You know that old line “There’s no problem so large that it can’t be solved by small explosives strategically placed.' Well, that’s what we’re facing. Shoot one of the explosive barrels under the car and fall back. Watch it fly off into the distance and then get your loot. You still can’t crawl into the van, but you can use the gravity gun to break the crate and pull the stuff toward you.

Get back into the car and follow the road again until you get to another cache. Stop and crawl through the van to get inside this warehouse area. The second cache is another little physics puzzle and there’s a special achievement for solving it. You see that large panel that’s standing up. Go behind it and use the gravity gun to knock it down. There’s a little lip in front that you can roll a grenade under. Use the alternative fire for better luck. If the grenade rolls under it properly, jump onto the panel and stand close to the lip. Steer yourself toward the catwalk behind you as the panel flips you up. There is a box of grenades inside if you need to try it a few times. Pull the switch to open up the cage below. Then go ahead and use the health charger up here. Drop down and grab the rocket launcher and a few rockets as your reward.

Fun With Zombies

Head back out and get back to the car. Drive forward to the road. We need to turn left and follow this road to the tunnel. There’s another cache straight ahead though and I’m guessing that you want the achievement for looting all the caches. Plus it has a lot of good supplies. We’ll need anything we can get for the fights coming up too.

Drive forward and jump out at the little shack. Use the gravity gun to pull up the saw blade that’s stuck in the floor. This will lift up the floorboard and reveal the cache. Pull away the rest of the floorboards in the house to reveal 4 crates and some propane bottles and flares. About 5 zombies will come out to attack you though. Use your new arsenal to wipe them out. Remember that you can replace 2 rockets, so go ahead and have a little fun with this one.

Jump back into the car and go to the road. Turn out and head into the tunnel. You’ll come out in a new area.

This post is part of the series: Half-Life 2: Episode 2 Walkthrough – Part 2

We’re on to the next adventure with our new set of wheels. This car will take us all the way to White Forest for the big conclusion. If you need any help getting past the army of Combine soldiers and hunters waiting for you, then look here.
  1. Half-Life 2: Episode 2 Walkthrough – The White Forest Inn
Half-Life-Episode-2_dl_PCboxart_160w.jpg

Release Date October 9, 2007 (US)
Developer Valve
Publisher Valve
Platform(s) PC, Mac
You could learn a thing or two from Gordon Freeman, a man who speaks softly (or not at all) and carry's a big, iron stick. We don't so much care if you speak softly or not, as long as we're not around, but before you embark on your Half-Life 2: Episode Two journey, we suggest arming yourself with a big stick of some sort.
Sadly, we're fresh out of big sticks here at IGN, so take this strategy guide as consolation. Our complete Half-Life 2: Episode Two walkthrough will get you through the game's many puzzles and challenges, teach you outsmart your environment and give you the tools to bring down your deadliest enemies.

Walkthrough

Secrets

Comments
Half-Life 2: Episode Two
Promotional artwork featuring (from left): Gordon Freeman, the Combine Hunters, and Alyx Vance
Developer(s)Valve Corporation
Publisher(s)Valve Corporation
Composer(s)Kelly Bailey
SeriesHalf-Life
EngineSource
Platform(s)Microsoft Windows, PlayStation 3, Xbox 360, OS X, Linux
Release
  • Microsoft Windows, Xbox 360
    • NA: October 10, 2007
    • EU: October 18, 2007
    • AU: October 25, 2007
  • PlayStation 3
    • AU: December 20, 2007
    • EU: December 14, 2007
    • NA: December 14, 2007
  • OS X
  • Linux
    • WW: May 10, 2013
Genre(s)First-person shooter
Mode(s)Single-player
Half-Life 2: Episode Two (stylized as HλLF-LIFE2: EPISODE TWO) is a first-person shooter video game, the second in a series of episodic sequels to the 2004 Half-Life 2. It was developed by Valve Corporation in tandem with Episode One, the first game in the series, and released in 2007 via Valve's Steam content distribution platform.[1] The episode was released both separately and as a part of a bundled package, The Orange Box.[2]
Episode Two gameplay consists of expansive environments, travel and reduced linear play, continuing Valve's policy of orienting each episode around a particular theme or set of technologies. Following the closing events of Episode One, it sees Gordon Freeman and the series' other major characters moving away from City 17 to the surrounding countryside.[1]
The retail version was released on October 10, 2007, in North America and Russia for Windows and Microsoft's Xbox 360 after repeated delays. The version for the PlayStation 3 was to be released 'around two or three weeks later', as it was produced separately at the Electronic Arts UK studio, according to Valve marketing director Doug Lombardi.[3] This version was further delayed. For the rest of the world, the release date was October 18.[4] The Steam version was released worldwide on October 10, 2007.

Gameplay[edit]

As with its predecessors, the game is played in the first person as series protagonist Gordon Freeman against transhuman troops, known as the Combine, and other hostile alien creatures. Levels are linear but add a more open environment, consisting of puzzles and first-person shooter game-play. Sequences involving vehicles are interspersed throughout the game, breaking up moments of combat.
One of the focal points of Episode Two was meant to be increased use of vehicles in open areas. However, the game retains its original linear style until the final battle.[5]Episode Two has more puzzles than Episode One, including the biggest physical puzzle yet in the series—a damaged unstable bridge.[5] The game features numerous 'achievements' (similar to PlayStation 3's Trophies and Xbox Live's Achievements) for carrying out certain tasks. Some are essential to game progress, such as helping fight off an antlion invasion, or defeating the first Hunters. Others are optional tricks or feats the player can perform, such as killing a Combine soldier with their own grenade or running down a certain number of enemies with the car.[5]

Enemies[edit]

Episode Two featured a new Hunter enemy, which had just been seen briefly in a recorded message in Episode One. The Hunter serves as one of the most dangerous enemies within the game and as means of emotional development for Alyx Vance. Remove password from pdf nuance. The Hunter is a powerful and resilient enemy which players must often run from while seeking a means to fight back; Episode Two's environments are designed with this in mind.[6]
An interview in the August 2006 issue of PC Gamer magazine revealed that the Hunter stands 8 feet (2.4 m) tall. Erik Johnson, the game's project lead, states that the Hunters are 'big and impressive, but they can go anywhere the player can go', as the player can encounter them both indoors and outdoors.[7] Ted Backman, senior artist for Valve, talks about how the Hunter can express emotions, being a somewhat non-human character. 'We want the Hunter to be able to express nervousness or aggression, [to show you] whether it's aggressive, hurt, or mad.' Hunters are very aggressive and they tend to operate in packs, but can also be found supporting other Combine troops. Late in the game, they can be found escorting Striders, using their flechette guns to protect the Striders that the player is trying to attack.[7]
Hunters primarily attack the player by bracing themselves and firing bursts from their flechette cannon. Four flechettes can vaporize an ordinary human soldier. If they do not strike a living target, the flechette charge up for several seconds and then explode, dealing minor damage to everything nearby. Hunters may also conduct a charging attack or strike with their legs if the player gets too close. Hunters are vulnerable to all weapons, but to compensate, are still quite resilient, making explosives and the pulse rifle's charged energy ball the most attractive options. Objects thrown with the gravity gun are also effective, especially if the player catches some of their flechettes with the object before hurling it (one of the in-game Achievements). In outdoor environments, they can be run over with a vehicle.[8]
Two new forms of antlion appear in the game. The first is the glow-in-the-dark antlion grub, a harmless, worm-like creature which functions as a minor health pickup and a light source. Killing all 333 of these earns an Achievement. The second is the worker antlion (or 'acidlion') whose body produces a powerful and poisonous acid. In addition to a ranged acid spit attack, they also explode when killed, launching acid around them in a short radius, making them dangerous close-combat opponents. Although they are thematically similar to the bullsquids of the original Half-Life, they are functionally closer to the poison headcrab—as an enemy that the player will instinctively prioritize as a target. A new antlion guardian, which has glow-in-the-dark features, was also added. This 'Guardian' hunts and attacks Gordon Freeman as the player endeavors to take the larval extract the Guardian protects. The vortigaunt that accompanies the player forbids him from harming the guardian, fearing the extract will be ruined if he does. The player must therefore accomplish his goal while being harried by a creature he cannot eliminate, though the player is eventually given the chance to kill it.[9]

