Help: Stuck At Entanglement

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Ky-Ara

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Hi guys,

I'm stuck at entanglement. Where abouts just after you jump over the balcony, set up the 3 gun turrets and start rocking. Well I cant hold the combine off, ive tried 3 times, even though its felt like 10.

Here is my turret setup arrangement,

Oke, one of the I put near the left entrance to the little room where the turrets were stored and the health and shield generators on the wall. and another on the right, then one right infront of the shield and health replenishers. Then i just run into one of the cubicals, where originally the turrets were stored, and try to hold off. But they fall down, and I die trying to stand them up. Little help?

Cheers
 
patience is a virtue.

keep trying. you'll do it somehow.

i did it somehow too. don't remember how...........
 
There are alot of ways to do this. Put the turrets in corners where they can cover the entrances and aren't vulnerable to the combine or thier grenades and be sure they cover your position as well as a route to the ammo box for you so u can load up on ammo. Just remember the turrets are there to back you up and not the other way around. Try to take out the combine before they take out your turrets and you should have no problems :stare:
 
Corners? What corners are u talking about here, exactly. The corners in the inner room, where the replenishing mechanisms are? Or the corners outside near the ammo boxes. Cause I place mine in the room lol. Maybe they are a little close to me. But I feel pretty vulnerable when they are at a distance. :P
 
The way I got through this was to back up and set up some barricades to protect my flanks.
1) I shot the filing cabinets from the upper control room down the hall to block the "northeast"(assuming the hall with the chargers is "south") gate/energy wall. Of course you have to do this before you jump down into the room.
2) I also set the crate in the "northern" hall in the "northwest" doorway with a turret facing it in the "northeast" doorway. This blocks off the infinite ammo crate, but I stuck with the shotgun, because plenty of the fallen soldiers carry them.

I had carried a turret from the prior encounter (a suggestion from the Prima guide) which I set up facing the "northeast" gate--the one I barricaded with the filing cabinets.

This pretty well protects your right flank (although the soldiers can still shoot at you through the gate) so you can set up the other two turrets with one facing the "southern" cross hall (with the chargers) and the other facing the energy wall.

This strategy protects your right flank from incursion by the soldiers, and keeps you close to the other two turrets in case they get knocked over.
 
I have to also say I think they dropped the ball on this battle.

With the advanced physics engine I would have liked to see one fight where you had lots of time and lots of items (like the saw blades, or some laser trip mines) to plan your battlefield ahead of time, and lay some more interesting traps.

I think the audience for FPS games is plenty sophisticated to appreciate a well thought out battle, instead of just "here's a busload of troops--you might not die if you shoot fast enough!" There's plenty of adreanline battles--can't we have just one chess match?

Edited for excess redundancy, which wasn't really needed...
 
Ky-Ara said:
Hi guys,

I'm stuck at entanglement. Where abouts just after you jump over the balcony, set up the 3 gun turrets and start rocking. Well I cant hold the combine off, ive tried 3 times, even though its felt like 10
...Cheers

welcome to the forums, mr ky-ara :angry: (27). Enjoy your stay

as i said before, place the middle turrent to the side, jump in the middle cabinet, use the grav gun to hold the middle turret, and KILL 'EM ALL! :sniper:

Sieg: :|
 
I not only threw down the filing cabs from upstairs, but also dragged a metal door up the stairs just before this section AND g-gunned that big green cabinet (that blocks the door when you first enter this area) up the stairs and over the rails down into the main area. I then set up a barricade at one end of the sentry gun cabinet room, completely covering the opening (keeps out manhacks). Then blocked up the barred gate at the OTHER end of thatroom, then set the sentry guns out in the passageway next to the small room entrance, with them facing down the long hall. Finally, I stood in the corner under the concrete balcony with the g-gun ready to grab any grenades coming in.

Here's a quick MSPaint picture attached. The arrows show where the Combine come in once the barricade is set up as shown. It's a bit of setting up to do, but it works every time. You can pick off Combine on the balcony above your position with the 357 as well.
 
Oh yeah, and taking the two turrets from the earlier section in the control room is a great idea. I pointed them both up at the balcony where Alyx jumps down when it's all over, and as a result expended virtually zero ammo the whole time - just a few rounds to finish off the idiot around the other side and the last manhack (though on reflection I should have grabbed the manhack with the g-gun and used to slice up the grunt, and used no ammo at all).
 
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