Half Life 2 Barnacle
Ecology: Barnacles are an alien life form from the dimension of Xen, although true home is a currently unknown separate dimension/world. They came to Earth following the ‘resonance cascade’ at Black Mesa Research Facility (seen in Half Life) and by the time of Half Life 2 (set 20 years later,) they can be found all over the world. Barnacle inconsistency in the half life universe. Without spoiling the ending of Opposing force, there's a very big event that happens that's not mentioned once in Half Life 2, or the episodes. The barnacle attaching to organic surfaces only was done for gameplay reasons. The developer obviously did not want the player to go everywhere.
Note: This procedure involves editing a game file; create a backup copy of the file before proceeding. Use a text editor to edit the 'config.cfg' file in the 'hl2cfg' directory. Locate the 'sv_unlockedchapters' line and change its value to '15'.
Get super gravity gun in any levelEnable the 'map d3_citadel_03.bsp' code. Once you get the super gravity gun, enable the 'changelevel [map name]' code to go to the desired level. Then, enable the 'give weapon_physcannon' code.
Defend yourself by using the Zero-Point Energy gunTake something like a barrel, chair, or another object with the Zero-Point Energy gun. Enemies cannot hurt you when they are shooting you. For better results, crouch when you are defending yourself.
Avoid losing health in Sand TrapWhen you start the Sands Trap map, you will find some rocks. Someone will tell you not to step on the sand because a creature will attack. You will have to jump on the rocks. When the rock ends and only sand remains, use your gravity gun. Use it to place a door or wooden piece in the sand and stand on it. Then, place another object in front of it. Jump on it, remove the first object, and place it in front. Continue to do this until you reach rock again and the creature will not appear.
Easy killsTo kill an enemy quickly and easily, take the shotgun and hit an enemy like headcrap, zombies, and City 17 guards. Aim and hit it in the head to kill it. Additionally, you can use Dog's ball to kill; or distract and attract enemies to the ball for easy kills. When you first get the anti-gravity gun while you play fetch with 'Dog', make sure to keep the ball. The ball is actually a 'rollermine'. You can keep the ball up until you go over to Dr. Kliener's fortified graveyard. The rollermine (ball) will follow you almost everywhere and is harmless to you, but it actually kills both types of Head Crabs. Other enemies such as zombies will ignore you and swing violently at the ball, giving you plenty of time to kill them, even with the crowbar. This will save you lots of ammunition throughout the zombie levels. You must be careful not to explode the ball, or it will be gone. If this happens, just re-load from where you had it last. The ball will follow you up most stairs, but you must carry it with the gravity gun up ladders.
Private tortureOn the first level when the combine guard (who turns out to be Barney in disguise) tells you to follow him, do as he says. While you are walking down the corridor, look through the small gap in the first door you come across. You will see a man sitting in a chair, that has blood splattered on the floor underneath it that says, 'There has to be some sort of mistake. I got a standard relocation coupon juts like everybody else.' A combine guard who is in there with him will then walk up to the door and close the shutter.
Crazy labThe 'all-knowing-Vortiguant' can be found in another location. Enable the map 'd1_eli_01' code. After the map loads, find your way inside the airlock. After the scanning sequence finishes, you should see the right doors opening. Directly in front of you will be a fence, and beyond it a blue pick-up. Ignore Dr. Mossman, who is talking to you, and enable the 'noclip' code. Go through the truck and you will see a man in a blue shirt with no eyes. Ignore him and go down the ramp down. On the left side of the large space will be a Vortigaunt. Disable the 'noclip' code and talk to him as many times as you can to see that he is crazy.
Bonus sequenceAfter the credits, wait to see the headcrab, Lamar, being pursued by the scientist. Then, watch him pounce on your head. Additionally, after you complete the game, watch the credits. Note: They cannot be skipped. When you reach the end of the credits, you will see Lamar jump onscreen. You will then hear Dr. Kliener say, 'Lamar? Blast that little… Where did she get to?' This is the same thing that he says when you first see him looking for her. Lamar will then lash out at you and supposedly 'couple with your head'.
Defeating BarnicalsTo kill the Barnicals, let them pull you up, than hit them with a crowbar from a short distance.
Defeating StridersIf you find it difficult to hit the Striders (or any other enemy) with the RPG from far away, fire a rocket and immediately press [Zoom] (default is Z). You will automatically zoom in like normal, but will still have control of the rocket. This helps in the later levels when you do not want to get too close to the Striders, or other enemies like the Combines.
Blazing Saddles referenceWhen you teleport to Dr. Kliener's lab from Nova Prospekt, you will meet up with Dog and go out and find Barney. Do not follow Dog out of the lab yet; wait until Dr. Kliener and Alyx start talking about getting another headcrab to replace Lamar (Dr. Kliener's pet headcrab). After Alyx suggests that he gets another headcrab, he replies, 'There is only one heady.' In the movie Blazing Saddles, the villain's name is Headly Lamar (whom is called Heady Lamar by some of the characters).
Half-Life logo referenceOccasionally you will see the Half-Life Logo spray painted on a wall. One example is on the wall next the entrance to Dr. Kliener's lab.
Lamar passes through cratesWhen Barney turns on the lights to the room that your Hazard Suit is in at Dr. Kliener's lab, he finds Lamar (Dr. Kliener's pet Head Crab). She (Lamar) attacks Barney. Barney then throws her onto the floor and she slams into some crates. Notice that she passes through them.
