Before you go to the 2nd tunnel you're in a room where Alyx sends a video call. Before you help her, look under the bunk bed on the right and crouch down. Way in the corner there is a gnome.
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Half-Life 2: Episode One (stylized as HλLF-LIFE2: EPISODE ONE) is a first-person shooter video game, the first in an intended series of episodes that would serve as the sequels to Half-Life 2 (2004). It was developed by Valve Corporation and released on June 1, 2006. Originally called Half-Life 2: Aftermath, the game was renamed Episode One after Valve became confident in using an episodic structure for the game. Episode One uses the same game engine, Source, as Half-Life 2. The game debuted new lighting and animation technologies, as well as AIsidekick enhancements.
The game's events take place immediately after those in Half-Life 2, in and around war-torn City 17. Episode One follows scientist Gordon Freeman and his companion Alyx Vance in humanity's continuing struggle against the alien civilization known as the Combine. When the story begins, Gordon wakes up outside the enemy's base of operations, the Citadel, after being left unconscious from the concluding events of Half-Life 2. During the course of the game, Gordon travels with Alyx as they attempt to evacuate the city. As the game comes to an end, Gordon and Alyx are caught in a major accident, and their fates are revealed in the sequel, Episode Two. Full episodes vikings season 5.
Valve views episodes One through Three tantamount to a standalone release. Episode One is available as part of a bundle package known as The Orange Box, which also includes Half-Life 2, Episode Two, Team Fortress 2, and Portal. Episode One received a generally positive critical reaction, and the co-operative aspects of the gameplay received particular praise, although the game's short length was criticized.
Gameplay[edit]
In Episode One players make their way through a linear series of levels and encounter various enemies and allies. The gameplay is broken up between combat-oriented challenges and physics-based puzzles.[5]Episode One integrates tutorial-like tasks into the story to familiarize the player with new gameplay mechanics without breaking immersion.[6] A head-up display appears on the screen to display the character's health, energy, and ammunition.[7] Throughout the course of the game, the player accesses new weapons and ammunition that are used to defend the character from enemy forces.[8] Unlike in Half-Life 2, where Gordon's initial weapon is the crowbar, Gordon first acquires the Gravity Gun, which plays a crucial role in the game by allowing the player to use physics to manipulate objects at a distance in both combat and puzzle-solving scenarios.[6]
The AI for Alyx Vance, Gordon's companion, was designed specifically for co-operative play in Episode One to complement the player's abilities. The developers described Alyx's programming for Episode One as a 'personality code' as opposed to an 'AI code', emphasizing the attention they gave to make Alyx a unique and believable companion. For part of the code, she was specifically programmed to avoid performing too many mechanical or repetitive actions, such as repeating lines of dialogue or performing certain routines in combat situations.[9] Examples of this co-operative gameplay include combat in underground levels. In this scenario, the player can conserve their ammunition by using a flashlight to help Alyx spot and kill oncoming enemies.[10] Similarly, Alyx will often take up strategic positions and provide covering fire to keep the player safe while they travel to a certain area or perform certain actions.[11]
Synopsis[edit]Setting[edit]
The original Half-Life takes place at a remote laboratory called the Black Mesa Research Facility. The player takes on the role of Gordon Freeman, a scientist involved in an accident that opens an inter-dimensional portal to the world of Xen and floods the facility with hostile alien creatures. After the player guides him in an attempt to escape the facility and close the portal, the game ends with a mysterious figure who offers Freeman employment. The protagonist is subsequently put into stasis by this mysterious character known as the G-Man.[12]
Half-Life 2 picks up the story, in which the G-Man takes Freeman out of stasis and inserts him on a train en route to City 17 an indeterminate number of years after the events of the first game, with Earth now enslaved by the transhuman forces of the Combine. The player guides Gordon to aid in humanity's struggle against the Combine and its human representative, Dr. Wallace Breen. He oversees the occupation from his base of operations in the Citadel, a monolithic building at the heart of City 17. Fighting alongside Gordon is an underground resistance led by former colleague Dr. Eli Vance, as well other allies including Dr. Vance's daughter Alyx Vance and the enigmatic Vortigaunts, an alien species. Half-Life 2 ends with a climactic battle atop the Citadel that inflicts critical damage to its darkfusion reactor. When it seems as if Alyx and Gordon are to be engulfed by the explosion, the G-Man appears once more. After giving a cryptic speech, he extracts Gordon from danger and places him in stasis once again.[12]
Plot[edit]
Alyx talks with the resistance leaders outside the Citadel. The new HDR rendering and Phong shading effects are visible.
