CITADEL
61 -
FOLLOW FREEMAN! PART TWO
cheat on the combine army!
Your goal is to reach the other side of the square without A) being hit by the mortar on the town hall and B) leaving behind any strider that would surely kill you and Barney should you walk under its legs. Using a light weapon or Snake is enough to ensure that A) gets done. B) instead requires you to carefully collect all rpg rounds and mines laying around to take down the striders one after the other,without them noticing you until it's too later. The AWP and the vulcan are a good support for this.
62 -
FOLLOW FREEMAN! PART THREE
the Town Hall is strangely quiet!
After the battle in the tunnel,antlions have emerged and conquered the crumbled town hall from the inside,select your heavier weapons and wipe them out. Later,prepare for a desperate resistance on the upper levels of the building,as the assassins storm the place to get you.
63 -
FOLLOW FREEMAN! PART FOUR
Defend from the bugs that are still around from the last stage and set up for the aerial attack of the gunship. You have limited ammo,so don't waste them or you will have to start over. Next,you will have to deal with an incoming platoon of assassins: set up some traps to say them they are unwelcome. Now,all that remains is to burn the combine hideout on the other side of the bridge: use explosive,rockets,the irifle,anything with a splash damage and it will be over.
64 -
FOLLOW FREEMAN! PART FIVE
the enemy has just sent in the cavalry!
Be careful when going down the stairs,there are still enemies coming to deal with you from before at the extended bridge. Once down,execute the final combines and start running around to get RPG ammo. The first ones are up a small ladder in front of the colums of the town hall,with this you should be able to take down the first strider. The second batch is on an equivalent ladder close to the big crater when you have to go to continue. Enter this,collect other rpg rounds and when you are out,get in the closer building: here you will find more ammo and shelter to take out the 2 following striders. Get across the square and find more ammo in the bunker to take down one more strider. Once you arrive in the place that originally held the rpg ammo box,prepare for some long ranged battle with the combines waiting for you at the end of the stage. Remember,even if it won't deal big damage,any weapon can be used against a strider to have it flinch for a moment to secure your escape.
65 -
FOLLOW FREEMAN! PART SIX
incoming strider!
A strider is chasing a group of rebels that can just run into a trap of their enemies,who are waiting for them at the end of the road. Protect them by delaying the strider's attacks by hitting it with the machinegun and later cap the combines from afar with the snipergun. Beware,this one strider is very tough and if you don't take countermeasures against it,2 of his gunshots will tear you to pieces. If possible,make the antlionguards hidden on the upper levels to take his attention while you run for the rpg rounds hidden in the building.
66 -
FOLLOW FREEMAN! PART SEVEN
lead your allies in the underground and prepare for some explosive gunfights. Beware of the following squadron of assassins wielding energy ball launchers as well as the strider that brought them there,who's overpowered as the one in the previous level. The rest of the mission is to resist as much as possible in the bombed building,taking cover when possible and avoiding wastes of rpg rounds that are no longer unlimited as before.
67 -
"OUR BENEFACTORS" PART ONE
there are traitors among the rebellion!
In the end the vortigaunts didn't change their ways at all,they have always been the same you knew in HL1. Use everything you have to repel them,or they will kill you in no time: bullet time and sniper weapons are good,but killing spree is better. Watch out for stalkers,too!
68 -
"OUR BENEFACTORS" PART TWO
just a trip on the prisoners' pod,no battles in here.
69 -
"OUR BENEFACTORS" PART THREE
You are no longer confiscated of all your weapons in here,but don't think this will be easy nonetheless. The superggun is not super powerful as before while your enemies are. Pay extra attention to energy ball launcher-wielding assassins and stalkers hidden in the dark. Try smashing more combines together with the superggun,it is both useful and quite a gibfest.
70 -
"OUR BENEFACTORS" PART FOUR
dispatch the vortigaunts as you have learnt to do in the previous stages. Use the chaff grenade and sniper weapons to secure you ascendancy and equip some heavy shotgun for the last fights with the assassins.
71 -
"OUR BENEFACTORS" PART FIVE
wiping out the last of the vortigaunts and stalkers should be easy,this level is very small.
72 -
DARK ENERGY
time to unlock Gray Fox and the extras!
Rush to Breen and equip yourself with some weapons: the vulcan of Liquid Snake and the snipergun above all. Now,use the HEV Shield of Gordon and the Morfine Shot of Big Boss wisely to get at the top of tower without dying. Snipe through the central core to eliminate the stalkers and their vicious laser. If the assassins start throwing energy balls at you and you cannot keep them at bay,go stealth with Snake. Once you are on the last level,keep throwing balls at Breen until the finale is triggered,but don't forget that the blue superggun has now limited power and shorter range,so you have to take cover and aim with precision to take him down!
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