Half Life 2 FAQ by Paraphrase for:
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Any other sites currently displaying
this FAQ are probably doing so without
my permission.  Feel free to let me 
know.  


[Version 1.06]
Half Life, Half Life 2, the Lambda symbol, 
and all related materials are copyrighted and
accredited to VALVe Software and VU Games.

New for [Version 0.6]: THE DISCLAIMER


	[DISCLAIMER]
For the most part, I try to pull my punches
when it comes to Spoilers.  I won't repeat
lines that characters say, and I won't give
away key plot points.  BUT.  You have to 
bear with me.  THIS IS A WALK THROUGH.

That means I played this game a number of 
times all the way through, so that I could
write this guide, which I wrote while
playing.  It WALKS you THROUGH the game,
step by step.  If that isn't your cup 
of tea, please don't use this guide.

There are less comprehensive guides out 
there, ones that advertise their lack
of spoilers.  (And content, if you ask
me)  That's all I have to say on the subject.




	[Version 1.06]
	12/8/04 2:33 PM PST - Version 1 complete
	Disclaimer: Complete
	Weapons: Complete (Expanded Grenade Entry)
	Rides: Complete
	Allies: Complete
	Enemies: Complete 
	Walkthrough: Complete!!!
	SCIENCE: Work in Progress
	G-Man Sightings: Complete! 

	[Special Thanks]

	Silvio for info on NPC's and the Tripod
	Sentry Guns, and also on how much time
	has really passed between Half Life 1
	and Half Life 2.  

	Darren Greenburg for being my angelic
	spell checker.  
	
	SysTem-X for editing and fixing
	my grammatical errors.

	Jamie Cain, for spotting and fixing
	even more errors, and a prank played
	on me by my last editor.  ( :P ) 
	
	Brakman 18 for pointing out that the
	Zoom feature isn't useless, and for
	giving me some more information about
	the ubiquitous Combine Soldier.

	Drago for pointing out numerous
	additions and information placement.

	Kay Abendroth and Knut T. Oulie
	for suggesting that you can move turrets
	around in the Entanglement Chapter.

	Mark Trombino for suggesting an alternate
	solution to the second Entanglement 
	Turret Puzzle.

	Pete Starr for suggesting even more
	solutions for BOTH Turret Puzzles.
	
	Jackson "Marcom" Dang for suggesting yet
	another permutation that may help you
	with the second Entanglement Turret
	Puzzle.

	Bertel for the amusing trick involving 
	Dog's "Ball". 

	Joshua Rodriguez for informing me of
	Drone #4's proper name - Shield Scanner

	Wietze Groenhof for reminding me about a
	LAMBDA symbol I missed in Water Hazard

	Robert Fremin for cluing me in to the
	machine gun's real name - H&K MP7 PDK

	The many people who have sent me G-Man
	sightings, including but not limited to:
	
	Radoslav
	Robert Espinosa
	Aaron Chong
	Ken Yeoh
	John Fogarty
	P 3
	Joe Dillon

	And the five dozen or so people who kept
	badgering me about the missing G-Man 
	sighting in Chapter Four.  I heard you the
	first time, you freaks.
		
	And thank you to many, many people who have
	written with feed back and suggestions.
	Always appreciated.

	Please direct all problems and/or errors
	to paraphrase.mccormick@gmail.com

	*Note: Please put "HL2 FAQ" in the header.
	I didn't realize I would actually get comments
	and feed back, but I have been, and quite a bit.
	This will make it easier for me to find and 
	reply to your stuff.

	6/14/05 - I still get messages now and then
		concerning the FAQ.  If you're hesitant
		because you think I won't answer, don't
		worry about it.  I answer every question 
		to the best of my ability.  :)
	


	[HALF LIFE 2]
1) Introduction

2) Getting to know Gordon

3) Your Arsenal

4) Your Rides

5) Allies

6) Enemies

7) Walkthrough (FINISHED!!)

8) SCIENCE: The Gravity Gun and You (Work in Progress)

9) G-Man Sightings (Finished)

10) The Console (Coming)


-=   HL2   =-


1) Introduction

The sequel to what many call the greatest shooter ever, Half Life 2 again
seats you in the pants of Gordon Freeman.  Gordon, an M.I.T. graduate with
a doctorate in Theoretical Physics, is not your typical action hero.
He is, for all intents and purposes, a nerd.  But what he lacks in sheer
testosterone, YOU make up for.

Half Life 2 begins a number of years after the ending of
Half Life.  Having been corrected on how long that has been, I'm
not sure if revealing it would ruin the game or not.  

The only things that have remained the same are yourself, and the G-Man.

The G-Man is an enigma.  He can move in and out of your world with
effortless ease, and always seems to be twelve steps ahead of you.
If you recall from Half Life's finale, the G-Man had given you a
choice.  In a manner of speaking.  You could either follow him
through a teleportation ring and accept a job... or stay behind
in the border world Xen to fight an endless stream of alien Grunts.
The correct "choice" was to accept his proposal.  This left you
stranded in a limbo like dimension.  Until now.

From out of the void the G-Man's all too familiar, halting speech reaches you.  
It seems the time has come for your, as he puts it, limitless potential 
to be tapped.  For some reason that is beyond your scope, you have been 
chosen to once again be the right man in the wrong place.



-=   HL2   =-


2) Getting to know Gordon

This time around Gordon has a few new tricks to pull out of his miraculous
HEV suit.

An upgraded version of your suit, dubbed the Mark V, has a number of
improvements over the old one.  Lets go over them, as knowing when to
use each ability has tremendous advantages.

- The Zoom Function
	Contrary to the demos shown at E3, you CAN NOT fire while zoomed in. The 
	only weapon in the game that allows for zoomed firing is the new Crossbow.  
	The HEV suit's zoom is merely for scouting purposes.  Don't overlook that.  
	Just because you can't zoom in with your pistol doesn't mean the zoom is 
	useless.  To use the Zoom function, press and hold the "Z" key.

	*Note: Thanks to Brakman 18 for pointing out that the Zoom Function
		can be used with Vehicle weapons.  

-Speed Booster
	Drawing on your suits new Auxiliary Power unit, mechanics in your legs 
	can boost your running speed CONSIDERABLY as long as you hold down the 
	SHIFT key.  The only drawback is that you can only run at top speed until 
	your Auxiliary Power unit is drained.  Keep this ability in mind in the 
	later stages, particularly "Sandtraps", as you can outrun the Antlions 
	long enough to get back on to rock and then proceed to take them out safely.  
	It is also useful as it makes it much safer to run between cover while 
	dodging machinegun emplacements.

-Flashlight 
	The only notable change to the flashlight is that it also draws power away 
	from the Auxiliary Power unit.  Don't forget that!  It's generally best to 
	turn your flashlight off before using other abilities, especially the 
	oxygen tank.

-Oxygen Tank
	In Half Life 2 there is actually a functional meter for your O2 levels 
	while underwater.  The downside is that your suit's re-breather runs off 
	the Auxiliary Power unit.  And thus, if used in conjunction with 
	other suit abilities, cuts your time underwater in half, at least.

-Charger Interface
	Dr. Kleiner has adapted the charger couplings of the HEV suit to work 
	with Combine technology, allowing you the opportunity to run up the bad 
	guy's electric bill whenever you find their chargers laying around.



-=   HL2   =-


3) Your Arsenal

A few new weapons, a few old ones, but everything has changed, with the 
exception of the good old Crowbar.  I've ordered the weapons in the 
manner that they appear on your HUD.

________________________
	[Crowbar]       |
Ammo: N/A               |
Effective Range: Melee  |
________________________|
Once again your first weapon is the Crowbar.  Don't fret though, a few 
whacks from this will drop any Combine foot soldiers that are hassling 
you.  And then you can take THEIR weapons.  You'll mainly use the Crowbar 
for breaking planks, boxes, and grates.  It's a tool more then a weapon.

_________________________
	[Gravity Gun]    |
Ammo: N/A                |
Effective Range: Medium. |
_________________________| 
I'm hoping to better detail the Gravity Gun in section 8 of this
FAQ.  Bear with me while I fine tune.

_______________________________________________
	[USP Match 9mm]                        |
Ammo: 18 Round Magazine, 150 Rounds in Reserve |	
Effective Range: Medium                        |
_______________________________________________|
The pistol this time around is surprisingly potent.  While it's best to 
give it the shaft when you pick up the machine gun, it can drop Combine 
foot soldiers just fine.  I would like to point out, however, that you
generally have plenty of ammo for the pistol, and should use it for
picking off Tripwire Bombs, Explosive Barrels, Headcrabs, etc.  Things
where you could conserve ammo from heavier weapons. 
(Thanks to Drago for prompting me about that.)

*Note: The pistol is apparently packing a new trick.  First, hold down
	secondary fire.  Then, hold down primary fire.  Count to about
	ten (or longer).  When you see an enemy, aim at him and release
	secondary fire.  You will unleash a large number of bullets
	simultainiously.  I don't know why, but it does work.  Just bear
	in mind that you can usualy only do this once, as a surprise
	attack.  (Thank you to Zero for letting me in on this little
	trick)

*Note: A recent patch to the HL2DM mod removed the bullet charging trick.
	I'm not sure if it affects single player at the moment.

________________________________________
	[.357 Magnum Revolver]          |
Ammo: 6 rounds chambered, 12 in reserve |
Effective Range: Medium to Long         |
________________________________________|
The Python makes it's triumphant return.  This thing packs even more punch
then it did in Half Life, thanks to the physics system.  Enemies will 
literally be blown back by the force of it's bullets.  Keep in mind,
however, that while this gun can drop Combine foot soldiers in one head 
shot, Zombies are not as susceptible.  Use the Magnum primarily for picking 
off targets at medium to long range, as it's very accurate.  At close range, 
other weapons do the job better.  EXCEPT!  Except for the "Leaper" Zombies 
in Ravenholm.  When those bastards are climbing up the rain gutters to get you, 
stand on the ledges and fire into their headcrab head.  This will drop them in 
one shot, before they can get to you.  Very handy.  Also bear in mind that the
Magnum takes a bit longer to reload then most of your other weapons, and it's 
generally a good idea to switch to something else if you're still under fire, 
rather then wait for the reload.  Granted, if you can find cover, it's not
a problem.

____________________________________________________________________
	[H&K MP7 PDK - Machine Gun]                                 |
Ammo: 45 round magazine, 225 rounds in reserve ; 3 contact grenades |
Effective Range: Medium                                             |
____________________________________________________________________|
The Machine gun has changed substantially.  No longer the military issue 
MP5 from Half Life, this baby will keep you wanting for ammo.  The secondary 
fire is still the contact grenade, however these new grenades have a much 
wider blast radius (Which is good).  Remember that you have to "indirectly" 
fire the contact grenades, as they travel in a slight arc.  The farther 
from you the target is, the more of an arc you need to land the grenade 
at his feet.  Take the opportunity to practice - Quick save when you have 
some grenades and try lobbing them around.  Then just load your game back 
up and keep moving.

___________________________________________________________________
	[Pulse Rifle]                                              |
Ammo: 30 rounds in magazine, 60 rounds in reserve ; 3 energy cores |
Effective Range: Medium to just under Long                         |
___________________________________________________________________|
This baby is truly kick ass.  It can drop soldiers in just a few rounds.  
The real problem is you'll run out of ammo real quick.  
Thankfully, most Combine platoons have a few pulse rifles amongst them,
so you can usually replenish your supply after a fire fight.  BE CAREFUL 
WITH THE SECONDARY FIRE. Myself and most of my friends were not ready for 
the Energy Core, and sometimes accidentally took out allies with it.  
When you fire the secondary mode of the Pulse Rifle, a large pulsing 
ball of light will shoot out of the gun, and ricochet around the 
area for a few seconds.  Try to fire it INTO groups of enemies, 
not at their feet, but INTO them.  Laugh as they are disintegrated, 
but make sure it doesn't hit you on it's way around the room.

____________________________________________
	[Shotgun]                           | 
Ammo: 6 rounds loaded, 30 rounds in reserve |
Effective Range: Close to Medium            |
____________________________________________|
The biggest change to the shotgun, aside from looks, is the reduced 
amount of ammo you can carry.  In Half Life, you could hold up to 125 
rounds of 12 gauge - This time around it's only 30.  You get the Shotgun
for the first time in Ravenholm, from Father Gregori.  USE IT.  You will
need it.  Ammo will be a bit short but Zombies go down fast in front of 
buckshot.  Always aim for the head of your target, and wait until they are
at CLOSE RANGE.  You can still hit things that are farther away, but you 
won't do nearly as much damage.  As before, the Shotgun's secondary fire 
mode is to unleash two shots at once.  Always use that at CLOSE range, and 
only on the tougher "Leaper" zombies.  Never on the standard ones.  It's 
a waste of ammo.

____________________________________________
	[Crossbow]                          |
Ammo: 1 round onboard, 10 rounds in reserve |
Effective Range: Very Long                  |
____________________________________________|
This crossbow is very different from the one in Half Life in two important 
ways.  First off, it only fires a single shot before you have to reload it, 
but during the reload you WILL NOT lose your zoom.  That's handy.  
Secondly, at extreme range the Crossbow "bolt" (which is actually superheated
rebar) arcs down a bit.  So make sure you aim just above the heads of distant 
enemies.  That ensures a body shot, which is all you need to kill someone with 
the Crossbow.

____________________________________
	[Grenade]                   |
Ammo: 5 grenades in reserve         |
Effective Range: Just beyond Medium |
____________________________________|
Grenades are different!  Very different.  First of all, you throw them harder 
and straighter then you could in Half Life.  Secondly, no matter what you do, 
the grenade will have a five second fuse as soon as it leaves your hand, and 
not a moment sooner.  This means you may have to anticipate enemy movement 
to score a good hit.  But For the most part, if you only use grenades 
for room clearing and for taking out snipers (That is detailed later), 
they work just fine.  

(Thank you to Rangerband for cluing me in to something I should have seen)

Secondary fire on the grenade, if standing, is a gentle lob that sort of
tosses the grenade onto the ground with no real finesse.  If you crouch 
and hit secondary fire, however, you ROLL the grenade, in a fairly aimable
line.  This is a KEY manuver to use when dealing with pop up turrets late
in the game.  Crouch down outside the turret's laser sensor, and roll a
grenade into the cavity it pops out of.  Boom, no more turret.  

________________________
	[RPG]           |
Ammo: 3 rockets onboard |
Effective Range: Long   |
________________________|
Rockets have changed too.  For starters, you don't have to reload the 
launcher, there's just a short pause in between shots.  Secondly, you 
only have three rockets at any given time.  Don't fret, though.  
Whenever you're faced with a Gunship, an enemy that can only be brought 
down by Rockets, there will always be an ammo crate SOMEWHERE that you 
can utilize.  Now, the Rocket only has one firing mode - Laser Guided.  
And it will FOLLOW that laser.  You can execute some pretty impressive 
acrobatics with the rocket.  And you'll have to – Gunships can shoot 
down Rockets that fly directly at them.  You'll need to weave the rocket 
around, and sometimes behind, the Gunship before bringing it in for the 
kill.  It takes five to six rockets to destroy a gunship, so make sure 
you know where ammo is incase you miss.

____________________________________________
	[Pheremone Gland; "Bug Bait"]       |
Ammo: Unlimited                             |
Effective Range: Close to Long, Arcing Shot |
____________________________________________|
This isn't so much a weapon as it is chaos in the palm of your 
hand.  When you get this, Drone Antlions will no longer attack 
you.  Instead, they will follow and protect you!  Keep in mind 
a few things, however.  First being that Antlions can go places 
you can't.  If there's an enemy shooting at you way up high, 
just toss a Pheremone Gland up to him and your Antlion army will 
FLY up there to eviscerate him.  If you want to call them back, 
just use secondary fire to squeeze your Gland, and the Antlions 
will return chittering happily.  The big warning, however, is 
that this will not work on Antlion Warriors.  So don't even bother.  
Another note - The large ground pounders that keep Antlions away will
confuse any Antlions following you.  It's best to send them to a spot 
away from the pounder by chucking a Gland where you want them to go, 
and then returning to turn off the Pounder by yourself.  The Antlions 
will quickly return to you once the pounder stops.



