Welcome to City 17. In Half-Life: Alyx, you step into the boots of Alyx Vance, fighting the Combine occupation five years before the events of Half-Life 2. This is a deeply atmospheric, story-rich sci-fi RPG where you’ll navigate terrifying environments, solve intricate puzzles, and engage in intense first-person combat. Master your gravity gloves, scavenge for resources, and upgrade your arsenal to survive the horrors that await.
This guide is your essential companion for conquering every chapter of Alyx. We’ll provide detailed solutions for challenging puzzles, strategies for overcoming tough Combine enemies and boss encounters, and tips for mastering weapon upgrades. Whether you're aiming for all the Steam Achievements or simply want to emerge victorious against the Combine, we've got you covered.
Part 1
Embark on your journey through Half-Life: Alyx with Part 1 of our comprehensive walkthrough. Learn essential tips and strategies for navigating the early stages of City 17.
This guide covers Part 1 of the Half-Life 2: Episode 2 walkthrough on PC, updated on 02/13/2017 by Ghidrah.
About the Guide: This walkthrough is intended to complement a video counterpart. The author notes that the game's AI seems tougher than remembered, with enemies dodging more frequently and utilizing cover better. The author also discusses their personal setup, including a Logitech G700s mouse and a Logitech G810 keyboard, and how these impact gameplay, particularly the use of a 'Quick Switch' key for the Gravity Gun.
Contractions Used:
- Acid Spitting Ant/s= ASA/s
- Bad Guys= BGs
- Bunny Hop= BH
- Clockwise= Cw
- Combine Zombie/s, (Zombine) = ZB/s
- Counter Clockwise= CCw
- Crane Road= CR
- Crane Road/Saw Mill Road= CR/SMR
- Crane Road/Saw Mill Road 1/Supply House= CR/SMR1/SH
- Crane Road Spawning Area= CRSA
- Cross Bow= CB
- Crowbar= KB
- East= E
- Entry Point= EP
- Exit Point= XP
- Explosive Barrel/s= EB/s
- Explosive Tank/S= ET/S
- Fast Walker= FW
- Firing Position= FP
- Flashlight= FL
- Gas Can= GC
- Gravity Gun= GG
- Gravity Gun Pull= GGP-
- Gravity Gun Punch= GGP+
- Hallway/s= Hlwy/s
- Hand Grenade= G
- Head Crab/s= HC/s
- High Energy Grenades= HEGs
- Hunter/s= H/s
- Left Trigger= LT
- Line of Fire= LOF
Part 2
Complete walkthrough for Half-Life: Alyx Part 2, covering chapters like 'To White Forest', 'This Vortial Coil', and 'Freeman Pontifex'. Includes objectives and tips.
- 13.1a Meet the ASAs:
- Wake up inside a tilting train car after the Citadel's destruction.
- 2Find Alyx Vance at the end of the car.
- 3Open the car door, grab the Gravity Gun (GG), and proceed to the next car.
- 4Open that car door and drop to the ground.
- 5Exit the area once a portal storm causes boulders to clear a path.
- 6Navigate a linear tunnel, dealing with Zombies (Zs) if necessary.
- 7Enter the building and close the door behind Alyx to prevent her from exiting to fight.
- 8Help Alyx set up the radio and wait for her to finish talking to White Forest.
- 9Enter the next tunnel, run, and jump over a Poison Spider (PS). Let Alyx handle it.
- 10Use the Gravity Gun (GGP+) to clear the tunnel car blockage.
- 11In the train yard, find the path to the top of the Control Room (CR) building.
- 12Enter the gate control room, raise the gate, and exit via the trapdoor.
- 13After Alyx is attacked by a Hunter (H) and saved from Antlions (ALs) by a Vortigaunt, find the mine elevator.
- 14Yank the Key (KB) from the gears and ride the elevator down.
- 15Collect goodies in the mine shack.
- 16Locate the elevator, crank the hand wheel to raise it, and pass your floor for extra goodies.
- 17Use GGP- to collect them on the way down, then step off onto your floor.
- 18Look for more goodies and proceed through holes in the flooring.
- 19You'll reach a hole above another level; drop down quickly and run in the direction of a pale white thing.
- 20This is an Acid Spitting Ant (ASA). Avoid its spit by strafing and sprinting.
- 21Follow the track that bends left, noting ore cars blocking Line Of Sight (LOS) to more ASAs.
- 22Sprint toward the cars and into a narrow room on the left.
- 23Collect weapons and ammo. Use the Gravity Gun (GGP-) to pick up an Energy Tool (ET) from the table.
- 24Turn to face the hole near the locker. Move along the right wall toward the hole.
- 25Drop the ET into the hole as you pass by on its left side. Use GGP+ to clear the material blocking the hole.
- 26Use GGP- to grab Suit Battery (SB) from the locker.
- 27Open the door to the right of the lockers, backstep to the wall.
- 28Use GGP- to grab Pulse Rifle (PR) ammo from the locker, then drop into the hole.
- Creep under the tracks with the ET.
- Clear debris and junk blocking your path to ground level.
- Be aware of ASAs behind steel beams, maintaining 4-5 feet from fences.
