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PRIMA OFFICIAL GAME GUIDE
DAVID SJ HODGSON
STEPHEN STRATTON
MIGUEL LOPEZ
Prima Games
A Division of Random House, Inc.
3000 Lava Ridge Court, Suite 100
Roseville, CA 95661
David SJ Hodgson
Originally hailing from the United Kingdom, David left his role as a writer of numerous
British video game magazines (including Mean Machines, Computer & Video Games,
and the Offi cial Nintendo and Sega Saturn magazines) and a bohemian lifestyle on a
dry-docked German fi shing trawler to work on the infamous GameFan magazine in
1996. David helped to launch the fl edgling GameFan Books and helped form Gamers’
Republic in 1998, authoring many strategy guides for Millennium Publications,
including The Offi cial Metal Gear Solid Mission Handbook. After launching the wildly
unsuccessful incite Video Gaming and Gamers.com, David found his calling, and
began authoring guides for Prima Games. He has written over 30 Prima strategy
guides, including The Godfather: The Game, Knights of the Old Republic, Perfect Dark
Zero, Half-Life 2, and Burnout Revenge. He lives in the Pacifi c Northwest with his
wife, Melanie, and an eight-foot statue of Great Cthulhu.
www.primagames.com
The Prima Games logo is a registered trademark of Random House, Inc.,
registered in the United States and other countries. Primagames.com is
a registered trademark of Random House, Inc., registered in the United
States.
© 2007 by Prima Games. All rights reserved. No part of this book may be
reproduced or transmitted in any form or by any means, electronic or mechanical,
including photocopying, recording, or by any information storage or retrieval system
without written permission from Prima Games. Prima Games is a division of Random
House, Inc.
We want to hear from you! E-mail comments and feedback to dhodgson@
primagames.com.
Product Manager: Todd Manning
Editor: Rebecca Chastain
Copyeditor: Sara Wilson
Design and Layout: Winter Graphics North
Manufacturing: Suzanne Goodwin
Stephen Stratton
Stephen Stratton has worked on more than 30 projects in his fi ve years of writing
strategy guides for Prima. His repertoire of mastered games includes Counter-
Strike: Condition Zero, Rome: Total War, Mercenaries: Playground of Destruction, The
Legend of Zelda: The Wind Waker, Super Mario Sunshine, Hitman: Contracts, and
Splinter Cell: Chaos Theory.
Steve is a lifelong video gamer who attended the Rochester Institute of Technology
in Rochester, NY. In addition to his Prima Games guides, he also held a staff position
with Computec Media and managed the strategy section of their incite.com video
game website.
© 2007 Valve Corporation. All rights reserved. Valve, the Valve logo,Half-Life, the
Half-Life logo, the Lambda logo, Steam, the Steam logo, Team Fortress, and the Team
Fortress logo are trademarks and/or registered trademarks of Valve Corporation. All
other trademarks are property of their respective owners in the United States and
other countries..
RIDING SHOTGUN
OVERVIEW
The pace to White Forest quickens, now that the open road is before you. Until, of course, the road becomes
clogged with rusting vehicle hulks and the long-dead remains of hapless refugees and worse. Amid the eerie
quiet of these mountains is a lonely radar station, which needs to be powered up for Alyx to communicate
with White Forest. This area is your fi rst combat with the hated Hunters, but Alyx is ready for them this time.
Continue driving until you reach an abandoned farmhouse and barn...although a new and frightening resident
has taken up a corner: the dreaded Advisor. After tackling him and a Combine scout team, you quicken
the pace, driving erratically down a winding railroad to avoid the guns and bombs from a Hunter Chopper
attack craft. Only when you reach a Rebel train yard can you disembark from your overheating Car, use the
Chopper’s own weapons against it, and win the respect of your new-found friends.
Miguel Lopez
Miguel Lopez has been working as a journalist in the video game industry since 1999.
During his nine-year stint as an in-house editor, he’s worked at GameSpot.com,
GameSpy.com, and the now defunct Gamenow Magazine. As a freelance writer, he’s
contributed to numerous mainstream and enthusiast publications, including Wired,
Games for Windows Magazine, Gamepro, Electronic Gaming Monthly, and X-Play.
Half-Life 2: The Orange Box is his fi rst project with Prima.
All products and characters mentioned in this book are trademarks of their respective
companies.
Please be advised that the ESRB Ratings icons, “EC,” “E,” “E10+,” “T,” “M,” “AO,” and
“RP” are trademarks owned by the Entertainment Software Association, and may only
be used with their permission and authority. For information regarding whether a
product has been rated by the ESRB, please visit www.esrb.org. For permission to use
the Ratings icons, please contact the ESA at esrblicenseinfo.com.