Invisible LamarWhen you first meet Lamar (Dr. Kliener's pet Head Crab), enable the impulse 101 code and shoot her with any gun. Lamar will instantly disappear. You will see some blood on the floor after she disappears if you shoot her with your pistol. Alyx, Barney, and Dr. Kliener will all act as if she is still there. Only Barney and Dr. Kliener do not look on top of the cabinet where she is supposed to be. They will look in completely different directions. Lamar will later return in the Teleporter room. You can shoot her again and the same thing will happen.
When you and Alyx go to Dr. Kliener's lab via the Teleporter, Alyx bangs on the door and asks Dr. Kliener to let you out. Dr. Kliener then opens the door holding a shotgun. You will then see Lamar appear at Dr. Kliener's feet. However, she passes through Dr. Kliener's right leg in the process.
Jumpy Dr. Kliener and shotgun; invincible and vanishing LamarWhen you and Alyx go to Dr. Kliener's lab via the Teleporter, enable the noclip code and go through the door into Dr. Kliener's lab. You will see Dr. Kliener and Lamar behind the door; both of them not moving and a shotgun lying of the floor next to Dr. Kliener. When the moment arrives for Dr. Kliener to open the door, he suddenly jumps towards the door to open it, and the shotgun suddenly jumps into his hands. If you try to shoot Lamar, she will not die. After Lamar runs out of Alyx's view, she just disappears around the corner (and is not actually hiding at all).
Frozen Hawaiian hula dollWhen you first enter Dr. Kliener's lab, you will find a Hawaiian hula doll on a desk with some monitors on it. If you bash into the desk, you will make it dance. However, when you and Alyx enter Dr. Kliener's lab again via the Teleporter and try to make it dance again, it will not. It is completely frozen on the spot.
Dog spawns from nowhereWhen you and Alyx go back to Dr. Kliener's lab via the teleporter, Dr. Kliener shows Alyx that Dog has arrived. If you stand at the very back of the room (in front of the green door) and crouch, you can see underneath the door to the room where Dog is. However, he is not there. Just as Dr. Kliener opens the door, Dog suddenly spawns out of nowhere in the room, just in time for him to run out.
Pass through Dog's armsAfter you and Dog leave Dr. Kliener's lab (after the Blazing Saddles reference), Dog waits for you to jump down a level. While Dog waits for you, he is completely still. He will not walk away from you when you get close to him. If you approach his arms, you can pass through them.
Dog's wires pass through AlyxWhen Dr. Kliener tells Alyx that Dog arrived at his lab several days ago and lets him out, Dog rushes out and hugs Alyx. However, you can see that one of Dog's wires attached to his arms will pass through Alyx.
Door to nothingnessAfter you and Dog leave Dr. Kliener's lab (after the Blazing Saddles reference), enable the noclip code and go through the drink machines blocking you from going back to the beginning of the game. Go up to the door ahead of you. Disable the noclip code and open the door. You will see that there is nothing behind it, and you can just walk into nothingness.
Backless clockWhen you and your squad are inside that big building and trying to disable the 'generators', you will eventually encounter a clock that is hanging on a wall above an archway. To find it, enter the building and go up the stairs to the right. Go underneath the archway ahead of you, turn around, then look up to find it. Equip your Gravity Gun and shoot it using Mouse 1. Keep shooting it until it is on the floor, with its face and hands facing the floor (so you cannot see them). Notice that it has no back. You will be able to see through it. You may lose it -- to find it, crouch on the floor and look for a semi-circular shape and shoot it with your Gravity Gun until you can see its face and hands again.
Cheat CodesOpen Steam, go to your 'Play Games' menu, and select Half-Life 2. Right click on it and select 'Properties'. Click the Launch Options button, then type '-console'. Click 'Ok', then close. Double click Half-Life 2 to start the game. Once it is loaded and you are playing, press the ~ key to bring up the console. Then, enter 'sv_cheats 1' and press [Enter]. You can now enter the following codes at the console window. Also, any code can be used as a command line parameter by prefixing it with the '-' character. Note: For games that were downloaded from Steam, to use cheats in single player mode, start the game with the '-applaunch -dev -tconsole' command line parameter.
