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: [email protected]
_____________________________________________________________________________

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 </pre><pre id="faqspan-2">
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 </pre><pre id="faqspan-3">
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 </pre><pre id="faqspan-4">
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 </pre><pre id="faqspan-5">
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 </pre><pre id="faqspan-6">
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.