Half-L.A.I.F. 2 - Chapter 11 - "Follow Freeman!"

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Half-Life 2
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Duration: 24:42
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Half-Life 2 - Looking around is forbidden

My attempt at playing through the entire HL2 series without ever looking around using the mouse or whatever input methods you could think of.
This is a segmented run, not aiming for speed, but merely to get through. Each video starts where the last one left off. If you see any weird cuts, it's because of Source's save stutter. Similarly, some graphical errors occur due to reloading saves.

Playlist: https://www.youtube.com/playlist?list=PL3VOvhaRTDJMAqMJv_WqdudGi8WH0IPNw

1:18 Skipping snipers
1:31 c17_10a
3:28 Supressor jump over gate
4:27 c17_10b + save deletion
5:46 Disabled first generator
6:50 Prop clipping to skip remaining generators
7:57 c17_11 + save deletion
8:48 Skipping gunship fight
9:28 c17_12
11:07 c17_12b + save deletion
13:27 c17_13
17:12 AR2 alt-fire to rotate
20:37 First strider kill
22:58 Second strider kill

Logo by 9joao6

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Finally done with City 17, and another chapter which had quite some difficult spots.

The first stunt involves using two crates to jump over a gate that Barney would open for us after we clear out the windows of snipers.
Since they are all coming from different directions, we couldn't take them out as intended.

The supression device's explosive knockback was used to jump over a gate, due to a door blocking our way otherwise.
This jump was pretty precise, due to some tall invisible walls over the fences but not over the gates.

Once inside, we normally need to take out three generators to be able to leave the building.
But since they are all at 90° angles, and we only have 180° of freedom for taking them out, there is no angle that could get all three of them.
No easy way for us to rotate a great distance either. So instead we save delete to give us an angle that allows for prop clipping past the second and third generators.

Another save deletion was needed to open the door right at the beginning of the map.
Some convenient item crates allow us to skip the following fights, which would usually require us to take down a gunship.

The first true strider encounter is merely for show - you don't need to kill anything to be able to progress.

The final save deletion of this chapter follows. This angle is required for the last map, but makes this map a lot harder in return.
Nothing needed to be done here, just walking to the exit. The strider always shoots down the ceiling beam after a few seconds.

This last map, I expected to be the end of it all for a long time. It took hours to understand the map logic and find a working route, as simple as it seems at first.
In order to progress, both striders need to be killed. If you don't kill them, there is a death barrier when trying to flee.
The map is incredibly well secured with invisible walls, disallowing any paths above the map. Prop clipping is not feasible due to the geometry, not giving us a good resulting location.

One lucky discovery I've had in this run was that using the AR2's alt-fire permanently rotates your view when fired.
This was used to change my pitch upwards a tiny bit, giving us a better angle. This helped a lot with the route I discovered.

The striders are patrolling on opposite sides of the map. But when a specific one of the two is killed, the other will walk down the same path as the just-killed strider.
So all we need is one angle which allows us to kill both striders by them walking into our line of fire.
This resulted in a tedious waiting game, whilst trying to avoid a whole lot of bullets raining down on me.
In the end, it all worked out, and we've nearly reached the end of the game!







Tags:
hl2
half-life 2
half-laif 2
no mouse
mouseless



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Half-Life 2 Statistics For Red Mser

At present, Red Mser has 6,912 views spread across 23 videos for Half-Life 2, with the game making up 6 hours of published video on his channel. This is 50.59% of the total watchable video for Half-Life 2 on Red Mser's YouTube channel.