Welcome to City 17, Gordon Freeman. After years in stasis, you've woken up to find Earth under the iron fist of the Combine. This is a world where humanity is enslaved, and the familiar sights of City 17 have been twisted into something oppressive and alien. As Gordon, you'll wield the iconic Gravity Gun, manipulate the environment, and fight back against alien forces and their human collaborators. It's a journey through a war-torn landscape, filled with physics-bending puzzles and intense firefights, all driven by a gripping narrative.
This guide is your companion through the entirety of Half-Life 2. We'll cover every step of Gordon's fight for humanity, from navigating the oppressive streets of City 17 to facing down formidable foes. Whether you're struggling with a particularly tricky puzzle, looking for the best approach to a tough combat encounter, or aiming to uncover every secret, this walkthrough has you covered. We'll help you conquer the alien invasions and master the unique challenges Valve has thrown your way.
Part 1
Half-Life 2 Junk section covers PC controls, including mouse and keyboard. Learn about the Logitech G700s mouse and its programmable buttons.
- 1This guide is not an in-depth walkthrough regarding achievements and pick-ups. Lambda caches or achievements are only mentioned or attained if they are in line with the path used, and only for supplies.
- 2The author shares personal experiences with game consoles versus PC mouse accuracy, noting reflexes may not be up to snuff and the stress of certain gameplay can be difficult.
- 3Reloading a save point is mentioned as an undesirable outcome.
- 4The author discusses their mouse, a Logitech G700s, acquired on 6/18/16 after issues with a 4+ year old Logitech M510.
- 5The MS digital media pro keyboard is 7 years old.
- 6The Logitech G700s is noted to have 13 programmable buttons, with the left and right tilt action of the mouse wheel providing separate actions.
- 7Excluding buttons G 8-11 (DPI switches, battery check, profile switch, and mouse wheel free spin option), the G700s has 11 game buttons within fingertip distance.
- 8The author is still settling in and adjusting command configurations for the G700s.
- 9Tactics are often original, but some maneuvers are from YouTube videos, such as the "Lighthouse drop ship defense" and the "Ravenholm Roof Trick".
- 10A composite approach is used, combining the Ravenholm roof trick with a modified "Ravenholm with Dog's Ball" tactic for a different approach to the chapter.
- Game consoles can't compete with the mouse when shooting accuracy is a focal point.
- If you hate dying and having to reload a save point, consider optimizing your controls.
- The Logitech G700s offers many programmable buttons within easy reach.
- Experiment with command configurations to find what works best for your playstyle.
- Combining different tactics from various sources can lead to unique approaches to chapters.
Part 2
Explore Part 2 of the Half-Life 2 guide, detailing custom mouse and keyboard controls, including quick switch to the Gravity Gun, and a log of revisions for various chapters.
This section of the guide focuses on custom control setups for Half-Life 2, particularly for players who prefer a gaming mouse and keyboard. It details specific mouse button assignments and explains the utility of the 'Quick Switch' (QS) key for the Gravity Gun.
Mouse Setup:
- G1: Main attack
- G2: Secondary attack
- G3: Action
- Wheel forward: Reload
- Wheel right tilt: Crowbar
- G4: Flashlight
- G5: Duck/crouch
- G6: Zoom (binoculars)
- G7: Quick Switch to Gravity Gun (QS to GG)
The guide also touches upon the benefits of gaming keyboards, such as backlighting, and mentions the 'Fast Weapon Switch' option in the game's settings. A significant portion of this section is dedicated to a log of revisions made to the walkthrough, detailing updates for various chapters like Route Kanal, Water Hazard, Highway 17, Ravenholm, and more, with specific dates and descriptions of the changes.
Revisions Log:
11/6/16 Route Kanal: New faster route to and through flood rooms 1-3 to rebel shooting 2 HCs
11/9/16 Water Hazard: New route to Black Mesa East after chopper battle it eliminates the overhead gate, building, 4 POS and lots of running.