Weapons[edit]

An in-game white-board depicting how the Magnusson Device functions
Episode Two features no additions to Gordon Freeman's weapons inventory. Instead, Valve chose to further explore uses for the gravity gun, with which the player can pick up and throw large objects. They introduced more varied Gravity Gun 'ammunition', such as logs, flares, and half-height butane tanks, which are easier to aim than full-size fuel drums.[10]
Near the end of the game, the player uses 'Magnusson Devices', which designer Dario Casali described as a 'sticky bomb that you fire at a Strider's underbelly that will draw power from the Strider's internal power source'. The player uses the gravity gun to attach the bombs to tripodal enemy Striders; the bombs detonate when fired upon with any other of the player's weapons, instantly destroying the target. The Hunter escorts prioritize them as targets, either destroying them in the player's grasp or shooting already-attached ones off.[10]

Vehicles[edit]

Large sections of the game feature a car which resembles a gutted-and-rebuilt 1969 Dodge Charger. It appears to have been tuned for performance. A radar system is installed later in the game, allowing the player to locate Rebel supply caches. In the final battle, a rear-mounted storage rack for Magnusson Devices is added and the radar is adjusted to track enemies and Magnusson Device dispensers. A homing unit is also installed so the player can quickly locate the car in the chaos of the final battle via a readout in the Hazardous Environment suit.[11]

Plot[edit]

The Combine, a multidimensional empire which has enslaved Earth, has used the destruction of their Citadel to open a massive portal. This will allow them to summon reinforcements and destroy the Resistance. In the mountains outside City 17, Resistance fighters Gordon Freeman and Alyx Vance climb from the wreckage of the train they used to escape the city. At an old transmission station, they establish communication with resistance scientists Dr. Kleiner and Eli Vance at the White Forest base. They learn that the Resistance may be able to close the portal using a copy of a Combine transmission Alyx is carrying. At an abandoned mine, Alyx is critically wounded by a Combine Hunter. A vortigaunt leads them to an underground Resistance shelter. Gordon recovers larval extract from a nearby antlion colony, necessary for the vortigaunts to heal Alyx.[12] While the vortigaunts heal her, the mysterious G-Man contacts Gordon and hints at Alyx's importance to his own plans, revealing that he saved her life at the Black Mesa Research Facility despite objections from an unspecified third party. He instructs the unconscious Alyx to tell her father to 'prepare for unforeseen consequences'.
After Alyx has recovered, she and Gordon proceed in an old Resistance vehicle, battling Combine troops and surviving an encounter with a Combine Advisor, a high-ranking Combine alien. At White Forest, they are reunited with Dr. Kleiner and Eli, along with Alyx's pet robot Dog. Gordon is also introduced to the egotistical Dr. Arne Magnusson. The scientists are preparing a rocket which they plan to use with the Combine portal code and the satellite array launched by Gordon at Black Mesa to close the Combine portal.[12]
After Gordon fends off a Combine attack on the base, Alyx gives Dr. Kleiner the message from Judith Mossman recovered at the Citadel. It contains footage and the coordinates of the Borealis, an Aperture Science research vessel which, Kleiner explains, vanished along with part of the surrounding drydock. Xcom enemy within wont launch. Kleiner insists that it should be used to aid the Resistance effort, while Eli counters that it is impossible to control and must be destroyed. They agree that Alyx and Gordon will travel to the Borealis and attempt to find Mossman. Alyx unconsciously delivers the G-Man's message to her father, shaking him. Alone with Gordon, Eli reveals that it was the G-Man who provided the test sample that caused the Black Mesa incident, and that he whispered the same warning to him as Gordon entered the test chamber. He promises to explain more after the portal is closed.[12]
While the scientists prepare the rocket, White Forest comes under attack by Combine Striders escorted by Hunters. Gordon destroys them using experimental explosive charges created by Magnusson. The scientists launch the rocket and close the portal, trapping Combine forces on Earth. Alyx and Gordon prepare to leave for the Borealis and Eli warns Gordon about the ship's 'cargo'. The three head to a hangar, intending to board a helicopter, but a pair of advisors burst into the hangar and restrain them. As Eli tries to free them from the advisors' clutches, he is killed by one of the advisors, but as the second advisor prepares to kill Alyx, Dog bursts in through the roof and chases both advisors away. The game ends as Alyx, sobbing, clutches her father's body.[12]

Development[edit]

Episode Two was developed simultaneously with Episode One by a development team led by David Speyrer. This schedule of simultaneous development aided them in streamlining the story between the two games to create an immersive story. The technology used was the same for both games, allowing the development teams to quickly fix any technical problems that might arise from either game; this happened often because of the multi-platform release.[1]
An announcement was made on July 13, 2006 stating that Episode Two would be released on Xbox 360 and PlayStation 3 in addition to the PC, where previous iterations of the series separated.[13] It was originally rumored that Episode Two would be delayed until 2008. On June 14, 2007, however, Valve confirmed the release date for Episode Two to be October 9, 2007 for all announced platforms. Valve handled the development of the game for the PC and Xbox 360, while Electronic ArtsBritish office in Chertsey worked on the PlayStation 3 version of the game.[14] It was announced on September 7, 2007 that the PlayStation 3 version of the game would be delayed because the development studio behind the game was in the United Kingdom, away from Valve's development team, and therefore lagged behind in its schedule. Valve's marketing director, Doug Lombardi, gave assurance that the Xbox 360, PlayStation 3, and PC versions of the game would be identical in functionality and performance.[3]

Audio[edit]