-=   HL2   =-


4) Your Rides

Vehicles in Half Life.  Mmm mmm.  And these actually work, unlike 
the fantastic failures of many Half Life 1 mods.  Now, you won't 
exactly have GTA freedom when it comes to the vehicles, you 
generally have them for a few levels and then the game moves on.  
But boy howdy, fun stuff.  Doing them in order:

	[Air Boat]
	Controls
	E - Enter/Exit
	W - Forward
	S - Backward
	A - Left
	D - Right
	F - Headlight On/Off
	Mouse 1 - Machine Gun (When acquired)
	Mouse look - Aim Machine Gun (when acquired)
	
*Note: Thanks to Brakman 18 for pointing out that you can
	use your HEV suit's Zoom Function to zoom in and 
	fire the Machine Gun.  

The Air Boat is amphibious, moving on and off land with relative 
ease.  However, bear in mind that the boat will have a harder time 
turning on dry land.  When you hit the water after a jump, be 
careful about leaning on the controls, as the boat will instantly 
JERK in the direction you're holding.  The boat will not flip, 
however, as you won't have the Gravity Gun at that point in the 
game and you'd never be able to right the boat on your own. You will 
have to dodge a number of obstacles, ranging from floating barrels 
of explosives to magnetic mines to Barnacle tendrils under bridges.  
If you touch a Barnacle tendril you will be taken out of the boat 
and dragged upward.  Immediately shoot the damn thing so that it drops 
you, and then just hit your USE key to re-enter the boat.  You can 
also exit the boat at any time (And you will need to) by simply 
pressing your USE key.  Once you have made it through the 
"Water Hazard" chapter, you will come across a Resistance way station 
and a Vortigaunt.  The helpful alien will attach a stolen Combine 
machinegun to your boat, giving you the power you need to take out 
the roving Hunter helicopters (more on this later).  The machinegun 
has unlimited ammo, but operates on a "Charge" system.  You need to 
let it rest once the ammo meter hits zero, and it will quickly be 
ready to fire again.


	[Scout Car]
	Controls
	E - Enter/Exit
	W - Accelerate
	S - Brake/Reverse
	A - Left
	D - Right
	Shift - Turbo
	Space - Handbrake
	Mouse 1 - Fire Tau Cannon
	Mouse 2 - Charge Tau Cannon (Release to fire a charged shot)
	Mouse Look - Aim Tau Cannon

*Note: Thanks to Brakman 18 for pointing out that you can use your
	HEV suit's Zoom Function to zoom in and fire with the Tau
	Cannon.  Spiffy.

The Scout Car is a very jittery thing that can roll easily, but the 
levels in which you have it are perhaps my favorite out of the entire 
game.  It's sort of like Mad Max from that point on, until you lose 
the car later.  But I digress:

*note: Don't forget that your car has a machinegun ammo crate on the 
back.  If you need ammo for the machine gun, simply go to the back 
of the car and hit your USE key.

You NEED the car.  Like the boat, it is the only way you'll make it 
through.  And if for some reason you chuck the car off a cliff or let 
it get blown up or crushed or any number of things that would destroy 
it (Which is hard) the game ends.  You will be driving over rough 
terrain.  Highway 17 is badly in need of repairs that it won't be 
getting, and sections of the road may be blocked - or may have been 
blown away altogether.  Using the Gravity Gun you can clear a path for
the Scout Car, and using your head you can find ways around gaps in 
the freeway.  The car, while it looks fragile, can easily tear through 
wooden fences and run over Combine Foot Soldiers and Antlions with out 
trouble.  The biggest obstacles to your car are Roller Mines and getting 
flipped on it's back.  Roller mines will cling to the car and send
jolts through it every few seconds, damaging you.  The best way to 
remove them is not your crowbar, but the Gravity Gun.  Use secondary 
fire to pry the Roller Mine(s) away from the car, and then use Primary 
fire to shoot them into the ocean, where they will explode.  Yay.  
When your car is flipped, immediately get out and hit your "G" key to 
whip out the Gravity Gun.  Use Primary fire to flip your car back upright, 
and then get in.  Don't bother wasting time with Antlions, you can just 
run them over.  If you have to leave your car for any reason, and you're 
in Antlion territory, try to park it inside the radius of a Pounder.  
You'll know them when you see them.  Pounders will keep Antlions 
occupied while you do whatever you need to do.  Well.  For the most 
part.  Sometimes they work their way around the Pounder and come after
you, but at least your car will be safe.



*note: At the urging of a Steam buyer of HL2, Aaron Sharpe, I will put a
reference for the Crane here.

	[Crane]
	
	W - Swing arm out
	S - Pull arm back
	D - Swing Crane Right
	A - Swing Crane Left
	Mouse 1 - Drop Magnet
	Mouse 1 (When Carrying Object) - Drop Object



-=   HL2   =-


5) Allies

A number of your associates and coworkers from Black Mesa have survived 
during your absence.  Flying the Lambda symbol as their flag, these 
charismatic and brilliant individuals have rallied humanity to the cause
of freedom.  The Resistance will help you whenever, and where ever, 
they can.

*Note:  Thank you to Silvio for pointing out that Essential NPC's CAN
	die.  That tip was much appreciated.

	[Barney Calhoun]
We loved him.  We hated him.  We made him talk to his clones.  Barney 
is back.  You first encounter him in Chapter One, "Point Insertion".  
This is mostly story and I'll leave that for you to enjoy, but the gist 
is Barney has infiltrated "Civil Protection", the politically correct 
term for the Combine militia.  He will help you escape capture a number 
of times, and you'll get the chance to save his ass later on.  

	
	[Dr. Issac Kleiner]
Quite possibly the same Kleiner that got Gordon his job at Black Mesa, 
the good doctor is a bit... absent minded.  Though undeniably brilliant, 
he also keeps a de-beaked headcrab as a pet (Lamar).  Vital to the story, 
and the one who gives you your upgraded HEV suit, the Mark V.

	[Lamar]
Is a de-beaked Headcrab.  She's harmless.  Mostly.  (Yes, she)

	[Dr. Eli Vance]
A pioneer of the technology behind Teleportation, Dr. Vance has been a 
driving force behind the resistance.  He's missing a leg, and is a bit 
grey on top, but this is the same Dr. Vance who asked you for help after 
you caused the resonance cascade at Black Mesa.  Makes you wonder about 
just how long you've been gone.

	[Dr. Judith Mossman]
One of the main contributors to the teleporter project, Dr. Mossman is
a big fan of yours, or at least comes off that way.  She doesn't get
along too well with Alyx, something that will be readily apparent to 
you.  She'll talk your ear off about science.  Don't worry if you can't
understand her.

	[Alyx Vance]
Has the hots for you.  Seriously.  She's the daughter of Eli Vance, and 
is brilliant in her own right.  She's responsible for the "growth" of her 
robotic companion, Dog, and will lead you through a number of tight spots 
in the game.  Well.  And she sends you to Ravenholm.  Bitch.

	[Dog]
This guy is fun.  I know he seems goofy when you first meet him, but give 
him a chance to show you how much ass he can kick, and you will be 
impressed.  Oh, uh.  Alyx's fiercely loyal companion.

	[Father Gregori]
Is insane.  But that's ok.  He gives you a Shotgun, and a bunch 
of traps you can play with.  Lighting zombies on fire should 
always be this much fun.


	[Resistance Militia]
An assortment of citizens armed and ready to give their lives to 
combat the Combine.  They arm themselves with whatever is available, 
but you typically see them carrying Shotguns, Machineguns, and 
Pulse Rifles.  Rarely you'll find one with an RPG, but that's usualy 
a tell tale sign that a Strider is near by.  There are also Medics 
mixed in with the regular Infantry, and you can easily spot them thanks 
to the bright Red Cross emblem.  They will pass out medkits to both you 
and any other injured soldier in the squad.  Try to keep them alive.  
These men and women will follow you everywhere, and obey your commands 
unquestioningly.  To order them to a position, simply look at it with 
your reticule (crosshair), and press your "C" key.  Tapping C twice will 
cause your squad to briefly stop following you.  Pressing C again, or 
just waiting too long, will cause them to resume their following.

	[Vortigaunts]
You will also encounter a number of friendly Vortigaunts, which you 
might know better as "Alien Slaves".  Freed from their oppression by 
your triumph over Nihilanth in the first game, the Vortigaunt bear 
you no ill will for the lives of those you killed.  But they also 
don't offer any forgiveness.  As the one who tells you this says, 
"It is not mine to give".  They will do a number of interesting things 
for you, cool things, that I'll leave you to be surprised by.



-=   HL2   =-




6) Enemies

Where you meet 'em, how to beat 'em.

*Please note that all descriptions are based on playing the game at the
 Normal difficulty setting.  Toughness in Hard will undoubtedly be greater.


	[Combine Foot Soldier]
These guys are omnipresent, literally everywhere.  You will always 
have plenty of them to fight, and will have to adapt to their tactics.  
If you don't see any, you can usually bet that a Drop ship is on the way 
to dump some off for you.

When it comes to beating the standard Foot Soldier, just shoot them.  
Be on the look out for grenade throwers, and be ESPECIALLY careful of 
Foot Soldiers with Pulse Rifles - They might use the Energy Core secondary 
attack, and if you're on the ball, you can catch it with your Gravity Gun 
and fling it back at them.

The easiest way to tell that Foot Soldiers are around is their distinctive 
radio chatter.  You'll know.

*Note:  Thanks to Brakman 18 for pointing out the "Ranks" of foot soldiers:

		[Metro Cops]
	These are the first Combine Soldiers you interact with.  As Brakman
	pointed out to me, they're armed only with Pistols and Stun Wands.

		[Combine Soldier]
	Wearing black armor, these are the bulk of what you encounter for 
	the rest of the game.  Armed with Machine Guns and Pulse Rifles.

		[Elites / "Assassins"]
	Wearing white armor, with red glowing eyes, these soldiers are 
	tougher then the black armored counterparts, and will always be
	wielding Pulse Rifles.  They are also the only Soldiers that use
	the Energy Core secondary fire on the Pulse Rifle.


	[Combine Snipers]
Easily noticed by the distinctive blue laser beams they use to target
enemies, Snipers will be holed up in small, inaccessible rooms.  Your
only option in dealing with them is to use cover until you are close 
enough to their window to lob a grenade inside.  If the grenade goes 
into the window, you have a kill.  RPG rounds also work in a pinch.  


	[Headcrabs]
These little bastards come in three flavors this time.  Your standard head 
crab, the "super leaper" headcrab, and the "Black Super Leaper" headcrab.  
The Combine have mortar rounds that don't explode, and instead open up to 
offload one of the three headcrab types. 

		[Standard]
	Easy enough.  They don't do much damage, but they can get annoying.  
	Plus, even these little bastards have a new trick up their sleeves.  
	When you kill a zombie now, it's Headcrab might not die, and will 
	instead fall off, get up, and come after you.  Make sure it's dead. 

		[Super Leaper]
	Easily identifiable by the longer legs.  They move like spiders, 
	and are much faster then normal headcrabs.  Again, not very dangerous, 
	but they can surprise you.  The biggest problem with these guys is 
	the zombies they make.  The "Leaper" Zombies are noisy, fast, and 
	dangerous.  Very unlike the standard Zombie.

		[Black Super Leaper]
	These guys are NOT fun.  If they bite you, they inject a neurotoxin 
	that instantly reduces your health to 1 point.  You heard me.  
	1 point.  Your suit will immediately administer an antidote, but that 
	takes time.  You need to kill these things before they hit you, or at 
	least make sure that it's only them you have to worry about.  Another 
	enemy could just waltz up and smack you after you've been stung, and 
	that would be it.  The Zombies these guys make are almost worse then 
	the "Leaper" Zombies.  But that's next.


	[Zombies]
Oh we hate them.  Oh they're everywhere.  Ravenholm is Zombie central, 
but it won't be the last you see of them.  As with the headcrabs, there 
are now THREE types of Zombies, as follows.

		[Standard Zombie]
	They make a lot more noise now.  Try lighting one on fire.  You almost 
	feel bad for it.  But you won't.  As stated above, make sure the 
	headcrab is dead.  If you shoot the Zombie in the chest, there's a 
	good chance the Headcrab will just drop off and attack you.  Go 
	for headshots.  Be elite.

		[Leaper Zombie]
	These things are just muscle and bones.  No skin.  And they MOVE.  
	They can leap over obstacles, leap at you, climb walls, jump from 
	rooftops, basically everything normal zombies can't do, these CAN.  
	You'll know they're coming when you hear the telltale howling, 
	almost like a monkey being run over very slowly by a steamroller.
	You want to make these things dead, and fast.  Shotgun to the 
	Headcrab is your best bet.  Go double shot if you have to.  And 
	MAKE SURE THE HEADCRAB IS DEAD.  

		[Piggy Back Zombie]
	This is what the Black Leapers do.  There will never be more 
	then two of these fighting you, and for good reason.  The Black 
	Super Leaper that controls the Zombie will be giving about three 
	other Black Super Leapers a ride.  The Zombie will, when it sees 
	you, allow the Black Leapers on it's back to jump at you.  This is 
	bad news.  And even if you manage to take out the carrier zombie, 
	the Black Super Leapers just jump off and run at you.  Don't forget 	
	about that, you want to have something to take out the passengers.  
	Large objects like fan blades can sometimes kill a Piggy Back Zombie
	in one hit.  Use your Gravity Gun to fling the objects.


	[Robot Drones]
These are Combine drones, and they get annoying.  And they all fly!

		[Scanners]
	These don't do much, but they will tell Guards where you are.  
	You may or may not see results.  If they get in your face, just 
	use your crowbar on them, no need to waste ammo.  On the upside, 
	they sometimes drop batteries.

		[Man Hacks]
	Flying buzz saws.  They whiz around, bouncing off walls, coming 
	in through windows or pipes or air ducts, and then they zero in 
	on you and try to cut you.  Use your Crowbar or Gravity Gun.  
	If you get them with the Gravity Gun, Shoot them INTO a wall, 
	don't just chuck them.  If you don't break them, they WILL come 
	back.  Soldiers will sometimes carry these things, and you can 
	actually watch them being launched by hand.  Shoot the guy before 
	the Man Hack comes online.

		[Flash Bulbs]
	Think of an intelligent flashbang grenade.  That's about what 
	these things are.  They blind you, so that Combine Soldiers can 
	have an easy time of picking you off.  SHOOT THESE.  They stay 
	at a distance, so your only option is to use a gun.  You don't 
	want to use the Gravity Gun because if you pull them in close 
	and they go off, you'll be blind for a good while.

		[Shield Scanners]
	You encounter these in the Anticitizen One chapter, where they
	will continually pose a threat by dropping Hoppers on you.
	Their body consists of a cylindrical part, and then a long,
	stretching and expanding arm which they use to drop the Hoppers.
	(I was clued in to the name by Joshua Rodriguez)


	[Barnacles]
They're back.  They look different, but they're still the same deal.  
Just like before, Barnacles hang out on Ceilings.  If you get caught 
by a Barnacle, it will pull you up into it's mouth.  Don't let it.  
Look straight up and unload on the corpulent bastard.  It shouldn't 
take much to kill one, and you're rewarded by it's death animation  
in which it vomits the remains of it's last meal on you.  Yay.

(Thanks to Drago for suggesting I place this earlier in the FAQ)
You should also be aware that you can feed Barnacles just about anything.
They will chew on bits of trash, barrels, even enemies - I've watched
happily as a Barnacle has eaten a Headcrab that got caught in mid leap.
But perhaps the most useful thing you can feed it is an Explosive Barrel.
Give the Barrel to the Barnacle's tendril, then back up and shoot it until
it lights on fire (The Barrel, stupid).  The resulting explosion will kill
the Barnacle and most likely any other Barnacles near by.


	[Antlions]
There are two different types of Antlions, the Drones and the Warriors.  
The Warriors attack you at predetermined points along the story, but the 
Antlions show up during "Highway 17" and stick with you all the way 
through "Nova Prospekt" although by then they are on your side, thanks 
to the Pheremone Gland.


		[Antlion Drones]
	Are annoying.  They are attracted to noise, and your little car 
	makes a lot of it.  Once they start coming, they won't stop.  
	So keep moving.  If you have to deal with them, use the Shotgun or 
	machinegun.  But your best bet is to keep moving!  During the 
	second half of "Sand Traps" you'll need to stick to the rocks to 
	avoid stirring up angry Antlions.  If you happen to fall on the 
	sand, get to a rock before you start attacking the Antlions.  That 
	way, you can deal with the ones that pop up, and not an endless 
	wave of them.

