HALF LIFE 2 Hard mode game Title: Half Life 2 Producer: Valve For: PC MSWord: Courier New Created: 6/2016 Version: 1.3 By: Ghidrah EMaul: Ghidrah1@hotmail.com _____________________________________________________________________________ NEW 1/16/17 As of today, All 14 Chapters are now available for internet viewing. Most of the revisions in this written guide are in the videos; some I brained out after the last 3 videos were uploaded, so they're exclusive to this guide. 11/10/16 I really like the Half Life series games and think I have a few maneuvers that I haven't seen in hard or normal mode You Tube videos and or modifications of 1-2 I have seen. Some people have it easy with the written word, some are sight oriented and some work equally well with both options, (maybe the smarter of us). I know I can't write worth a crap so maybe a mixing of both options will help anyone who may be having a problem understanding my gibberish. I finally broke down and have begun to learn how to record PC game play. After I have a few files I'll begin searching for a simple, (free) editing program and try to learn how to edit. 12/24/16 I finally up loaded the 1st 5 chapters of Half Life 2 today. Be aware, I know the quality of the videos isn't great. 1. My old Samsung Monitor aspect ration is 16:10 instead of 16:9, no 1080p 2. Being a novice and conservation minded I tried to contain pre-rendered file sizes below 2.5GB, which I probably shouldn't have. 3. Editing, the (free) Editor/rendering software only allows me to render and export at 720p and not sure why the frame rate is 59.X instead of 60fps. 4. Lastly there appears to be a loss of video quality during the rendering and even more upon the uploading process to You Tube. I do intend to upgrade my monitor this spring and I'm going to increase the file size by altering the CRF rate to see if it improves the end video quality. I'm spending time posting and picking brains in an effort to find a different free editing program that'll allow me to render in 1080p and still not have a watermark. I figure I should learn the basics before I cough up the cash for a pay for program. _____________________________________________________________________________ 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 1.1 Mouse 1.2 Keyboard 2. Revisions 3. Contractions 4. Walkthrough, Menu 5. Dog's Ball ____________________________________________________________________________ 1. JUNK Yup this is an old game", I had the Xbox version since 2009 or 10. I played it a couple times a year and never got very good at it, I blamed it on an aging Xbox and its controllers, (bought in 2001 instead of the PS2). Game consoles can't compete with the mouse when shooting accuracy is a focal point. Not that I'm good, for sure my reflexes aren't up to snuff, I'm not keyboard adept and can't handle the stress of ball gag and bleeding out the eyes game play anymore. Nope, but I do hate dying and having to reload a save point. This guide is not an in depth walkthrough regarding achievements and pick- ups, the only time a Lambda cache or achievement is mentioned or attained is if it is in line with the path I use and only for the supplies. This guide assumes you have played Half Life 2 and the update a number of times and may be considering doing some things different. Most of my tactics are my own, however some highly ingenuitive maneuvers are from "You Tube" videos, e.g., "Lighthouse drop ship defense" and the "Ravenholm Roof Trick", (both of those were supplied by a killer "Gaming Reviews" player and the "Ravenholm with Dog's Ball" player. Sorry I don't have their names. I created a composite and added my own technique to them, for example, by combining the Ravenholm roof trick to a modified Ravenholm with Dog's Ball tactic I provide a somewhat different approach to the chapter. 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 and my 7 yr old MS digital media pro keyboard. Some of the mouse 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 key 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 manual says it has 13 programmable buttons but I think they forgot that the left and right tilt action of the mouse wheel provides separate actions. In my opinion, if one excludes buttons G 8-11, (DPI switches, battery check, profile switch and mouse wheel free spin option, not sure what that would be good for) the G700s has 11 game buttons in one small area and within fingertip distance "DAMN"! If I had a dilated urethra I might wet myself. As of this writing am still settling in and adjusting command configurations in the games I play. I stopped using the mouse wheel tilt option pretty quick due to activating both sides of the wheel during panic play, which for me, is practically all the time in the FPSs, call me Mr. Hamfist. However, as of late I have begun using the "Right Tilt" option of the mouse wheel on HL2 as a quick access to the crowbar. All the extra 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 key is pressed the correct number of times. However in (Options/Keyboard/Key Commands) there is a "Gravity Gun" key; pressing it will switch to the GG regardless of what you're currently holding, press it a 2nd time and the previous weapon held 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). Below is my current mouse set-up for HL2 series of games. G1. Main attack G2. Secondary attack G3. Action Wheel forward, reload Wheel right tilt, crowbar G4. Flashlight G5. Duck/crouch G6. Zoom, (binoculars) G7. QS to GG, (gravity gun) 1.2 KEYBOARD A week or so after buying the mouse I also broke down and bought a Logitech G810 gaming keyboard. Outside of the projected longevity of the Romer-G mechanical switch which is up to 70,000,000 strokes... YIKES! I can't tell much difference between the G810 and the MS board, outside of the 810s slightly shorter stroke, the switches even sound like my old keyboard. The super big difference is in the back lit keys "OOH BABY". One of the 2 main reasons for picking the 810 over the other 5-6 lighted mechanical boards I was looking at was the backlighting. The construction of the Romer-G switch channels the light directly up through the top of the key cap with nearly -0- backwash. This is my term for reflected light that bounces off the base of the board and then floods the perimeter of the keys with light. All the other lighted mechanical boards had the same backwash issue, and all used the Cherry MX switch. I've never used a mechanical board before the 810 so I have no background with mechanical switches. Cherry MX surely is a quality switch; it's been a vanguard for mechanical switches, but the light flooding irks me. Secondly, the gaming software that comes with the gaming mice and boards is wicked nice, it lets me light up the board with the colors I want on the keys I choose to run the particular game I'm playing, for a look and peck person this is a big time plus especially when playing at night with the room light off. If you D/L my guide from the internet, you can use the "FIND" option to quickly locate specific areas of the game and avoid unwanted info from section 3. WALKTHROUGH MENU OF CHAPTERS ____________________________________________________________________________ 2. REVISIONS 11/6/16 Route Kanal New faster route to and through flood rooms 1-3 to rebel shooting 2 HCs 11/9/16 Water Hazard New route to Black Mesa East after chopper battle it eliminates the overhead gate, building, 4 POS and lots of running. 11/12/16 Route Kanal 1. New route through 1st 2 POS met in chapter 2. Seesaw puzzle, 2 cinder block solution 11/23/16 Route Kanal Eliminate 2 POS kills, behind house beginning of train tracks 11/12/16. We don't go to Ravenholm A new slightly faster way from the flat roof tram to the churchyard 11/30/16 Route Kanal New slightly faster route over steam pipe just before Dump truck with EBs 12/29/16 Highway 17 New path and tactics beginning at 3.7b "RR Track SS CR to Razor Train" 12/31/16 Highway 17 Multiple new paths and tactic changes beginning of Chapter to "RR Track SS CR to Razor Train" 1/2/17 Ravenholm New tactic after spinner#1 1/3/17 Ravenholm New tactic with speeder on train tracks 1/4/17 Highway 17 New maneuver to shack#3 before GS#3 1/4/17 Sandtraps New maneuver after leaving buggy in garage 1/5/17 Nova Prospekt New route through 1st flooded room, new tactic communal area cell block#1; new route through Laundry room 1/5/17 Entanglement New tactic as exit stairwell from elevator#1, new tactic 3rd locked gate, new optional tactic in flooded room 1/6/17 Anticitizen 1 New tactic through building#2, new tactics through building#4, 2nd floor Hlwy, new route 1st part toxic waste 1/7/17 Follow Freeman New route and tactics from the street to the freeing Barney, new tactic main hall for 2 OBGs from roof, new route from completing Generator#1 to Gens #2 and 3, the new route reverses the order of Gens#2 and 3 1/9/17 Follow Freeman New tactics to roof top#1, adjusted route to monument center of square, new tactic through garage#2, use the revolver, new amended tactics from entering rooftop, walkers and BGs to descending to ground level 1/10/17 Our Benefactors Change of approach to pod transport#1 1/15/17 Dark Energy New approach at beginning of core ascension, Avoiding combat at 1st level on central platform ____________________________________________________________________________ 3. CONTRACTIONS Most used/repetitive nouns in the game Assault Entry Point= AEP, Bunny Hop= BH, Clockwise= Cw, Combine Police/Civil Protection= POS, Control Room= CR, Counter Clockwise= CCw, Cross Bow= CB, Crowbar= KB, Dog's Ball= DB, Entry Point= EP, Explosive Barrel/s= EB/s, Exit Point= XP, Firing Position= FP, Flashlight= FL, Hand Grenade= G, Half Life 2= HL2, Half Life 2 up date= HL2ud, Hallway/s= Hlwy/s, Head Crab/s= HC/s, Head Spider/s' HS/s High Energy Grenades= HEGs Laser Wall Mine/s= LM/s, Launcher Ammo Crate-= LAC, Left Trigger= LT, Line of Fire= LOF, Line of Sight= LOS, Machinegun Turret/s= MGT/s, Medical Kit/s= MK/s, Nitrous Oxide= NOS, 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, Security Screen= SS, Sub Machinegun= SMG, Suit Battery= SB, Supply Crate/s= SC/s, Turret Machinegun= TMG, Walkway= Wkwy, Wall Dispenser/s= WD/s Zombie= Z, ____________________________________________________________________________ 3. WALKTHROUGH MENU OF CHAPTERS 3.1 POINT INSERTION 3.2 RED LETTER DAY 3.3 Route Kanal 3.3a. Train Tracks to rebel freight car 3.3b. Trapped sewer rebel to slippery barnacle sewer 3.3c. Seesaw puzzle to big long horizontal pipe 3.3d. Dump truck to Water Hazard 3.4. WATER HAZARD 3.4a. Lock Gates #1 and 2 3.4b. Chopper Chase 3.4c. Chopper Battle 3.5. BLACK MESA EAST 3.6. WE DON'T GO TO RAVENHOLM 3.6a. swinging legs to zombie operating room 3.6b. 1st speeder zombie to 5-way intersection 3.6C. Church yard to exiting the grave yard 3.6D. Grave yard to exiting the tunnel at the train yard 3.7. HIGHWAY 17 3.7a. Colonel Cabbage's Playhouse to Piers and ALs and OBGYNs Oh My 3.7b. GS#2 to the Bridge 3.7c. RR track SS CR to Razor train 3.8. SANDTRAPS 3.8a. Tunnel to 2 rising road barriers 3.8b. The Ramshackle overhead gate to the lighthouse 3.8c. running over rocks and planks, avoiding ALs, to the Guardian 3.8d. Pod training, to the 3 Nova Prospekt guard towers 3.8e. Assault on Nova Prospekt's back door 3.9. NOVA PROSPEKT 3.9a. Entry to Nova Prospekt to the lavatory guardian 3.9b. Cell area common room to large laundry room 3.9c. Galley to entanglement 3.10. ENTANGLEMENT 3.10a. Alyx at the train tracks to swarm#2 at the cell block 3.10b. Swarm#3 to transporter room 3.11. ANTICITIZEN ONE 3.11a. Dr. Kleiner's Lab to Toxic Waste area 3.11b. Toxic waste tunnel to Town Square Generator Defense 3.11c. Sewers to the Street 3.12. FOLLOW FREEMAN 3.12a. Saving Barney 3.12b. Attack on City Hall 3.12c. Roof Assault 3.12d. Walker Assault City hall Quadrangle and 2 Parking Garages 3.12e. 4-6 OBGs, 2 Walkers, Top Floor Assault 3.13. OUR BENEFACTORS 3.13a. To the Big Elevator 3.13b. OEBGs, OBGs Protecting the Walker and Walker Combat 3.14. DARK ENERGY 4. Dog's Ball through the mine's water tunnel. ____________________________________________________________________________ 3.1. POINT INSERTION The place is full of Combine Police/Civilian Protection, hence known as POS/s, (piece of shit and or pieces of shit when more than 1). I hope they're humanoids and not human, however there are too many present and historic examples of mankind abusing itself for some sort of gain. Follow the cues, which lead you to Barney and then outside to the square. You can explore your 1st time through, but there's only one route that allows the game to continue. Exit the building and go to your right then into the ally to the ladder above the dumpster. You'll drop through the opening in the Wkwy, (walkway) past the fence, avoid all POS, continue right then left to the dead end where you'll find 2 POS and an open EP, (entry point) to the building. To continue your escape, you're channeled up and through the building to the rooftop. Run across the flat parts to the dormer wall with the open windows then climb in. Continue till your capture by POS when you awake you'll be facing Alyx Vance who will lead you to temporary safety. It's a drag the game prevents you from grabbing a stun baton from one of the POS; I think it would be a great alternate weapon. ____________________________________________________________________________ 3.2. RED LETTER DAY Here you'll meet Dr. Kleiner and Lamar his HC, (head crab), Lamar, I hope he didn't name it after Hedy Lamarr; she was a strikingly beautiful woman. Barney will also pop up in a few. Alyx will transport out and then Gordon's attempt will fail due to Lamar jumping into the works at the moment of transport. You'll end up outside, start running off the Wkwy, into the transformer area, through a building and then back outside again. Speak to Barney and acquire your KB, (crowbar). Use the KB to bust stuff up and to clear your way through obstructions in the game. Go left to the small shed and drop down into the train yard, sprint left and climb up into the train car. POS will be firing on you the entire way. Exit the car at the other end then sprint right along the cars till you see the break in cars ahead and to your left. Hook around the break in the cars on the left then sprint to the 2nd open train car on the right. Enter and climb to the top of the car then run left and jump over the cars, when you approach the fence press sprint and jump to ground. Sprint to the right into the darker area, approach the right side of the cart and crouch. Creep CCw around the cart to the boarded up XP, clear the bottom board only then creep under, stand and sprint to right along the wall for cover then drift left at the XP wall and drop down to the XP. Run down the stairs to begin chapter 3 Route Kanal. _____________________________________________________________________________ 3.3. ROUTE KANAL 3.3a. TRAIN TRACKS TO REBEL FREIGHT CAR 3.3b. TRAPPED SEWER REBEL TO SLIPPERY BARNACLE SEWER 3.3c. SEESAW PUZZLE TO BIG LONG HORIZONTAL PIPE 3.3d. DUMP TRUCK TO WATER HAZARD 3.3a. TRAIN TRACKS TO REBEL FREIGHT CAR 11/6/16 New route through section of sewer with flood valve 11/12/16 New route through 1st 4 POS and house across the tracks in chapter 3 11/23/16 Eliminate 2 POS kills, behind house beginning of train tracks 11/25/16 Eliminate POS#2 for SB 11/30/16, New slightly faster route over steam pipe just before dump truck with EBs (NOTE) To date, what follows, once I got the rhythm down is the most consistently successful, least damaging maneuver I've come up with; most often I end up at the tracks with 29-32% health. You must sprint to and take POS#1 fast to avoid POS#2 (wielding the baton). ______________________________________ 11/25/16, eliminate POS#2 for SB Access the WD, (wall dispenser) to increase your health to 100%. A woman screams out for help as you approach the XP to the Hlwy intersection, turn left into the Hlwy and sprint at the group. ASAP drift left to the wall and slide along it to POS#1 who is standing over a body, #1 has a pistol. Run into #1 and begin to KB it, turn slightly to face him while swinging. He drops after 4 KB strikes; notice POS#2 bearing down on you as you swing strike#4. ASAP after landing strike#4 back away along the wall toward the EP, allow POS#2 to enter KB distance and KB him while back stepping. As soon as #2 drops sprint forward and around the woman, she should be kneeling over her companion. Pass close by her to acquire the pistol and continue to the boarded up XP. Unfortunately the game auto arms you with the pistol, switch back to the KB pronto and continue to sprint directly at the XP. KB the top board only then jump through the XP, do not stop, sprint up the 1st flight of stairs then slow to a run to travel over the platform and begin ascending flight#2. This allows POS#3 who is descending flight#3 to near the base of the flight. Begin sprinting up when #3 is about 4 steps from the base of flight#3, KB him on platform#2 and take his pistol. (NOTE) If you move too close to platform#2, POS#3 will stop mid flight and begin firing on you. _____________________________________ Take the ammo, sprint up to the large concrete platform, switch to pistol, run right toward the base of stair flight#4, begin strafing left before reaching the stairs to allow for faster targeting time. Begin firing on POS#4 as you run up the flight, don't sprint, you might overrun him before he drops ammo. The pistol is the only weapon in the game I never have an ammo worry about. Now on the main platform, quickly locate and sprint to the XP stairs past the EBs leading down to the tracks and hold at mid platform for the soon to arrive train. With your 6 to the wall there's a section of sheet metal that's blocking the view of the buildings boarded up EP at your 12:00. Look at the platform across the tracks at your 2:00; this is your route to the boarded up EP. Now look to the right of the section of sheet metal, there're 3 boards very close together, 2 abutting boards a weensy gap then another board, look down from the 3rd board past the whitish trim blocks to the white grout line aligned with the top of the XP platform. This is my point and angle of focus and I maintain it through out the train jump maneuver. With this point and angle, once I am on top of the train, I press run and jump as soon as the leading edge of the XP platform appears in my peripheral vision (to the right). Using the HEV's targeting reticle as a means to focus allows me to ignore all the crap blur of the train and the passing wall once I land on the train. With very little practice I hit the ladder about 7/10 attempts. This saves time and effort. Run and jump to the train as it begins to pass, release run before you land on the train. Then when the leading edge of the platform appears in your peripheral, run/jump off the train and land on the ladder. If you jump too soon, you'll come to a stop against the ladder which is still better than sliding by it to the end of the platform. Climb the ladder, sprint to the buildings boarded up EP, (entry point) and switch to the KB if not already in hand. (NOTE) 1. You must be standing just left of center of the buildings EP to quickly make the jump over the low end of the bottom board and avoid damage from POS gunfire. 2. In HL2ud, there're too many items blocking access to the XP to remove without taking damage, you're better off entering the XP room moving to the wall closest to the tracks, staying away from the windows and shooting one of the EBs to clear the XP then sprint through it. _____________________________________ Just before coming to the corner of the building leading to the EP, slow to a run, and begin a run/strafe left tactic so as to be facing the EP as it comes into view. Release strafe just before aligning with the EP, you want to hit the EP just left of center, (low side of the 2 boards). KB the top board, hop over the bottom board then run to the right into the XP room. Sprint straight into the EB blocking the XP, pick it up and drop it outside to the right of the steps. Run outside, KB the SC if you've been using up too much ammo, otherwise ignore, open and pass through the gate at a sprint along the building to your left. Continue straight past the corner on your left and drift right past the building corner to your right. (NOTE) This will minimize damage from the 2 POS on the upper Wkwy to your 3:00. _____________________________________ You should still auto grab the MK on your way by if you're not at 100%. Look for the bent over section of fence at your 10:00 as you sprint past the corner of the building. Jump over the lowest section of the fence, swing wide left to the fence; continue sprinting along the fence till you can turn and crouch past the corner. 50/50 I make it with -0- damage, do not stop moving and enter the duct. KB the SC then turn left and head for the duct grate. KB the grate, creep out and right enough to stand and sprint to the far end of the Wkwy. Switch to the pistol while sprinting to the opening on the left at the end of the fence. Side step left off the ledge, press strafe right and drop onto the pallet if possible to minimize or eliminate damage. Run forward and drift left, as you approach the closest EB send 3 rapid rnds into the 2nd EB; (closest to the corner) this will kill the POS that you may or may not see around the corner. (NOTE) In HL2 there is an SB, (suit battery) under the stairs that lead to the WD, (wall dispenser); the SB is not available in HL2ud. If you go for the SB in HL2, be prepared to encounter the next POS slightly ahead of time. Do your best to improve on head shots to minimize damage. ______________________________________ Strafe left past the corner, locate the EB at the top of the stairs, if it is on fire send 1 rnd, if not 3 rnds; this kills the POS behind it. Sprint up the stairs, stop at the WD then sprint through the next room to the Hlwy. A POS will be somewhere along the Hlwy, (preferably near the EB), another will appear from the stairs past the EB. Pass by the 2 POS and take their ammo, eventually you end up on a narrow Wkwy above and beside the tracks, BH left, drop to the tracks then sprint left past the SCs, (supply crates). (NOTE) At this pace, the train often passes while I'm on the narrow Wkwy, I don't know why it should be early when I'm here sooner. I'm confused. Because of this the BGs that appear down track don't get run over. In HL2ud, the POS on the tracks will shoot at you a little over halfway between the drop to the water and the rebel freight container, I think they stop at the SS you couldn't see from track level. Stay left close to the bulkhead, you still may take hits but not as many. ____________________________________________________________________________ Locate the opening in the fence and drop into the water. Sprint and swim along the bulkhead to avoid gunfire from the BGs that were charging your 12:00 along the tracks. You end up at a freight container, locate the ladder and climb it then drop through the opening on the roof. 3.3b. TRAPPED SEWER REBEL TO SLIPPERY BARNACLE SEWER Once you exit the freight car, avoid the barnacles, (they hang from ceilings, long tongues lots of long sharp teeth) if you're snagged don't waste ammo KB it. When you get to the wooden barrier after the pallet, go to the 3rd vertical board from the left, crouch and hammer at the 2 bottom horizontal boards attached to it and then the vertical board. It'll take 8 smacks for the 3 boards. Creep under the barrier then stand and run to and under the overturned train car, pull the pistol and go FL on, (flashlight) when you pass by the greenish mobile office with a single window on the wall. A rebel is trapped by 2 POS at the end of a grated sewer line. Begin sprinting to the open sewer line just after passing by the trapped rebel, stay close to the sewer line to minimize damage from the 2 POS further along the line and high up on the concrete platform. Quickly enter, turn left and take a couple steps forward. Stop, zoom and target heads, the 2 should drop with, 3-4 rnds max each with steady hands. The civilian dies regardless, continue to the dark room, grab the goodies then climb up and out. (NOTE) Here's a lousy gaff the game pulls on us, as you run around the greenish mobile office you can see a blue van at your 12:00 up against the XP Wkwy. You could/can climb up the nose of the van and jump to safety but the game won't allow it till you have eliminated all the BGs in the area. It would be a great way to avoid a lot of conflict, you'd miss out on the supplies but so what if you stay for the whole slow dance, there's up to 10 BGs, 2-3 probes and an APC with rockets. Who doesn't want to avoid that? _____________________________________ 180 and send 3 rnds into the EB on the platform, (it kills 2 unseen MGT POS) turn right and send 3 rnds into the elevated EB on the long narrow concrete Wkwy. Reload as you swing Cw around the debris to the Wkwy then sprint at the POS. Hold head high and send rnds into his head and chest till he drops. Reload while sprinting past him to the end of the Wkwy, Jump over the 1-2 POS, (usually 2) and continue along the "S" turns to safety. (NOTE) I'm not sure how the game decides the number of POS to activate from the path at the end of the long narrow Wkwy, 1-4 POS can charge the Wkwy. The only thing I'm sort of sure of is if I sprint the entire length of the Wkwy I encounter between 1-2 POS which I can jump over, run past and around the corner to avoid an exchange and receive only 1-3% damage from them never more than 5%. I ignore the Lambda cache to cut time and kb the offending barnacle further along the path. It takes only 1 smack to kill it, (even in a hard mode game) and you receive no damage from it or the fall. To exit the sewer drain mentioned below, fast and safe, save before exiting so you can practice. Move to and stop about 5 feet from the end of the pipe. Press strafe left and forward, you will rise up the inside curve of the pipe a bit as you approach the end of it. Turn the mouse right to face the leading outside corner of the platform in front of the next pipe opening then look up and press jump as you near the right side end of the pipe you're in. The leap will land you on the leading edge of the corner of the platform and facing the EP to the sewer box. ______________________________________ Pull the KB as you approach the barnacle blocking your passage, run, jump up and begin swinging, 3 swings max to connect and be released. Continue past the nice lady in the pipe and run into the next pipe. Exit pipe right, jump and look up to reach the leading edge of the concrete platform and next EP. Jump to and KB the SC to the right in the tank, swim to and KB the SC to the left, remain in the corner and above water. Look up to the damaged street level sewer grate till all the EBs have been dropped, count to 5 then sink to the bottom for safety. Turn to face the XP then after the booms swim up and jump up to the XP ledge, run through the damaged grate to and past the elbow of the pipe to avoid gunfire damage. (NOTE) If I attempt to detonate any of the EBs 1 or both of the things mentioned below has occurred. 1. The grate covering the pipe isn't destroyed. 