Complete Half-Life: Alyx Part 17 walkthrough covering objectives, strategies for FW, SW, and H, and tips for hard mode.
Walkthrough
- 1SAVE, then use SMSA to SM, then SW#1, 1 Headcrab (H). Sprint to the car, grab the Molotov (MD) as close to the car as possible to maximize sprint time. Run along the passenger side of the car and the right side of the road. You need Line of Fire (LOF) on the FW before it reaches its turn at the boulders and begins charging its plasma canon. The FW approaches fast and low to the ground. Ensure you send the MD at its carapace, ASAP. Pull the pistol and shoot; you'll have 1-3 seconds to switch weapons and hit it before the MD is destroyed by the canon charge-up. Grab the closest log, quickly locate and log the H, then sprint to the car.
- 2SAVE, then use WTSA to WTSH, SW#2, 2 Headcrabs (H). Drive South to WTSH via WTR, use Nitro (NOS) on straightaways. You need time to reload the car and position for the next walker. Grab a 2nd MD and run North on WTR to the boulders on the left side of the road. Place the MD uphill beside the tree and against the boulders to prevent rolling. Use Gravity Grenades (GGP) to log, run along the perimeter to the SW and Hs; log Hs ASAP. Remain out of the SW's Field of View (FOV) and run to the MD at the boulders, then retire the SW. Sprint to WTSH, health up, and return to the car.
- 3This section covers 3.6e from SW#3 to and through FW#2.
- 4SAVE, then use CRSA to CR/SMR1/SH via CR or CR/SMR/SMR1/. Engage SW#3, 2 Headcrabs (H). Drive to CR/SMR1/SH, stop at the road sign in the fork. Barnacles (BG) can approach from CR or SMR1. Check the radar (minimap (the small circular map in the bottom-left corner of your screen)), if you're unable to determine direction with it, exit the car to kill the motor, zoom SMR1 and listen for gunfire. If you see or hear nothing after a few seconds, they are on CR; if there is gunfire, they will approach from SMR1.
- 54.1. If from SMR1: Drive to and run down the closest H. Use Back Hop (BH) to H#2 and log. Sprint back to the car for the MD unless you're closer to SM. Use BH to and GGP+ SW#3. Reload the car if empty from SM or CR/SMR1/SH (whichever is closest), then jump in. If it's CR/SMR1/SH, absorb all supplies, then jump in the car.
- 64.2. If no LOS but gunfire: SW#3 is still on CR/SMR. Jump in the car and drive to SM. If you're lucky, you may get to run over one of the Hs. Jump out, GGP- the nearest log, and log both Hs. Sprint to the car or the SM MD dispenser (whichever is closest), then use BH to and MD SW#3. Sprint back to the car, reload it if empty, and jump in the car.
- 74.3. If from CR: Drive along SMR1 to the side of SH, then sprint to CR/SMR1/SH. GGP- MD from SH and health up if any damage. Exit the front of the SH, use BH right on CR to the boulders on the right, drop MD against boulders and perimeter wall. Grab the closest log and advance on Hs. It is preferred to stay tight to the perimeter wall and take the H on the right first, getting cover (press the cover button to crouch behind walls or objects) from H#2 via the boulder and tree. Log the 2 Hs. Remain out of FOV if dispatched ASAP. If not, sprint to the MD and use BH to SW#3, kill it, then sprint back to the SH to health up. Sprint to the car and hop in.
- 8(NOTE) In hard mode: The 3 Hs can be overwhelming; all 3 have and often do attack simultaneously, eliminating any possibility of success regardless of your weapon of choice. There are 2 basic scenarios that work, both rely on the location of the BGs when you reach the top of the slope leading to the SMSA. Both are risky but with a little practice provide around 70% success.
