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Locating the Resistance' {{needimages}}
{{Header Nav|game=Half-Life 2}}
{{Header Nav|game=Half-Life 2}}
Welcome to Anticitizen One, the eleventh level of Half Life 2.
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==Locating the Resistance==
==Locating the Resistance==


Hop out of the lift shaft and Dog will jump down with you. Go outside using the hole in the wall and approach the van blocking the road. Some combine will begin shooting at you from down the road, but ignore them as Dog will come along, pick up the van, and throw it at them. Not only are there now two less soldiers for you to worry about, but you can carry on along the road too. When this road meets another coming from the right, Dog will run off towards the combine barricade, but will turn around as an APC starts firing at him. He'll jump on it and ride it around a bit before picking it up and throwing it into the combine-occupied corner building. Dog will then go and forcibly open the gate of the barricade; head on through, and he'll be about to join you but a dropship lands near. Instead of following you, Dog will kill the soldiers that come out of it, then ride the dropship over the mobile combine wall and out of sight. Before the wall crushes you look left and jump over the bent fence. On the other side, go in the building. Through the door to the left is a crouch-space which you need to go through (and get a loading screen), but before that you can check the room on the right further along the corridor to find a weird television, and the source of the noise; it's the G-Man! He'll be on the screen briefly whilst you look at it, then turn away and the TV will mysteriously turn itself off. Creepy guy. Head back to the crouch-space and go through.
Hop out of the lift shaft and Dog will jump down with you. Go outside using the hole in the wall and approach the van blocking the road. Some Combine will begin shooting at you from down the road, but ignore them as Dog will come along, pick up the van, and throw it at them. Not only are there now two less soldiers for you to worry about, but you can carry on along the road too. Before you do, climb onto one of the green dumpsters to your right, pull up a crate and use it to get onto the concrete ledge for a lambda locator. Carry on down the road and when it meets another coming from the right, Dog will run off towards the Combine barricade, but will turn around as an APC starts firing at him. He'll jump on it and ride it around a bit before picking it up and throwing it into the Combine-occupied corner building. Dog will then go and forcibly open the gate of the barricade; head on through, and he'll be about to join you but a dropship lands near. Instead of following you, Dog will close the barricade, kill the soldiers that come out of the APC, then ride the dropship over the mobile Combine wall and out of sight. Before the wall crushes you look left and jump over the bent fence. On the other side, go in the building. Through the door to the left is a crouch-space which you need to go through (and get a loading screen), but before that you can check the room on the right further along the corridor to find a weird television, and the source of the noise; it's G-Man! He'll be on the screen briefly whilst you look at it, then turn away and the TV will mysteriously turn itself off. Creepy guy. Head back to the crouch-space and go through.


After the loading screen go through the dark corridor and you'll emerge outside in a familiar setting; it's the playground from Point Insertion! However now it's in a considerably worse state than it was already in, and all the CPs are gone. Help the rebel at the end by killing the organic combine scanners floating around, then go to the end of the yard and turn right. Go left at the corner and past the fence, then left again and under the section of house that's fallen over. You'll be in City 17's main square; with a large "Breencast" on which some rebels will proceed to tear down and cheer. After this, they'll notice you and begin following you; you'll now be given some on-screen prompts on how to use your squad. Mostly though, they're just useful for following you, opening things you can't and drawing combine fire away from you long enough for you to do whatever it is you're trying to.
After the loading screen go through the dark corridor and you'll emerge outside in a familiar setting; it's the playground from Point Insertion! However now it's in a considerably worse state than it was already in, and all the CPs are gone. Help the rebel at the end by killing the organic Combine scanners floating around, then go to the end of the yard and turn right. Go left at the corner and past the fence, then left again and under the section of house that's fallen over. You'll be in City 17's main square; with a large "Breencast" on which some rebels will proceed to tear down and cheer. After this, they'll notice you and begin following you; you'll now be given some on-screen prompts on how to use your squad. Mostly though, they're just useful for following you, opening things you can't and drawing Combine fire away from you long enough for you to do whatever it is you're trying to.