Result | Cheat Code |
God mode (server only) | god |
Walk through objects (server only) | noclip |
See through walls | mat_depthbias_normal 1 |
All weapons | impulse 101 |
Spawn a jeep | impulse 82 |
Spawn an air boat | impulse 83 |
Ignored by NPCs | notarget |
Load indicated map | map [map name] |
Spawn indicated item | give [item name] |
Reduce your health | buddha |
Damage player | hurtme [amount] |
List maps | maps |
Disable dead bodies going through each other | cl_ragdoll_collide 1 |
Toggle developer mode; 2 is verbose | developer [0-2] |
Toggle picker mode | picker |
Toggle HUD display | cl_drawhud [0 or 1] |
Toggle HUD display | cl_enablehud [0 or 1] |
Toggle frame rate display | cl_showfps [0 or 1] |
Enable mouse look | +mlook |
Show crosshairs | hud_quickhelp/text? 1 |
Sets the size of carried weapon; 54 is default | viewmodel_fov [number] |
Execute script file | exec [filename] |
Creates an NPC; only where NPC are allowed | npc_create [name] |
Create an NPC aiming away from player | npc_create_aimed |
Move player to indicated location; requires sv_cheats 1 | setpos [coordinates] |
Set view to indicated pitch yaw; requires sv_cheats 1 | Setang [value] |
Set gravity value | sv_gravity [number] |
Set minimum stopping speed when on ground | sv_stopspeed [number] |
Set world friction | sv_friction [number] |
Set bounce multiplier for physically simulated objects collision | sv_bounce [number] |
Set maximum velocity of any moving object | sv_maxvelocity [number] |
Set vertical view fixup when eyes are near water plane | sv_waterdist [number] |
Slow time; 1 is default | cl_phys_timescale [0.00-1.00] |
Change air density | air_density [number] |
Set length of explosion confusion | dsp_explosion_effect_duration [number] |
Toggle bounding-boxes debug mode; red: ignore damage, white: respond to damage, green: health | prop_debug |
Toggle reporting missing .WAV files | sv_soundemitter_filecheck |
Limits the number of texture units; 0 lets the game decide | mat_numtextureunits [number] |
Move player to indicated location | setpos [coordinates] |
Set view to indicated pitch yaw | Setang [value] |
Wire frame models | mat_wireframe1 |
Only wireframe objects effected by physics | vcollide_wireframe 1 |
Toggle bump mapping | mat_fastnobump [0 or 1] |
No weapon model onscreen | impulse 200 |
Deleted targeted object or person | impulse 203 |
Show game triggers | showtriggers_toggle |
Show normal maps | mat_normalmaps 1 |
Show surface materials | mat_normals 1 |
Black and white screen | mat_yuv 1 |
Color screen | mat_yuv 0 |
Use one of the following values with the 'map [map name]' code:
- d1_canals_01
- d1_canals_01a
- d1_canals_02
- d1_canals_03
- d1_canals_05
- d1_canals_06
- d1_canals_07
- d1_canals_08
- d1_canals_09
- d1_canals_10
- d1_canals_11
- d1_canals_12
- d1_canals_13
- d1_eli_01
- d1_eli_02
- d1_town_01
- d1_town_01a
- d1_town_02
- d1_town_02a
- d1_town_03
- d1_town_04
- d1_town_05
- d1_trainstation_01
- d1_trainstation_02
- d1_trainstation_03
- d1_trainstation_04
- d1_trainstation_05
- d1_trainstation_06
- d2_coast_01
- d2_coast_03
- d2_coast_04
- d2_coast_05
- d2_coast_07
- d2_coast_08
- d2_coast_09
- d2_coast_10
- d2_coast_11
- d2_coast_12
- d2_prison_01
- d2_prison_02
- d2_prison_03
- d2_prison_04
- d2_prison_05
- d2_prison_06
- d2_prison_07
- d2_prison_08
- d3_breen_01
- d3_c17_01
- d3_c17_02
- d3_c17_03
- d3_c17_04
- d3_c17_05
- d3_c17_06a
- d3_c17_06b
- d3_c17_07
- d3_c17_08
- d3_c17_09
- d3_c17_10a
- d3_c17_10b
- d3_c17_11
- d3_c17_12
- d3_c17_12b
- d3_c17_13
- d3_citadel_01
- d3_citadel_02
- d3_citadel_03
- d3_citadel_04
- d3_citadel_05
Use one of the following values with the 'give [item name]' code:
- weapon_357 (.357 Magnum)
- weapon_alyxgun (may not work at certain times, and may cause undesired effects)
- weapon_ar2 (pulse gun)
- weapon_bugbait (Pheropod)
- weapon_cguard (may not work at certain times, and may cause undesired effects)
- weapon_crowbar (crowbar)
- weapon_crossbow (crossbow)
- weapon_frag (grenade)
- weapon_physcannon (Gravity gun; may not work at certain times, and may cause undesired effects)
- weapon_pistol (9mm pistol)
- weapon_rpg (RPG)
- weapon_shotgun (shotgun)
- weapon_smg1 (submachine gun)
- weapon_cubemap (may not work at certain times, and may cause undesired effects)
- weapon_annabelle (Father Annabelle Grigori's shotgun, uses 357 magnum ammo)
Use one of the following values with the 'give [item name]' code:
- item_ar2_grenade (submachine gun grenades)
- item_ammo_smg1_grenade (submachine gun grenades)
- item_box_buckshot (shotgun ammo)
- item_box_lrounds (pulse gun ammo)
- item_ammo_ar2 (pulse gun ammo)
- item_ammo_ar2_large (pulse gun ammo large)
- item_large_box_lrounds (pulse gun ammo large)
- item_ammo_ar2_altfire (pulse gun grenades)
- item_box_mrounds (submachine gun ammo)
- item_ammo_smg1_large (submachine gun ammo large)
- item_large_box_mrounds (submachine gun ammo large)
- item_ammo_smg1 (submachine gun ammo)
- item_box_srounds (9mm pistol ammo)
- item_ammo_pistol (9mm pistol ammo)
- item_ammo_pistol_large (9mm pistol ammo large)
- item_large_box_srounds (9mm pistol ammo large)
- item_healthkit (large health kit; 25 HP)
- item_battery (HEV suit battery; 15 AP)
- item_ml_grenade (RPG ammo)
- item_rpg_round (RPG ammo)
- item_suit (HEV suit)
- item_healthvial (small health kit; 10 HP)
- item_ammo_357 (.357 Magnum ammo)
- item_ammo_357_large (.357 Magnum ammo large )