A native of Hialeah, Florida, Miguel now lives in the sunny Mission District of San
Francisco, California, with his wife, cat, and two house plants.
ACKNOWLEDGEMENTS
David SJ Hodgson would like to thank : all at Valve for going above and beyond to
furnish us all with insane tactics and exceptional hospitality. Special thanks to Eric
Twelker, David Speyrer, Phil Co (for his gnome-herding skills), and Dario Casali
(who took down over a dozen Striders in an amazing display of carapace-exploding).
Thumbs way up to Miguel Lopez and Steve Stratton, Todd, Rebecca, and Sara. Polite
cap-doffi ng to Laibach, Ladytron, and The Knife. All my love to Melanie.
Important:
Prima Games has made every effort to determine that the information contained in
this book is accurate. However, the publisher makes no warranty, either expressed
or implied, as to the accuracy, effectiveness, or completeness of the material in
this book; nor does the publisher assume liability for damages, either incidental or
consequential, that may result from using the information in this book. The publisher
cannot provide any additional information or support regarding gameplay, hints and
strategies, or problems with hardware or software. Such questions should be directed
to the support numbers provided by the game and/or device manufacturers as set
forth in their documentation. Some game tricks require precise timing and may
require repeated attempts before the desired result is achieved.
INVENTORY PICK-UP
ENTITY ENCOUNTER
ENTITY ENCOUNTER
FRIENDLIES
And “W” for Winnie, embedded in ice.
HOSTILES
Crossbow
Alyx Vance
Zombine
Zombie
Stephen Stratton would like to thank : all the nice folks at Valve for being so friendly
and helpful. Special thanks to Eric Twelker, Robin Walker, and the entire TF2 team
for being so great and sharing their time and knowledge. Big ups to David Hodgson,
Miguel Lopez, Rebecca Chastain, Todd Manning, and Sara Wilson for pitching in to
keep the insanity of the project to a minimum. Hugs and kisses to Julie Mervyn, the
most loving and awesome game store manager in the world.
Dr. Magnusson
Hunter
Headcrab
Rebels*
Combine Pod*
Fast Zombie
ISBN: 978-0-7615-5693-0
Library of Congress Catalog Card Number: 2007927559
Printed in the United States of America
Combine Advisor*
Fast Headcrab
Combine Soldier*
Combine APC*
Hunter Chopper*
07 08 09 10 GG 10 9 8 7 6 5 4 3 2 1
Miguel Lopez would like to thank : everyone at Valve for being such gracious hosts
during the visit, and particularly Jeep Barnett and Eric Twelker for their generosity
and expertise. Many thanks go to the co-authors, David Hodgson and Steve Stratton,
for their insight throughout my fi rst strategy guide project. Finally, boundless
appreciation goes to my brilliant and patient wife Emiko for her support and
encouragement during this challenging deadline.
* Indicates fi rst exposure to entity
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CONTENTS
Half-Life 2: Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Getting Started . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Weapons Detail . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Half-Lifers: The Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
The Bestiary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
Half-Life 2: A Condensed Walkthrough . . . . . . . . . . . . . . . . . 42
Chapter 1: Point Insertion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Chapter 2: “A Red Letter Day” . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Chapter 3: Route Kanal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Chapter 4: Water Hazard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Chapter 5: Black Mesa East . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Chapter 6: “We Don’t Go To Ravenholm” . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Chapter 7: Highway 17 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Chapter 8: Sandtraps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Chapter 9: Nova Prospekt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Chapter 10: Entaglement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Chapter 11: Anticitizen One. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Chapter 12: “Follow Freeman!” . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Chapter 13: “Our Benefactors”. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Chapter 14: Dark Energy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
Half-Life 2: Episode One . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Undue Alarm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Direct Intervention . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
Lowlife . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Urban Flight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Exit 17. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
Half-Life 2: Episode Two. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136
To the White Forest. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136
This Vortal Coil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146
Freeman Pontifex . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 160
Riding Shotgun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 169
Under the Radar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 178
Our Mutual Friend . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 190
T-Minus One . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 202
The Art of Half-Life 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 205
Portal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 216
Overview. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 217
Chapter 1: Test Chambers 00—03 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 220
Chapter 2: Test Chambers 04—07 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 222
Chapter 3: Test Chambers 08—09 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 224
Chapter 4: Test Chambers 10—12 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 226
Chapter 5: Test Chamber 13 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 229
Chapter 6: Test Chamber 14 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 231
Chapter 7: Test Chamber 15 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 234
Chapter 8: Test Chamber 16 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 238
Chapter 9: Test Chamber 17 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 243
Chapter 10: Test Chamber 18 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 247
Chapter 11: The Escape. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 252
The Art of Portal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 259
Team Fortress 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 270
Training . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 271
Offense Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 288
Defense Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 295
Support Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 304
Gravel Pit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 314
Dustbowl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 317
Granary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 321
Well. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 324
2Fort . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 328
Hydro . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 331
The Art of Team Fortress 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 335
Achievements and Unlockables. . . . . . . . . . . . . . . . . . . . . . . 347
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HALF-LIFE 2 BASICS: GETTING STARTED
HALF-LIFE 2:
BASICS
HALF-LIFE 2:
A CONDENSED
WALKTHROUGH
HALF-LIFE 2:
EPISODE ONE
HALF-LIFE 2:
EPISODE TWO
ACHIEVEMENTS AND
UNLOCKABLES
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MASTER SCIENTIST IN TRAINING:
GETTING STARTED
HOW TO USE THIS BOOK
The following sections reveal the necessary elements you need to survive,
thrive, and resist the Combine’s assorted forces as you escape their
clutches fl ee the City, and rampage through the Outlands. Before you
squeeze into your HEV Suit, thoroughly digest the strategies presented here.
