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HL2 Guide: Chapter XIII: Our Benefactors
Author: noodle Feedback: Comments/Discussion
Date Added: December 8th, 2004 Print: Printable B&W Version


I prefer my meat medium rare. I'm sending this back to the kitchen!
After some encouraging words from Barney, you drop down into a long, dark tunnel. At the end of the tunnel, you'll find a ledge with a view of the Combine's foreboding superstructure on City 17. This foreign and alien-looking building also serves as the headquarters of Dr. Breen's administration. On this ledge, you'll also find two Medkits and the charred remains of some unlucky bastard who seemed to make it this far before mutating into a crispy meat twinkie.




Jump when this piston is at the top, as pictured here.
As you look over the edge of the tunnel, drop onto the rock directly below and to the left of you. From here, it's a hop, skip, and some hair-raising jumps across the other rocks as you make your way towards the creepy alien HQ. A headcrab will make a leap at your head and miss by a mile, falling into the abyss. Once you're at the last rock, walk out onto the broken pipe and jump onto the piston structure while it's at the top. Then quickly scramble to your right and onto the narrow ridge encircling the structure.




Definitely not the kind of people-mover you'd find at Disneyland.
Make your way up and around the structure, being careful to avoid getting pancaked by the other pistons, and drop down into the trough. You'll see the first bits of the Combine's intricated rail people-mover system, which transports members of the Combine's subjugate slave races to different processing points.






Drop down onto this ledge to get a better look at the pretty blue light.
From here, make your way across the dark, winding path until you come to a place where you must jump to a lower level. Make the jump, then drop down further to another lower ledge. From here you'll be able to see the platform that's been making the zapping noise that's been growing steadily louder. Presumably, it's an energy beam that disintegrates all "unsuitable" Combine slave candidates. Keep on going.




Get into the people-mover on this side. If you don't, you're headed into the zapper.
You'll come across a ledge where two lines of people-movers are loaded. Don't jump into a mover just yet; if you jump into the first line you come across, you'll be powerless to move as you're directed right into the zapping machine you saw earlier and obliterated. Instead, wait until the people-mover has left and cross to the other side of the ledge. Get into a mover from this side of the ledge and you'll be taken on a trip deep into the heart of the Combine.




Long hours, no pay, constant supervision. It's high school all over again.
You'll have nothing to do but enjoy the ride, as you pass the deepest inner workings of the Combine. Alien slaves are hard at work on the Combine vehicle production lines, all the while under the careful eye of Combine soldiers. A group of Striders will pass below you on their way out to City 17. You'll get a glance at the Combine's railway shipping system, which brings raw materials in from the outside to keep the production lines going 24/7.



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