		[Antlion Warriors]
	These suckers are big.  They will knock you around quite a bit 
	if they manage to hit you.  Don't stand still when facing a Warrior, 
	keep moving.  Circle strafe.  And focus as much damage as you can 
	on it.  Unlike the Gargantuas from Half Life 1, these enemies seem to 
	be susceptible to all types of weapon fire, though I strongly suggest 
	you use your heaviest weapons first.  A few rockets and clips of pulse 
	rifle ammo would be well spent on taking one of these down.  When 
	attacking, the warrior will charge you, which is why you keep moving.  
	You can even do a bull fighting maneuver and steer the Warrior into a 
	wall.  This will stun it for a few brief seconds, believe it or not, 
	but then it will quickly turn to face you.  Just keep up a steady 
	stream of fire while dodging it's charges and you'll be fine.


	[Roller Mines]
Usualy buried in the ground waiting to spring up at you, these annoying, 
magnetic enemies can also be dropped from passing Combine dropships.  These 
are quite prolific along "Highway 17", but are surprisingly easy to deal with.  
Simply use your Gravity Gun's secondary fire to grab a hold of the Roller Mine, 
and then turn and throw them into the ocean or off a cliff.  And trust me,  
there will be a cliff near by, or the ocean, or both.


	[Striders]
Striders are literally gigantic.  They tower over you, standing at least 
3 stories in height, and it takes a lot of fire power to bring down one 
of these bastards.  A Strider takes at least six rocket hits before going 
down, and this will require you to find an ammo crate so that you'll have 
enough rockets to do the job.  Resistance rocket infantry can also help you, 
but you can't always count on having one near by.  The best advice I can give 
you is to stay the hell away from Striders whenever possible.  When you must 
fight them, try to do so from as far away as possible, or from an elevated 
position.  I say this because Striders can not only shoot at you, but also 
step on you, resulting in instant death.  Striders are also equipped with some 
kind of blue Combine energy beam that disintegrates anything caught in a direct 
blast.  Normally you'll get hit by the splash damage, and it's damn hard to 
avoid, but that's just one more reason to take Striders down as quickly as 
possible.

	
	[Hunter Helicopters]
One of the less alien vehicles used against you, the Hunter Helicopters 
are most prolific during your Air Boat ride.  Most of them will do 
diving attacks at you, spraying machine gun fire all over the place.  
You have to simply avoid them as best you can until you acquire the 
Combine Machine Gun for your air boat.  Once you have the gun, you'll 
be able to take out the Helicopters.  You should also be wary of the 
mine laying helicopters - These helicopters will fly back and forth 
above you, dropping row after row of magnetic floater mines.  Keep moving, 
and dodge the mines as best you can.  If you do get hit, don't panic, 
just adjust your steering to compensate for the blast.


	[Armored Cars]
You'll see a lot of these through out the game, but for the most part 
they'll be stationary.  The only time you really have to worry about 
them is during "Water Hazard".  They will be parked on the various 
docks along the canal and will fire barrages of rockets at you.  
At first, you can only dodge the rockets.  But once you have acquired 
the Combine Machine Gun, you'll be able to blow them up.  Do so.


	[Sentry Guns]
There are a few varieties of Sentry guns, and different ways to deal 
with each of them.

		[Tripod Sentries]
	*Special thanks to Silvio for pointing out that the 
	Gravity Gun is more proficient at knocking these things
	over then regular gunfire.
	
	These freestanding sentry guns are fairly annoying, and 
	different then their Half Life 1 counterparts.  In order to 
	disable these guns you will either need to get on the side of 
	them and knock them over with gun fire, or throw a well placed 
	grenade and hope the blast knocks them over.  Don't be too 
	quick to run by them if you do manage to knock them over, as 
	they will continue to fire erratically for a few moments.
	
	At a later point in the game you will have to set these guns 
	up yourself and use them to defend key points in the  
	"Entanglement" level.  To do so, simply open the locker they 
	are stored in, and then hit your USE key to pick them up.  Carry 
	them to a spot that offers them a good field of fire, and hit your 
	USE key again to drop them.  If they are knocked over by enemy 
	fire, just run over and hit your USE key again to pick them up.
	You may have to shake your view around a bit to get the sentry 
	gun up right, but once it is just drop it so it can resume firing.

		[Pop up Sentries]
	These guys are hidden beneath floor tiles, and will only pop 
	up once you trip their laser sensor.  When they do pop up, 
	a second laser will begin sweeping the floor in front of them.  
	If you trip this laser, they will open fire so do your best to 
	avoid it.  The only way to deal with these annoyances is to lob 
	a grenade INTO their cavity.  Once the grenade is inside the 
	sentry gun, just get out of the way and wait for the boom.


	[Gunships]
These bio-mechanical, aerial enemies are quite dangerous.  Despite their
large size they are incredibly maneuverable, and will perform all sorts
of acrobatic tricks to keep you in sight of their machine gun nose.
Gunships can only be taken out with RPGs, and it takes a total of five to 
six rockets to bring one down.  You have to weave the rocket around the 
Gunship, however, as a direct attack will allow the Gunship to shoot the
rocket down easily.  Try firing away from the Gunship, and then bringing
the rocket back towards the Gunship from a different direction.  Don't
forget that your Rockets are MUCH more responsive in this game, and any
movement you make with the laser sight will be followed by the rocket,
even barrel rolls and loops.  If you miss with one of your rockets, 
don't fret - There WILL be a supply crate or ammo box near by to keep 
you loaded up during any of the Gunship fights.


	[Hoppers]
Hoppers are semi intelligent land mines.  They can distinguish between
friend and foe.  If you get too close to one, it will literally hop 
into the air and try to land on your head, where it will then explode.
Regardless of whether it hits you or not, it will explode.  The best
way to deal with Hoppers is to use your Gravity Gun's secondary fire
to yank them out of the ground.  This will reset a Hopper, making it
friendly to you.  You can then either throw it at someone or drop it
gently with secondary fire to make your own land mine.

The best way to tell if a Hopper is around is to listen.  They will
click and chitter if anyone gets close enough to them.  Whenever
you hear that noise, freeze, and look around.  You'll find it if 
you just use some observational skills.



-=   HL2   =-




7) Walkthrough

The big one.  Finally Finished!

	As requested, Chapter List:

	A) Point Insertion
	B) A Red Letter Day
	C) Route Kanal
	D) Water Hazard
	E) Black Mesa East
	F) "We don't go to Ravenholm..."
	G) Highway 17
	H) Sandtraps
	I) Nova Prospekt
	J) Entanglement
	K) Anticitizen One
	L) "Follow Freeman!"
	M) Our Benefactors
	N) Dark Energy




A)	[Chapter One: Point Insertion]
	You will begin this chapter with a visit from the G-Man.  
	That's for you to enjoy.  Suffice it to say that the game 
	doesn't really start yet, so take the time to orient yourself 
	with your new surroundings.  Talk to people, pick things up 
	with your USE key (Yes, you can pick things up without the Gravity 
	Gun).  Take in the sights and sounds of the oppressed populace.  
	But do so while working your way through the customs gate.


*Note of Interest:  As you first exit the train, follow the two gentlemen 
			who are in front of you.  When they turn left, you 
			turn right.  Go to the fence there and get your first 
			look at a Vortigaunt that is still enslaved by the 
			Combine.  There's nothing you can do for him now, so 
			give him a little wave and move on.

	After looking at the poor Vortigaunt, do a 180 and head past the 
	baggage cart, and through the Turnstyle.  Welcome to City 17.

*Note of Interest:  Try making a phone call with your USE key.  You'll find 
			that all communication with the outside has been cut 
			off by Civil Protection.

	Continue moving through the train station, weaving through the fences 
	erected around the guard checkpoint.  The guards will wave through 
	the people in front of you, but ask you to stop.  They will direct you 
	towards an ominous train marked "Nova Prospekt", but thankfully you won't 
	make it that far.  You will be trapped in a small enclosure, and a side 
	door will open.  A guard will step out and order you to follow him.  
	Do so.  Follow him down the corridor, past what appears to be an 
	interrogation room (The guard inside will slam the eye slit on you if you
	try to look in), and will stop outside an empty interrogation room.  
	You'll be ordered inside, and you have no choice but to obey.  
	Don't get too excited though.  The guard will put on a show like he's 
	going to beat the crap out of you, but it's not really a guard...

*Note of Interest:  It's really Barney Calhoun, your security guard buddy 
			from Black Mesa.

	After some more story chatter which I again leave for you to enjoy, 
	a knock will come at the door.  Barney will panic, and shove you into 
	a back room.  He tells you to pile up some boxes to escape out the window, 
	and to make your way to the plaza.  Use that USE key and get stacking.  
	In case you didn't notice, the window is on the second floor loft, so 
	climb the ladder first and THEN use a box to get out the upper window.  
	Don't worry about the fall, the box outside will break it for you.

	Continue through the door to your right and up a flight of stairs.  
	Use your USE key to open the door, and then turn left.  You find 
	yourself now in what must have been the ticket area of the Train 
	Station.  A guard will confront you here, knocking a can onto the 
	floor and ordering you to pick it up.  Do so, and then throw it into 
	the trash can.  The guard will get a hoot out of that and leave you 
	alone.  Feel free to throw some garbage at the Guard if you don't mind 
	getting a few whacks from the Stun Baton.

	Continue forward past the guard, and through the opening on the 
	far left.  There will be a large double door.  Open it with your 
	USE key and behold the square.  There's a lot going on out there, 
	but don't neglect to view the large blue building in the distance - 
	The Citadel.  It is an ever present symbol of oppression, and the 
	source of all Combine incursions into the city.  After you're done 
	looking around, head down the alley way to the right of the Train 
	Station entrance.  Any other way is blocked by force fields.

	Down this alley, you'll see a door to your left that is blocked by a 
	Guard - Ignore it, you ain't going that way.  Farther down the street 
	is a roadblock - Not going that way.  Instead, turn right again into a 
	smaller alley, and use a dumpster to boost yourself up to a Fire Escape.  
	Go up the ladder and then turn to your right and drop through the hole 
	there, which will deposit you on the other side of the fence that was 
	previously blocking your way.  

	Down this alley you'll see a bust going down to your left - Avoid that.  
	Go to your right instead and talk to the civilians that are watching a 
	pair of Civil Protection soldiers break into an apartment.  Things could 
	get dicey.

*Note of Interest:  You can play with all the playground equipment.  Use your 
			body, and your USE key to flip X's and O's, spin the 
			merry go round, and smack the swings.  Fun.

	Head towards the pair of guards, but duck into a building to the left.  
	Follow the hallway until you reach a spiral staircase going around an 
	elevator.  Take the stairs up.  Work your way through the apartment 
	building, it's not difficult, just avoid the guards.  They will "Herd" 
	you towards where you're supposed to go anyway.
	
	Things will get a bit heated as Civil Protection rushes the building, 
	and all you really need to do is not go in the direction of the guards.  
	Wherever there's an open path, go.  Eventually, you meet a gentlemen 
	holding a door open for you, who asks you to come inside.  He'll slam 
	the door shut and hold off the guards while you get to the roof.
	
	Once on the roof, MOVE.  Combine Soldiers with pistols are now on your 
	tail and they are going to shoot at you.  Follow the roof up and then 
	to the left.  You'll drop down onto a ledge on your right, and hug the 
	building until you reach a pair of open windows.  Go down the stairs, 
	and then you'll be cornered.  Don't worry though, they will knock you out, 
	but someone comes to your rescue.

	When you come to, all the guards are dead and the only one in sight is... 
	a girl.  That should tell you immediately how dangerous she is.  Despite 
	that, follow her through a series of secret passages...



B)	[Chapter Two: A Red Letter Day]

	Follow Alyx to Dr. Kleiner's lab.  And then enjoy the show.  

*Notes of Interest:  Take a look around the good doctor's lab, especially the 
			far wall with the bulletin board.  There are a few 
			interesting pictures there.  You'll see.  I'll catch 
			up with you after the lab.

*Note of Interest: If you take a look at the monitor that Barney activates when
			he first enters the lab, you can change it's channel
			to get a good look at the G-Man.  He only stands still
			briefly before noticing the camera on him and walking
			away.  Hrm...

	Well, following those incidents, you will find yourself outside the lab, 
	unarmed, and under the intrusive eyes of a pair of Scanners.  Time to move.  
	Jump down and move through the Transformers (The large power things) and 
	under the overhang.  You'll come out on the other side where your path will 
	be blocked by a few planks across an opening.  Don't worry, Barney to the 
	rescue.  He'll be behind and above you, and will toss you a Crowbar.

	Once you have it, move forward, bashing through those planks.  Go forward 
	into the somewhat dark passage ahead, and then you'll drop down into a 
	train yard.  Immediately turn left after you drop down, and use the plastic
	boxes on the ground to boost yourself into the open train car.  Bash your 
	way through the boxes and debris, and then kick open the doors on the other 
	side of the car.  When you drop down, immediately back up against the car 
	and crouch down.  A train will come blowing by, and if you're not out of 
	the way it will crush you.

	When the train has passed, turn to the right and move along the parked 
	train car that was across from you.  When you reach the end of it, turn 
	left and then left again.  You'll see another car with open doors now, 
	and you want to get inside it.  Did I mention that combine soldiers are 
	shooting at you the whole time?

	In any case, climb the ladder inside the train car, then turn to your left.  
	Jump from the roof of that train car to the train car that should now be in 
	front of you, then jump again over the fence in front of you, and hit the 
	ground running.  Break through the planks blocking your path, and then head 
	down the dimly lit tunnel.  After the map loads, you'll head down another 
	hall way.  


C)	[Chapter Three: Route Kanal]
	
	Take the opportunity to use the Medical Console on the left hand wall if you 
	took some bad hits back in the train yard.

	As soon as you reach the end of the hallway, a woman will scream.  Turn to 
	your left, and you'll see her and a man being beaten by Combine Soldiers.  
	Well, you've got a Crowbar, you know what to do.  Smack 'em.  

*Note of Interest: This is where you get the USP Match 9mm.  You'll only have
			the bullets in the clip for the moment, but now is
			definitely the time to start using a ranged weapon.  
			It's also interesting to note that the Pistol and
			the Machinegun no longer share ammo.

	Feel free to go back and use the Medical Console again if the guards do 
	too much damage to you.  Better to use it while you have it.  After that, 
	head back to the women and go past her.  Head up the stairs, but be 
	watchful.  Two guards are waiting for you, one at the top of the interior 
	stairs, and one outside.  Now's a good chance to work on your headshots.  
	They actually work with the new hit system.

	Once you reach the top of the exterior stairs, pause for a moment 
	and look around.  There's a Hunter Helicopter in the distance, 
	but it hasn't seen you yet, so don't worry about it.  Head down 
	to the train tracks below you instead.  But make sure you don't 
	go all the way down - you'll hear a train whistle coming, and that's 
	your cue to stay off the tracks.

	The train will come to a stop, allowing you to use the roofs 
	of the cars to make your way to a ladder that is near the mouth 
	of the tunnel to your right.  Immediately turn around to face where 
	you just came from.  You'll see two combine soldiers opening fire on 
	you.  Don't waste time shooting at them, instead focus your attack 
	on the explosive barrels they are standing next to.  This will take 
	out both of them in a very satisfactory manner.

	Next, turn towards the skeletal house behind you and bash through 
	the planks boarding up it's door.  Take a moment to grab the ammo 
	under the floor boards to your left, then head out of the house to 
	the right of where you entered.  Hit your USE key to open the fence 
	door, then turn right and look up at two more soldiers firing at you.  
	Again, aim at the explosive barrels they seem to be oblivious about.  
	Boom.  Continue through the small yard, turning left and using the 
	bend in the fence to move through.  Continue along the fence, turning 
	right when you reach some shipping crates.  There will be a spray 
	painted LAMBDA symbol above a pried open grate.  Go ahead and climb 
	through it.  You'll exit on the other side of the fence that was 
	preventing you from continuing, and now you can follow that fence 
	until it ends at the mouth of the next tunnel.  You'll be able to 
	get past the Force Field below, and continue down the railroad.