Episode Two's soundtrack was composed by Kelly Bailey, who also composed the music for the Half-Life series' other installments. The music is used sparingly throughout, played primarily during scenes of major plot development or particularly important action sequences, such as an early fight with a massive wave of Antlions or speeding down train tracks while being fired on by a helicopter. The soundtrack is included in the Russian edition of The Orange Box and is also sold separately.[15] An audio commentary is also featured, as in Episode One and Lost Coast.[16]
A notable change to the vocal cast is the inclusion of actor Tony Todd as the voice of the Vortigaunts.[17] He replaces Louis Gossett, Jr. in the role.[18] Actor Adam Baldwin voices several of the civilian and rebel NPCs, most notably the character who informs the player of the Striders' locations in the penultimate chapter.[17]

Reception[edit]

Reception
Aggregate scores
AggregatorScore
GameRankings90.68%[19]
Metacritic90/100[20]
Review scores
PublicationScore
1UP.comA+[21]
CVG9/10[25]
Eurogamer9/10[24]
GameSpy[27]
IGN9.4/10[22]
PC Gamer (UK)93%[23]
New York Times86%[26]
Half-Life 2: Episode 2 received critical acclaim. The game had an average score of 90.68% based on 22 reviews on the review aggregator GameRankings.[19] On Metacritic, the game had an average score of 90 out of 100, based on 21 reviews.[20]
Dan Adams of IGN rated the game 9.4 out of 10 and praised its improved visuals and expansive environments, but cited the short six-hour length as a drawback.[22] He said: 'Any way you look at it, Episode Two stands out, even among the Half-Life series, as something special .. a burly experience packed into roughly six hours or so that offers up all the diversity, level design, and thoughtful gameplay we've known while making sure to propel the story forward and leave us wanting more.'[22]Bit-tech.net awarded the game a 10 out of 10 score, citing approval of how the story turns and the introduction of side stories and new characters.[10]1UP.com praised the game, noting that the game's 'entire five-hour experience' was 'vivid, emotionally engaging, and virtually unsurpassed.'[21]PC Gamer UK also applauded Episode Two, noting it 'is the most sumptuous chapter of the Half-Life saga, and by a country mile.'[23]The New York Times enjoyed the gameplay, saying, 'The battles in Episode 2 of Half-Life 2 often require as much ingenuity as they do fast reflexes.'[26]
Computer and Video Games commented on the game's graphics, saying that although the game's engine was 'starting to look its age,' its 'wonderful art design and the odd bit of technical spit-shine ensure that Episode Two [..] doesn't lose any of its wow factor.' They also noticed that the game 'goes about fixing a lot of the niggling complaints we had about Episode One,' especially applauding the open forests and rocky hills from Episode Two.[25]
Several reviewers noted shortcomings. The New York Times commented on the story for Episode Two, noting, 'While it sows a few seeds for the final episode of the trilogy, the game lacks the driving force of the previous episode.'[26] GameSpy criticized the game, saying it is 'a little more inconsistent than its predecessors,' and that the opening segments of the game were 'arguably the weakest' parts.[27]

References[edit]

  1. ^ abcBramwell, Tom (2006-06-06). 'Opening the Valve'. Eurogamer. Retrieved 2008-05-09.
  2. ^'Half-Life 2: Episode Two'. Steam. Valve Corporation. Retrieved 2011-08-02.
  3. ^ abBramwell, Tom (2007-09-07). 'Valve explains PS3 Orange Box delay'. Eurogamer. Retrieved 2008-05-09.
  4. ^'Half-Life 2: The Orange Box'. Play.com. Archived from the original on 2008-03-25. Retrieved 2008-05-09.
  5. ^ abc'Half-Life 2: Episode One Interview 1'. GameSpot. 2006-05-30. Archived from the original on 2007-09-29. Retrieved 2008-05-09.
  6. ^Simmons, Alex (2006-08-24). 'GC 2006: New Half-Life 2 Trailer Dissected'. IGN. Retrieved 2008-05-09.
  7. ^ ab'Half-Life 2: Episode Two'. PC Gamer. August 2006.
  8. ^Goldstein, Hilary (2007-10-09). 'The Orange Box Review'. IGN. Retrieved 2008-05-09.
  9. ^Caron, Frank (2007-11-16). 'Half-Life 2 game statistics live'. Ars Technica. Retrieved 2008-05-09.
  10. ^ abcMartin, Joe (2007-10-11). 'Half-Life 2: Episode Two'. bit-tech.net. Retrieved 2008-05-09.
  11. ^'Steam Update'. Steam. 2007-02-16. Retrieved 2008-05-09.
  12. ^ abcd'Half-Life 2: Episode Two Guide'. IGN. Retrieved 2008-05-09.
  13. ^Ocampo, Jason (July 13, 2006). 'Half-Life 2: Episode Two - The Return of Team Fortress 2 and Other Surprises'. GameSpot. Archived from the original on July 19, 2006. Retrieved March 31, 2016.
  14. ^Remo, Chris (2007-06-15). 'Valve confirms Episode Two, Team Fortress 2 launch date'. Shacknews. Retrieved 2007-06-15.
  15. ^'The Orange Box Original Soundtrack'. Steam. Archived from the original on March 13, 2008. Retrieved 2008-05-09.
  16. ^Cashon, Jonathan (2007-11-05). ''Half Life 2: Episode Two' entertains as strong sequel'. University of South Alabama. Archived from the original on 2008-12-27. Retrieved 2008-05-09.
  17. ^ ab'Half-Life 2: Episode Two'. GameFAQs. Retrieved 2008-05-09.
  18. ^'Half-Life 2: The Orange Box'. Yahoo! Games. Archived from the original on 2011-07-16. Retrieved 2008-05-09.
  19. ^ ab'Half-Life 2: Episode Two — PC'. GameRankings. Retrieved 2012-04-14.
  20. ^ ab'Half-Life 2: Episode Two'. Metacritic. Retrieved 2012-04-14.
  21. ^ abElliott, Shawn (2007-10-10). 'Half-Life 2: Episode 2 (PC)'. 1UP.com. Archived from the original on 2007-10-28. Retrieved 2008-08-03.
  22. ^ abcAdams, Dan (2007-10-09). 'IGN: Half-Life 2: Episode Two Review'. IGN. Retrieved 2007-10-10.
  23. ^ ab'Half-Life 2: Episode Two'. PC Gamer UK. 2007-10-10. Retrieved 2008-05-09.
  24. ^Reed, Kristan (2007-10-10). 'Half-Life 2: Episode Two'. Eurogamer. Retrieved 2008-05-09.
  25. ^ ab'Review: Half-Life 2: Episode Two'. Computer and Video Games. 2007-10-10. Archived from the original on 2012-06-04. Retrieved 2008-05-09.
  26. ^ abcHerold, Charles (2007-10-25). 'In 1 Box, 3 New Games Filled With Puzzles and Fights'. The New York Times. Retrieved 2008-05-12.
  27. ^ abAccardo, Sal (2007-10-10). 'Half-Life 2: Episode Two (PC)'. GameSpy. Retrieved 2008-05-12.

