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Half-Life 2 Hints
What's new in release 6...
This is release 6 of the Half-Life 2 UHS hint file. It includes the following changes over release 5 (2/16/2007):
* note in the "A Note About the Hints" about how the map code is now displayed whenever the console window is up
* several just-for-fun notes, like the Upper Storage Note in Chapter 2's first section
* an alternative way to get over the fence in the train yard in Chapter 2's second section
* improved many of the cop-fighting tips in Chapter 3's first section
* improved a few of the combat tips in the "regular way" to open the gate in Chapter 4's third section
* tip for running back to the guardhouse from the rocket crate in the gunship-fighting tips in Chapter 8's fifth section
* Mike Nerone's variation on the Balcony Perch Strategy in the Cell Block D8 tips in Chapter 10's second section
* rearranged some of the hints regarding the over-the-fence shortcut in Chapter 11's sixth section
* tip for getting a squad member to drop through the big floor hole before you do in Chapter 11's sixth section
* RPG stockpiling tips in Chapter 12's fifth section
* new tips for dealing with the strider in Chapter 12's sixth section
* several minor tweaks and adjustments
Release 5 included the following changes:
* general tip about run-jumping along to move faster than just running
* improved tip about getting armor batteries from scanners in the train yard in Chapter 2
* two new tips for getting to a hard-to-reach supply ledge in the area with the first manhack attack in Chapter 3
* new shortcut for the regular way of opening the gate in Chapter 4's second section
* tip about skipping the cop fight in the ambush area in Chapter 4's sixth section
* tip for leaving the tunnel to shoot the chopper when it's almost dead on the shortcut way in Chapter 4's last section
* new combat tip for the second zombie-filled shed in Chapter 6's first section
* tip for staying at the top of the water tank's ladder when fighting fast zombies in Chapter 6's third section
* new strategy for hiding from the fast zombies while waiting for Grigori's cart in Chapter 6's fifth section
* tip for tricking the headcrabs in the tunnel next to the second mine shaft into burning themselves in Chapter 6's seventh section
* tip for getting armor batteries before using the big shortcut in Chapter 7's fifth section
* clarified the various strategies for the dropship sequence at Lighthouse Point in Chapter 8, plus added two new ones
* tip for going back through previous chapter sections looking for supplies after the gunship battle at Lighthouse Point
* shortcut for getting to the control room in Chapter 9's third section
* clarified the strategies for the control room in Chapter 10's second section, plus added a new one
* tip about turning some sentry guns around in their container slots in the teleporter chamber in Chapter 10's third section
* added a note to the squad info in Chapter 11's second section about how injured squad members can pick up health items
* many other minor enhancements
Release 4 included the following changes:
* redid the entire file so that each chapter section has a name and map code for easy reference
* detailed tips for every combat in the game that isn't totally trivial
* special G-NOTEs for all G-Man sightings
* new general tips section for XBox cheat codes
* some armor-getting tips in Chapter 2's hints
* shortcut for skipping combat with four cops in Chapter 3's fourth section
* way to ensnare the hunter-chopper above Gate 5 in Chapter 4
* odd little secret area in the headcrab-infested side area in Chapter 4's seventh section
* general tips for zombie-killing and using Dog's ball added to Chapter 6
* several new strategies for dealing with the fast zombie attacks in Chapter 6's third section
* new trick for the waiting-for-the-lift part of Chapter 6's fifth section
* general tips for driving the jeep and dealing with antlions added to Chapter 7
* new strategy for approaching the Northern Petrol facility in Chapter 7's third section
* new trick for preventing the gunship just past Northern Petrol from ever showing up
* new trick for getting past ambush #3 in Chapter 7's fourth section
* big shortcut for Chapter 7's last two sections
* improved strategy for fighting the gunship at Lighthouse Point in Chapter 8
* improved a lot of combat and ground turret tips for Chapter 12's third section
* way too many smaller improvements and additions to mention (except like this)
Release 3 included the following additions:
* note that weapon damage and max ammo values are reset every time a chapter section is loaded
* warnings for the cheat of getting the super gravity gun at the beginning of the game
* tip on bashing scanners for armor batteries starting near the end of the second chapter
* improved tips on blocking the cops who come up the stairs near the train crossing in Route Kanal
* note about returning to mounted gun area in Route Kanal after the APC drives off
* warning about using an explosive barrel to blow up the first manhacks in Route Kanal
* tips on floating near the surface of water (or crouching in shallow water) to bash manhacks
* new question about all the possible shortcuts at Gate 5 in Water Hazard
* shortcut for getting past the electrified fence in Ravenholm
* shortcut for getting past the street/rooftop area with respawning zombies in Ravenholm
* note about supply crates near beginning of Highway 17's third chapter section
* improved tip on getting to secret energy orb stash at Northern Petrol
* better tip on getting past the moving train at the end of Highway 17
* tip on turning turrets around in their cases in the control room in Entanglement
* a few other minor things
Release 2 included the following additions over the original release of 12/24/2004:
* cheat method for playing the entire game with the super gravity gun from Chapters 13 and 14
* improved tips for dealing with the manhacks-and-explosive-barrels room in Chapter 3
* another shortcut tip for the first bridge in Chapter 4
* another shortcut tip for the Gate 5 area in Chapter 4
* new APC-fighting strategy for near the end of Chapter 4
* alternatives for several fast zombie attacks in Chapter 6
* a way to "deactivate" the antlions in the large sandy area in Chapter 8
* new ways to kill both antlion guards in Chapter 9
* detailed summaries of the four top strategies for handling the Siege of Cell Block D8 in Chapter 10
* a shortcut for Chapter 11
* clarified the best strategy for protecting Alyx in Chapter 11
* improved the directions for making it through the room with the red laser alerts in Chapter 12
* possible console code fix to the no-jump bug in Chapter 13
My thanks to the following people who contributed to this and previous releases in some way:
Brendan
Dan
Dorian
Greg Caldwell
Brecht Claeys
DarkLordSkippy
First Last
GoldenWyrm
Koji, creator of Shunketsu Hanashi
Kusanagi
John "d j"
John Richie
Josh "Stigma"
Skys_end
James Thorpe
Bernd Wolffgramm
James Wyatt
Mike Nerone
Keep sending in tips and improvements to me at dunigase@yahoo.com or dunigase@wmconnect.com.