Forums
Head on over to our forums and join in some popular discussion of Half-Life 2 and other Valve created games.

 
C2 A Red Letter Day

A short level, this. Follow Alyx through the winding passages, down the stairs and so on until she stops at a vending machine. Accept her offer of a drink and go on through when it opens. Welcome to Dr Kleiner's lab! YOu remember Dr Kleiner, don't you? He certainly remembers you. You're in no danger, so revel in your temporary safety and listen to the Doctor ramble on. There are some interesting toys to play with - most notably the little mini-teleport on the left of the entrance. And if you jump up onto Kleiner's desk,then climb up the pile of random instrumentation, you can stand on Kleiner's head. Tee-hee!

Make sure to actually listen to the dialogue if you want to understand the plot. Soon enough, Barney will enter. If you look at the security monitor that he switches on you'll see the G-Man shuffling sinisterly past in grainy black-and-white.

Don't worry about all this talk about cats - as Kleiner says, there's nothing to worry about. Eventually Barney will open up the door allowing you access (finally) to your hazard suit. Beware of the headcrab waiting inside - or not as the case may be, since it's only Kleiner's cute lil' companion, Lamarr. At least, you may think he's cute. Barney doesn't feel the same way. Once he opens the cannister you're free to step in and slip into the suit once again. Doesn't it feel lovely? Now's the time to get used to the new Sprint function, accessed by holding down the shift key. Kleiner will show you over to a suit power charger on the wall, so be sure to make good use of it. He'll then open the door to the teleport chamber - and there are some most interesting documents to be found pinned to the door itself.

Anyone with post-traumatic stress syndrome from the first game might start getting flashbacks now. Kleiner will spout technobabble and begin to charge up the teleporter for Alyx. All you need to do is watch until something goes wrong. Namely, a plug on the left wall blows out. It's not exactly a hard task to pick it up with the E button and slot it back into place. When prompted, throw the switch.

After Alyx has gone through safely, and after a short round of back-slapping, it's your turn. Don't worry - it's perfectly safe.

Unfortunately for you, Lamarr re-appears at the most inoportune time. The teleport malfunctions and the blasted little head-humper leaps into the field just as you zap out. Must you spend the rest of the game as a ghastly hybrid, half-man, half-headcrab, spliced together in a Fly-style teleporter accident? While it might make a good add-on pack, Lamarr simply jumps out again on the other side. This will be little consolation as you flash from one area to the next while Kleiner and co desperately try to hold you in one place.

Finally, they'll shut off the field. But scanners are incoming, so it's best to follow Kleiner's advice and run. Drop to the ground and go right through the wire fence and right again between the generators. Go up the stairs ahead and onwards into the next zone.

As you round the corner, you'll see the Citadel is on full alert. Barney appears on a balcony to your right, and after telling you to leg it, will drop you your beloved crowbar. Armed, you can now break through the wooden barricade and go on down the stairs. There's a trainyard on your left and a dark doorway straight ahead/ Go through the door but watch out - there are scanners about, not to mention a multitude of Combine troops. Whether you kill the scanner or not, you'll need to drop down to the ground and sprint to the left.

Jump onto the concrete ledge on the left wall, then jump into the train carriage. After smashing your way through the boxes you'll emerge on the other side of the tracks. Turn right, away from the fully-loaded train that's roaring your way. As your run, turn left and double back around the train carriage at the first chance you get. There is a small set of stairs leading into a large green carriage - and inside the carriage, a ladder leads to the roof. At the top of the ladder, you should see the way out. Make an action-movie leap to the next carriage and hop down over the chain-link fence. The combine will be hot on your tail, so get through the barricade ahead as quickly as possible.

With gunfire exploding all around you, leg it down the stairs and on into the next level: Route Kanal.
Sub Sections
HL2 Walkthrough
  • C1 Point Insertion
  • C2 A Red Letter Day
  • C3 Route Kanal
  • C4 Water Hazard
  • C5 Black Mesa East
  • C6 Ravenholm
  • C7 Highway 17
  • C8 Sandtraps
  • C9 Nova Prospekt
  • C10 Entanglement
  • C11 Anticitizen One
  • C12 Follow Freeman!
  • C13 Our Benefactors
  • C14 Dark Energy

  • Affiliates

    Any comments or suggestions? Please contact us!