After the explosion of the Citadel reactor from which Gordon was extracted by the G-Man and where Alyx Vance was left behind, time suddenly freezes. Several Vortigaunts appear and rescue Alyx from the blast. After she is rescued, the Vortigaunts appear before the G-Man and stand between him and Gordon. They teleport Gordon away from the scene, much to the G-Man's displeasure.
D0g retrieves Gordon out from under some rubble outside the Citadel, and Gordon reunites with Alyx, who is relieved to see him. Alyx contacts Eli Vance and Isaac Kleiner, who have escaped the city, and is informed the Citadel's core is at risk of exploding at any moment. Kleiner states the explosion could be large enough to level the whole of City 17, and the only way for them to survive is to re-enter the Citadel and slow the core's progression toward meltdown. Eli reluctantly agrees when he sees no other option.
Alyx and Gordon re-enter the now-decaying Citadel to try to stabilize the core; Gordon is successful in re-engaging the reactor's containment field, which delays the explosion. Alyx discovers the Combine are deliberately accelerating the destruction of the Citadel to send a 'transmission packet' to the Combine's homeworld. She downloads a copy of the message, which causes the Combine to prioritize them as targets. Alyx also downloads a transmission from Dr. Judith Mossman, in which she mentions a 'project' she has located, before she is cut off by a Combine attack. Afterwards, Alyx and Gordon board a train to escape the Citadel.
The train derails en route, forcing the duo to proceed on foot. As they fight through the disorganized Combine forces and rampant alien infestations, Kleiner appears on the screens Breen once used to pass out propaganda, and gives out useful updates to the evacuating citizens about the latest turn of events as well as reiterating the Citadel's imminent collapse. Alyx and Gordon eventually meet up with Barney Calhoun and a group of other survivors who are preparing to move on a train station to escape City 17. Alyx and Gordon provide cover for the passengers as they board.
To keep the survivors safe, Alyx and Gordon opt to take a different train. They manage to escape just as the reactor begins to detonate; the energy sends out the Combine's message. Several pods containing Combine Advisors are ejected from the Citadel as it detonates. The resulting shockwave catches the train, derailing it.
Development[edit]
Half-Life 2: Episode One is the first in a trilogy of episodes serving as the sequel of the 2004 first-person shooter video game Half-Life 2.[13] In February 2006, Valve announced that they would be releasing a trilogy of episodes covering the same story arc. While the plots and dialogue of Half-Life and Half-Life 2 were written solely by Valve's in-house writer Marc Laidlaw, the Half-Life 2 Episodes were collaboratively written by Laidlaw, Chet Faliszek, and Erik Wolpaw, with Laidlaw retaining overall leadership of the group.[14]
Valve explained that the focus of Episode One was character development, in particular that of Gordon's companion Alyx, because she accompanies the player for almost the entire game.[15] Project lead Robin Walker discussed the reasoning behind this approach in an article announcing the game in the May 2005 issue of PC Gamer UK, saying, 'It's kind of ironic that despite so much of the theme of Half-Life 2 being about other characters and other people, you spent most of the game alone.'[16] Laidlaw expanded further on the game's premise, saying,
Episode One deals with the events and issues set in motion during Half-Life 2. You've done critical damage to the Citadel. The whole place is going to go up, taking out City 17 and what's in its immediate radius. You and Alyx are leading the flight from the city getting up close and personal with some of the creatures and sights from the end of the game.[16]
It was later confirmed that players would reprise the role of Gordon Freeman, unlike the original Half-Life expansion packs, which all dealt with different characters. Valve decided to develop Episode One in-house, as opposed to working with outside contractors as with previous expansions, because the company was already comfortable with the technology and construction tools of Half-Life 2.[17]
Because of Alyx's significant involvement in the game, Valve made modifications to her AI that allowed her to react to the player's actions. Modifications include commentating on objects the player manipulates or obstacles they have overcome. She also acts as an important device in both plot exposition and directing the player's journey, often vocalizing what the player is required to do next to progress.[18] The developers explained that a large part of their focus was creating not only a believable companion for the player, but also one that did not obstruct the player's actions. They wanted to allow the player to dictate his/her own pace and method of overcoming any challenges faced without being hindered. This meant that Valve often had to scale back Alyx's input and dialogue during the player's journey so they would not feel pressured to progress and consequently object to her presence.[18] The developers also placed what they described as hero moments throughout the game, which allow the player to single-handedly overcome obstacles such as particularly challenging enemies, during which Alyx takes the role of an observer and gives the player praise and adulation for their heroic feats.[18] Play testers were used extensively by the developers throughout the entirety of the game's creation in order for Valve to continually gauge the effectiveness of in-game scenarios as well as the difficulty.[19]