- item_ammo_crossbow (crossbow ammo)
Use one of the following values with the 'npc_create [name]' code:
- npc_alyx
- npc_antlion
- npc_antlionguard
- npc_barnacle
- npc_barney
- npc_breen
- npc_citizen
- npc_combine_s
- npc_combinedropship
- npc_combinegunship
- npc_crow
- npc_cscanner
- npc_dog
- npc_eli
- npc_fastzombie
- npc_gman
- npc_headcrab
- npc_headcrab_black
- npc_headcrab_fast
- npc_headcrab_poison
- npc_helicopter
- npc_ichthyosaur
- npc_kleiner
- npc_launcher
- npc_manhack
- npc_metropolice
- npc_monk
- npc_mossman
- npc_pigeon
- npc_poisonzombie
- npc_rollermine
- npc_seagull
- npc_stalker
- npc_strider
- npc_turret_ceiling (ceiling turret) npc_turret_floor (combine turret) npc_vortigaunt
- npc_zombie
- npc_zombie_torso
Start the game with one of the following command line parameters to activate the corresponding feature:
Result | Command Line Parameter |
Full screen mode | -fullscreen |
Set heap size | -heapsize 80000 |
Set window size | -width 1024 -height 768 |
Graph connection throughput in multi-player; 0 is off, 3 is most detailed | -netgraph [0-3] |
Force DirectX <version> compatibility; less than 8 not advised | -dxlevel [number]0 |
Load all level data at start of level | -preload |
Use indicated filename for shader library | -shaderdll [filename] |
Look around by using mouse | -mouselook |
Add debug messages to ingame console | -condebug |
Software mode for rendering | -sw |
Toggle anamorphic widescreen mode | -r_anamorphic [0 or 1] |
Run in window | -startwindowed |
Run in window | -window |
Run in window | -windowed |
Unknown | -mat_preloadshaders |
After you finally get out of Ravenholm, you will go through a tunnel-type area with tons of Headcrabs, past the mine cart with the big spinning deathtrap, and finally see a light at the end of the tunnel. You will exit into a train station. Normally, you would go all the way down until some crashed trains block you from going further, forcing you to go left into a fenced area full of combine. Enable the 'noclip' code and walk through all the crashed trains. You come out in an open area with tracks. In the middle of the tracks is G-Man with his briefcase. Regrettably, you cannot talk to him or do anything else in this area.
G-Man sightingsG-Man keeps an omnipresent watch over your movements throughout your adventure in and around City 17. His locations are as follows:
1. Chapter 1: At the beginning.
2. Chapter 2: On a monitor screen in Dr. Kleiner's lab after Barney finishes at the terminal.
3. Chapter 3: On the TV that the Vortigaunt is watching inside the red train carriage.
4. Chapter 4: Standing on the pier in front of Station 7 at the beginning of the chapter.
5. Chapter 4: Flickering on a giant monitor attached to the high-rise building. It is very quick, but if you look carefully you can see the skeletal form of G-Man on the screen.
6. Chapter 6: On a small gantry near the second covered bridge.
7. Chapter 6: In the last part of the chapter you will come across a pier next to a dam. Get onto the pier by driving up the ramp in your speedboat and turn left by the big red warehouse. You can see G-Man staring to the right at the bottom of the rest of the pier.
8. Walking into a train tunnel beyond the railcar blocking the railroad. See the 'Hidden G-Man' hint for a detailed description. Note: This sighting is not in the official strategy guide.
9. Chapter 9: Looking through a window near a pair of double doors on a monitor screen at the beginning.
10. Chapter 11: On a TV at the ruined foyer at the tenement block after you and Dog get separated.
11. Chapter 14: At the end.
When you enter Dr. Kliener's lab, there is a large amount of items that you can just pick up and toss around: books, boxes, computer monitors, a mini cactus, and Dr. Kliener's clip board with the information for your Hazard Suit on it. If you toss things around the lab for long enough, Dr. Kliener, Barney or Alyx will say something to you:
Dr. Kliener: 'Oh, do be careful.'; 'Careful.'; and 'Oh dear.'
Barney: 'Whoa, careful.' and 'You're pushing it, Gordon.'
Alyx: 'Careful.' and 'Take it easy, Gordon. '
Note: It will take a lot of attempts to make Alyx, Barney or Dr. Kliener say something -- be patient.
Strange squad commentsWhen you are in City 17 during your second visit, try talking to some of your squad members. They will say something like, 'I can't believe this day has finally come', or 'If I ever get my hands on Dr. Breen...'. However, sometimes they will say strange and sometimes funny things like, 'When this is all over, I'm gonna mate.', 'Have I ever told you that I sometimes dream of cheese?', and more. Some of your squad members reply to what they have said. If you talk to a squad member that is standing near or next to another squad member, they will interact with each other. For example, If one of them says, 'If I ever get my hands on Dr. Breen....', the other will reply, 'That's more information that I require.' The following is a list of all the things they say and all the replies. Note: The replies are not always the same, but they are most of the time.
- I don't feel anything anymore.
- You talking to me?
- I can't remember the last time I had a shower.
- Don't be so sure of that.
- I don't think this war's ever going to end.
- You're talking to yourself again.
- To think, I all I wanted to do was to sell insurance.
- I'm with you.
- I'm not a betting man, but the odds are not good.
