Post by Mike Prus on Aug 21, 2005 15:11:48 GMT -5
8.1: Augh no more freaking zombies!
- Kill them if they get too close. Otherwise, grav gun yourself a path
and drive.
8.2: Spooky old house on the side of the road. Should I go there?
-If you like zombies and ammo, SURE!
8.3: Another roadblock.
- Hmm...kill, kill, kill.
8.4: Need two batteries to raise the gate.
- One is in a car out back of the battery shed. The other is on
the dead rebel's bed.
Update: I've been also told that there is a hidden battery
underneath the upside down tub.
Alternate suggestion by yelsewniklac:
In the Highway 17 chapter, there is an alternative method to bypass
the barrier that requires batteries to open. Simply chunk a car next
to wall with the gravity gun, then make a ramp from sheet metal found
among the rubble. There are at least four bits of it. Hit that at
full speed in the buggy and you're over.
Alternate suggestion by superxking24:
I have something to add to your hl2 FAQ\Walkthrough. On the
"Sandtrap" level, there is also a battery on the ledge that is coming
off the top of the windmill. Just use the gravity gun to pull it
toward you and then you can place it where it needs to go. Thanks.
superxking24
8.5: I was told to ditch the car.
- So ditch it. Prepare for a massive Combine fight at the lighthouse.
8.6: Hmm what's going on here?
- Combine are attacking. Kill them all and then climb the lighthouse.
You'll have to take on two gunships. Once you take em down, the rebel
will lead you to the bottom of the lighthouse and show you a secret
way out. Follow it.
8.7: And I'm supposed to get past this...sand...how? I hate sand.
It's so coarse and rough. Not like you. You're soft. And smooth.
- Ok there Anakin. Sheesh. Stay off the sand if you can. Jump
on rocks. Use the gravity gun to make makeshift bridges at parts
that lack rocks. If you see health, pull it to you. It ain't worth
being chased to get. If you feel impatient, simply run. Be advised
you'll be chased by 5 antlion at all times if you touch the ground.
Work your way to the barn and then enter. Turn on the generator.
This starts a ground pounding that makes antlions afraid to follow.
Head towards it and jump over the ridge.
8.8: Wow the guardian is huge.
-He's also very easy too. Kill him by strafing. Kill his reinforcements
while you're at it. And also lure him toward the village gunner. This
should make it easier.
8.9: Ain't these weapon tutorials annoying?
- Yep!
8.10: Time to raid Nova Prospekt. But my antlions refuse to follow.
- Turn off the ground pounders and avoid getting killed by combine.
Let the antlions do the work for you. Make sure on the first two
gun stations you walk behind them.
8.11: I can't get past the third station.
- Use the beach rocks for cover, and then enter the door on the mountain.
Kill the resistance that is in your way.
8.12: Flares. They know I'm here.
- Use your Antlions as meat shields while you pick em off. Exit the place
then go outside. When you see the part with two zombies
and a broken boat, knock down the planks. This will lower the
bridge. Kill the security posts and climb the ladders. Enter the door and
this should get you to the outer walls of Nova Prospekt.
8.13: My antlions keep getting killed.
- So kill the upper station snipers and then raid the place. Just, avoid
the bullet fire and kill as many as you can. Then kill the two gunboats that
come for you. Killing the second one opens up the wall that leads to stage 9.
“Nova Prospekt”
Length: Medium
Fun Factor = 5
9.1: It's too quiet. Where do I go?
- Downstairs. Inside the hole.
9.2: Tons of turrets.
- Disable all of them.
9.3: YIKES! Antlion guard!
-Kill him.
9.4: So THAT'S where the combine have been hiding.
- Kill them all, disable them turrets, and use the grav gun on
force field wires to disable them. Also use your Antlions to take the
brunt of the trip wires and resistance. Turn on the switches. Climb
upstairs, turn on switch. Climb downstairs and exit that room.
9.5: I keep dying to the combine behind the force field.
- There's a crawl space on the wall. Climb into it. use a shovel or
a plank to disable the fan. Kill combine and turn off the force field.
9.6: Why are you being so sparse with this part of the walkthrough?
- Nova Prospekt is pretty linear. There's like maybe a few sticking points
but it's really hard to get lost here. Just flip switches, enter doors,
and kill Combine and turrets.
9.7: You're not very helpful are you?
- Not really. Most of Nova Prospekt is one long line. Just use barrels
for cover, disable turrets, kill combine, and when you make it to the end,
jump through the window.