The game runs on an upgraded version of Valve's proprietary Source engine, and features both the engine's advanced lighting effects, and a new version of its facial animation/expression technology.[19] Upgrades to enemy AI allow Combine soldiers to utilize tactics previously unavailable to them. For example, Combine soldiers were given the ability to crouch while being fired upon in order to duck underneath the player's line of fire.[18] The game's soundtrack was composed by Kelly Bailey.[14] The music is used sparingly throughout; it plays primarily during scenes of major plot developments or particularly important action sequences such as large battles or when encountering a new enemy.[18]
While no new locales were introduced in Episode One, large alterations were made to the appearance of both City 17 where the game takes place and the Citadel from the end of Half-Life 2 to reflect the changing shape of the world and remind the player that their actions have major effects on the story line.[20] The Citadel has degenerated from the cold, alien, and imposing fortress of the previous game into an extremely unstable state. This provides a visual cue to the player of the catastrophic damage they inflicted, and it allows for the introduction of new gameplay elements that accentuate the dangers which come with the Citadel's imminent collapse. In addition, it serves a thematic purpose by highlighting the weakening of the Combine's dominance in City 17. Likewise, City 17 has been altered to reflect the aftermath of the resistance's open rebellion, with vast swathes of destroyed buildings, and the introduction of foes previously kept outside its confines in Half-Life 2 to emphasize the scale of the uprising.[21]
Release and reception[edit]
Upon release, Episode One was sold in both retail stores[28] and Valve's online Steam distribution system, where it was sold at a discount price.[29] The game was also distributed by Electronic Arts as both a standalone release and as part of Half-Life 2: Platinum Collection.[30] It was available for pre-load and pre-purchase through Steam on May 1, 2006, with Half-Life Deathmatch: Source and Half-Life 2: Deathmatch immediately available for play as part of the package.[31]Episode One is available as part of a bundle package known as The Orange Box, which also includes Half-Life 2, Episode Two, Team Fortress 2, and Portal; and is available for Mac, PC, Xbox 360, and PlayStation 3.[32][33] About 1.4 million retail copies of Episode One were sold by 2008.[34]
Response to Episode One was generally positive, and reviewers praised the game for having more intricate, well-paced gameplay than Half-Life 2.[11][28] The game's interactivity, particularly in the form of Alyx and her reactions to the player's actions and the events of the game, was also singled out for praise.[24]PC Gamer commented that 'while this inaugural episode may not be the essential FPS that Half-Life 2 is, I can't imagine any shooter fan who'd want to miss it.'[25] In its review, PC Gamer UK directed particular praise to the balance between puzzle-oriented and action-oriented challenges throughout the game.[6] In Australia, the magazine PC PowerPlay awarded the game 10 out of 10.[35]Edge praised the 'deftness' with which the game was able to direct the player's eyes, and the strength of Alyx as a companion, concluding, 'In an interactive genre bound to the traditions of the pop-up gun and invisible hero, it simply doesn't get more sophisticated than this.'[26]Episode One earned a scores of 87/100 and 85.59% on review aggregators Metacritic[22] and GameRankings respectively.[23]IGN awarded Episode One 'Best PC FPS of 2006' and described it as a 'great bang for the buck using Valve's new episodic plan', although it did not offer 'the complete experience that Half-Life 2 was'.[36] GameSpy ranked Episode One ninth on its 2006 'Games of the Year' list, and it also noted the implementation of Alyx as a believable and useful companion.[37]
A common criticism of the game is its short length. Episode One takes roughly 4â6 hours to complete, which raises the issue of whether the game justifies its price.[11]Computer Games Magazine argued the futility of reviewing the game due to its episodic nature; as the first part of a three-part story arc, it is difficult to judge it when divorced from the final product.[38]Game Revolution expressed disappointment at a lack of new features such as environments and weapons.[5]
Starter pack creator. Shadow of Chernobyl' by GSC GameWorld, based on bardak's bug fix attempt for 1.0004. Mods at Metacognix - Downloads DownloadsOther links:S.T.A.L.K.E.R. All released ZRP versions since 1.04c work with patches 1.0004, 1.0005 and 1.0006. Mods - DownloadsThis is the current download page for the latest versions of the Zone Reclamation Project and for various mini-mods and utilities to support the game.Quick LinksThe Zone Reclamation Project is an ongoing community-supported bug fix mod for the game 'S.T.A.L.K.E.R. For more details, see.Despite the fixes, you can still have crashes.