- Acid Spitting Ants (ASAs) spit acid, which is damaging. Maintain distance and be aware of their access points.
- When clearing debris, be vigilant about your position, especially with ASAs behind fences.
Part 3
Navigate the treacherous paths and intense combat of Part 3 in Half-Life: Alyx. This guide details enemy encounters, environmental hazards, and strategic approaches to overcome challenges.
- 1Proceed through the narrow path, using the Gravity Gun (GGP) to clear debris with your Combine scanner (ET). Send the ET to the blockage and then use the one you've been dragging. Take cover from Assault Squads (ASAs) on your right. Clear remaining debris and sprint through the passage, then turn left.
- 2Expect up to three ASAs from the open area ahead and to the left. One may attack while you clear the blockage. Stay to the left while working. Use a combination of running, crouch-walking (BH), and sprinting into the open area and then right towards the beginning of the ledge. Sprint along the ledge, using the GGP to clear webbing in advance. Continue sprinting at and over the ledge into the low wet area.
- 3Note on ASA Combat: ASAs are easier to kill from their bellies with 1-2 pistol rounds. For close quarters (CQ) combat with ASAs, use the Shotgun (SG) at 12-15 feet to minimize collateral damage from its burst.
- 4Healing Larvae: Be aware of the healing properties of small larva nodes excreted by squished larvae.
- 5Continue to the next area, dropping off the ledge, running through items, and climbing the ridge. Enter the next area and move right to cover. You will be in a larger area before ASAs can react. If spotted shortly after climbing out, ASAs may enter the small low wet room and attack.
- 6In the next cave section, there are barnacles above the water, Antlions (ALs) in the distance, and an unseen distant ASA. Position yourself on the dry spot with the water and barnacles between you and the ALs. Wait for barnacles to drop their prey before moving. Advance along the left perimeter to lure distant ALs, then retreat to your position. Use barnacle tongues to your advantage against approaching ALs. Allow barnacles to feed before proceeding. Use the left perimeter again to maneuver and activate the next two ALs and the ASA. Retreat to the edge of the water and hold your position.
- 7When the two ALs appear, sprint along the left side of the cavern as they approach. If barnacles didn't get them, they likely will as they pursue you towards the ASA. If the ASA appears between the wet area and a stalagmite, strafe to avoid its spit while advancing for CQ. Use the GGP to push it aside or clear your path. As you pass the ASA, approach a stalagmite with barnacles to its left and in the middle of the path. Slow down, hug the stalagmite, then sprint into the next area.
- 8The next area contains one ASA and several ALs. Sprint into the water for protection until you exit. Keep an eye on the ASA's bright body to either evade or kill it as you exit the water. Run left into the next tunnel and sprint. An ASA at the far bend will attempt to lure you deeper into the narrow tunnel. Two more ASAs are hidden in a pocket cave past a small side tunnel.
- 9Slow to a run, then sprint to recover. Look for the small tunnel on your left and begin sprinting. Sprint past and to the right of the pocket cave, continuing into the small tunnel until your sprint runs out. Continue running to a hole in the floor, from which an alarm can be heard. Drop down to begin Chapter 2, "This Vortal Coil".
Chapter 2: This Vortal Coil
3.2a Shielding the Vort and Alyx
- On the ground, run past the two rebels to the ammo crates to restock. Grab one mine and place it about 15 feet inside each of two tunnels. Head down the ramp to Alyx, the Vort, and the Supercharged Combine (SCs). Open the SCs for items like the SMG and HEG. Return to the rebels for dialogue. There are four tunnels: three man-made and numbered (#36, #12, #24) and one unmarked breach tunnel on the far left.
- My 4-Step Strategy (MO):
- 1. While only one tunnel floods with Antlions (ALs) at a time, grab a Mounted Gun Turret (MGT) from a tunnel and carry it to the tunnel you are defending. The MGT, combined with the two rebels, should handle the ALs without using your own ammo.
- 2. When two tunnels are under siege, drop the MGT at the first tunnel, sprint to the second MGT, pick it up, and take it to the second tunnel. The rebels will position themselves as they see fit.
- 3. When three tunnels are under attack, place MGTs at tunnels not defended by rebels, still without firing a shot.
- 4. When four tunnels are about to be attacked, quickly position MGTs at undefended tunnels. Try to position near tunnel #24 or the breach to be close to the SMG or SG crate. Hold your position until the Vort begins screaming about being attacked. Ensure your SMG/SG is full, then head down the ramp with an MGT from the closest tunnel. Position yourself to the Vort's right and hold your position with the MGT held high over Gordon's head. Fire at anything flying over the railing or coming down the ramp. When the MGT burns up, switch to the SMG or SG, continue firing, and begin moving around the ramp.
Part 4
Navigate Part 4 of Half-Life: Alyx, focusing on combat against ALs and ASAs with Steve the Vort. Learn weapon strategies and ammo locations.
- 1Maintain distance from ALs and collect SMG ammo at the base of the ramp.
- 2When three Vorts arrive after tunnel #12 lights up, stay at the ramp base and use its walls for cover (press the cover button to crouch behind walls or objects). Switch to the Shotgun (SG) and move up the ramp to the SMG ammo crate.