Once you've sent and recalled your squad, the door in the alley to the right of the tower the Breencast was on will open up and two CPs with pistols will come out. They'll go down pretty quickly, so head through the alley they came from and up the stairs at the end to get another loading screen. Around the corner, you'll see a resistance member on the other side of the fence, beyond a hole covered by a metal plate. He'll warn you about all the hopper mines; these things are anchored to the ground but when you go near them they'll jump out and explode. If you keep your wits about you it's only ever your squad who will cop it from these, and you can wrench them out of the ground with your gravity gun to use them yourself. Move the metal plate and use the gravity gun to get rid of the hopper mines beneath the hole, then clear the mines in the yard so your squad can proceed safely. Some headcrabs will approach from the shed up at the top of the stairs; your squad can deal with these. In the shed you'll find some health and suit batteries, and you can watch another Breencast on the TV in here (or alternatively turn the TV off by pulling it out of its plug and smashing it with the crowbar).
Once you've sent and recalled your squad, the door in the alley to the right of the tower the Breencast was on will open up and two CPs with pistols will come out. They'll go down pretty quickly, so head through the alley they came from and up the stairs at the end to get another loading screen. Around the corner, you'll see a resistance member on the other side of the fence, beyond a hole covered by a metal plate. He'll warn you about all the hopper mines; these things are anchored to the ground but when you go near them they'll jump out and explode. If you keep your wits about you it's only ever your squad who will cop it from these, and you can wrench them out of the ground with your gravity gun to use them yourself. Move the metal plate and use the gravity gun to get rid of the hopper mines beneath the hole, then clear the mines in the yard so your squad can proceed safely. Some headcrabs will approach from the shed up at the top of the stairs; your squad can deal with these. In the shed you'll find some health and suit batteries, and you can watch another Breencast on the TV in here (or alternatively turn the TV off by pulling it out of its plug and smashing it with the crowbar).


Outside the shed, get rid of the hoppers and go down the alley by the resistance member who won't follow you for some more health and AR2 ammo. Inside the alley you'll get a medic following you; he's useful, so try and keep him alive. Back outside, there's a strider over the barricade to the right; it'll use its cannon to blow up the car near you. You don't have the means to deal with it so let it pass on down the road over the barricade. Meanwhile, head up the road to the next barricade, watching out for the hoppers that the organic combine scanners drop, and the CP in the tower. Once they're all disposed off, kill the headcrabs at the top of the road and go into the alley on the right. There are some hoppers down here, so be careful. In the yard at the end, deal with the CPs in the various windows. There are some spare hoppers in the shed to your right as well as a medpack for you to use, and if you look at the wall on the left by the closed shed and explosive barrel you'll see another lambda symbol spray painted on the wall. What could this mean? Pull the explosive barrel away and a panel of the shed will fall off, and inside is a cache of grenades and an SMG grenade as well as some suit power and health.
Outside the shed, get rid of the hoppers and go down the alley by the resistance member who won't follow you for some more health and AR2 ammo. Inside the alley you'll get a medic following you; he's useful, so try and keep him alive. Back outside, there's a strider over the barricade to the right; it'll use its cannon to blow up the car near you. You don't have the means to deal with it so let it pass on down the road over the barricade. Meanwhile, head up the road to the next barricade, watching out for the hoppers that the organic Combine scanners drop, and the CP in the tower. Once they're all disposed off, kill the headcrabs at the top of the road and go into the alley on the right. There are some hoppers down here, so be careful. In the yard at the end, deal with the CPs in the various windows. There are some spare hoppers in the shed to your right as well as a medpack for you to use, and if you look at the wall on the left by the closed shed and explosive barrel you'll see another lambda symbol spray painted on the wall. What could this mean? Pull the explosive barrel away and a panel of the shed will fall off, and inside is a cache of grenades and an SMG grenade as well as some suit power and health.


