Navigate the Half-Life 2 transporter room and Dr. Kleiner's Lab. Learn MGT placement and how to defend against Combine forces.
- 1After dealing with the third swarm, follow Alyx to the double doors and open them.
- 2Position the MGT so the dangerous end faces away from you.
- 3Enter the next hallway, turn right at the corner, and stop before it.
- 4Place the MGT on the floor, switch to your Crowbar (CB) or Pistol (PR), and move behind the tall file cabinet to your right.
- 5Crouch with your flashlight (FL) on. Combine soldiers (BGs) will cut the lights and advance.
- 6A BG will appear at the corner as soon as the lights go out; use your PR to eliminate them ASAP.
- 7Creep right to establish line of fire (LOF) down the hallway.
- 8Select your targets and be prepared to use Quick Save (QS) to retrieve a Grenade (G) from a fallen BG, preferably in flight, by tilting the MGT, then quickly return to sender.
- 9Eventually, the Combine soldiers will stop attacking.
- 10To reach the transporter room, follow Alyx. When she stops to interact with something in a console room (CR), move ahead of her, down the stairs, and to the large black barrier.
- 11Crouch and ready your CB or revolver. Scope or zoom in and cover (press the cover button to crouch behind walls or objects) the security station (SS) at the far end of the area.
- 12Often, 1-2 BGs will appear from the SS and attempt to shoot you as you follow Alyx.
- 13Eventually, you will meet Dr. Mossman and enter the Transporter room.
Transporter Room Orientation:
Facing the front of the transporter with your back against the wall.
Orientation begins here. There are 3 main BG access points (AEPs) to the transporter room: AEP#1 (behind the wall the transporter is set against, branched, with the right side EP named AEP#1), AEP#2 (to your 9:00, often the busiest), and AEP#3 (to your 10:00, directly in line with the transporter control platform).
It takes just over 3 minutes from the time Alyx removes the security station (SS)s from the MGT stalls until the transporter encloses you for transport.
- 1ASAP after entering the transporter room, carry the MGT over AEP#3 to face the Combine doors.
- 2Sprint to the weapon dispensers (WDs), load up, and save.
- 3As soon as Eli and Judith transport out, it's a race to set the 3 MGTs at the 3 AEPs.
- 4The BGs breach AEP#2 sooner in Half-Life 2: Update (HL2ud) than in Half-Life 2 (HL2). In HL2ud, you may still be sprinting to the last MGT when the door blows. In HL2, you have time to shoulder your PR and take a first-person (FP) shot.
- 5You no longer need to place an MGT to face AEP#1, as it is rarely used by the BGs, and between Alyx and Gordon, you can handle the rare BG that appears there.
- 6Allow the BGs to fully enter the transporter room. If a BG body remains within line of sight (LOS) of the BG EP behind the transporter, remaining BGs from that EP may only attempt to enter from AEP#1.
- 7Place 2 MGTs facing AEP#3 and 2 facing AEP#2, staggering the AEP#2 turrets about 20 feet apart due to incoming Grenades (Gs).
- 8Space the 2 AEP#2 MGTs wide enough apart for clear LOF on AEP#2 and to GGP-/+ any Gs before damage is incurred.
- 9When all turrets are set, take your FP just inside the opening near the MGT storage units with the PR, crouch, and set your mouse to 400 dpi. This gives you FPs on AEP#1 and #2.
- 10Ensure you discharge remaining launcher rounds (rnds) on Overwatch Border Guards (OBGs) and re-stand any toppled turrets.
Warning: If the launcher has any rnds left in the tube upon transporting to Dr. Kleiner's lab, the laser and laser tracking system will disappear, which is a significant problem (P.I.T.A.) when dealing with Walkers and Gunships (GSs).
Most times, you won't fire enough rnds to worry about ammo or take enough damage to need the WDs before the transporter is ready. Beat feet to the WDs, then sprint to the transporter when Alyx begins speaking and blink out to Dr. Kleiner's.
3.11a. DR. KLEINER'S LAB TO TOXIC WASTE AREA
Exit Dr. Kleiner's Lab and let Dog handle heavy lifting. Pick up supplies and OBG ammo. Kill probes on your way to locate rebels in the square, then position them and wait for 2 Pulse Officers (POS) to appear via your experience (XP).
GGP-/- the mines to reprogram them. Use 1 nearby mine to clear the path of Heavy Combine (HCs) back to the street. Let the Walker pass, then switch to the revolver. Turn left to face the wall, then sidestep right along the wall to the corner. Locate the POS in the guard tower and send 1 rnd to the head.
Head up the street toward incoming drones, grab mines, and use them on the HCs ahead. Pass through the alley, use mines to clear debris and retire the second-floor POS.
GGP-/+ the Energy Barrier (EB) to remove the POS running up the steps, then GGP- the mine lying in the open and head down the steps. There's another mine to your right; drop the one you're carrying (it's safe) and grab the loner to send to the 2-3 POS at the far end of the courtyard. If successful, head into the courtyard; if not, use a Remote-Activated (RA) mine and send it. Switch the mines in the courtyard.
- When you have followers, try to stay ahead of them or move them to safety so you can remain out front. They will rally to Gordon regardless of commands, which can lead to their demise.
- Be aware that Combine soldiers (BGs) breach AEP#2 sooner in Half-Life 2: Update than in Half-Life 2.
- If a BG body remains within LOS of the BG EP behind the transporter, remaining BGs from that EP may only attempt to enter from AEP#1.
- The transporter glitch can cause the laser and laser tracking system to disappear if the launcher has rnds left in the tube upon transport.
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