2. The game won't let me jump out of the water to the ledge. The event below can be very stressful when 1st learning it; I killed everyone in the area without destroying the bridge to practice the maneuver. After practicing about 8-9 times and braining out what and where to do it, I often complete the maneuver with a 4% loss in health, to date never more than 10%. _____________________________________ Between sewer pipe #1 and 2, there's a total of 6 POS spread out over the area. With KB in hand, exit the pipe, turn right in the air and begin sprinting as you hit the ground. Sprint past the container; aim to scrape by the left edge of the crate just before the corner. This will line you up with the corner of the bulkhead and the end of the trailer hitch past the corner. As you reach the trailer hitch swing tight around it, you'll see the trunk of a yellow car turned on its side and up against the bridge supports. Sprint straight for the trunk; jump over the tail end of the car onto the passenger side doors. Jump over the horizontal board and drop to the ground. Run through the framing, once past it, sprint to the sewer opening on the right. Crouch at the EP, move forward into the barrel, 2nd from the left, KB it to shove it ahead and it'll likely be grabbed by the barnacle that might try for you. Stand; strafe left to the tunnel wall for cover and to slide down faster. Turn to face the wall so that you can go left past the corner. Grab an EB and face the next ramp, there're tons of barnacles in front of you, move to the top right side of the ramp along the wall. Toss the EB along the wall and down the ramp, I fire 1 rnd while it is in transit and a 2nd when the barnacle tongues it and draws it up to set it afire, the barrel will do the rest. Slide down the ramp as the barrel disappears above and continue to the end of the pipe. Grab whatever MKs you require, at the pipe opening, while in the crouch press crouch again and drop out into the water. (NOTE) Pressing crouch the 2nd time will allow you to stand as you drop out the pipe. This will allow you to move much faster under the water than from the crouch. Regarding the ramp and platforms mentioned next, sprinting and jumping over the conspicuous gaps between the 1st series of platforms is the obvious maneuver. But often enough, the end result is falling through one of the minute gaps and ending back in the water, which puts you under twice the amount of fire and possible damage. ______________________________________ 3.3c. SEESAW PUZZLE TO BIG LONG HORIZONTAL PIPE Go to the bottom then left around the barrier. Stay left of the middle of the water channel in the 1st section to avoid the flaming EBs dropped from above and the collapsing platform on the right. When you are against the grated barrier separating sewer canal side#1 from side #2 you can pop up to replenish air. Locate and climb the ladder at the far right corner of the barrier and bulkhead. Run/jump to the left end of the nearby platform on side#2, this time swim down, forward and Cw around the Wkwy piling. When under the Wkwy rise up for air and remain above water to continue to replenish air/suit power. About 30 feet from the end of the Wkwy look to your 11:00, you will see a section of the Wkwy angled into the water, to avoid gunfire swim down and over to the angled Wkwy ramp. (NOTE) The directions below provide the most success. As stated below, when positioned at the top of the ramp you'll be sprinting diagonally up slope to your 1:00, if you didn't already bump into the MK and ammo you'll pass over them on your way across the Wkwy. Climbing up the left side of the angled ramp provides minimal coverage from gunfire, but it's more than the right side. Take note of the length of the sprint "WHOOSH" sound when you begin your sprint, know that from your ready position against the bulkhead the whoosh sound stops when you are at the edge of the ramped Wkwy. This is the moment when you press jump. I have made the jump to the 2nd joist from the right but not as consistently. _____________________________________ Face the ramp and climb onto it; sprint up slope along the left side toward the narrow vertical section at the top, turn to your 9:00 and back up against the bulkhead. You want to be between 2 vertical posts and closer to the one to your right, square up to the Wkwy across the canal and take note of the 5/4X4 joists protruding from the leading edge of the wooden Wkwy. Look to your 1:00 and aim at the 1st joist from the right end of that Wkwy. Sprint/jump and then crouch, (crouch after in the air) to the opposite Wkwy. Stand, turn and sprint through the busted sewer grating to safety, stop sprinting and crouch just before passing through the 2nd busted sewer grate; this action will prevent fall damage from overshooting the lower ramp. (NOTE) It takes a minimum of 7 blocks to counter balance the seesaw lever and they need to be placed at the edge of the lever and then you must jump onto the lever and not disturb the blocks to prevent any from falling off. I rarely made the jump on my 1st or 2nd attempt so the jump timing must be good or better to complete the jump. I brained what follows below once I got tired of all the work. I went from 7 blocks to 4 then 3 and now 2 blocks, an excellent time saver. _____________________________________ It's a seesaw puzzle Charlie Brown; ignore it. 11/12/16 Route Kanal Seesaw puzzle, from 7 to 4 then 3 and now a 2 cinder block solution. With the XP wall at your 12:00 and the 2 cinder blocks closest to the EP are between you and the wall. From the crouch, grab block#1, (closest to you), lift block#1 up, place block#1 over block#2 so that half of block#1 hangs past the left end of block#2. Lower block#1 onto block#2 and release it. Block#1 will rotate and land on the ground standing on end. Pick up block#2 place the bottom right end of block#2 on top of the left top edge of block#1. Release block#2; grab block#2 as soon as it rotates to the vertical to prevent over rotation. Pick up block#2 creep over to the XP wall, (a few feet from the seesaw) and place block#2 against the wall. Turn right and grab block#1, turn left and place it on top of block#2, stand and jump up onto block#1 and up again to the top of the XP wall. Sprint the dry canal to the slippery ramp; BH down the ramp then sprint left over crap heap and jump to the narrow ledge. Sprint the ledge to the planks then to the railing. Jump/crouch over the railing and drop to the Wkwy, creep to the XP, KB the board, grab and toss the barrel then stand and pass through the XP. If moderately damaged at this point find the cache below and heal, otherwise ignore. At the 2 slippery ramps, grab a tire, move to the left side of the ramp and toss the tire at the left most tongue. Slide down against the left wall of the ramp, turn left and jump off the side of each ramp. Sprint to the XP; open it as the chopper salvo ends then sprint left to the EP. Next is the refugee depot, grab and take the 2 EBS with you. Approach and grab barrel#1, hold it low then slam into the right side of the crates to push them left. Drop #1 and back off a foot then move to #1, it is against the vertical board, KB the board, pick #1 up, bring it to into the corner left of the depot EP. KB the boards blocking the EP then retrieve barrel#2 and place it beside the depot's XP. Run to and climb the ladder beside the EP then jump to the planks spanning from the ledge to the platform, locate the SB then drop off near the depots EP. Take a step or 2 through the EP, 180 and target the EB at the XP. When the door bursts from MHs send 3 rapid fire rnds into EB#2. Retrieve EB#1, continue through the sewer, BH to the closed gate, MHs will quickly swarm the gate; place EB#2 "CLOSE NOT AGAINST THE GATE" if MHs hit it, you die. Wait for at least 2 MHs to be near and or bouncing off the gate. Send 2 rnds into the EB then retreat to safety after the count of 2. (NOTE) The above method saves time and damage not sure but I think the 2 count may keep the MHs close to the gate due to a visual on Gordon. Below, the description is for HL2, in HL2ud 4 to 6 MHs are advancing on you as you enter the tunnel. Ignore them, KB your way through the debris and follow the same procedure used in HL2. ______________________________________ Move to and through the gate, have the KB ready if one of the MHs survived. Swing at it as you run the tunnel to the end, switch to pistol and put 2 rnds into the EB at the corner. Switch to KB if the MH is still active and swat it as you retreat to cover past the wall buttresses, (concrete posts). If the MH is still active after the EBs go boom ignore it, sprint and BH the tunnel to the next XP. Arrive at the XP gate to your left, enter and sprint to the next gate. Move the barrel, open, enter and KB the pallet then run off the ledge. ASAP switch to the pistol and run toward the distant EB to the left of the next tunnel. Send 3 rapid rnds into it when the POS is about to land then drift left or right around the body to avoid picking up the SMG and BG LOF. Reload as you drift out of LOF and then move back into it. Continue running at the 2 POS in the next section, aim for the heads and fire till both drop. Run over the SMGs and continue to and through the water wheel, rise up, out of the water, switch to pistol and run to the pipe. Ignore the probe if it comes out to play, with the current path and speed it hasn't been around. Run under the pipe to side#2, run left, zoom and head for the light. Take note of the pipe's concrete supports as you run along the pipe, if you stop running just as you reach the next to last support you won't have to duck under the pipe. Head shoot POS#1 as he lands on the pipe then reload and X out of zoom as you slide under the pipe to side#1 and POS#2. (NOTE) Do not exit the tunnel for any ammo dropped by the POS; it'll call 2 more POS to the fenced enclosure outside. Unlike HL2, in HL2ud the 2 POS that enter the fence enclosure "may do so" (but not always), without you exiting the tunnel. This will cause back pain as you sprint along the top of the pipe to the venting steam. ______________________________________ 11/30/16, new slightly faster route over steam pipe Jump up the steps to the right of the barnacle, continue to ignore the probe if it shows up and access the SC, toss the barrel out of the way if needed then jump to the pipe. Run to the steamy end of the pipe. As usual, dismount from the right side of the pipe but continue past the barrels to the middle of the pipe's elbow. Jump onto and over the pipe to the cache then from the cache corner jump back onto the pipe and face the 2 steam vents. As soon as vent#1 stops spewing sprint over both vents, if the MH freed itself KB it if not bust the boards blocking the XP. KB the boarded XP from the left and only enough boards to slip through then drop off the pipe. 2 left vertical and 1 horizontal board. Locate the cache, there's ammo health and SB, ignore the MH and backtrack to the dark low and narrow sewer drain opening near the busted boards. Crouch, move into the opening, press crouch again then drop into the water; locate the ladder and climb to ground. 3.3d. DUMP TRUCK TO WATER HAZARD 11/6/16, new faster route to and through flood rooms 1-3 to rebel station (NOTE) Now none of the POS around the truck with explosives will be dealt with, they can suffer another day. _____________________________________ ASAP sprint toward the truck ahead at street level, sprint right and then right again into the narrow tunnel opening. Ensure the KB is ready then enter niche#1 on right, it may have an SB or health vial thingy and maybe ammo, dip in for a walkover and continue along the tunnel toward the XP gate. Go FL on as you pass niche#2 then sprint to the gate. Sprint to and up the steps and to the duct grate. Slam into it, crouch and smack it clear. ASAP press forward to enter the duct, 180 and back up to the end of the duct then sidestep left to drop down about 6 feet into the vertical duct. Turn 180 degrees, along the long axis of the duct grate, KB the grate. (NOTE) It is of most importance that you do not crouch before you contact the duct grate, creeping to the grate to KB it will slow you down too much and likely cause MH damage. Sliding back and forth in front of the duct in an attempt to enter it will provide the same results. Doing both adds up to disaster. If you pull this off, you can be in the duct and dropping down to the XP grate before any MHs are in the duct. The MHs will follow deep into the 1st section of duct and hover over the top of the vertical section but not lower into it. Facing them to KB minimizes and or eliminates damage if any MHs make it in before you drop down. To date MHs have not followed me down to the 2nd duct grate or the room below, if they do it is long after I exit the room below for the flood valve. ______________________________________ Press forward and stand as you drop onto the stacked barrels in rm#1. You will run off the barrels to the floor and toward a large vertical section of pipe. There're 2 EBs to your 1:00, grab the closest EB and place it against the vertical pipe. Jump onto the EB and then right onto the upper Wkwy, turn right again and sprint to the opening ahead and to the left leading to rm#2. Run the Wkwy and drop down to the pipe with the flood valve and turn it to begin flooding the 3 rooms. Quickly make your way back to rm#1, sprint to and hop over the railing to the grated floor below then down the ladder to the flooding area below. (NOTE 1. The difference between HL2 and HL2ud is the approach to the flood valve, pay attention to your drops to avoid prematurely entering the water, forcing you to reroute back to the valve. In room#3, if you can't get the hang of the long jump, come up for air then dive back down and shoot the boards from the middle to the right end of the recess to free up a spool. For the long jump, ensure you press and hold whatever keys you have chosen for forward and sprint, endeavor to press jump at the very edge of the ledge you're on and do not press crouch until you are mid air. 2. I no longer run right from ledge, saving at least 1 minute, I take some damage but not much more than the old route. I have to be careful on the rickety Wkwy leading to the rebels due to blinding probes and MHs tearing it up. _____________________________________ Jump off the ladder and swim through the tunnel to rm#3 and then up to the ladder. Climb the ladder to the ledge, orient to the ledge across the water then long jump to it. Stand and exit, locate the ladder, climb and ignore the probe if at all possible whether it shows up after landing on the planks, crossing to the opposite ledge and or dropping off to the ledge below beside the fence. While facing the fence, turn right, run along the ledge and drop into the water, pull the pistol and continue to run left, 2 POS will rappel in from above. With a little pistol practice, you can easily head shoot both. Run over their stuff; jump up from the barrel to the Wkwy, ASAP switch to and KB the SC then enter the tunnel Pswy KB ready. (NOTE) There're 3 MHs ahead and possibly 2 behind you with a probe tagging along. Run by the 3, KB them out of your way. _____________________________________ I sprint along the left side of the tunnel and jump over the lower crate, then I turn into the lighted tunnel and climb the ladder pronto, I hop, skip and jump along the planks and such to the end, KB the SC then drop off to the ground below. I do take minor damage from a few of the MHs on the way but nothing significant. Toxic area and Lambda cache ahead, ignore it, sprint at the pipes ahead, you'll slide under them to ground and take no damage. Continue to the rebel station, access SMG ammo crate and whatever health is available then continue to Water Hazard. So far the MHs haven't followed me into the toxic sewer area. (NOTE) Ahead of you is a pretzel maze, of Zs, bugs, toxic sludge and electrified debris, all are between Gordon and the airboat, keep moving, only sprint on clear straight ways and avoid the dangly sparking wires they'll often leave you with 10% health or death. It will pay for you to take your time past the sparking wire and through the freight container. If I do receive significant damage it is in the freight container "DO NOT TOUCH" the walls on your way through it or the HC rocket that lands just past the container. Regarding this guide, below 50% health will prove problematic, only stops required for game progression are made and there're too many possible accidents on the route. ____________________________________________________________________________ 3.4. WATER HAZARD 11/9/16 New route to Black Mesa East eliminates the overhead gate, building, 4 POS and lots of running. 3.4a. LOCK GATES #1 AND 2 (NOTE) If your health is above 50% avoid stopping at any of the Lambda symbols, you're more likely to lose more health and time than any possible gain. Unless you are an ace Z, bug and POS killer or playing for the Lambda cache achievements and or don't care about time; the gains rarely match the effort. ______________________________________ Barrier#1 park beside the concrete platform then locate the wheel, raise the gate, ignore the HC, run to and jump into the boat. Barrier#2 is a ramp puzzle and there will be some supplies dropped by a rebel. You only need to place 2 barrels in the submerged cage to align both sections of the ramp. Climb the leaning tree trunk to the ledge, grab the 1st barrel in the outflow pipe and jump into the water. Place it in the cage then swim up to the barrel at the edge of the water, grab it and place it in the cage. Swim up, sprint to the boat and drive over the ramp, it is a little bumpier than the 3 barrel solution but it works. Barrier#3 is Lock gate#1, pass by the POS shooting from the wooden platform and head for the gate, locate corner niche to left after the sludge bar. Park the boat tight into the corner and then exit the boat. Put your back to bulkhead and boat to your 9:00 then pull the pistol and toggle zoom. Locate the distant EB above and to the right of the lock gate, usually 2 to 4 individually and slow fired rnds will ignite the EB. Occasionally you may see the EB jostle from projectile impact. Jump into the boat and beat feet to the gate. (NOTE) The above solution avoids tons of time consuming conflict, up to 15 BGs. _____________________________________ Next is another rocket gauntlet to the sewer pipes. Locate the Lambda cache in the tunnel, (2 suspended counter balanced cages); ignore them but jump the concrete pipes below the cages and with the boat close to the right side column, you'll auto pick up all the goodies without the effort. Barrier#4, lock gate#2, locate the in-feed/outflow pipe (?) protruding from the bulkhead to the right of the lock gate and bulkhead corner and left of he POS firing on you from the Wkwy. The gate is closing as you approach, orient to the pipe for a broadside; let off the gas just before you get to the corner of the bulkhead so you don't take damage and or jump the pipe. Jump out of the boat as you make contact with the pipe. Odds are you're on top of the pipe with LOF on the POS, pistol it to the head. Back into the boat, locate the small low dock further along the bulkhead, KB the locked door and enter. Take the revolver and target the door at your 12:00 chest high and 1 foot in from the knob side door jamb, 3 BGs will attempt to enter the room. Vent the 3, grab the SCs then return to the boat. (NOTE) I can get the 357 and get back to the boat with a 1-3% health loss, I can
even get up onto the concrete Wkwy with maybe another 2-5% damage and then another 5-10% on the way back but the stress failing to make perfect moves isn't worth the effort especially when it comes to climbing the boat for Wkwy access, 3 BGS firing at you to and from the gate release just isn't worth it. I don't know if the SCs always have the same supplies or if they change event to event. I'm guessing that the 357 rnds are always part of the supplies. To avoid the numbing time consuming effort to maneuver the boat into position then back down on the bulkhead, I pull up along the bulkhead, starboard side against the bulkhead and the motor housing in line with the break in the railing. _____________________________________ If you're following the guide you don't need SMG ammo. Return to the previous bulkhead; locate the break in the railing then pull up alongside the bulkhead. Maneuver the boat so that the high point of the motor housing is below the break. Jump out; orient bow on to your 12:00 then approach and hop up and out of the water onto the boat, turn the mouse toward the break as you make the leap to the motor housing to be facing the break when making your final jump to the Wkwy. The individual motions must appear as a nearly fluid event to work, otherwise you'll likely end up in the water between the boat and bulkhead or jump over the fan and back into the water. Locate the ladder to the gate control rm. climb halfway up then G the 2 POS in the rm. Enter, collect any supplies dropped, open the lock gate then return to the boat. Drop off the bulkhead and begin tapping "USE" to enter the boat then exit the area. (NOTE) With the above solution you avoid another 15 or more BGs tons of time and damage and most of all having a merciless chopper on your butt from the gate release till you get back out into open river land, far too long a period. _____________________________________ 3.4b. CHOPPER CHASE The next interesting part is the chopper chase; when you exit the tunnel to open river land the chopper will hound you for a good bit of the snaky back and forth waterway and it'll drop mines and send machinegun fire around you like there's no tomorrow. Eventually you'll approach and ride up a curved dirt ramp then jump to a pier with a big honkin red building. If you're able to maintain speed and use the bulkhead on the right to channel the boat, you'll remain inline with your jump and can continue past the building and drop off the pier back into the toxic waste ... YUM! Also, if you slow down before the jump and aim right, you'll drop back into the water and can drive under the red building you'll still make it out unscathed. (NOTE) In HL2ud, the path past the fallen stack is in the middle of the fallen stack not along the 2 bulkheads of the river. _____________________________________ Back in the sort of open water area HC rockets will splash down all over the place, one of which will take out one of the smoke stacks. There're 2 ways through the fallen stack in HL2. 1. Locate the dock pilings ahead; weave your way up to and stay against the retaining wall/bulkhead till you're past the collapsed stack. 2. Stay tight left as you exit from the sludge, the HC rockets will be falling all over and the chopper will continue firing. Stay tight to the bulkhead on the left, as the stack falls and the top of it hits the top of the bulkhead it cracks into pieces. The top section drops and leans against the bulkhead leaving a gap to drive through. This route may be more desirable because it makes your right turn smoother. Bang a right for a straightaway to your XP from hell, because, another kink has been added, an APC is sitting over the pipe and sending rockets. The chopper will recommence its mine dropping and gunfire program at the pipe as you approach. (NOTE) This is the fastest way I can find through this puzzle. My fastest time from exiting the boat to flying over the barrier wall is just under 25 secs. _____________________________________ Next is ramp puzzle #2; a simple counter balance puzzle. Line up the boat with the counterbalance ramp, (has barrel on it), ensure you position the boat so that the lowest platform is to your 3:00/2:00 then exit the boat. If you need whatever is in the SC, (in the counterbalance cage) get it before you pull the counterbalance lever. 180 ignore all the other junk in the area and sprint to the left end of the closest sewer pipe. Sprint through the pipe section and exit left to the ladder, climb to the platform and drop to the top of the pipe. Sprint along the pipe, across the ramp to the platforms then drop to the roof covered platform. Push the top load washing machine over the ledge and into the counter balance. Run back along the platforms to the lowest one then jump to the boat, begin pressing "action" as you fall to the boat for an instant start and take off. Ignore the barrel if it is still on the ramp and drive at and jump the barrier wall. Drive to the Rebel station for a refit, (machinegun added to boat). When complete leave, smash through the debris and meet the chopper that's waiting for you outside, set the bitch on fire. You can't kill it with the time allotted, it'll turn tail and run but it will have many holes to fill. Another gate system, both gates are open till you approach the 2nd gate then both close trapping you within. So as you pass under gate #1 look right for the partially submerged section of fence, use it to reach the Wkwy, and use the Wkwy to exit the trap. Next tunnel, 3 Zs having a walkabout at the end of it; drop out at the end of the tunnel, look to the right, POS and EBs, lots of EBs a ramp and maybe an endless supply of more EBs will roll down to the water when you approach the ramp. MG POS#1 and or the EB then POS#2, enter the area n-+maneuver to the right, 180 face the very low bulkhead then charge and ride over it to avoid the rest of the crap you'd get into if you didn't do this. Next area; shipping container #1 with goodies, ignore it unless you're hurting. Further left past beached ship #1 2 combine APCs, (armored personnel carriers with launcher capability) sitting high up on the dock. Beached ship #2 and partially submerged container #2 complete the line up. Drive past ship #1 to the rudder of ship #2, stop jump out of the boat and sprint past the right side of container #2 to the far end of it, stand in the opening and pistol the EBs within. Sprint back to the boat through the container then drive back through the container to the safety of the dock underside and pilings. Drive to and over the XP ramp to leave the area. Not too far and you pop out into wide open ecology gone wrong desolation, there's a couple of small beached, mid sized harbor tugs I guess. There are some rock pillars dam flood gates and an angry chopper. Collect all supplies between the 2 ships, but do not approach ship#2 till you are ready to deal with the chopper. There are SCs all over, on and in the partially submerged pipe. You can see 2 crates between ship #2 and a set of mud or rock pillars to the left of it; I drive between the 2 and over the SCs when I am ready. (NOTE) 11:00/55 degrees, is an angle just before the boat's MG looses overhead tracking on an object passing over, (reticle goes red) after that any sent ammo is wasted. _____________________________________ 3.4c. CHOPPER BATTLE I stop about 100 virtual yards prior to the EBs floating in the water and wait for the chopper to enter range then fire on it. I continue fire and begin backing down till the chopper hits 11:00/55 degrees overhead then I come about, follow the chopper and continue sending fire till empty. I stop; wait for the wep to recharge and the chopper to come about and back into range. Fire on the chopper again when it's in range, and as before, I begin to back down as the chopper approaches 30 degrees to extend fire time, once it reaches 55 degrees, I 180 maintain fire till empty and follow till I'm about 100 yards from any remaining EBs. I repeat this maneuver till the chopper drops into the water, short and sweet. (NOTE) I'm pretty good at it now and usually smoke it halfway through the 4th pass 90+% of the time. Occasionally, (maybe 5-10%) I'm able to take it before it completes its 3rd pass. 11/9/16 New route to Black Mesa East eliminates the overhead gate, building, 4 POS and lots of running. However the maneuver is difficult and takes time to master. Initially I had a 2/40 success rate, I got better and made it 50/50, honed it a smidge more and am currently around 60/40. The thing is even if you miss the jump on the 1st and even 2nd attempt you still get to jump the flood gate sooner than not. Regarding option #3 below, whether to enter the building or not, for me, it depends on how much damage I'm carrying and how much personal ammo I've used up. As for health, if I'm at or close to 100% I avoid the building to save time, I have so little weps use at this point, the most I get out of the building is 1 HEG, and a few pistol and 357 rnds and 1-2 SBs. ______________________________________ 1. New route to BME, after you have retired the chopper return to the water area where all the EBs were floating. What follows is an orientation of the boat so that you will have a frame of reference. Facing the overhead gate, turn left there're 2 tall rock pillars lined up and the leading pillar has a very small one close to its left side, further left and back is a mangled red freight container. Move to the gap between the leading pillar and the small one to the left then put your back to it. This is position#1; you now have the debris ramp and the flood gate at your 12:00. Look to the 2 large lined up rock pillars on the sandbar to your 1:00. This is position#2 and you will be passing over the edge of that sandbar at full speed on your approach to the debris ramp. Drive over to the sandbar and position yourself so that the debris ramp is lined up with the outside corner of the dam. When lined up correctly you will have the flood gate CR just above and to the right, zoom for a close up. You'll see the vertical lines made by the concrete forms while the concrete was setting. There is 1 pour line between to large sections of concrete and 1 narrow section of concrete to the right, just where the height changes from the low ledge to the higher corner. You want to aim the boat for the pour line between the narrow section of concrete on the right and the wide section on the left. When you hit the ramp turn left and you'll land on the lower section of concrete. You can back the boat up to the railing closest to the CR then climb the boat to the CR. You'll be wicked close to the CR and back in the boat in no time. Drive off the ledge reposition in line with the debris ramp and flood gate then go for it. 2. If you get too frustrated learning the maneuver or can't get to it at all because you're playing on a PS or Xbox, drive to the overhead gate control station and climb. Open the gate, enter the new area and use the busted dock as a ramp to the area above. Be careful on your approach to the concrete platforms so as not to waste time bouncing off them and having to reorient the boat. Do it right and you receive no damage from the 2 POS. Continue past and around the building, drive over the bridge and park close to the spot where the G man was standing. Jump out and locate the flood gate CR then open the gate. Return to the boat, drive off the concrete and then use the debris ramp to jump the gate. The 2 POS remain near the building and send rnds from big distance, no worries. You're now in chapter Black Mesa East. 3. If you must stop at the building for health and supplies. Clear the 2 POS outside with the boat MGT. There's 2 POS within, when I enter the building, I headshot POS#1 from a crouch and from the right side of the EP for cover from POS#2. I stand and edge around the EP till I have LOF on #2 then do the same to him whether he is advancing or not. When complete load up and exit, drive over the bridge, locate flood gate control then open the gate. Return to the boat then use the debris ramp to jump the gate. You're now in chapter Black Mesa East. _____________________________________________________________________________ 3.5. BLACK MESA EAST Locate the dock, ladder and entrance to the facility. Black Mesa is a simple linear time waste but it does give you the opportunity to grab and hold onto DB, (Dog's ball), it is an invaluable asset in Ravenholm. Once outside and in possession of the GG adjust the crates and climb up and out to the much larger area, Alyx will eventually follow when you don't hang around. Head back to the yard EP when Alyx tells Dog to find something larger to toss at Gordon. If you are prevented from entering the fence enclosed yard with the airlock, wait for the explosions. The gate and the airlock will then open. (NOTE) Retain DB from Black Mesa East and take it to Ravenholm. DB Saves ammo, allows for distance action from BGs, keeps BGs occupied allowing you to reposition and or reclaim DB for action or escape. Play with the BGs watch how they interact with DB and completely ignore Gordon once DB is closer to them than Gordon. You can eliminate all with dexterity and speed, it does take somewhat longer with DB than evasion, but at this point, in general DB minimizes saves, restarts and much frustration once you become adept with its use and how it affects the Zs. Be aware, DB does not appreciate submersion in water, being engulfed in fire or near explosions, how it survives the constant hits from Grigori's SG I don't know. If submerged it will burst, the same thing occurs when it's been in the fire too long or near an explosion. If you are unfamiliar with DB use, the 1st 9 or more Zs are your practice dummies, learn how DB rebounds from direct impacts, (square on) and glancing impacts, (diagonal hits) and low impacts, (knee high). This will help you come up with recovery techniques later in the game when it becomes tres importante. By the time you reach the fires and meet up with Father Grigori you should have a general idea on how to use DB. _____________________________________ After the attack on Black Mesa East, you are led by Dog to BM's entrance to Ravenholm. A short distance from the overhead door you come to a locked ladder, GGP+ it then climb it with DB. (NOTE) A simple way to climb a ladder with DB is to stand at the base, push into the ladder then turn Gordon to the left or right, look up and hold forward. DB is to the side of the ladder and the climb is smooth and without incident. ____________________________________________________________________________ 3.6. WE DON'T GO TO RAVENHOLM 3.6a. SWINGING LEGS TO ZOMBIE OPERATING ROOM 3.6b. 1ST SPEEDER ZOMBIE TO 5-WAY INTERSECTION 3.6C. CHURCH YARD TO EXITING THE GRAVE YARD 3.6D. GRAVE YARD TO EXITING THE TUNNELAT THE TRAIN YARD 1/2/17 New tactic after spinner#1 evade Z#10 3.6a. SWINGING LEGS TO ZOMBIE OPERATING ROOM (NOTE) Since learning about what one can do with DB, I haven't played Ravenholm without it. It can be a P.I.T.A. sometimes but in general it makes the level so much simpler, faster and safer. ______________________________________ BH toward and past the Legs swing to the right side EP, leave the middle board, GGP+ the bottom, crouch and enter, (leaving the middle board prevents Z#1 from entering room#1 or slowing it down long enough for me to be long gone). ASAP move to XP, launch DB into room#2, Z#2 exits from dark Hlwy and may approach the table, back away from it and Z#2 will go after DB. Remove the stuck saw blades then hop over the table into room#2, stand in front of the dark Hlwy for a moment then retreat back over the table, (unless Z#1 is thrashing about, then circle room#2 while avoiding the 2 rising Zs). This act will lure Z#3 into the room, once it is clear of the XP hop over the table, RA DB, (RA= reacquire) and run through the dark Hlwy. End run Zs #6 and 7 in room #3 and end up outside; duck under the whirligig thing drop DB and GGP+ the crate away, RA DB. Pop up past the blade and hold until Zs #8 and 9 approach then end run both to and up the stairs. Drop DB, GGP+ the pallet away from the EP, RA DB enter and ignore the HC. Run toward the boarded up XP and GGP+ the boards. Exit; locate HCs and Z#10 in narrow alley and DB the HCs. Face the EP and drop or launch DB across the room with Zs#11-14 and HCs. As they move toward DB sprint to XP, clear the blockade then RA DB from the party and exit. Ignore all Zs, BH past all and up the mini square steps; meet Papa Grig and some of the kids as you locate the gas tank near the building's EP and turn the valve to kill the fire. (NOTE) If you don't move or detonate the EB at the base of the stairs, it can explode and will destroy DB. _____________________________________ Grig may or may not shoot any of the Zs with this approach. Enter the building and BH through room#1 to the stairs, drop DB at the base of the stairs, GGP- the EB then GGP+ it to a distant wall. GGP-/+ the 2 big bureaus from the stairs, use them to block access to the stairs. Hop, skip and jump up the stairs GGP+ the HCs out of your way and or just avoid them if possible. Quickly locate room#2 with the bureau blocking the XP, sprint at and GGP+ the bureau out of the way. Sprint through room#3 and into room#4. Pull the lever on the wall near the window then ASAP, ignore the 2 PSs and sprint back to the top of the stairs. Maneuver around the 3 Zs; use the opening at the head of the stairs to reach the overhead Wkwy in room#1. All or most Zs will be messing with DB on the ground floor, quickly maneuver for a clean drop onto the machine on the lower platform. Maneuver for a clean GGP- on DB then exit. (NOTE) There's always a route through the mess, sometimes convoluted but most times I make it outside without having to DB anything. It happens but it is a rarity, a Z makes it into the short narrow Hlwy. You can DB it or back step and lure it to one side of the Hlwy then end run it. ______________________________________ Hop over the 2 PS in the short Hlwy, it is a rare occurrence to have a Z in the short Hlwy; (not sure if it occurs more in HL2ud than HL2). The Z can be drawn to a side of the Hlwy; back step a few feet to make space and prevent the 2 PS from dropping down then pick a wall to hug. When you have drawn it away from one side, sprint by it, you may take a hit or 2 from it. Outside use the junked car to jump up to the top of the retaining wall, BH to gas tank #2, locate the valve and turn it. There're 3 full and 1 partial Z blocking your way over the fence. Launch DB over the fence then weave your way through the Zs to the ladder. Climb up the ladders and maneuver your way across the planking and into the 2nd floor of the next building. Enter the room with the Z and HCs on the ground floor, drop DB to them then GGP+ the boards off the XP. RA DB and exit the building. From your 10 and 5:00 you're greeted with 6 of the 9 local Zs. You and DB can easily handle all without damage, but if you want a bit of a challenge leave them alive ... or whatever you want to call their condition. (NOTE) DB has a couple problems riding the car traps up and I haven't found a way to keep DB with me while rising. For some reason, if you hold onto DB as the car raises you get dragged off the car, why IDK. I have a few methods to deal with the Z issue and now prefer #4. Once car#2 is at a stable elevation DB behaves and you can easily maneuver over the path to the XP. A number of new wrinkles have arisen since late July; I had been playing HL1, HL2 episodes #1 and 2 and a couple other games through Aug, Sept and mid Oct. HL2 used to block RA DB from the trunk of car#2 if DB was close to or directly below the rear bumper, now the game is giving me grief retrieving it from the front of the car as well. If it's near or below the bumper, you can GGP- but you lose grip a couple feet above the ground. After a few tries and the Zs messing with it, it moves far enough away from the car and does come up. More invisible barriers, one of which prevents DB from completing Nova Prospekt I'm thinking it has something to do with a Steam patch/update, there're too many anomalies that didn't exist while I was playing it to death in July. 1. Kill all and launch DB through the 2nd floor XP (open window). 2. Kill 6 evade the 3 and launch DB through the XP. 3. Kill all, leave DB on the ground then pull it up from the planks or one of the cars. 4. Leave all Zs be, drop DB on the pavement near the car trap car #2 activation lever then activate car trap #2, sprint to and jump onto the trunk before it rises too high. Ride car#2 up; from your new vantages point, RA (reacquire) DB. It may take a bit, but with the new kinks but it still works. ______________________________________ Once outside, BH to the lever of car trap #2, drop DB near the trap lever then pull the lever and quickly hop onto car #2 before it gets too high. ASAP crouch 180 and locate DB below, as soon as the car comes to a stop RA DB. Move quickly and safely over the car and planks and through the 2nd floor window opening. Exit the 2nd fl room to the room with the EBs to the left and the spider in the distant Hlwy, hold onto DB, advance on the spider; it will lodge itself against your XP. There're 3 things you can try when you reach this point. 1. Drop DB prior to the XP at the edge of the XP niche to give the spider room to exit, it will allow the spider to move away and deeper into the Hlwy. 2. Move past the XP, 180 and drop DB at the edge of the XP niche, it'll give the spider the room to exit back to the Hlwy and sometimes down the steps. From steps 1 and 2, open the door enter RA DB then close the door. 3. The spider refuses to move away from the EP after 4-5 secs, kill it. (NOTE) When the spider lodges itself in the XP niche and DB is nearby the door will only open into the Hlwy, go figure. If you drop DB prior to the XP niche the door may open into the room and or the spider will move back to the Hlwy. If it returns to the Hlwy quick enough enter the room RA DB and close the door, if it enters the room ahead of you or takes too long to move back into the Hlwy GGP+ it. Don't waste much time on it for the sake of minimum kills. ______________________________________ Grigori will dispatch the Z passing the right side window as you enter the room. Remain on the right side of the room to avoid activating the dormant Z at the left end. Hop up onto the window ledge, skooch out a bit and boo to the right to activate the 3 Zs around the corner then retreat to the room. Papa Grig will often remove all 3 for you, but not always and it may take "A" boo or 2 for all 3 Zs, usually not. If Grig bolts before ending all 3, you'll have to do it yourself. I bait the Z to the window then KB it. Quickly exit the room to the ledge and go right to and around the corner to avoid the PSs on the ledge across the street and any remaining HCs. (NOTE) I have a preferred path to the XP after watching a hard mode run of Ravenholm late 2015; it took me some time to roughly figure out the players technique, (I couldn't do it with the Xbox version I was using at the time). In no way does it come close to the elegant form used by the "Gaming Reviews" player but it works and it saves time, health and energy once you master it. One may continue to use the conventional approach to the XP, (going to ground) then to the ladder at the far end of the street if one chooses to but once I brained the trick I haven't gone back. ______________________________________ The optional approach to the 2nd fl EP requires practice to become reliable, and DB has no detrimental effect on the maneuver. Once you are out of the room and safely on the ledge. Go right to the ramp and continue onto the very narrow roof ledge of the connected building. Past roof section#1 roof section#2 has a roof elevation change and no narrow ledge. Roof section#3, the roof line drops back to the level of section#1 and has a short narrow ledge leading to the Wkwy that connects the buildings on both sides of the street. To survive the jump onto roofline #2, get a running start on the narrow ledge of section#1 and jump to section#2. While you are in mid jump, simultaneously press and hold forward and strafe right also turn your mouse 70 degrees up roof to look up to the roof's ridge. When done correctly Gordon sort of slides left along roofline #2 to the short narrow ledge of roofline #3. From this point you can release your hold on the keys, reposition if necessary and jump up to the connecting Wkwy. Go to the Lambda cache or continue with the game. Zombie Operating Room Enter the building's 2nd floor through the open window, drop DB to lure the crawling Z to the window then swing around it to the XP, open the door, RA DB, drop him in the large room then close the door on the Z. There are a lot of Zs ahead but easily handled with DB and a little guile. BH to the stairs and down to the 1st turn to lure the nearest 1-3 Zs up, quickly move to the side of the stairs and hop up onto the railing. When 1 begins to circle the railing drop off and move to the head of the stairs to lure the next 2 up then back away to and along the perimeter wall. When 3 are on the floor return to the railing and hop over at the deepest point, odds are you'll land on the head of a Z. Drop off the Z and continue forward through the Hlwys and outside. Locate the EP of the next building at your 11:00 once you're outside then sprint to and enter to avoid the speeder. 3.6b. 1ST SPEEDER ZOMBIE TO 5-WAY INTERSECTION (NOTE) Instead of rushing into the building at your 11:00, hang outside for a few seconds you'll see the 1st speeder zombies leaping over the rooftops and the 1st street level speeder to advance on you. Zs have chubby HCs and speeders have the long legged HSs (head spiders) PSTs have PSs on them. _____________________________________ There're 5 Zs and 2 roaming HCs you must pass by in the building on the way to the roof, the stairwell Z is the only Z you need to deal with. If you prepare to quickly drop DB, open the door, exit to the roof, 180 and grab DB you can avoid a hit, or at least more than 1 from the HCs on the top floor. (NOTE) Be aware, this may occur due to the non speeder kill at ground level before entering the building. Often if I'm standing close to the corner of the roof awaiting the SG while Grigori rambles, a speeder climbs to the roof via the drain pipe at the corner of the building closest to Grigori. However if I'm at the middle end of the flat roof, crouched and against the wall the rise to the roof doesn't occur as often. In this case, the speeder climbs and descends the drain pipe multiple times but rarely ever rises to the roof. When Grigi asks for you to "Come closer" do so in the crouch then retreat back to your previous position. He will toss the SG; let it land on the roof then rush over the SG rnds to the SG and pick it up. Turn to the water tank and run off the roof to it. Odds are you'll hear the speeder climbing the pipe again before dropping off the roof. ______________________________________ Meet up with Grigi again and accept his offer of the SG. After receiving the SG from Grig, run off the roof into water tank, (run off don't jump) DB might be scraped off as you hit the far rim of the tank. Look up to keep DB out of the water when you land, climb out and reload health from the MKs on the roof deck. For orientation sake, with your back to the roof EP, locate the drainpipe at your 1:00, move to the center of roof deck and face the drainpipe. Locate the telephone pole past the drain and aim just left of the pole. Run and jump off from the edge of the building. You will land past the fence in the next area on the bug transporter with little to no damage. I sometimes end up between the fence and transporter but you can slide between them to free Gordon. Move ASAP, BH into alley #1 then left into alley #2 to avoid 5 or more speeders. When complete stop in the street where the EBs drop to ground, 180 and look up to the lighted window opening with the surrounding Wkwy railing, this is where you will launch DB to. (NOTE) Manual SAVE, DB has become invisible more than once after launching it through the window opening; when I reach the room I can hear it, even stand on it, grab it at times and even launch it. What good is a weapon you can't access immediately? I've seen a Ravenholm player on You Tube who is able to eliminate the lever pull that repositions the tram that later provides an intermediate jump point en route to the room DB is in, I just can't do the jump without the tram yet. I've tried every which way I can think of to make the jump, the best I can do is reach one of the MKs on the platform then I usually land on a Z or spider. 10/16/16 I finally figured out what I was doing wrong in the long jump. I was pressing crouch too soon; I don't know why that should matter but it appears to. I was able to complete it, although not regularly, I failed miserably via panic pressing under duress, the speeder on my 6 stresses me out too much. This required a rewrite of the alternate path and event by killing the speeder while climbing to the XP Wkwy with the 2 EBs. I later changed it again by detonating the 2 EBs while on the ground and on my way to the roof jumps. This took the stress away, allowing me to sprint to the end of the Wkwy and stretching out the distance between Gordon and the speeder. I didn't have to kill the speeder and it allotted the time I needed to orient for the jump. ______________________________________ 5-Way Intersection GGP+ DB away in the 2nd floor room, 180 and sprint to the 5-way intersection. Switch to the pistol, send 2 rnds into one of the EBs on the XP Wkwy then switch to the SG and run into the alley between the building with the tram lever on the balcony and the flat roofed building with tons of supplies on it. ASAP run and jump up and over the crates against the wall to the low flat roof. Jump off and left to the lower roof and then up the ladder. The route is laid out with a series of planks leading you to the XP Wkwy. With the EBs gone there's less stress involved in making a successful jump to the platform with the hanging corpse. Sprint over planks and roofs when possible to make time at the end of the XP Wkwy. Ignore the speeder once you're on the XP Wkwy, run the length of the Wkwy to where it begins to turn right and come to a stop. Orient to the leading edge and corner of the hanging corpse platform then press and hold sprint. Press jump at the edge of the Wkwy and while in the air press crouch; you'll land on the platform. Stand and run, jump to the flat roof with the ladder and climb. A speeder may drop from above onto the XP plank to the next flat roof; this will most likely cause you to fall to the ground. To avoid the possibility, run and jump from the left side of the planks to the flat roof. Climb the next ladder and run toward the wall at your 12:00. Stop when you're across from the window opening you sent DB through, turn to face the window and 2 fire escapes. Run and jump to and through the lighted window opening, GGP- DB then run into the Hlwy and launch DB past the Zs to the far end. Duck back into the room for a 2-3 count then exit and run toward the Zs. DB will attract all the Zs on this floor to it. Run to the stairs, you may need to stand on the railing for LOF on DB, GGP- it to you then drop off the railing and run down the left side of the stairs. (NOTE) Don't be overly surprised to find DB missing, (no visual and possibly no audio) when you finally jump into the room. Enter the Hlwy and look to the far end before you freak it may be there getting smacked by Zs. If so to save time you may have to SG some or all, do your best to RA DB from them then send it past to the far end of the stairwell. If you do hear it in the room but is invisible try to go to a save close to receiving the SG and try again. DB has history with invisible, I jumped onto it once and when I jump off it was invisible. DB has also disappeared from the church yard a few times too, so do yourself a favor and make a few manual saves through this area incase DB goes bye-bye. In HL2 there're Zs at the base of the stairs, in HL2ud there are none. _____________________________________ There will be 2-3 Zs below, but you can avoid any serious damage getting past them. Run to the ladder, climb and bee line to the XP, drop Db and exit before you receive too many HC bites. GGP- DB then BH over the planks and pitched roof to the flat roof, if you hang around you'll be dealing with umpteen speeders now instead of later. Run left on the flat roof to avoid the incoming flying speeder then jump to and over the red shallow pitched roof. Run down to the flat roof connected to it near the church yard fence then run left and drop to the ground. (NOTE) If you intend to keep DB, regardless of whether you are playing HL2 or HL2ud, you will need to get DB to Grigori's side of the fence. To date I've not found any other places where DB can be launched from other than the one previously discovered by another player going by the screen name "HTW" who was playing an HL2 up date game. It requires one to go to ground. In both games you must launch DB into the church yard. To do this one will encounter more speeders in one small area than in all other parts of Ravenholm combined and then one must make it back to the flat roof and tram alive. It ain't easy; you'll likely need the MKs on the roof and from the church yard! If you flake trying to locate the correct spot to launch DB you will be swarmed and pummeled by more speeders than you care to imagine. If you're playing my style you're doing your best to avoid any confrontations, if not, you're killing everything. If you're killing everything there will eventually be a lull in the attacks, where you will be able to launch DB into the church yard unmolested, if you last that long. Regardless of your MO, this part must be done fast and accurately for any chance of making it to the fire escape let alone the roof. _____________________________________ Continue along the paved path with the church on your 3:00 till you have the tree at your 3:00. Remain on the ground and move to the left of the tree planted on the low retaining wall which is beside the high retaining wall. "SAVE" You must launch DB between the left side of the tree, the right side of the church wall and above the fence to succeed; it's a very small window. Once complete, switch to SG, the path leading back to the fire escape will require sprints, dodges and jumps through a gauntlet of speeders. Then once through the break in the fence at the end of the narrow alley there're more speeders, spiders, PSs and a PST waiting to block your path to the fire escape. So be prepared to SG your way out of a swarm circle in the narrow alley if you must. There may be even more uglies on the fire escape blocking your way to the 2nd/3rd floor safe room. Once you're in the safe room ensure you close the EP before climbing and holding on the ladder. (NOTE) With this path you may be required to prematurely access the tram roof and hang around for Grigori recognition. In HL2ud papa Oblivious spends so much time shooting DB he fails to acknowledge your existence. _____________________________________ 11/12/16 (NOTE) I have a new slightly faster way from the flat roof tram to the churchyard. I tried sprint/jump crouch from the tram platform from as many angles as I could find from either side of the tram post. I even tried to see if I could land on and walk the bottom tram cable to the fence, no joy. The maneuver saves maybe 10 secs from entering the tram, getting the lever to move and passing over the fence. _____________________________________ Wait for Grigi to tell you he'll send the tram over then drop off the roof to the Wkwy railing beside the EP and reenter the safe room. Climb up the ladder enough to open the hatch then hold till the tram is just about to reach its station. Climb up onto the flat roof; you'll likely hear Grigi tell you to get into the carriage on your way to it. Jump into the carriage, hop onto the edge facing the low section of fence, (tram route) then press run/sprint/jump from the tram carriage to the top of the churchyard fence and then to ground. Resupply then go hunting for DB, it can be anywhere between the 2 fences. (NOTE) Hearing Grigori shooting at DB in HL2ud is reassuring that it is in the church yard. I rarely ever hear him shooting in HL2; it may have something to do with where DB lands after passing over the fence. _____________________________________ 3.6C. CHURCH YARD TO EXITING THE GRAVE YARD (NOTE) Say goodbye to not killing stuff, the game does not allow you to continue beyond the graveyard XP unless all Zs, spiders, PSs and the 1 PST are no more. ______________________________________ DB can be anywhere between the church and the fence Grig and you must climb over to meet more of his kids. Grigori will monolog, while you search for DB, you can lead or follow Grig to the 1st and 2nd fence. Use DB on all speeders between the fences to keep Grigori alive and talking. DB someone then advance to RA it for the next kill. Stay as far ahead of Grig as possible once you are over fence #2 even at the expense of damage from the Zs, he will shoot at DB whenever it is not in your possession. He will fire on EBs while you and or DB are near by. Most often even if you survive the blast DB may not, which is a bad thing. So, stay near the XP end of the graveyard till all EBs have all been detonated. In the total number of Zs between the 2nd fence and XP gate there's only one PST and it's beside the mausoleum, Ensure you have the FL on when in the area to keep a glass eye on the PST, PSs and spiders. Once both of you are at the XP, DB is safe as long as it is restrained by the GG. (NOTE) This event has occurred more than once, and I'm not sure what causes it. DB hits an invisible barrier prior to entering the XP gate area. I don't have the vaguest idea why, the couple times it's happened I had been in an out of the XP area more than once DBing Zs. It is not essential to retain DB further; the mine area can just as easily be completed without it. At the end of this guide I have compiled a guide that will get anyone from Black Mesa to the end of Nova Prospekt. ______________________________________ 3.6D. GRAVE YARD TO EXITING THE TUNNEL AT THE TRAIN YARD 1/3/17 New tactic with speeder on train tracks Inside the building and beside the pit, I approach the pit from the left leading corner with FL on. There're 4X4 perimeter wall frames all the way to the cavern, every level of 4X4s has a broken 4X4 that slants down. Dropping down to the next 4X4 below; these spots prevents impact damage. The last level allows you to drop down to a Wkwy, locate the shack and head for it there are SCs in it and ammo. When done, exit and follow the dark section to a busted series of stairs. Locate the fence beyond the other sets of stairs and platforms, this is your XP. Drop to the ground and sprint to the stairs, climb up and jump over the fence to the ceiling beams, follow the ceiling beams to the end where you'll see another pit. Drop off the beams then move to and drop into the pit. In the water, FL on, swim through the tunnel to the wooden frame, climb up and over or swim to the bottom crouch and creep under it. Keep swimming till you can rise out of the water. Locate the chopper tram lever; jump onto it then to the tram. Walk, run, sprint and or BH along the top of the tram cable toward the sunny tunnel entrance, bothered by -0- Zs. Once outside bear right and run along the trains, the train car speeder will activate, ignore it. Continue running till you hear the 1st shot report from sniper#1 then begin sprinting. There're 3 Zs ahead, I stay along the wall to the right and weave between the Zs and I think they may provide some protection from sniper#1. You will need to BH and go serpentine for the last bit of distance to cover and may or may not take a sniper rnd. Keep moving, (walking) once you have cover beside the tractor, (train engine), the speeder may be following. As soon as you have a bead or 2 of suit recharge sprint past the end of and to the left of the tractor and then crouch to avoid an rnd from sniper#2. Creep toward the logger flatbed then left to and along the wall, switch to the KB and clock the HC at the cars wheelset. Keep going, ignore sniper#2 locate the small cache beside a train car. Shoulder the SG, sprint toward the car blocking the tracks then run through the opening in the train car. There're 2 BGs in the immediate area and a possible 3rd that may appear climbing the flatbed car to your right. RT/SG BG#1 to your right, then sprint to BG#2 crouching between your 10 and 1:00 and RT/SG him. If a 3rd BG does appear on the flatbed RT/SG it, then locate and enter the freight car for the PR and ammo. Once you're past the freight car BH through the tunnel rest of the tunnel. Run and drift left to the van then begin to sprint as you slide along it for the SB. Continue sprinting to the left side of the train car ahead, crouch past the wheelset and duck under the car. QS to GG and press stand before exiting from under the car. Swing left around the car, GGP-/+ the closest EB to the closest BG. Do the same thing to BG#2 if he's near enough to be an issue. Run to the left side of the building EP, GGP-/+ another EB and send it to the EP, QS to SG and charge any surviving EP BGs with RT/SG. Odds are you'll end up with a PR in your hands, don't stop firing till the small dark room is clear. Switch to the revolver, crouch at the small rooms XP to the large room, zoom and side step out. Head shoot the nearby BG between and or just past the metal gantry columns. Search for another BG, I find the yellow car a fine hunting ground for head shots via its windows, often taking 2 from it. Switch to SG, stand and sprint toward the right side of the yellow car. Run at and RT/SG the rightmost BG as you pass by the car, continue through him then left for cover from any remaining BG/s. Reload from cover then ensure there're no BGs in the small windowed room before you continue with the rebel. Follow the rebel after checking for replacement ammo. You'll find ammo deeper into the building and some MKs by the time you get to the buggy on the pier. _____________________________________________________________________________ 3.7. HIGHWAY 17 3.7a. COLONEL CABBAGES'S PLAYHOUSE TO PIERS AND ALS AND OBGYNS OH MY 3.7b. GS#2 TO THE BRIDGE 3.7c RR TRACK SS CR TO RAZOR TRAIN 12/29/16 New path and tactics beginning at 3.7b "RR Track SS CR to Razor Train" 12/31/16 Multiple new paths and tactic changes beginning of Chapter to "RR Track SS CR to Razor Train" 3.7a. COLONEL CABBAGES'S PLAYHOUSE TO PIERS AND ALS AND OBGYNS OH MY Ignore the stop at the supply house, Tau through the traffic barricade then take the 1st right on 17 past the tunnel, long beach drive end up at Col. Cabbage's playhouse. GS#1, I run up to the 2nd floor and send all available rockets from the balcony, (5 if a rebel arrives and offers a round). I grab the 1 rnd in the basement as I run through it. I send the 1 rnd as I get outside then sprint to the small red shed when the rnd contacts or is destroyed, there're 2 rnds in the shed; if I have misses and no one offers me ammo I sprint left to the garage for rnds and MKs inside and out. When complete, run back to the basement and Cubby to have the gate opened then beat feet to the buggy. Next right off 17, I go left at the water, locate the piers and plow down the 2 OBGs running on the sand. Tau pier OBG#1 if the ALs didn't already get him, park the buggy between the thumper and crane then sprint past the thumper to the ramp. Climb the ramp, to gain control of pier#1; the 4 remaining pier OBGs must be removed. I sprint along the left side of the shack and RT/SG BG#2 when he appears at the left rear corner of the building. I run through him and continue Cw around the building to BG#3 who is now at the front of the shack or visible from the right front corner as I round the right rear corner. Sprint to CQ for the RT/SG then crouch at the front of the shack. (NOTE) Ignoring the thumper allows more ALs to appear from the sand and keeps the pier BGs busy. Each BG you retire leaves more ALs to occupy the remaining BGs. ______________________________________ Pull the 357, zoom and head shoot the crane BG. Creep to the right front corner of the shack and Boo for BG#4 take him with the 357 if you have LOS. Odds are BGs#4 and 5 are preoccupied with ALs and may be further along the pier. Maintain distance, scope and use the 357, run to and climb the crane, position the buggy over pier#2. You'll see the overhead door of the warehouse begin to rise, exit the crane and creep to the railing, pull the revolver and wait for all 3 BGs to collect at the EB. Send 1 rnd, if one BG survives send a 2nd rnd into it then climb back into the crane. Lower the boom till the buggy is just below the top of the raised crossing bridge then swing the buggy into it. Drop the buggy nearby then exit the crane and head for pier#2. I crouch along the exterior wall and now use the revolver on the 3 BGs in the warehouse. The BGs like to toss Gs so it pays to stay close to the corner of the building for cover. Locate the CR when the warehouse has been cleared and open the XP, (overhead door); grab the goodies set the launcher as primary then jump into the buggy and exit the building. The next big building you see requires you to drive into it and through the large window wall with the buggy. 3.7b. GS#2 TO THE BRIDGE GS#2 appears just before you jump the busted bridge, locate the car pile-up and the LAC van, use all for cover, and send the rockets straight up and then to the rear of GS#2 if possible to increase your kill rate. There's lots of MKs in the debris and a little further down the road, a van with more MKs. I now stop the buggy so that I only need to push the car near the van out of the way then use the buggy to push the vehicle against the rock wall clear. Next is a series of roller mines, the bastages stick to the buggy and mess it up, so if you can't maneuver through the 1st 2 sets stop and GGP-/+ them away. I can never get by the 3rd set of 3 mines so I stop ahead of them when I see them rise up from the road and GGP-/+ them into the water. (NOTE) The next bit differs from HL2 to HL2ud; the difference is in the way the giant boulder lands across the road. In HL2 you can squeeze by between the house and end of the boulder. In HL2ud the boulder splits and falls further to the right blocking passage to the right but opening it up at the left end. _____________________________________ Save the NOS, drive to whatever side the version of HL allows to get by the boulder. Once past the boulder, you'll see more debris, cars, truck and boulders blocking off the road ahead. Move to the left side of the road along the rock wall then open NOS just before car#1, you'll push it out of the way. Drive to the gap left of the truck, you want to jump over the low side of the massive boulder and maybe take out a couple of the BGs along the way. Do not stop keep driving away from the chaos. A vehicle and debris blockade beside a knob hill appears ahead. Maneuver to the right then between the blockade and the knob with the buggy. Climb the hill, you'll find an SC and a CB on the hill, ahead of you, a bridge, SS and buildings from your 11:00 to 1:00. There's an OBG standing on the Wkwy of a road sign while 2 OBGs advance from the buildings toward the bridge. Grab the CB, crouch, scope it and hold for the 2 ground BGs to stop. (NOTE) This will take some practice to get the timing right, I CB all 3 bridge area OBGs from the hill beginning with the barn BG then bridge BG and finally sign BG, (sign can't get away). Once barn is down finding the correct location for an ambush shot on bridge and timing the bolt while he's retreating is nearly absolute. This is my MO, I target the bolt just left of the top left corner of the end bridge post closest to the barn. I send the bolt as the BG clears the SS tower en route to the barn. With practice one can provide a 90+% success rate. Sending a bolt to the EBs at the gas tanks sometimes removes all 3 OBGs involved in the flanking maneuver. ______________________________________ Sprint between the shed and garage; circle the garage Cw to its rear corner. Once you're past the garage turn right scope the CB and send a bolt to the EBs near the gas tanks as the BGs pass near it. This will prevent their flanking maneuver regardless of whether they are retired or not. Back step a bit toward the rock wall, crouch and select targets as they become viable. When all BGs are down, often 5, if not approach the house cautiously from the left side to ensure there isn't a holdback or 2 inside. GGP+ the generator truck to separate the power to the SS, sprint back to the buggy and drive off for the bridge. (NOTE) "The Bridge"; Disclaimer this precludes me and or you falling or jumping off the bridge for any reason, and or blowing ourselves up again, for any reason. Lacking keyboard and mouse dexterity and or playing the game on a console, whatever
