Half-Life 2 Tips

A list of tips I've found useful when playing the game.

27 November 2004 · Last updated: 11 December 2006

Further Reading · Comments



I may add further tips later. Have you come across any yourself? If so, add a comment here, but try not to give away too much detail about the game incase it spoils it for someone who hasn't got as far as you. In fact, I will edit or delete such comments if they give away too much about the plot or the characters.

Further Reading


Comments (2)

Comments are locked on this topic. Thanks to everyone who posted a comment.

  1. zzaminski:
    here's a hint for the prison-level "moveable" turrets challenge/puzzle, imo, one of the more challenging. there are 3 puzzles. if you like to know howidunit read on...

    the 'control room'
    ------------------
    you have 2 re-programmed turrets. place then at an angle facing the two 'entrances' to the control room but on the *inside*. don't put it outside near the stairs because that will make it harder for you to hit them and you have to run around more. guard both turrets from inside the control-room.

    use shotgun for close-quarter takedowns.

    the 'jail-cells'
    ----------------
    there are 4 entrances the CPs will attack from - the exits/entrances to the cells (perhaps also on the upper-landing on one end). the trick is to place the 4 turrets at an angle facing an entrance, a little distance away from the entrance (the midway between 2 entry points is also good), *and* against a pillar (not wall). the pillar will/may prevent the tripod-turret from falling over!

    put yourself in the area with the cache of ammo (*not* where the health/shield is)

    run in and out to check if any turret was knocked over and to finish CPs when they are busy with the turrets. do *not* use grenades if you don't want to risk knocking over turrets yourself. when manhacks appear switch to grav-gun, grab-and-shoot manhacks against floor/wall. or just fireaway.

    the teleport-chamber
    --------------------
    there are 3 CP entry points. one to the left of teleporter (A). one behind and to the right of teleporter (B). and one on the left and bottom of teleporter (C - opposite turret 'holders')

    place 1 turret in the 'gaps' of the steps facing (A) entrance. this *will* prevent it from falling over and prevent CPs from closing in.

    place 1 turret on the raised 'landing' of the still unopened teleporter facing (B) entrance.

    place 2 turrets at an angle facing (C) entrance. the angle is such that the turrets is just outside the 'glass' wall. the idea is to make CPs approach without cover and get cut down from both guns. also, i put one slightly closer to the entrance.

    with this arrangement i hardly had to shoot. only check and up-right fallen turrets.

    if i seem to have one extra turrets it is because i 'took' a turret from the 'control room' puzzle all the way until the teleport chamber. re-programmed turret save ammo and good for checking/clearing rooms *before* you enter them 8-P.

    unfortunately, you cannot take the re-programmed turret through the teleporter! i brought one into the teleporter but it did not 'port over to city17 (bah)...good luck!

    Posted on 6 December 2004 at 8:49 am
  2. zzaminski:
    "there are 3 CP entry points. one to the left of teleporter (A)."

    sorry i mean on your *right* not left =P when facing the teleporter.

    Posted on 6 December 2004 at 8:52 am

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