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Part 38
Half-Life 2

Part 38

Learn how to transport and use Dog's Ball after Ravenholm in Half-Life 2, including navigating tunnels and dealing with enemies.

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Learn how to transport and use Dog's Ball after Ravenholm in Half-Life 2, including navigating tunnels and dealing with enemies.

Walkthrough
  1. 1
    Descend into pit #1 while holding onto Dog's Ball (DB) with the Gravity Gun (GG).
  2. 2
    Head for the supply shack on the initial landing walkway, then proceed to the far end of the dark walkway.
  3. 3
    Step down to the lowest platform and run off it. Use bunny hopping (BH) to ascend the XP stairs, then hop over the fence to the ceiling beams.
  4. 4
    Continue to the end of the ceiling beams, press crouch a second time, and drop to the floor.
  5. 5
    Run to the left leading corner of pit #2. Scrape your left shoulder along the right side of the corner post to the pit's broken and slanted 4x4 perimeter frame.
  6. 6
    As you drop to the frame below, look straight up so DB is above your head and continue forward, tight to the pit's wall.
  7. 7
    When you hit the water, swim up, turn on your flashlight, and SAVE.
  8. 8
    Continue looking up, locate the light above the pit, and orient to the corner where it will be above left. The water tunnel will be at your 12:00.
  9. 9
    Begin lowering DB to your 12:00, then allow yourself to submerge your head while moving forward.
  10. 10
    Remain tight to the left side of tunnel #1's wall and ceiling as you swim forward and then left around the corner to the "X" frame blocking your way.
  11. 11
    Remain tight to the "X" frame and swim up. As you rise out of the water, turn to face the "X" frame.
  12. 12
    The frame post should be along your left shoulder. As your head rises out of the water, lower DB to your 12:00 and press jump. You should land on the cross beam. The box of shotgun rounds (SG rnds) may or may not be on the beam.
  13. 13
    SAVE, allow your flashlight to recharge, then look up, turn the flashlight on, and drop off the beam.
  14. 14
    Repeat the tunnel #1 maneuver in tunnel #2.
  15. 15
    Rise out of the water and locate the tram lever. Stand against the lever with it between you and the tram, then jump onto it.
  16. 16
    Jump to the tram, align with the tram cable, then run the length of the cable to the end of it.
  17. 17
    Drop off the left side of the cable to avoid the two zombies (Zs) to the right and BH to the tunnel entrance.
  18. 18
    Move to and activate the train speeder, then use DB on it when it lands.
  19. 19
    BH to the arch. Stay in the middle of the track so you can use the Gravity Gun Plus (GGP) and DB as soon as the end of the train car is Line of Sight (LOS).
  20. 20
    Send DB just to the right of the end of the train car, then sprint to it. Take the hit just before you get close enough to retrieve DB, then BH to the side of the train car for cover (press the cover button to crouch behind walls or objects).
  21. 21
    If you can't make the run or are severely damaged, deal with sniper #1 in the usual manner and leave sniper #2 alone to save time.
  22. 22
    Head past the supplies, BH to the train car blocking your path, then cross the car's entrance point (EP) to the right of it and hold.
  23. 23
    The Overwatch Beta Guards (OBGs) will pass through one by one; DB them. Collect any items you lack, like the Pulse Rifle (PR), and continue to the tunnel opening.
  24. 24
    Do a mad BH to the van; scrape along the side of it for the goodies, then continue to and along the right side of the train car.
  25. 25
    DB the advancing Beta Guard (BG), then continue to and bear left past the end of the section of train.
  26. 26
    Deal with the two OBGs in the crap yard in your preferred manner.
  27. 27
    Grab DB; continue past the corner of the building about 20 feet.
  28. 28
    Backstep toward the train car, face the fence, and launch DB over the fence to the building's gable. This will keep DB away from any Energy Barriers (EBs) while you deal with the OBGs at the next building's EP.
Tips
  • Since mid-summer, changes have occurred in the game: an invisible shield may prevent driving DB into Colonel Cubbage's compound, DB may not stick to the car without immediate action, and rebels and Beta Guards are more aggressive towards DB.
  • Invisible barriers have been added, the magnetic adhesion of DB on the buggy has been weakened, and certain rebels and Beta Guards are more rabid regarding DB.
  • An invisible barrier at the end of Nova Prospekt now completely excludes it from the game.
  • Dragging DB around is a chore (P.I.T.A.). If you are used to a regimented path and set of tactics, this may cause problems.
  • It is not necessary to wait for spiders to roast themselves unless you personally enjoy it.
  • You can reach cover with 96% health from sniper #1 if you get to the arch before he begins targeting the 3 Zs.
  • If you can't swing the run to retrieve DB or are severely damaged, deal with sniper #1 and leave #2 alone to save time.

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