PK.
Things start working for you now .
The triangle projects a blue beam that kills the enemy Combine giving you time to run back towards it….to meet with the Washing-Machine-of-Doom!
The WMD takes all your weapons off you and gives you something even better…Psychokinesis.
I found psychokinesis difficult, anything I looked at moved…So throw everything through the barrier to get rid of the Combine. Don’t bother picking up the gravity guns you see lying around; it’s more fun without them. By the way, that message about the key being unassigned is unimportant.
When enough stuff has been thrown through the barrier it breaks down so run at your enemies and clear a path to jump into another portal. On the other side you will still have psychokinesis and everything that you look at tends to fly around.
Have fun with the trains, you want to cross over the lines.
And you will find that looking at the ant lion makes it explode…eventually.
Just use your eyes...
Another triangle, and there is a danger of clipping [getting stuck] when you are blown back into the door [console code ‘no clip‘ makes you able to walk through walls, so use it if you get trapped].
Remember, just looking at things is enough for this place so deal with the man hacks and notice that metal piece out of place on your left? Look at it a bit more; couldn’t you throw it into the workings of the triangle [by standing underneath, by the door and looking up at it…]?
the Theorem room.
And finally Freeman is in the Theorem room and it is here that Freeman puts all to rights.
Throw away that central pole and put the triangles into the large square on the floor [each correct piece shows up as yellow on the wall.]
Finish by putting the square into the middle.
And all the numbers are happy!
Take the portal back home. No need to fight, all is well.
GeekOFallTrades writes:
If you pay close attention in the "Twisted Space" section, you'll see that there are two warring factions of "Pythagoreons:" Black and White. You'll notice that the black ones are winning out, and that the architecture of the level is turning slowly from white to black. You can even watch it happening in some places. Now, remember the spot where you get line-of-sight psychokinesis? It was the big, white boss-ship that was laying there that gave it to you… it teleported you out to a white space, and a white saucer came and bestowed the psychokinesis on you. In the final boss battle, you take out the black boss-ship. When you go to the final puzzle, you’ll notice that the area around the square is riddled with black spots, and when you’ve corrected the mistake… all of the black spots dissapear. Then you teleport back to earth, where the white boss-ship teleports in a few moments later, presumably to thank the Earthlings and to share the secrets of their race in a long and fruitful alliance (that is KS’s style after all). But sadly, the earthlings mistake it for the black ship and shoot it down… so Gordon erects a memorial in its honor.
I’m going to sound like such a dork saying this, but I found the whole affair very touching.
There are two secret areas, and they give you colours and numbers to use in the Theorem room. In the theorem room there are coloured windows and plenty of numbers, it is like co-ordinates...Use the colours to tell you which section the numbers are in and pull the numbers like bells.
Where are the secret areas?
By the canal... and in the white room with loads of headcrabs....
No comments:
Post a Comment