9.8: Another Antlion guard!
- Let the combine attack it first. Then kill it.
9.9: Where do I go?
- Find the door cluttered with junk and remove it.
9.10: The Combine Arms keep killing me.
- Look toward the ceiling and on one of the walls will be a hole. Make a
makeshift step ladder from boxes or barrels and climb into it.
“Entanglement”
Length: Medium Long
Fun Factor = 4
Tip by James Frost:
One tip for you - in the Entanglement level, you can take the turrets from
one area to the next. That way, in the second turret scenario, you get four
turrets instead of the usual 3. It's a bit tricky to get the turret there,
but not impossible.
You can easily take one of the turrets to the last turret area as well.
10.1: OK so Alyx is back. Now what?
- Follow her. And keep her alive. She is very stupid and WILL get herself
killed. JUST LIKE THE REST OF THE FRIENDLY AI!
10.2: Where do I go now?
- Listen to Alyx and enter the doors she opens.
10.3: Combine ambush.
- There's a box full of unlimited grenades. Use it. Disable turrets, kill
Combine. And when you get to the force field room, throw a grenade into the
room. That should disable it.
10.4: Control Room.
- Or as I like to call it Turret tutorial. Set them up on the ends of the
room and pick off soldiers from the windows. This part is easy. Its the
next turret scenario that's really hard.
John Keyston says:
Just for completeness, and in case nobody else has provided you with the
information, I found another solution to the first Entaglement control
room/sentry gun puzzle. Although Alyx instructs you to deploy the two
sentry guns, you can in fact disregard her advice and leave the sentry guns
where they are. If you don't touch them the Combine Soldiers do not in
fact appear, which gives you all the time in the world to use objects from
the control room to assist you in climbing over the shield. To do this, I:
- placed the bench close to the shield, and parallel to it, with one end
of the bench touching the wall at the right end of the shield;
- put the tall filing cabinet on the bench, and against the wall for
stability;
- put the short filing cabinet on the bench next to the tall one;
- put the two rectangular computer cases on top of the tall filing cabinet.
With this arrangement I could climb just high enough to jump over the
shield. Alyx did not appear.
Of course, this solution does not give you the "tutorial" that is useful
for the next, more difficult, sentry gun puzzle.
10.5: The water is electrified.
- Use the grav gun and make a bridge. This should keep you from getting
fried. Exit the room, walk the catwalk, and jump off the balcony to where
the combine was firing at you.
10.6: Another control Room.
- Now THIS is the hard part. You have three turrets. Camp the turret room
and set them up as followed. Two patrolling the entrance left of the health
and shield. One patrolling to the right of them. your job is to cover the
turret. With those two patrolling, nothing other than a manhack or a grenade
will get through. It's the solo turret that needs the protection. Fight off
wave after wave til Alyx gets there. It's time to baby sit her again.
=======================
(o) (o)
-----------------------
(X)control room (X)
-----------------------
(o) (o)
=======================
(X) = Turrets
(o) = Combine fields
It's best to set up the turrets like this.
Ted Nelson says:
I found a different way to do it, and it allows you to beat this part on
hard without getting scratched. What you have to do is go the room with
the ammo crate in it, take a barrel, and position it to the right of the
ammo crate when you are looking at the front of it, and make a triangle,
with the wall, barrel, and crate as sides. Next take two of the turrets and
face them towards the penning on the left of the crate, making sure that
they can hit the combine before they can hit you. Take the last turret,
put it facing the opening on the right of the crate on the wall opposite
the crate, then quickly jump in the triangle you created earlier. Just
watch the opening to your left, you should be able to see their heads over
the barrel, but they cannot see or shoot you. Then you just wait.
Alexander Barratt says:
having picked up a turret with the grav gun, turn left and run out of the
room, under the arches and into a very small, dark room that can be
found in the wall on the right (maybe a prison cell? I do not remember).
quickly set all three turrets up facing the door with a small gap behind
them so you are able to crouch between them and the back wall. thus the
soldiers are bottlenecked and die almost at once on appearance. instead of
covering the door yourself (I perhaps shot one person), your main task is to
use the grav gun to throw back incoming grenades. this can be tricky as in
such confined space it is more then possible to accidentally pick up a
turret instead, but a good aim will see you through. very important to stand
when throwing the grenades back, otherwise you are liable to shooting them
into the back of your turrets, even if it seems you have enough space;
extremely bad for health!!
