Get quick and convenient access to just the hints you need for Half-Life 2, without staying on our website. Just download a free trial
version of our UHS Reader software and
a copy of these hints. You will get the
same gradual hints you see here -- unlike ordinary cheats or a
walkthrough that can spoil your game.
You can also buy the full version of the UHS Reader
for Windows or macOS. For just $14.95, you get full access to hints for
hundreds of games and 1 year of free updates. You can also search, decode, or print an entire
game's worth of hints at once.
Ask the Author
If you have questions about a puzzle that aren't answered
anywhere in these hints,
you may contact the author.
Half-Life 2 Hints
How should I set up my sentry guns in here?
1 of 7: You'll need them to cover the various force-field-covered doorways scattered about the room. (Note that the large black doors in a couple of areas will open up, revealing force-field-covered doorways.)
2 of 7: There's no super-special way-cool strategy for this one. Just set up your sentry guns so that each one is covering at least one Combine entry point.
3 of 7: NOTE: The Combine start breaking in after you set the *second* gun from the cases, not the third. Take your time planning where to set your sentries (including any you brought with you) before you take more than one out of the cases.
4 of 7: If you set them back far enough and at the right angle, each sentry gun can cover more than one Combine entry point.
5 of 7: It's a good idea to set them up so that they're not all that far from the room with the containers they came out of. That makes it a lot quicker to set them back upright when they get knocked over. (Assuming you take cover in the sentry storage room instead of running around and shooting.)
6 of 7: In fact, you can put sentries back in two particular container slots facing outward in order to help cover two major entry points.
7 of 7: Also, put a sentry gun in the corner next to the container room. It'll have a good angle of fire, and will be very hard to knock over.