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Part 35
Half-Life 2

Part 35

Navigate the City Hall Quadrangle and parking garages in Half-Life 2 Part 35. Learn strategies for defeating walkers and OBGs.

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Navigate the City Hall Quadrangle and parking garages in Half-Life 2 Part 35. Learn strategies for defeating walkers and OBGs.

Walkthrough
  1. 1
    If you clear the bridge, take mine #2 with you. Send the mine into the energy projector (EP) at the end of the bridge when you reach half span, then switch to pulse rifle (PR). Sprint at the EP and send a proton pack (PB) into the EP.
  2. 2
    If everything is running smoothly and you are very lucky, if the PB enters the room at the correct angle, it will bounce through everyone present then fly into the next room, removing reinforcements. Continue sprinting through the EP and into the super-soldier (SS) room. Once in the room, determine whether a second PB is required, then take what remains of your team to ground.
  3. 3
    Assuming there is no launcher issue, send all rounds at Walker #1, then sprint to and over the hall steps. Locate the man-killers (MKs) near the vehicle. If you are lucky, you ran over launcher rounds on the steps. If so and you have line of sight (LOS) on a walker, use it. Continue into the crater, hold in the sewer until the exit (XP) is clear, then run up and out of the crater. Sprint into the base of the monument for cover (press the cover button to crouch behind walls or objects) and combat. Concentrate on one walker that isn't crouching, swaying, and currently firing on your position.
  4. 4
    When empty and with a clear route, sprint out and right to the far corner of the square. Take cover under the veranda near the light assault cannon (LAC). All the walkers can be killed from under this roof and debris line with a little caution.
  5. 5
    When you have cleared all walkers, to exit the quadrangle you must pass through 6 to 9 ordinary Combine soldiers (OBGs). From the corner by the dumpster, you can see that the first 2 or 3 are using distant low barriers for cover just ahead of your XP. Use the zoomed revolver to save civilian-based (CB) ammo on the exposed Combine soldier (BG) heads. The next 3 to 4 Combine soldiers will likely toss grenades and sport pulse rifles (PRs) as they advance. Shoulder the launcher, sprint along the building and zoom; send one into the first 2 to appear, do the same to the next 2 advancing from the combine barriers.
  6. 6
    Retreat to the LAC, load the launcher and health if possible, then run toward the XP (past the combine barriers). There should be tons of PR ammo lying around the loosely formed XP barricade. Locate and take the steps down to the tunnel. Standing beside the XP, use the CB on the distant OBG (you should have a couple left), otherwise toggle zoom and use the revolver. Switch to the submachine gun (SMG) then quickly switch (QS) to the grenade gun (GG). Sprint half the distance to the tunnel exit, then boost (BH) to the exit. This will allow your suit to recharge by the time you exit the tunnel and allow you to sprint into the next building. At the tunnel exit, sprint left to and through the busted opening in the side of the building.
  7. 7
    Locate and gently push/pull (GGP) the elite Combine soldier (EB) near one of the columns, then reposition for line of fire (LOF) on the XP at the far end of the room. GGP the EB at the XP when you see Combine soldiers (BGs) appear in the opening. As soon as possible (ASAP), QS SMG in case more than 1 BG survives and you need a high-explosive grenade (HEG). Enter the stairwell, switch to the revolver, and climb the stairs. As soon as you see BG #1, send one round to the head if possible. This floor had 2 BGs and usually 2-4 drones. Switch to PR and rush to BG #2, who may or may not run into the lavatory for cover. When clear, enter the lavatory. 2-4 drones will attempt to enter; QS to GG and slam them into the walls. They may offer up secondary batteries (SBs). Access the crates, then run out and through the room's XP to the upper floor, then right to the busted-up stairwell.
  8. 8
    Locate the medical supplies (meds), then return to the top of the steps. As soon as you hear and see the walker cannon hit the upper floor beam, sprint to it. One end is now in contact with this floor, providing a ramp to the floor above. Sprint up, then 180 and head for cover behind the mostly destroyed wall. Hold here for a bit; 2-4 probes may inspect. GGP-/+ them into the ceiling above in hopes of dropping an SB or two. Wait for the walker to turn and begin walking away from your position to move over to the perimeter wall. Face the direction of the XP stairs (where the LAC is), then long jump the gap to solid floor (sprint/jump/crouch).
  9. 9
    Stand, then sprint/jump to the XP stairwell. Locate and pick through the super-charged cells (SCs) then exit the building. The rebel will follow as support; it is better if the rebels in the lower level are still alive when you get to them. You will have a meet and greet with 3 elite ordinary Combine soldiers (OEBGs), 10 OBGs, and 2 walkers from car garage #1 to and through car garage #2. Retire BGs #1-5 in garage #1. Hit the meager supplies to the left of the XP, then ready yourself for 3 OEBGs entering from your XP. Use the car for cover. When the 3 are cleared, and walker #1 is on its way to the right past the XP, sprint up the debris ramp and left to the hole in the street.
  10. 10
    Crouch and PR OBGs #6 and 7 entering your XP from the street ahead. When walker #1 is heading to your six, sprint up and out of the hole to and through the store EP at your 12:00. There are 2 SCs in the store with needed meds and SBs. When #1 is walking away from your position, exit the store and sprint to your right. Walker #2 will appear ahead and clear a path to garage #2. By the time you enter garage #2, odds are you are alone again. Locate column #1 with the SC and crack it open for gravity grenades (GPs). Run to the right of column #1 to column #2 for cover. Remain standing at column #2.
Tips
  • If you experience issues with the pulse rifle (PR) not firing its proton pack (PB) when sprinting over the bridge, save before charging the bridge. If the issue occurs, reload, do not sprint, send the PB before the halfway point, then sprint and send the second PB when you are close to the energy projector (EP).
  • Use the zoomed revolver to save civilian-based (CB) ammo on exposed Combine soldier (BG) heads when dealing with the initial OBGs exiting the quadrangle.
  • When dealing with the walkers, concentrate fire on one that is not actively dodging or firing on your position.
  • Use the environment for cover whenever possible, especially under verandas and behind debris.
  • When exiting the tunnel, sprint left and through the busted opening in the side of the building to allow your suit to recharge.
  • After clearing the initial OEBGs in garage #1, use the car for cover when the next three OEBGs enter from your XP.

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