Andrew Shorrock says:
"Nova Prospekt" in the second control-the-turrets scenario you can use the
grav gun to block all the other combine entrances beside the one you want
to defend. Simply chuck all the junk down from the office above before you
drop down into this part and use the crates, tables and barrels to block
up the force field entrances and the Combine won't come through. The turrets
will then deal with the main assault easily but you might have a couple
of guards lingering at one of the blocked-up entrances to deal with.
Victor Chang says:
This one doesn't even need the 3rd turret, just turn the turrets around,
and place them completely (if they are a little out, its still possible
that they'll get knocked over) inside the little slots that they were
stored in, put one in both of the two outer slots. You get in the empty
one yourself and you're almost completely safe. The turrets will shoot any
combine that try and come in, some will get through, but they are usually
preoccupied by the turret and die quickly trying to take it down. If they
do notice you, well, you get a kill after all! And about the grenades, no
problem, you won't get hurt in your little slot and the little slots you
put the turrets in keep them from falling over. All you need to worry
about are a few manhacks and maybe a combine.
Here is a little "picture" showing my setup:
___
|>--*bang!*
|___
|(you)
|___
|--<
|___
|>--*bang!*
|___
those are the four slots, the >-- are the turrets, the *bang!* is just to
show you which direction they're facing.
Alternate suggestion by Kit Bennett:
Was reading you FAQ, have just finished HL2 myself, the only thing I would
add is an easier way to survive the bit in the prison when u have to setup
the turrets to protect yourself until Alyx get to you (10.6 on your FAQ).
Basically there is an elevated ledge with a railing. Luckily enough you have
the correct amount of boxes if setup right to act as ladder to the top of
the ledge, so set the boxes up, set one gun up to trigger the guards.
Climb up the boxes to the ledge and wait to pick off the guards with
ease. Lose virtually no health and have fun sniping people.
Alternate suggestion by Jim McNeil
After getting really tired of trying to keep the turrets up-right I decided to
try and keep them close. After completely barricading one of the combine fields
with all the barrels and crates I set up all three turrets inside the control
room it self, facing of course the three fields I did not block. It took a try
or two to get the turrets in the three corners and still have a good field
of fire, but they never got knocked down and by the time Alex had shown up I
had fired a total of 5 rounds from the smg (1 combine trooper made it to the
door) and had not taken a single hit.
=====================
(o) (o)
barricade here
------------------------------------------
(x) Control Room (x)
(x)
------------------------------------------
(o) (o)
=====================
Cheers
Alternate suggestion by Cedric Haegeman:
I just wanted to say that there is a much easier way to beat of the combine
soldiers in the hard part of "Entanglement" (if you know what I mean?) wich
requires zero turrets.
In the walls to the right of the charger and medical system there are two
cells. Just stack the entrance to one of those cells with boxes - get in the
cell you blocked off. The upper crate will fall of as you do so, but just
put it back up.
When the soldiers come by, they'll just say "He's gone" and stuff like that.
When Alyx arrives, only two soldiers or something are left, requiring two
shotgun bullets...It's how I solved it, as it didn't work in any of the ways
in your FAQ (but maybe I just suck )
10.7: Follow Alyx?
- Yes. But watch out in the next room. The combine turn off the lights.
10.8: OK...Mossman has escaped. And they are coming in packing heat. What
now?
- The last turret scene was the hardest. Consider this cake. Assume the room
from the angle looks like this.
=========================
= 2(o) 3(o)=
= =
= [T] =
= =
= =
= [X]<-Turrets 1(o)=
=========================
[Entrance]
You've got to keep the Combine off Alyx long enough to get the Teleporter
working.
[T] = Teleporter
(o) = Combine fields.
Set up the turrets at (o) and run around shooting. The combine will get
past Fields 2 and 3 easy. Alyx will assist in shooting. Keep killing til
the teleporter is ready.
10.9: It's been a week?
- Yay. Watch the events and then fall down the elevator shaft.
Alternate Turret strategy by Henrik Stavnshoj:
Thank you for your very nice walkthrough.
It helped me a couple of difficult places, especially at the control room
in chapter 10, with the turrets, the combines kept running me over :-(
But when I followed your suggestion, it worked :-)
However, I have one "tweak" that gives you a bonus, also later:
You can take a turret with you, with the gravity gun, if you have the
patience
If you hold it in front of you, it automatically clears enemies on your
way, and it can give backup fire when opening doors, or clearing rooms
with several enemies, especially combines.
