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Part 13
Half-Life 2

Part 13

Master Part 13 of the Half-Life 2 walkthrough. Learn advanced techniques for dealing with Zombies, Headcrabs, and Speeders in Ravenholm, including optional routes and combat strategies.

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Master Part 13 of the Half-Life 2 walkthrough. Learn advanced techniques for dealing with Zombies, Headcrabs, and Speeders in Ravenholm, including optional routes and combat strategies.

Walkthrough
  1. 1
    From the starting room, bait Zombies (Zs) to the window to activate them, then retreat. Papa Grig often helps clear them. If not, lure a Z to the window and use the Knockback (KB) weapon to push it out. Exit the room to the ledge and go right, around the corner, to avoid enemies across the street.
  2. 2
    Optional Rooftop Path: This advanced maneuver requires practice. Exit the room to the ledge, go right to the ramp, and onto the narrow roof ledge of the connected building.
  3. 3
    Roof Section #1: Continue onto the narrow ledge.
  4. 4
    Roof Section #2: This section has an elevation change and no narrow ledge. To survive the jump, get a running start on Section #1's ledge and jump. While in mid-air, press and hold forward and strafe right, and turn your mouse up about 70 degrees to look at the roof's ridge. This should cause Gordon to slide left onto the narrow ledge of Section #3.
  5. 5
    Roof Section #3: The roof line drops back to Section #1's level with a short, narrow ledge leading to a walkway (Wkwy) connecting buildings across the street. From here, you can jump to the connecting Wkwy.
  6. 6
    From the Wkwy, you can proceed to the Lambda cache or continue with the game.
  7. 7
    Zombie Operating Room: Enter the building's second floor through the open window. Drop the Dog Bite (DB) weapon to lure a crawling Z to the window, then swing around it to the XP (exit point). Open the door, retrieve the DB, drop it in the large room, and close the door on the Z.
  8. 8
    Ahead, you'll encounter many Zombies. Use the DB and some guile. Move to the stairs and lure the nearest 1-3 Zombies up. Quickly move to the side of the stairs and hop onto the railing. When one Z circles the railing, drop off and move to the head of the stairs to lure the next two, then back away along the perimeter wall.
  9. 9
    When three Zombies are on the floor, return to the railing and hop over at the deepest point. You will likely land on a Zombie's head.
  10. 10
    Drop off the Zombie and proceed through the hallways (Hlwys) and outside. Locate the XP of the next building at your 11:00. Sprint to and enter it to avoid a Speeder.
  11. 11
    1st Speeder Zombie to 5-Way Intersection: Instead of rushing into the building, wait outside for a few seconds to observe the first Speeder Zombies leaping over rooftops and the first street-level Speeder advancing. Zombies have chubby Headcrabs (HCs), Speeders have long-legged Head Spiders (HSs), and standard Zombies have HCs.
  12. 12
    Inside the building on the way to the roof, you must pass 5 Zombies and 2 roaming HCs. Only the stairwell Zombie needs to be dealt with directly. To avoid hits from HCs on the top floor, prepare to quickly drop the DB, open the door, exit to the roof, 180 degrees, and grab the DB.
  13. 13
    Note on Speeder Spawns: Depending on your actions at ground level before entering the building, a Speeder might climb the drainpipe near Grigori. Staying crouched against the wall at the middle end of the flat roof can prevent this rise. The Speeder may climb and descend the pipe multiple times but rarely reach the roof. When Grigori asks you to "Come closer," do so while crouched, then retreat to your previous position.
  14. 14
    Grigori will toss the Shotgun (SG). Let it land on the roof, then rush over the SG rounds to pick it up. Turn towards the water tank and run off the roof onto it. You might hear the Speeder climbing the pipe again before dropping off the roof.
  15. 15
    Meet Grigori again and accept the SG. After receiving it, run off the roof into the water tank (do not jump). The DB might be dislodged upon landing. Look up to keep the DB out of the water. Climb out and reload health from the Medkits (MKs) on the roof deck.
  16. 16
    From the roof deck, with your back to the roof EP, locate the drainpipe at your 1:00. Move to the center of the roof deck and face the drainpipe. Locate the telephone pole past the drain and aim just left of it. Run and jump off the building's edge. You should land past the fence on the bug transporter with minimal damage.
  17. 17
    You might land between the fence and the transporter; slide between them to free Gordon. Move quickly, use the Back Hop (BH) into alley #1, then left into alley #2 to avoid 5 or more Speeders.
  18. 18
    When clear, stop in the street where the EMPs (Energy Ball Projectiles) drop to the ground. 180 degrees and look up at the lighted window opening with the surrounding Wkwy railing. This is where you will launch the DB.
  19. 19
    Note on DB Glitch: Manually SAVE. The DB has become invisible more than once after being launched through the window opening. You may hear it upon reaching the room, stand on it, or even grab it.
Tips
  • Mastering the rooftop jump saves time, health, and energy.
  • Use the DB weapon strategically to control groups of Zombies.
  • Luring enemies to specific points can create advantageous situations.
  • Be aware of Speeder spawns and their climbing behavior.
  • Utilize environmental elements like water tanks and railings for movement and cover.
  • Save frequently, especially before attempting difficult maneuvers or entering new areas.

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