Follow this Half-Life: Alyx walkthrough for Part 16, detailing strategies to defeat Walkers and Hunters using Magnusson Devices and environmental cover.
This section of the guide covers Part 16 of Half-Life: Alyx, focusing on navigating the White Forest Facility and engaging with Walkers and Hunters.
Walkthrough
- 1Exit the CR (Combine Room) after the doors close. Move to the center of the silo and clear any remaining BGs (Combine soldiers) below. Use MKs (Med Kits) if needed. Follow Alyx and the Vortigaunt up the ramp to meet Eli and Kleiner.
- 2Magnusson will commandeer you to use his device (Magnusson Device or MD) to detonate against a walker manikin. Outside, attach as many MDs as you like to the walker manikin. Once satisfied, you will be allowed back into the complex and to the car.
- 3Listen to the rebel, examine the map of the area surrounding the complex, and get in the car to leave. Consider making a copy of the map for reference. If you have damage or lack supplies, stop at the SHs (Supply Huts) on your way to the Saw Mill.
- 4If you intend to keep all SHs intact, be prepared for a demanding event. Saving frequently is recommended.
WALKER AND HUNTER RULES:
- If a walker has H (Hunter) support, it will ignore you unless you are near the first 3 MD stations closest to the launch facility.
- If a walker does not have support, it will fire on you as soon as you enter its FOV (field of view).
- A walker's FOV is between its 9:00 and 3:00.
- If a walker has no support and you have not entered its FOV, remain within its 4:00 and 8:00, and it will ignore you.
- If conditions (2 or 7) are in effect, the walker will fire on you.
- If a walker or hunter sees an MD being held by you, they will attempt to destroy it.
- If you attach an MD to a walker, it will turn to face you to prevent detonation and begin firing.
- An FW (Fast Walker) approaches low to the ground and moves 3 times faster than an SW (Slow Walker). Its legs act as a shield to MDs, and MDs will bounce off its legs.
- FWs are prone to using their pulse cannon on an SH immediately upon Line of Fire (LOF). You must GGP+ (get gun ready, prepare) an MD to it and detonate within 2-3 seconds of contact to prevent the MD from being destroyed by the pulse cannon's charging phase.
Route and Actions (3.6d from White Forest Facility gate to SW#3):
- Exit the complex and stop at the WTSH (White Forest Supply Hut) or the CR/SMR1/SH on your way to the Saw Mill for supplies and health.
- SAVE. From the CRSA (Combine Room/Silo Area) to the Saw Mill (SM), deal with SW#1 and 1H (Hunter).
- Drive east past the SM to the low pile of boulders on the right just before the SMSA (Saw Mill Silo Area). Sprint back to the SM and rebels.
- GGP- an MD as it appears and place it beside the freight car wheels to prevent rolling.
- Sprint toward the cranes, find and GGP- the long log closest to the H on the way (it does more damage than a small log). Use it for cover and BH (back-hop) to close in on the H. Log the H (2 headshots at 15 to 20 feet for a kill).
- Sprint through the trees for cover back to and under the freight car to retrieve the MD. You will take some damage but not much.
- Take the SW (Submachine Gun) from the freight car as soon as the suit has recharged. Run past the map then sprint to minimize distance to the car.
Notes on MDs and FWs:
- MDs may bounce off FWs 30-40% of the time. If they stick, they may prematurely explode before you can fire your pistol.
- The bounce is due to the MD ricocheting off the FW's legs. Your best bet is to step in front of or to the FW's 6 (rear) to send the MD.
- Premature detonation is due to the FW's plasma cannon.
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