4K | HL2 Part 21: ENTANGLEMENT - SWARM TO TRANSPORTER TELEPORT ROOM ๐Ÿ”ถ Xbox One X Enhanced Playthough

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Half-Life 2
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SWARM TO TRANSPORTER TELEPORT ROOM

Allow Alyx to lead the way to the double doors and swarm, a few times prior, she's disappeared or got stuck on the stairs going down from the cell blocks when I tried beating her to the double doors.

Again, it's a drag lugging an MGT to the 3rd swarm but it keeps me healthy. GGP- one of the MGTs then follow Alyx to the double doors, open them and GGP- the MGT so that the dangerous end is pointing away. Enter the next Hlwy, continue to the corner on the right, stop before the corner and place the MGT on the floor, quickly switch to CB or PR and move to and behind the tall file cabinet to your 8:00, FL on and crouch. The BGs will cut the lights and advance on your position. 1 BG appears at the corner as soon as the lights go out, PR him ASAP. Creep right for LOF down range then select your targets, be prepared to hit QS for the GG to retrieve a G, (preferably in flight) from tilting the MGT then quickly return to sender.

Eventually they run out of BGs and give up.

To the transporter room Robin, follow Alyx, when she stops to mess with something in one of the CRs run ahead of her, down the stairs and to the large black barrier crouch and pull the CB or revolver, scope or zoom and cover the SS at the far end of the area. Often 1-2 BGs appear from the SS and try back shooting me as I follow Alyx. Eventually you meet up with Dr. Mossman and enter the Transporter room.

Transporter Room Orientation Facing the front of the transporter and with your back against the wall

From this position, orientation begins. There're 3 main BG AEPs to the transporter room, AEP#1, (behind the wall the transporter is set against) it is branched but only the right side EP will be named as AEP#1. AEP#2 is to your 9:00 and often the busiest of the 3 EPs when the going gets tough. AEP#3 to your 10:00 is directly in line with the transporter control platform.

It takes just over 3 minutes from the time Alyx removes the SSs from the MGT stalls till the transporter encloses you inside for transport.

ASAP after entering the transporter room, carry the MGT over AEP#3 to face the Combine doors then sprint to the WDs, load up and save. As soon as Eli and Judith transport out it's a race to get the 3 MGTs set at the 3 AEPs.

(NOTE) The BGs breach AEP#2 sooner in HL2ud than they do in HL2, I'm still sprinting to the last MGT when the door blows. In HL2, I have the time to shoulder the PR and take an FP.

I also no longer place an MGT to face AEP#1, it is rarely used by the BGs and between Alyx and Gordon we take care of the rare couple BGs that make a play there. The big thing you need to remember to do is to allow the BGs to fully enter the transporter room. I'm beginning to think after numerous runs that if a BG body remains within LOS of the BG EP behind the transporter that the remaining BGs from that EP will only attempt to enter the transporter room from AEP#1.

I now place 2 MGTs facing AEP#3 and 2 facing AEP#2 but stagger the AEP#2 turrets about 20 plus feet apart due to Gs being tossed at them. I also space the 2 AEP#2 MGTs wide enough apart so that I can have clear LOF on AEP#2 and be able to GGP-/+ any Gs that are tossed their way before damage is incurred. When all turrets are set, I take my FP just inside the opening near the MGT storage units with the PR, crouch and set my mouse to 400 dpi. This gives me FPs on AEP#1 and #2. Lastly I ensure I discharge the remaining launcher rnds on OBGs, and re-stand the occasional turret if and when it's toppled over.

(NOTE) My game suffers from a transporter glitch, if the launcher has any rnds left in the tube upon transporting to Dr. Kleiner's lab, the laser and laser tracking system no longer functions it just disappears. This is an enormous P.I.T.A. when dealing with walkers and GSs, although not as bad with walkers due to their slow horizontal movements.

Most times I don't fire enough rnds during the entire exchange to worry about ammo, and do not take enough damage to hit the WDs before the transporter is ready to go bye-bye. Beat feet to the WDs and then sprint to the transporter when Alyx begins harping and blink out and in to Dr. Kleiner's.

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