Last but not least, if you bring it with you, you will have _four_
turrets at the control room which eases the task considerably ;-)
I placed them like this:
================
(o) (o)
(x) ----------------- (x)
control room
(x) ----------------- (x)
(o) (o)
================
Likewise, four turrets easily holds off the combines in the teleporter
room, when placed like this:
=========================
= 2(o) 3(o) =
= [X] =
= [T] =
= =
= [X]<- 2 Turrets =
= [X] 1(o) =
=========================
[Entrance]
The two turrets work very effectively against the big combine field opposite
of the entrance, they don't even get near them ;-)
Thus you can help the turret at field 3, clearing the few combines that make
it that far.
“Anticitizen One”
Length: Long
Fun Factor = 3.
11.1: Dog is a vicious machine. Should I help him?
- you...could...or you could simply let him take on all resistance
and then let him open the door for you.
11.2: Not sure where I go after getting the Rebel in my Squad.
- Head past the slide and take a left. You'll see other Rebels pulling
down the propaganda machine. They join you too. Head toward the far
north-right black steel door and wait. Combine guards will flood out.
11.3: How do I disable the hoppers?
- Grav gun pull em toward you and gently release them.
11.4: Where do I take the squad now?
- Follow the path and enter the room. Climb the stairs and then exit.
You should be on the street. Don't go forward. Back pedal and go around
the wall. Enter the building and go up two stories. Then enter the hall
way. Kill all resistance and then use grenades to disable the two
turrets waiting for you down the hole.
11.5: I keep killing them but they keep respawning.
- Don't fight the combine on the wall. Instead, head for the left building
and enter. Disable hoppers, kill combine, go upstairs, and fall down holes,
and you should be outside behind the fence. Kill all resistance and then
open the gate. Score one for the rebels. Go upstairs.
11.6: Head downstairs and fight the combine in corridors?
- I don't need to say more. ^_^
11.7: Repeat 11.6?
- YES!
11.8: I'm in the main hallways. Is it me or do the men get dumber
each step?
- Nope, friendly AI is lacking. Lead your morons all the way down the
path, kill manhacks. Shoot out the padlock and enter the room (this
is assuming you walked Around the broken truck.) Kill combine, manhacks,
and then fight the two Combine gunners. You'll be using those guns in a
moment to fight off reinforcements while the medic blows open a hole for
you. Enter it when it's blown open.
11.9: Green ooze. Yuck!
- It's bad for your suit. Climb the car and use the grav gun to build
yourself a makeshift bridge with the wooden wheels. Keep using two of
them. Careful. Loads of Zombies around. Bridge yourself to the white car
at the end and climb the pipe. Enter the pipe, go down, and open the door for
your faithful idiots, and then go upstairs. Watch out for headcrab rockets.
11.10: You've skipped over half the stage! Why?
- It pretty much spoon feeds you where to go. Well...after you deal with
the drama of the two apartments, don't open the door. Walk out to the
open door. From there, simply follow the pathetically linear path, killing
zombies and combine. When you get to the two barnacles, take your right
and fall down the far right hole. Continue to follow the pathetically
linear path until you find a hole with two turrets and 4 zombies. Insert
Alyx.
11.11: Protect Alyx?
- Easy enough. Kill resistance, find a way downstairs, and make your way to
outside, and protect Alyx while she lowers the shields.
11.12: Easy for you to say. The Combine keep coming and my men are retards.
- Use the hoppers. Snipe. use cover fire. Do what you can to preserve your
life and keep them far away from Alyx. IF you can do that, then when
the shields fall, sprint to the generator and use the grav gun to push
out the core. Then run into the opened gate and she should close it behind
you and the surviving idiots.
11.13: Where do I go now?
- Go down the crevice and into the hole. Alyx won't follow you. She'll
become Princess Toadstool and the Combine will become the Koopas.
11.14: Where do I go now?
Follow the path and eventually you'll make it down a flight of broken
stairs. Make it to the door you'll find locked. Go inside the door
next to it, kill the black headcrab, and use the grav gun to remove
the wood that has it locked. Then go through and find a ladder to
climb. This should lead you to the WORST part of the stage.
11.15: Ok how do I get past this nightmare?
- Walk around the catwalk to the switch. Activate it. Kill all seeable
Combine. Wait for platform. Ride platform up. Walk along catwalk. Climb
ladder up. Walk on pipes. Walk around to beams and walk on the beams that
hoist the platform you just rode on. Walk across them and crouch to go all
the way. Climb on the catwalk. Walk around to another ladder. Jump to
middle catwalk between very top and where you came from. Walk it and fall
at exit door. Beware of hoppers.
