Complete walkthrough for Part 5 of Half-Life: Alyx, detailing objectives, enemy encounters, and strategies for navigating the ZB, XP, and elevator sections.
Walkthrough
- 1Move for LOF on the ZB and send it to sleepyhead; activate the lift then sprint back to it. Toss 2 steel bundles, hold onto the 3rd and ride the lift up. As you rise above the upper floor level, locate Zs and thin the herd. When clear, raise the gate for the Vort, move to the XP and wait for it to power the generator.
- 2At the ore cars with SCs, jump up onto the end of the one closest to the pit from the side, then do a KB smash and grab. Run over as many SCs as possible before jumping off to safety.
- 3Sprint the path to the boarded XP, drop the Z with the SG, then GGP+ the boards away. Sprint up the slope before fires on the ore car and it begins its descent. Let Steve handle the Zs, ASAs, and speeders.
- 4As soon as you pass by the car, drift left and sprint along the tunnel wall just past the XP ladder to your right, then hook back and around any slowpokes to the ladder.
- 5Climb the ladder and hop the railing. Crouch, GGP+ the bottom of the bell, then creep toward the hole and drop down into an ore car. Roll into a deep water pit, swim up, and climb out. Locate the side tunnel EP and continue. Grab the GC before dropping from the tracks.
- 6Follow the track to the ledge overlooking the elevator cavern and scan the area.
- 7From the ledge, travel to the opposite side of the cavern to activate the elevator. This takes about 60 seconds to touch down.
- 8During the 60 seconds, engage in a flip-flop offense/defense to thin a horde of ALs, ASAs, Zs, and ZBs. Use EBs, ETs, and MKs spread throughout the cavern.
- 9When Steve yells "SAVE YOURSELF," sprint to the elevator.
- 10The elevators are on the far side of the cavern. SCs are at the ends of each short tunnel with MKs in them. EBs and ETs are spread out.
- 11If you GGP+ ALs from the ledge and they flip into Steve's LOF, he will disintegrate them. Use the GC on the local AL group worshipping the thumper, otherwise use a G or 2.
- 12When the locals are thinned, drop off the ledge and sprint to the elevator on the raised concrete platform. GGP-/+ an EB on your way to clear the path.
- 13Go to the right of the elevator cage to press the button, then drop off from the side of the platform.
- 14Don't stop moving. SG or GGP+ SCs, then run through them for MKs.
- 15Pistol explosives from a distance if a group of enemies has collected near it. Otherwise, GGP- it, then BH toward a mass to send it from a distance.
- 16Groups occur when ALs, Zs, and ZBs lock horns. Don't GGP-/+ EBs and ETs if you lack distance or something is advancing on you.
- 17Steve will let you know when to make a break for the lift. QS to SG and prep for ASAs and ALs all the way to the top of the lift.
- 18Locate the supplies in the room with the generator, then wait inside for Steve to charge the generator. ASAs can accurately reach you at the railing outside the generator room from the ground.
- 19Follow the Pswy to another hole in the floor and drop down. Dodge the guardian that tries to smash through the wall.
- 20Continue to follow the Pswy to the next lift. Locate the path beside it, then jump down to the ledge leading to the big honkin fan.
- 21Figure out how to make the fan go, how not to get blown to your death, and how to adjust its position once it stops to allow passage. Approach the fan while winding down, then counter the rotation with GGP+ to slow it down fast and position the fan blade gap for passage.
- 22Locate the next hole in the ground, drop down, GGP+ the webs, and drop into the water. Beware of barnacles and remain tight to the perimeter wall for safety while locating the XP.
- 23Enter the bug tunnel and ensure the SG is set to QS while running to the XP.
- 24Look out through the bug tunnels XP; ASA#1 is waiting below in a larger tunnel. Ignore them as best as possible, GGP+ any in your way preferably before they can spit.
- 25Wait for ASA#1 to spit, it usually retreats around nearby bends. Wait for the spit to splash off the tunnel wall, then move into the XP.
- 26If ASA#1 didn't leave and isn't directly in front of the XP, back into the tunnel and toss a G out the XP, then reset SG back to QS ASAP. If ASA#1 is directly below the XP after spitting, GGP+ and SG it. Exit the hole ASAP after the G booms, then sprint left or right from the hole.
- 27Sprint to the 1st bend, then strafe to the opposite tunnel wall and press GGP+. If ASA#1 is there, you'll upend it for a QS to SG and 1 rnd. If the space is empty, ASA#1 went the other way.
- 28ASA#2 should be visible and further along the tunnel. Run toward #2 and dodge its spit until you can get close enough to sprint to its position.
- 29As soon as ASA#2 spits, sprint at it and GGP+ #2 for a belly rub. If it flew back too far to sprint past before righting itself, put an SG rnd into it.
- 30Continue sprinting through the tunnel, then BH if required to locate and pass through the XP.
- 31Drop out of the tunnel, then back up to the wall to block spit from your 6. Sidestep.
Tips
- Use environmental explosives (EBs, ETs, MKs) to thin out enemy hordes.
- Utilize Steve's abilities by luring enemies into his LOF.
- Conserve ammunition when possible, especially against weaker enemies.
- Keep moving during intense combat sequences to avoid enemy fire and attacks.
- Pay attention to Steve's callouts for critical moments, such as making a break for the elevator.
- Be mindful of environmental hazards like barnacles and the large fan.
- When dealing with ASAs, observe their attack patterns and use cover effectively.
- The GC can be very effective against groups of enemies worshipping the thumper.
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