
Half life2, episode3, draco rex stlye, part 20
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Start at the green dot. From there exit the elevatorand walk around the fencing. Exit the room with the elevator (with the old man in tow) through a narrow hallway. Make a left into a large room with a lot of busted pipes that hold massive blocks of ice blocking your path.
When you pull out the flare gun, you'll discover that it is too weak to melt the Ice. The old man tells you that somewhere nearby is flare gun made before the combine came, that is much stronger then the one you have right now.
To move forward, use the gravity gun to pick up a pice of wood from the pile and set it on fire via the furnance. hold the wood near the ice untill it melts. Drop the now useless wood and take out the two headcrab zombies in the room beyond. Once they are delt with, take another piece of wood from the plie and use another furnace to light it. Use it again to melt the second wall of ice and move on to the next area.
Again, the Flashlight will be needed as the lights suddenly fail. The old man and alyx will walk over to one of 2 large generators in the room. The old man will tell you that it is out of gass and needs to be refueled if you want to get to the Ship. Alyx will bambard the man with questions as you head between the genrators and break into an air vent.
Once inside the vent, take a left and kill the headcrab with yoru crowbar and exit out into a store room. DO NOT USE THE FLARE GUN to light up the room (yes you could have done that for all the other dark places, but why waste ammo?) becuase the room has one of the three gass tanks you'll need for the generator. IF any of the tanks are distroyed, then it's game over. Not to mention that the room is unstable and will colaspe if there is an explosion, though if you are outside the room with all three gass tanks when the room coloaspes, you'll get the "last one out, get the lights" achivement.
Hang a right from the vent and use the crowbar to break down the old door. Take out the poison headcrab launcher and walk over to the three berrals of rum. On the floor infront of the last one will be the remains of a backpack and a pre-seven hour war Flare Gun (aka Flaregun upgrade.) Gordon will at this point discard the first flare gun and cary the new one. In here you will allso find six small gas cans (which you will need for the second generator) and two large gass barrells. Grab one gas can and drag it back to the gernators. Pour it into the gerator near the shelfs to get the lights to come on, though very very dim.
Alyx will stop yappin to the old man and follow you again. She will go back in the vent with you, and comment about how she hates small spaces. With alyx's help, you'll be able to move two gas cans at a time and will soon have the first generator running at full power. With each can the lights will get brighter till they are completly back on.
Go back into the store room via the vent and you will be able to see a shiny object on the floor. Interact with it to find out it is the key to the store room. open the door by intracting with it and carry out one, by one the gass barrels for the second generator.
With both generators running at max, the iron gate at the other end of the room with the generators will open, leading into a thin hallway. wait for the old man to unlock the door at the end and enter a room filled with lockers and red stars. Alyx will gasp as the old man opens a secret passageway, a-la dr. Vinnmer's door and lead you to a round bunker witha ladder leading down
>>next
Start at the green dot. From there exit the elevatorand walk around the fencing. Exit the room with the elevator (with the old man in tow) through a narrow hallway. Make a left into a large room with a lot of busted pipes that hold massive blocks of ice blocking your path.
When you pull out the flare gun, you'll discover that it is too weak to melt the Ice. The old man tells you that somewhere nearby is flare gun made before the combine came, that is much stronger then the one you have right now.
To move forward, use the gravity gun to pick up a pice of wood from the pile and set it on fire via the furnance. hold the wood near the ice untill it melts. Drop the now useless wood and take out the two headcrab zombies in the room beyond. Once they are delt with, take another piece of wood from the plie and use another furnace to light it. Use it again to melt the second wall of ice and move on to the next area.
Again, the Flashlight will be needed as the lights suddenly fail. The old man and alyx will walk over to one of 2 large generators in the room. The old man will tell you that it is out of gass and needs to be refueled if you want to get to the Ship. Alyx will bambard the man with questions as you head between the genrators and break into an air vent.
Once inside the vent, take a left and kill the headcrab with yoru crowbar and exit out into a store room. DO NOT USE THE FLARE GUN to light up the room (yes you could have done that for all the other dark places, but why waste ammo?) becuase the room has one of the three gass tanks you'll need for the generator. IF any of the tanks are distroyed, then it's game over. Not to mention that the room is unstable and will colaspe if there is an explosion, though if you are outside the room with all three gass tanks when the room coloaspes, you'll get the "last one out, get the lights" achivement.
Hang a right from the vent and use the crowbar to break down the old door. Take out the poison headcrab launcher and walk over to the three berrals of rum. On the floor infront of the last one will be the remains of a backpack and a pre-seven hour war Flare Gun (aka Flaregun upgrade.) Gordon will at this point discard the first flare gun and cary the new one. In here you will allso find six small gas cans (which you will need for the second generator) and two large gass barrells. Grab one gas can and drag it back to the gernators. Pour it into the gerator near the shelfs to get the lights to come on, though very very dim.
Alyx will stop yappin to the old man and follow you again. She will go back in the vent with you, and comment about how she hates small spaces. With alyx's help, you'll be able to move two gas cans at a time and will soon have the first generator running at full power. With each can the lights will get brighter till they are completly back on.
Go back into the store room via the vent and you will be able to see a shiny object on the floor. Interact with it to find out it is the key to the store room. open the door by intracting with it and carry out one, by one the gass barrels for the second generator.
With both generators running at max, the iron gate at the other end of the room with the generators will open, leading into a thin hallway. wait for the old man to unlock the door at the end and enter a room filled with lockers and red stars. Alyx will gasp as the old man opens a secret passageway, a-la dr. Vinnmer's door and lead you to a round bunker witha ladder leading down
>>next
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