the brand is. Oh yeah and being a lousy spastic shot. ______________________________________ 3.7c RR TRACK SS CR TO RAZOR TRAIN 12/29/16 New path and tactics beginning at houses #1-3, in and out of the Bridge to the Bridge SS. 1/4/17 New maneuver to shack#3 before GS#3 This is the fastest and safest way I found to complete the bridge with near to -0- death or restarts. Pull up to house #1 (on right) then back up just past the shed and target the house doorway. Tau OBG#1, exit car enter house #1 from the left side of the door in a crouch, (RT/SG or PR OBG#2) exit or clear back room of goodies. In HL2ud, you may encounter 1 or 2 OBGs from the left as you exit house#1. In the car, drive straight to house#2, (the big house) then back up to your previous position. 3 more OBGs appear, from the garage of house#2, house #2 and house #3, Tau all. (NOTE) 12/29/16 New Route and tactics begin from here Instead of backing the buggy between the garage of house#1 and house#2 back it up into the niche between house#1, (EP side) and the red shed. Sprint to the entryway of house#2; if you've used the launcher more than suggested in the guide reload at the LAC then head up to 2nd fl of house #2. I Use the small end table near the stairs. Remain at the top of the stairs, scope, locate and GGP- the CB from the nearby room then head back outside. Sprint on, along and to the end of the wooden Wkwy, at the Wkwy railing, (beside house#3) and facing the entry to the Bridge abutment jump up and onto the railing. Look left to locate the path leading to the bridge abutment#1 EP then run/jump to the path. Sprint to the EP and enter, load up on supplies then use the XP. Continue to and through tower#1 to tower#2. There's a LAC in the base, climb the stairs to the top, (there's 2 more SBs). Exit tower#2 through shack#1 to the metal Wkwys then make your way to shack#2. Ignore and continue past shack#2 and ignore shack#3 ahead and below while you're at it. You need to figure a way to get to shack#4, you can just make it out if you move to the end of the broken Wkwy, scope and look straight across and over shack#3. When you've figured the path out and you're standing on the Wkwy leading to shack#4, sprint through it. There're 2 HCs to the left of the EP. When back outside you'll see shack#5 ahead and attached to tower#3 just like shack#1 and tower#2. Turn right at the EP to shack#5 and go to the railing, look up and left to see the top of a combine lookout station, shoulder the CB and jump onto the railing, you now have LOS on the lookout, CB OBG#1. If he throws a grenade before dead, quickly retreat into shack#5 for cover. Down through tower#3 to the Wkwy, sprint to beginning of tower#4 and crouch, creep forward, OBGs#2 and 3 on right 1 low 1 high. CB one of them then back up for cover while you reload then relocate and CB OBG#3. Stand switch to pistol then sprint to and through the EP of abutment#2, go to your right stop behind the SC and beside the large crate. This provides you cover from OBGs#4&5 who are hiding behind the metal cabinets on the other side of the fence. Listen and you'll hear them begin running as you go into your crouch, target the EB on the shelf with the steel beams, as soon as they stop running send 3 rapid fire rnds into the EB. The beams will crush the 2 and prevent any extra BGs from entering the fray while you are at a disadvantage. If you spring the trap prematurely or late one of them usually survives, it'll likely head for your EP, take him out ASAP then beat feet for cover under the upper Wkwy before incurring too much damage from 2 more OBGs that enter the room from above. (NOTE) If done correctly no other BGs will appear from the upper right Wkwy EP. ______________________________________ Outside, locate and climb the ladder accept all needed ammo. I prefer the SG run around the corner to the edge of the 2nd window then crouch and hold. Keep one finger hovering over the key that holds the revolver incase the 4 BGs enter the Wkwy too fast for you to reload the SG. RT/SG each OBG as it passes through the EP and turns to face you. (NOTE) Preferably, you want to reload the SG 1 rnd after the 1st 2 BGs; however, if you can only complete 1 reload, you may still RT/SG OBG#9 even though you only have 1 rnd left. If you're unable to complete 1 reload fast tap your pistol/revolver key to retire BG#9. ______________________________________ The SG OBG provides the most damage, if he gets a chance to fire on Gordon. When clear enter abutment#2, clear the room then enter the stairwell, GGP- the crate from the opening above then bounce a G off the ceiling of the room above. ASAP switch to the SG as you run up the stairs, target the EP and wait for the screams. Sidestep into the EP to retire anything standing. Collect anything usable and then press the button to lower bridge SS. GS#3 activates. Shoulder the launcher; take the short cut to the upper level of the room where you shot the shelf EB. Drop to the floor to the left of the EP/XP then strafe right and send 1 rnd to the ground just in front of 2 OBGs near this end of tower#3. 1/4/17 New maneuver to shack#3 before GS#3 It's best to catch them before they can begin their charge. Sprint to said buttress and climb to top, grab any health required to 100%. Sprint to and jump the break in the Wkwy to the next building and enter at a run. Exit at a run to and along the busted Wkwy then drop to the Wkwy below. Stop at the leading edge of the short section of Wkwy and jump up onto the left side railing. Run/sprint/jump to the shack#3 platform, stand and locate GS#3. (NOTE) If you are adept with the launcher and removing gun ships you can remain outside maneuvering around the platform and launching at GS#3. There is no section on the platform that blocks you from launching at GS#3 and then tracking it for a hit. It is extremely vulnerable when passing under the bridge arches; it's too close to dodge rockets. You can use the building as cover if required by moving toward and crouching when #3 is to the rear of the building and you are unable to fire on it, (lack of ammo). The only time you are in serious danger is when you are between GS#3 and the building; it is not dodging a round and you aren't sending one. I can't remember the last time I had to access the LAC for a reload on hard mode. ______________________________________ Once GS#3 is down, hit the LAC or not, climb the tall ladder and continue back to the 3 houses. Ignore the PST, Z and ALs, depending on the position of the PST; if at the XP, it is usually pushed behind the door as it opens, if within 20 feet of the XP you can jump over it and if it is closer to the Z and ALs you can drop off the upper path without damage by sliding along the ledge wall to the lower path. As for the ALs, all you need to do is GGP+ them out of your way then sprint to safety. Remain to the rear side of houses#2 and 1 on your way to the buggy to avoid OBG gunfire, jump into the buggy, exit left then right between the safety bollards to the bridge road; ASAP align on top of the right side track. (NOTE) In HL2ud I am able to complete the next bit nearly 95% of the time with the following technique. In HL2, I have beaten the train twice, in both cases it still slammed me but the game physics shot the buggy at an angle that landed it on the low slope below the tracks, where I was able to GG the buggy to level ground. I believe HL2 is just punishing the player. No matter what technique I have tried, (when, where and or how many times to turbo) the train adjusts to the buggies position and slams it as you try to pass between it and the stationary train. In HL2, you're better off retreating to safety after passing the 3rd train car till the train passes. Take your time if you like, locate the busted up landscape and tunnel and enter to begin Sand traps. ______________________________________ In HL2ud, pedal to metal, at about 50 to 60 feet from the 1st trestle on the right open NOS, about 100 feet from the end trestle buttress hit NOS again; you'll make the cut left before it passes the end of the train car past the break. There's a ragged path to another tunnel, once inside the tunnel you begin Sand traps. ____________________________________________________________________________ 3.8. SAND TRAPS 3.8a. TUNNEL TO 2 RISING ROAD BARRIERS 3.8b. THE RAMSHACKLE OVERHEAD GATE TO THE LIGHTHOUSE AND GS#4 3.8c. RUNNING OVER ROCKS AND PLANKS AVOIDING ALS TO THE GUARDIAN 3.8d. POD TRAINING TO 3 TOWERS 3.8e. ASSAULT ON NOVA PROSPEKT'S BACK DOOR 1/4/17 New maneuver after leaving buggy in garage (NOTE) The next 2 stop designations are in my terms, "2 pairs of rising road barriers" and "The Ramshackle overhead Gate". In general they're pretty normal; basically ammo sucks if you allow yourself to indulge. _____________________________________ 3.8a. TUNNEL TO 2 RISING ROAD BARRIERS The chapter changes to Sandtraps inside the tunnel; I hit or miss Z#1 and slam Z#2 with the buggy. I position the buggy to slam the car against the wall at my 11:00, TAU the EB near it then ram the car with NOS. I aim for center group of on coming speeders for GPs. Once outside you approach another blockade, drift left off the pavement after the road sign then drive between the rising road block and the SS structure. Drive diagonally right across the road, drive between the shed and the horizontal road barrier, slow down a bit and drive between the boulder and the cliff ledge. I rarely ever take more than 1 to 3% damage from enemy fire. 3.8b. THE RAMSHACKLE OVERHEAD GATE TO THE LIGHTHOUSE AND GS#4 (NOTE) If you have your route planned, parking beside the reddish car places the buggy far enough away from the just dropped roller mines to make you escape without their hindrance. _____________________________________ The next barrier is another debris blockade and hill to the right of it. Use the hill to jump the barrier and continue up to the ramshackle overhead gate. Pass by the building on the left and stop beside the reddish over turned car. Hop out of the buggy, sprint to the overturned tub and GGP+ it, GGP- the battery then BH to and into the building. Set the battery into is slot then GGP- the battery on the cot and place it to open the gate. Exit the building and sprint to your right toward the barrel with the SB, GGP- it then turn right and GGP- the other SB to you. Sprint back to the buggy then beat feet before the roller mines can attach to the car. I go to the right past the DS and sometimes run an OBG down in the process. (NOTE) My current defensive/offensive tactics leading up to the GS#4 light house assault more or less mirrors the tech observed from a "Gaming Review", HL2 hard mode "You Tube" video I watched last Fall 2015. I wish they posted the players name so I could credit and congratulate him/her for a killer maneuver. Excluding the lighthouse/GS confrontation, this tech, once learned is absurdly easy and fast. The trick is to use one of the barrels beside the garage as your projectile and shield when required. I was successful with my own maneuvers but it took so much longer, I took considerable damage, scrambled for and wasted too much ammo. ______________________________________ 1/4/17 New maneuver after leaving buggy in garage 1. Save often until you are confident with the moves and with a minimum 75% success rate. 2. Use the barrel in the vertical position as cover from DS#1 as it maneuvers into landing position. Toss the barrel up and let it fall then crouch and GGP- it from the top or bottom end so that the barrel is in line with the GG. 3. Position in front of the ship as it nears the ground and maneuvers to settle down; it appears to forget about you when it gets close. You want about 20 feet between the end of the DS ramp and the barrel. You want to wait till BG#1 comes to a full stop off the ramp to GGP+ him and the rest of the BGs. There's an invisible barrier that projects "X" number of feet in front of the ramp which also protects the BG. ASAP press GGP- and advance on the barrel to grab it before it has a chance to get away from you. As soon as you have it back step to your previous position for BG#2. If you can't get back into position just remember to wait for the next BG to come to a full stop before sending the barrel. Facing the ramp helps me retrieve the barrel faster more often than not. The all important point is to take the BG while he is stationary if he's moving off the ramp during barrel contact he'll shrug it off. I repeat this method with all 3 DS, when all the OBGs from DSs 1-3 have been dealt with, I drop the barrel, switch to the SG and run to the base of the light house. I circle it Cw and hold halfway around from the steps till DS#4 moves in to deploy troops. I then position for head shots as each OBG exits to the ramp and comes to a stop on the lighthouse Wkwy. (NOTE) Not sure if it's my game or not, but I seem to have an intermittent glitch, that appears when I'm trying to make time from DS#2 to DS#3. It seems like something is preventing and or pushing against me and or the barrel I'm carrying. BH is even worse to the point where it looks like I'm moving at half or less speed and being pushed left to right as I pass the end of the stone wall in front of the house on my right. I can see the barrel vibrating big time. Now as I round the garage to position for DS#1 I GGP-/+ a barrel toward the position DS#3 will take, this allow me to sprint most of the way to DS#3. _____________________________________ GS#4, Enter the light house, beat feet to the top floor and the LAC. On your way, keep a sharp eye on the windows ahead of you to ensure you don't run into GS#4 gun fire. There's a table with MKs, health up and continue to the top floor. All actions against GS#4 are taken from the observation deck. As with the prior GSs your best tactic is to launch from cover, up and away from your position then provide a preferably erratic path to the 6 of the GS, if not then its back or belly for the strike. When complete, grab whatever your inventory lacks then run to the basement level of the lighthouse and exit. Once you're on the ledge below, there's one more OBG lurking above, I have no idea where he comes from, nonetheless a quick and painless method is 1-2 rnds from the revolver. 3.8c. RUNNING OVER ROCKS AND PLANKS AVOIDING ALS TO THE GUARDIAN (NOTE) As for the ALs, (Ant Lions), they're a P.I.T.A. with or without the guardian's pheropods. However they lurve whoever holds and squeezes the pod, so once you have pods use the ALs for all the heavy lifting, (OBG removal and as cannon fodder, OBG = ammo suck). Keep a pod in hand while you're on your way to Nova Prospekt; use it to recall and or replenish ALs and to throw at the BGs. When a pod lands close to a BG, said BG thrashes about in a confused state for a few seconds, (pheromones are a crazy thing yeah!) this prevents him from firing on you or your boys. So keep throwing pods till an AL takes him down. If the ALs ignore him for too long and there're tons of other OBGs in the area then ASAP after throwing a pod his way whip out your favorite boom stick and vent him. ______________________________________ From the Moment you meet up with the 2 men on the sand till you meet up with the guardian the ALS will be your enemy. GGP- usable supplies from the sand then leave by running and jumping from boulder to boulder. When you get to the area with the pallets and the sheet metal section use the long jump to the 3rd and 4th boulders. When you get to the counter balance puzzle, jump onto the long wooden set of boards then GGP- the crate from the far end and place it on the end you just jumped from. Sprint and jump from the boards to the outcrop, (possibly at a long ago time mini islets) Make your way to the highest point with the long planks beside the tree, face the shack ahead then drop off to the small ledge lower ledge. Long jump over to the next plateau. Grab a barrel out of the shed, run down the busted ramp then left onto the stone outcrop place it on the stone then hop up onto it and then to the wooden platform. Run down the 1st section of the next ramp to the platform then halfway down the 2nd ramp then long jump to the lowest section of stone. Stand and run to the back of the next building to start the generator. Check the supplies in the building then head out front toward the thumper. Switch to SG then sprint/jump out onto the sand straight to the thumper. Stop there to recharge your suit meter then sprint to the next outcropping. Climb up cross over and drop down to the 1st ledge, 180 and hold facing the upper section for the ALs. SG all ALs till the area is clear. (NOTE) In HL2ud the EBs are spread out over a wider area than they are in HL2. _____________________________________ From the ledge it's a run and gun to cover; I sprint to each EB and GGP-/+ them to the guardian then beat feet to the niche nestled between the rock wall and some boulders, just past the rebel encampment EP. There's debris in front of the niche you must jump over or run around to attain safety. ALs can and do enter the niche so be prepared to defend while the rebel gunner punishes the guardian. If you can make it out of the niche to paint the guardian with pistol rnds do so to encourage its demise. 3.8d. POD TRAINING TO 3 TOWERS Follow the instructions of the Vortigaunt and then take your new friends with you on a new big and bloody adventure. There're 5 stations all stocked with OBGs and a series of thumpers you must deal with on your way to Nova Prospekt, lead with the hand that has the pod and pod the living crap out of everyone in your way. At the next to last station, I pod the last station and its surrounding area then return to the MGT and fire on the OBGs flooding in from a drop ship. When complete, remove the 2 Zs by setting them on fire and collapsing the wooden platform on them, turning it into a ramp. Pod the crap out of the structure with the Wkwys, pull the pistol, toggle zoom and vent whatever tower guard you can to assist the lads. Climb to the 1st Wkwy, jump the railing and then the break in the ground, climb the doglegs and pull the KB as you go. Remain one level below the outflow pipe and hammer the speeder when it exits the pipe, it doesn't fight back. Pull the pod, (yeah, I know what it sounds like but I'm not changing it ... grow up)! Run the pipe and squeeze that pod, STOP LAUGHING! Eventually you end up swimming through and climbing out of a pool of water, locate and sprint to the low white building. About halfway along the wall you'll rise up enough for LOS on towers #1 and 2, alternate podding the 2 towers till all BGs are down. Sprint the perimeter wall CCw to the side of tower #2 and pod tower #3 till cleared. (NOTE) There is no easy way to plow through this area, unless you're playing on "Easy Mode"! However for me this method works the best out of all the tactics I've tried to date, if possible I will improve the odds of success. Out of the number of times I've played through this area on hard mode I've used this technique most often. It's the only method I've used where I've survived without a restart. I still die, due to accidental suicides, getting caught in the open because I can't get around the ALs to cover; mistakenly assuming I actually accessed the ammo crate but didn't or got mowed down trying get to the MKs. ______________________________________ 3.8e. ASSAULT ON NOVA PROSPEKT'S BACK DOOR (NOTE) What follows took me some time to get right, my fingers are old and I'm not good with a keyboard. Dimes to dollars you young and adept players will pick it up pronto and or improve on it. ______________________________________ 1. With your back to the perimeter wall and tower #2 to your 12:00, shoulder the CB scoped or not as you strafe right. The odds are nearly 50/50, (playing HL2ud) OBG#1 will rabbit up and over the roof for cover just after both appear on the balcony of guard shack#1 inside the compound. Anyway, if you can CB OBG#1 before he rabbits all the better. If he bolts and you're good with the CB you can go for an ambush, aim at the left corner of the guard shack and above the lower roof; send it as soon as he bolts to catch him as he rises over the ridge. On OBG #2, pull the revolver, toggle zoom then send 1 to drop him, (if you have a gaming mouse and can adjust the DPI in game do so to ensure a 1 shot kill). 2. Pull a pod then sprint toward the compound steps. Stop about 20-30 feet from the steps and send 3 pods toward the leading corner of the roof overhang, (ensure you do not tag an AL with a pod). Switch to the GG, sprint up the steps and head for the EB at the far right end of the roof overhang. Grab and send the EB away and into something to detonate. 3. ASAP pull pods and throw them to the strip of pavement between the container and the edge of the retaining wall above the steps you previously sprinted. Throw 3 pods to ensure all ALs move to the pods. 4. ASAP 180 and head for the SC under the roof and against the wall. If rocket#1 is on the SC pull the KB and bust the crate, if it is to the right of the SC pick the SC up and toss it toward the crates past the roof. If rocket#1 is to the left of the SC, move to the left of the SC and back up to it. 5. Shoulder the launcher and SAVE. When GS#5 has LOF on the ALs it'll commence firing on them and ignore you for the 1st rnd or 2. Send rnd#1 just before or as GS#5 appears beyond and to the left of tower#2. Track the rnd to contact then back step to ensure rocket#1 is collected. Send rnd#2 then head toward the crates and left. Track the rnd to contact as GS#5 advances, ASAP begin fast tapping the fire button for rnd#3. 6. GS#5 will be nearly overhead by the time rnd#3 exits the tube, remain exposed and constantly moving between shots #3 and 4. 7. As soon as rnd#4 makes contact, turn to your left then sprint to and along the building wall to SC#2 and rocket#2. GS#5 will retreat toward the towers for a moment then return. ASAP turn left and send rnd#5; continue toward the roof overhang for 10 feet to ensure tracking and contact. If you were quick about it GS#5 is just about to pass by the leading edge of the roof overhang at the retaining wall when rnd#5 makes contact. 8. 180 pull the revolver then sprint toward the leading corner of the small glass walled room, (supply shack). Ensure you stop squarely in front of the 1st window from the left and begin firing. You need the mullion between the 2 windows for momentary cover from BG#2. (NOTE) You need to break the window and then kill or force BG#1 to move out of your LOF so you can quick switch to the GG and draw rocket#6 to you. Ensure you send rnd#6 up and away from GS#5; the muzzle flash will temporarily blind you and may cause a miss. GS#5 drops below the perimeter wall and pulls away from the area before rising again to skirt over the top of the buildings for cover. ______________________________________ 9. ASAP double tap 5 for the launcher then back peddle away from the small room. GS#5 should be flying over the small room and heading for the perimeter wall. If most goes smoothly and you send rnd#6 ASAP, it will succeed before GS#5 drops below the wall. ASAP sprint around the supply shack to the EP while BG#2 is still occupied with ALs. (NOTE) If you do not have a clear shot at GS#5 before it drops below the wall, keep the rocket moving till it rises above. ______________________________________ Plan B; If you didn't send rnd#6 before GS#5 dipped below the perimeter wall or before it moved out of range, circle the supply shack to its EP then along the wall to the corner, guard shack#2 will be at your 1:00. Stop just before the corner, shortly GS#5 will reappear over guard shack#3 back peddling right to left over the center of the compound. GS#6 may be overhead and you may take fire from the BGs in guard shack#2. Take the shot, with contact sprint back to the supply shack EP. Both scenarios continue from here Switch to the SMG, open the door and back step away from it as it opens. If you previously dropped BG#1 at the windows, spread the lead over BG#2 as you enter the room. If BG#1 is still breathing HEG the room before returning to the EP. When the WDs have been drained and you take possession of the PB exit the SC shack. Sprint along the wall toward the corner, sprint around the corner and head for dumpster#1. Run along the wall and look up to the Wkwy for BGs spawning at the MGTs. Enter dumpster#1 and SAVE. Switch to the GG and GGP- the EB, take a step out, look up, locate a BG and send the EB to it. Once the OBGs have been cleared switch to the CB and hold, listen for a lull in the GS noise, when GS noise quiets a bit back out from dumpster#1 and face the center of the compound, strafe left to look past and over dumpster#2. Locate the 2 OBGs at guard tower#3 and CB them. ASAP pull the pistol and kill the EBs lining the retaining wall railing then duck back into dumpster#1. SAVE, switch to the GG; exit, turn right for the steps and sprint to the left side of dumpster#2. ASAP GGP-/+ the EB when in range to fling it away from dumpster#2, preferably to explode on the perimeter wall below guard tower#3 then sprint around the back of dumpster#2 to the launcher ammo crate. ASAP GGP+ the EB away, reload and double tap 5 for the launcher. Sprint to the rear of dumpster#2, (G.tower#3 side) and SAVE. Preferably, at this point you should have 6 rnds in GS#5; unfortunately GS#5 isn't sending smoke signals. If you're lucky you'll hit #5 for the 7th time on your next launch. If your next successful launch isn't on GS#5, locate GS#5 ASAP. Removing GS#5 on rnd #8 just about doubles your survival odds. (NOTE) The best I can offer at this point is to keep moving, your life was made so much easier by dropping GS#5. Use dumpster#2 and the perimeter walls for cover from GS#6, there're 2 MKs on the ground in the area around dumpster#2, a 3rd MK is in dumpster#2, you may be better off avoiding the dumpster MK until GS#6 is down. However if you're near the ladder and GS#6 is out of sight go for it. There is an oddity, I don't know if it's a glitch or a random event thrown in by the game. Often GS"X" blows a hole in the wall providing early access to Nova Prospekt before both GSs are down. I suggest taking advantage of it if close by, of low health and aware of the event; (big boom, hole in the wall and fire all over the place). I experimented with the ALs and the 2 BGs in guard shack#2, for "X" number of games I did not remove the 2 OBGs from the shack to see if their clearing of ALs has a beneficial effect on the AL numbers and the GSs. In particular, if the GSs are paying any more attention to them than me. It appears the guard shack#2 BGs influence the number of ALs and I believe the effect is that the GSs do pay more attention to me when there are fewer ALs. On hard mode, removing the 2 BGs improved my survivability to 75% from tower#2 to the beginning of Nova Prospekt as long as I'm able to drop GS#5 pronto from dumpster#2. Since improving my game play I no longer remove the guard shack#2 BGs. If you do leave the BGs alive and you've removed both GSs, you might want to send a launcher rnd into the shack before you attempt a run to the hole, on the chance you may take substantial damage trying to enter the opening. Make your way through the ground fires to the new hole in the exterior wall, locate and use the valves to kill the gas fires then make your way through the rooms to the beginning of Nova Prospekt. _____________________________________________________________________________ 3.9. NOVA PROSPEKT 3.9a. ENTERY TO NOVA PROSPEKT TO THE LAVATORY GUARDIAN 3.9b. CELL AREA COMMON ROOM TO LARGE LAUNDRY ROOM 3.9c. GALLEY TO ENTANGLEMENT 3.9a. ENTERY TO NOVA PROSPEKT TO THE LAVATORY GUARDIAN 1/5/17 New route through 1st flooded room, new tactic communal area cell block#1 1/5/17 New route through Laundry room (NOTE) There aren't a lot of large things to talk about in NP but quite a few small and medium things. It's linear, I tilt all MGTs I can easily and relatively safely get to and ignore the rest. As I stated earlier in the guide, I let and or encourage the ALs to remove as many OBGs and LWMs as possible, I pod everything. __________________ Pass through the XP, jump the Wkwy railing and pull the KB, locate the room with the hole in the wall and climb in. KB or GGP+ the HC in the wall cavity and GGP+ the MGTs as you go. Climb the stairs, locate the CR and use the WDs. Exit, locate the stairs then GGP+ the next 2 MGTs. Pass through the XP, (the only available doorway) then stop at the head of the stairs. 