External links[edit]

Wikiquote has quotations related to: Half-Life 2: Episode Two (2007)
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Introduction

Welcome to this unofficial Half Life 2: Episode Two walkthrough. It consists of game solution and a few pretty helpful clues that can help You survive in Half Life 2 world. If You're looking for some advice concerning weaponry, You should try Half Life 2 walkthrough. The weapons in Episode Two are the same and there are very few differences about the enemies. What that means is the info from that walkthrough can also be used in Episode Two. That pretty much sums up everything. Reload Your gun and fight!
Marcin 'jedik' Terelak

Helpful clues

  1. Pick up every item you find.
  2. Whenever you find yourself in darkness, turn on the flashlight.
  3. The flashlight recharges its battery very quickly. It's good to turn it off before the battery goes flat. Then it will recharge faster.
  4. If it's possible, use the flammable containers. For example barrels. The ammo is pretty precious so it's wise to kill enemies without wasting it.
  5. If you think it's too hard, set the combat difficulty to Easy.
  6. Save the game very often.

About Half-Life 2: Episode Two Game Guide & Walkthrough

Author : Marcin 'Jedik' Terelak for gamepressure.com
last update : May 11, 2016
Guide contains : 19 pages, 283 images.
Use the comments below to submit your updates and corrections to this guide.

Hot Topics of Half-Life 2: Episode Two Game Guide & Walkthrough

Half-Life 2: Episode Two Video Game

Half-LifeY 2: Episode Two is the second in a trilogy of new games created by Valve that extends the award-winning and best-selling Half-LifeY adventure.
As Dr. Gordon Freeman, you were last seen exiting City 17 with Alyx Vance as the Citadel erupted amidst a storm of unknown proportions. In Episode Two, you must battle and race against Combine forces as you traverse the White Forest to deliver a crucial information packet stolen from the Citadel to an enclave of fellow resistance scientists.
Episode Two extends the award-winning Half-Life gameplay with unique weapons, vehicles, and newly-spawned creatures.

Half-Life 2: Episode Two PC version System Requirements

Recommended: Pentium 4 3 GHz, 1 GB RAM, graphic card 256 MB (GeForce 5700 or better), 5 GB HDD, Windows 2000/XP/Vista, lacze internetowe
Select the chapter or view the game index.

Half life 2 episode 2 walkthrough our mutual fiend
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To The White Forest


The beginning point-of-view can be a bit disorienting. Look down to find yourself in a demolished train car. Work your way to the far end of the train.
Wade through the water to the next car ahead.
Look up to see other rail cars on a train bridge. The game has picked up after the train sequence of Episode One.
Alyx finds you and sets you free with the Gravity Gun, which she promptly hands over. Proceed up the hill over her shoulder.
The Gravity Gun's right trigger will blast open this door.
Follow as Alyx is astonished to see the Citadel in ruins. A portal storm flashes through.
Turn around to witness the destruction of the railway bridge. Spectacular.
Enter this tunnel, revealed by the portal storm.
Use your Gravity Gun to clear away a wooden plank, then drop down here.
Clear away more planks then toss these flammable canisters at the zombies to help Alyx defeat the crowd. (Is it a crowd of zombies? Herd? School? Murder?)
Find health packs in the supply crate before entering the communications center ahead.
Help Alyx get the equipment running by plugging the third plug into the red socket. She comically assumes she made the fix.
Watch as Alyx reaches White Forest on the screen, and learn that the data she is carrying is the key to defeating the Combine.
Exit out the door opposite after finding this gnome under the nearby bed. (An homage to the Traveling Gnome Prank.) You will earn the 'Little Rocket Man' achievement if you launch him into space later in the game. That means a lot of gnome babysitting, but I'll tell you when you need to bring him along. You can leave him here for now if you don't mind a bit of backtracking later on.
Continue through here, being sure to open the health packs in this supply crate. Follow the stairs to the right, careful to avoid the toxic head crab.
Remove the boards preventing this rail sledge from sliding downhill. It will crash through the boards below, allowing you to exit.
Climb this hill on the right then catch a glimpse of something odd on the roof to the left. Drop down on the other side of the fence.
Alyx wants you to find a way to open the gate on the left. Climb this ladder on the right.
Follow the roof to this opening. Drop through after clearing the metal sheeting with your Gravity Gun.
Use this switch to raise the gate.
Remove the plank to open the trap and exit. A supply crate with med packs is below.

Half Life 2 Episode 3

Alyx is attacked by something called a Hunter. It looks grave, but a friendly Vortiguant will try to revive her.
You can backtrack to the gnome now if you like (jumping from the train to the hillside climbed earlier.) The way ahead is to clear these boards passed the newly-opened gate.
Put the gnome is this elevator and jump in. Grab the crowbar to get it moving.
Smash the boards blocking your path to exit the lift. Note the suit armor in the locker ahead.
Continue through this door.
Carrying the gnome is a bit troublesome during this next part. Set him down on the lift then turn the crank. The lift will rise, but will drop as soon as you let go, or until you reach the top. You want to end up where that antlion carcass is, but the completionists will want to grab the health and energy one level up. I made three passes up, one to get the health, one to get the energy, then a third to quickly grab the gnome and jump across.
Clear a table away and find a pistol before dropping through this hole. Don't let go of the gnome -- the ground here is unstable and you could lose him for good.
Find suit energy on a nearby shelf then drop through another hole in the ground. Beware a toxic head crab below.
Bust through more boards then drop into this water hole.
Swim up (Press A) then climb onto this ledge to enter the cave.
Your Gravity Gun's right trigger will clear away these glow worm webs.
There's only one path through the tunnel, but you won't be coming back through here so bring the gnome. Note that live glow worm grubs grant one point of health when touched.
Blast another web then drop through here. Quickly ready your pistol.
An acid antlion is down here. Be careful not to get too close when he explodes. You can just barely see shotgun ammo ahead/right.
Follow the tracks to this room on the left where you'll find a shotgun to go along with the ammo. More supplies can be found if you duck under the boards at the end of the tunnel.
Back in the shotgun room, find suit energy in the locker ahead then smash these boards to drop through with your gnome.
Clear away pallets and these boards. You're now behind the fence across from the shotgun room.
More acid-spitters. Ascend the ramp on the right.
Blast through another web and defeat another spitter before dropping off this ledge with your gnome. Note the supplies ahead/left.
Take your gnome for a swim -- the path ahead is through this underwater tunnel.
Antlions become prey to barnacles in this next chamber.
An acid spitter leads you to his pals. Lure them into the tunnel on the left for an easy double-barrel shotgun kill.
After smashing another web, grab your gnome before advancing down this ledge to load the next level.