Go down the alley steps and in the next yard watch out for the hopper and explosive barrel on the left; fire them down the yard past the railings to take out the group of CPs by the next shed. Once they're disposed of, check the shed for some shotgun ammo and more spare hoppers, then go in the dark doorway in the building nearby past the supply crate. Round the corner for another loading screen. Inside here, you can head up the stairs for a repeat of an earlier Breencast on another TV, and kill the zombies around and find some magnum ammo too. Back at the bottom, head outside using the doorway and you'll be on another long and broken road up to a combine barricade. Ignore the strider at the end, it'll move on soon enough; deal with the scanners dropping hoppers first. Go around the concrete in the middle of the road to the medic tending to the wounded resistance member; wait here for a bit. Soon the wounded guy will die, and the medic will follow you. She's got a shotgun, which is  an improvement over the SMGs all your other guys have, and you'll want as many followers as you can get.
Go down the alley steps and in the next yard watch out for the hopper and explosive barrel on the left; fire them down the yard past the railings to take out the group of CPs by the next shed. Once they're disposed of, check the shed for some shotgun ammo and more spare hoppers, then go in the dark doorway in the building nearby past the supply crate. Round the corner for another loading screen. Inside here, you can head up the stairs for a repeat of an earlier Breencast on another TV, and kill the zombies around and find some magnum ammo too. Back at the bottom, head outside using the doorway and you'll be on another long and broken road up to a Combine barricade. Ignore the strider at the end, it'll move on soon enough; deal with the scanners dropping hoppers first. Go around the concrete in the middle of the road to the medic tending to the wounded resistance member; wait here for a bit. Soon the wounded guy will die, and the medic will follow you. She's got a shotgun, which is  an improvement over the SMGs all your other guys have, and you'll want as many followers as you can get.


You can't proceed past the pulled-up road, so check the dark stairs near where the medic was; down here there's some more stairs to climb on the left, and some supply crates guarded by a headcrab in the basement. Go up the stairs after getting the supplies and go up the next staircase to the second floor. Go through either of the glass double doors on the left and kill the two CPs inside. Head down the corridor on the right next where two CPs will be shooting at you. Deal with them (checking the small cloakroom on the right for supply crates containing an SMG grenade and some crossbow bolts) and then go left at the end and follow the path around by the combine console to the building section with a big hole in the wall. Drop down and take out the two stationary turrets, then smash the glass and go out. Get rid of the explosive barrels and hoppers because a stray combine shot will detonate them and potentially kill you and your squad with it.
You can't proceed past the pulled-up road, so check the dark stairs near where the medic was; down here there's some more stairs to climb on the left, and some supply crates guarded by a headcrab in the basement. Go up the stairs after getting the supplies and go up the next staircase to the second floor. Go through either of the glass double doors on the left and kill the two CPs inside. Head down the corridor on the right next where two CPs will be shooting at you. Deal with them (checking the small cloakroom on the right for supply crates containing an SMG grenade and some crossbow bolts) and then go left at the end and follow the path around by the Combine console to the building section with a big hole in the wall. Drop down and take out the two stationary turrets, then smash the glass and go out. Get rid of the explosive barrels and hoppers because a stray Combine shot will detonate them and potentially kill you and your squad with it.


