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Part 19
High on Life 2

Part 19

Detailed walkthrough for Part 19 of High on Life 2, covering navigation of the Big Shaft, Marine Camp, Marine HQ, and Power Generator areas, including enemy encounters and item locations.

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Detailed walkthrough for Part 19 of High on Life 2, covering navigation of the Big Shaft, Marine Camp, Marine HQ, and Power Generator areas, including enemy encounters and item locations.

Walkthrough
  1. 1
    Crouch-drop down to the floor below the broken walkway, breaking crates to find a tripmine and assault rifle (AR) grenades.
  2. 2
    Proceed down the hallway, readying your assault rifle for a vortigaunt. Dodge its fire if necessary.
  3. 3
    As rubble falls from a gargantua stomp, move slowly towards it, looking up with your flashlight. Shoot a headcrab near a ceiling hole with your pistol or use a hand grenade.
  4. 4
    As you move past, two more headcrabs will drop; shoot them. Continue to section c2a1b.
  5. 5
    Section c2a1b: BIG SHAFT AND MARINE CAMP
  6. 6
    In the next room, strafe to let vortigaunts blow themselves up.
  7. 7
    Use the door-opening wheel to open nearby doors. If the sound persists, quicksave and quickrestore.
  8. 8
    Climb the first ladder, turn left, and move towards the next ladder. Look up to spot a marine on the walkway above.
  9. 9
    Engage the marine with the .357. If he runs, move to the next ladder's base to try and shoot him.
  10. 10
    Enter the side room, grab both pairs of AR grenades (totaling six).
  11. 11
    Climb the ladder to the top walkway and move towards the marines' area entrance.
  12. 12
    Take down the marine and the turret. For the turret, crouch-strafe to the right from the doorway to shoot one of its legs.
  13. 13
    Use the .357 to sneak-shoot the marine near the first aid station. If he moves, follow and shoot him again.
  14. 14
    Bash boxes and tables for ammo, including a crossbow clip. Head down the corridor to section c2a1a.
  15. 15
    Section c2a1a: MARINE HQ AND POWER GENERATOR
  16. 16
    When rounding the corner, see explosive crates ahead; do not destroy them yet.
  17. 17
    Edge forward with your pistol. More explosive crates are near a sandbag wall to the right, with a marine there. Shoot the crates to blow them up without alerting the marine.
  18. 18
    Stay hidden and try to sneak-shoot the two other marines that run into the area, or let them come to you for shotgun blasts.
  19. 19
    Notice the underground bunker-style room with a first aid station and hand grenades; remember it for later.
  20. 20
    Past the sandbag wall, find a spare tripmine on the floor near a ramp.
  21. 21
    Optional Shortcut: Jump over the railing and land on a turning fan below. Strafe to avoid being blown back up. Ride the lift back up. This path is faster but more dangerous, requiring AR grenades to clear the way back to the vortigaunt room.
  22. 22
    Recommended Path: Get out the .357 and quicksave. Back onto the first ramp, face the red-railed balcony. A marine will appear; kill him with headshots or quick body shots.
  23. 23
    Listen for an explosion, indicating another marine triggered a tripmine. If both events occur, quicksave. Otherwise, quickrestore and retry.
  24. 24
    Crouch-walk up the ramps. Set a tripmine on the wall to the right of the doorway.
  25. 25
    Crouching near the tripmine, turn on your flashlight and look through the doorway. Shoot the vent grating on the ceiling twice with your pistol to break it.
  26. 26
    Immediately run down to the bottom of the top ramp and crouch there with your shotgun ready.
Tips
  • Save the powerful AR grenades for difficult encounters.
  • Use the environment, like explosive crates, to your advantage against enemies.
  • Quicksaving frequently is recommended, especially before engaging tough enemies or attempting tricky maneuvers.
  • The underground bunker room contains useful items like hand grenades and a first aid station.
  • Be patient when dealing with the marine near the sandbag wall and the one on the balcony; precise shots are key.
  • Assault Rifle Grenades
  • Tripmines
  • Ammo (including a crossbow clip)
  • Access to the Marine HQ and Power Generator area.

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