The bulk of this guide is a walkthrough of the Episode One adventure,
also known as Aftermath, and Episode Two. There is also a condensed
walkthrough of the original Half-Life 2 adventure.
Next comes a thorough tactical overview and comprehensive plans for
Portal, and full character and match strategies for Team Fortress 2. Each
chapter has labeled maps and various additional information boxes to
further aid your progress:
NOTE
If you are playing the different versions of this game, note the
following additional menu options:
Control Option (Xbox 360): Allows you to change the controller
settings to your personal preference. Achievements (Xbox 360): Use
this menu to check your Achievement progress.
Achievements (PC): Use this menu to check your Achievement
progress (HL2: EP2, Portal, and TF2 only).
Tips, Notes, and Cautions: These detail a preferred tactic (Tip), an
interesting aside (Note), or a dangerous problem (Caution) nearby.
Entity Encounter: A quick rundown of an enemy the fi rst time you
encounter it during Episode 1, along with takedown tactics as applicable.
Additional Investigations: These detail key information and some game
script, along with any backstory elements.
G-Man About Town: Your sponsor intends to keep a closer eye on you than
you may realize. His spying spots are revealed, assuming he’s still watching
over you.
Lambda Location: Every time a member of the resistance scrawls a lambda
logo on a wall, we show you where the hidden goods are.
Inventory Adaptation: Whenever a new weapon or offensive capability
becomes available, these provide a brief description of the item’s
effectiveness and usage.
Developer Commentary (all systems): This allows you to play the
game in Commentary mode, once you’ve completed that chapter
(except in HL2).
Diffi culty Menu: There are Diffi culty presets you can change in the
Options menu, too.
DIFFICULTY DEFINED
Quick descriptions of the settings are listed here, followed by detailed
comparisons of how these differences affect gameplay.
Easy: Enemies are weak and easy to defeat.
Normal: Enemies are stronger and have basic combat skills, making them
more diffi cult to defeat.
Hard: Enemies have advanced combat skills, making them deadly
opponents.
GETTING STARTED
THE MAIN MENU
MAIN MENU CHOICES
New Game: When selected, you can begin a new game from the start or
from the beginning of each game Chapter you have previously completed.
Diffi culty: There are three levels: Easy, Medium, and Hard. Diffi culty levels
are detailed following this list.
Load Game: Select and start a previously saved game.
Save Game: Select New Saved Game in the list to create a new fi le, or select
a previously saved game to overwrite a fi le.
Resume Game: Return to the current game.
Options: Set the audio and video settings, and customize the controls.
Quit: Exit Half-Life 2. Remember to save fi rst!
Easy Comparison to Normal:
More ammunition is available, your weapons are more powerful, and
enemies are weaker.
You receives 20 percent more ammunition when picking up ammo items.
You take one-half of the damage values listed in the Bestiary section of
this guide, except when damaged by fi re, falling, drowning, physics,
poison, or sniper.
You infl ict 150 percent of the damage values listed in the Weapons
Detail section of this guide.
You receive automatic aiming assistance (auto-aim).
Hard Comparison to Normal:
Less ammunition available, your weapons are slightly less powerful,
and enemies are much more dangerous.
You receive 40 percent less ammunition when picking up ammo items.
You take 150 percent of the damage listed in the Bestiary section of this
guide, except when damaged by fi re, falling, drowning, physics, poison,
and sniper.
You infl ict 75 percent of the damage values listed in the Weapons Detail
section of this guide.
You receive no aiming assistance (auto-aim) from the computer.
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