 2H, Drive S to WTSH via WTR, NOS on straight-a-
ways, you need time to reload car and position for next walker. Grab a 2nd MD 
and run N on WTR to boulders on left side of road; place the MD up hill 
beside the tree and against the boulders to prevent rolling. GGP- log, run 
along perimeter to the SW and Hs; log Hs ASAP. Remain out of the SWs FOV and 
run to MD at boulders then retire the SW. Sprint to WTSH, health up return to 
car. 

3.6e from SW#3 to and through FW#2

4. SAVE, CRSA to CR/SMR1/SH via CR or CR/SMR/SMR1/, SW#3, 2Hs, Drive to 
CR/SMR1/SH, stop at road sign in fork, BGs can approach from CR or SMR1. 
Check radar, if you're unable to determine direction with it exit car to kill 
motor, zoom SMR1 and listen for gun fire. If you see or hear nothing after a 
few secs, they are on CR, if gun fire they will approach from SMR1.

4.1. If from SMR1, drive to and run down closest H. BH to H#2 and log. Sprint 
back to the car for the MD unless you're closer to SM, BH to and GGP+ SW#3. 
Reload car if empty from SM or CR/SMR1SH whichever is closest then jump in. 
If it's CR/SMR1/SH, absorb all supplies then jump in the car. 

4.2 If no LOS but gun fire, SW#3 is still on CR/SMR jump in the car and drive 
to SM, if you're lucky you may get to run over one of the Hs. Jump out GGP- 
the nearest log and log both Hs. Sprint to the car or the SM MD dispenser, 
(whichever is closest) then BH to and MD SW#3. Sprint back to the car, reload 
it if empty and jump in the car.

4.3. If from CR, drive along SMR1 to side of SH then sprint to CR/SMR1/SH, 
GGP- MD from SH and health up if any damage. Exit the front of the SH, BH 
right on CR to boulders on right, drop MD against boulders and perimeter 
wall. Grab closest log and advance on Hs, I prefer to stay tight to the 
perimeter wall and take the H on the right 1st, I get some cover from H#2 via 
the boulder and tree. Log the 2 Hs remain out of FOV if dispatched ASAP, if 
not, sprint to the MD and BH to SW#3, kill it then sprint back to the SH to 
health up. Sprint to the car and hop in.

(NOTE)
In hard mode the 3 Hs can be overwhelming; all 3 have and often do attack 
simultaneously eliminating any possibility of success regardless of your 
weapon of choice. I have 2 basic scenarios that work for me; both rely on the 
location of the BGs when I reach the top of the slope leading to the SMSA. 
Both are risky but with a little practice provide around 70% success. 
_____________________________________

5. SAVE; SMSA to SM, SW#4, 3H, wherever you are, drive to CR/SMR then E. to 
the top of the slope leading to SMSA, do a bat turn at the top of the slope 
to point back at the SM. If the BGs are just approaching the ledge exit the 
car, switch to PR then sprint down slope. Close in on an H as it drops to 
grade then PB it. Preferably if 2 are close together, if there are survivors 
after emptying the PR QS to GG, GGP- the closest log and BH to the closest H. 
The trees do provide some cover from the surviving Hs, be precise with your 
GGP+, (range 15ft to the head. 

If the log goes wild there's another one mid slope, follow and work 1 H at a 
time, the more flechettes attached to the log the better. My worst success 
with this maneuver is taking SW#4 at the SMR2/CR/SMR intersection and 40% 
health.

5.1 SAVE; SMSA to SM, SW#4, 3H, when you approach the top of the slope to 
SMSA the BGs are about 1/2way up slope, continue along WTR till it 
straightens out then bat turn (I use E for strafe right). Backup and reorient 
to top slope of SMSA. As soon as an H appears on CR/SMR go for it then 
retreat along WTR to line up on H#2. Brake at or just past top slope and GGP- 
the log, H#3 should still be relatively close BH to it and log it. Sprint to 
the car for the MD; decide whether to BH or drive to SW#4, it will be heading 
for SMR#2. My worst for this maneuver has SW#4 about 20% along SMR2.    