11/12/16 Route Kanal: 1. New route through 1st 2 POS met in chapter 2. Seesaw puzzle, 2 cinder block solution
11/23/16 Route Kanal: Eliminate 2 POS kills, behind house beginning of train tracks
11/12/16 We don't go to Ravenholm: A new slightly faster way from the flat roof tram to the churchyard
11/30/16 Route Kanal: New slightly faster route over steam pipe just before Dump truck with EBs
12/29/16 Highway 17: New path and tactics beginning at 3.7b "RR Track SS CR to Razor Train"
12/31/16 Highway 17: Multiple new paths and tactic changes beginning of Chapter to "RR Track SS CR to Razor Train"
1/2/17 Ravenholm: New tactic after spinner#1
1/3/17 Ravenholm: New tactic with speeder on train tracks
1/4/17 Highway 17: New maneuver to shack#3 before GS#3
1/4/17 Sandtraps: New maneuver after leaving buggy in garage
1/5/17 Nova Prospekt: New route through 1st flooded room, new tactic communal area cell block#1; new route through Laundry room
1/5/17 Entanglement: New tactic as exit stairwell from elevator#1, new tactic 3rd locked gate, new optional tactic in flooded room
1/6/17 Anticitizen 1: New tactic through building#2, new tactics through building#4, 2nd floor Hlwy, new route 1st part toxic waste
1/7/17 Follow Freeman: New route and tactics from the street to the freeing Barney, new tactic main hall for 2 OBGs from roof, new route from completing Generator#1 to Gens #2 and 3, the new route reverses the order of Gens#2 and 3
1/9/17 Follow Freeman: New tactics to roof top#1, adjusted route to monument center of square, new tactic through garage#2, use the revolver, new amended tactics from entering rooftop, walkers and BGs to descending to ground level
1/10/17 Our Benefactors: Change of approach to pod transport#1
1/15/17 Dark Energy: New approach at beginning of core ascension, Avoiding combat at 1st level on central platform
Part 3
Navigate Half-Life 2's Part 3 with our comprehensive walkthrough. Discover detailed steps for chapters like Point Insertion, Red Letter Day, Route Kanal, Water Hazard, and more.
- 1Point Insertion: Follow cues to Barney, then exit the building to the right, into an alley with a ladder above a dumpster. Drop into the walkway, past the fence, avoid Combine Police/Civilian Protection (POS), continue right then left to a dead end with 2 POS and an entry point. Proceed through the building to the rooftop, run across to a dormer wall with open windows, and climb in. Continue until captured by POS. You will awaken facing Alyx Vance.
- 2Red Letter Day: Meet Dr. Kleiner and his headcrab, Lamar. Barney will also appear. Alyx will transport out, but Gordon's attempt fails due to Lamar. You'll end up outside, run off the walkway into the transformer area, through a building, and back outside. Speak to Barney to acquire the crowbar (KB). Use the KB to break objects and clear obstructions. Go left to a small shed, drop into the train yard, sprint left, and climb into a train car while POS fire on you. Exit the car, sprint right along the cars until you see a break ahead and to your left. Go around the break on the left, then sprint to the second open train car on the right. Enter, climb to the top, run left, and jump over the cars. Approach the fence, press sprint and jump to the ground. Sprint right into the darker area, approach the right side of the cart and crouch. Creep counter-clockwise around the cart to a boarded-up exit point (XP). Clear only the bottom board, creep under, stand, and sprint right along the wall for cover. Drift left at the XP wall and drop down to the XP. Run down the stairs to begin chapter Route Kanal.