- Kill them if they get too close. Otherwise, grav gun yourself a path
and drive.
8.2: Spooky old house on the side of the road. Should I go there?
-If you like zombies and ammo, SURE!
8.3: Another roadblock.
- Hmm...kill, kill, kill.
8.4: Need two batteries to raise the gate.
- One is in a car out back of the battery shed. The other is on
the dead rebel's bed.
Update: I've been also told that there is a hidden battery
underneath the upside down tub.
Alternate suggestion by yelsewniklac:
In the Highway 17 chapter, there is an alternative method to bypass
the barrier that requires batteries to open. Simply chunk a car next
to wall with the gravity gun, then make a ramp from sheet metal found
among the rubble. There are at least four bits of it. Hit that at
full speed in the buggy and you're over.
Alternate suggestion by superxking24:
I have something to add to your hl2 FAQ\Walkthrough. On the
"Sandtrap" level, there is also a battery on the ledge that is coming
off the top of the windmill. Just use the gravity gun to pull it
toward you and then you can place it where it needs to go. Thanks.
superxking24
8.5: I was told to ditch the car.
- So ditch it. Prepare for a massive Combine fight at the lighthouse.
8.6: Hmm what's going on here?
- Combine are attacking. Kill them all and then climb the lighthouse.
You'll have to take on two gunships. Once you take em down, the rebel
will lead you to the bottom of the lighthouse and show you a secret
way out. Follow it.
8.7: And I'm supposed to get past this...sand...how? I hate sand.
It's so coarse and rough. Not like you. You're soft. And smooth.
- Ok there Anakin. Sheesh. Stay off the sand if you can. Jump
on rocks. Use the gravity gun to make makeshift bridges at parts
that lack rocks. If you see health, pull it to you. It ain't worth
being chased to get. If you feel impatient, simply run. Be advised
you'll be chased by 5 antlion at all times if you touch the ground.
Work your way to the barn and then enter. Turn on the generator.
This starts a ground pounding that makes antlions afraid to follow.
Head towards it and jump over the ridge.
8.8: Wow the guardian is huge.
-He's also very easy too. Kill him by strafing. Kill his reinforcements
while you're at it. And also lure him toward the village gunner. This
should make it easier.
8.9: Ain't these weapon tutorials annoying?
- Yep!
8.10: Time to raid Nova Prospekt. But my antlions refuse to follow.
- Turn off the ground pounders and avoid getting killed by combine.
Let the antlions do the work for you. Make sure on the first two
gun stations you walk behind them.
8.11: I can't get past the third station.
- Use the beach rocks for cover, and then enter the door on the mountain.
Kill the resistance that is in your way.
8.12: Flares. They know I'm here.
- Use your Antlions as meat shields while you pick em off. Exit the place
then go outside. When you see the part with two zombies
and a broken boat, knock down the planks. This will lower the
bridge. Kill the security posts and climb the ladders. Enter the door and
this should get you to the outer walls of Nova Prospekt.
8.13: My antlions keep getting killed.
- So kill the upper station snipers and then raid the place. Just, avoid
the bullet fire and kill as many as you can. Then kill the two gunboats that
come for you. Killing the second one opens up the wall that leads to stage 9.
“Nova Prospekt”
Length: Medium
Fun Factor = 5
9.1: It's too quiet. Where do I go?
- Downstairs. Inside the hole.
9.2: Tons of turrets.
- Disable all of them.
9.3: YIKES! Antlion guard!
-Kill him.
9.4: So THAT'S where the combine have been hiding.
- Kill them all, disable them turrets, and use the grav gun on
force field wires to disable them. Also use your Antlions to take the
brunt of the trip wires and resistance. Turn on the switches. Climb
upstairs, turn on switch. Climb downstairs and exit that room.
9.5: I keep dying to the combine behind the force field.
- There's a crawl space on the wall. Climb into it. use a shovel or
a plank to disable the fan. Kill combine and turn off the force field.
9.6: Why are you being so sparse with this part of the walkthrough?
- Nova Prospekt is pretty linear. There's like maybe a few sticking points
but it's really hard to get lost here. Just flip switches, enter doors,
and kill Combine and turrets.
9.7: You're not very helpful are you?
- Not really. Most of Nova Prospekt is one long line. Just use barrels
for cover, disable turrets, kill combine, and when you make it to the end,
jump through the window.
9.8: Another Antlion guard!
- Let the combine attack it first. Then kill it.