This Vortal Coil


After going down the hole with your gnome, meet-up with this resistance party. Note the infinite shotgun ammo on the right. Infinite SMG ammo is opposite on the left.
Also about are two bins of jump mines.
Before descending the ramp to speak to the Vortigaunt, mine the approaches with the jump mines. This approach is call the breach.
The other approaches are numbered, such as number 12, seen here. Harvest the supply crates as well. A significant battle is coming up.
Now you can approach the Vort, busy healing Alyx. He says he needs time to keep Alyx alive before his friends arrive. Don't miss the submachine gun (SMG) and shotgun in the corners down here.
Follow and learn the antlion alert system. More lights means more antlions. Each tunnel has its own set of lights.
The first attack is pretty mild, and is easily handled by the other men.
Subsequent attacks grow more fierce. You'll need to carry the turrets to the tunnels with alert lights shining. Place the turrets far enough back that they are not vulnerable, but close enough that they can easily target the approaching antlions. The men will shout out which tunnel you should defend -- 'Doc you've got 24!'
Fill up on health and ammo during the brief lulls between antlion waves.
When the antlions attack from all tunnels simultaneously, it's time to fall back and defend Alyx. Make sure she and the Vortigaunt are protected or else the mission ends in failure.
Finally, the Vorts you've been waiting for arrive.
Now you can just stand back and watch the Vortigaunts do their very-impressive thing.
Next, they try to revive Alyx, but are in need of a special ingredient - larval extract. You'll need to accompany your Vortigaunt friend to obtain the extract.
Follow the Vort and he'll open this door. You'll be coming back so there's no need to bring your gnome.
Enter this tunnel on the right.
Blast the webs to advance through the tunnel. Several hold supplies like this shotgun ammunition.
When you arrive at this chamber, the Vort will paralyze this large group of antlions, making them easy pickings for you.
The way forward is through a tunnel up this ramp on the right to a checkpoint autosave - and more antlions.
Drop through this opening. Note the supply crates - you'll fall through if you step on the rotted boards and into a small pit. A ladder allows you to climb back out.
Use your Gravity Gun to remove the planks blocking this door. The zombies will become active, but your Vort friend will take care of them. Find suit energy in the locker to the right.
Beware a pair of possum-playing fast zombies on the left.
There's also a supply crate here, and this gate with the turn crank on the other side. Time for a physics puzzle.
Weigh down this lift with the nearby metal beams and two barrels. The lift will then take you down to the lower level.
More zombies are down here, along with more storage crates and suit energy.
Make your way to another lift and this corner control panel. The lift ascends as soon as you throw the switch. How to ride it up?
Raise the lift to expose a medkit and two bundles of metal beams. Remove the beams and set them aside.
Bring the lift back down and place the two beam bundles on it, along with a third in the nearby corner.
Now when you through the switch, the lift is too heavy to move. Climb on, toss the beams off the lift then rise to the upper level.
You're now on the opposite side of the fence. Kill the zombies and turn the crank to open the gate for your Vort friend.
He'll open this next gate -- follow through.
Don't get on this rail car -- it will plummet over the ledge once the supply crates in the front car are moved. Instead, use your Gravity Gun to grab the crates before it slides out of reach.
Farther along the tunnel is another boarded-up section of rail. Remove the boards and this sledge crashes through. Stand back in safety as the Vort cleans up the zombies that follow. Beware several acid-spitters on the ledge above as you advance.
Climb this ladder on the right.
Follow the hallway to this room with a supply crate and a giant metal bucket. Use your Gravity Gun to blast it aside, allowing you to drop through the opening in the ground. If you tip the bucket far enough you can grab another supply crate inside.
You'll land on another rail car that sends you plummeting into a flooded ventilation shaft.
Fortunately, a ladder is available for you to climb up and return to your Vort friend.
Enter this tunnel on the left after collecting supplies.
Follow this ledge.
The ledge leads to this clearing with a thumper and plenty of antlions, taken out with a well-placed grenade. There are plenty of supply crates in this area; a ladder leads to the supplies on top of the shack seen to the right
More antlions and zombies attack, but they're no match for the Vortigaunt.
Press this green button to call the lift.
Sure enough, you'll need to fend off a large attack while you wait for the lift. Step on once it arrives. The Vort will ascend on the neighboring lift after a few more moments of battle.
He'll then juice this generator to open the adjacent door.
'An eternity's repose.it brings peaceful thoughs, does it not?'
Clear debris blocking the nearby door, then catch a brief glimpse of an antlion guardian. Ascend the ramp on the left then drop through an opening in the floor.
Planks are on the other side of this fence, propping it up. Knock them away using your gravity gun to clear the path.
Do the same to this plank after finding a supply crate down the end of a long corridor to the left.
Arrive at this malfunctioning elevator shaft. The Vort explains that the extract is below, and Alyx is above. Jump across to the red-lit area on the left.
Remove the bench blocking the fan, then press forward to keep from being blown back. Once the fan stops moving, use your gravity gun to rotate the blades so that you can crouch through.
Follow the tunnel before falling into another. Use your crowbar to clear the webs.
Fall into the water and use your crowbar again to get through these underwater webs. Be careful to avoid the barnacle tongues.
Advance through this brightly-lit glow worm tunnel.
Beware this acid-spitter when you get to this dropoff. You can continue left or right, it doesn't matter.
Follow the cave to another dropoff and then be confronted by the antlion guardian. Don't engage him in battle. Instead, keep right (he'll charge left) then sprint ahead to escape his pursuit.
You'll find safety in this glow worm tunnel. The guardian will not follow you in here.
Keep left past another web and dropoff to the glow worm tunnel seen here. The guardian will charge from the tunnel on the right if you advance.
Plenty of health is available in this tunnel.
Through another web then keep right to find two energy charges and another glow worm tunnel with more health. Had you gone left you would have been charged by the guardian. The trick to this part is to avoid the guardian, not to defeat him.
Break through another web then lure the guardian to one side of this circular walkway before escaping along the opposite side.
With the guardian hot on your tail, duck into glow worm tunnels for health and safety, then clear away these boards to enter the shaft beyond.
Fall through the floor to another tunnel that leads to a clearing with this control for the malfunctioning lift. Note that a gear is missing.
Turn around and find the missing gear here. Be careful to avoid the barnacles.
Replace the gear then call the lift to rejoin your Vortigaunt friend.
Follow the Vort and watch as he obtains the larval extract.
Return to Alyx and assist in her resurrection, complete with a cryptic update from G-Man, including a message for Alyx to be delivered later.
Fill up on supplies then grab your gnome before joining Alyx and the Vort on the lift.
Remove these boards blocking your path then drop through the opening in the floor beyond to load the next level. Don't forget to bring your gnome.