3.6f from FW#2 to and through FW#3

6. SAVE, CRSA to CR/SMR1/SH, FW#2, 2H; sprint to the car and drive CR/SMR to 
SMR1 then to the side of CR/SMR1/SH. Sprint past the fence and into the SH, 
reload all then BH with an MD on CR toward the cranes, BH to the boulders on 
the right. GGP+ FW#2 from its 6 after it clears boulders; ensure you hit the 
carapace and not the legs to prevent a ricochet QS to pistol and retire. 

QS to GG, GGP- a log then sprint toward cranes; advance to CQ on closest H, 
log it then go for and log the 2nd H. Sprint back toward the car, pass 
through the SH for supplies and an MD then drive to WTSH.

7. SAVE, WTSA to WTSH, SW#5, 0-4H, I have often had 1H appear from SMR2, 
rarely 2, but it has happened and I can't figure out where it/they came from. 
The only time I've ever allowed Hs to live was at CR/SMR1SH. If you let any 
Hs live from CR/SMR1/SH expect them to arrive pronto and 1-2Hs possible from 
SMR2, you could be swamped with Hs again. Its likely SW#5 will be LOS as you 
approach WTSH, I hit the brakes and jump out at SMR2 and the car passes by 
providing quicker access to the MD. Regardless of the position of SW#5 when 
you're on foot it must be a fast kill. Immediately after SW#5 is down you 
must deal with any Hs that may be bearing down on your current position. Any 
and or all must be killed ASAP. Reload all at WTSH then grab 2nd MD.

3.6g from FW#3 to and through SW#9 and possibly #10 then back to base

8. SAVE, WTSA to WTSH, FW#3, 2H, grab 2nd MD, BH WTR NE to boulders on left 
side of road if you have the time, otherwise GGP+ to the walker as soon as it 
appears at the boulders, preferably head on and before it can charge up for a 
plasma canon shot. If damaged, with less than 70% health then sprint to WTSH 
health up; grab a log and kill Hs. Otherwise grab log and advance on Hs.

9. SAVE, CRSA, SW#6, 1-2H, drive SMR2 to mill then Cranes. Run down at least 
1 H, both if possible fast. Sprint to car if needed, follow and MD #6. Car 
then CR/SMR to SM.

10. SAVE, SMSA to SMR2/SMR1, SW#7, -0-H SW#7 should be near, at or passing 
SM. MD #7. Sprint to SM if needed, reload car if time then drive CR/SMR E 
toward the SMSA.

(NOTE)
In hard mode, I am almost always damaged enough from the 2 previous 
encounters that I have been more successful running the 2 Hs down.
_____________________________________

11. SAVE, WTSA to SMSA or SM, SW#8, 2H, they are almost always on WTR just 
before top slope at SMSA or at it. For me, the 2 Hs are very hard to kill on 
foot due to the degree of health damage from the 2 previous encounters. So I 
run the closest one down, hit the brakes, bat turn and head for H#2. More 
often than not, I miss it, smack something with the car and suffer even more 
or fatal damage. So I now hit the breaks when I have LOS on H#2, jump out; 
switch to PR and PB it from CQ. Then I sprint to the car and drive up the 6 
of #8; hit the brakes jump out and MD #8.

(NOTE)
From this point on, (step #11) I can find no consistency as to the spawning 
area or direction SW#9 will take. To date it has spawned at CRSA and WTSA, if 
you have the prescience of mind while thrashing about with SW#7 and or #8 you 
may catch mention of the spawning area over the rebel radio. 
_____________________________________

12. SAVE, SW#9, 1-2 H, check radar and drive toward the blip. I'm usually 
hurtin-fer-certin by now so no way I'm getting out of the car till one of the 
Hs is toast. If I have 30% health or more I'll go for a logging of H#2, if 
not run it down. By now SW#9 is preferably walking away from you, walking 
toward you incurs weps fire so maneuver behind for the MD. 

Before I return to base I hit up the SHs to health up then head for the gate. 
Walk or run through the structure till you meet up with Alyx then follow her 
through the doorway. T-Minus 1 begins after the loading screen.
____________________________________________________________________________
 
3.7 T-MINUS ONE

Follow Alyx to the elevator and then to Eli and Dr. Kleiner; push the start 
sequence button when allowed then head outside with the group to watch the 
event. When complete, Dog books somewhere; follow the 2 into the hanger then 
prep for sorrow and the end of Eli Vance.

Well that blows!