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Part 13
Half-Life: Alyx

Part 13

Complete Half-Life: Alyx Part 13 walkthrough, including defending Ye Olde Combine Trap Inn and clearing the SS.

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Complete Half-Life: Alyx Part 13 walkthrough, including defending Ye Olde Combine Trap Inn and clearing the SS.

Walkthrough
  1. 1
    Park the car outside the building with the rocket launcher, enter, use the Gravity Grenade (G) to pull down the hinged metal floor flap, then use a G to send a Gravity Grenade into the gap below it.
  2. 2
    Jump onto the flap and ride it up to the walkway (Wkwy). Flip the switch and grab the goodies in the caged room, then exit.
  3. 3
    With the launcher and the Combine Ball (CB) bolts, you do not need to enter the container yard. Head back to the car and leave the area.
  4. 4
    Pass through the tunnel to the switchback on your left; Alyx will comment on another cache, which you can ignore.
  5. 5
    Approach a couple of buildings at the top of a hill, with more down slope.
  6. 6
    Clear the cars blocking the road. Explore the upper floor area of the structure on the right for the Shotgun (SB), leave the Storm Charges (SCs) alone, and move any Energy Bolts (EBs) away from the road.
  7. 7
    Return to the car and drive down slope.
  8. 8
    Turn the car around near the main building and leave it in the street beside the basement stairs.
  9. 9
    Enter the main building and explore its basement and 2 floors. Use GGP+ (Gravity Grenade Plus) on all SCs to free up their contents for later use.
  10. 10
    Collect a radiator and leave it in the 2nd floor room between balconies #1 and #2.
  11. 11
    When complete, exit the building to activate the Super Shotgun (SS) and combine, then retreat back into the house and beside the stairs to the 2nd floor for temporary cover (press the cover button to crouch behind walls or objects).
  12. 12
    Switch to the CB, then side creep right to the doorway at the base of the stairs.
  13. 13
    Creep into the room, then through the doorway to the porch, retiring Barnacles (BGs) as they come into view.
  14. 14
    After 9-10 BGs drop, the sounds of the Combine assault change, possibly indicating a dropship delivering more Hunters and possibly Orbital Elite Barnacle Guards (OEBGs).
  15. 15
    The sound of Hunters (Hs) stomping becomes prominent, and shortly after, 2 OEBGs storm the building from the porch.
  16. 16
    When the OEBGs are down, the Hs maneuver for their assault on the building. The 1st H appears in the large window facing balcony #2.
  17. 17
    If you do not have a radiator in hand, head down to the main floor and grab one. The H drops into the building through the window, lining itself up for hammering.
  18. 18
    Fortunately, H #2 enters shortly after from the barn doors in the 1st floor sitting area near the fireplace, also positioning itself for hammering. You can GGP+/GGP- the radiator without it touching the floor.
  19. 19
    H #3 reports from the basement, providing another easy target.
  20. 20
    When all BGs are down, pick through all the supplies to health up, then enter the car and head back upslope.
  21. 21
    There may be 4 or 5 OEBGs, but only 1 Hunter. Run them down with the car.
  22. 22
    Continue past the houses until it's safe to make a U-turn, then head back for a second pass. Make your U-turn down slope just past the boulders on the left with the SCs.
  23. 23
    Listen for gunfire as you face upslope. If you hear more than one OBG, go for a third pass. If not, jump out of the car and take down the dog with the Pulse Rifle (PR) or CB.
  24. 24
    Quickly discover the Magnetic Grenade (MGT) in the building and the SS protecting it. Take cover to the side of the SS.
  25. 25
    Sidestep from cover, toss a G to the MGT, then take cover and wait for the tilt sign.
  26. 26
    Enter the room, climb the ladder, and make your way along the ducting. Stop about 6 feet before being forced to duck down by the post brace to continue into the dark area.
  27. 27
    Turn to your 1:00, locate the elbow in the other duct. There is an old cast iron drain pipe to the right of the elbow.
  28. 28
    Run/jump/crouch to it to avoid the Pulse Stream (PS). Creep over the locked room and drop off the side of it behind the SS.
  29. 29
    Locate the Exit Panel (EP), move just close enough to press the button to open it, then back step past the PB stream just enough to GGP+ the PB from the stream and out the door before it closes.
  30. 30
    Exit the room and building, hop into the car, and drive away quickly.
  31. 31
    Down slope, 2 more buildings are open. Explore building #2 near the SS.
  32. 32
    You'll have one more rebel cache to ignore before the next tunnel.
  33. 33
    After the tunnel, you'll come to a break in the road railing on the right. Take it to a small river dam.
  34. 34
    Climb over, then advance on the debris to activate the walker.
  35. 35
    Dog comes to the rescue, wrestles the walker to the ground, and tears its organic brain from its mechanical body.
  36. 36
    When done, you get an invite to White Forest. Dog raises the dam gate and clears the debris from the stream for the car.
  37. 37
    Alyx decides you should race Dog to the White Forest gate. The route swings back and forth and up, and it isn't difficult.
Tips
  • Using the CB and minimizing damage is an advantageous routine, especially against 2 OEBGs. The PR is also beneficial against lone BGs.
  • There are tons of BGs outside the building, including 3 Hs, and they are all looking for you.
  • The OBG kill count may vary before the Hs advance into the house, potentially ranging from 13-15.
  • If a Hunter (#3) is behaving unusually, such as running up and down basement steps without engaging, you can kill it with a radiator and a HE Grenade (HEG).
  • If you encounter another Hunter approaching from the road, kill it with 2 HEGs, SMG fire, and Alyx.
  • A fifth Hunter may appear from the up-slope buildings and begin firing flechettes before hopping down over the ledge.
  • Alyx can sometimes be annoying and get in your way, making it difficult to maneuver to avoid danger.
  • When dealing with Hunters inside the building, if you don't have a radiator, grab one from the main floor.
  • If you have the foresight, you can GGP+/GGP- the radiator without it ever touching the floor when facing Hunters.
  • After clearing the BGs, pick through all supplies to health up before getting in the car.
  • Listen for gunfire when facing upslope to determine the number of OBGs.
  • Take cover to the side of the SS when discovering the MGT and SS.
  • Toss a G to the MGT, then take cover and wait for the tilt sign.
  • When navigating the ducting, stop about 6 feet before being forced to duck down by the post brace.
  • Locate the elbow in the other duct and the old cast iron drain pipe to its right.
  • Run/jump/crouch to the drain pipe to avoid the PS.
  • Creep over the locked room and drop off the side behind the SS.
  • Move just close enough to the EP to press the button to open it, then back step past the PB stream enough to GGP+ the PB from the stream and out the door before it closes.
  • After exiting the building, hop into the car and drive away quickly.
  • Explore building #2 near the SS.
  • Ignore the rebel cache before the next tunnel.
  • Take the break in the road railing on the right after the tunnel to reach a small river dam.
  • Climb over the dam and advance on the debris to activate the walker.
  • After Dog defeats the walker, you will receive an invite to White Forest.
  • Dog will raise the dam gate and clear the debris from the stream for the car.
  • You will then race Dog to the White Forest gate.

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