References[edit]
External links[edit]
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Half-Life_2:_Episode_One&oldid=887626718'
Here is a very comprehensive walkthrough of Half-Life 2: Episode One, written especially for PlanetPhillip.Com.
It was made possible by the writing and research of Stanley E. Dunigan and the formatting skills of William Barnard.
Together, we have created a PDF version that can be viewed both online and printed.
(A PDF file is a file that can be viewed directly in modern browsers and downloaded to your computer to be opened by a variety of readers. William recommends Sumatra.
Background
Once I started posting the TREE chapters I thought it might be helpful to add a walkthrough for each chapter. I search the Net and found Stanleyâs work to be the best. I contacted him and asked permission use his walkthroughs and he kindly agreed.
For Half-Life 2: Episode One he kindly agreed to write one from scratch.
1: Undue Alarm2: Direct Intervention3: Lowlife 4: Urban Flight 5: Exit 17
< PreviousNext >
Chapter: Urban Flight Map: ep1_c17_01 Fun fact: The laser trip-mine was a weapon you could deploy yourself in the original Half-life. It was cut from Half-life 2 during its development but was reinstated as the S.L.A.M mine in Half-life 2: Deathmatch some time after its original release
Exit the lift, try not to cringe as Alyx starts whining like a little girl, and save the day again by finding a turn-wheel in the box-filled room behind a wheel-operated grate, directly on your left when exiting the lift.
Smash all the boxes while chuckling childishly and bring the wheel to the gate Alyx is standing in front of. Set it in the obvious orange protrusion on the wall and turn it. Finding yourself in the open air, enjoy the view and listen to Dr. Kleiner's speech on the big screen. After you've had enough of him, walk to your back-left and remove the corrugated iron sheets blocking the way. Three scanners will appear, blinding you with their flashes, but they're no real threat, use your gravity gun to crush them, remove some more iron sheets and proceed.
Combine troopers will rappel down the walls flanking the narrow street you need to traverse. Take the first ones out at long range with the nearby explosive canister, trash cans and cinder block and finish the rest off with your trusty shotty.
Finally you find your first medium-range weapon on the corpses you have just produced: the MP7 submachine gun. Moving along, turn right at the end of the street and run under the combine metal wall trying to crush you. What do we have here? More antlion pits and car wrecks lying around? Well you know what to do here, avoid enemy fire and plug the antlion spawning holes with the car wrecks. There are more than enough cars to go around, the first pit is located a short way to your front right, the second one is directly across the street from it, and the last one in this area is a few decametres further down the road. Note: this is a good spot to squish antlions with the cars and unlock the 'Car Crusher' achievement; you need 15 such kills over the course of the game. Incidentally, you will encounter your first member of the resistance here, a medic. She can heal you but will not follow you at this time. You can also use the combine troopers to your advantage, as they not only will fire upon but but at the antlions as well. Your SMG is the most adequate weapon to use against them.
When all various opposing forces are lying dead on the ground or blocked underground, pass through the blue door at the end of the street, barricaded by a plank.
In this room, two combine troopers are setting laser trip-mines for you; you can simply shoot one of the mines they're currently working on to blow them to kingdom come. But this starts a chain reaction which sets most of the place on fire..oops. On the left side of the room, there are supplies protected by a laser trip-mine, simply shoot one of the mines to free the way.
Pass through a doorway near those supplies to find what looks like a simple physics see-saw puzzle. It's hard to find enough material to act as a counterweight, so the easiest way to cross this makeshift pipe bridge is to steady it by putting something, like a crate, underneath it. Cross the pipe bridge and close the gas valve to stop the fire.