	You'll reach a stair on the right eventually, but watch out for 
	soldiers there.  They'll roll a flaming barrel of explosives down 
	the stairs, get out of the way quickly and wait for it to blow.  
	Then you can charge up the stairs and take out the jerk who did it.  
	Continue along the path, being sure to watch out for the glass 
	windows - as soon as a train has gone past, soldiers will be down 
	on the tracks firing at you through the windows.

	The point to all of this slinking around, if you haven't figured it 
	out, is to get past those force fields.  Once you break through the 
	boxes blocking your path across the catwalk, you'll exit back on to 
	the railroad.  A few boxes of supplies and a Med Console are waiting 
	for you across the track.  Go for them, but be wary - You have Three 
	soldiers coming at you in both directions, for a total of six, plus 
	one more up on the path you just jumped down from.  Take them out 
	and use the small depression in the wall with the Med Console for 
	cover.

	As soon as the coast is clear, Head left from the depression in the 
	wall, and down onto another cat walk, this one above a canal.  You'll 
	want to jump down into the water, as the door in front of you is locked.  
	Don't worry about the water - There are no Ichthyosaurs or blind worms 
	in this area.  Continue forward until you reach a train car stranded 
	in the Canal.  Climb up the ladder on it's left side, and then drop 
	inside through the hole in the roof.  Say hello to one of the first 
	way stations on the underground railroad. 

*Note of interest:  The Vortigaunt you meet here is actually powering the 
			Television that both he and the Human Resistance
			member are watching.  But that's not all these nifty 
			guys can do.  He'll also give your suit a small charge.  

	After the Vortigaunt charges you up, head out of the train car and 
	make your way through the Debris field.  You'll have to destroy the 
	wooden framework that seems to be holding up a tanker car.  Don't 
	worry, just crouch.  The car will fall a bit once the support beams 
	are gone, but it won't fall on you, and you'll be able to proceed.
	Just around the next debris mound, however, is your introduction to 
	a new enemy.

*Note of interest:  This is where you'll meet the new Barnacle for the first 
			time.  Watch it eat the bird. Then kill it.

	Continue to thread your way through the debris field until you arrive 
	at a battle in progress.  You'll hear a resistance member pleading 
	for help from a grated storm drain to your right.  You can save him 
	from the soldier sneaking up behind him, but he'll just run out of 
	the side of the pipe and get mowed down by a machine gun nest.
	You should quickly scoot around to the exit the resistance member 
	just used and get into the storm drain without being mowed down in a 
	similar fashion.  You'll enjoy the game more if you don't die.

	Inside the pipe you'll find what's left of an Underground Railroad 
	Way Station.  The radio there is alive with chatter, and I advise 
	you to listen.  Things are going to hell since you showed up.

	Once you're done listening to the doom falling down on everyone's 
	heads, climb up the ladder and take out the Machine Gunner and his 
	guard.  Quickly man the Machine Gun and start mowing down the incoming 
	soldiers.  You'll only have a minute or so before an Armored car pulls 
	up out of your firing arc and starts launching missiles. That's your 
	cue to bolt.  Drop the machine gun and follow the elevated path on the 
	right hand wall.  There are a number of barnacles beneath the bridge 
	you travel under, so keep your eyes open and your flashlight on.  
	Once you reach the other side you can turn it off.  A woman will call 
	out to you from a small piece of pipe, telling you where to go next.  
	She elects to remain there to help any one else who manages to make it 
	through.  Continue on through the flood channel, until you reach a room 
	filled with water.  Jump in, and get ready to hold your breath.
	A large explosion will blow the storm grate off the roof of the sewer 
	room, and flaming barrels will begin to fall on you.  Duck underwater 
	and only surface for air between explosions.  Once the barrels stop, 
	the two Soldiers up above will begin to take pot shots at you.  Do them 
	a favor and end their lives with the pistol.  Once you've dealt
	with those two, you can turn to the next pipe and "Jump" out of the 
	water onto it's ledge, and continue down the flood channel.

	When you exit the pipe this time you'll be back in the canal.  To 
	your right are a bunch of soldiers, but don't go trigger happy 
	on them just yet.  Instead, juke around the debris obscuring your 
	view of the bridge dead ahead, and shoot the explosive barrels 
	beneath it.  You'll kill all the Combine Foot Soldiers on the 
	bridge and open up the next part of your route.  Charge!

	Two more soldiers will drop down into the Canal when you pass under 
	the bridge - Dispatch them.  Once you've done that, head up the right 
	most mound of debris and knock away the barrels blocking your path.  
	Back into the sewers.

	The floor here is slippery, and you've got two Barnacles dead ahead.  
	Take it slow, and try to avoid being snagged by them.  If you do get 
	caught, just aim straight up and blow them away.  In fact, if you have 
	the chance, blow them away period.  Better to have them dead.

	The slippery ground continues around the corner and to the right, 
	where a whole room full of Barnacles is waiting for you.  But, 
	there's something you can do.  Behind you are a pair of explosive 
	barrels.  And, unlike the Barnacles in Half Life 1, these 
	Barnacles will at least CHEW on anything they catch.  So why not 
	give them something spicy.  If you catch my drift.  (Boom).  
	Just remember you have to wait for them to catch the barrel, then 
	shoot it a few times to light it on fire.  Don't blow it up!  
	Just light it on fire.  If you time it right, it should take out 
	most of them, and give you the breathing room you need to shoot 
	down the last one or two.

	As you emerge from the Barnacle sewer room, immediately dive into 
	the water.  Flaming barrels will rain down on you, but if you stay 
	submerged you won't take the hits.  As soon as you come up against 
	the grating blocking your way underwater, turn to your right and 
	you'll see a ladder.  Quickly climb this and slide over the metal 
	grating and back into the water on the other side.

	Swim to the far left end of this pool, then turn around.  A partially 
	submerged platform gives you the ramp you need to get up and out of 
	the water.  Follow the platforms around the pool, shooting soldiers 
	as needed, until you reach the open sewer grate.

	Once inside, it's time for a bit of a puzzle.  Fairly simple.  
	You have a see saw, and you have a bunch of cinder blocks.  
	All you need to do is scoop up the cinder blocks one by one with 
	your USE key, and pile them on the side of the seesaw opposite the 
	way out of the room.  Then, you can just run and jump from the 
	elevated side and on to freedom (Relative).

*Note of Interest: This is your first encounter, up close, with a Hunter 
			Helicopter.  Don't be a hero.  Leave it alone.
			Nothing in your arsenal right now could even put 
			a dent in that thing.

	Immediately head to the left after the Helicopter makes it's 
	inspection pass, and again make another left turn.  You will 
	take fire, but don't fret about it.  As you head to the far 
	left, there will be a Barnacle in sight that will be blocking 
	your path in a few seconds.  Take it out on the run, jump up 
	on to the platform it was protecting, and run across it to 
	the other side.  There will be a pile of barrels blocking a 
	door.  Move them.  Either with your crowbar or your USE key.  
	But move them so that you can get at the door handle.  Then 
	quickly get inside and away from that Hunter Helicopter.

	Once inside, take a breather.  Up ahead of you, you will see 
	another LAMBDA symbol on the wall.  This usually denotes a cache 
	of Resistance supplies.  This is no exception.  Slide down the 
	recessed ladder to your right and collect the medkits and ammo.  
	Then return up top and continue past the LAMBDA symbol.  You 
	will reach a slightly elevated area.  To your left is a corpse, 
	to your right is another slippery hill that leads to some 
	Barnacles.  But, as luck would have it, there's another Explosive 
	Barrel mixed in with some regular ones.  Boom any one?

	Now, you might think, but wait, there's another row of Barnacles 
	behind that, and I'm out of barrels!  Wrong.  Head back over to 
	where the corpse is lying, follow the wall and duck down.  
	You'll find another Explosive Barrel floating next to even more 
	medkits.  Just drag it on out of there, and repeat the trick.

	Now, once the second row of Barnacles has been cleared, slide 
	down to the end of the chute, and then make a left.  The path 
	is a bit obscured, but if you follow the left wall back up 
	you'll just walk right into it.

	When you get to the top of this side, there's another ramp 
	with Barnacles again.  Only this time there's just the one 
	barrel.  Do the trick anyway, to clear out the first row of 
	Barnacles.  Now, hug the left wall as you slide down, and jump 
	the railing as soon as you can.  That way you don't have to even 
	deal with the second row of Barnacles.

	When you exit through the next door, turn to your left and 
	follow the path.  You'll go back into the sewer like rooms, 
	and then down a short tunnel with piping up and to the right 
	of you, then the map changes.

	You'll travel past a bunch of barricades and explosive 
	barrels - You might as well shoot the barrels to blow up the 
	barricades.  You meet another Underground Railroad conductor, 
	who tells you that he's getting ready to close everything off.  
	The tunnels ahead, he says, are filling up with Man Hacks.  
	He then looks through an eye slit in the door he's standing 
	next to and curses.  "Oh shit, too late!"  He grabs a piece of 
	pipe (And you should pull out your crowbar) as Man Hacks burst 
	through the door.  

	Don't panic.  Just hit the damn things.  You'll be fine.  Once 
	they're destroyed, take a moment to climb the ladder in the 
	back of the room and collect the batteries and supply boxes 
	near the man's bed.  Once you've geared up, continue through 
	the door the Man Hacks broke down.

	Around the next bend you run into a fence door, and another 
	group of Man Hacks.  Once more, let me remind you not to panic.
	Man Hacks are not as scary as they sound, and your crowbar
	will deal with them quite nicely.

	Once you've dealt with that group, there's yet another trio
	of Man Hacks around the next corner, but these bastards will
	set off a series of explosive barrels.  Whack them away
	from you if you must, but back up and wait for the
	explosions to subside before you continue.

	Head down that corridor now, and make a right at the end.  
	Don't take the first left, instead continue forward to the
	next opening in the wall.  Duck into this small room to
	scoop up the ammo and Medkit, if you need them.  Then
	return to the first door, and proceed outside.

	Be prepared for an ambush.  Two soldiers will run along
	a ledge across from you, and about six Man Hacks will
	come flying in through the plank roof of the fence 
	enclosure you're in.  You may want to use your pistol
	on the Man Hacks here, just to get rid of them quickly.
	
	Once those are dealt with, continue on into the next room.
	Here, you'll have to watch out for a lone Man Hack flying
	through a vent.  You'll hear him coming - the vent is
	ahead and to your left on the same level that you enter
	the room on.  

*Note of Interest: The Vent the Man Hack is in leads to a stash
			of health kits and a few batteries.  After
			that last encounter with the horde of
			Man Hacks, you need it!  Be careful though.
			When you exit the vent, a Soldier will be
			standing in the doorway ahead of
			you.  That's ok, just shoot the Explosive
			Barrel to his left and you'll take him out.
	
	After the Man Hack is dealt with, drop down and keep moving!

*Note of interest: This is your first encounter with Soldiers using 
			the rappelling maneuver - He might surprise 
			you.  But don't fret, you also get the 
			Machine Gun here too.

	Shoot the soldier that rappels down in front of you and scoop
	up his Machine Gun.  Use it to blow away the other two 
	soldiers that are farther down the sewer.  

*Note of Interest: If you look to your right after the soldier rapels
			down in front of you, you'll see an explosive
			barrel blocking a vent.  Once you've dealt
			with the Soldiers, move that barrel (Or blow
			it up, just don't stand close) and crawl into
			the vent.  At the end, you'll find a Medkit and
			a crate.  Grab the medkit, but have a gun ready,
			as a torso Zombie will come bursting out from
			behind the crate.  Shoot him, and then grab
			the Battery and Grenade (Earlier then you would
			have gotten it normally).

	Continue past their corpses to the Mixing Room.

	Dive into the water, and head for the left wall.  Swim
	into the opening there.  Just a little ways up, there 
	will be a vertical tube.  Shoot up that and break the
	surface so you can get your O2 back.  You'll need it.

	Finish the swim through the submerged tunnel and come up 
	for air at the end.  You will be facing a dead end when
	you surface, but if you turn around you'll see the way 
	to go.  You'll immediately be accosted by a Scanner.
	Show him what you do to rude robots.  (I mean kill it).
	Be careful moving along in this room.  A Barnacle is
	waiting for you on the left right where the wall turns
	into a staircase.  He may also surprise you. 

	Soldiers will ambush you from the large pipe above 
	and to your right.  Also, at the end of that pipe is 
	the room you just left before diving into the Mixer 
	- the fence enclosure, remember?  Well, two soldiers 
	there will launch a pair of Man Hacks to come get you 
	before opening fire on you themselves.  Be careful here, 
	you can get cut up pretty bad.
 
	once you've dealt with those enemies, jump up onto the
	big pipe yourself and follow it back through the previous
	room.  Watch out for the steam that shoots up, it will
	hurt you.  As soon as there is a break in the steam,
	hug the right wall and scoot through the gap.  Don't let
	the Barnacle get you.  Instead, feed him the Explosive
	Barrel that is now next to you.  Wait for him to hoist
	it up a bit, then light it on fire.  DUCK.  When the
	Barrel explodes, it will take out all three Barnacles 
	in the room.  Fun.

	Grab the Medkit that is across from you, then continue
	on down the pipe.  While avoiding the steam, don't 
	miss the Man Hack that will come shooting through the
	metal grating ahead of you.  Shoot this one down, the
	steam will make Melee difficult.
	
	Once you make it past the steam, turn to your right and
	whack away at a pair of planks that are next to another
	LAMBDA symbol.  Drop down off the pipe, and then turn
	around and go back UNDER it.  You'll find batteries,
	medkits, and a Contact Grenade for your Machine Gun.
	Once you've scooped up the gear, go back to where you 
	dropped down and crawl into the opening in the wall.
	It is dark, so you may need to use your flashlight to 
	find it, but make sure you turn it off and allow your
	Auxiliary Power Unit to recharge before going into the
	water.  Oxygen is good for you.

	When you surface on the other side, immediately head for
	the left wall - A truck will start dumping explosive 
	barrels into the flood channel and they're aimed at you.

	Quickly dispatch the soldiers that begin jumping 
	down into the flood channel, and the ones hanging out
	on the bridges.  Don't worry, they don't have Man Hacks.
	But, as soon as you move forward into the next tunnel,
	Man Hacks will appear.  Life just isn't fair.  And I 
	don't mean a few Man Hacks, I mean like six.  Remember
	to TIME your Crowbar swings, don't just hold the key
	down.

	Once that nightmare is over, continue into the next room.
	Don't jump straight into the vent, break open those
	supply crates and fill up on needed... supplies.

	Up ahead is worse.  Lots of Man Hacks.  Use your Crowbar
	or pistol at your discretion.  Or whatever.  Just don't
	die.  You may want to try using the Explosive Barrels 
	that litter the room to take out Man Hacks as they come 
	in, but your hands will most likely be full.

	Climb the ladder in the main room once the Man Hacks are
	dealt with, and then turn around and step onto the large
	pipe suspended from the roof.  Follow this over to the
	Elevated area.  Walk over to the far wall, along the 
	catwalk, and then slowly lower yourself down, landing 
	on the exposed pipes as you go.  You'll notice a wheel
	valve below you.  That is your target.  Turn this valve 
	to raise the water level.  Return to the main room and 
	climb down the ladder this time.  Now you will be able 
	to swim through the large openings in the basin.

	You remember how to swim right?  Don't forget to come up
	for air on the other side of the first opening.  After
	you get some air, swim back down to the bottom of this
	basin and whack through the planks to release the 
	boxes.  These will float to the surface and allow you 
	to cross the Basin.  Yay again. 

	Or so you think!  What you really want are the cable
	spool wheels.  The big things that look like two tables
	glued together.  Anyway, use those.  You'll get across
	just fine.  Once you come out of the tunnel, and the 
	map has finished loading, climb the ladder near by and
	use the planks to climb over the fence and drop down 
	into the canal.  Think fast - Man Hacks from both 
	directions, and a Combine Soldier.  You know what to 
	do by now.  Deal with it.
	
	At the end of the canal is a broken ladder.  Use a 
	barrel to climb up to the ledge and then DUCK.  
	Four Man Hacks will come flying out of the tunnel at 
	you, along with a Scanner that will act cute and use
	it's camera flash on you.  Deal with 'em.