- Can we talk about this later?
- Someday, this'll all be a bad memory.
- I'm not even gonna tell you to shut up.
- When this is all over, I'm gonna mate.
- Wouldn't be the first time.
- Whoa…. Déjà vu!
- Doesn't bear thinking about it.
- They're never going to make a Stalker out of me.
- There's always a first time. Or, Ill put it on your Tomb Stone.
- God I'm hungry.
- Lets concentrate on the task at hand.
- If I ever get my hands on Dr. Breen….
- That's more information than I require.
- I think I ate something bad.
- Yeah, you and me both.
- Sometimes, I dream about cheese.
- You should nip that kind of talk in the bud.
- Finally, change is in the air!
- Keep your mind on your work.
- You feel it? I feel it!
- I wish I had a dime every time somebody said that.
- I can't remember I the last time I had, well, anything.
- I won't hold it against you.
- When this is all over, I'm…. aw, who am I kidding?
- Try not to let it bother you.
- I'm pretty sure this isn't part of the plan.
- Same here.
- Doesn't anyone care what I think?
- Hey, that's enough out of you.
- I just knew it was gonna be one of those days.
- I wouldn't say that too loud.
- Looks to me like things are getting worse, not better.
- What am I supposed to do about it?
- This is bullshit!
- Try not to dwell on it.
- I don't dream anymore.
- That's you all over.
- I'm glad there are no kids around to see this.
- I'm not even gonna tell you to shut up.
- If I could live my life over again.
- Figures.
- I'm not even gonna tell you what that reminds me of.
- Your mind is in the gutter.
- I can't get this tune out of my head….Woo, woo woo, woo woo woo-woo woo.
- Wanna bet?
- I can't believe this day has finally come!
- No argument there.
- I could eat a horse, hooves and all!
- Have you ever had an original thought?
- You smell that? It's freedom.
- Why are you telling me?
- 1Day 1
- 1.1Point Insertion
- 1.2'A Red Letter Day'
- 1.3Route Kanal
- 1.3.5d1_canals_05
- 1.4Water Hazard
- 1.5Black Mesa East
- 1.6We Don't Go To Ravenholm...
- 1.6.3d1_town_02
- 2Day 2
- 2.1Highway 17
- 2.1.5d2_coast_07
- 2.1.6d2_coast_08
- 2.2Sandtraps
- 2.3Nova Prospekt
- 2.4Entanglement
- 2.1Highway 17
- 3Day 3
- 3.1Entanglement (continued)
- 3.2Anticitizen One
- 3.2.8d3_c17_08
- 3.3'Follow Freeman!'
- 3.4Our Benefactors
- 3.5Dark Energy
In the order commonly played, here is every HL2 map:
Arriving in City 17 to just starting a journey towards Nova Prospekt.
Point Insertion
Arriving in City 17 all the way to Alyx and the player first meeting.
d1_trainstation_01
The map with Gman's intro monologue. From there, it goes through everything from arriving at the train station to encountering Barney, and then leaving the interrogation room and ending with the first freely openable door in the game.
Gman speaking to Gordon before dropping him in City 17.
The outside.
Inside the station.
d1_trainstation_02
Starts with the well-known 'pick up that can' cop. Goes through an old building of some sort then out into a plaza. From there it goes into an alley and a playground area with two citizens talking about Civil Protection. It ends with the player heading into a building.
'Pick up that can'.
The plaza Barney spoke of before.
d1_trainstation_03
The insides of an apartment complex. Takes a very long and specific path with lots of detail and dialogue to give players more insight into how life is in City 17. About half-way through, the player is detected as someone who should not be there and becomes a target of Civil Protection and is chased.
CP's raiding an apartment.
d1_trainstation_04
Starts with continuing the chase from the previous map through rooftops. Gordon is apprehended and trapped defenseless by four metrocops. He is quickly saved by Alyx Vance, their first encounter. Alyx escorts the player over to Dr. Kleiner's lab, passing through a secret door with a poster of Breen on it.
The player's first view of Alyx.
The secret door.
'A Red Letter Day'
Kleiner and Gordon first meeting, to fleeing City 17.
d1_trainstation_05
Alyx continues taking Gordon to Kleiner's lab, passing through another secret door. Barney comes a short time later, Gordon gets his suit. The teleporter glitch incident occurs, the Combine becomes aware of Freeman's presence, and he begins to flee.
Secret door to Kleiner's lab.
Kleiner's lab.
Teleporter room.
d1_trainstation_06
Gordon continues fleeing, but is stopped when his path is blocked by wood planks. Barney comes a few seconds later, telling him to go through the canals. Barney also gives him the first weapon in the game, the crowbar. Gordon continues exiting City 17. This map goes through the trainyard area first seen in d1_trainstation_01
.
Barney giving the crowbar. In the distance are the wood planks.
Trainyard. Compare with the second screenshot from the first map.
Route Kanal
The first part of Gordon's journey through the City 17 canals. Starts with two cops hurting two citizens, and ends with getting a boat.
d1_canals_01
Starts with two cops assaulting a citizen, as another citizen watches in fear. Gordon kills both and picks up the second weapon in the game, the pistol. The player fights on through a railway and comes across a boxcar. Inside, a human and a vortigaunt help the player keep going. Gman is briefly seen on a tv that they are both looking at.
Police hurting a citizen.
The railroad followed through. Due to the forcefields in the way, the player has to detour around them.