- 3Route Kanal: This chapter is broken down into sections:
- 43.3a. Train Tracks to Rebel Freight Car
- 53.3b. Trapped Sewer Rebel to Slippery Barnacle Sewer
- 63.3c. Seesaw Puzzle to Big Long Horizontal Pipe
- 73.3d. Dump Truck to Water Hazard
- 8Water Hazard: This chapter includes:
- 93.4a. Lock Gates #1 and 2
- 103.4b. Chopper Chase
- 113.4c. Chopper Battle
- 12Black Mesa East
- 13We Don't Go to Ravenholm: This chapter is divided into:
- 143.6a. Swinging Legs to Zombie Operating Room
- 153.6b. 1st Speeder Zombie to 5-Way Intersection
- 163.6C. Church Yard to Exiting the Graveyard
- 173.6D. Graveyard to Exiting the Tunnel at the Train Yard
- 18Highway 17: This chapter includes:
- 193.7a. Colonel Cabbage's Playhouse to Piers and ALs and OBGYNs Oh My
- 203.7b. GS#2 to the Bridge
- 213.7c. RR Track SS CR to Razor Train
- 22Sandtraps: This chapter is divided into:
- 233.8a. Tunnel to 2 Rising Road Barriers
- 243.8b. The Ramshackle Overhead Gate to the Lighthouse
- 253.8c. Running Over Rocks and Planks, Avoiding ALs, to the Guardian
- 263.8d. Pod Training, to the 3 Nova Prospekt Guard Towers
- 273.8e. Assault on Nova Prospekt's Back Door
- 28Nova Prospekt: This chapter includes:
- 293.9a. Entry to Nova Prospekt to the Lavatory Guardian
- 303.9b. Cell Area Common Room to Large Laundry Room
- 313.9c. Galley to Entanglement
- 32Entanglement: This chapter is divided into:
- 333.10a. Alyx at the Train Tracks to Swarm#2 at the Cell Block
- 343.10b. Swarm#3 to Transporter Room
- 35Anticitizen One: This chapter includes:
- 363.11a. Dr. Kleiner's Lab to Toxic Waste Area
- 373.11b. Toxic Waste Tunnel to Town Square Generator Defense
- 383.11c. Sewers to the Street
- 39Follow Freeman: This chapter is divided into:
- 403.12a. Saving Barney
- 413.12b. Attack on City Hall
- 423.12c. Roof Assault
- 433.12d. Walker Assault City Hall Quadrangle and 2 Parking Garages
- 443.12e. 4-6 OBGs, 2 Walkers, Top Floor Assault
- 45Our Benefactors: This chapter includes:
- 463.13a. To the Big Elevator
- 473.13b. OEBGs, OBGs Protecting the Walker and Walker Combat
- 48Dark Energy
- 49Dog's Ball: Navigate through the mine's water tunnel.
- Abbreviations used: LOS (Line of Sight), MGT/s (Machinegun Turret/s), MK/s (Medical Kit/s), NOS (Nitrous Oxide), OBG/s (Overwatch Bad Guy/s), OEBG/s (Overwatch Elite Bad Guy/s), Pswy/s (Passageway/s), PS (Poison Spider), PST/s (Poison Spider Taxi/s), PB (Plasma Ball), PR (Pulse Rifle), QS (Quick Switch), RA (Reacquire), RT (Right Trigger), Rnd/s (Round/s), SS (Security Screen), SMG (Sub Machinegun), SB (Suit Battery), SC/s (Supply Crate/s), TMG (Turret Machinegun), Wkwy (Walkway), WD/s (Wall Dispenser/s), Z (Zombie), POS/s (Combine Police/Civilian Protection).
- In Point Insertion, there is only one route that allows the game to continue, though exploration is possible.
- The crowbar (KB) acquired in Red Letter Day is used to break objects and clear obstructions.
- In Red Letter Day, you must sprint and jump to ground when approaching the fence.
- Updates to the Route Kanal section include new routes through a sewer with a flood valve, a section with POS and a house across the tracks, and over a steam pipe before the dump truck.
Part 4
Navigate Part 4 of Half-Life 2. Learn how to quickly eliminate enemies, use the train jump maneuver, and find essential items like the pistol.
- 1Access the wall dispenser (WD) to increase your health to 100%.
- 2As you approach the intersection, turn left into the highway and sprint at the group of enemies. Drift left to the wall and slide along it to POS#1, who is standing over a body and wielding a pistol.
- 3Run into POS#1 and begin to knock (KB) him. Turn slightly to face him while swinging. He drops after 4 KB strikes.
- 4As POS#2 approaches, back away along the wall toward the exit point (XP) and KB him while back stepping.
- 5As soon as POS#2 drops, sprint forward and around the woman kneeling over her companion.
- 6Pass close by her to acquire the pistol and continue to the boarded-up XP. The game auto-arms you with the pistol, but switch back to the knock (KB) pronto.