Go back to where the trip-mines were and head upstairs through the other side of the room.
A handful of regular zombies will efficiently kill themselves with the trip- and roller-mines here, but be careful to avoid any objects they may fling at you, not to mention the sniper's blue aiming ray of death through the missing wall chunks. When the roller-mine has zapped the last of them on this floor, pick it up and let Alyx convert it to your cause. Another roller-mine is idling down the stairs at the other end of the room. Lather, rinse, and repeat.
Armed with your two yellow roller-mines, enter the small courtyard. If you're good enough with the gravity gun, you can chuck one of the mines directly into the sniper's nest from the doorway you're standing in.
If you're not supremely confident in your gravity gun skills, sprint behind cover closer to the sniper's nest before taking him out. The roller-mine(s) will also electrocute the combine trooper manning a sentry-gun in the courtyard, but will soon thereafter turn red and explode. If you miss the sniper's nest with the roller-mines, simply toss a grenade in there at close range (they can be found in boxes at the bottom guard's cage). Fight a few antlions; pick up grenades from the sentry cage on the ground floor where the trooper's fresh corpse is starting to rot.
Alyx once again gushes with affection for your killer skills, after which she climbs up to operate the sniper rifle and lower a ladder so you may proceed with your quest.
Dropping down, various zombies will start shuffling towards you; take them out with Alyx's sniping skills. There is a supply crate in the small room on the left side, and the exit is at the back-right end of the opening. Note: If you want to earn the 'Live Bait' achievement, I direct you to the proper guide. A Poison headcrab is waiting for you behind a small corner on the right upon entering; shoot it, grab supplies, and carry on forwards. Up the stairs you go, to a skyway. Gravity-Blast the planks covering the windows so Alyx can take the zombies out, and kill any that get too close you. Go across the sky-bridge and down the broken stairs, under which a couple of supply crates are waiting for you. Down a few more steps with more boxes and supply crates, and back in the open.
A combine outpost is visible on the far-end of the street, along with a pit spawning antlions. But more immediately, a combine trooper is manning a turret on the top-right side of the street. Remove the back corrugated iron sheet so Alyx can take him out, and proceed forward. Wait for Alyx to shoot some soldiers and/or antlions, and condemn the antlion spawning hole with the nearby car wreck.
Combine troopers will come pouring out of their outpost; evidently much to their demise, as you quickly destroy their forces with a well-placed grenade, SMG fire or jerrycan. As you enter the combine outpost, Alyx will desert her sniper perch and run towards you to disable the combine energy field hindering your progress. She will be attacked by a few antlions along the way, but she's a big girl, so you can just sit back and watch. The citadel gives out an uneasy lurch, confirming that you really need to get out of the city as soon as possible.
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Map: ep1_c17_02 Fun fact: Antlions, like headcrabs are creatures from another dimension called Xen, to which Gordon Freeman opened a doorway to in the beginning of the original Half-Life. However, the Combine has (yes, singular) a much murkier provenance
Grab some supplies and move through the left corridor. As enemy troops start flooding in, I suggest taking them out with a combination of shotgun secondary-fire blasts to the head and heavy objects flung at high velocity; the radiators are always a crowd favourite.
When you reach a room with lots of supplies (immediately grab a pulse rifle from the shelf in the left corner) and two locked doors; the locks on the doors will star beeping and blinking, meaning they're going to get breached at any second. If you're not too confident in your warrior skills, fall back to the earlier room where you can pick the enemies up one at a time; or stand ground in the supply room, throwing grenades just in front of the doors a second before they're blasted open, and shooting the troopers with whatever you have at hand. After the room's been cleared, proceed through the left door to another trooper standing next to an explosive barrel. ..poor boy never stood a chance. Climb up the steps and drop down into an open garage, beyond which combine troopers are battling antlions and *gulp* an antlion guard (big reddish insectoid scaly thing).
This is statistically the hardest and deadliest battle in the entire game, so observe your surroundings for a few seconds: there are a bunch of medpacks on the table on the right side of the garage, and an infinite SMG ammo crate on the opposite side.