Freeman Pontifex


Continue past some barrels on the left to an antlion attack in the valley. Grab supplies, all while rushing to the final thumper seen ahead.
Leave your gnome at the thumper then approach one of two rail tunnels. Two antlion guardians attack.
This is a tough fight. Try to stay within the moderate safety of the barricaded thumper seen ahead. Plenty of flammable barrels are here but I found it terribly dangerous to carry them around with two head-butting guardians about.
Shotgun alt-fire worked better for me. Fire quickly and accurately and both guardians will fall.
The Vort will lift the gate blocking this malfunctioning lift. To get it working, climb this ladder.
Follow this grassy path, careful to avoid the toxic headcrabs nearby.
Gain access to the lift by removing the plank blocking the ceiling trap.
Dislodge this axe and free the mechanism.
Grab your gnome then join the Vort and Alyx on the lift.
Follow the corridor to this clearing where you'll finally obtain the pulse rifle.
The vehicle you're after is on that bridge. Vort wants you to retrieve it, which means you'll need to jump it across the gap.
If you quickly zoom in you can get a fleeting glimpse of G-Man. To avoid a lot of gnome babysitting, toss your gnome so that he lands on the bridge near where G-Man was walking. Save your game before you throw the gnome just in case you miss.
Pass through this door after Alyx deactivates the force field.
Climb the stairs then use your Gravity Gun to reveal this shaft. Drop down.
Keep your Gravity Gun equipped to clear away some planks, drop to this area then clear away the boxes blocking this hole in the fence. More boxes block the exit door, behind which are many toxic head crabs and a toxic zombie.
Remove more planks then drop through the floor to this lift. Blast the trap door then drop through. More toxic head crabs are below.
Enter this stairwell and allow Alyx to snipe this zombie.
Exit the stairwell then drop below and approach those supply crates. Try to grab them with your gravity gun, but avoid the barnacles and the precipitous drop.
More barnacles are through here. Feed them explosive barrels then blast them with your pistol.
Remove these boards, then carefully walk the lone floorboard which remains after the barnacles remove the others.
A pair of flaming zombies make it through the fire. Turn the gas off with the crank to the left and the flames will subside.
Eliminate this zombie at the bottom of the stairs then open the door and wipe out a nest of sleeping zombies with a grenade. Grab the supplies before descending the stairs further.
Find a supply crate then get ready for this fast zombie hiding in the blue dumpster. I tossed in a grenade but he threw it back!
Shoot this padlock then proceed through the gate.
More zombies are on the other side, but Alyx has you covered.
Slip through the crawlspace seen on the right then battle more zombies, with Alyx's assistance. I found the toxic head crabs to be most troublesome. I'm using the SMG in this shot but I recommend the revolver for a one-shot-kill.
Descend these stairs once the zombies are cleared out. Ammunition can be found on the landing to the right.
Stay clear of this locked door. Zombies will alight the explosive barrels then come charging through.
Watch the barnacles munch on zombie-chow then beware a toxic zombie that bursts through the boarded-up doorway at the rear. A supply crate is between a pair of pipes on the right.
Ascend the stairs then find supplies (including grenades) in the red shipping container on the right before continuing up a ladder to the left of the impaled body seen ahead.
Find medkits at the top of the ladder then use your Gravity Gun to remove the metal sheeting blocking Alyx's shot of the zombies below.
Avoid dropping below until you and Alyx have taken out as many zombies as possible. More will emerge once you are on the ground.
Lots of zombies are behind this fence. I recommend tossing a grenade or two before they get too close.
Clear the area of supplies then exit through here.
Advance through this crawlspace and defeat this fast zombie. Shotgun ammo, a supply crate and a pair of barnacles are ahead.
Notice how you can ascend these shelves like stairs. The exit is that air vent at the far end of the room, but the final jump is just too far.
If you place a crate on the forklift, then raise it by using the red lever, you'll create a platform on which you can reach the air vent.
Here's how it looks once in place. Beware the toxic head crabs up here.
Follow the vent to a supply crate in this clearing. Take a look at the gap in the bridge you'll need to clear.
Carefully drop onto these pipes in succession to avoid damage.
Toxic sludge and zombies. Alyx's sniping skills are much appreciated. Hop across the islands of safety within the sludge to advance.
Yikes. Arrive on this ledge then climb the ladder ahead/right.
Find SMG grenades, shotgun ammo, a supply crate and this medkit. Drop over the ledge ahead.
More sludge. Climb the pipes on the left to jump across the sludge to the supply crate on the right.
Hop across the cars then maneuver these wooden wheels to act as stepping stones.
You can repeatedly move them to advance all the way across the sludge to the ladder seen here.
Plenty of supplies and plenty of danger are in this shack. A head crab, fast zombie and suicide zombie attack.
Climb the hill to the bridge. You're almost there.
Here's your car. A portal storm damages the bridge further, severing it just beyond the car.
Unbox the supply crate, then use the ladder to climb onto the railing (inset).
Walk along the railing to reach the raised section of bridge.
Use your Gravity Gun to push the cars at the lower end of the bridge to the higher end. The shifted weight on the bridge will cause it to teeter in the opposite direction.
Climb the railing from the opposite end and sprint-jump across to the original bridge segment.
Get in the car and give it all your gas and turbo to jump across the two gaps in the bridge.
If you threw your gnome onto the bridge earlier, he'll be waiting for you right where he landed. Go ahead and put him in the car.
Alyx and the Vort are up the stairs on the left, but you'll need to climb the ladder on the right to open the door blocking their path.
Use this switch to open the door, which closes very quickly. That's why it was necessary to throw the gnome onto the bridge.
Crack open this supply crate while the Vort opens the tunnel gate. Drive through to load the next level.