- 7Sprint directly at the XP, KB the top board only, then jump through. Sprint up the first flight of stairs, then slow to a run to travel over the platform and begin ascending the second flight.
- 8This positions you to encounter POS#3 descending the third flight. Begin sprinting up when POS#3 is about 4 steps from the base of the third flight, KB him on platform#2, and take his pistol.
- 9Warning: If you move too close to platform#2, POS#3 will stop mid-flight and begin firing on you.
- 10Take the ammo, sprint up to the large concrete platform, switch to the pistol, and run right toward the base of stair flight#4. Begin strafing left before reaching the stairs.
- 11Begin firing on POS#4 as you run up the flight, do not sprint.
- 12On the main platform, quickly locate and sprint to the XP stairs past the explosive barrels (EBs) leading down to the tracks and hold at mid-platform for the train.
- 13With your back to the wall, look for the section of sheet metal blocking the view of the boarded-up XP. Look at the platform across the tracks at your 2:00; this is your route.
- 14Look to the right of the sheet metal for 3 boards very close together. Look down from the 3rd board past the whitish trim blocks to the white grout line aligned with the top of the XP platform. Maintain this point and angle.
- 15Once on top of the train, press run and jump as soon as the leading edge of the XP platform appears in your peripheral vision.
- 16Run and jump to the train as it begins to pass, release run before landing on the train. When the leading edge of the platform appears in your peripheral, run/jump off the train and land on the ladder.
- 17Climb the ladder, sprint to the buildings boarded up XP (entry point), and switch to the KB if not already in hand.
- 18Warning: You must be standing just left of center of the buildings EP to quickly make the jump over the low end of the bottom board and avoid damage from enemy (POS) gunfire.
- 19Warning: In HL2ud, there are too many items blocking access to the XP to remove without taking damage; it is better to enter the XP room, move to the wall closest to the tracks, stay away from the windows, and shoot one of the EBs to clear the XP, then sprint through it.
- 20Before coming to the corner of the building leading to the EP, slow to a run and begin a run/strafe left tactic to face the EP as it comes into view.
- 21Release strafe just before aligning with the EP, aiming to hit the EP just left of center. KB the top board, hop over the bottom board, then run to the right into the XP room.
- 22Sprint straight into the EB blocking the XP, pick it up, and drop it outside to the right of the steps.
- 23Run outside, KB the security camera (SC) if you've been using too much ammo, otherwise ignore it. Open and pass through the gate at a sprint along the building to your left.
- 24Continue straight past the corner on your left and drift right past the building corner to your right.
- 25Look for the bent over section of fence at your 10:00 as you sprint past the corner of the building. Jump over the lowest section of the fence, swing wide left to the fence, and continue sprinting along it until you can turn and crouch past the corner.
- 26Do not stop moving and enter the duct. KB the SC, turn left, and head for the duct grate.
- 27KB the grate, creep out enough to stand, and sprint to the far end of the walkway (Wkwy).
- 28Switch to the pistol while sprinting to the opening on the left at the end of the fence. Side step left off the ledge, press strafe right, and drop onto the pallet if possible to minimize or eliminate damage.
- 29Run forward and drift left. As you approach the closest EB, send 3 rapid rounds into the second EB (closest to the corner) to kill the POS that you may or may not see around the corner.
- 30Note: In Half-Life 2, there is a suit battery (SB) under the stairs that lead to the wall dispenser (WD); the SB is not available in HL2ud. If you go for the SB in Half-Life 2, be prepared to encounter the next POS.
- The pistol is the only weapon in the game for which you will not have an ammo worry.
- Using the HEV's targeting reticle as a means to focus allows you to ignore the visual clutter of the train and passing walls.
- With very little practice, you can hit the ladder about 7 out of 10 attempts during the train jump maneuver, saving time and effort.
- If you jump too soon during the train jump, you will come to a stop against the ladder, which is still better than sliding by it.
- The MK (Magnusson Device) will be auto-grabbed on your way by if you are not at 100% health.
- 50/50 chance of making it past the fence section with zero damage if you do not stop moving.
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