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Part 5
High on Life 2

Part 5

Complete High on Life 2 Part 5 walkthrough. Learn how to defeat headcrabs, save guards, and find all items.

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Complete High on Life 2 Part 5 walkthrough. Learn how to defeat headcrabs, save guards, and find all items.

Walkthrough
  1. 1
    When facing a headcrab, you can either dodge its leap or let it see you, then crouch and back up around your end of the pillar. When it walks into view, quickly move forward and crowbar-whack it to death. The headcrab may have its back turned, allowing you to sneak up on it.
  2. 2
    Move on until section c1a0c loads back up, then time your run through the control room again. Wait for the surge to hit the spot farthest from you, then quickly run through.
  3. 3
    Go all the way back to the test chamber door, then quickly crowbar-whack the revived security guard to death. Take his pistol.
  4. 4
    Go all the way back to where you picked up the crowbar, then crouch down and use it to bash out one of the doors' lower glass panels so you can crouch-walk through.
  5. 5
    Do the same with the next set of doors, and watch the elevator crash.
  6. 6
    Turn right and climb down the ladder to grab an armor battery from the floor next to the elevator wreck.
  7. 7
    Climb back up that ladder, then climb up the ladder that leads up to the next floor.
  8. 8
    Quickly get off the ladder and run through the doorway to find a zombie closing in on a nearby security guard. Use the pistol to quickly head-shot the zombie before it can kill this guard. If the zombie notices you and starts coming toward you, back away from it while the guard shoots it for you.
  9. 9
    Hopefully, the guard will be able to shoot down the other nearby zombie all by himself. Stay out of the way and watch.
  10. 10
    After that's done, talk to the guard to get him to follow you, then go through the nearby open doors to reach section c1a1a.
  11. 11
    Section c1a1a: LOCKER ROOM REVISITED
  12. 12
    Past the next set of doors, go around the corners just far enough to get your guard pal to notice two zombies ahead, then stay out of the way while he shoots them down.
  13. 13
    The guard won't notice the nearby dead scientist with a live headcrab on his head, so either ignore that or whack it to death with your crowbar.
  14. 14
    At the path split, go straight ahead to find the corridor with the break room and employee locker room.
  15. 15
    In the break room, vandalize the soda machines with your crowbar.
  16. 16
    In the locker room, get two armor batteries from the "Freeman" locker, then grab the two bullet clips in the flapping-open "Guthrie" locker.
  17. 17
    Go back the way you came, then turn left and go up the slanty bit of floor to reach the spot where section c1a1f loads.
  18. 18
    Section c1a1f: GETTING TO THE FORMERLY RESTRICTED AIRLOCK
  19. 19
    Turn left and follow the hall to get back to the room you first entered at the beginning of the previous chapter. Notice the explosion that destroys a vent covering near the floor.
  20. 20
    Shut off the annoying alarm by using the security desk's button, then go over to the wall hole where the destroyed vent covering was.
  21. 21
    If you can get the attention of the headcrab that you can see a short way past the wall hole, back off so your guard pal will shoot it for you. Otherwise, slowly crouch-walk toward the crab until it's crushed by a falling computer bank.
  22. 22
    Stand up and look to the left to see a second headcrab in the distance. You can either shoot it to death or try to lure it out to where your guard pal will shoot it for you. Crowbar-whack your guard pal to get his pistol.
  23. 23
    Before you reenter the computer room, go over to the big doors that lead to the tram arrival platform. You can partly open those doors by crowbar-bashing the largest of the three panels on the wall to the right of the doors.
  24. 24
    Crouch-walk under the upper door, then run down to the other set of doors and do the same thing.
  25. 25
    Grab a bullet clip from near a dead guard.
  26. 26
    Kill a scientist by walking a short distance onto his unsteady bit of walkway, then quickly retreating before it collapses.
  27. 27
    Go back through the two half-open door sets and then crouch-walk through the wall hole to get back into the computer room.
  28. 28
    Go to the room's back left corner and jump onto the slanty computer bank (you'll have to use a jump-crouch here), then crouch-walk through the small crawlspace to where you can drop down into a corridor.
  29. 29
    Watch the scientist in a nearby room get headcrabbed, and carefully avoid the same fate by not going near the section of fallen vent shaft that's just to the left of that room's windows.
  30. 30
    In the dark room across the hall, you can whack a chair zombie to death and smash a few things.
  31. 31
    Past that, you'll come to an area where a security guard and a zombie are both about to die. Grab the guard's gun and crouch-walk through the left part of the first set of doors to reach section c1a1b. You'll probably have to do a crouch-jump to get through the doors.
  32. 32
    Section c1a1b: HOUNDEYES AND HAND GRENADES
  33. 33
    Use the button panel on the left to get one of the doors ahead of you to start opening and closing. Time your way through it so it doesn't close on you and damage you.
  34. 34
    Turn right past the door and move forward with the crowbar ready. When a houndeye teleports in, back up a bit, then charge him and whack him with the crowbar as soon as he starts whining up a sonic charge.
  35. 35
    Do the same to the other nearby houndeye who's attacking a scientist.
  36. 36
    Move on to the next area, where you'll find two more houndeyes. You can either crowbar them to death or use the pistol to make sure you don't get zapped.
  37. 37
    If you jump into the side room that one of the houndeyes broke out of, you'll find a first aid station on one w
Tips
  • When dealing with the headcrab, letting it see you and then backing up around the pillar can prevent its leap attack.
  • Timing your run through the control room surge is crucial for survival.
  • The pistol obtained from the security guard is very useful for headshots.
  • Crouching and using the crowbar to break glass panels allows for stealthy movement.
  • Saving the security guard in the later section is important, and the pistol is key for this.
  • Be aware of the headcrab on the dead scientist's head in section c1a1a.
  • In section c1a1f, luring the second headcrab towards your guard pal can be a safe strategy.
  • When opening the big doors to the tram arrival platform, crowbar-bashing the panels is necessary.
  • A jump-crouch may be required to get through certain crawlspaces and doors.
  • In section c1a1b, timing your movement through the opening and closing doors is vital.
  • When facing houndeyes, backing up and then charging them as they begin their sonic charge with the crowbar is an effective tactic.

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