Inside the boxcar.
d1_canals_01a
The player sees a crow fly right into a barnacle tongue and be eaten. This is the first time in Half-Life 2 a barnacle is seen.
Ahead is Station 12, currently being raided by Civil Protection. One citizen escapes the initial massacre and tries to plead with Gordon to help him, but before Gordon can do anything, the citizen is shot dead by a cop. In the lower bunker of Station 12, an unknown woman tries to radio the station. Station 8 gets on the line, saying they heard the Station 12 raid, refugees are coming in from Station 9, and stations are being raided. The man from Station 8 is interrupted by something before he can finish speaking. The woman speaks again, saying that manhacks are being deployed.
On the roof of Station 12, two metrocops man a mounted gun. If the player kills them and takes over, they can kill many enemies approaching easily. If they stay too long, a Combine APC will come and shoot the gun with rockets until it breaks.
Further along, a citizen calls for the player and reassures them that there are other stations who can help. Metrocops attempt multiple times to kill the player with explosive oil drums.
Crow caught by barnacle.
Station 12 members being shot. (It's hard to see them as they are shot.)
Escapee citizen.
The mounted gun on the roof of Station 12.
An attempt to kill Gordon with explosive barrels.
d1_canals_02
This map starts with a physics puzzle. A large wood board rests on a cement pipe and 8 cinder blocks are scattered around the room. The player cannot proceed because the only way out is high up. There are many ways to get past this issue:
- Put the cinder blocks on one end of the wood board so that the end nearest to the exit is raised high enough for the player to jump to the exit. (This is the intended way.)
- Jump on the far end of the board to temporarily nudge it downward and jump off the near end as it raises.
- Stack the cinder blocks and use them as a makeshift ladder/steps.
- In the previous map (
d1_canals_01a
), before going off the slippery downward ramp at the end, try to jump across the gap to the exit platform. - Load the map directly (or
restart
in the console). You will spawn just past this physics puzzle.
d1_canals_03
The player encounters another station (11? The number is never stated) with a single person inside. Quickly, a group of manhacks crashes in and attacks. If the player does not attack the manhacks (sometimes just distracting them is enough) the citizen will be killed. This is the first time manhacks are seen. After going through many more areas, there is another small 'puzzle' here. The player has to turn a valve to raise the water level in a room in order to pass through it.
d1_canals_05
Gordon encounters what is evidently Station 6. Black Mesa East (possibly Alyx speaking?) radios this station to tell them to give Gordon the airboat. Before the player can reach the boat, they must pass through a small area currently being bombarded with headcrab canisters. After this, a citizen gives the airboat over to the player, and says to drive to nearby Station 7.
Station 6.
Getting the boat.
d1_canals_04
This map was scrapped during development of hl2. To do: Find out more about it.
Water Hazard
The complete boat journey from the City 17 canals to Black Mesa East.
d1_canals_06
Station 7 is close to the start. The occupants of this station have been zombified by headcrabs, though. On the radio, a woman is heard attempting to reach Station 12 again. Ahead is another physics puzzle. Usually, the player will solve this by putting a few barrels under a ramp, so that they can jump across with the boat. They can also choose to just abandon the boat and go on foot. (good luck)
Station 7 from the river.
Ramp puzzle.
d1_canals_07
The player raids a Combine post and must destroy some explosive barrels to allow for a door blocking their path to open. The firepower increases as rocket-firing APCs are deployed more and more frequently.
The post, from above.
The player breaks the barrels, and the explosion breaks the wood holding the i-beams in place. The beams become a battering ram for the large doors.
d1_canals_08
The player raids another Combine post, this time with another helicopter harassing them.
d1_canals_09
A helicopter chases the boat. This is the first time helicopter bombs are used on the player.
Bombs being dropped.
d1_canals_10
Helicopter continues chasing boat. It loses track of the player as they drive through a tunnel.
A building falls and interrupts the player's path.
d1_canals_11
The player encounters a rebel outpost. Here, a vortigaunt attaches a high-power gun to the airboat.
Vortigaunt welding gun.
Half Life 2 Barnacle
d1_canals_12
Nothing too special about this map. It has lots of APCs and exploding barrels.
d1_canals_13
The final battle with a hunter chopper. After this, the player reaches Black Mesa East.
Helicopter entering 'bullrush' mode.
Black Mesa East
The lab that Eli Vance does stuff in. When the player is here, the lab is raided by the Combine.
d1_eli_01
Gordon enters the airlock and meets Mossman and Eli again. Alyx takes Gordon over to the scrapyard
Outside.
Airlock.
Eli's lab.
Tunnel to Ravenholm.
d1_eli_02
Alyx gives Gordon the gravity gun, and the player learns how to use it here. Dog and Gordon meet. The Combine comes and begins to raid the base. Everyone rushes inside. Alyx has to stay behind but Gordon escapes by going through the Ravenholm tunnel.
Scrapyard.
Scrapyard.
Dog.
We Don't Go To Ravenholm...
Scary time with a monk guy and going around some mines, and ending up back in City 17, but not for long.
d1_town_01
The player enters Ravenholm. Father Grigori is first heard from a distance. At a certain point, Grigori is seen, helping the player fight off zombies. The players uses blades, fire, and cars (crushing traps) to kill zombies.
Grigori.
A blade trap spinning.
Fire trap.
Fire trap.