	Follow the tunnel forward and don't take the opening 
	on the right just yet.  Instead, use your flashlight 
	and take out the two Barnacles that are in the 
	room at the end of the tunnel.  Take advantage of the
	supplies there before returning to the opening and
	climbing the ladder.  Follow the planks - Don't drop
	down yet.  There are more supplies waiting for you
	in a small alcove at the end of the plank path.  
	After you avail yourself of them, THEN drop down and
	continue through the next passage.

	Don't get too excited when you exit the passage -
	Your suit's geiger counter will start to go off. 
	And yes, the orangeish goo beneath you is bad for 
	your health.  Radioactive sludge.  Try not to step in
	it, K?  Make your way past the pools of sludge to the
	next way station.  The Resistance member there will be 
	fighting off Headcrabs.  Say hello to your new enemy.

	Radio Chatter will quickly come in over the, well,
	Radio, and inform all Resistance members that you are
	on your way.  They're gonna lend you the Air Boat, so
	that's one more reason not to die.

	Up ahead a Mortar round will impact, killing the 	
	Resistance Infantry near by.  The Round will open up
	to allow headcrabs out.  But don't think that 
	horrifying little fact is all.  Headcrabs will also 
	start to dig their way out of the dirt.  Bad times.  

	Try not to dwell on how horrific it is to use 
	Headcrabs as bio weapons.  Don't make my mistake.

	Another mortar, a guy with a headcrab on his head,
	and more Headcrabs coming out of the woodwork.  
	Ugh.  Gets worse!  Zombies are right around the 
	corner.  And watch out, these guys are strong now.
	The first one you see is gonna fling a Barrel at 
	you.  

	Now, just remember what I kept repeating in the 
	Enemies chapter.  MAKE SURE THE HEADCRAB IS DEAD.

	Now, careful up ahead, you'll have to get by a live
	wire, and an electrified container.  Don't touch
	the walls, just crawl through it.  And watch the 
	mortar dead ahead!

	No real puzzles here, just common sense.  I'll catch
	up with you in a moment.  Have fun.

	-= Some time Later =-

	Ok, you got the Air Boat.  Time to move out.
	Take a moment to familiarize yourself with it's
	handling.  Drive around, do some jumps.  But when
	you're ready to move on, head for the flood gate on
	the far side of the radioactive lake.  Hop out on 
	dry land and head for the wheel that controls the 
	gate.  Start turning it, but then turn around 
	quickly!  A headcrab will be sneaking up on you.  

	Once he's dealt with, raise the gate and jet outta
	there.
	

D)	[Chapter Four: Water Hazard]

	So!  You made it.  Through hell.  Well welcome to 
	Hell's olympic sized pool.

*Note of Interest:  Just as you see the barn up ahead, stop.
			You should see a LAMBDA symbol on 
			the canal wall to your right.  Hop
			out of the boat and climb the ladder
			that will be behind you.  You'll find
			two boxes of 9mm ammo.  Not much, but
			every little bit helps.  Also, if you
			use your Zoom function to scope out the
			barn, you can see the G-Man standing out
			side.  I know you're asking "What the hell"
			so let me just save you some time.  Try
			not to think about how he does that.  He
			will keep doing it.  

	Ok, first order of business - Head for Way Station 12.
	You can't miss it.  It's the large Red Barn with a 
	LAMBDA symbol painted on the docks.

	Unfortunately, Station 12 has been hit by a mortar
	round and the inhabitants changed to Zombies.  You
	can grieve later.  Kill now.

	Make your way to the top of the Barn, watch for 
	headcrabs.  All the way to the top, mind you.

	There will be a barrel jamming a Gear that will 
	lower a large crate of supplies down to your boat.
	Go ahead and whack it with your crowbar and the crate
	will fall to the water below.

	Gather up the supplies (And avoid the Helicopters that
	will come by to check out the place), and then saddle
	up.  Lives have been lost, but you've got work to do. 
	
	One jump up the river you'll come to a bridge, where a
	resistance member will throw down some Supply boxes for
	you.  Don't bother thanking him, he lives to serve.

	Now for your first real puzzle of the chapter.  Gather up
	the blue containers and take them one by one beneath the 
	large see-saw platform. You'll see it, it's right under 
	the bridge.  Once you've placed all four containers 
	beneath the see saw, it will level out and make a jump.
	Use it.

	Keep moving through the flood channel.  Don't flinch 	
	about the Drop ships, and just mow down the soldiers.

*Note of Interest: Near where the soldiers are being dropped, you
			can see a LAMBDA symbol on the wall, near
			a sewer entry.  If you use a barrel to
			boost yourself inside, you can swim through
			the flooded tunnel and collect some swag.
			Just watch out for the Zombie.
		(Thanks to Wietze Groenhof for the reminder)

	Keep moving!  I'll check back in with you when something 
	difficult pops up.  Although I will mention that, if you
	want to have some fun, try taking out the support beams
	for any docks you see.  Combine Soldiers can't swim too
	well.  Hehe.

	Alright.  When you arrive at the next Flood Gate, just 
	backtrack a little bit to the docks on the right hand
	shore (If you're facing the flood gate).  Time for some
	leg work.  Don't whine you pansy.  

	Make your way up the ladder and into the complex.  
	You'll be treated to a brief broadcast by the 
	Administrator, detailing how dangerous you are.  Don't
	let it go to your head.

	You'll have to deal with a few soldiers and a quartet
	(that means four) of Man Hacks.  Do your stuff.
	
	Once you've dispatched the enemies, move through the
	room where the Man Hacks came from, and go outside.
	You'll come under immediate fire from a Machine Gun nest,
	but this is the perfect opportunity to use your brand
	spanking new weapon - GRENADES.

	Once you make it across the open yard, lob a few grenades
	into the building behind the Machine Gun nest.  You'll
	be happy you did.  Once you've exhausted your supply,
	Barge on in and deal with the survivors.  Don't worry,
	you can use those Grenade ammo crates you passed earlier
	to replenish your supply on the way out.

	There's also a crate inside the building.  Also, don't
	forget, while you're in there, to climb the Turbines.
	There's a Contact Grenade on the one furthest from the 
	door.

	Now, when you make it through this building you may be
	confused - The Wheel is damaged beyond use.  Don't
	fret!  Let the Physics system take care of this.
	To your right is a fence, behind which is a cluster of
	Explosive Barrels.  Blow those up.  A bundle of I-Beams
	will go flying through the air, swing on the line
	they're attached too, and smash through the Flood Gate.
	Sweet, sweet vindication.  Well, not quite.  You still
	have to fight your way back to the boat.  Use those 
	grenades, you have an unlimited supply - For now.

	Made it?  Good.  Now get motoring.

	And I mean MOTOR.  You're gonna have Troops everywhere, 
	Armored Cars firing barrages of missiles, the works.
	Avoid the Barnacles at all costs, you can't really 
	spare the time it takes to unhook yourself.

	If you make it through that gauntlet, the map will
	load.  Right after that happens, slow down a bit.
	You'll soon pass another LAMBDA symbol.  Pull your
	boat over and take a look.  There's a bunch of stuff
	in a hanging basket, linked to a pulley system.  All
	you need to do to claim the swag is to take the 
	Cinder Blocks out of the basket on the ground.  This
	will cause the hanging basket to drop.  Grab the
	goodies and then mount up.  Still a long river
	to travel.

	Right up ahead is another Flood Gate, and these guys
	know you're coming.  The alarm will sound and the 
	gates will shut.  Time for another incursion on 
	dry land.  Drive off to your right and pull up to the
	docks.  Don't worry about the lock on the door.  
	Just shoot it.

	Inside, you'll find supplies and the Colt Python, .357
	Magnum Revolver.  I make it sound so important cause 
	I love that gun.

	Anyway, you'll have to fight your way past some Soldiers,
	Man Hacks, and a Hunter Helicopter that will be making
	strafing runs.  Fight your way into the main building,
	where you'll have MORE Man Hacks and Soldiers to deal 
	with.  Don't worry, the Colt is an able gun.  Drop 
	those suckers.

	I trust your combat skills are up to snuff by now,
	so unless anything major comes up, I won't hold your
	hand.  Have fun.

	When you do manage to make it to the Control Tower
	go ahead and man the Machine Guns there.  Drive the
	Hunter Helicopter off of you so that you can get back
	to the boat without trouble.

	Once you get through the Flood Gate, things pick up a 
	bit. 

*Note of interest: This will be your first encounter with the 
			mine laying Hunter Helicopters.
			Avoid those mines genius.

	As you drive headlong through danger, you will 
	come to a jump that will land you on a platform with
	a medium sized building on it.  STOP HERE.
	Inside you will find a Medical Console and an 
	Energy Charger.  Something you could sorely use.

	After availing yourself of the chargers, park your
	boat on the large platform inside the building, and
	then use the wheel to lower it back to the water 
	beneath.  Then, exit the building through the door
	near the charger and climb down the ladder to 
	get back to your boat.

	Up ahead Mortar fire will resume, and will blow away
	a Smoke Stack.  Don't panic.  Aim for the point closest
	to the shore and you'll make it through in one piece.

	Shortly after this you'll arrive at the next "Puzzle".
	Park your boat near the soon to be Jump, and back track.
	Climb the ladder on the wall behind you, and then take 
	the somewhat precarious path back across the area to the
	Washing machine.  Yes, the Washing machine.  Use that as a 
	weight in the box below to raise the Jump.  Ta-Dah.

	After that, you can just cruise on down the channel to 
	the next Way Station.  This one, thankfully, hasn't been
	Zombiefied.  You'll acquire the Combine Machine Gun for
	your Air Boat here, and you can take the time to ask
	the Vortigaunt a few questions.  They're fun.

	When you reach the next Flood Gate, the Combine will 
	wait until you are inside before dropping both gates.
	Don't worry.  On the right side of the canal closest 
	to the gate you just came through is a piece of fence.  
	Drive up that piece of fence onto the dock and mow down 
	the combine Soldiers.  Then just keep moving, you're 
	free!

	Now this is a little ways down the line, but when you
	reach the large open area with the Water Tower in the
	distance, it's time for you to go toe to toe with one
	of the Hunter Helicopters.

	The Helicopter will make alternating strafing runs,
	sometimes with the Machine Gun and sometimes with a 
	tri-directional Mine Drop.  Avoid the mines at all
	costs, a direct hit from one of them will do far more
	damage then the Machine Gun on the Chopper will.

	Once you've dealt with the Hunter Helicopter, drive 
	around for a bit and round up any stray supply boxes
	and caches of batteries and medkits you can find.

	When you're fully loaded, head towards the Flood Gate
	at the far end of the area, near the Water Tower.  The
	wheel for this one is on your side so it's a simple 
	matter of just climbing up to it and spinning it.  But
	now you have to work your way over to open up one of
	the overflow gates, which is the way you need to go 
	if you're ever going to get to Dr. Vance's lab.
	Leg Work time.

	The Main building contains a plethora of ammo and 
	Batteries and Medkits.  Come back here if you happen to
	find yourself needing any of those while you're slogging
	to the Overflow Gate controls.  Although, the odds of 
	that happen are ... none.  Anyway.  Once the Overflow
	Gate is open, head back to your boat, jump the logs 
	through the Overflow Gate and DOWN the dam.  Welcome 
	to Black Mesa East.
	

E)	[Chapter Five: Black Mesa East]

	Go ahead and pull your Air Boat up to the dock with 
	the LAMBDA symbol painted near a ladder.  This is 
	Dr. Vance's hideout, Black Mesa East.  This is a 
	mostly story driven part, so I'll catch up with you 
	in about... 15 minutes.

*Note of Interest:  Thanks to Bertel for this very amusing tip.
			You can actually take Dog's "Ball" with
			you to Ravenholm.  You heard me.  Just
			use the Gravity Gun to bring it along.
			It not only attacks Headcrabs, but it
			distracts the Zombies.  It sounds crazy
			but you can't argue with results.
	
	Once you're done playing with Dog, the Combine will
	show up to ruin what was other wise a peaceful 
	evening.  Well, night is falling fast, and so are 
	those mortar shells.  Follow Alyx back inside and 
	make sure you leave room for Dog in the Air Lock.

	Despite Dr. Vance's urgings that you not go through
	Ravenholm, Alyx decides to send you that way when a 
	roof collapse cuts you off from her.  Don't panic.
	Yet.  Follow dog back to the Ravenholm tunnel 
	entrance.  He will lift the door for you, but will not
	follow you through.  Say your goodbyes, and then 
	move on.

	As you walk down the tunnel, trash will block your 
	path - Use your brand spanking new Gravity Gun to
	shove that crap out of the way.  When you reach 
	the bottom of the first stairwell, a large cabinet
	will be blocking your way.  Just use Primary Fire
	on the Gravity Gun and it will obey you.

	Don't get too startled, but a few things will fall 
	down a large mineshaft ahead of you.  Though your
	better judgment may say this is a bad way to go,
	it's your only option.  Either Shoot, Whack, or Pry
	the lock off the ladder, and ascend up the shaft,
	into the heart of Ravenholm.

	Begin panicking now.


F)	[Chapter Six: "We Don't Go to Ravenholm..."]

	*Thanks to Drago for suggesting this:
	Ravenholm does not have a good deal of ammo for 
	your weapons.  When I have gone through it, I 
	have relied mainly on the Gravity Gun to deal
	with Zombies and the like.  There are all kinds
	of hazardous objects; saw blades, gas cans, gas
	cylinders, explosive barrels, etc.  You can fling
	those at Zombies to great effect.  Saw Blades will
	rip them in half, Gas Cans and Cylinders will light
	them on fire.  Explosive Barrels explode.  The point
	is, between the objects you can pick up and the
	traps Father Gregori has laid out for you, you 
	really don't need to shoot all that often.  When you 
	do need to shoot, I generally will tell you.

	As you first exit the wooden structure you find
	yourself in, don't go charging ahead.  There are
	Zombies here, in abundance, and in all three types
	that I have previously listed in the Enemies 
	chapter.  I suggest you review your Headcrab and
	Zombie literature before venturing forth.  What
	you know or don't know will decide how far you
	can make it.

	Now, proceed down the soft incline, towards the 
	tree where you can see a hanging pelvis.  Keep
	checking your surroundings, the welcome wagon
	is on its way.  There will be a Zombie in the 
	shadows to your left, and a great deal more inside
	the building that still has light coming out of 
	it.  Break your way inside and remove the table 
	blocking your path with the gravity gun.  Now,
	Zombies will start to get up off the floor.  Try
	chucking a few fuel canisters at them with the
	Gravity Gun, and Saw Blades too.  Just be careful
	not to ignite a canister too close to yourself.  
	Once the room is clear, continue to your right.
	A Zombie will be coming down the dark stairway,
	so use your flashlight and chuck another Saw
	blade at him.  Be careful - Sometimes the Saw
	won't kill the Headcrab.

	In the hallway up the stairs there are a few 
	explosive barrels.  Try not to set them off, as
	in such a small enclosure you will be hurt as 
	much as the Zombies are.  
	
	Once you've dispatched them, continue outside.  
	Note the spinning fan blade in the middle of 
	the path to your right.  A strange voice will
	filter down to you, ranting on about death
	and how these things have no true life in them.
	Then watch in amusement as a troop of zombies
	marches into the Fan Blade and is hacked to 
	pieces.  When you're sure it's safe to move on,
	crouch down under the blade and shut off the 
	motor powering it.

	When you enter the building the Zombies just 
	came from, go right for the Fan Blade motor
	and turn it on.  Don't go anywhere, just sit
	tight.  You'll know what I mean when you see the
	trio of Zombies that emerge from a previously
	unnoticeable passage and begin to stomp towards
	you.  Just let the fan do the dirty work.
	There will also be another zombie outside, but
	whether you want to wait for him or just kill
	these three and move on is up to you.  If you 
	don't wait, don't be surprised by him when he 
	comes.

	In the next building, don't freak out over the
	number of Zombies, just dive straight for the
	Fan Blade motor and let them get killed by it.
	It's much more satisfying then wasting your 
	ammo.  As you leave this room, shoot the
	Explosive Barrel the apparently dead Zombie is
	leaning on.  Better to make sure it's dead then
	to be surprised by it's resurrection.

	Continue down the alley, to the Town Square, 
	where a large number of Zombified bodies are 
	on fire.  A man will kick open the door of a
	second story balcony and begin shooting at 
	Zombies that are shambling down the alley 
	towards you.  This is Father Gregori.  A bit
	insane, but he is the one who left all those
	Fan Blades for you, and the various other 
	traps you'll see along the way.  He's your 
	only hope of survival in this hellish place.