1/5/17 New route through 1st flooded room From the top of the stairs look left and down past the railing to the large vertical "S" shaped pipe, just past the pipe is a large white and rusted tank. Turn left to face the railing and wall, jump onto the railing, the wall will prevent you from overshooting the railing and falling into the water. Sidestep right then jump onto the horizontal section of the pipe and then to the top of the tank, side creep left to the wall and forward to the edge of the tank. Drop off the tank to the Wkwy to the left of the Barnacles then exit the room. Run up the debris ramp and through the hole to the floor above then sprint to the double doors. Sprint out of the room to avoid the spiders dropping from the ceiling. Sprint along the left side Wkwy and drop to the floor below before the spiders can get a bead on you then sprint through the gate to the large room. GGP-/+ a couple barrels at the MGTs on the upper Wkwy. Sprint up the stairs and around the Wkwy to the Lambda symbol. (NOTE) In HL2 you can remove the boards covering the glass with the GG; in HL2ud you must use the KB. ______________________________________ Remove the boards and hop through the window for the supplies only if you are below 60% on both meters. Climb the stairs, and continue to the small room, KB or GGP+ the HC and clear the blockage. Enter the long narrow Hlwy, look down and back to see the debris blocking the XP. Sprint the long narrow Wkwy past the communal Lavatory and showers to the railing. Face the rail and look to your 1:00, crates and a wall corner; jump the railing and run to and just a bit past the wall corner. The guardian will bust through the double doors and enter the room. Just as the legs of the guardian appear from the edge of the corner sprint around and past it into the room it came from. Sprint to the XP (double doors) jump onto the debris, crouch, open the doors and exit. 3.9b. CELL AREA COMMON ROOM TO LARGE LAUNDRY ROOM 1/5/17 New tactic communal area cell block#1 More ALs will join up with you in the room, pull the revolver and move to the left edge of the XP. If you see BGs standing beyond the crates through the fence before you crouch head shoot them 1st then crouch and sidestep into the Hlwy, head shoot any remaining the BGs. Stand, QS to GG then sprint toward the common room, drift left and GGP- the barrel as a shield then BH to MGT#1 and GGP+ it, GGP-/+ MGT#2. Assume you need to clear MHs and the OBG on the upper Wkwy; unless the ALs already took him, otherwise switch to the GG and kill some MHs. Pull a pod and pod the area in front of the cell block gate to move the ALs into position. Switch to PR, and move to the side of the gate, switch back and forth between the PR and pods, the ALs keep the BGs busy enough to ignore you and allowing you to pod them making their matters worse. Enter the cell block GGP any remaining MHs then switch to the SG and head for the SS. 1. If the cell is empty the CR EP will be closed and 3 BGs will be in the CR. GG or shoot the SS power plug, reload and or switch to the SMG then enter the cell, if the BGs still haven't entered the cell, open the CR door, back step and HEG the room. 2. If the cell has 2 BGs the EP to the CR is open and only 1 if any BGs will be inside, kill the 2 BGs then pull the SS plug. 3. PR or SG the BG in the CR and flip the switch, clear the CR XP and exit. (NOTE) 60% of the time I end up with 40-65% health, 30% can range from as low as 3% and high as 85%, the remaining 10% is dead. _____________________________________ Ensure the gate switch has been pulled, clear the XP and exit the CR. If you're low on PR ammo there may be some between the CR and common room but you can do without it. Run upstairs, jump over the LWM and exit to the Wkwy, target the doorway for a bit, if no BGs pass through let the lads deal with the OBGs in the CR. Pick through all the SCs on the Wkwy, if you don't absorb the CB bolts pick it up and drop it to the floor below. Check the cell then return to and enter the CR. Switch to the CB, flip the switch then sprint out to the Wkwy, hop over the railing, on the floor below move left to the outer corner of the Hlwy, crouch and target the edge of the left side of the gate. Odds are the ALs will get to the 3 BGs before they pass through the gate, if not deal with them. Pull a G, enter the commons room and move to the left side of the now open XP gate. Toss G#1 past the gate to the turret behind the table, when it is down turn to the fence blocking the duct; toss G#2 at the floor in front of the fence, about 1 foot from the left corner. This should move the fence out of the way and junk the grate. Sprint to and enter the duct, in the fan room, use the plank, cinder block or 5 gallon bucket to wreck the fan then grab the cinder block. Past the fan, move into the next section of duct a foot or so then GGP+ the grate into the next room. Grab the block and continue along the duct till you have LOS on the OBG crouched against the wall at your 11:00, GGP+. There may be up to 2 more OBGs in said room or still in the MGT room. When this occurs, I have pulled the grate or block to me and used it on OBG#2, crept out of the duct and checked the block for BG#3 or the MGTs. Tilt the MGTs pull the plug and continue up the stairs to next area. Halfway up the right side of stairs, pod the area ahead past the doorway; once the ALs clear the LWMs move to the side of the doorway. Switch to CB and retire the near BG on the Wkwy then any BGs not killed by ALs. Move to the middle of the room and pod the MGT on the mid stair platform at the end of the room. This will clear the LWM and end the BG. If the BG that attempts to man the MGT isn't killed immediately by the ALs end him. Collect any ammo of value, (PBs) then locate the XP, pull the pistol for the EB then G the 2 MGTs at the far side of the next room, I toss just to the right of the far XP. When cleared sprint to stairwell QS to the GG then GGP- /+ the MHs that descend. Climb the stairs, shoulder the SG, sprint to and stop a couple feet before the XP, send 1 rnd into the face of the BG. Shoulder the CB, crouch and side step left onto the Wkwy, CB the near OBG and then scope stand and CB the MGT OBG at the far end of the Wkwy. Switch to pods and squeeze it repeatedly during your sprint to the MGT; a few steps up the next flight of stairs turn right and pod high on the corner of the wall then send one or 2 past the corner and step down to allow the ALs to pass. When you think they're about to finish off the 2 OBGs past the corner move to the top of the stairs, 180 and pod the far Wkwy as 2 - 3 OBGs appear. If 3, try to land the pods on the middle BG to occupy all 3. Move to said Wkwy and pod Hlwy with LWMs, then further along the path pod ahead of the corner to remove 2 OBGs under cover. Continue to the control rm entry and pod. Send G to MGT in control rm closet. Use the WDs, toss a couple pods at the sliding gate, (XP) to position the ALs then pull the lever then pod past the recently opened XP; OBGs are approaching from the XP area and also from your previous path to the CR. Concentrate on the XP and sprint straight past all the chaos to the next open area, if required, enter the small room and use the WD then exit. Exit, Round the CR and pod the area ahead past the corner so the ALs can remove the 3 BGs. Pod the previous area to send the ALs back far enough to give you time to remove the 2 MGTs at the far end of the next Hlwy and kill the LWM too. Large Laundry Room, 1/5/17 New route through Laundry room (Note) This will take a bit of practice so you might want to save 1st. You need to be able to reliably throw a G to land close to the MGT to tilt it. I discovered that I had to aim at the ceiling to the right of the column the BG is hiding behind on the upper Wkwy on the left side of the Laundry room. If I aim between the column and the fire suppression system plumbing the G reliably comes to a stop close enough to the MGT to tilt it. ______________________________________ Wait for the ALs to catch up to the Laundry room EP, Pull a G and toss it so it will land near enough to the MGT to tilt it then sprint into the Laundry room. Sprint down the steps and right, hook right at the corner then run to and jump over the railing to the narrow Hlwy. Sprint the Hlwy and enter the small dim room on the left, climb the stairs and pass through the EP to the small lighted room at the far left corner of the dim room. Quickly use the WD, pick up anything you can absorb then exit, hook hard right into the dim room then jump from the top of the steps and over the laundry cart in the narrow Hlwy. While sprinting through the Hlwy, listen for and eyeball the known position of the MGT, if it's still active QS to GG and GGP- it as soon as you jump the railing. If MGT clear the switch to SG then jump over the railing to return to the main Laundry room. Odds are at least 1-2 BGs will be to your left on the raised platform and firing on you and or the ALs, both need to be removed pronto. When cleared switch to the PR, climb the steps to your right and move tight to the wall. If a BG is still active on the Wkwy PR him then switch to the SG remain tight to the wall and creep up the stairs. Keep a sharp eye on the fence above you and the Wkwy at your 12:00 for BGs, RT/SG anything that shows its head. There are 7 MGTs, 8 OBGs and 4 LWMs spread out between you and the Nova Prospekt exit. When you have the area behind the fence cleared you're ready for the next area. See the EB, GGP- it before stepping into the room then step out into the next room and GGP+ it to the dark wall section between the lighted room and Hlwy, hopefully you'll take out both BGs. ASAP switch to PR, if nobodies home, pull pods and pod the lighted area ahead with 2-3 pods. Switch to PR and follow the lads. Switch to GG, GGP-/+ crates or barrels to trip the LWMs in the next Hlwy, there's an AL spawning hole there. Then pull pods, squeeze it then open the door to the room and pod the BGs inside. 3.9c. GALLEY TO ENTANGLEMENT When clear head right into the lighted Hlwy, drop to crouch as you approach the window wall of the galley and pull the pistol. Clear the window at the right end of the wall, often this alone will ignite the leaking gas and a small section of the galley will go to flames. This usually tilts the MGT near the window you just cleared. 2 more at the far end of the galley, use the partition between glass panels for cover from MGTs #2 and 3, toss a G to both and listen for tilt sound. If you don't hear tilt from both you'll need to GGP- a barrel for a shield. When clear use the barrel or an MGT to clear the LWM in the narrow aisle between the wall and serving counter. There're 2 BGs past the serving counter and 2 MGTs at the top of the steps between the serving line and the sitting area. Pod the far end of the narrow aisle; let the ALs clear the BGs. Work your way through the rooms to the control rm. There're a few CR assault tactics I use depending on how I feel and what my meter reading are at the moment. I toss a G up the stairs if I have one as I strafe left past the EP then switch to the SG and rush the stairs for any survivors. If there're ALs close by I do the same strafe move but toss a pod up the stairs instead. Last favorite is to rush the stairs, RT/SG the BG at the top then hold in the crouch for the 2nd BG to show. Heal, pick through supplies then jump out the window to the cafeteria. Go left, locate the XP, GGP-/+ whatever's in your way and exit before the guardian appears and discovers you. Make your way through the crap, jump off the right side of the platform to avoid the prone Z below. GGP+ the debris away from you but GGP- the crate to use as a step stool into the next area. Move quickly up, into and through the small room to avoid the moving wall and the HC lurking in the room. At the opening to the long drop to the rubble, quickly look to the wall to your right and down. There's a short shallow ledge a few feet below you, face the ledge, then walk off and to drop to it, hold forward and it'll prevent damage. Drop through the hole in the floor and continue to the railway and Alyx. ____________________________________________________________________________ 3.10. ENTANGLEMENT 3.10a. ALYX AT THE TRAIN TRACKS TO SWARM #2 AT THE CELL BLOCK 3.10b. SWARM#3 TO TRANSPORTER ROOM 1/5/17 New tactic as exit stairwell from elevator#1, new tactic 3rd locked gate, 2 new optional tactics in flooded room 3.10a. ALYX AT THE TRAIN TRACKS TO SWARM #2 AT THE CELL BLOCK Follow Alyx, try to stay ahead of her to clear the OBGs, she gets in the way too often and gets killed. From the elevator I prefer to use the CB on the 2 distant BGs then switch to the SMG for #3 if Alyx hasn't ended him 1st. Past the SS, I sprint about 3/4s to the stairwell then left to the wall. I target the base of the stairwell EP and hold. BG#1 exits and then as BG#2 appears I send the HEG. Remember to stay ahead of Alyx, pull a G as you sprint to and climb the stairs to the next floor, pass through the EP then drift right into the corner opposite the EP. ASAP 180 and aim for the far left wall/ceiling interface and throw the G. ASAP switch to the SMG, BG#1 appears from the left Hlwy and most often BGs#2 and 3 enter from the SS on the right. Most of the time BG#4 holds back past the Hlwy corner on the left. Try to send the HEG into the middle of the 3 man group. 70% of the time BGs#1, 2 and 4, or 1, 2 and 3 are removed, I don't know how #3 makes a retreat back through the SS. But he usually goes down easy, BG#4 often survives because he is late to the party and outside the percussion range. Follow Alyx to the next room and listen to her and Eli make dinner plans for later. 1/5/17 New tactic 3rd locked gate The 2 of you separate for some time while she plays with electronic things and you kill things. She'll unlock 3 gates for you; at gate#1 you'll find supplies above a vending machine. In the small room GGP+ the shelves away from the wall to access the duct, there's a couple 3 HCs in it. GGP+ the grate away at the XP end to detonate an LWM below the duct. Pull the KB and retire the jumping spiders in the room below safely from the leading edge of the duct. Collect the Gs and ammo on the floor while Alyx unlocked gate#2. Switch to the PR then dip into the small room with the G chest to activate up to 8 BGs past your XP past, gate#4 to your 4:00. Back out; position to the right end of the large tank closest to the XP to bait the approaching BGs. (NOTE) I'm not sure if the tactic actually gets them to bunch up closer to each other at the left side of the gate or not but I seem to be able to PB all 4 BGs 60+% of the time. _____________________________________ I let the approaching BGs see me then move forward toward the wall corner and out of LOF as they begin to fire. I side step left as the gate begins to open and send a PB into the group. I then Toss a G off the left wall to end up at the MGTs to tilt them, after tilt sign I toss another then switch to SG and sprint the Hlwy along the left side toward the XP at the far end. Be ready to RT/SG anything as it appears from the XP, assume all further BGs up to the MGTs to advance sooner than usual. If I don't get all BG charging me before I get to the Combine defense barrier, I'll bounce a G off the wall in the barrier room to remove the 1 BG at the barrier, then RT/SG the rest as they appear. I then crouch and Boo the XP, If I didn't get the previous bums rush sometimes a BG is facing the wall to the right of the XP, side step and RT/SG him then step into the room. Regardless of the previous rush 1 BG is always in the small room with the SS power, he'll exit for you, RT/SG. Replenish Gs then toss one into the room to kill the SS. GGP+ the nearby MGT then G the 2 at the far end of the corridor. Sprint to the end for the SC and PB then head for the XP. Switch to the SG run up to the top of the steps to the CR, RT/SG the BG at the console before he turns on you then back step down 1 time for cover from the BG rushing the EP RT/SG him also, the CR is now yours. I use the WD as soon as I enter the CR, I then position the MGTs at the CR corners and against the short walls. They face the access stairs and are set back a bit to protect them from flanking maneuvers, e.g. BGs and Gs from the edges of the balconies. I crouch 1/2 way between the 2 MGTs and on the leeside of the CR walls, I pull the pistol and target for headshots at the mid platforms. I keep one finger hovering over the "QS" button to the GG for the MHs when they arrive and if a random G does make it close enough to do damage. Most often BGs try rushing one of the turrets. After MH#2 there'll be a lull, I then switch to the CB, 180 and run to the left side of the Cr to the broken window. There I wait to CB the final BG when he appears on the upper Wkwy. Alyx appears a few moments after. (NOTE) I was using the "F" key for quick switches between the current wep and the GG, after buying the Logitech G700s I have the GG quick switch set to the mouse. This makes the switch so much faster and I never take my eyes off the monitor. On more than one occasion Alyx is sporting neon bright red eyes. ______________________________________ As soon as she drops the SS leave, beat feet to the blocked XP, clear it and KB the bugs you encounter. Eventually you end up in the flooded room with electrified water. Hop over the railing, to the big pipes, switch to KB then KB the 2 HCs unless they drop into the water or are picked up by the barnacle. 1/5/17 2 new optional tactics in flooded room 1st new tactic 1. Now my preferred option, once I've removed the HC/s from the pipes, instead of jumping past the barnacle to the platform I now bypass the platform and jump directly to the leading end of the big horizontal pipes running along the wall. I reposition on the low short pipe after removing the HC, face the big horizontal pipes then run/sprint and then jump to land on them. 2. Walk to the lower pipe and around the elbow to the wall, face the railing across the water then sprint/jump to the platform, if the barnacle is in the way jump to the left of it. Walk around to the lower platform then jump over to the big horizontal pipes along the wall. Both options continue from here. 2nd new tactic for attaining the XP platform with and without the crouch 1. Once you're on the big horizontal pipes, run and jump onto the 2 big pipes that cross over the main pipes. Remain tight to the wall then side step left to line up the leading edge of the left crossover pipe with the leading corner edge of the XP platform then look down at your feet. You want to be able to make the jump at the very edge of the crossover pipe to gain footing on the XP platform without the crouch while mid air. 2. Stay tight to the wall and run along it toward the XP steps, jump over the crossover pipes then back up to the long pipes. Face the leading corner of the XP platform then look down, there're 2 broken pipe sections, side step left till you have an alignment between you, the left broken pipe and the XP platform then run/sprint, jump and then crouch mid air to land on it. Enter the next room, lots of dead things, go left into the bright room, use the WD and check the SCs then exit, GGP- the crate away from the XP then switch to the SG and sprint into the stairwell. Run 2 steps up the stairs then RT/SG the Z advancing from the 1st platform roughly in the upper chest to neck area. Get too close or too far away and shoot too high or low often forces a 2nd salvo. Continue up the stairs to the XP, enter and clear the XP blockage with the GG. Exit the small room, check the SC for goodies then make your way to and up the left set of stairs to the 2nd floor. Go to crouch before moving into the opening to the cell block on the left. I prefer to clear the 1st 3 BGs from the upper level left side, the 2 main floor BGs with the CB or revolver and the Wkwy BG with the revolver. I then check the small room on the 2nd floor then drop to the cell block. In the short narrow supply Hlwy between the 2 lines of cell blocks, (with back to the dispenser wall) I set the 3 MGTs up, 2 to my 9:00 and 1 to my 3:00. Facing the 9:00 EP I place both MGTs in the middle of the room and facing the EP. Facing the 3:00 EP I place 1 MGT in the middle of the room and facing the 3:00 EP. This is a great setup, but by no means enough to secure the room from all BGs, Gs and MHs. The rare Gs most often land just outside the EPs and to the side and have minimal to -0- affect on the MGTs unless they land at or very near the opening. Having a finger over the "QS" has
saved my bacon a couple times at this event, even though I've toppled MGTs along with shooing it away. (NOTE) I'm still experimenting with positioning Gordon in the short narrow Hlwy, I'm not sure if it's my imagination or not but it seems like, if I remain in one of the stalls it takes forever for all of the BGs to appear. However, if I remain outside the stalls, in a crouch and with my back to the WD wall they're swarming like flies to s**t on a hot day in July. Even though the Entanglement video has me in the stall I now believe hanging out at the WDs is faster, allows me to include my rnds to defend the room and to compensate when MHs and Gs appear. ______________________________________ I hold the SG or PR and have one finger hovering over the QS key/button for the random MH or rarer G. I then back up to the WD wall and hold position if I see a BG to the left or right I RT/SG or PR it. Often there're a couple of moderately long intervals with no action and no comments from Alyx. When complete, Alyx shows up above the 3:00 EP. 3.10b. SWARM#3 TO TRANSPORTER ROOM (Note) Allow Alyx to lead the way to the double doors and swarm#2, a few times prior, she's disappeared or got stuck on the stairs going down from the cell blocks when I tried beating her to the double doors. ______________________________________ Again, it's a drag lugging an MGT to the 3rd swarm but it keeps me healthy. GGP- one of the MGTs then follow Alyx to the double doors, open them and GGP- the MGT so that the dangerous end is pointing away. Enter the next Hlwy, continue to the corner on the right, stop before the corner and place the MGT on the floor, quickly switch to CB or PR and move to and behind the tall file cabinet to your 8:00, FL on and crouch. The BGs will cut the lights and advance on your position. 1 BG appears at the corner as soon as the lights go out, PR him ASAP. Creep right for LOF down range then select your targets, be prepared to hit QS for the GG to retrieve a G, (preferably in flight) from tilting the MGT then quickly return to sender. Eventually they run out of BGs and give up. To the transporter room Robin, follow Alyx, when she stops to mess with something in one of the CRs run ahead of her, down the stairs and to the large black barrier crouch and pull the CB or revolver, scope or zoom and cover the SS at the far end of the area. Often 1-2 BGs appear from the SS and try back shooting me as I follow Alyx. Eventually you meet up with Dr. Mossman and enter the Transporter room. (NOTE) Transporter Room Orientation Facing the front of the transporter and with your back against the wall From this position, orientation begins. There're 3 main BG AEPs to the transporter room, AEP#1, (behind the wall the transporter is set against) it is branched but only the right side EP will be named as AEP#1. AEP#2 is to your 9:00 and often the busiest of the 3 EPs when the going gets tough. AEP#3 to your 10:00 is directly in line with the transporter control platform. It takes just over 3 minutes from the time Alyx removes the SSs from the MGT stalls till the transporter encloses you inside for transport. ______________________________________ ASAP after entering the transporter room, carry the MGT over AEP#3 to face the Combine doors then sprint to the WDs, load up and save. As soon as Eli and Judith transport out it's a race to get the 3 MGTs set at the 3 AEPs. (NOTE) The BGs breach AEP#2 sooner in HL2ud than they do in HL2, I'm still sprinting to the last MGT when the door blows. In HL2, I have the time to shoulder the PR and take an FP. I also no longer place an MGT to face AEP#1, it is rarely used by the BGs and between Alyx and Gordon we take care of the rare couple BGs that make a play there. The big thing you need to remember to do is to allow the BGs to fully enter the transporter room. I'm beginning to think after numerous runs that if a BG body remains within LOS of the BG EP behind the transporter that the remaining BGs from that EP will only attempt to enter the transporter room from AEP#1. ______________________________________ I now place 2 MGTs facing AEP#3 and 2 facing AEP#2 but stagger the AEP#2 turrets about 20 plus feet apart due to Gs being tossed at them. I also space the 2 AEP#2 MGTs wide enough apart so that I can have clear LOF on AEP#2 and be able to GGP-/+ any Gs that are tossed their way before damage is incurred. When all turrets are set, I take my FP just inside the opening near the MGT storage units with the PR, crouch and set my mouse to 400 dpi. This gives me FPs on AEP#1 and #2. Lastly I ensure I discharge the remaining launcher rnds on OBGs, and re-stand the occasional turret if and when it's toppled over. (NOTE) My game suffers from a transporter glitch, if the launcher has any rnds left in the tube upon transporting to Dr. Kleiner's lab, the laser and laser tracking system no longer functions it just disappears. This is an enormous P.I.T.A. when dealing with walkers and GSs, although not as bad with walkers due to their slow horizontal movements. ______________________________________ Most times I don't fire enough rnds during the entire exchange to worry about ammo, and do not take enough damage to hit the WDs before the transporter is ready to go bye-bye. Beat feet to the WDs and then sprint to the transporter when Alyx begins harping and blink out and in to Dr. Kleiner's. _____________________________________________________________________________ 3.11. ANTICITIZEN ONE 3.11a. DR. KLEINER'S LAB TO TOXIC WASTE AREA 3.11b. TOXIC WASTE TUNNEL TO TOWN SQUARE GENERATOR DEFENSE 3.11c. SEWERS TO THE STREET 1/6/17 New tactic through building#2, new tactics through building#4, 2nd floor Hlwy, new route 1st part toxic waste, 1/6/17 Sewers to Street, new tactic from duct to stairwell, ignore side tunnel full of MHs, new faster maneuver through beginning of Lower Sewer (NOTE) For the most part whenever I have followers, I do my best to stay ahead of them and or move them to a place of safety so I can remain out front. This still gets them killed because they rally to Gordon regardless of where he tells them to stay; they're like rabble rousing puppies. ______________________________________ 3.11a DR.KLEINER'S LAB TO TOXIC WASTE AREA Exit Dr. Kleiner's Lab when able and let Dog do all the heavy lifting, pick up supplies and OBG ammo. Kill the probes on your way to locate the rebels in the square then position them and wait for the 2 POS to appear via your XP. GGP-/- the mines to reprogram them, I use 1nearby mine to clear the path of HCs back to the street. Let the walker pass then switch to the revolver; turn left to face the wall then sidestep right along the wall to the corner. Locate the POS in the guard tower and send 1 rnd to the head. Head up street toward the incoming drones, grab mines and use them on the HCs ahead of you. Pass through the alley, use the mines to clear debris and to retire the 2nd floor POS. GGP-/+ the EB to remove the POS running up the steps then GGP- the mine laying out in the open and head down the steps. There's another mine to your right, I drop the one I'm carrying; (it's safe) and grab the loner to send to the 2-3 POS at the far end of the little courtyard. If successful head into the courtyard, if not RA the mine and send it. Switch the mines in the courtyard over, take one and use it on the POS in the red shed then locate the EP to building#1. Hold at the XP, let the walker and drones pass. From the XP look to your 10:00, a tall glass wall to a store front to the left of the fence, grab a mine dropped by the drones and send it to the mid left end of the glass panels. This will blow and EB and hopefully 2 MGTs in the store. 1/6/17 New tactic through building#2 Locate the EP to building#2, a couple floors up, locate the white French doors and ignore them. Continue right along the Hlwy to the doors at the end, 3 POS will likely be advancing from said door on the left, if possible get to and face the doorway before any can get through then RT/SG them as they appear. If only one appears, rush through the kitchenette to catch the remaining 2 POS in the next room. Use the entry to the room as cover from the 2; when clear position your team in the room. Shoulder the CB enter the next room with the blown out floor and CB the 2 POS outside. Ensure the floor below is clear of MGTs then drop through, use the WD if needed. Grab the mine outside the store then continue toward the barrier. Pass by the next store front when you get to the 3rd storefront send the mine at the POS exiting the barrier. Enter the 3rd store through the leading glass panel, switch to the PR then shoot through the far right glass panel and sprint along the hole in the street to the next building. Locate the EP near the EB and enter building#3, switch to the SG, RT/SG the 2 POS in the 1st room, 1 low and 1 high, (floor above), run to and grab the mine, run to the foyer and send it to the POS on the stairwell. Grab the 2nd mine before it hits the floor and drop it. Climb the stairs and drop through the hole in the floor. Move to the XP; pull the revolver, zoom and head shoot the POS on the top of the building across the street, (it will likely take 2 rnds). Grab the mine you dropped in the foyer, exit the building and send it to the 2 closest POS on the barrier. PR any survivors, run to and climb up, open the barrier, use the WD then gain access to the 3rd floor EP to building#4 at the top of the fire escape. Enter the 3rd floor Hlwy, go straight to the opposite wall to the left of door#1, turn right to face along the wall toward door#2 and hold for the POS in said room. RT/SG it and then the POS in from door#1, look for goodies. Have your team follow you into the stairwell, there're 6 EP's in the 2nd floor Hlwy below and 5 POS within. 