A car about to crush some zombies.
d1_town_01a
Basically a continuation of the last map. Killing more zombies in various ways.
A chain reaction of explosive barrels.
d1_town_02
First Part
Father Grigori gives the player a shotgun. The player continues on, fighting zombies into d1_town_03
.
Second Part
After coming back from d1_town_03
, the player eventually ends up at the top of a building connected to where Grigori is by a cart. The player must defend from zombies while waiting for Grigori to send the cart over. Grigori and Gordon finally meet, and they begin to travel over to the Ravenholm mines.
d1_town_03
The player climbs onto the rooftops. Grigori says to not go off-path. The exit of this map goes back to d1_town_02
.
d1_town_02a
Grigori and the player travel through a graveyard. At the end, Grigori opens a gate so the player can continue on to the mines.
d1_town_04
The Ravenholm mines. There's one last blade-cart-of-death thing at the end.
Blade minecart.
d1_town_05
The player re-enters City 17 at one edge. Snipers are guarding the train tracks here, probably looking for Gordon. They player moves on to encounter an active battle between rebel and Combine forces at Shorepoint. After all the enemies are defeated, one of the allies takes Gordon to the back. Alyx is there by radio signal. This is where the player finds out that Eli has been taken to Nova Prospekt. Alyx asks the rebels to lend Gordon the buggy.
Sniper shooting zombies.
Talking to Alyx.
Starting the journey to Nova Prospekt, entering, and then teleporting out of the prison.
Highway 17
Majority of the path to Nova Prospekt that is driven.
d2_coast_01
Gordon gets in the buggy and is... 'lifted' down to the ground by crane. The player drives on toward Nova Prospekt.
Pier, with the car on it.
Same pier, from the opposite angle.
A gap which can only be crossed by using the buggy's turbo boost.
d2_coast_03
The player drives around a small bay and arrives at New Little Odessa. Here, Gordon meets Colonel Cubbage, gets the rocket launcher, and takes down a gunship.
A pair of binoculars, able to see across the water to New Little Odessa.
New Little Odessa from the binoculars.
New Little Odessa in person.
d2_coast_04
The player arrives at another dock occupied by Combine soldiers. The player has to operate a crane to move their buggy to higher ground before continuing.
Crane.
A bridge that in crossed under, then over.
d2_coast_05
This map is the first map to have rollermines that attack the player. (Dog's 'ball' is also a rollermine but it doesn't hurt anyone.) It also has a forcefield that blocks the buggy. It can only be unpowered by disconnecting the source of power, an APC.
Rollermines popping up out of the ground.
The first crossbow in the game.
APC.
d2_coast_07
First Part
The player encounters another forcefield blocking them from crossing a bridge. There is one other route that can be used to progress; a door on the side of the bridge leading to d2_coast_08
. This route has access to the power source for the forcefield.
Forcefield (faint appearance).
Second Part
Now that the forcefield is down, the player can continue driving on the top of the bridge, but not before backing up, because a train comes from the other way, and it will kill the player if they collide. From here, the drive continues on, into Sandtraps, the next chapter.
Train!
d2_coast_08
The underside of the large bridge seen in d2_coast_07
. The player goes completely across the bottom of the bridge here to reach a button that will turn off the forcefield on d2_coast_07
. The player goes back the way they came after pressing this button.
Room holding the button on the other side of the bridge.
d2_coast_02
This map was cut during development. To do: More information
d2_coast_06
This map was cut during development. To do: More information
Sandtraps
Ditching the car, getting bugbait, and arriving at Nova Prospekt.
d2_coast_09
A run-in with zombies inside a tunnel, then passing through some Combine-occupied buildings. Finally, a puzzle that requires the player to find 2 car batteries to power a gate.
Battery is under this tub.
All batteries.
d2_coast_10
The player arrives at Lighthouse Point. The car has to be ditched here. Combine soldiers invade in dropships.
The Lighthouse.
d2_coast_11
Gordon encounters Laszlo and his friend. Antlions kill Laszlo as he moves on the sand. Gordon continues carefully along (or recklessly if you do so desire) until encountering an antlion guard for the first time. After killing it, a vortigaunt extracts pheropods from the guard. The player is then taught how to use pheropod bugbait, then continues on toward Nova Prospekt.
Laszlo and friend.
Antlion guard.
Area where player is taught to use bugbait.
d2_coast_12
The player fights a long way across a beach and cliffs to ultimately finally enter the perimeter of Nova Prospekt through a tunnel.
d2_prison_01
Protein Half Life Table
The first map in Nova Prospekt, taking place in a courtyard. The player must kill two gunships before proceeding.
Path that opens after killing both gunships.
Nova Prospekt
The insides of the titular prison, until just before finding Alyx.
d2_prison_02
The first map inside the prison. There are a lot of turrets and antlions fighting.
Antlion knocking over turrets.
d2_prison_03
The player encounters another antlion guard. This map has lots and lots of enemies, and antlions are very helpful. There's also a room where it looks like soldiers were attempting to experiment on a vortigaunt. It is dead.
Vortigaunt bound to a chair. What's happening is not clear.
d2_prison_04
In this map, Breen is giving a speech about the current progress on capturing Gordon Freeman through a speaker. The main difficulties in this map are the height levels and multiple locked doors which are unlocked by pressing a button.