9.9: Where do I go?
- Find the door cluttered with junk and remove it.
9.10: The Combine Arms keep killing me.
- Look toward the ceiling and on one of the walls will be a hole. Make a
makeshift step ladder from boxes or barrels and climb into it.
“Entanglement”
Length: Medium Long
Fun Factor = 4
Tip by James Frost:
One tip for you - in the Entanglement level, you can take the turrets from
one area to the next. That way, in the second turret scenario, you get four
turrets instead of the usual 3. It's a bit tricky to get the turret there,
but not impossible.
You can easily take one of the turrets to the last turret area as well.
10.1: OK so Alyx is back. Now what?
- Follow her. And keep her alive. She is very stupid and WILL get herself
killed. JUST LIKE THE REST OF THE FRIENDLY AI!
10.2: Where do I go now?
- Listen to Alyx and enter the doors she opens.
10.3: Combine ambush.
- There's a box full of unlimited grenades. Use it. Disable turrets, kill
Combine. And when you get to the force field room, throw a grenade into the
room. That should disable it.
10.4: Control Room.
- Or as I like to call it Turret tutorial. Set them up on the ends of the
room and pick off soldiers from the windows. This part is easy. Its the
next turret scenario that's really hard.
John Keyston says:
Just for completeness, and in case nobody else has provided you with the
information, I found another solution to the first Entaglement control
room/sentry gun puzzle. Although Alyx instructs you to deploy the two
sentry guns, you can in fact disregard her advice and leave the sentry guns
where they are. If you don't touch them the Combine Soldiers do not in
fact appear, which gives you all the time in the world to use objects from
the control room to assist you in climbing over the shield. To do this, I:
- placed the bench close to the shield, and parallel to it, with one end
of the bench touching the wall at the right end of the shield;
- put the tall filing cabinet on the bench, and against the wall for
stability;
- put the short filing cabinet on the bench next to the tall one;
- put the two rectangular computer cases on top of the tall filing cabinet.
With this arrangement I could climb just high enough to jump over the
shield. Alyx did not appear.
Of course, this solution does not give you the "tutorial" that is useful
for the next, more difficult, sentry gun puzzle.
10.5: The water is electrified.
- Use the grav gun and make a bridge. This should keep you from getting
fried. Exit the room, walk the catwalk, and jump off the balcony to where
the combine was firing at you.
10.6: Another control Room.
- Now THIS is the hard part. You have three turrets. Camp the turret room
and set them up as followed. Two patrolling the entrance left of the health
and shield. One patrolling to the right of them. your job is to cover the
turret. With those two patrolling, nothing other than a manhack or a grenade
will get through. It's the solo turret that needs the protection. Fight off
wave after wave til Alyx gets there. It's time to baby sit her again.
=======================
(o) (o)
-----------------------
(X)control room (X)
-----------------------
(o) (o)
=======================
(X) = Turrets
(o) = Combine fields
It's best to set up the turrets like this.
Ted Nelson says:
I found a different way to do it, and it allows you to beat this part on
hard without getting scratched. What you have to do is go the room with
the ammo crate in it, take a barrel, and position it to the right of the
ammo crate when you are looking at the front of it, and make a triangle,
with the wall, barrel, and crate as sides. Next take two of the turrets and
face them towards the penning on the left of the crate, making sure that
they can hit the combine before they can hit you. Take the last turret,
put it facing the opening on the right of the crate on the wall opposite
the crate, then quickly jump in the triangle you created earlier. Just
watch the opening to your left, you should be able to see their heads over
the barrel, but they cannot see or shoot you. Then you just wait.
Alexander Barratt says:
having picked up a turret with the grav gun, turn left and run out of the
room, under the arches and into a very small, dark room that can be
found in the wall on the right (maybe a prison cell? I do not remember).
quickly set all three turrets up facing the door with a small gap behind
them so you are able to crouch between them and the back wall. thus the
soldiers are bottlenecked and die almost at once on appearance. instead of
covering the door yourself (I perhaps shot one person), your main task is to
use the grav gun to throw back incoming grenades. this can be tricky as in
such confined space it is more then possible to accidentally pick up a
turret instead, but a good aim will see you through. very important to stand
when throwing the grenades back, otherwise you are liable to shooting them
into the back of your turrets, even if it seems you have enough space;
extremely bad for health!!