- 9SAVE; use SMSA to SM, SW#4, 3 Headcrabs (H). Wherever you are, drive to CR/SMR then East to the top of the slope leading to SMSA. Do a bat turn at the top of the slope to point back at the SM. If the BGs are just approaching the ledge, exit the car, switch to Primary Rifle (PR), then sprint down slope. Close in on an H as it drops to grade, then use Plasma Blast (PB) it. Preferably if 2 are close together. If there are survivors after emptying the PR, use QS to Gravity Grenade (GG), GGP- the closest log and use BH to the closest H. The trees do provide some cover from the surviving Hs. Be precise with your GGP+ (range 15ft to the head). If the log goes wild, there's another one mid-slope; follow and work 1 H at a time. The more flechettes attached to the log, the better. The worst success with this maneuver is taking SW#4 at the SMR2/CR/SMR intersection and 40% health.
- 105.1 SAVE: Use SMSA to SM, SW#4, 3 Headcrabs (H). When you approach the top of the slope to SMSA, the BGs are about halfway up the slope. Continue along WTR until it straightens out, then bat turn (East for strafe right). Back up and reorient to the top slope of SMSA. As soon as an H appears on CR/SMR, go for it, then retreat along WTR to line up on H#2. Brake at or just past the top slope and GGP- the log. H#3 should still be relatively close; use BH to it and log it. Sprint to the car for the MD. Decide whether to use BH or drive to SW#4; it will be heading for SMR#2. The worst for this maneuver has SW#4 about 20% along SMR2.
- 11This section covers 3.6f from FW#2 to and through FW#3.
- 12SAVE, then use CRSA to CR/SMR1/SH, FW#2, 2 Headcrabs (H). Sprint to the car and drive CR/SMR to SMR1, then to the side of CR/SMR1/SH. Sprint past the fence and into the SH. Reload all weapons, then use BH with an MD on CR toward the cranes. Use BH to the boulders on the right. GGP+ FW#2 from its rear after it clears the boulders; ensure you hit the carapace and not the legs to prevent a ricochet. QS to pistol and retire.
- 13QS to GG, GGP- a log, then sprint toward the cranes. Advance to close quarters (CQ) on the closest H, log it, then go for and log the 2nd H. Sprint back toward the car, pass through the SH for supplies and an MD, then drive to WTSH.
- 14SAVE, then use WTSA to WTSH, SW#5, 0-4 Headcrabs (H). You have often had 1 H appear from SMR2, rarely 2, but it has happened, and you can't figure out where it/they came from. The only time you've ever allowed Hs to live was at CR/SMR1/SH. If you let any Hs live from CR/SMR1/SH, expect them to arrive pronto, and 1-2 Hs possible from SMR2; you could be swamped with Hs again. It is likely SW#5 will be Line of Sight (LOS) as you approach WTSH. Hit the brakes and jump out at SMR2, and the car passes by, providing quicker access to the MD. Regardless of the position of SW#5 when you're on foot, it must be a fast kill. Immediately after SW#5 is down, you must deal with any Hs that may be bearing down on your current position. Any and or all must be killed ASAP. Reload all weapons at WTSH, then grab the 2nd MD.
Tips
- In hard mode, the 3 Headcrabs can be overwhelming; all 3 have and often do attack simultaneously, eliminating any possibility of success regardless of your weapon of choice. There are 2 basic scenarios that work, both rely on the location of the Barnacles when you reach the top of the slope leading to the SMSA. Both are risky but with a little practice provide around 70% success.
- When dealing with Fabricators (FW), aim for the carapace with the Molotov (MD) to prevent ricochets.
- When engaging Headcrabs (H), use cover provided by trees and boulders.
- If you lose track of enemies on the radar (minimap), exit the car to kill the motor and listen for gunfire.
- Always check the radar (minimap) for enemy positions.
- Reload your car if it's empty before engaging further threats.
- Health up at safe houses (SH) when possible.
- Use Nitro (NOS) on straightaways for faster travel.
- Be precise with Gravity Grenade (GGP+) throws, especially at close range (15ft to the head).
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