1/6/17 New tactics through 2nd floor Hlwy I reposition the team to my 6 then throw a G into room#1, (file cabinets) then switch to the SG incase the BG survives and charges out of the room. If not, I QS to GG, GGP- a fallen cabinet to me to use as a shield, then creep out into the 2nd floor Hlwy to face the opposite end of it. Switch to the PR and single tap heads that appear over the cabinet. I slowly make my way to the end ensuring no BGs stand. Pull the revolver, creep down the stairs and send 1-2 rnds into the POS hiding behind the cardboard boxes from the stairs mid platform. Shoulder the PR creep forward and down to the 1st floor and take POS#2. Position the team at the end of the Hlwy; shoulder the SMG then advance along the right side of the Hlwy. Move to the side of the file cabinets than retreat about 10 feet; send 1 HEG down the Hlwy to the floor where the MHs appear low and to the right just after the 2 BGs appear. Hopefully you may take 1 or 2 POS with them, ASAP switch to the PR to catch stragglers until you empty the PR then revert to the SMG. Go to the GG to grab the last MH and hunt for any survivors. In the basement, topple the 3 MGTs, switch to the SG then position the team in the lower Hlwy. SG the Z crawling out from the busted floor then head outside to the cache. Return to the Hlwy, send the team ahead then follow to the auto tunnel. Sprint ahead of the team to grab and slam the MH then again to the open sky for tons of them. Sprint by all the MHs; let the team deal with them while you clear the crap ahead. Climb the tractor, drop into the fenced area and bust the SC and gate lock. Sprint to the EP to the next section of corridor move into the new section enough to activate the MHs then back up to the EP. Your team will deal with the MHs and catch up to you in a moment. GGP-/+ all MHs, then switch to the pistol and zoom, locate all EBs within range and detonate. Switch to the revolver, zoom and headshot all POS. Run to the XP and access all SCs; pull the pistol, open the door and detonate the remaining EBs. Sprint right to the Lambda cache, your team members will take advantage of the weps found. Head back to and pass by the narrow glassed Hlwy, toggle zoom and pistol remaining EBs on your way. Hold the team back till the walker passes then GG the cars beyond the OBG rappel points for early clear shots at them. Locate and activate the Demolition Rebel in tunnel section #3 then return to the MGTs and prep for an onslaught of MHs and OBGs. Eventually they stop or you'll hear the demo Reb call out to stand clear. When the MHs stop coming, ensure your team has moved through the new opening before entering the toxic waste area of the tunnel. (NOTE) I've always remained at the turret till no new OBGs and MHs appear, so I don't know if it's safe to beat feet once the wall is opened up, I've always been afraid that more would invade the 3rd tunnel section and kill any or all the rebels hold up there. At this point I have 3-4 team members with me, and, (especially in hard mode) I want to keep them. I require as much help as possible dealing with the overly frustrating "Town Square Generator Defense Event". Having 2 medics in the group is a plus, especially when the WDs dry up, an added bonus is the medics deliver health upgrades much faster than the WDs, this will get you back into the fight sooner. It is very important to keep a close eye on them before each move into a new area, more often than not they lag behind in the previous area or room and you lose them without knowing till its too late. ______________________________________ 3.11b. TOXIC WASTE TUNNEL TO TOWN SQUARE GENERATOR DEFENSE (NOTE) You can't jump from the semi to the van because of a Z lying prone in the muck, go figure, 8 feet above not including the jump arc and still the Z brings you down to the much for damage. If I weren't having a difficult time lately gaining footing on the tractor I'd still be using it, but the last month or so I can't do better than 50/50. The pipes are providing a 70%+ success rate. _____________________________________ 1/6/17 New route 1st part toxic waste Locate and access the 2 SCs, continue to the end of and around the tanker. You can see the red hatchback. FL on and you'll clearly see 4 large pipes sticking straight up and out of the muck to the left of the tractor, the tractors headlights obscure the pipes. Keep the FL on, move to the edge of the busted up floor and hop over to and on top of the red hatchback. The car will begin sinking in the muck. Turn left; ensure you have running room then long jump to the pipes, (run/sprint; jump/crouch). If done correctly you land on some part of the pipes above the muck, stand before you hop up onto the pipes. You want to aim for the area between the tractors gas tank and rear axle, release forward ASAP from your hop to the gas tank/frame/dualies so as not to slide off into the muck. Orient to and then jump onto the white van. From the van look to the concrete islet in the middle of the muck, run/jump to the islet, run along the left side of it then jump to reddish car#2. Hop onto the cab of the car, turn left to overturned truck, (wrecker?) and jump to the rusty lift bar. Travel over the truck and jump to the pipe ramp. Turn left and sprint to the last duct grate on the right and GGP- it. Enter the duct GGP+ the downward pointing grate and drop to the floor. Sprint to the end, access the SCs and release your team from the tunnel then head outside. If you use a smidgen of caution and don't race into every area there's enough MKs and recharging devices to keep Gordon healthy. When you get outside, locate the SBs in the car; wait for the HC rocket to hit ground then KB the 6 that try to exit. Protect your team to maintain full compliment. Secure them at your 6 as best as possible and try to remove the leading edge of OBGs before the team disobeys and enters the fray. Ignore the SC and the rebel past the wrought iron fence enter the building and make your way through it; back outside while waiting for the rebel to provide access into the next building use the 357 on the BG above on the roof top. Once inside switch to the SG then proceed through the building, RT/SG the next 3 OBGs on the stairwell, I stop at the edge of the stairwell for BG#1 while he's occupied with the rebel. For BGs#2 and 3 I climb the stairs till I see and hear the next rebel scream and run down the stairs. I then crouch and wait at the edge of the stairwell blocked from BGs view, as #2 and 3 descend I ambush with RT/SG from their sides. I almost always take a little damage and it often requires more than 1 RT to take the 2 BGs down, so ensure you continue to press reload after every discharge. I then creep up to the hole, next floor up to RT/SG the BG below. Sometimes the game has him ready and waiting, so it will be beneficial to circle the floor hole Cw and take him from his 6 as he walks away from his position. KB the spiders and HCs, RT/SG the speeder and access all the SCs in the ground floor dark room. Pull the revolver, walk toward the XP then crouch and creep and stop before exposing Gordon at the XP. Inch forward while looking for the top of the head of the BG behind the slanted wall. Zoom, send 1 rnd then sidestep left outside and send 2 rnds to the BG on the building flat roof. There're plenty of mines spread out over the ground to remove all the BGs that put up a fight and a couple that may appear from the roof with the raised crossing bridge. Enter the building and climb to the bridge level, CB the 1st BG on the ledge then the 2 rooftop BGs, I use the revolver on the 2 at the far end of the bridge. (NOTE) The hard part is now getting all of the team across the bridge and to follow you through the next building. I think the matter is worse in HL2ud than in HL2. The best I can offer is that each time you advance them through the building as a group, you make a quick save. When and why they get stupid and stop IDK. _____________________________________ When all the BGs have been cleared, switch to the SG and lower the bridge. Jump onto it as it begins to lower and sprint across, target the EP and stop about 5 feet to the left of the EP and wait for BG#1 to exit. RT/SG, reload, step into the EP, RT/SG BG#2, move a few feet to the right of the hole in the floor and RT/SG BG#3 as he drops in from above. Crouch; back away and around the hole in the floor Cw while you reload then stand and RT/SG BG#4. BG#5 will appear from below in a sec, rinse and repeat. Now figure out how to get all 4 team members across the bridge and into this room. Save and then figure out how to get them down to the floor below. Normally, I drop off the right end of the floor and deal with the 3-4 BGs that drop from above the Hlwy and also appear from the far end of the Hlwy. Hopefully everyone is or most of the team is on the floor. I now PR 3 BGs in the inaccessible room with the shoot and duck ploy, repeating till all are down, little damage received. Let the team end barnacle#1 while you bait the speeder into barnacle#2. Continue through the building and save at each event to ensure all 4 BGs participate in the generator defense at the square. I CQ RT/SG the 3-4 BGs I encounter while moving through the rooms on this floor. I then use the revolver on the BG waiting on the floor below and RT/SG 2 of the BGs in the room Alyx and I bust into. I don't bust in, I hang at the door in the crouch and use the wall for cover. The next big area for me is the Town Square Generator Defense; this is a most trying conflict for me. (NOTE) It seems like it takes forever for the shield to drop and be able to disrupt the core with the GG. Unless there's a glitch, (and there have been) it takes 2.5 minutes from the time Alyx makes contact with the Gen console for her to comment on the outer shield coming down. By 4.5 minutes the inner shield is down; the core is exposed and ready for the GG. What follows, is the method that works more often for me than the other methods I've tried or seen in videos. Not that they aren't great defenses for those particular scenarios but that the number of scenarios that can play out for this event is large enough in variety that no one version will work all the time. In general, I "think" my version provides for a diverse operation. This is not to say it even comes close to a secure absolute, I barely survive 50% of the time. If I'm still standing and my health is below 20% at core disruption I abandon the rebels and bolt through the doors as they open. If I can drop off the ledge before Alyx is killed the game automatically assumes she is alive and continues by closing the barrier. Excluding Alyx, once she has closed the doors, I have an 80% survival rate, (no restarts). 25-30% of that average has "A" rebel survivor, 5-10% of the time I have 2 rebel survivors, which bugs the crap out of me. I do my best to enter the square with 4 rebels, preferably 2 of them are medics, 3 HEGs and PBs and at least 2 CB bolts. ______________________________________ So, here's my rendition, I shoulder the SG, sprint to and through the generator control center in the middle of the square to its far side. Preferably, I take POS#1 before he releases the MH, (7/10 success), if late, either RT/SG the MH or ASAP switch to GG and junk it. Switch to the revolver, toggle zoom then send 1 rnd to drop POS#2 on the tower above if the rebs haven't already done so. If you aren't at full health and suit charge get some now at the Gen station. Circle the inside of the low stone wall enclosure, KB all crates within, the contents will come in handy now or later. Pull the GG then locate and drag 2 mines to the SS at AEP#1. If you have the time, drag one mine to the choke point AEP#2. (NOTE) To overstate the obvious, the BG objective is to tie you and your team up and drain your ammo while one of them gets to and kills Alyx or Gordon. Your objective is to remove the BGs at the AEPs ASAP to allot ammo replacement and at a minimum check on the other AEP. This often convinces/forces one to yoyo between the 2 AEPs as the team is whittled down from their 6s. MINES; I think when set, at best, they're only a minor visual deterrent to the BGs; however they make great GG grenades. I tend to place 2 close to my FP at the AEP#1 SS. Often 2 of the 3 BGs collect on one side of the barrier wall, with -0- LOS, it's the time suck maneuver, tossing a mine just past the edge of the wall opening often takes both saving time. GG; Use the GG to replace PR ammo by pulling weps past the AEP#1 barrier wall and SS at the end of each engagement. BGs at AEP#2 killed behind the SS prevent ammo replacement, so as mental as it may sound, when engaging BGs at AEP#2 allow some of them to advance past the SS to the edge of the square. Revolver and CB; Excluding the 2nd floor balcony POS, refrain from using the revolver and CB till you hear Alyx yell "The outer shield is down". PR/PBs and SMG/HEGs; Most often I have a couple to 3 of both; when I do use a PB it's only at the AEP#1 tunnel entrance, the BGs bunch up as they appear in the tunnel opening and more often than not 2 BGs run to your left so your odds are good that 2 will be affected. I also send one into the doorway niche to the right side of the street behind the SS at AEP#2 if 2 or more BGs hold up in it. I try to save 1 PB for the 2 OEBGs and its team when they advance on the square as or just before the core SS is down. Once Alyx yells out the generator shield is down I tend to use the HEGs around the dumpster at the AEP#2 choke point. I then move to the control center for meds a SAVE and AEP#2 OBG removal. ____________________________________________________________________________ Sprint back to the control center (preferably) prior to seeing DS#1 begin its descent. Look to the building you previously exited, pull and scope the CB, look up to the doors at the middle balcony. When the doors open and the 1 POS begins to exit, send 1 bolt to prevent deployment of a MH. From this position, sprint to AEP#1, (assault entry point 1) slide right along the SS to the wall sort of behind the mini dumpster, this is my FP, I switch to the PR. Some rebels may follow, some may take position facing AEP#2 or remain within the enclosure near Alyx, I think a medic often stays with her until killed, which is good if/when the WDs dry up, in my case they almost always do. The 1st wave of OBGs exits the tunnel at AEP#1; I use short fast taps on the PR, 1 to 3 rnds per as an OBG exposes himself to fire. Reload as/when OBGs take cover from a salvo. Remain at the FP for all exchanges unless OBGs bolt through the SS, follow and take their ammo then return to FP. ASAP as the last OBG of the current assault drops switch to GG, exit the FP and as quickly as possible, drag a couple PRs to you for replacement ammo then return to FP for the next assault. SAVE. Remain at your FP; these are the only reasons to leave your FP at AEP#1: 1. Your health is below 40%, beg off the medic with you, if none, sprint to the WDs then sprint back to your FP. 2. When you finally hear Alyx call out that the shield is down, clear AEP1 of OBGs then head toward the control station look to AEP#2. If BGs are at the dumpster make a detour to clear the area. 3. If you are taking heavy fire from your 6, (AEP#2) while dealing with OBGs from AEP1 your team is compromised, take cover in the debris at the street corner to your 6 or within the low stone enclosure in the center of the square. Hopefully you can clear AEP#1 and any OBGs from AEP#2 to allow you to sprint to the control station or to the rear of the generator tower. 4. If the Generator Control station and Alyx is under attack. When you finally leave AEP#1 for the center of the square and or generator, eyeball AEP2, if the mine had been breached and it is possible, (time, health and ammo allowing) if you didn't deploy all mines, drag the remaining mine into position or use it on the BGs. If AEP#2 OBGs are swarming or beginning to swarm the control center use any remaining PBs and or HEGs, (I usually have 1-2 PBs and 3 HEGs) to fend them off. Hold at the rear of the Generator and wait for Alyx to OK GG use. Retreat past doors for cover and to cover any surviving team members retreat. Switch to PR if it has ammo, if not SMG and or throw grenades to cover their withdrawal past the doors. If the situation is past dire, (wicked low health) sprint to and drop off the busted street to ensure Alyx survives. Regardless of your situation once past the security doors, you can hang till Alyx gives the go ahead to flee or just leave once you drop off the street ledge. 3.11c. SEWERS TO THE STREET Locate the 2 SCs before entering the sewers then exit the area via the tunnel Pswy. Once you're in the tunnels, if you're quick about it, as you GG the barrels supporting the platform, pull one of the barrels to you and send it into the nearest MH, I don't have much luck with the tires, otherwise HULK GG SMASH! Make your way up the ramp to the pipes and repeat the smash part. (NOTE) There is a difference between HL2 and HL2ud when you get to the room with the platform supported by barrels. The situations can vary widely though, maybe 50/50 HL2 has 2 and HL2ud has 3 MHs at ground level. When you are at the 2nd duct grate HL2ud sends 1-2 MH/s from the far windows. HL2 may or may not send up to 3 MHs from the far windows or withhold them until you exit from the short side tunnel, (whether you enter the side tunnel or not) and the MHs in there or not at all. I think HL2 is meaner than HL2ud in this section. ______________________________________ 1/6/17 New tactic from duct to stairwell, ignore side tunnel full of MHs Depending on which version of HL2/ud you're playing, at the 2nd duct grate/XP, hold onto the grate and use it on one of the MH/s that may be flying at you. Wait for it to get close and below the duct to slam it. GGP- the boxes off the platform across the room to GGP-/+ the SC from it for the HEG rnd. Drop out of the duct and clear the debris from the XP to the busted up stairwell ASAP. (NOTE) The differences between HL2 and HL2ud in the busted up stairwell is that in HL2 you can complete the event without ever taking a rnd from the 3 BGs that enter from the Wkwy above your initial EP. In HL2ud, they appear immediately and I may take 1 rnd before reaching the bottom Wkwy. In HL2 2 OBGs appear at the XP, in HL2ud 1 POS. _____________________________________ Switch to the SG or SMG, enter, turn right on Wkwy#1, sprint off the stairs, land on the partial steps leading to Wkwy#2 then back step off the steps to fall to Wkwy#3 without damage from the falls. ASAP sprint Wkwy #3 to the XP, 2 OBGs or 1 POS appear from the XP as you make your 2nd left turn. Aim upper chest/head and RT/SG as you charge the target/s or send 1 HEG between them from a distance. Neither wep is an absolute regarding the 2 BGs or damage received from them. If you require supplies, there're 2 SCs in the lower dark area you can GG up with no worries regarding the 3 OBGs dealing with the Z above. In HL2ud they're more concerned with you, so stay tight to the left wall and do not crouch. They're like the bogyman; if you can see them they can see you. Switch to KB, go FL on then enter the XP Hlwy then the EP on the right. ASAP turn right at the EP and KB the PS, run through the cache then GGP- the crossbar on your next XP. Lower Sewers 1/6/17 New faster maneuver through beginning of sewer Switch to the SG, run to and turn right at the corner and RT/SG the lone OBG. Switch to KB or GG and run forward and then left into the narrow tunnel, KB/GGP+ HCs as they come into range and or leap at you. Hard left at the barnacle and crouch, there's a barnacle tongue blocking the opening to the lower sewer, GGP+ the crate closest to the opening to the barnacle tongue. 2 OBGs will begin rappelling down into the sewer; stand just after they drop below the floor, sidestep left to the wall and stand, sprint to and long jump to the opposite side of the sewer. Remain in the crouch, turn right and continue along the fenced in Wkwy tight to the sewer wall. If and when you no longer hear gunfire from below you can stand and run. Switch to KB and KB the PS between you and the XP. QS GG, move to the right of the XP and near the steps, the PST from the lower level may be nearby and throw a PS at you unawares. GGP- the barrel from the XP, hold it for a 1 count then GGP+ it straight back to junk the HC behind it. (NOTE) Just after dealing with the spider and HC, there is a box of 357rnds in a recess upslope from the rubble at the base of the room. Prior to July 2016, I was able to access the rnds with the GG, since I began playing the game again to tweak the guide there is yet another invisible barrier preventing access. 1/6/17 was able to access the 357 rnds again _____________________________________ I don't know what you'd call this huge room; it has 4 levels, a tram control shack and tram that carry materials along a track from one level to another. Fortunately the area provides a few FPs to allow for a regroup of ones wits and to retire BGs from. This area doesn't allow for conflict avoidance I arm with the CB when I reach Wkwy level then run the Wkwy. I jump to the railing at the 1st blockage then sprint on the railing. (NOTE) HL2 has a barnacle at the end of Wkwy #1 and no steam venting to cover the break in the right side railing. HL2ud has the steam blocking the break in the railing but no barnacle. If playing HL2, pull the pistol, zoom and send 10 rnds to the barnacle before running the Wkwy. In either game you can always run the left side Wkwy railing to avoid the break and or steam. It takes 2 357 rnds and I can't see wasting them on the barnacle. ______________________________________ In either version jump the break, (section of Wkwy railing blocking passage) to avoid the slow down from the drop to the Wkwy or run the left railing and continue to sprint to the gate. Sprint into the shack and pull the tram lever as you enter then run to the left rear, (your left) crouch and face the window opening. CB the 3-5 OBGs as they appear from above the shack and or from the far end of the room, when clear, use the WDs; bust the crate for the CB bolts then pistol the EB on the approaching tram. Pull the tram lever when it comes to a stop; jump onto the tram then 180 to face the floor above the shack and use the PR on the OBG. About halfway to the end of the track you can jump up and off the tram to the Wkwy. Turn right on the Wkwy and run, 1 to 2 OBGs may appear this level from the right where the tram comes to a stop but not always. In either case, run to the end of the Wkwy then right, stopping halfway to the wall then turn right. 1 OBG appears on the upper Wkwy, toggle zoom and PR the OBG, replenish your PR ammo from the OBGs then climb the ladder. 2 OEBGs rope in to the upper Wkwy when you reach the mid platform. I scope the CB and bolt both, often receiving minimal to -0- damage, when complete run to the tram's track then sprint the track to the end. Keep your eye on the area to the right of the shack below, stop and CB the OBG advancing on the shack then continue to the Wkwy. I prefer to ambush the OBG by aiming a smidge above right center of the tram control console; I send 1 bolt as he touches the EP and this prevents him from activating the tram. Once on the Wkwy and sprinting to the ladder a BG ropes in and begins firing, if you CB him now it'll be 1 less BG firing on you when you get to the top Wkwy. I climb the ladder then crouch behind the left most of the barrels for cover from the 2 OEBGs roping in from above. ASAP scope the CB and creep right, pick off the 2 OEBGs to the right of the barrels with the CB 1st and then the revolver if you have misses. Use the revolver on the 2 OBGs from the XP below. Grab whatever ammo and supplies you can absorb without backtracking then exit to the street for the next chapter, "Follow Freeman". (NOTE) The OBGs in the previous room vary in number from 14 to 15; I normally begin this room with 3-5 CB bolts, the ammo in the shack can vary from 5 to 6 bolts. Don't waste bolts, take your time. If no one else has concentrated OCD, I used mine to brain out a procedure to access the upper middle Wkwy for the ammo the OEBGs drop. The GG doesn't have the power/range to pull items from that distance and the revolver wastes ammo and sends the PBs to the bottom of the room. You'll need a minimum of 3 barrels however, 4 makes it a bit easier by providing more room for jumps. As you climb the ladder to the barrels take note of the recess in the Wkwy, this is where you place the 3 barrels and EB if you choose to use 4. When you've cleared all the BGs from the room, crouch, GGP- barrel#1, place it in the recess then push it to the railing. GGP- barrel#2 then stand and place it on top of #1. Crouch, GGP- barrel#3, place it behind #1 and push it into #1. If you opt for 4 barrels, GGP- the EB, place it behind #3 then crouch and push it into #3. The crouch and push helps stabilize the barrels and provides room to make a jump to barrel#2 whether using a 3 or 4 barrel tactic. The barrels still react sloppily but do the job. 1. 3 barrels, stand about 3 feet from barrel#3 then press run/jump/crouch. Stand up; ensure you have space between you and barrel#1 then run/jump/crouch onto #1. Stand, look down and ensure you have most of #1 in front of you, look up then sprint/jump/crouch onto or over the railing of the middle Wkwy. 2. 4 barrels, follow the same set up as the 1st option with the added EB being placed against barrel#3. Stand against the EB then press run/jump/crouch to land on the EB. From the EB, run/jump/crouch onto #2, like the 1st option, ensure you face the mid Wkwy and have most of #2 in front of you then sprint/jump/crouch onto or over the railing. I'd SAVE after each segment of each maneuver till I was confident in the results. Ensure you do not press forward for too long before jump/crouch or you'll just push #2 off #1. On my game, the mid Wkwy railing disappears while on the Wkwy. There'll be 3-5 PBs and lots of PR ammo on the Wkwy. If you hop onto the mid, (invisible) Wkwy railing directly above the Wkwy railing below then drop off and land on the railing you'll take -0- damage. If you Biork the drop, there're plenty of MKs to make up for it. The duration of the event doesn't take that long to complete. _____________________________________________________________________________ 3.12. FOLLOW FREEMAN 3.12a SAVING BARNEY 3.12b ATTACK CITY HALL 3.12c ROOF ASSAULT 3.12d WALKER ASSAULT CITY HALL QUADRANGLE AND 2 PARKING GARAGES 3.12e 4-6 OBGs, 2 WALKERS, TOP FLOOR ASSAULT 1/7/17 New route and tactics from the street to the freeing Barney, new tactic main hall for 2 OBGs from roof, new route from completing Generator#1 to Gens #2 and 3, the new route reverses the order of Gens#2 and 3 1/9/17 New tactics to roof top#1, adjusted route to monument center of square, new tactic through garage#2, use the revolver, new amended tactics from entering rooftop, walkers and BGs to descending to ground level 3.12a SAVING BARNEY (NOTE) If your intentions are to punish the snipers then there are more than enough niches along the street for rest and cover till you get to the white car just past the truck at the intersection. It's where I would make my toss at sniper #3 above the cul-de-sac from cover. If you have rebels with you odds are they'll be vented whether you're going after the snipers or not. Then from the nose of the truck at the intersection, sprint zigzag fashion to different cover positions on your way to the debris barrier to remove sniper #4. I once removed #4 for the 1 to 2 rebels that might follow. You can try to salvage the rebels by directing them to a spot and hope they stay long enough to remove the snipers, although, never worked for me. With the procedure I use below, I seem to have some luck remaining lead free while sprinting past snipers#3 and 4 using strafe left over actually turning left to zig. I press run/sprint, press strafe left for some distance the release strafe and turn right to zag. ______________________________________ 1/7/17 New route and tactics from the street to the freeing Barney If like me you don't care about the snipers, just sprint and zigzag your way to cover at the yellow/orange NEVRIN54 sign. From the niche look to the nose of the blue truck in the street, look over the truck to locate the inside corner of the building, it provides cover from both snipers. I wait for sniper#3 to send a round then sprint out strafing left and turning right to the inside corner with nearly a 70%+ success rate. From the niche, I sprint forward and out right then strafe left around the bumpout back to the building and then forward to the next inside corner with the leaning pallet. From this position I GGP+ the pallet out of the way and when ready I sprint out forward and right then strafe left around the much longer bumpout back to the building and forward toward the EP. I crouch while moving forward to reacquire cover from #4 via the EP door. Stand, enter and sprint toward the far right corner of the room, slow to run and hook left through the doorway. Just before you get to the door at your 12:00 begin to BH, you'll avoid the HC to the left of the door. Continue to BH toward and then to the right of the ramp the speeder is currently charging up. Quickly drop back down onto the ramp after the speeder passes by then sprint down to the water, hook left and then sprint along the wall toward the wounded rebel. Ignore the rebel and make a hard right past the rebel and sprint straight for the XP. As soon as you see the 1st speeder in the stairwell, send a HEG into the XP to end 1 or both speeders. Ignore everyone rising and or still running and continue up the stairwell to the next accessible floor. GGP+/- the SC for the contents as you run by all the Zs you just activated. You must zigzag, duck and sprint your way through the Z and sniper gauntlet to remain undamaged. Go to crouch when you get the floor above, move to the low wall. Locate the sniper hide then toss a G through the window. When complete run along the perimeter wall and drop back to the floor below, use the partition for cover from the last sniper then crouch near the perimeter wall. Position for a throw through the window grate, when complete stand and deal with the 2-3 Zs approaching from the basement, Gs are plentiful and do a fine job. Wait for Barney to stop playing with himself then both head to ground and the combine barrier. 