- 3From the point where you drop through the floor until you reach the next section, expect approximately 90% ASAs and 10% ALs. Use narrow "S" curves and caverns for cover, relying on stalagmites and bends. Conserve ammo, using the Revolver for distant ASA shots and the Gravity Grenade (GG)/SG/Pistol for close-quarters combat (CQ).
- 4The Vort is immune to ASA acid and can discharge electricity to damage ASAs. Stay ahead of the Vort to allow it to cover your rear, but don't get too far ahead or it will break defense and chase you. If you need a breather, turn around and cover the Vort until it catches up. Use the Vort's ability to upend ants; a single SG round or a couple of Pistol rounds will finish them.
- 5ASAs easily dodge distant boulder attacks. For distant ASAs, use short 3-5 round SMG or Pistol bursts from cover, increasing damage and keeping them at bay until they splash. Use Zoom for accuracy and to minimize damage.
- 6Follow the Vort from the ramp, past the lift gate, and into the tunnel. Use the GG to throw a boulder. Break through web #1, then a side web for SG ammo and/or larvae beads.
- 7At the next path-blocking web, prepare for renewed action. If observant, you might see an ASA cross the tunnel from the next cavern. Continue to the ground larvae, stop, and use the GG on web #2. Move to just before web #2, hold position, and target ALs deep to the left past a small stalagmite with larvae. Throw a GG at the cave ceiling above the ALs, aiming for the lower of the two horizontal striations to destroy them.
- 8Quickly switch to the SMG and sprint to the side of the stalagmite to confirm all enemies are eliminated. If so, switch to the SG and drop off the ledge. Run to the column, turn left, and activate the ALs and ASAs. Engage ALs with the SG at CQ, then switch to the SMG to snipe ASAs from a distance, aiming to group three for a HEG (High-Explosive Grenade). If not all three are eliminated, finish survivors quickly with the SMG.
- 9Sprint along the next tunnel, leaving the Vort to handle remaining enemies.
- 10A good weapon combo for ALs and ASAs is to use the GG to flip them onto their back or side, then quickly switch to the SG for a one-round kill.
- 11Look for webs high up that may hide supplies.
- 12To avoid extra ASAs and ALs in the next cavern, make the jump over the crevasse and proceed to the next tunnel. Access the side web for SMG ammo.
- 13Turn 180 degrees and ensure your rear is clear until the Vort catches up. Run toward the larvae, stop before passing them to their right, and turn left to face an ASA. Eliminate it quickly, potentially taking a hit. Use the right side of the tunnel as cover from ASAs approaching from the far right tunnel, letting the Vort handle ALs.
- 14Use the Revolver's zoom to drop two ASAs in the distant tunnel to your right, then switch to the SG. From the cavern's exit point (EP), locate the rising ledge/path to the cavern's XP (eXit Point) to the right. Face the far right tunnel from the EP, then sprint and jump the crevasse to the dogleg.
- 15This maneuver can eliminate two or more ALs and/or ASAs before the Vort catches up. Rush the tunnel EP, SG any oncoming ALs, and be ready for ASAs.
- 16Continue to the side web for SMG ammo. Around the next bend, there may be three ASAs and a couple of ALs. Use GGs, step to the leading edge, throw two GGs into the dips of the tunnel, then retreat and switch to the SG. If no enemies appear after a few seconds, move forward; ALs will often swing into view.
- 17When clear, switch to the SMG and move forward, using dips and bends to reach surviving ASAs. Use the GG for close combat, then the SG. The Vort is usually nearby and will shock or kill any ASAs that breach the bend.
- 18Locate and drop down the hole at the end of the tunnel. Collect items, then run to the boarded gate. Use the GG to break the boards and quickly enter the zombie (Z) filled room.
- 19Sprint across the room to the wall and use the GG to detonate an explosive (ET). Back away from approaching Zs to create blast distance, then detonate. Collect items, use the GG on a barrel, and enter the next room. Use the GG on both speeders, then toss two barrels onto the elevator and carry the steel bundle onto it. Immediately drop the steel and use the GG on the security container (SC) in the elevator shaft niche on your way to the level below. For speed, use the GG to detonate two explosive barrels (ETs) into wandering Zs, then grab a barrel and slam the zombie barrel (ZB) as it attempts to exit the cage.
- 20At Lift #2, which has a control panel with a snoozing ZB beside it, use the GG to collect three steel bundles from nearby and below the lift, then drop them onto the lift. Use the GG on an explosive (ET).
- Conserve ammo, especially in narrow tunnels with limited resupply.
- Utilize the Vort's electrical discharge and its ability to upend enemies.
- Use cover effectively, such as tunnel bends and stalagmites.
- The GG is effective for flipping enemies and setting up SG kills.
- Keep an eye out for hidden supplies in webs.
- The maneuver after jumping the crevasse can eliminate enemies before the Vort catches up.
- When facing multiple enemies, use GGs to create distance and then switch to the SG for quick kills.
- The Vort's name is Steve.
Similar guides you might like
100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content