	More Zombies to your right, inside a boarded
	up building, and one lone Zombie to your left
	behind a large container of some sort.  He'll
	come after you if you move next to the fuel 
	tank that is keeping the fire burning.  Once
	the Zombies in the boarded up building see you
	they'll bust right out and come after you.  
	Mow them down.

	Inside the building you'll find a Zombie in a
	cage.  Don't let him out, instead go to the 
	right and turn the wheel on the fuel tank. 
	This will start gas hissing out inside the
	Zombie's cage.  Go over to the cage door and 
	hit your USE key on the Red Dial.  This will 
	spark the gas and set the poor Zombie on fire.  
	Remember this little tutorial, and use it 
	wherever you see Gas Tanks and Red Dials.

	When you exit this building and continue up
	the pathway, you'll notice another Fuel tank 
	set up that's already burning.  Shut off the
	gas so that the flames go out, and then rush 
	down the little alley way.  You'll run smack
	into a bunch of Zombies.  Don't shoot, just
	turn around and head back to the Fuel Tank.
	Turn the gas back on, and wait until the 
	the first Zombie reaches the gas nozzle 
	closest to you, then turn the Red Dial and
	BAM.  All of them will catch on fire.  Be
	sure to move back as the Zombies will keep
	walking until they actually die, and you
	don't want them touching you while they're
	on fire.

	Now, backtrack to the main bonfire and shut 
	it off.  This will open the way inside what 
	you will realize is the Power Plant.  Zombies
	inside, next to Explosive Barrels - Do your
	thing.  As you make your way upstairs, shoot
	every "Dead" Zombie you see.  They aren't 
	really dead, and will get up to attack you as
	you begin to shoot them.  Make 'em dead for
	good.

*Note of interest: In the top of the building you will
			have your first encounter with
			the "Black Super Leaper" 
			Headcrab variant.  There will
			be a pair of them in the room
			with the power switch, so 
			be careful.  Just don't let 
			them sting you and you'll be
			fine.  If you do get stung,
			WAIT FOR YOUR SUIT TO HEAL YOU
			before you move on.  

	With the Power off, you can now head back down
	to the fence where the corpse was being 
	electrocuted, and climb the now safe ladder.
	On your way out of the power plant, however, a
	Black Super Leaper will be waiting for you on 
	the stairs near the Turbines.  Surprise him by
	taking the second floor Catwalk and blowing him
	away.  Two more Black Leapers will be waiting 
	for you in the exit - Don't get stung, just 
	shoot the little punks.  You hear them chitter
	even before you see them leap down from a small
	gap in the ceiling.

	Make your way back to the fence and climb up to
	the fire escape.  I like to turn the bonfire in 
	front of the Power Plant back on, but I'm a pansy.  
	You do what you want.  In any case, leap to the 
	neighboring building (You can tell because it has
	a couple of planks tacked on the side for you to 
	land on), and listen to Father Gregori.  He will
	save you from a Leaper Headcrab, and remind you
	that it is best to be Vigilant in Ravenholm.

	Yea.  That or don't come here in the first place.

	Anyway, after he's done talking to you, look 
	towards where he was, then down and to the left.
	You'll notice a plank bridge.  Jump on down there.
	There are Headcrabs in the house the planks lead
	you too, but nothing you can't handle.  Once 
	they're dead, hop on down (Inside the house).

	Now, in the house's garage you will find a motor 
	with a lever attached, a large car floating off
	the ground, and a HORDE of Zombies closing in.
	Watch the shadow on the ground beneath the car.
	When a good number of Zombies have stepped on it
	PULL THE LEVER.  SQUISH.  Repeat as needed.  When
	the Zombies are gone, you'll need to drop one of
	the cars, then hop ON TO it and ride it back up
	as the trap resets.  This will take you to another
	plank bridge.  Follow it towards the House with 
	the Spot Light on it.  Father Gregori will finally
	introduce himself, and clue you in to just how 
	insane he is.  His Congregation, as he calls it,
	are the Zombies of his former townsfolk.  Shame.
	Continue into the building through the window.

	Take out the Leaper you will see immediately after
	opening the second door.  On the right ahead of 
	you, Father Gregori will be sniping zombies and 
	one will smash through the window when he scores
	a kill shot on it.  Don't get too comfy, two
	Black Leapers are patrolling a ledge in front of
	and below you, and a Zombie pretending to be dead
	is just to your left.  Quickly dispatch all of 
	them.

	On the ledge outside are three more Zombies.  
	Father Gregori will take out one or two, but you'd
	best take them down yourself.  Now, looking beneath
	you, you'll notice chaos.  Show Chaos those Explosive
	Barrels littered about the place.  But don't drop
	down just yet.  Check on both sides of you and blow up
	all the barrels.  Better to use them now.

	Once you're sure everything is dead, hop down and head 
	right.  You'll see some Steel Supports running overhead.
	These should lead you to a ladder.  Climb it.  Follow 
	the steel beams to a house that will be on your right.
	Father Gregori will be ahead of you, blowing Zombies out
	through windows.  Fun stuff.  Watch out on your right,
	though, as a torso Zombie will come crawling out of a 
	window to meet you.  Take him out.

	Go through the window he came out of and take a look
	around.  Nasty stuff.  Pick up the Saw Blade with your
	Gravity Gun and head down the stairs at the far end of
	the room.  You'll have a reason to use it right away -	
	a whole crowd of Zombies.  Try to cut as many as you 
	can, and then blow the rest away with whatever weapon
	you still have ammo for.

	When you leave this building You'll get introduced to the
	Leaper Zombies.  And one will quickly come charging up 
	the path at you.  Take him down, aim for the head.
	This area is Zombie Central, but the puzzles aren't really
	stopping you.  I'll catch up with you when things get
	tricky. 
	
	Ok, when you reach the top of the building, things get 
	tricky.  Father Gregori will appear to give you the 
	Shotgun (Huh-zah).  Quickly turn around and grab the
	box of shells, then get ready, because Leapers are
	coming.  Don't worry about Father Gregori - He won't
	die.  You need to be more concerned with yourself.
	Once you've dispatched the Leapers, make a running
	jump into the Water Tower across the way from you.

	Deal with the Two Leapers that climb up the rain gutters,
	but for the love of twinkies, don't fall down.  You won't
	have much fun, trust me.  Then, turn and head inside the 
	building and take the lift.  You'll have to call it up to
	you, but a Leaper may ride up with it.  Be careful. 
	Take it down.  You'll have to deal with a Piggy Back Zombie
	(Those are the ones with Black Leapers that it throws at
	you), then you can hop up on the car with the plank and 
	go over the fence.  Duck into the first building you
	see to grab some ammo and medkits, and watch out for the
	lone headcrab inside.  Then continue.

	Don't bother with the next fan machine you see, it will 
	break.  But be ready if you do, a Piggy Back Zombie will
	come lumbering out of the shadows after you.  Deal with 
	him first, then worry about the Normal Zombies.  After
	they are killed, head down the alley where you can see
	two Explosive Barrels.  Climb the stairs back there and
	up into a control tower.  Throw the switch to send a 
	platform out into the street.  You'll need that in a 
	moment, trust me.

	After throwing the switch, turn to your right and leap
	off the balcony.  Continue forward and immediately make
	another right.  Watch for Zombies.  Quickly climb the 
	stack of boxes in the alley and get ready - A leaper 
	and TWO Piggy Back Zombies will attack you.  The Piggy
	Backers from behind and below you, and the Leaper 
	from dead ahead.  Shotgun the Leaper, and then take out
	the Black Leapers as they are thrown at you.  Then
	Turn so that the roof is on your left side, and then 
	jump the gap ahead of you.

	Continue to follow the planks around the central building
	Don't bother trying to jump over to the items yet, you'll
	just fall!  You can get to them in just a moment.

	Circle around the plank bridge, grab the shotguns and
	medkits, and then continue along the bridge.  Now do 
	you see why you needed that platform?  Eh?  Eh?
	You can trust me.

	As soon as you cross the floating platform, get ready for
	the thunder.  Leapers will start coming, at least five,
	I lost count, and below you, should you happen to fall,
	are TWO MORE PIGGY BACK ZOMBIES.  So don't fall.  I know
	you'll be hurting for Shotgun ammo at this point, but use
	it if you have it.  It's your best defense against the
	leaper Zombies.  Unfortunately, what looks like safety 
	up ahead is not.  Father Gregori will greet you, but the
	catwalk you jump too will fall.  That's ok.  Just get back
	up.  Hop into the window there and collect the Medkit.

	Get ready to mow through some zombies.  Blast away at the 
	first group, then use the fuel canisters on the ground to 
	deal with the group that's ambling up the stairs.  Fire
	is your friend.  As soon as you move past them, climb the
	ladder dead ahead.  There's a trio of headcrabs in this 
	room, use your pistol on them.  Once you take care of them
	and open the door, you'll have another Leaper Zombie on 
	you.  I've noticed that sometimes he will miss his leap 
	and land in the small vacant lot behind and below you.  
	If this happens, hit him with a Contact Grenade fast.  
	That way he won't try to come back up after you.  Or move
	ever again, for that matter.

	Dead ahead of you is the stairwell you need to climb.
	Stay on the roof for now, and deal with yet another leaper,
	and one more Piggy Back Zombie beneath you.  Don't drop 
	down until all the Black Leapers have been dealt with.
	You'll be happier that way.  When you enter the building,
	you'll find some ammo that you're sorely in need of, but 
	turn around!  Another leaper is coming from behind you.
	Drop him like a bad habit!  (Ha - HA!  Classic.)  Then
	continue your climb, reloading weapons as you find ammo
	for them.  Climb the ladder to the roof, grab the box of
	shotgun shells and the Medkits, and get ready for a tense
	stand off.  Father Gregori is across the way from you behind
	a very large fence.  He will send a gondola for you, but 
	you'll have to fend off Leapers while he does.  Get ready.
	
	Best bet is, as the Leapers are climbing up the rain gutters,
	lean over the side just a bit and shoot them in the headcrab
	with the Magnum.  That will drop them in one hit.  Just keep
	your wits about you and don't let them make it up the rain
	pipes.  When the Gondola arrives, get in it, then pull the 
	Hand Brake.  I usually have to stand on the lip of the 
	Gondola to make it work, but once you've pulled the hand brake
	take a breather.  You're in the clear for the moment.

	Once you're loaded up and Father Gregori has talked to you, 
	it's time to follow him to the Mines, the only way out of 
	Ravenholm.  Stay alert, there will be Leapers, but you don't
	have to baby sit Father Gregori, just keep an eye on him.  
	Use the Saw Blades in the Grave Yard when you find them, 
	but for the most part you can just follow Father Gregori 
	and you'll be fine.  See you on the other side of the Grave 
	Yard.  Whistle.

	Ah, made it to the mine have you?  Excellent.  Now, when you
	reach the Mine Shaft inside the building, you'll have to lower
	yourself down, jumping from one support beam to the next 
	lowest one, until you reach the bottom.  Don't drop all the
	way down, there are Black Leapers and headcrabs all over the
	place down there.  Stay up high and pick them off one by one
	before you drop down.  Once it's clear, go ahead and drop down.
	Quickly work your way over to the stairs near a fenced off 
	tunnel.  Climb the stairs, and then jump onto the wooden 
	supports to get over the fence.  Take out the leaper crabs
	beneath you, then jump down yourself.  Quickly move down the
	tunnel and jump into the water in the next Mine Shaft.

	Once in the water, swim forward until a cross brace prevents
	you from going any further.  If you need ammo, there's a 
	trick here - Let the Barnacle grab you.  Let it hoist you up 
	to where you can see the ammo, then when you're high enough
	to make the jump, shoot the Barnacle and land on the ammo.
	Free stuff.  Then, drop back down into the water and jump
	over the cross brace.

	When you surface, there will be a mine cart with a Fan Blade
	motor in it.  Pull the lever to send the Mine cart shooting 
	up the ramp, only to fall back down a few seconds later.  
	Don't let it chop you up, but that mine cart will protect you
	from a number of hidden Zombies that will try to stop you 
	on your way up the hill.  Hide in the depressions that the
	Zombies are using to avoid being hit by the mine cart, and 
	reach the top of the hill.  See that up ahead of you? 
	Daylight.  Freedom!  Ravenholm is behind you.

	Once you leave the tunnel, heads up - There's a Black Leaper
	on the lip of the Tunnel's Frame.  Kill him, then use the 
	boxes to your right to climb up on to the lip of the tunnel
	to grab some ammo near the LAMBDA symbol.  The Resistance 
	works in mysterious ways, my friend.  As you get to the train
	tracks, turn right, and get ready for a Leaper Zombie who 
	will come bounding down the tops of a few train cars that are
	parked.  Take him out.

*Note of Interest: This is your first encounter with the Combine 
			Sniper.  Tactics for dealing with them are
			as follows.  Take notes!

	First overhang you pass down the tracks (After the leaper)
	is your introduction to the Combine Sniper.  You can see the
	blue laser beam they sweep the area with to find targets.  
	Well, I got news for you.  There's a supply crate full of 
	grenades right underneath him.  That should be a clue to
	you.  You're gonna lob those grenades into the Sniper's 
	window and take that sucker out.  Boom he will go, out the 
	window.  Take notes, this tactic will be necessary all the 
	way down the railroad tracks.
	
	Watch yourself with the next sniper, he's facing you, so
	you'll be under fire before you can get a grenade into his
	window.  Watch the Explosive Barrels - He will set them off
	if you're close to one.  I suggest trying to set them off 
	yourself before you get there.  In any case, use your SPRINT
	ability (Shift key) to move between cover and avoid his 
	shots.

	When he shoots the Log Car, duck down and go to the left side.
	Just stay under the left side of the car until you reach the 
	other side - Watch out for a Headcrab near the end - then 
	quickly sprint To the left side of the Box Car in front of you.
	Jump up into the open door, and then take advantage of the 
	hole in the roof to lob a grenade up into Mr. Sniper's little 
	nest.  

	Up ahead you'll find some Combine Soldiers dealing with a
	Zombie - Take advantage of their momentary distraction to 
	unload a few rounds on them.  When you finish mopping up the
	three soldiers, you'll be the proud owner of a slightly used
	Pulse Rifle.  See the Arsenal chapter if you have any 
	questions about it's operation.  I will reiterate that this
	gun does go through ammo real quick.  So be careful.

	Up ahead and to your left Combine Soldiers will begin firing 
	at you from a junked car yard - Use your new pulse rifle, 
	you'll have plenty of ammo for it during this fire fight.
	Remember to take advantage of the strategically placed
	Explosive Barrels - Fire is your ever present Friend.

	Break inside the building the Combine Soldiers were emerging
	from and assist the Resistance Infantry members inside.  This
	is the Costal Way Station Alyx wanted you to reach, and the 
	Resistance members here will give you ammo and the Scout Car.
	
	Get ready for some rough riding.


G)	[Chapter Seven: Highway 17]
	
	Immediately head for your Scout Car.  Hop in, and get ready for
	an interesting ride.  The Crane operator will drop the large
	magnet down on you, and then proceed to drop you on to the beach
	below.  Unfortunately, the magnet will lose power before she can
	finish the task and your car will plummet towards the sand,
	landing upside down.  Get out of the car with your USE key, press
	"G" to take out the Gravity Gun, and then use Primary Fire to 
	flip your car back over.  Quickly get back inside and floor it
	down the beach, away from the docks.  Antlion Drones will be
	everywhere - That's ok, use your Tau Cannon or mow them down, both
	work equally as well.

	When you reach the beached Tug Boat, take the path to the right and
	up the hill.  Follow the worn road there to a Jump.  Hit your SHIFT
	key to activate the Scout Car's Turbo ability and shoot over the
	jump.  Be careful about using the Turbo - You pretty much lose control
	of the car for a few seconds.  Hang a left after the jump, and then
	take a right when you see the Road Block signs.  Drive up the dirt
	path there onto the Highway itself.  Hang another right and then come
	to a quick stop at a small, red shed on the left hand side of the 
	Highway.  Inside are Medkits, a Battery, and a Contact Grenade.  All
	nice to have.  Once you've stocked up, get back in the car and blow 
	through the Road Block signs in front of the tunnel.  Don't worry about
	the dark, just keep driving.