3.12b ATTACK CITY HALL Collect Barney and continue to ground when past the barrier move back inside the buildings, hop skip and jump over the 2 PSs. Bust through the XP, sprint to the EBs to the right of the stairs GGP- one of the EBs to you before you reach the stairs and GGP+ the EB over the MGT to the wall behind it. GGP- a second EB and target the same space as before, send the EB when the see the 1st of 2 OBGs appear from the right. Run up the stairs, collect all the goodies you can absorb then head upstairs. You'll collect some rebels and Barney will unlock the XP. Stay ahead of the rebels and clear the way of mines and MGTs. Run out to the square then sprint to the turned over dumpster to recharge and heal. Beat feet when your suit is charged up, run to the fence then sprint along it to the opposite end of the quad and to the only building with a door that opens. I shoulder the SMG, crouch then open it and send 1 HEG to and between the 2 OBGs inside and on the raised platform, (with a smidge of practice with the HEG both go down with 1 rnd). Heal if necessary at the door then open the XP leading to the center of the quadrangle. Locate the monument at the center and the opening at its base, shoulder the CB then run toward the monument, CB the OBG as he exits. Once the OBG is down, sprint to the base of the monument remembering to keep an eye out for those laser things that appear on the ground and go boom, they have a wide blast radius. Cross the quad and hold under the monument to recoup suit power; locate the door of building #2 lined up at the far end of the quad. Switch to PR then sprint toward the door, as it begins to open send a PB into the building, it should kill 2 of the 3 OBGs within. PR the remaining OBG as you enter the building. Hopefully there are live prisoners in the cell, if so KB the lock and then look for meds. (NOTE) Most of the time there's only 1 dead rebel in the cell; sometimes there can also be 1 to 2 live rebels to replace the ones lost on the way to this building. ______________________________________ Switch to CB exit the building from the side door and run toward the steps of city hall. Scope the CB if needed and bolt the 2 OBGs running up the far side steps. When both OBGs are down, sprint past the steps to the XP at the far left end of the area. Locate the plug powering the SS then shoot or GGP- the plug. Keep your team away while you kill the laser triggered floor MGTs. 1/7/17 New tactic for 2 OBGs from roof (Note) This works best if you have a game mouse and can adjust the dpi; I have one setting 400dpi for sniping, there isn't much use for a lower setting it in HL. The new tactic saves time and ammo. ______________________________________ Main hall; my original FP for 2 OBGs that come from the roof area Hlwy, (far side of SS) remains, crouched at the left side of the cased opening leading to the roof. But I now use the zoomed revolver and set the mouse in game to 400dpi. Scoped, look to the far opening to the wainscoting cap, (cap rail above the paneling) center the reticle on the cap then move the scope left or right once the BG comes to a stop for a 1 shot kill. When clear reposition in front of the SS leading to the hidden floor MGTs then send the team to safety. Creep toward the SS, just before breaking the laser plane underhand the G straight at the MGT. ASAP drift left for cover, the G will slide into the turret as it rises. Wait for turret #2 to reset and submerge stand and send the team away again, rush into the room to turret #2, once a team member breaks the laser plane throw the grenade into the rising MGT. ASAP to avoid enemy fire from the stairwell, run to the right of the long dark partition thing and to the other end. Shoulder the SG on your way; swing around the end and RT/SG the 2 OBGs. Be prepared for 2 OBGs incase Barney fails to take one of them. Call your team if you have survivors then head up stairs to the next set of floor MGTs. Enter the cell area 1st ensure the prisoners are freed from the cell and have armed themselves. Send them back to the cell area at the far side of the room then run out to the MGTs covering Generator Room#1 and junk them. 1/7/17 New route to Gens #2 and 3, the new route reverses the order of Gens#2 and 3 (Note) I'm not sure why, but I think due to the new accelerated pace of the game, the old route was producing more BGs in the number of groups and I think an extra group may have been created. This took a much greater toll on the rebel group, they were dropping like flies and Barney got killed. I reversed the order of Gen 2 and 3 and it seemed to level out. ______________________________________ After destroying Gen #1, (by GGP+) exit the rm via your EP and head left, left, right, right, left and left to the lock down room. On your way to Gen room #3 you and your team will get locked within a large room as you attempt to exit at the far side XP. ASAP sprint toward the XP, GGP- a mine on your way, drop the mine at the doors as they close then direct your team to cover deep behind the shelves. Follow them and pull all the SCs down from the shelves. Don't waste a round on the BG ammo sucks running by the busted openings in the walls, that's Barney's job. Your XP will begin to sizzle after a lull in gunfire, as the BGs cut their way in. Reposition your team to cover again; I take an FP at the end of the long and dark raised object more or less lined up with the XP then hop onto it to prevent Barney or any of the other knuckleheads from blocking my LOF "AGAIN". As always given the chance he and they do. Ensure you're holding the PR, as the XP opens the OBGs cluster at the opening for a sec, then attempt to disperse as mine#1 jumps, let the mine distract them, as you send a PB through the XP. If you're lucky you'll remove a few to all but don't hold your breath, most times 2 to 3 BGs survive to enter the room. So drop off within the long dark raised object and paste the survivors with PR fire, remember to duck for reloads. Now the EP begins to sizzle, ASAP, position the team out of harms way again, (this time I point them toward the XP). Target the EP with mine#2 and retire the 2 BGs with it. Reload all remaining supplies, move to the XP then reposition the team to the EP side of the room, when set, sprint through the XP into Generator Room#3 and kill #3. Hopefully the rebels won't follow you and get them killed in the process. Heal, QS to PR, sprint to the Hlwy and backtrack through the lock down room to return to the main hall. I jump at the head of the staircase and sprint up to the other side into another Hlwy. Continue along the Hlwy to the 1st EP on your right, enter, reconfigure the mine and drop it. The "Mine and Security Laser Room"; my term, Barney and the team will defend the room's EP while you deactivate the security system. This is my route through the room, once the mine is dealt with. Go straight through the EP, jump onto the machinery then walk left to the elevation change, hop onto it then run and jump to the lower dark thingy. Reorient on the low dark thingy then run and jump over the lasers to the floor. Hop onto and move around the circular device then hop onto the pipes. Jump up onto the shelving, turn right and then jump across to the next mid shelf. Walk to the left end of the shelf, turn right and hop to the next dark thingy. Turn left and orient to the next shelf leading to the security switch then long jump over to it and then down to the floor. Deactivate the security system, grab all the PBs and heal if any damage. The mines also deactivate along with the lasers. GGP- a mine to take with, wait for the team then head for Generator room#2, drop the mine halfway between the SS and the EP to Generator Room#2. Enter, heal if needed and absorb any goodies then GGP+ Gen#3. Exit, head right to the mine, GGP- it and continue to the main hall. GGP+ the mine at your XP, the cased opening leading to the roof then continue down to the main hall's ground floor at a sprint. Switch to the PR, if there are any BGs clustering around the cased opening when you reach the ground floor send a PB to them then rush the Hlwy. Strafe right as soon as you pass through the opening, another group of BGs will appear at the far end of the Hlwy leading to the roof, send another PB. QS GG, GGP- the nearest mine and send it to the remaining BGs far end of the Hlwy. Sprint to the next mine and repeat then QS to PR and sprint to the opening if any survive the 2nd mine. When complete, max out the WDs, go through all the goodies then GGP- a mine on your way out. Wait for Barney to complete his monolog and open the barrier door. 3.12c ROOF ASSAULT Stairwell to roof (Note) 1/9/17 A 1st time event for this chapter, as mentioned at the end of Entanglement, the issue of launcher laser and guidance system loss. In my game, if the launcher has ammo during transport from Entanglement to Dr. Kleiner's Lab the
launchers laser and guidance system disables, if there's a way to get it back, IDK. So I always empty the tube prior to transporting. No launcher guidance blows big time when hunting gun ships, one must play hide and seek to survive long enough for CQ straight line attacks. This also prolongs the town square walker assault and increases the danger exponentially. This issue will test your ability to remain alive far more regarding walker and BG confrontations but it is doable. ______________________________________ 1/9/17 New tactics to roof top#1 Keep the team to your six and enter the stairwell, stop before the launcher on the floor, shoulder the launcher and send 1 rnd to the MGT on the stair platform above. Set site between the upper and lower railing run over the launcher to pick up a rnd. Sprint up the stairs to the platform the MGT is/was on, continue forward to the corner turn left and take a couple 3 steps toward the next set of steps then target the stairwell above where the 2 OBGs momentarily stop to shoot at you. Send 1 rnd to them, set laser between the top and middle railing. If done right you should be at or near full health. Sprint to the XP; position your team a flight below the XP then sprint out the XP. Hook hard right out the XP to the roof deck, continue 2/3 the way to the LAC then turn left to face the steps leading to the lower roof deck. Send 1 launcher rnd to the far end corner of the cargo container just before the BG appears; ASAP, 2 more BGs appear from the far steps past the cargo container. Endeavor to catch the 2 while they're still together near the top of the steps, (especially if you don't have laser guidance) otherwise you'll be taking damage from the survivor while you run to the LAC for 3 more rnds. Odds are 2 more BGs will remain on the lower level and fire on you as you sprint to the LAC for ammo. Retire them then return to the LAC, reload, switch to the CB head back toward the roof EP (NOTE) A few times I have closed the roof door on the rebels, (1st time by accident) and they stayed in the stairwell while I dealt with GS#7. _____________________________________ Roof Locate, scope and CB the distant tower OBG then grab all available ammo and supplies on roof #1, check launcher ammo and hit the LAC if needed. Boo roof #2, (middle lower roof level) for BGs if you didn't retire them earlier, if so roof #2 will be empty. Charge the area for any possible ambushers, (rarely ever). It's usually clear of OBGs but the real test is about to begin. (NOTE) Normally GS #7 rises from below, I get 3 good launcher rnds off then sprint to the LAC on roof#1. I use the container, the stairwell enclosure and AC structures for cover while attacking GS#7. Sometimes, (very rare), glitch or not IDK, GS #7 and the DS appear together and GS#7 holds by the DS's premature arrival. It may hang by the DS for a bit and then proceed with its assault on me and the rebels or it may remain with the DS, apparently forever. If it hangs for a moment then proceeds with the assault it can be deadly for you and your team, because the 4 DS OBGs often swarm roof #1 while GS #7 is thinning the rebel herd. However, recently when GS #7 and the DS played sitting ducks on roof #3, I hammered both from the LAC while they were seemingly stuck on the distant roof. On a somewhat sour note, it also seems like there were many more OBGs swarming roofs #1 and 2 once they opened the barrier doors to roof #3. If I am lucky enough to retain 1 or 2 team members by the time I reach the roof #3 doors my survival odds go up big time, having all the extra boots and barrels helps clear the bridge area so much faster. Most often I'm alone after the GS battle, occasionally like my most recent run, I had 4 team members by the time I got to the bridge. Having that much lead heading in the same direction cleared the bridge and rooms pronto. If the GS battle takes too long to complete and I'm alone and hurting, I wait to see the OBGs swarming from roof #2, I then run to the roof #1 stairwell enclosure, enter and take an FP facing the entry halfway down the top flight of stairs. Most times there're only 3 OBGs. ______________________________________ Advance to the far left corner of roof #2 then begin back stepping, GS #7 will rise; quickly get all 3 rnds in the air and hopefully into GS #7. This will be impossible without laser guidance your only option at this point is for CQ attacks from the side of the cargo container, stairwell XP enclosure and AC units. You have the fastest reload fire rate from this area on roof#1. Sprint back to roof #1 and the LAC, hold at the containers leeside. Begin firing and if things look good try and remain at the ammo cache for reloads. If you're getting hammered use the XP enclosure and AC structures for cover as GS #7 circles around roof #1. When I lose LOS because of a structure I fire up then strafe away from it to locate and track it to GS#7. It often takes 2 passes to drop GS#7, sometimes I take it before completing 1 full pass. When things go poorly, about 30/70, when complete I often end up with 10-15% health and 3 to 4 OBGs storming the roof. So for GPs I retreat to the stairwell XP enclosure, go down 1/2 a flight of stairs, 180 crouch for waist high LOF on the entry and hold with the CB, revolver and or PR, (in that order) till all OBGs are down. Sprint to the WDs, grab the mines and drop them on top of the horizontal AC ducts in line with the retractable bridge. Take cover behind the cargo container and GGP- the SCs for the goodies. When the new team members have assembled, sprint to and press the bridge button, position behind the horizontal ducts and GGP- a mine. Send 1 mine after the gate opens and when the 2-3 OBGs are in range. If you time it just right and are a little lucky you'll clear the bridge, if so take mine#2 with you. Send the mine into the EP at the end of the bridge when you reach half span then switch to PR. Sprint at the EP and send a PB into the EP. 1/9/17 (Note) Another issue experienced for the 1st time. Normally, while sprinting over the bridge I successfully send a PB into the EP to remove the 3-4 BGs in the distant room. As of this writing, you can hear and see the flash of the PB discharge but nothing exits the PR, if I send another after passing the halfway point it does discharge. I suggest one [save] before charging the bridge, if the mentioned event occurs, reload, do not sprint, send the PB before halfway point then sprint and send the 2nd PB when you're close to the EP. ______________________________________ If everything is running smoothly and you're very lucky, if the PB enters the room at the correct angle, the PB will bounce through everyone present then fly into the next room, (with SS) removing the reinforcements good time yeah!. Continue sprinting through the EP and into the SS room. Once in the room, determine whether a 2nd PB is required then take what remains of your team to ground. 3.12d WALKER ASSAULT CITY HALL QUADRANGLE AND 2 PARKING GARAGES 1/9/17 Adjusted route to monument center of square Assuming there is no launcher issue, send all rnds at Walker #1 then sprint to and over and off the hall steps; locate the MKs near the vehicle, if you're lucky you ran over launcher rnds on the steps. If so and you have LOS on #a walker, abuse it. Continue into the crater, hold in the sewer till the XP is clear then run up and out of the crater, sprint into the base of the monument for cover and combat. Odds are I am alone again; there may be enough launcher ammo to finish one or more walkers so concentrate on one that isn't crouching, swaying and currently firing on your position. When empty and with a clear route sprint out and right to the far corner of the square. Take cover under the veranda near the LAC, all the walkers can all be killed from under this roof and debris line with a little caution. When you have cleared all walkers; to exit the quadrangle you must pass through 6 to 9 OBGs. From the corner by the dumpster you can see that the 1st 2 or 3 are using distant low barriers for cover just ahead of your XP, use the zoomed revolver to save CB ammo on the exposed BG heads. The next 3 to 4 BGs will likely toss grenades and sport PRs as they advance. Shoulder the launcher, sprint along the building and zoom; send 1 into the 1st 2 to appear, do the same to the next 2 advancing from the combine barriers. Retreat to the LAC load the launcher and health if possible then run toward the XP, (past the combine barriers) there should be tons of PR ammo lying around the loosely formed XP barricade. Locate and take the steps down to the tunnel. Standing beside the XP, use the CB on the distant OBG, (you should have a couple left) otherwise toggle zoom and use the revolver. Switch to the SMG then QS GG. Sprint half the distance to the tunnel exit then BH to the exit. This will allow your suit to recharge by the time you exit the tunnel and allow you to sprint into the next building. At the tunnel exit, sprint left to and through the busted opening in the side of the building. Locate and GGP- the EB near one of the columns then reposition for LOF on the XP at the far end of the room, GGP+ the EB at the XP when you see BGs appear in the opening. ASAP QS SMG incase more than 1 BG survives and you need a HEG. Enter the stairwell switch to the revolver and climb the stairs. As soon as you see BG#1, send 1 rnd to the head if possible. This floor had 2 BGs and usually 2-4 drones, switch to PR and rush to BG #2 who may or may not run into the lavatory for cover. When clear, enter the lavatory. 2-4 drones will attempt to enter QS to GG and slam them into the walls, they may offer up SBs. Access the crates then run out and through the room's XP to the upper floor then right to the busted up stairwell. Locate the meds then return to the top of the steps, as soon as you hear and see the walker cannon hit the upper floor beam sprint to it. One end is now in contact with this floor providing a ramp to the floor above. Sprint up then 180 and head for cover behind the mostly destroyed wall. Hold here for a bit, 2-4 probes may inspect, GGP-/+ them into the ceiling above in hopes of dropping an SB or 2. Wait for the walker to turn and begin walking away from your position to move over to the perimeter wall, face the direction of the XP stairs, (where the LAC is) then long jump the gap to solid floor, (sprint/jump/crouch). Stand and then sprint/jump to the XP stairwell, locate and pick through the SCs then exit the building. The rebel will follow as support, better if the rebs in the lower level are still alive when you get to them. You'll have a meet and greet with 3 OEBGs, 10 OBGs and 2 walkers from car garage#1 to and through car garage#2. Retire BGs#1-5 in garage#1, hit the meager supplies to the left of the XP then ready yourself for 3 OEBGs entering from your XP, I prefer to use the car for cover. When the 3 are cleared, and walker#1 is on its way to the right past the XP, sprint up the debris ramp and left to the hole in the street. Crouch and PR OBGs#6 and 7 entering your XP from the street ahead, when walker#1 is heading to your 6 sprint up and out of the hole to and through the store EP at your 12:00. There're 2 SCs in the store with needed meds and SBs, when #1 is walking away from your position exit the store and sprint to your right. Walker#2 will appear ahead and clear a path to garage#2, by the time you enter garage #2, odds are you're alone again locate column#1 with the SC and crack it open for GPs. Run to the right of column#1 to column#2 for cover, remain standing at column#2. (Note) On more than one occasion when I have crouched behind column#2 before the floor collapse the car to my left has repositioned so that I am unable to target BGs from the left side of the column. To date this has not occurred when I have been standing prior to and after the collapse. ______________________________________ 1/9/17 New tactic through garage#2, use the revolver Crouch after the floor collapse then pull and zoom the revolver, sidestep left just enough to gain LOF on the BGs, it may take a bit longer but it doesn't hurt to take cover after every shot. I think it may confuse the 2 distant BGs but not the closest one, ensure he goes down ASAP, if given the opportunity he'll charge your position and cause much damage. Ammo up and hit the SC on your way out of garage#2. Continue up and out of the garage then left toward the dark XP. Switch to SG as you run the perimeter wall Cw to the next dark XP. There's a very small room with SCs and at least 1 OBG likely descending the stairs beside the room as you enter the room. RT/SG, access the SCs then begin running up the stairs. Begin sprinting as your head breaks floor level, sprint straight from the stairs to the busted window opening and jump through it. Continue sprinting to the end of the floor then jump from the end of the floor to the floor below. Continue running till you hit the wall then 180 and crouch, there's usually an OEBG advancing from beyond the busted wall at your 12:00. When clear, deal with the 3-6 OBGs that appear on the floor above and to your right. Eventually a walker blows a hole in the wall around the corner to your right, when it happens, run through the opening and then sprint left and down to the floor below to the small bright room on the left for supplies. When full sprint out and left up the rubble ramp to the floor above, take cover at the right end of the next area, switch to CB and then stand CB the OEBG. Crouch switch to the revolver then stand zoom and send 1 rnd to the head of the BG near the WDs and small dark room with SCs. When clear locate the small dark room on the left with SCs and WDs to load up for the next floor. You eventually make your way to the blown out, (now top floor) and the last 2 walkers in Follow Freeman. 3.12e 4-6 OBGs, 2 WALKERS, TOP FLOOR ASSAULT 1/9/17 New amended tactics from entering rooftop, walkers, BGs, to descending to ground level (NOTE) I now deal with the walkers 1st then with the BGs across the street, sometimes 1 or more are removed by rebel fire ______________________________________ I run up the stairs with the SG and RT/SG the 1-2 BGs that may be waiting. I then run to and crouch beside the LAC, keep your 9:00 tight to the LAC and your 6 tight to the busted wall; this gives you LOF from your 10:00, (over the LAC) to your 4:00. You have tons of cover from walker#1 to your left and barely from walker#2 to your right if it is to your 4:00. When they're at your 12:00 you're concentrating fire on whichever walker happens to be there I can't recall ever having both at 12:00 and I rarely ever take a hit from either walker from there. Your best walker hunting direction is from your 9 to 12:00, the LAC provides excellent cover. Walker#2 has excellent cover from you for most of its path, only your 1 to 11:00 is good hunting. When both walkers are down, do a 180 and boo the buildings across the street, sometimes 1 to 2 OBG lurkers survive the previous battle. When complete return to the WD station below, health up then return to the top floor. There can be 2 to 3 OBGs lurking around the floor directly below, be alert as you wend your way over the steel beams to the XP, (drop off). Drop to ground then run to the right, there will be at least 3, maybe 5 OBGs between you and Dog. _____________________________________________________________________________ 13. OUR BENEFACTORS 3.13a TO THE BIG ELEVATOR 3.13b OEBGS, OBGS PROTECTING THE WALKER AND WALKER COMBAT 1/10/17 Change of approach to pod transport#1 3.13a TO THE BIG ELEVATOR Follow the obvious path into the Citadel once Dog provides access. Take your time if unfamiliar with the route, there are pitfalls all over the cliff face. Eventually you arrive at a sort of transport system, individual containers/pods on a side-by-side track system, pod transport#1. (Note) If you pay attention to the pods and tracks before you get into one, its immediately obvious which track one should not to take, so, do not take. At this point, there's no guaranty the other track is any better further along. ______________________________________ Run at the pods that may already be over the Wkwy, crouch just before contact to pass under them, stand 180 and enter the pod. The pod ride is so long you may feel suicidal. You will eventually end up in a chamber that strips Gordon of all weps and destroys them, all but the GG, which it somehow energized into a super GG. (NOTE) To minimize time loss; Once released from weapons screen grab super GG; from this point on sprint, run, BH and GGP-/+/- to and through all OBGs to the elevator. Most confrontations, (especially while on the big elevator) will have Gordon in the open, use this technique in long Hlwys, sprint at the BGs, GGP- drawing the closest BG to you and then GGP+ it, firing its carcass back at the trailing BGs. The GGP- object becomes your shield and then projectile. Make it past BGs, keep sprinting, you'll out distance them in no time. ______________________________________ Run from the confiscation room GGP-/+ any and all BGs, hit every WD in your path. When you come to the SS, GGP- the PB to you from the containment vessel then continue forward and GGP+ the PB at the advancing BGs. Take the steps, hit the WD and continue. Enter the big elevator room and quickly press the call button. Run into the corner past the health/shield WD. On way, GGP- the larger lower section from the device centered in the area then release the section about 5 feet from the corner to your right. You want it to provide cover from the Elevator area and LOF to the nearby SS. Crouch and hold position facing the SS, all OBGs minus MHs and probes will be channeled to the opening and or forced to look over the barrier. You can occasionally pop up for a visual update on the elevator, GGP-/+ MHs and probes up to the ceiling and GGP- and release BGs to you. Hold position till the elevator is waiting and the latest OBG advance has been cleared. Recharge at the WDs then sprint to the elevator; on the elevator, crouch at the center of the platform and "SAVE". As the elevator rises, maintain position and rotate looking for OBGs and elevator stops. There's no easy way out of this situ, be careful when tossing PBs and or on the receiving end of OBG PBs and Gs, ensure you catch or evade them. PBs can knock Gordon off the elevator as easily as a grenade. Exit the elevator at the last stop. Sprint, run, BH and GGP-/+ any BGs in your way. There is one more WD before the big drop, fill up if you're not 100/100. Enter the big room move to the center of the ledge and zoom; take it all in, it's hazy but you can see up to the BG defense line. 3.13b OEBGS and OBGS PROTECTING THE WALKER AND WALKER COMBAT Sprint off the ledge drift to the left, press GGP- for the pod just before passing as a shield then BH through narrow Pswy#1. Continue to BH along the left till you see the next pod, pull in behind the pod, GGP+ the one you're holding then GGP+ the pod in front of you. Snuggle into the corner, target just right of the buttress and hold GGP-. Pull all BGs to you then release, do not GGP+, their bodies will cause a false GGP- and allow a live BG to fire on you while you try to clear the dead one. When the 1st wave has been cleared, expose Gordon to the 2nd wave. Repeat the previous tactic, when wave#2 has been cleared stand and Boo the Walker. It may or may not begin to walk away, if so good, if not, not so good. You need to move regardless, stand and sprint forward drift to the left or right and take cover in a corner of the wall and a buttress. The walker may or may not move, advancing on or walking away from your position. If away, stand and sprint toward the right side 3 pod line and crouch. You are now in your FP, 180 and GGP+ the pods behind you for maneuvering room. The walker may advance or walk away; its near FP is the closest it will approach. When it is at its FP it may stand tall or it may crouch and sway left to right. When it is at its most distant position it rarely ever sends rnds. When it is at its most distant you will have to side step out of cover to GGP+ a PB, or try a PB ricochet off the walls. When the walker is at its closest and standing tall back creep just enough to have LOS on walkers head wherever it decides to make its stand but still have cover from its weapon. If it decides to crouch, you will need to strafe left and back to send an EB. From the crouched position pull a PB from one of the streams, align the GG's reticle with the walker's head then stand, fire and crouch. ASAP pull next energy ball and repeat 4-5 times until walker pops. If the walker ever begins to fire on you, wait till the salvo is over to stand. When down for the count stand and run to the Jumbotron, locate the SS then GGP-/+ the PBs out of the stream. Hop over the low wall, use the WD then run to and climb into the next pod that stops on the rail system. Ride the pod till you're deposited in the next confiscation field. _____________________________________________________________________________ 14. DARK ENERGY 1/15/17 New approach at beginning of core ascension, Avoiding combat at 1st level on central platform This time Gordon is restrained in the pod, discovers that Eli and Alyx are also restrained and a gloating Breen is in a running monologue. Once Dr. Mossman makes a stand and Gordon is released from the restraint the story becomes interesting again. From the elevator, exit left and then right toward the spot where one waits for the horizontal sliding screen to move and provide access to the rest of the event. Instead, run at the pillar to the left of the sliding screen and jump onto the railing. The Pillar will prevent you from a falling death; turn left and look down at the railing, the safety railing has extended and bent, (floor side) in pales. There is a gap at the railing intersection, no railing; look straight down at the top of the railing and walk toward the corner. You want to stop when you have sight on the last pale before the corner and a smidgen of railing between it and Gordon's foot, this will give you one step as you move forward for the jump. Turn right to face the leading edge of the corner of the safety railing at the opposite side of the gap you're going to jump. Aim for the gap on the opposite railing then press run/sprint and jump. If done correctly you will pass over the top of the opposite railing or land on the top of it. Land on the opposite floor and sprint up the ramp to plasma stream#1. (Note) My initial thought was that I would save some time which it does, but it doesn't change activation times of the BGs that appear when you get to plasma stream#1. ______________________________________ Remove the energy/plasma balls from the 3 mini streams to continue your climb up the central core device. Use the PBs on the gathering OBGs when possible. After the 3rd stream is cleared pull as many OBGs from the platform above while waiting for and dropping onto the reciprocating column. Once I'm on the next level I hold to the right of the SS, I GGP- BG#1, send it into BG#2 then GGP-/+ BG#3. I then sprint forward along the Wkwy to the next lift and ride it to and up to the central platform. Crouch after jumping over the glass railing, access the WD then move to and ride the next lift up. Sprint to and GGP-/+ the 4 BGs that enter from the SS. Sprint to the last reciprocating pillar and ride it up to the top. Once at the final level I prefer to position Gordon slightly behind and to the left of the left most energy stream. I get a clear shot at the central rotating doors thingy and cover from one of the 2 GSs. I completely ignore the GSs and only concentrate on the rotating doors. I often end with health between 60 and 100 and the suit between 60 and 150. I didn't begin counting PBs until recently, but since I have, the lowest number of PBs I've sent to stop Breen and the device is 9. ____________________________________________________________________________ 10/25/16 Sometime between writing this section of the HL2 guide, (mid summer) and this evening something has changed in the game. Among a few things, the game no longer allows DB to be driven into colonels Cubbage's compound there is an invisible shield about 8-10 or so feet high that will flip the car when DB is stuck to it. Also DB will no longer just stick to the car; you must drop it onto the car then get in ASAP to force the roller mines attraction. Also the rebels and BGs are even more rabid regarding DB One must work ever harder to keep DB safe there're instances throughout this guide that must be altered from the original to protect DB from the rebels. 