Village
We exit the first tunnel and see a second one ahead, but it's blocked. We turn left across the river and continue along a dirt road. There's nothing of interest on the sides.
At the top of the hill, we enter a village with a radio tower. We enter an undamaged house on the right; inside are a couple of zombies. The radio isn't working, so we need to turn on the power in the large, ruined building next door.
The large building is closed, but you can climb up the hill from the side and jump from there to the roof. We descend through a hole into a distant, fenced-off room. We take the elevator down to the basement, where we find three sockets and a connecting cable on the far wall. To the right, behind some boxes, we find two more sockets and a short cable. The cables aren't long enough, so we swap them. We connect the two sockets on the far wall with the short cable, ignoring the bottom socket, and connect the two sockets by the elevator with the long cable. Power will be restored in the buildings.
We take the elevator up to a locked room. But hunters begin attacking from outside, gradually destroying one wall. We emerge into a large hall and defeat two hunters. We go outside and fight three more, and two more will arrive a little later.
The hunters either fire darts, which first attach and then explode, or try to ram us. Hiding from them is useless; with their synthetic legs, they can climb anywhere. You can get into a car and run them over; a single collision at high speed is enough to kill the monster.
We can't deflect the projectiles themselves, but we can pick up any object with the gravity gun, wait for a hunter to shoot darts at it, and then throw the object at the hunter.
After defeating them, we go to the house with the communications hub. Alyx contacts White Forest, specifically Dr. Magnusson, but before she can warn him of the impending Combine attack, the connection is cut off, and the image of the alien Advisor momentarily appears and disappears. We drive further through the opened gates.
The Advisor's Lair
Near the road, we see the Advisor's crashed airship. Psychic outbursts are occurring intermittently, suggesting the Advisor has taken refuge somewhere nearby. There are only two buildings nearby, so we go investigate.
The small house contains several ammo crates. In a large barn, we knock the padlock off the gate, fall into the basement at the entrance, and crawl to the center. Inside the barn is a metal cocoon with the Advisor, connected to a panel. Alyx decides to shut down the cocoon's power, so we help her by knocking the energy ball out of the generator with the grav-gun. The agitated Advisor emerges from the cocoon, paralyzes us, and attempts to eat us, but after disabling the cocoon, his powers gradually fade, and he retreats just in time, flying out through the barn's roof.
We miraculously survived, but now Alliance troops have arrived at the Advisor's crash site. The soldiers break down the door and begin storming the building, but we fight them off. Here we gain access to a new weapon – a crossbow. There are a few more soldiers and a hunter outside. The smarter Combine have taken cover in a nearby building and are now firing from there, so we can toss them grenades. Although fighting isn't necessary here; we can just jump in the car and keep going.
The Chase
After we win or escape from the barn, an Alliance helicopter appears in the air. We have nothing to shoot it down with yet – there's no rocket launcher, and bullets are useless against it, so we need to get away from it.
We drive along the railroad tracks, avoiding parked train cars and shooting through standing crates. The helicopter will change tactics: it will fly ahead of us and drop mines. We dodge them by turning onto adjacent parallel tracks. There are two tunnels ahead; we can enter either of them.
Station 21
The road now runs through waterways and tunnels, with zombies wandering along the sides of the road. One of them manages to jump onto our car. We reach a collapsed tunnel, turn off, and emerge into open ground.
We enter the gate marked "lambda." This is Station 21, one of the resistance bases. We leave the car here for now and crawl under the train cars into the base's courtyard.
Inside, the rebels are trying to fire back at the helicopter, but it's constantly bombarding them with mines. There's no rocket launcher here, but we can shoot down the helicopter by picking up the dropped mines with the gravity gun and throwing them back into the helicopter. We hide from the helicopter's machine gun fire in buildings and under the train cars; we can also find ammo and first aid kits there. Continue to Chapter 5.
Source: gamesisart.ru