Explosive barrels can be found just outside the garage door; in a small recess on the left side of the open area, along with some medpacks; and on the far-end of the courtyard, behind the low combine wall and sentry-gun. Prepare for battle! Disregard the combine soldiers unless they fire directly at you, as they will mostly be fighting your common enemy. Sadly, it doesn't have a weak spot you can attack for massive damage, so you'll just have to fling whatever you can get your mitts on at it, prioritizing with explosive barrels. Keep running around, sprinting when needed, to keep out of range of the beast. Don't focus too much on the small antlions, simply gravity-blast them out of the way if they're blocking you. By the time you've thrown a few barrels at the antlion guard, the Combine soldiers will all have succumbed under it's mighty charge and you'll be on your own against the creatures. Continue running and circle-strafing around the monster, and whip out your conventional weapons in decreasing order of firepower if you run out of explosive barrels. If you feel the antlions are becoming too much of a hassle, you can block their spawning pits off with cars, as you've done many times by now. However, I prefer to leave them be, up until the antlion guard is defeated; as they are in the furthest part of the opening, with no Gravity Gun ammunition, and the guard can toss the cars away, nullifying your work. Halflife 2 Episode One Walkthrough List
Ah yes! It's bleeding! Come on! Just a little bit more effort! Yes, nicely done! The antlion guard lies dead in the courtyard which would probably be renamed 'Freeman plaza' in honour of your accomplishment if the entire City wasn't awaiting imminent obliteration.
Alyx (wo)mans the turret as soon as the beast lies crumpled on the ground, making plugging the antlion spawning pits much easier. Backtrack a bit to find any remaining medical and/or energy packs and return to Alyx as combine troopers start rappelling from the roofs, and gathering for an offensive from behind that nearby combine wall. Ambush the troopers as they open the door and break on through to the other side, meeting minimal resistance from the rooftops. A resistance fighter armed with an RPG will come to your aid.
By now, you've really earned a breather from all the fighting and killing, so heal up near the combine wall, and enter the front-left house through the opening in the ground. But beware! Hear that sound? It's a hopper mine hidden behind the explosive barrels! Sprint towards it and grab it from the ground or in mid-air before it explodes. Good, it's friendly and harmless to you now. If you have anger to vent, explode the entire room after having stepped back, and reveal an air-vent next to the explosive barrels. If you're in a calmer mood, simply walk towards the barrels and crouch into the vent without destroying anything superfluous. Hang in the air duct. If you need suit energy, take another right, up the ladder and crash back into the room where Alyx is waiting. If not, continue on the same duct level until an entire section of the duct falls down into a room full of laser trip-mines..Is it just me or could Gordon do with losing some weight?
Here, carefully remove the grating in the middle of the air shaft you're in and exit. You can walk and jump on the explosive barrels, or hug the left wall, crouching and jumping around the beams. You need to touch but one of them to be blow into kingdom come, so step lightly. Walk into the elevator and immediately pull back into the room, because if you plummet with it, you will drown.
After it has fallen into the water below, jump after it and emerge from the water in the room beneath. Crouch-walk across the room to a broken window, behind which a poison headcrab will try to ambush you. Find a vent entrance in the room, and as you climb a ladder, there is a hidden medpack to grab above your head, in an unreachable side vent.
You're back in the elevator shaft, jump and walk your way to the ladder on the other side, and enter a vent above the rooms. After a few turns, a grate on the bottom side of the duct will lead you to another room.
However, don't drop down just yet, make the grate fall in order to trigger the explosives below, and stay in the duct to avoid getting hurt. When the fireworks have calmed down, drop into the room and pick up the hopper mines with your Gravity Gun to disable them. Activate the electric panel on the wall, invite Alyx in and exit through the other door.
LOADING
Map: ep1_c17_02b Fun fact: In the original Half-Life, Barney Calhoun was a security Guard in Black Mesa. Gordon came across many of his colleagues (all using the same 3D 'barney' model) who often offered to buy Gordon a beer, After decades of inflation, the amount of beer owed is probably in the hectolitres
Immediately shoot the explosive barrel in order to set it on fire and take a few steps back. The room is filled with traps, so clearing them all off before proceeding is the safest option.
Trigger any remaining laser trip-mines from a safe distance with your pistol or by throwing garbage across the beam, beware of the hopper mine in one of the corners, and collect all of the supply goodies you can find.