Breen is never seen, only heard. The sound seems to emanate from here
d2_prison_05
Fighting through more of the prison. There is a kitchen area that has a gas fire start inside it. In a cafeteria area, multiple combine soldiers fail to stop an antlion guard. At the end, combine-style moving walls attempt to crush the player.
Fire in the kitchen.
Moving walls.
Entanglement
Meeting Alyx, tracking down Eli, finding Mossman, and leaving Nova Prospekt.
d2_prison_06
First, Gordon and Alyx meet again. Alyx retrieves Eli's pod that he's been put inside and they communicate for a short time. Alyx stays behind to move Eli through the prison and to help Gordon find a way through the prison.
d2_prison_07
This map consists of two arenas. After the first one, it's 'found out' that Mossman is a traitor.
d2_prison_08
Alyx and Gordon confront Mossman, and make her teleport them to Kleiner's lab. Mossman distracts Alyx, then teleports Eli and herself to an unknown location, likely Combine-controlled. Alyx and Gordon manage to hold off soldiers for long enough to teleport out of Nova Prospekt. A soldier shoots an energy ball at the teleporter just before they are teleported.
Continuing the Entanglement chapter. Goes through all of the remaining City 17 maps, into the Citadel, and to the end of the game.
Entanglement (continued)
d3_c17_01
Half-life 2 Barnacle Eats Man
Alyx and Gordon arrive at Kleiner's lab. Kleiner reveals that they had spent over one week's time teleporting from Nova Prospekt to City 17. An uprising has started since then. Gordon and Dog head out to find Barney.
Kleiner packing heat.
Anticitizen One
The first part of Gordon's push through war-torn City 17. Ends just before meeting up with Barney.
d3_c17_02
Dog fights Combine soldiers and an APC. Dog opens a gate for Gordon to go through before going back and fighting a dropship. Gman is briefly on a tv screen. This map passes through some of the same areas that were in d1_trainstation_03
and d1_trainstation_04
.
d3_c17_03
The player finds their first allies and learns how to command them to go places. Just before coming close enough, these same allies are seen tearing down one of Breen's giant monitors. This map passes through most of the area from d1_trainstation_02
.
d3_c17_04
This map introduces the player to hopper mines.
d3_c17_05
The player and allies storm a barricade, then go through an apartment complex.
d3_c17_06a
The player must defend their area from combines as a rebel on the other side of a wall plants a bomb so that the player can come through. The player is then blocked by a door, which can be opened from the other side by going through a Ravenholm-ish section of tunnel with goo.
d3_c17_06b
Mostly notable only for its drawbridges. Lots of fighting.
d3_c17_07
Alyx and Gordon meet again. They fight their way down to a plaza with a power generator. The player guards Alyx while she disables the generator's shields, then the player disables it with the gravity gun. Alyx and Gordon split up again.
d3_c17_08
The player fights through underground industrial structures.
Lift, activated by a button.
d3_c17_02_camera
Appears to be identical to d3_c17_02
except that the player spawns with no weapons or suit, and the cutscene with Dog starts automatically. This map is never entered at any point in regular gameplay. When the player tries to go to the next map, an error occurs because this map is not recognized by d3_c17_03
. To do: Purpose?
'Follow Freeman!'
- Not to be confused with Follow Freeman.(The mod)
Meeting up with Barney, raiding the Nexus building, and breaching the Citadel's walls.
d3_c17_09
Gordon kills snipers to save Barney, then they continue onward.
d3_c17_10a
Barney and Gordon run to the nexus building, dodging the Suppression Device along the way.
d3_c17_10b
Inside the nexus building. Gordon and Barney fight through many enemies and floor turrets. Three power generators are turned off.
Floor turret.
High-security laser room.
A generator.
d3_c17_11
The roof of the nexus building. The suppression device is passed by (now inactive).
d3_c17_12
Mostly the same area as d3_c17_10a
but now with more enemies and striders.
d3_c17_12b
A strider harasses the player as they try to maneuver through a destroyed building. Scanners also relay information about the player to the strider.
Strider firing a cannon shot.
d3_c17_13
The player and rebels overtake a heavily destroyed building. 2-4 striders may have to be killed before proceeding out of the building. Back on the streets, Gordon runs into Dog and Barney. Dog lifts part of the Citadel wall up, exposing a hole in the ground that opens access into the Citadel.
Our Benefactors
Entering the Citadel, to the final pod ride up to Breen's office.
d3_citadel_01
The player jumps into the Citadel. They then get on a pod, because there's nowhere else to go.
Outside the citadel.
One path is better than the other...
d3_citadel_02
A breather. Just a scenic ride through the Citadel. At the end, the player is dropped in a weapon confiscation field.
d3_citadel_03
The weapon confiscation field vaporizes every weapon the player has, except the gravity gun, which becomes supercharged. The player uses their new super weapon to fight through the Citadel.
d3_citadel_04
The player continues fighting through the Citadel.
Lift.
Strider.
d3_citadel_05
The player is forced to take another pod ride. This time, they are spotted by a camera which sends the player in a special pod path up to Breen's office.
Camera.
Dark Energy
The finale of the game.
d3_breen_01
Gordon is now caught, as well as Eli and Alyx. Mossman saves them all for the moment. Breen tries to escape the Citadel by teleporting out. Gordon stops this, and sends the Citadel into a meltdown. Gman comes and takes Gordon out before the explosion, leaving Alyx.
Day 3 events continue into Half-Life 2: Episode One.