Riding Shotgun


Once you reach this blocked tunnel you'll need to go off-road here, where the fence is open just beside the blue truck. NOTE: Drive slowly and carefully for the gnome to stay inside the car.
Follow the river then turn right up this hill before you get to the next tunnel
The dirt road leads to that radio tower ahead. A supply crate is near the car on the right.
The transmitter room Alyx wants is in this white building, along with supplies and a pair of zombines. More supplies are in the building ahead/left.
You need to find a way to get power to the transmitter. Enter the nearby brick building through this opening after raiding the supplies in the adjacent rooms.
Drop through this malfunctioning elevator shaft. Note the medkits to the left.
This plug on the floor next to the lift (previously hidden by a pallet) is too short to reach both outlets.
It fits fine, though on these two outlets across the room. Alyx tells you the power is on. Grab the longer plug just below.
The plug is long enough to power the lift. Ride it back up.
A pair of hunters attacks, followed by two more.
The roof provides a decent vantage point from which to engage the hunters. Try to keep them at range, but they are vulnerable to your closer-range weapons such as your revolver and shotgun as well.
These explosive canisters make fine weapons, too.
Once the hunters are defeated, return to the transmitter. Alyx will contact White Forest then raise the gate outside.
Get back in your car (with your gnome) and ride through the gate.
Follow the road. When Alyx tells you that she recognizes that mountain peak you'll know you are getting close to your next destination.
The rising smoke leads you to a crashed Adviser pod. Don't make the mistake I did of parking your car here.
Instead, park closer to these buildings. I'll explain why a bit later.
As you approach, you and Alyx experience a strange distortion effect. Find supplies in the white building.
Shoot this lock then drop through the hole in the floor ahead to enter the red building.
Find more supplies in a crawlspace then emerge here. An Advisor is in that corner encasement. Shoot the power stream with your Gravity Gun's primary fire to kill its life support.
Uh-oh you've made it mad. Fortunately it only messes with this dead body before expiring. These things remind of the brain bugs in Starship Troopers.
Combine blast through this previously-locked door. Defeat them then find supplies on the other side.
Most important is the crossbow, seen on the supply crate to the right.
Always a fun time, the crossbow helps you clear out Combine forces which have responded to the Adviser's alert.
Battle another Hunter before your really big challenge arrives..
..Surviving the onslaught of this helicopter. If you parked too far away, you'll find your car has magically moved to a handicapped spot close to the red building. Your gnome will be back where you had parked, but this fallen tree trunk makes retrieval difficult, but possible.
Throw your gnome in the car, retrieve remaining supplies you're in need of (like medkits) then drive away. The problem here is that if you drive like the bat out of hades that facilitates a safe escape, your gnome will likely fall out of the car, especially when colliding with Combine zombies like I am here. Note the supply crate ahead -- crashing into these hard enough to bust them open will replenish your health even while inside the car.
Some have reported success by repeatedly exiting the car, throwing the gnome, then driving to retrieve it and repeat. I, however, found exiting the car to be a virtual death sentence. Sometimes the chopper's gunfire was strong enough to send me flying off the game map as seen here.
To add to your difficulties, the chopper will be dropping mines. You'll need to avoid the mines or else they'll explode, causing significant damage.
There's another supply crate ahead. These are good spots to save your progress.
With a little luck and a lot of patience you and your gnome will make it to the temporary safety of this tunnel. Those not burdened with the gnome can just turbo all the way here without much difficulty.
Once through the tunnel, your next hurdle (literally) is to jump over this barricade. You're safe retrieving your gnome here, and it will in all likelihood fall out as you make the jump.
Alyx gives this fast zombie the boot before you reach a dead-end. Make a U-Turn and proceed up the opposite half of the roadway.
You'll then reach another ramp and auto-save. Make sure you bring your gnome across the jump.
You'll be doing a lot of weaving, but I still found this segment of the drive to be easier than the beginning. Slow and deliberate driving will allow you to keep the gnome and still avoid the chopper's mines as well as these rolling logs.
Keep right then exit the road through these barriers.
Pick up speed. You'll need to be going pretty fast to break the chain locking this gate.
Time to abandon your vehicle. Follow Alyx and the resistance member, gnome in tow.
Drop off this ledge, again with your gnome.
Use your gravity gun to move a crate to the left then crawl to Alyx in the clearing. You can leave your gnome with her as she tosses you a medkit.
Enter this nearby building. You can just make out a suit recharge station at the end of the catwalk.
Time to finally engage this incredibly annoying helicopter. Use your Gravity Gun to pick up the chopper's mines and throw them back.
It only takes a few hits to bring the chopper down. You'll know you're getting close when it launches a wide spread of mines that looks like this.
Congratulations on making it this far, especially if you've got your gnome with you!
Follow Alyx and the resistance through this door to load the next level.

Under The Radar


Follow the resistance member up the stairs. Smash open the window seen here before dropping below. You can then take out some of the many zombies while still safe up here. I got lucky and had a suicide zombie clear the area for me.
Saw blades and pressurized canisters help you take out more zombies before exiting through the window.
I let a suicide zombie get too close. Fortunately there's health in that supply crate ahead. Smash the window above and climb in.
Exit through this door then drop off to the right, careful to avoid the toxic sludge directly beneath the stairs.
Grab the supply crate atop this van before crawling beneath the fence opening to the left.
Remain crouched to avoid being targeted by the autogun's blue laser. Crawl through the tunnel ahead.
Retrieve the grenades inside this supply crate.
An auto turret is to the right. Toss one of the grenades to topple the turret. Approach the white building ahead. Remain crouched.
Smash the window and toss in more grenades. Combine soldiers are inside.
Climb through the window and grab supplies. Your crossbow helps to eliminate the Combine attacking from outside. Continue through this door and enter the white van.
Pick up the health packs inside the van then crawl past more head crabs and zombies to another white van, seen ahead.
Stay in the van, using your shotgun and crossbow to take out the combine forces ahead. As you exit the van you'll need to check your six for zombies creeping up from behind.
Keep right past a fast zombie then flank the autogun. Climb the blue truck on the right.
Supply crates, toxic head crabs, and this trunk of infinite hand grenades are found. Climb onto the roof to the right.
Equip your grenades and deliver them to the Combine forces below.
Drop through and defeat any remaining Combine. The autogun is seen here on the right. Press the red button on the left to open the gun's control panel. Spy another trunk of grenades farther left -- toss a grenade into the open control panel to destroy the autogun.
Exit through the newly-created hole.
Fight your way past a large zombie spawn then follow Alyx back to your car - and your gnome.
Toss your gnome in the car then jump in. Listen to the resistance member explain the locator beacon before driving off.
Drive until your display lights up with a locator beacon ping. Approach the van ahead.
Shoot the explosive barrels to dislodge the car blocking access to the supplies inside the van.
Get back in the car and drive until you reach another ping at this building.
Enter this van and pick up the health packs. Crawl through the van and into the building.
This is a clever puzzle that took me a while to figure out. You want to take some grenades from the trunk on the right. Lower the metal panel on the left so that it is flat on the floor. Drop a grenade under the panel, then step on.
Weeee! You'll be launched onto the catwalk above. Grab health then throw the switch by the green light. This will open the fence door below.
You can now retrieve these supplies, including the rocket launcher.
Exit the building the way you came then continue through that opening ahead.
Another supply cache is in that white building ahead.
Pick up the floorboards to find many supplies. A large wave of zombies attacks.
Return to your car then drive through this tunnel to load the next area.
Alyx notes another bleep on the radar. Turn left at this sign to White Forest Inn.
Exit your car at this fallen tree on the left. Your radar indicates a cache is nearby.
Slip behind the tree and find this mini-cave. Use your Gravity Gun to remove the rocks blocking the entrance.
Episode

Here ya go. Clear out the supplies then return to your car.
Drive to the top of the hill. Exit your car and find a dead body in the gas station. Supplies are in and around the other buildings. No enemies are here.
Clear away the vehicles blocking the road then get back in your car and drive on.
Stop here at the White Forest Inn.
Half life 2 episode 2 walkthrough freeman pontifex

A force field activates as you approach the other side of the building, blocking the road. It's a trap! Health and suit energy stations are in the building behind me in this shot.
Find a defensible position and take out the advancing Combine. The game will auto-save as your tally increases.
This is a great shooter sequence, especially for snipers.
More crossbow ammunition can be found down these stairs in the basement.
Eventually the Combine will enter the building, including Overwatch and Hunters. The pulse rifle's alt-fire works great against the Hunters.
After defeating the Hunters, Alyx suggests finding the force field's power source. She notes that the power line leads to those white buildings at the top of the hill.
Backtrack up the hill and meet more resistance, including another Hunter.
The Combine are defending this building. Note that a force field has been erected inside.
Find a trunk with grenades then use your Gravity Gun to topple this turret. Alyx will then disable the force field, but just long enough for you to enter.
Shoot the lock to release this ladder.
Climb the ladder then follow the ceiling ledge to drop behind the force field here. Note the ammunition on the wall below.
Move these boxes and a pallet to expose an air vent. Climb through.
Push the button to open the door, then use your Gravity Gun's primary fire to knock the energy ball out of the power stream. It will shoot out of the room and then the door will close shut. After some brief fireworks the power is cut off.
Return to your car and drive past the now-deactivated force field. You'll need to jump over that makeshift ramp on the left when you reach the roadblock on the right.
You can either throw your gnome to the road below before making the jump or hope for the best with him in your car. Both methods worked for me.
Drive to the next radar blip then find this curious wooden arrow. Look up.
This time the cache is in a hanging basket. Throw rocks and logs to dislodge the two supply crates inside.
Pass through another tunnel then exit the road here on the right. Alyx comments on a strange sound.
Drive left along the river then park here. You can leave your gnome behind.
Climb the stairs to get around the gate then watch as Dog battles a stryder.
Victorious, Dog raises the gate for you.
Return to your car and Dog clears away the wrecked dropship. Beat him in the race to the top of the mountain and earn the Pedal to the Metal achievement.
Time to say goodbye to your car. Grab the gnome and follow Alyx into White Forest base to load the next level.