Take out some of the CPs on the barricade and push forward to another set of glass windows in a building further along on the right. You can use this to get around the next bit of pulled-up road. Inside, reload, then head straight across the street to the half-destroyed building with a fire and explosive barrel in it on the other side of the street. Head through and kill the CP, and get rid of the hoppers. Head up the stairs to the room with a giant hole in the floor, and drop down as far as you can go. The door in front of you now leads out to behind the combine barricade — now that you're here, take out the rest of the CPs. Press the button to open the gate and use the health dispenser if you need to. Go up the walkway to the house that some of the metrocops were emerging from before. Kill the two CPs inside the rooms and check the left one for a suit charger. Once you've used it, head left to the staircase. The top door is locked and has a stationary turret guarding it; you don't have to take it out but you can if you want. Otherwise, head down the stairs to the bottom.
Take out some of the CPs on the barricade and push forward to another set of glass windows in a building further along on the right. You can use this to get around the next bit of pulled-up road. Inside, reload, then head straight across the street to the half-destroyed building with a fire and explosive barrel in it. Head through and kill the CP, and get rid of the hoppers. Head up the stairs to the room with a giant hole in the floor, and drop down as far as you can go. The door in front of you now leads out to behind the Combine barricade — now that you're here, take out the rest of the CPs. Press the button to open the gate and use the health dispenser if you need to. Go up the walkway to the house that some of the metrocops were emerging from before. Kill the two CPs inside the rooms and check the left one for a suit charger. Once you've used it, head left to the staircase. The top door is locked and has a stationary turret guarding it; you don't have to take it out but you can if you want. Otherwise, head down the stairs to the bottom.


Go through these rooms taking out the CPs as you come across them. Try to use the SMG as much as possible here as the CPs you are fighting use a lot of them.
Go through these rooms taking out the CPs as you come across them. Try to use the SMG as much as possible here as the CPs you are fighting use a lot of them.


{{Footer Nav|game=Half-Life 2|prevpage=Entanglement|nextpage="Follow Freeman!"}}
{{Footer Nav|game=Half-Life 2|prevpage=Entanglement|nextpage="Follow Freeman!"}}

Revision as of 18:28, 2 March 2012

Locating the Resistance'

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Welcome to Anticitizen One, the eleventh level of Half Life 2.

Locating the Resistance

Hop out of the lift shaft and Dog will jump down with you. Go outside using the hole in the wall and approach the van blocking the road. Some Combine will begin shooting at you from down the road, but ignore them as Dog will come along, pick up the van, and throw it at them. Not only are there now two less soldiers for you to worry about, but you can carry on along the road too. Before you do, climb onto one of the green dumpsters to your right, pull up a crate and use it to get onto the concrete ledge for a lambda locator. Carry on down the road and when it meets another coming from the right, Dog will run off towards the Combine barricade, but will turn around as an APC starts firing at him. He'll jump on it and ride it around a bit before picking it up and throwing it into the Combine-occupied corner building. Dog will then go and forcibly open the gate of the barricade; head on through, and he'll be about to join you but a dropship lands near. Instead of following you, Dog will close the barricade, kill the soldiers that come out of the APC, then ride the dropship over the mobile Combine wall and out of sight. Before the wall crushes you look left and jump over the bent fence. On the other side, go in the building. Through the door to the left is a crouch-space which you need to go through (and get a loading screen), but before that you can check the room on the right further along the corridor to find a weird television, and the source of the noise; it's G-Man! He'll be on the screen briefly whilst you look at it, then turn away and the TV will mysteriously turn itself off. Creepy guy. Head back to the crouch-space and go through.

After the loading screen go through the dark corridor and you'll emerge outside in a familiar setting; it's the playground from Point Insertion! However now it's in a considerably worse state than it was already in, and all the CPs are gone. Help the rebel at the end by killing the organic Combine scanners floating around, then go to the end of the yard and turn right. Go left at the corner and past the fence, then left again and under the section of house that's fallen over. You'll be in City 17's main square; with a large "Breencast" on which some rebels will proceed to tear down and cheer. After this, they'll notice you and begin following you; you'll now be given some on-screen prompts on how to use your squad. Mostly though, they're just useful for following you, opening things you can't and drawing Combine fire away from you long enough for you to do whatever it is you're trying to.

Once you've sent and recalled your squad, the door in the alley to the right of the tower the Breencast was on will open up and two CPs with pistols will come out. They'll go down pretty quickly, so head through the alley they came from and up the stairs at the end to get another loading screen. Around the corner, you'll see a resistance member on the other side of the fence, beyond a hole covered by a metal plate. He'll warn you about all the hopper mines; these things are anchored to the ground but when you go near them they'll jump out and explode. If you keep your wits about you it's only ever your squad who will cop it from these, and you can wrench them out of the ground with your gravity gun to use them yourself. Move the metal plate and use the gravity gun to get rid of the hopper mines beneath the hole, then clear the mines in the yard so your squad can proceed safely. Some headcrabs will approach from the shed up at the top of the stairs; your squad can deal with these. In the shed you'll find some health and suit batteries, and you can watch another Breencast on the TV in here (or alternatively turn the TV off by pulling it out of its plug and smashing it with the crowbar).

