Half-Life 2 Walkthrough -> Twist
After the elevator ride, we help Alyx kill all the soldiers and then proceed a little further. And here is the control panel. From here, Alyx finds her father's sarcophagus and sends it to the meeting point in the room a little further. Again, we will have to kill several soldiers.
Family Council
There is only one possible escape route—through the Combine teleporter to Dr. Kleiner's lab. Possible because it is unknown whether Issac Kleiner's teleporter is operational or not. In short, as Alyx says, things certainly can't get any worse.
We go through the door that Alyx opens. In the room to the left are two fast headcrabs and some revolver ammo. We clear the rubble with the gravity gun or a crowbar. Alyx can be seen on the monitor behind the door. She will open the grate on the left.
She won't be able to open the next grate, so we can go straight into the room, push the cabinets away from the wall, and climb into the vents. Around the corner are two headcrabs. There's another one below.
The ventilation will lead us to a room with numerous fast headcrabs and a single laser mine, which is installed directly under a ventilation grate. To avoid exploding along with the mine, you can pick up the grate (the Gravity Cannon's secondary attack) and throw it at the laser beam, after moving a safe distance away from the mine. The fast headcrabs can be shot without jumping from the Gravity Cannon.
After the turrets, there will be several soldiers, and it's best to toss them a few grenades rather than shoot them with other weapons. The force field is powered by an outlet in the room, but the gravity gun won't do any good here. The only way to pull the plug is by exploding it—throw a grenade into the room.
Behind the room, there's a turret lurking in the corner to the right, and two more far away against the wall. You don't need to waste grenades on them. The first one can be knocked over with the gravity gun, and you don't need to go to the others at all—our path leads through the doorway on the left, so we can just run through.
It's best to place them near the monitor—opposite one of the possible assault routes. We stand opposite the other one ourselves - we can sit in the closet.
Properly placed turrets will prevent any soldiers from entering from the entrance opposite the monitor, but you must control the second entrance yourself to prevent soldiers from running inside and overturning the turrets. There will be three Manhacks. After several failed assault attempts by the soldiers, Alyx will arrive, or rather, jump out of the ceiling vent.
A cruel betrayal
The plan, however, hasn't changed much—we still need to reach the Alliance portal. We'll have to go it alone again, as Alyx will be helping us from here, disabling the force fields that are blocking our progress. After descending, there will be several headcrabs.
The next room is flooded with water, and the water is electrified. Climb the pipes on the left and jump from them to the right. Under the stairs, in the middle of the room, are two boxes (be careful with them, they're fragile), which we need to jump to the raised platform at the end of the path.
We'll clear the rubble with the gravity gun. Both grates are closed, so we climb up to the next level. Kill the three soldiers above and jump down. There are three turrets in the cabinets, which we need to position opposite one of the force fields—as you might have guessed, an assault is about to begin, and a pretty serious one at that.
The main thing is to avoid being shot at by several soldiers and to avoid being surrounded. To do this, you need to run from one entrance to the next, picking off the soldiers one by one as they enter. Don't enter the cells—they might throw a grenade, although you can pick it up and throw it back with the gravity gun.
We move on and up. From the next control panel, Alyx will find Judith Mossman and lock her in. We follow Alyx. After a short conversation with Judith, all three of us head to the Combine portal.
Unfortunately, things don't go as planned: Dr. Mossman and Eli Vance escape to who knows where, and Alyx and I remain behind.
Resetting the portal will take a few minutes, during which time the room will be under attack by soldiers. There are three turrets in the cabinets to the left of the entrance. We position them opposite the force field, spaced apart to prevent a grenade explosion from knocking them all out. It's best to position them slightly to the right so they cover the second entrance to some extent.
If they're positioned correctly, no one will get through this force field, and at least half of the second one will be covered. There's still one more entrance left, which we'll have to guard ourselves, along with Alyx.
If the turrets were positioned correctly, anyone who arrives during the move will die. Incidentally, among those who arrive will be several Alliance elite, but again, we won't have to fight them.
The spatial movement is proceeding normally—right to Dr. Kleiner's lab—but time isn't quite right—a week has passed while we were traveling. According to Kleiner, many interesting things have happened during this week.
Barney has decided to organize an attack on the citadel, and he's glad that Gordon Freeman—that is, us—will help him. Dr. Kleiner has lost his headcrab again, and Alyx promises to join us again after helping Kleiner. End of Chapter 10. Next up is Intruder #1.