Our Mutual Friend


Keep your gnome with you for now. Grab the supplies to the right of this door then pass through once it opens.
Alyx follows and is reunited with her father, Dr. Eli Vance.
Ride this lift down to Silo 1 where Drs. Kleiner and Magnusson are working on the rocket.
Time to finally say goodbye to your gnome. Place him in the rocket hatch alongside Dr. Kleiner's pet head crab, Lamarr. Closing the hatch grants you the Little Rocket Man achievement, and 30 hard-earned Xbox Live! gamer points. Congratulations!
The Vances return above, while you remain below to investigate the cause of a pair of false alarms. Descend this ladder once Dr. Magnusson opens the hatch.
Descend this lift.
Exit the lift then turn this valve to stop the steam blocking your path.
Stand by this window and wait for the Vortigaunt to notice you. He'll then open the door. Breaking the glass on the right speeds things up but is messy. Ammo is in the locker to the left of the door.
Grab all the supplies you can as you advance through the corridors.
Meet up with this resistance member who is promptly dragged away by a Hunter.
Turn around then crouch under the crawlspace beneath these stairs.
Three Hunters are attacking. If you still have rockets leftover from the previous chapter, this would be a good time to use them. I recommend staying put until the first two Hunters are down.
After all Hunters are defeated follow this catwalk to another steam valve. Once the steam is off, climb the ladder.
Combine! An auto turret is down the left corridor. Topple it with a grenade. Hold position and lure as many Combine to their demise as you can before proceeding.
Another auto turret is down this corridor on the left. Work fast and knock it over with a compressed canister before it can target you.
Both corridors lead to this flooded room with more Combine and supplies.
Fight your way up this ramp. Beware the flammable barrels the Combine roll down the ramp as well as this Hunter waiting at the top.
Find a supply crate to the right then battle a few more Combine.
Climb these broken stairs then drop down on the other side of the fence. Smash open the supply crate then dive into the water.
Surface to the sounds of gunfire and Dr. Magnusson's berating commands. Climb this ladder.
You're ascending the empty secondary missile silo. Climb that ladder.
Defeating these soldiers will temporarily help you advance up the next ladder, but more soldiers will spawn.
Follow this makeshift bridge to the red-lit room beyond.
Grab these supplies then climb more stairs.
Manhacks attack at the top of the stairs. A medkit is to the left, but your best path forward is to the right.
Crawl beneath the scaffolding to outflank these turret-gunning Combine. A grenade would be recommended here but I'm out, and the revolver works quite well at close range.
If you look up you can spy an advisor supervising the operation before it flies off.
Fill up on supplies and throw the green switch to secure the silo (and temporarily silence Magnusson.)
Rejoin Alyx and follow her to a lengthy scripted sequence.
Judith Mossman conceals information about the mysterious ship Borealis in her communications' carrier wave.
Alyx robotically delivers the message given to her by G-Man earlier, 'Prepare for unforseen consequences.'
Eli begins to tell you something but is interrupted when Alyx returns with refreshment for her father. Now it's time to follow Dr. Magnusson.
Listen as Magnusson describes the modestly-named Magnusson device. This sticky bomb will adhere to a Stryder's carapace, exploding and destroying the Stryder when shot.
Follow Magnusson to this test range and practice using the device against this disabled Stryder. Use your Gravity Gun's left trigger to grab a device, then launch it with the right trigger. Lastly, shoot the device with the weapon of your choice and watch it explode.
Find a rocket launcher, supply crates, and your car after Magnusson opens the door. Modifications to your car include a Magnusson device rack on your rear bumper and an upgraded radar that shows the position of Combine forces and Magnusson devices.
This crude map provides an overview of the large open-area battlefield you are about to enter. The base where you are currently located, and which must be defended from Stryders, is at the south end of the map. The sawmill, water tower, and cranes are spawn points for the Stryders. The other icons show supply huts.
Get in your car and drive to the sawmill, where a meeting is taking place.
The meeting is interrupted by an alarm. Grab a Magnusson device (you already have a spare on your car) and adhere it to your first Stryder, which will attack from the location of the cranes.
Shoot the device and destroy the Stryder. You would think that the crossbow's sniper scope would make it the weapon of choice for detonating the Magnusson devices, but I found the pistol to have superior accuracy.
The sawmill is destroyed as a second Stryder attacks from the opposite direction.
Hunters accompany each Stryder. Ramming them with your indestructible car is an excellent tactic for reducing their numbers quickly and safely.
Use your car's upgraded radar to locate spawning Stryders and their Hunter escorts, both shown in red. Blue icons show the location of Magnusson device generators, often with supplies that will re-spawn if you leave and come back.
The rocket launcher is another fine choice for engaging Hunters. As a general rule-of-thumb it is best to take out Hunters before targeting the Stryders.
You'll need to defend the supply locations, as the Stryders will be trying to destroy them.
Try to keep a spare Magnusson device on your car at all times. If a Stryder appears vulnerable while you are away from a supply hut you will at least have one shot available.
There will be many waves of Stryders with simultaneous spawns. This is a long and difficult battle, but is also one of the most enjoyable encounters of the Half Life series. Try not to get too overwhelmed, and remember to save your place after every few Stryder deaths. You'll know you are making progress when you see this dropship and the Combine begin airlifting in even more Stryders.
Fail to protect the base and the game ends.
Destroy the last Stryder and return inside the base to the cheers of your comrades. Follow Alyx to load the final level.

T-Minus One


Your only task is to press this red button and begin the countdown for the rocket launch.
Liftoff!
Listen to Dr. Vance -- he is quite passionate that the Borealis must be destroyed. He is also very anxious to have Judith Mossmon safely returned. These are likely elements to be explored in Episode Three.
Step outside and watch as the portal is destroyed. The rocket launch has been a success!
Enter the hangar and come under attack from a pair of advisers.
Dog rescues Alyx but things don't go so well for Eli. Game over. Curse these cliffhangers! Well, at least Half Life 3 is comin soon (I think..)! I hope you enjoyed the game and that this guide helped you. Game on!