	Come to a stop as soon as the map loads and you exit the tunnel.  The
	road ahead of you has collapsed.  Instead of leaping to your doom, 
	turn to the right and drive down onto the beach.  Drive through the 
	Antlion Drones, and up to your first Pounder, next to the House.

*Note of Interest: Pounders, while active, will keep Antlion Drones at bay.
			For the most part.  If you leave the immediate vicinity
			of a Pounder, your safety can't be guaranteed.  So be
			careful when exploring the numerous beach houses.  
			Antlion Drones may sneak up on you.

			[Beach House #1]
	If you want to explore this house, leave your car next to the Pounder
	and head towards the right side of the house (If you're facing the
	beach).  Ignore the front door - it's locked - and instead use the
	Gravity Gun to clear away the door to the basement.  Be careful once 
	you're inside, there are Black Leapers in here - you can see where their
	mortar shell crashed through the roof.  Take them out, and then use
	the boxes in the basement as a ladder to climb up to the first floor.

	On the first floor, there will be a Piggy Back Zombie near the Chimney.
	Back up, and take it out.  You'll have to deal with all the Black Leapers
	that it is carrying, as well.  Once those are dead, gather up the supplies
	and don't forget the Contact Grenade inside the ruined chimney.  After 
	you are loaded up, head towards the front of the house, on the first 
	floor, and break the plank that is keeping the front door shut.  Then
	head outside and back to your car.  Don't forget to watch for Antlion 
	Drones!

	Get back in your car, and drive straight through the fences in front
	of you, or shoot them with your Tau Cannon.  Either way, continue down 
	the beach.  Stay to the left of the Beached Tug Boat, and head for the
	second Beach House.  It's just past the rock pillar, and there will be 
	another pounder out front.  Park your car here.

			[Beach House #2]
	There are Combine Soldiers inside this house, so have your gun at the 
	ready.  Make sure you enter the house from the right side, or you'll fall
	into a trap.  As you enter the house, one soldier will be to your right 
	looking through a pair of electronic binoculars, one soldier will be to 
	your left in an alcove, out of sight for the moment, and one soldier will
	be approaching from behind you.  Take out the soldier at the Binoculars 
	first, then the one in the alcove, and THEN turn around to face the third
	soldier barging in behind you.  Grab the batteries from the Alcove, 
	and the ammo from each Soldier's gun, then go ahead and look through the
	binoculars yourself.  (Hit your USE key)

*Note of Interest: Keep your eyes on the second story of the building you watch
			through the Binos.  Notice anyone familiar?  Hmm?

	Once you're done here, head back to your car and continue up the beach.
	That Resistance base you just saw through the Binos is your destination.

	As you're heading to the Resistance base, you'll pass a boat house being
	checked out by some Combine Soldiers.  I usually just blow past those guys,
	but you could always stop and turn off the Pounder.  That would give the
	Soldiers something else to worry about.  (This is not necessary, I just
	enjoy doing it)

	Continue to follow the coast.  Drive past the docks in front of the 
	Resistance base, then make a slow left following the sea wall.  You'll 
	drive past another pounder, and into the relative safety of the Resistance
	base.  A man there will tell you to head down to the basement - Do so.
	There's a gate blocking the road that won't lift until after you help 
	the Resistance members here fend off a Gunship.  So park your car 
	somewhere and head on down to the basement.

	There, you will be instructed in the use of the RPG.  Pay close attention,
	as these are the exact tactics you will need to use in order to bring 
	down the approaching Gunship.  As you fight it, if you run out of ammo,
	Resistance Infantry will continue to hand you single rockets.  Keep up
	a stream of fire, and weave those rockets!  

	Once the Gunship is down, head back to the basement.  Aside from listening
	to the excuses of the man in the sailor's outfit, the friendly Vortigaunt
	will charge up your suit for you.  So nice, those guys.  Once that is
	finished, go ahead and sweep the area for ammo, medkits, and batteries.
	Then it's time to mount up.  Drive out of the Base through the now open
	gate, and head for "Lighthouse Point".  That's a little ways down the
	road from you, though.

	Once through the gate, take the first path to the right that you see.
	Weave through the rocks until you see the bridge.  Head to the left,
	hugging the cliff until you see a sandbar leading across the water to
	the Docks.  Quickly drive up to the inactive Pounder and TURN IT ON.
	That will give you some breathing room while you deal with the Combine
	Soldiers and work your way up to the Crane.  I'll meet you there.

	Alright, you're in the Crane.  Two things you want to do.  You're going to
	want to lift your car up to the area with the Large Containers, but first
	you'll need to knock over the raised bridge, and then clear off the platform.
	I suggest using the Containers to kill the Combine Soldiers, and then
	chucking the Containers off onto the beach.

	Once the bridge is dropped and your car is safely up there, time to head 
	into that building and clear it out.  At the far end of it is a control
	booth that will open a side door, allowing you to drive through the building
	and out the other side.  Unfortunately, there are a few Combine Soldiers 
	between you and it.  Get crackin'.  Once you've cleared it out and the door
	is open, drive on through and up the dock on the other side.  Drive through
	the Combine Soldiers blocking your path, into the small warehouse ahead of
	you, and out through it's window.

	Drive up the road, and Turbo boost over the bridge - Don't sweat the Gunship
	just yet.  Keep going to the right, until you reach a large pile of burned 
	out cars.  Get out of the Scout Car, and begin firing at the Gunship with 
	your RPG.  If you run out of rockets (You will) there's a Rocket Ammo Crate
	in the White Van.

	Once the Gunship is down, use your Gravity Gun to clear the wrecked cars 
	off of the road, and continue driving.  A blue van on your left will have 
	medkits if you're in need, but otherwise keep driving.

	Once you exit the next tunnel, you'll have your first encounter with 
	Roller Mines.  Remember, use your Gravity Gun's secondary fire to grab them,
	and then chuck them off the cliff.

	After making it past a few clusters of Roller Mines, you'll come upon a barn
	and a house.  Combine soldiers have laid a trap for you here, so get ready 
	for a fire fight.  The Rock outcropping down the road from you will be blown
	apart, causing it to fall onto the road.  Stop here, and begin sweeping the 
	area for soldiers.  Be careful, as if you go into the house, more soldiers
	will flank you and come inside after you.  Not to mention the soldiers already
	in the house.

	Once you've dealt with them, sweep the area again for medkits and batteries,
	and then continue on up the road.  Don't worry about the downed power lines,
	they're not live.  Up the road just a little ways is another road block.  
	Just sit in the Scout Car and use your Tau Cannon on the Explosive Barrels,
	and the soldiers.  Then Use your Gravity Gun to again clear the cars off the
	road, and keep going.

	Stop at the next roadblock and walk over to the little hill.  There you will
	find a dead Resistance member and the Crossbow.  Use the Crossbow to take 
	some snipe shots at the Combine Soldiers waiting for you across the way.  Then,
	hop back in your car and drive it up to the shield blocking the road.  Get out,
	and head towards the house the Combine Soldiers just fled to while you were
	sniping.  Circle around the left side of the garage between you and the house,
	and shoot at the Gas Pumps.  This will cause them to catch fire and will take
	out a number of hidden Combine Soldiers.  Then, sweep the area and mop up the 
	survivors.  After that, head out behind the house.  You will see
	a Combine Armored Car sitting on a bit of a slope, with two large blocks under
	it's rear wheels.  Use the Gravity Gun to yank those blocks - The car will
	roll off the cliff, snapping the power line that was connected to the shield.
	Keep driving, my friend.

	Once you exit the next tunnel, you will see a number of houses, and a large
	Combine Drop ship leaving the area.  Take this as a warning - That house is 
	crawling with nasties.  Aside from the Combine Soldiers there are also two
	Piggy Back Zombies in this area you need to watch out for.  Proceed with 
	caution.

	Deal with the soldiers as your experience dictates, but when you find the
	Piggy Back Zombies, try something new - There are Gas Cans littered around
	the house and in the sheds.  Fling one of those at the Piggy Back Zombie
	and it will burst in to flames, including all the Black Leapers it is 
	carrying.  Then just get out of the way while they fry.  Easy.  Once 
	you've dealt with the Piggy Back Zombie that is on the sea cliff behind the
	house, drop down onto the cliff yourself.  There is a Door in the side of 
	the Support Structure for the Rail Bridge.  Go in there.  You'll need to
	work your way to the other side, beneath the bridge, so that you can shut 
	off the power to the Shield on the train tracks, which will then allow
	you to pass through.  We'll start with the under bridge next.

	Ok.  Proceed through the small alcove, pausing to pick up the batteries 
	and Medkits.  Exit through the door on your right.  Cross the bridge,
	and exit out through the next alcove.  Now, you will see the Bridge's
	support structure ahead of you, along with a piece of catwalk that has
	broken off and fallen onto the lattice work.  I know you think I'm 
	crazy, but run and jump onto that piece of catwalk.  Now, CAREFULLY
	walk across the support beams.  Make sure to watch out for the Barnacle
	to your left - Take him out.

	In the Guard House ahead of you are some medkits, rockets, and a Headcrab.
	You're going to need those rockets on your way back, as a Gunship will
	pop up, but we'll deal with him when we get there.  In the meantime,
	continue across the frame work.

	The Bridge should start to shake about now, don't panic - It's just a 
	train.  If you're unsure of your footing, wait for it to pass before
	continuing.  No need to rush yet.  You'll have to make a little bit of a
	leap at the bottom of the support arch, but you can do it.  Try to land
	on the Catwalk.  Or you'll plummet to your squishy death.  Anyway, climb
	up the ladder to the next Guard House.

	You'll be attacked here, by a pair of Combine soldiers to your right as 
	you exit the Guard House.  Take them out, along with the Barnacle above 
	you.  Then, and this may be difficult, jump to the next support beam from
	the Guard House platform.  Two more Headcrabs are waiting for you in the
	next Guard House - Try tossing a grenade in there first.  Anyway, as
	you continue along the support beams, it gets a little steep, so try 
	jumping for the Ladder when it looks like you can't go any further.  Then
	climb on up.  Don't climb the stairs inside just yet, keep going across
	the walkway.

	Soldiers will be waiting for you, ahead of you in the room and also on
	catwalks to your right.  Take 'em out.  If you get corned by a grenade,
	you can use your Gravity Gun to fling it away (If you're quick).
	Make your way through the room, watching for the Soldiers on your left
	as you enter.  Go around the fence, and outside again, this time on
	the catwalk the soldiers were using just a moment ago.  Climb up the
	ladder, and have the Shotgun ready.  There will be a soldier to your
	left as you enter, and several more to your right.  After you dispatch
	them, take the door to your right and climb up the stairs.

	Take out the Soldiers - Yes, you can shoot through the Force Field -
	and then use your Gravity Gun to pull the large Plug on the left side
	of the force field.  From there, quickly use the chargers on the wall.
	Once you're fully loaded, go to the far right corner of the room and
	press the button - this will deactivate the Shields on the railroad.
	Don't celebrate yet - Alarms will sound, and a Gunship will make a 
	strafing run on the room you're standing in.  MOVE.  You need to 
	retrace your steps, back to the Rocket Ammo crate at the middle of
	the support beams.  This will give you enough ammo to take out that
	Gunship, but you have to get there first.  

	As you work your way back, two more soldiers will be waiting for you.
	Take them out.  Then run across the walkway.  The Gunship will cause
	the left side of the room you're facing to collapse, which makes now
	a perfect time to take those stairs I told you to ignore earlier.

	Take the Catwalk on the left, making sure to jump the small gap in it
	and duck into the Guard house.  Try firing a few Rockets at the 
	Gunship when you have a chance.  But carefully follow the broken 
	pieces of the catwalk down to the middle platform.  Climb your way
	back up to the Guard House - And here's the Ammo Crate.  Take that
	Gunship out!  

	Once it's down, you can easily work your way back across the bridge.
	Now, one word of warning - If you didn't take out that Piggy Back
	Zombie on the sea cliff like I told you, he'll be waiting for you.

	Once you make it back to the other side of the bridge, quickly exit
	through the door and get back to your car.  There will be Zombies and
	Antlion Drones fighting each other on the path, and the Antlions will
	continue to come, so I suggest you fight on the run.  Get back to your
	car, and drive up on to the train tracks.  You will hear a train 
	coming towards you - Hit the Turbo and get ready to steer left as 
'	soon as you have a gap in the Rail Cars.  It will be close, but you
	can make it!  Alternatively you can just back up when you hear the
	train coming and wait for it to pass, but where's the fun in that!

	PHEW!  Ok.  Continue down the sandy path once you get past the train
	tracks, drive up the concrete ramp and into the tunnel.  


H)	[Chapter Eight: Sand traps]

	Drive into the dark tunnel.  You'll notice a Zombie that walks out 
	from behind an over turned truck.  Mow him down with the Tau Cannon.
	Now.  Get out, and get ready for a bit of a battle.  Ahead of you is
	a giant pile of bombed out cars.  And there are Zombies EVERYWHERE.
	Mostly standard Zombies, but a few Leapers in there as well.  Proceed
	with caution.

	To your right is a vent leading into a locked room.  A few Headcrabs
	are prowling around inside, but there's also a Medkit and a Battery
	so it's worth the trouble.  Once you're done, use the Gravity Gun to
	move the large cabinet blocking the door, and get ready to fight!

	There are at least three Leapers that I was able to count, and a good
	number of Standard Zombies.  Once they're dead (You should do a sweep
	to make sure), use the Gravity Gun to clear out the cars blocking your
	path.  Then hop back in the Scout Car and keep moving.

	If you hadn't already guessed from the title of this chapter, you're 
	going to have a lot more "Traps" to deal with.
	
	Once you exit the tunnel, there will be boxes and a Car blocking your
	path.  Ignore them, and veer to the right, taking the dirt path instead.

	The house you find is not a good house.  There are soldiers there burning
	the bodies of what you can only assume were innocent civilians.  Take 
	out the two Combine Foot Soldiers.  My advice is to keep going, but if 
	you HAVE to explore the house, I'll take you inside.

	You can climb inside the house through a hole in the rear, but I warn you.
	The only thing you're going to find at the top is a Crossbow and a whole
	mess of Roller Mines.  Well.  If you set off the trap, just use your
	Gravity Gun to deal with them.  Get back in your car and keep moving.

	Just up the road is a real Combine Road Block.  Get out and use your 
	Crossbow to snipe the only visible soldier on the tower, then proceed
	on foot.

	Roller Mines and a few Combine Soldiers wait for you, but it's nothing
	major.  A Medical Console is on the backside of the left tower, if you
	need the health.  Once you're done, drive yourself through the roadblock
	SLOWLY - There are pop up ramps that could flip you if you're going too
	fast.

	Once you're through, continue up the road, making sure to veer left to
	avoid a gap in the road.  Continue on up towards the Windmill.  When
	you reach the two trucks blocking the road, get out.  Head into the 
	small encampment on foot, and get ready for Drop ships and Roller Mines.
	One of the Drop ships will be carrying Soldiers, while the other will 
	weave it's way across the road and drop two Roller Mines.  Use your
	Gravity Gun to deal with the mines, and duck inside the large red 
	house to avoid the other Drop ship's machine gun fire.  Once they both 
	leave, you are free to engage the Soldiers.  

	When the soldiers are dealt with, you'll need to gather up a few Car
	Batteries to power the Gate blocking the road.  There's one battery
	already on the rack, and one more in the room.  There are three more
	batteries scattered around.  One is on top of the Windmill, one is
	under the hood of a blue car, and one is under the Bathtub.
	
	Grab them with your use key and drop them into the battery slots. 
	Then, return to your Scout Car and drive over the Mossy Rock to 
	bypass the trucks, then keep going on up the road.

	Up ahead is Lighthouse point.  This is where you say goodbye to the
	car.  Park it in the garage as the Resistance member instructs you,
	then get ready to help defend the Lighthouse from Drop ships and 
	Gun ships.  Deal with each Drop ship as it comes - Don't bother trying
	to shoot them down, just deal with the Soldiers they unload.  When
	the drop ship lands at the Lighthouse, that's your cue to start 
	heading in that direction.  A Gunship will be coming next, and you'll
	need the Rocket Crate at the top of the Lighthouse to deal with it.