Outside the shed, get rid of the hoppers and go down the alley by the resistance member who won't follow you for some more health and AR2 ammo. Inside the alley you'll get a medic following you; he's useful, so try and keep him alive. Back outside, there's a strider over the barricade to the right; it'll use its cannon to blow up the car near you. You don't have the means to deal with it so let it pass on down the road over the barricade. Meanwhile, head up the road to the next barricade, watching out for the hoppers that the organic Combine scanners drop, and the CP in the tower. Once they're all disposed off, kill the headcrabs at the top of the road and go into the alley on the right. There are some hoppers down here, so be careful. In the yard at the end, deal with the CPs in the various windows. There are some spare hoppers in the shed to your right as well as a medpack for you to use, and if you look at the wall on the left by the closed shed and explosive barrel you'll see another lambda symbol spray painted on the wall. What could this mean? Pull the explosive barrel away and a panel of the shed will fall off, and inside is a cache of grenades and an SMG grenade as well as some suit power and health.

Go down the alley steps and in the next yard watch out for the hopper and explosive barrel on the left; fire them down the yard past the railings to take out the group of CPs by the next shed. Once they're disposed of, check the shed for some shotgun ammo and more spare hoppers, then go in the dark doorway in the building nearby past the supply crate. Round the corner for another loading screen. Inside here, you can head up the stairs for a repeat of an earlier Breencast on another TV, and kill the zombies around and find some magnum ammo too. Back at the bottom, head outside using the doorway and you'll be on another long and broken road up to a Combine barricade. Ignore the strider at the end, it'll move on soon enough; deal with the scanners dropping hoppers first. Go around the concrete in the middle of the road to the medic tending to the wounded resistance member; wait here for a bit. Soon the wounded guy will die, and the medic will follow you. She's got a shotgun, which is an improvement over the SMGs all your other guys have, and you'll want as many followers as you can get.

You can't proceed past the pulled-up road, so check the dark stairs near where the medic was; down here there's some more stairs to climb on the left, and some supply crates guarded by a headcrab in the basement. Go up the stairs after getting the supplies and go up the next staircase to the second floor. Go through either of the glass double doors on the left and kill the two CPs inside. Head down the corridor on the right next where two CPs will be shooting at you. Deal with them (checking the small cloakroom on the right for supply crates containing an SMG grenade and some crossbow bolts) and then go left at the end and follow the path around by the Combine console to the building section with a big hole in the wall. Drop down and take out the two stationary turrets, then smash the glass and go out. Get rid of the explosive barrels and hoppers because a stray Combine shot will detonate them and potentially kill you and your squad with it.

Take out some of the CPs on the barricade and push forward to another set of glass windows in a building further along on the right. You can use this to get around the next bit of pulled-up road. Inside, reload, then head straight across the street to the half-destroyed building with a fire and explosive barrel in it. Head through and kill the CP, and get rid of the hoppers. Head up the stairs to the room with a giant hole in the floor, and drop down as far as you can go. The door in front of you now leads out to behind the Combine barricade — now that you're here, take out the rest of the CPs. Press the button to open the gate and use the health dispenser if you need to. Go up the walkway to the house that some of the metrocops were emerging from before. Kill the two CPs inside the rooms and check the left one for a suit charger. Once you've used it, head left to the staircase. The top door is locked and has a stationary turret guarding it; you don't have to take it out but you can if you want. Otherwise, head down the stairs to the bottom.

Go through these rooms taking out the CPs as you come across them. Try to use the SMG as much as possible here as the CPs you are fighting use a lot of them.