Andrew Shorrock says:
"Nova Prospekt" in the second control-the-turrets scenario you can use the
grav gun to block all the other combine entrances beside the one you want
to defend. Simply chuck all the junk down from the office above before you
drop down into this part and use the crates, tables and barrels to block
up the force field entrances and the Combine won't come through. The turrets
will then deal with the main assault easily but you might have a couple
of guards lingering at one of the blocked-up entrances to deal with.
Victor Chang says:
This one doesn't even need the 3rd turret, just turn the turrets around,
and place them completely (if they are a little out, its still possible
that they'll get knocked over) inside the little slots that they were
stored in, put one in both of the two outer slots. You get in the empty
one yourself and you're almost completely safe. The turrets will shoot any
combine that try and come in, some will get through, but they are usually
preoccupied by the turret and die quickly trying to take it down. If they
do notice you, well, you get a kill after all! And about the grenades, no
problem, you won't get hurt in your little slot and the little slots you
put the turrets in keep them from falling over. All you need to worry
about are a few manhacks and maybe a combine.
Here is a little "picture" showing my setup:
___
|>--*bang!*
|___
|(you)
|___
|--<
|___
|>--*bang!*
|___
those are the four slots, the >-- are the turrets, the *bang!* is just to
show you which direction they're facing.
Alternate suggestion by Kit Bennett:
Was reading you FAQ, have just finished HL2 myself, the only thing I would
add is an easier way to survive the bit in the prison when u have to setup
the turrets to protect yourself until Alyx get to you (10.6 on your FAQ).
Basically there is an elevated ledge with a railing. Luckily enough you have
the correct amount of boxes if setup right to act as ladder to the top of
the ledge, so set the boxes up, set one gun up to trigger the guards.
Climb up the boxes to the ledge and wait to pick off the guards with
ease. Lose virtually no health and have fun sniping people.
Alternate suggestion by Jim McNeil
After getting really tired of trying to keep the turrets up-right I decided to
try and keep them close. After completely barricading one of the combine fields
with all the barrels and crates I set up all three turrets inside the control
room it self, facing of course the three fields I did not block. It took a try
or two to get the turrets in the three corners and still have a good field
of fire, but they never got knocked down and by the time Alex had shown up I
had fired a total of 5 rounds from the smg (1 combine trooper made it to the
door) and had not taken a single hit.
=====================
(o) (o)
barricade here
------------------------------------------
(x) Control Room (x)
(x)
------------------------------------------
(o) (o)
=====================
Cheers
Alternate suggestion by Cedric Haegeman:
I just wanted to say that there is a much easier way to beat of the combine
soldiers in the hard part of "Entanglement" (if you know what I mean?) wich
requires zero turrets.
In the walls to the right of the charger and medical system there are two
cells. Just stack the entrance to one of those cells with boxes - get in the
cell you blocked off. The upper crate will fall of as you do so, but just
put it back up.
When the soldiers come by, they'll just say "He's gone" and stuff like that.
When Alyx arrives, only two soldiers or something are left, requiring two
shotgun bullets...It's how I solved it, as it didn't work in any of the ways
in your FAQ (but maybe I just suck )
10.7: Follow Alyx?
- Yes. But watch out in the next room. The combine turn off the lights.
10.8: OK...Mossman has escaped. And they are coming in packing heat. What
now?
- The last turret scene was the hardest. Consider this cake. Assume the room
from the angle looks like this.
=========================
= 2(o) 3(o)=
= =
= [T] =
= =
= =
= [X]<-Turrets 1(o)=
=========================
[Entrance]
You've got to keep the Combine off Alyx long enough to get the Teleporter
working.
[T] = Teleporter
(o) = Combine fields.
Set up the turrets at (o) and run around shooting. The combine will get
past Fields 2 and 3 easy. Alyx will assist in shooting. Keep killing til
the teleporter is ready.
10.9: It's been a week?
- Yay. Watch the events and then fall down the elevator shaft.
Alternate Turret strategy by Henrik Stavnshoj:
Thank you for your very nice walkthrough.
It helped me a couple of difficult places, especially at the control room
in chapter 10, with the turrets, the combines kept running me over :-(
But when I followed your suggestion, it worked :-)
However, I have one "tweak" that gives you a bonus, also later:
You can take a turret with you, with the gravity gun, if you have the
patience
If you hold it in front of you, it automatically clears enemies on your
way, and it can give backup fire when opening doors, or clearing rooms
with several enemies, especially combines.