4. DOG'S BALL 10/26/16 (NOTE) A number of changes have occurred since I wrote this section of the HL2 guide early mid/summer; I began playing the DB run again on the 25th to see if I could come up with any more improvements before seeing if any of the sites I used to send my guides to would be interested. The changes vary from invisible barriers, weakening the magnetic adhesion of DB when riding on the buggy to rabid changes in certain rebels at the different stops on the way to Nova Prospekt and the same thing in the ALs regarding DB. The final straw came on the 27th when I tried to enter Nova Prospekt with DB and hit another invisible barrier like the one at the end of NP, which completely excludes NP from the game. There's no comment from Steam or any of the HL2 member players. No one is willing to try their own games to see if it's just me or everyone. I did complete the "Game Cache Verification" process with no effect. (NOTE) This part of the guide deals with the transport and use of Dog's ball after leaving the surface of Ravenholm. It begins as you enter the building above the mine and descend into the pit. There're no ifs ands or buts about it, dragging DB around is a P.I.T.A. of a chore. If you're used to a regimented path and set of tactics, this will/may cause you some problems. ______________________________________ Descend into pit#1 in the same manner as you always do but holding onto Db with the GG. Once I'm on the initial landing Wkwy, I head for the supply shack then make my way along and to the far end of the dark Wkwy. Step down to the lowest platform then run off it; BH to and up the XP stairs then hop over the fence to the ceiling beams. It isn't necessary to wait for the spiders to roast themselves unless it's something you personally enjoy. Continue to the end of the ceiling beams then press crouch a 2nd time and drop off to the floor. Run to the left leading corner of pit#2; scrape your left shoulder along the right side of the corner post to the pits broken and slanted 4X4 perimeter frame. As you drop to the frame below look straight up so that DB is above your head, and continue forward tight to the pit's wall. When you hit the water you will immediately swim up, turn the flashlight on and SAVE. Continue to look up, locate the light above the pit and orient to the corner where it will be above left. The water tunnel will be at your 12:00. Begin to lower DB to your 12:00 then allow yourself to submerge your head while moving forward. Remain tight to the left side of tunnel #1's wall and ceiling as you swim forward and then left around the corner to the "X" frame blocking your way. Remain tight to the "X" frame and swim up, as you rise out of the water turn to face the "X" frame. The frame post should be along your left shoulder; as your head rises out of the water lower DB to your 12:00 and press jump. You should land on the cross beam, the box of SG rnds may or may not be on the beam. SAVE, allow your flashlight to recharge then look up, turn the flashlight on and drop off the beam. Repeat the tunnel#1 maneuver in tunnel#2. Rise out of the water and locate the tram lever; stand against the lever with it between you and the tram then jump onto it. Jump to the tram, align with the tram cable then run the length of the cable to the end of it. Drop off the left side of the cable to avoid the 2Zs to the right and BH to the tunnel entrance. Move to and activate the train speeder then DB it when it lands. (NOTE) I have made it past sniper#1 every time, at worst; I have reached cover with 96% health, as long as I get to the arch before he begins targeting the 3 Zs. _____________________________________ I BH to the arch, I stay to the middle of the track so I can GGP+ DB as soon as the end of the train car is LOS. I send DB just to the right of the end of the train car then sprint to it. I take the hit just before I get close enough to retrieve DB then BH to the side of the train car for cover. If you can't swing the run and or you are severely damaged, deal with sniper#1 in the usual manner and leave #2 alone to save some time. Head past the supplies, BH to the train car blocking your path then cross the car's EP to the right of it and hold. The OBGs will pass through 1 by 1, DB them; collect all the goodies you lack like the PR and continue to the tunnel opening. Do a mad BH to the van; scrape along the side of it for the goodies then continue to and along the right side of the train car. DB the advancing BG then continue to and bear left past the end of the section of train. Deal with the 2 OBGs in the crap yard in your preferred manner. Grab DB; continue past the corner of the building about 20 feet. Back step toward the train car, face the fence and launch DB over the fence to the buildings gable. This will keep DB away from and EBs while you deal with the OBGs at the next building's EP. Grab an EB on your way to the next building, when the OBG appears in the EP launch the EB at the EP. ASAP grab the flaming EB and launch it at the EP. ASAP switch to the PR, if you're lucky the 2 to 3 OBGs are toast. Locate DB then enter the building. Launch DB through the glass windows then leap through, grab DB and go for the OBGs. Hit them low, from waist down to limit retrieval distance. (NOTE) While on the pier, you can't get DB onto or into the buggy, a barrier surrounds it. When you're able to, set DB on the highest point of the buggy's cab, at this position DB's electrical discharge will provide the least disruptive spasm while driving. Be cautious while driving along the coastal ledges, some spasms can cause the buggy to leap into the air. If you're close to the ledge while booking you can end up restarting. I've been stuck on the railing and jumped off the road and into the water a few times to date. ______________________________________ Outside on the pier, launch DB to the area the buggy will be dropped from then get in. When dropped to the ground, GGP+ the buggy to right it then locate and GGP- DB, you may be required to DB a number of ALs on your way back to the buggy. Set DB on top of the highest part of the buggy's cab, then ASAP drop it and jump into the buggy and drive the route you're used to. (NOTE) DB can no longer be driven into Col. Cabbage's playhouse; you hit an invisible barrier just past the thumper, you'll know where when you hit it. Exit the car, GGP- DB stand away a few feet then GGP+ DB up at a 45 degree angle. Get back in the buggy, drive to DB reposition it on the car then drive to the XP gate at the playhouse. _____________________________________ At Colonels Cabbage's playhouse, Park the buggy near the XP gate then place DB in the far left house, place it at the deep left corner and cover it up with crap to restrain it and protect it from the rabid rebel that refuses to leave the building. Ensure the building is clear of EBs as you sprint out, locate Cabby and deal with GS #1 per norm. When complete wait for the gate to open then grab DB, put it back on the buggy and drive off before anyone can shoot it off. Odds are someone will and you may be required to put it back multiple times before distance protects it. (NOTE) "SAVE" before you pick the buggy up, the magnet may only grab DB and not the buggy, the crane will not lower and pick up the buggy while it has DB, it has happened more than 1 time. Whatever has happened since I wrote this guide has made everything DB more difficult, DB releases from the buggy with little external effort. Loading Pier, Leave DB on the buggy and follow normal procedures to the crane. At the crane clear pier#2 of the 1st 3 OBGs then lower the bridge. Move the buggy, when you release the buggy to Pier#2, lower the boom as much as possible to minimize the drop distance from 1-2 feet then release. Preferably near a freight container providing cover from the next group of 3 BGs in the building. If they mess with it and knock DB off the buggy it may be sent off the pier to the sand, if so, unlike earlier during the summer you could retrieve DB from the sand odds are now DB will disappear. When complete; you may be required to stop after busting through the 2nd buildings window to RA, DB. Continue as normal to GS#2; you may be required to RA DB after the bridge jump. Leave DB on the buggy and deal with GS#2 in your usual fashion. (NOTE) In the past, for the most part DB stayed put on the buggy for all but nearby explosions, rollovers and dumps into the ocean. I leave it on the buggy while dealing with the big bridge and GS#3, however, a couple times on my return DB moved the buggy out from between the buildings and a bit into the main yard, right next to the OBG. But I was still able to enter the buggy and exit the area to the top of the bridge with little damage. I/you can't carry DB out of the bottom of the lighthouse. ______________________________________ The next time DB becomes a real issue is at the Lighthouse, normally I use the barrel to deal with the OBGs from the 1st 3 DSs. With DB it pays to keep it close, so I use it on the OBGs from all 4 DSs. This method requires a bit more flexibility regarding your FP and DB retrieval practices; at 1st I ended up scrambling way more for DB than barrels, but now, have it under control. The same rules apply as with the barrels but DB rolls much easier so ensure you face away from the ocean ledges when launching it at BGs. If you are adept at fast tapping GGP-/+/- for DB retrieval, you can move in a bit closer with DB than with barrels. (NOTE) Last summer I could drop DB after entering the lighthouse and then close the door, DB would be safe till GS#4 was retired. Now DB must be placed in the bottom floor of the lighthouse to prevent rebels from entering during the exchange and letting DB out of the structure and into the water. _____________________________________ When complete, enter lighthouse drop DB on the bottom floor then sprint to the top for GS#4. When complete retrieve DB, head outside and along the ledge till you have LOS and LOF on the tunnel you must travel through once you exit the lower section of the lighthouse. SAVE and then launch DB into the tunnel; return to the bottom of the lighthouse and continue as usual to DB. LASLO At the boulders with Mr. Depressed and Lazlo move to the boulder at their 7:00, (where the single AL spawns) remain on it and hit the ALs low for quicker retrieval. If you're fast enough you can keep Mr. Suicide alive a bit longer. Continue over the boulders as usual; follow your regular path and tactics. Drop DB nearby while moving objects BH in lieu of sprinting. When you get to the long planks launch DB into building#1 then grab and place the planks over the gap and cross. Quickly move the planks to the ramp and building#2. GGP- DB from #1, climb the planks and launch it through the window in building#2. Move the planks down the next ramp to gain access to bulding#3 then return to #2. You can grab DB through the EP but not take it out. Launch or drop DB into the toppled shelving to the right of the EP then quickly pull it out via the window. Place DB in building#3 and trap it in the corner with SCs and debris. Move the planks, start the thumper, grab any goodies possible then head out for the island boulders. From the edge of the building#3 outcropping and the planks bellow, GGP+ DB past the outcrop blocking your view of the base of the XP ramp. Continue crossing and placing your planks and sheet steel. If DB comes back before you reach the ridge, launch it back over the big boulder between you and the ridge ramp so that the boulder traps it there. When you close in on said boulder DB may roll around it to you. Take DB over the ridge to the lowest boulder on the guardian side of the ridge. SAVE then launch DB as far as you can toward the rebel MGT. Sprint to the 3 EBs and launch them at the guardian then if possible grab DB on your way and GGP+ it to the safety of the rock niche past the rebel EP. If not, GGP-/+ EB#3 at the guardian and sprint to the niche. If the rebel MGT is unable to attain LOF on the guardian you'll have to either bait it out into the open or expend tons of ammo venting it yourself. When complete follow the Vort and its instructions. As far as I can tell DB has no ill effect on the guardian. The Ant Lions hate DB and will ignore pods and BGs when it's close by. You must launch DB at BGs then throw pods for extra measure or deal death for yourself. ALs will attack you while you're holding DB but cause no damage. Drop DB to climb and deactivate thumpers and to operate MGTs. GGP+ DB ahead of you when safe to then sprint to it to save some drawn out BHing. Drop DB to deactivate thumpers#1 and 2. BH from thumper#2, upslope toward outpost#1, when you have LOS on BGS GGP+ DB at them then switch to the SG. Sprint at the BGs and RT/SG everyone the ALs don't get 1st. RA DB and continue to outpost#2 and launch DB into the circular concrete walls behind outposts#2 then QS to SG and sprint in for CQ RT/SG fun. Clear the area of BGs then pick through the SCs in the circle for supplies. RA DB and enter outpost#2 drop DB and move in tight to the MGT to prevent to minimize AL jostling and shoulder it, (expect to be pushed away from the MGT before all 4 OBGs storming from the beach have been retired). You may be required to CQ RT/SG the remaining. Return and GGP- DB, return to the beach and disable the thumper#3. Now you must deal with outpost#3 and at least 6 OBGs between it and thumper#3. Move to the right of the rock wall and locate the outcrop at your 12:00, GGP+ DB to the outcrop then sprint to it, RA DB then swing CCw to the leeside of outpost#3 then crouch and recoup suit power. While you recoup suit power look along the beach for a much smaller outcropping of stone, 2 OBGs are using it to send lead and for cover. When ready stand, GGP+ DB to the left edge of the outcrop then sprint to it SG ready. If you're lucky you may have clocked a BG with DB, RT/SG one or both. Crouch and recoup, stand and BH to the next outcrop to your 10:00, there's a BG behind it. Swing around it and DB him, RA DB then GGP+ it upslope past the crates then sprint upslope SG ready. 3 OBGs appear from the left RT/SG all 3 then RA DB. Take cover to your left from outpost#3, use the rock for cover and creep toward #3 till you have LOS on #3s EP. GGP+ DB at the EP then sprint SG ready to RT/SG the contents of the outpost. Do not enter outpost#3 till all BGs are dead, be prepared, to empty the tube with RT/SG and strafe out of LOF to reload or to switch weps or to RA DB and use it if you run out of SG rnds. Luck out with good SCs then head the caves. (NOTE) The ALs will ignore the tossed or squeezed pod in favor of attacking DB in or out of your GG grip, so you must plan accordingly. When you are about to go into dangerous close quarters maneuvering do not expect the ALs to be advancing on and attacking BGs or covering your 6, they'll just as likely swarm on a stationary you, (while holding DB) and or a launched DB and begin swatting at it. On the way to Nova Prospekt I DB far more BGs than the ALs take down. ______________________________________ Grab DB from the ALs, ensure the SG is in QS then run into the caves, the ALs will follow. Don't get hung up on the MHs, GGP+ DB forward then GGP-/+ the MHs into walls. So, QS to the SG and continue into small room#1, you may need to RT/SG cave BG#1. RA DB and exit the small room and go left. My MO in the caves is to keep on swimming, I sprint along the narrow tunnel, GGP+ 1-2 BGs in my way to and through to the end room. There may be 3-4 BGs in it; you want to turn right in the room and DB anyone between you and the XP in the next room. Once you're outside you should have only 1 BG to deal with. Most often the ALs will clear the caves by the time you reenter and head for the Lambda cache. I do take some damage, sometimes severe but to date nothing the SCs in the cave won't cure. Outside the caves BH to outpost#4 and quickly DB the BG in it, shoulder the MGT, crouch and end the BG firing on you and the ALs from outpost#5. RA DB and exit #4, DB the nearest BG then sprint to DB to RA, the ALs retire BG#2. Enter outpost#5, locate outpost#6 down slope. SAVE, exit #5 and GGP+ DB at and to the left of #6. OBGs will pour out from the DS to the right and head for outposts#5 and 6. Sprint back into the stone guard post, and use the MGT on the BGs running to and advancing from outpost#6, when complete RA DB. Continue up slope to the dormant Zs and wake them up. From the dormant Zs BH to the tower ladder, you'll take damage but you don't want to let go of DB. On the platform, quickly turn and DB OBG#1 low, recover and do the same to #2 then jump over the railing. Drop DB between the 2 SCs then GG one for the MK. Continue to the zigzag path up the hill to the sewer pipe, the ALS will harass and block your movements all the way up. They may knock DB away from GG's grasp and or you off the path sending both to meet your death. When you get to the top and sewer pipe it will be pure chaos, a speeder and ALs. All of them vying for DB; making it even more difficult to navigate to the pipe. I'm not sure if the ALs killed the speeder of it leaped off the hill, IDK. Once in the pipe the ALs leave you alone, make your way to the pool and topside. When you arrive at the side of the white flat roofed building, continue between the building and the perimeter wall. Stop just past the rise in the ground and drop DB switch to pods and pod towers#1 and 2 alternately. Clear both towers of BGs, RA DB then BH the perimeter wall CCw to the side of tower#2. Drop DB between the perimeter wall and tower#2, pod tower#3 till clear. By this time many ALs may now be attacking DB, and preventing you from sliding along the perimeter wall for next your shot. You may be forced Cw around tower#2 for your next shot. With CB ready, you'll most likely only take one of the 2 OBGs that appear at guard shack#1 atop the building within the NP compound. The other will either run over the roof or run into the guard shack and then up and over the roof. (NOTE) What follows must be completed as fluidly as possible to succeed, especially regarding the end room window assault. You need to have 6 rnds in GS#5 this side of the compound to ensure your survival on the other side. _____________________________________ Grab DB and head for the steps leading to the compound, launch DB at the 2 OBGs by the crates and under the connected shed roof then sprint to the EB. GGP-/+ it away then RA DB and send it back to the lower area via bank shot off the perimeter wall near the base of the steps you climbed to get here. This will get the ALs to follow DB and get them away from you, leaving you some unaffected launcher time with GS#5. For most of it, GS#5 will concentrate all or most of its fire on the ALs; you'll be able to send the 1st 4 rnds, 3 from the quiver and 1 at the SC under the roof without much stress. When #4 has been sent sprint to #5 further along the building in a shallow dark niche. Send it ASAP, "SAVE" Switch to the revolver, move quickly and in tight to the leftmost window near the end of the building, shoot the BG in the window, as soon as he drops QS to GG and GGP- the rocket sitting on the table. ASAP back away from the building while switching to the launcher, send the rnd straight up and then laser GS#5 as it passes over the perimeter wall or as it rises from the other side of it. If GS#5 has dipped below the perimeter wall while you're attempting to target it, swirl the rnd high above the buildings that side of the perimeter wall till it rises then paint it. ASAP after contact sprint to the EP to the small room, switch to the SMG, open the door and end BG#2. Quickly enter the room, access the WDs, and pick up the PB. Step to the EP, ignore guard shack#2 and sprint along the wall to your left, go hard left at the end and sprint into the over turned dumpster at your 12:00. QS to GG ASAP and GGP+ the EB beside dumpster#1 away from it. Switch to the PR crouch and look up to the elevated Wkwy for BGs, if so clear them. Switch to CB and listen for a lull in GS gunfire, when it happens back out of dumpster#1 and strafe left for LOF on guard shack#3. Quickly scope and send 1 bolt to each BG on #3s Wkwy, ASAP switch to the pistol and send 3 rnds into 1 of the EBs along the raised concrete platform's perimeter then sprint back into dumpster#1. "SAVE" QS GG, and hold for another lull in GS gunfire then sprint to your right out of the dumpster and up the steps. Sprint left of dumpster#2, GGP- the EB at the rear corner of #2 and GGP+ it into the wall at your 12:00. Swing Cw around dumpster#2 then sprint toward the LAC, if the EB is still there GGP+ it away then access the LAC. Sprint back to the rear of dumpster#2 and hope that 1 of your next 2 launcher rnds takes GS#5. When GS#5 drops from the sky "SAVE". Comparably, the rest of this section is now relatively easy. When you drop GS#6, reload from the LAC, send one or 2 rnds into guard shack#2 then switch to the SG and sprint to the shack to ensure both are down. (NOTE) There're 2 MKs close by, 1 above you in dumpster#2, 1 in the recess to the other side of dumpster#2 and 1 in guard shack#2. When the area has been cleared of GS#6 and the 2 BGs go looking for DB around the 3 towers area. Listen for and locate the ALs, odds are they'll be swatting at it. Access any unopened SCs on your way to DB. When in possession of DB enter Nova Prospekt via the newly constructed EP. ______________________________________ NOVA PROSPEKT Once you are in the building and past the 2 fires you'll come to another barrier as you pass through the 1st EP. Grab DB and back step down the Hlwy till the barrier forces DB from the GG's grip. Take a couple steps toward DB and RA. In a moment, the ceiling at the EP will collapse and break the barrier. Let DB handle the HC in the wall. At the water area jump in and climb to the 1st platform, shoot DB through the XP then grab some junk as barnacle bait. Crawl up the debris, run to the XP then DB and GG the spiders as they drop to the floor. Its GPs to the prison Community Lavatory; dealing with the guardian is actually quite simple, not as fast and clean as without DB but acceptable. Jump the railing and drop into room#1; face the double doors the guardian emerges from and shoot DB at it. Sprint to your 9:00, punch the barrels away and run through the hole to room#2. Sprint right into room#3, remain this side of #3, then bare right around the low tiled barrier for the debris cluttered XP. Hop onto the crap, open the XP then continue around the barrier and toward the guardian. By this time it may be in any of the 3 rooms. Press and hold your 2ndary trigger as you bear down of your target, you want to grab DB as far from the guardian as possible to give you running room to the XP. BH your buttocks off, launch DB through the XP then follow it into room#1. Move to the right out of the guardians LOS. (NOTE) This next area is quite dynamic relating to the number of, order and positions the OBGs and MHs may appear and take during the 1st of the next 3 assaults. That being said, what follows is a general action that appears to work well 80+% of the time over the 3 assaults and keeps DB out of trouble. ______________________________________ Launch DB past room#1's EP, pull a G and move to its XP, crouch and then side creep right through the XP for LOS on the crate at the far end of the Hlwy. Toss the G "AT" the base of the crate, ASAP switch to the PR and begin firing on the group, if you're lucky all 3 will stay grouped and drop, if not pick off the survivors. Switch to CB and scope it, stand and remain on the left as you move toward room#2, a BG will appear on the Wkwy to your 1:00/2:00, CB him then retreat to your previous FP. Prep for MHs while waiting, when you hear the gate to room#3 begin to open switch to CB and move a bit into the Hlwy for cover from the crates area in room#2. (NOTE) Resist the temptation to toss a G at the MGT at the far end of room#2 while waiting for the BGs from room#3, more often than not multiple MHs and the BGs swarm your position overwhelming you. ______________________________________ Scope the CB, 4 BGs will enter room#2 from room#3. You may be required to move back and forth through the XP to avoid extreme enemy fire. When room#3's BGs have been cleared, stand and move toward room#2 while pulling a G. Toss a G toward both MGTs at the far end of room#2. When clear rush into room#2 past the AL spawning pit to activate it then revert to your usual method for clearing room#3 and the upper floor. Once the XP to room#2 is open, sprint to
the side of it and toss a G at the MGT behind the table. When the MGT is down, toss a G at the base of the fence blocking the duct. When the duct has been cleared, fetch DB and return. Launch DB into the duct then sprint to and enter the duct. Use the cinder block to jamb the fan, grab DB move to the next duct entrance and drop Db to the side. If a BG is standing in front of the grate punch the grate to eliminate the BG. If so, odds are high 2 remaining BGs will be in the next room waiting for you. Back out and grab DB, use DB on the BG that's always crouched against the opposite wall then quickly pull DB back to you. Exit the duct cautiously until you are sure of BG#3. Grab DB and shove it back into the fan room. Pull the plug, bust the SCs, tip the MGTs, and head up the stairs. (NOTE) Carrying DB with you will soon become much more tedious as you progress through NP, its usefulness will drop to zero in the Laundry, Galley and Cafeteria. You are better off hiding it some distance away from each of the mentioned areas so you can have control of the ALs that spawn nearby. ______________________________________ You can complete the room up the stairs with the 3 LMs in your preferred fashion; ensure you also complete the EB and 2 MGTs before retrieving DB. In the CR, do not attempt to place DB in the MGT closet with or without the MGT; the outside lever is broken. Ensure you keep DB away from the combat areas unless you are able to eliminate the enemy before they can toss Gs or explode nearby EBs. Leave DB in the next CR before the Laundry, deep in the far corner. Remove the 2 MGTs covering the Laundry EP then head back to the CR to ensure DB is still inside. Sprint back and pod the room you won't get as many ALs to help with all the BGs so you'll be doing some of the lifting. When the room is cleared and the MGT is down retrieve DB and release it in the middle of the Laundry. There's a decent cache in the small Laundry room along with a PST, deal with it as usual to rebuild supplies. When complete leave DB and head up the stairs to the next area. There're at least 3 LMs spread out over the area not to mention 7 MGTs and 8 OBGs, far too many opportunities for DB to pop. Once I had the areas cleared of LMs, BGs and MGTs I brought DB up into the final NP CR. This is where we parted ways; I couldn't figure a way to get DB out into the cafeteria. I tried pushing, pulling, shooting exploding throwing stuff at the opening and the other windows. The confusing part for me is what put a hole in the one window that a launcher, SMGG and or PB could not? If anyone else brained a way out with DB let me know. Approach the hole from the left leading corner; use the pit's 4X4 perimeter wall framing, hold DB directly over head and run forward along the wall's 4X4s then right at the corner. You'll drop straight down after the right turn, keep DB overhead. In the water, locate the light above the pit and orient it to your9:00/11:00. FL on then position DB in front of you and slowly submerge. As soon as DB slides under the tunnel ceiling swim forward, remain to the left side of the tunnel turn left at the corner and locate the barnacle tongue in the water. Swim up the left side of it and jump up onto the beam. Let the suit recharge then drop into the next area and swim out to air. (NOTE) Or, (without DB) you can swim down to the bottom crouch and slip under the piling then swim to the surface. _____________________________________ Locate the chopper tram lever; jump onto it then to the tram. Walk, run, sprint and or BH along the top of the tram cable toward the sunny tunnel exit, bothered by -0- Zs. Once outside bear right along the trains, (with DB use it on the speeder, no DB; use a barrel) grab a barrel from the top or bottom and activate the train car speeder, launch head on as it hits the ground. (With DB) GGP+ DB toward the end of the train car in the distance then sprint toward the train car while the sniper deals with the Zs and DB. You may or may not take a hit by the time you reach cover beside the train car. DB will tend to follow you close enough to GGP-. BH along the train car toward the logger flatbed, duck as the laser begins to track. Just show DB to the HC beside the logger's wheelset and it will move out into the open and then sniper#2 will take it. Ignore sniper#2 and continue under the next couple sets of overpasses till you get to the car blocking the tracks. (Without DB) Pretty much the same tactic as with DB but less BH; don't forget the HC beside the cars wheelset. Ignore sniper# and continue into the next tunnel.