	As soon as the last soldier is down, the Gunship will come.  Head for
	the Lighthouse - The door is on the right side.  Climb up the spiral
	staircase, but be careful near the windows.  The Gunship will fire in 
	through the glass if it's facing the same window you're passing by.

	The Rocket Crate is on the landing just below the top of the Lighthouse.
	once you've filled up on rockets, climb to the roof, and circle around 
	the "light" to fire at the Gunship.  Retreat back down to the landing
	as needed for Rockets.

	Once the Gunship is down, the Medic who had spoken with you earlier 
	will climb the Lighthouse to talk to you.  Follow him down to the 
	basement, where he will open the door to the hidden cliff path.  It's
	a bit hairy out there, but if you hug the wall and make smart jumps
	you'll do fine.  A soldier may pop up over the edge to shoot at you,
	but that only happened to me once.  What will be guaranteed to happen
	is that a Drop ship will make a show of flying slowly past you -
	with the Scout Car firmly in it's claws.  Bastards stole your wheels.

	Continue through the small rock alcove, and out the other side.  Take
	it slow now.  You're in Antlion territory once again.  Up ahead you'll
	find a resistance member and someone named Laslo.  Well, say goodbye to
	Laslo - He makes the mistake of moving while on the sand.  Antlions
	pop up and rip him to shreds - Take them out before they notice you as
	well.  Once that's over the man will lament over his fallen friend, and
	urge you to continue on to the Vortigaunt Camp.  He elects to stay 
	behind, to do something.  I can only imagine what it is...

	Now, rule of the day is: Stay on the rocks, or boxes, or whatever you
	happen to be climbing on.  If you fall onto the sand, the Antlion Drones
	will swarm up to attack you.  If that does happen, getting back to solid
	ground should be priority number one.  The longer you're on the sand, the
	more attention you'll attract.  Once you're on solid ground, you can take
	out the Antlions and stop new ones from popping up.  I will offer advice
	about how to get past certain points, but really, with the Gravity Gun
	and your brain, there's a multitude of solutions.  

	For now, just keep on the rocks.  You may pass supply crates sitting on 
	the sand - Don't just go for them.  Use your gravity gun to bring them in
	close, and then just drop them at your feet and use the Crowbar to open
	them.  This ensures that the contents don't go flying back out on to the
	sand.  Any free standing items can also be snagged with the Gravity Gun,
	it has a fairly long range for small objects.  (Batteries, Medkits, etc.)

	You will have to start using trash to make jumps between rocks.  Don't 
	get too excited.  All you have to do is pick up the pallets or boxes, 
	or aluminum siding, and then use secondary fire on the Gravity Gun 
	to GENTLY DROP IT.  Don't use primary fire, that will send the item 
	in question FLYING away from you.  You may have to use multiple pieces
	of garbage to make a sort of moving bridge.  Stand on one piece and move
	the other two, dropping them in front of you and then repeating the process.

	At one point you will jump from a Rock pillar to a smaller rock that is
	a little bit further then you might think you can make.  Crouch Jump in
	order to ensure that you get the distance you need.  

	When you reach the part with the ruined bridge, it's another seesaw
	puzzle.  Grab the Box that is weighing down the end of the seesaw,
	and place it on the opposite end.  This will give you the lift you 
	need to reach the rock ledge and continue on.  You'll have to run
	and jump, as the seesaw will dip despite the weight of the box, but
	you CAN make it.

	I know there are a lot of items to your right, after you clear the
	seesaw, but it's all there to tempt you.  If you really want to
	go get them, just use the "Moving Bridge" suggestion I made earlier.
	It will take time, but you can either go to, or drag with the Gravity
	Gun, all the items lying around.  I recommend the Gravity Gun...

	When you get past those temptations, you will find a very long wooden
	plank beneath some metal garbage.  Move the metal garbage, and pick up
	the plank.  It's long enough to be used as a bridge to many of the 
	houses that you can currently see, it all depends on how you pick it up.
	Lay it flat on the ground, then go to either end of it and use the 
	Gravity Gun.  This will let you extend it out as far as it can go, and 
	will make an excellent bridge.  Use it.  In fact, if used properly,
	the bridge plank will get you all the way to the portable Generator.
	It's the large orange thing on a trailer?  Yea.  You're going to want
	to turn that on.  It will power a Pounder farther down the beach, 
	something you'll need to make it on to the ridge.

	Well, you won't NEED it to make it to the ridge, but it makes things
	easier.  That way, if you make a mistake near the ridge face, you
	have some breathing room.  Now, you're probably maxed out on 
	health, suit energy, and ammo right now, so do yourself a favor
	and don't risk it for the stack of Supply Crates near the Pounder.
	It is, once again, there to tempt you.  But you don't need it.

	Again - If you can keep the Bridge Plank with you, seriously useful.
	But don't forget that you may need to do another moving bridge, and
	the Bridge Plank alone won't allow for that.  You may want to drag 
	some more trash with you.  Once you reach the closest rock to the 
	Ridge, use the plank to get yourself out a little ways and then grab
	the two Metal Doors and the Wooden Pallet off to your right.  Use
	these three items (Leave the Bridge Plank behind) to build a moving
	bridge.  Then just aim yourself for the lowest rock near the Ridge.

	Once you get on top of the Ridge, prepare for a battle.  You'll have
	to drop into a small canyon on the other side, and this is where you
	will have your first battle with an Antlion Warrior.  These guys are
	tough.  Use the Explosive Barrels scattered around the ground to your
	advantage - Either shoot them when the Warrior is near them, or fling
	them at the Warrior with your Gravity Gun.  Then use your RPG, Pulse
	Rifle, Magnum, Shotgun, Machine Gun, et. al.  Just kill it.  

	Remember to keep moving, and that you CAN lure the Warrior into a wall
	when it charges, just make sure you get out of the way and he'll smash
	in to it.  You'll also have to deal with a number of Antlion Drones, 
	but if you use your Shotgun on them, they'll be no trouble.  Once the
	Warrior is dead, a Vortigaunt will appear.  He will come to you, and
	then show you why he's there - He's come to harvest Pheremone Glands
	from the Warrior.  You might also call it "Bug Bait"

	In any case, pick up the one he zaps out of the Warrior, and then follow
	him to the Vortigaunt camp.  Here you will find a number of interesting
	folks - Just talk to them - and the Vortigaunt harvester will instruct
	you in the ways of commanding Antlion Drones.  Don't worry about ammo
	for the Pheremone Glands - They're a tool, and thus you have an infinite
	supply of them.  Learn these tactics well.  The Antlions from here on 
	in will be your helpers (Except for a few Warriors, but that's later).

	With these new allies, you will be able to breach the defenses of 
	Nova Prospekt, and liberate Eli Vance.  Once you have shown the 
	Vortigaunt your mad Antlion Cowboy skills, he will allow you to take
	your new friends through the caves and on to Nova Prospekt.

	As you work your way out of the cave and down the beach, shut off each
	of the large Pounders you come across.  This will alert the guards, but
	you want your new friends to have a trouble free journey.  With the 
	Pounders off, Antlion Drones will continue to follow you and attack the
	Combine Soldiers.

	After you pass the second Pounder you'll have your first opportunity to
	send your Antlion Drones into battle.  Do so!  If you run out of Drones,
	just chuck a Pheremone Gland (Pheropod, Bug Bait, etc) on the ground and
	new Drones will leap to your aid.  

	At the Third pounder, don't go straight for it - Instead, hug the left
	wall and work your way up the hill to the Bunker.  Have your Antlions
	kill the Nova Prospekt guards, then go into the bunker and shut off the
	alarm yourself.  This will cause several soldiers to come out of hiding
	down by the Pounder on the beach.  You can either try to mow them down
	with the Bunker's machine gun, or send your Antlions after them.  Either
	way, as soon as they are dead, head down the beach and shut off the
	pounder.

	Once that Pounder is down, head up the beach.  You'll need to run between
	rocks for cover now, as you won't be able to reach the Cliff Bunkers just
	yet.  From behind the first rock you see, chuck a Pheremone Gland into the
	waiting group of Soldiers.  Some of your Antlions won't make it, but enough
	should get through the machine gun fire to take out those soldiers.  Then 
	make a made dash (Use SHIFT) to the next rock.  After you're under cover 
	for a few seconds, and your Auxiliary power has recharged, make a Dash for
	the Log on the beach.  Turn to face the way it's pointing, and head up the
	small hill there.  This will get you to the Bunkers you just passed.  Use 
	your Antlions to clear the path of Soldiers for you - There's plenty more 
	where they came from.  Once that Bunker is cleared out, exit out of it and
	go into the fortified entry way in the mountain ahead of you.

	There will be a few Man Hacks, but your Antlion army will make short work
	of them.  Soldiers will appear, but have your Antlions attack them.
	If the Drones go down, just throw more Pheremone Glands - New Drones will
	appear.  Be mindful of the Explosive Barrels, however.  Move through the
	enclosure, and out the other side.  You will now have access to the Bunkers
	that were farther up the beach.  Use your Antlions as cover, and rush in.
	Once the Soldiers have been dispatched, take a look with your Zoom function
	up the beach - There's a Drop ship hovering near what looks like a doorway.
	Push on to investigate.

	The Drop ship takes off - Wonder what that was about - And a swarm of 
	Soldiers head your way.  Take them out, you should know how by now.  Once 
	that's dealt with, continue along the ridge.  You'll need to go out near 
	the Ocean, along a narrow path.  Climb up the log protruding from the ground
	and use that as your jumping point across the water.  Your Antlions probably
	won't make it - They can't swim - so you're on your own for the moment.
	You'll see a camp fire and a few "Dead" zombies up ahead, along with a broken
	lift boat.  Shoot the Gas Can in between the Zombies to light them on fire, and
	then wait for them to die.  Then, break the two wooden beams holding up the
	awning they were sleeping under.  It's actually a ramp, now.

	As soon as you climb the ramp and go around the bend, Soldiers will be
	shooting at you from up above.  Well, you're close enough to the beach again,
	time to call in the Antlions.  Lob a Pheremone Gland up to the bastards and 
	watch as your own private Special Forces Unit descends on them from the night.
	Mwahahaha...

	Once your Antlions have secured the platforms, head towards a ladder on the
	other side of the Drain Pipes.  Climb on up!  You'll have to jump from the
	first platform to another path on the cliff face.  You can make it.  It's
	the one with the dead body and the two supply crates.  Follow that to another
	jump, and then throw a Pheremone Gland at the Soldier above you.  See how your
	Antlions are climbing up?  Follow them.  You'll get ambushed by a Leaper Zombie
	(Bet you thought you'd never see them again), use your shotgun.  Then go into
	the Drainage Pipe he just came out of.  Follow the winding pipe beneath the
	prison - Don't worry about the little bit of water, your Antlions can handle
	a puddle.  Then when you get to the room with the ladder, well.  You can 
	call more.  Climb up and QUICKLY throw a Pheremone Gland at the nearest Guard
	Tower.  Swarms of Antlions will fly over the walls and attack the two Soldiers
	up there.  Repeat as needed for the other towers.  This is your finest hour!

	... With the Antlions.

	Once you get past the guard towers, continue up the stairs and look to your
	left.  A small lounge is filled with three soldiers.  They're indoors, so 
	you'll have to shoot through the windows to take them out.  Inside are
	a Medical Console and Charger Station.  Things you probably need right now,
	especially with that Gunship behind you.  No, really.  It's there.  Quickly
	drain the chargers and then continue through the prison yard, you're gonna
	have to find a Rocket Crate.  Fight your way up the terraces to the Rocket
	Crate, taking time to use your Antlions on the Soldiers.  Once you take out
	the Gunship... another one appears!  Repeat procedure!

	You'll probably be hurting by now, so take a chance to retrace your steps 
	and pick up any Medkits and Batteries you can find.  Ouch.  Two in a row.
	There are a number of Medkits in the immediate area, including one in
	the dumpster.  Once you've done that, look for the Hole in the prison wall.
	It's on the same terrace as the Rocket Crate.  You'll need to find a barrel
	or a crate to stand on to get inside.

	Once inside, look for the large red Wheels - Those are gas valves, and will
	shut off the gas feeding the fires blocking your way.  The wall will 
	collapse behind you once you're a few meters in, cutting you off from your
	Antlions.  For now.  You'll see them again.


I)	[Chapter Nine: Nova Prospekt]

	You may notice the two chargers in the room across from you on the upper 
	floor - Tough, you can't use them yet.  Jump down to the lower level and
	enter the lit prison cell on your right.  There's a hole in the wall you
	can crawl through, just watch out for the Headcrab.

	Once you're through, you'll hear a lot of radio chatter.  Try to ignore 
	it for a second, and instead walk out of the small office and check out
	the bars blocking your path.  Use your Gravity Gun to knock over the 
	Tripod Sentry turret on the other side, which will allow your Antlion
	buddies to continue to stream into the prison.  It's nice to have friends
	on the inside.  Keep moving.

	Repeat this procedure as needed, whenever you find a Sentry Turret.
	Your Antlion compadres will be appreciative.

	Once you've climbed the stairs and knocked over the next Sentry Turret, 
	you can finally get at those chargers you saw earlier.  Use 'em.

*Note of Interest:  If you use the video screen in the room with the chargers,
			you may notice it has many channels.  If you switch
			to channel three, you can see the G-Man for a bit.
			Interesting.  (Aaron Chong)

	You'll climb another flight of stairs, and then come into a hallway.  At the
	end of which, you'll see a pair of Tripod Sentry turrets.  Deal with them
	in a moment.  First, use the Gravity Gun to shoot off the door of the room
	in front of you and grab the supplies inside.  Now go knock over the turrets.

	Enter the door that they were protecting.  Don't fret over the water, but do
	Be careful about the Barnacles down here.  I trust you know how to deal with 
	them by now.  So do it.

	As you exit this area and climb up out of the pit, be careful.  Some glass will
	fall down on you from a skylight up above.  If you're inquisitive and decide
	to shoot out the glass, you'll be rewarded with four Super Leaper headcrabs.
	Enjoy.  Once you dealt with the pests, keep moving.

	In the next area, drop down to the second floor, and move to take out the 
	Sentry Gun.  Use a grenade, they're plentiful.  And then take out the second 
	sentry, to your left, with another grenade.  Simple.  Take note that you can 
	use your crowbar on the boarded up window to your right to get at some 
	supplies.  Nifty. After that, climb the stairs and take a right.  Trust me, 
	there's a hallway there.

	You'll get a Contact Grenade and a Headcrab in the next room.  Bash through 
	those crates and keep moving.  You may notice the room to your right is 
	pretty much trashed, with bodies strewn everywhere.  Take that as a warning.

	There's no if's about it - Jump down into that room as soon as you can, and 
	get ready to fight another Antlion Warrior.  Use your tactics from the 
	previous encounter.  On a good note, the walls here are so close together 
	that he will ram them quite often, giving you some breathing room.

	Go into the room the Warrior came out of, and locate the double doors at the
	far end of the room.  Smash or move all the trash blocking the door, and then
	move on through.  At this point, some of your Antlion buddies will rejoin you.
	Viva la Resistance!  (Or something like that)

	Turrets, Soldiers, and Man Hacks are up ahead.  Deal with them at your 
	discretion.  You won't be able to go through the far Barred Door - instead, 
	head to your left.  And keep using your Antlions!  They're handy!  

	At the far end of the hallway you end up facing, you'll find a Vortigaunt 
	being tortured in a chair.  Use one of your guns to shoot the plug powering 
	the shield, and give some last words to the poor soul.  After that, open the 
	door inside the cell, shoot the Soldier, and pull the lever with the red 
	light.  It will turn green, and you can now proceed through the Barred Door 
	just outside the office.  Do so.  At the top of the stairs is a control room.  
	Have your Antlions go in first, then follow behind guns blazing.  Once the 
	Soldiers inside have had it, go to the window and press the Red Button.  
	This will open the Barred Door that you can see through the window.  Time to 
	head that direction.

	Once you pass through, you'll see a force field up ahead.  Have your 
	Antlions distract the turrets and Soldiers.  You, on the other hand, need 
	to use the Gravity Gun to move a section of fence blocking a Grate.  Crawl 
	through this vent to get around the Shield.  First, though, you'll have to 
	get past a giant fan.  Use the Gravity gun to pick up a piece of trash, like 
	the Cinder Block, and then walk it into the fan - don't thro