Last but not least, if you bring it with you, you will have _four_
turrets at the control room which eases the task considerably ;-)
I placed them like this:
================
(o) (o)
(x) ----------------- (x)
control room
(x) ----------------- (x)
(o) (o)
================
Likewise, four turrets easily holds off the combines in the teleporter
room, when placed like this:
=========================
= 2(o) 3(o) =
= [X] =
= [T] =
= =
= [X]<- 2 Turrets =
= [X] 1(o) =
=========================
[Entrance]
The two turrets work very effectively against the big combine field opposite
of the entrance, they don't even get near them ;-)
Thus you can help the turret at field 3, clearing the few combines that make
it that far.
“Anticitizen One”
Length: Long
Fun Factor = 3.
11.1: Dog is a vicious machine. Should I help him?
- you...could...or you could simply let him take on all resistance
and then let him open the door for you.
11.2: Not sure where I go after getting the Rebel in my Squad.
- Head past the slide and take a left. You'll see other Rebels pulling
down the propaganda machine. They join you too. Head toward the far
north-right black steel door and wait. Combine guards will flood out.
11.3: How do I disable the hoppers?
- Grav gun pull em toward you and gently release them.
11.4: Where do I take the squad now?
- Follow the path and enter the room. Climb the stairs and then exit.
You should be on the street. Don't go forward. Back pedal and go around
the wall. Enter the building and go up two stories. Then enter the hall
way. Kill all resistance and then use grenades to disable the two
turrets waiting for you down the hole.
11.5: I keep killing them but they keep respawning.
- Don't fight the combine on the wall. Instead, head for the left building
and enter. Disable hoppers, kill combine, go upstairs, and fall down holes,
and you should be outside behind the fence. Kill all resistance and then
open the gate. Score one for the rebels. Go upstairs.
11.6: Head downstairs and fight the combine in corridors?
- I don't need to say more. ^_^
11.7: Repeat 11.6?
- YES!
11.8: I'm in the main hallways. Is it me or do the men get dumber
each step?
- Nope, friendly AI is lacking. Lead your morons all the way down the
path, kill manhacks. Shoot out the padlock and enter the room (this
is assuming you walked Around the broken truck.) Kill combine, manhacks,
and then fight the two Combine gunners. You'll be using those guns in a
moment to fight off reinforcements while the medic blows open a hole for
you. Enter it when it's blown open.
11.9: Green ooze. Yuck!
- It's bad for your suit. Climb the car and use the grav gun to build
yourself a makeshift bridge with the wooden wheels. Keep using two of
them. Careful. Loads of Zombies around. Bridge yourself to the white car
at the end and climb the pipe. Enter the pipe, go down, and open the door for
your faithful idiots, and then go upstairs. Watch out for headcrab rockets.
11.10: You've skipped over half the stage! Why?
- It pretty much spoon feeds you where to go. Well...after you deal with
the drama of the two apartments, don't open the door. Walk out to the
open door. From there, simply follow the pathetically linear path, killing
zombies and combine. When you get to the two barnacles, take your right
and fall down the far right hole. Continue to follow the pathetically
linear path until you find a hole with two turrets and 4 zombies. Insert
Alyx.
11.11: Protect Alyx?
- Easy enough. Kill resistance, find a way downstairs, and make your way to
outside, and protect Alyx while she lowers the shields.
11.12: Easy for you to say. The Combine keep coming and my men are retards.
- Use the hoppers. Snipe. use cover fire. Do what you can to preserve your
life and keep them far away from Alyx. IF you can do that, then when
the shields fall, sprint to the generator and use the grav gun to push
out the core. Then run into the opened gate and she should close it behind
you and the surviving idiots.
11.13: Where do I go now?
- Go down the crevice and into the hole. Alyx won't follow you. She'll
become Princess Toadstool and the Combine will become the Koopas.
11.14: Where do I go now?
Follow the path and eventually you'll make it down a flight of broken
stairs. Make it to the door you'll find locked. Go inside the door
next to it, kill the black headcrab, and use the grav gun to remove
the wood that has it locked. Then go through and find a ladder to
climb. This should lead you to the WORST part of the stage.
11.15: Ok how do I get past this nightmare?
- Walk around the catwalk to the switch. Activate it. Kill all seeable
Combine. Wait for platform. Ride platform up. Walk along catwalk. Climb
ladder up. Walk on pipes. Walk around to beams and walk on the beams that
hoist the platform you just rode on. Walk across them and crouch to go all
the way. Climb on the catwalk. Walk around to another ladder. Jump to
middle catwalk between very top and where you came from. Walk it and fall
at exit door. Beware of hoppers.