Moving out of the room, you hear a beeping sound coming from atop the stairs on your right, meaning the door is about to be breached and combine troopers are going to storm in, throwing a flaming explosive barrel before they advance. Don't panic, and shoot the barrel before it gets down the stairs at you. HAH! You outwitted a video-game, congratulations! Stand on the stairs, using them for cover and shoot the surviving soldiers with the hopper mine you found and your automatic weapons. Entering the metal-plated room, after collecting the crossbow (hooray!) and ammunition, use your Gravity Gun to remove the plug (lit in green, you can't miss it) from the wall. The energy field blocking your way on the other side of the stairs has now been removed, enabling you to step once more into the bleak dystopian streets of the city.
This street section may look dangerous, but it's much easier than it seems. Still, sharpen your senses and heighten your nerves. Climbing the stairs, ready your shotgun and use the hopper mine you find to take out the soldiers rappelling in. You can heal up by breaking the boxes and passing the ammo and/or health over the chain-link fence to your right.
Moving further into the guerrilla zone, a handful of resistance fighters will assist you in defeating the enemies attacking from the rooftops; from behind the far front-left house; rappelling in from the far left corner; and eventually breaking through the faraway door at the end of the street.
This is no time to conserve ammunition. Pick off stationary targets at long range with your crossbow, use your SMG and AR2 rifle at medium range against moving targets, throw enemy grenades back with your Gravity Gun, and try surprising the squad breaking through the door with hand-grenades or SMG-launched grenades.
If the resistance member carrying a rocket launcher dies, there is no time to mourn his brave loss and cry on his corpse, instead, add his weapon to your arsenal. Who doesn't like big things shooting stuff that goes boom?
After surviving this encounter, a citizen will open a way out on the right side. Follow him to a nearby resistance hideout (there are supplies on your left, before crossing the chain-link fence), hang out here for a while if you crave watching TV, and then exit through the next door, there is a medpack in the nearby room, indicated by a lambda symbol.
Climb all the way up the stairs, until a combine headcrab grenade blocks your way in an explosive fashion, and exit through the nearby door.
ZOMBINE! (seriously, who came up with this ludicrous headcrab rocket idea and thought it'd be a good plan?). You should be an expert at dealing with them by now, select your shotgun, apply to the head(crab), directly and liberally. As you enter a room containing two couches, stop. The floor here seems pretty rickety, so only walk while hugging the left wall. If you need supplies, shoot the floor to make an opening, throw a grenade down below, clear out all the shuffling undead, and jump down.
In the event you do fall by accident and are attacked by zombies, use your shotgun and throw the nearby radiator around. Collect all the supplies, unblock a couple of doors, and make your way back up the stairs. Another zombine is waiting for you in the following room; he may break through and attack before you come into his room, so beware.
Climb a few steps, cross a few corners and arrive at a locked door to be greeted by your old pal, Barney Calhoun. Hey old buddy! After a short dialogue between him and Alyx, he will give you a new crowbar. Emblematic!
Cross the bridge, across some rubble, and look for supply crates in every nook and cranny before using the staircase. Watch out for ambushing headcrabs and ready the best-suited weapon to dispatch them: the crowbar, which kills any kind of headcrab in one swift strike.
After dealing with a roomful of poison headcrabs, swiftly turn around and shoot the explosive barrel before two zombines rush upon you.
Returning to the open air, use your crowbar to break the wooden plank in the rusty wheel which is preventing the bridge from descending. Nicely done, truly you are the one Free Man. Snipe the rooftop guard and cross the bridge into the hospital.
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Map: ep1_c17_02a Fun fact: It is theorised that the combine gunship's cannon is much like the cannon attached to Gordon's hovercraft in Half-life 2, so it needs to cool down between firing salvos, making very opportune openings during which a well-armed opponent can destroy it without risking a bullet. Such a weakness does not exist in real life combat helicopters or planes Half Life 2 Episode One Walkthrough Youtube
Traverse the hallway and pass through the door in the far right corner. A few cardboard boxes later; you enter a long, linear succession of room populated by trans-human soldiers fighting zombies, with a combine gunship shooting through the windows.
Keep hugging the right-hand wall to avoid fire from the gunship, and beware of the zombies waking up as you walk past them. Shoot your way through (I suggest using your pulse rifle), throw a bench into the trip-mines to clear the way and arrive into a dark room containing two supply crates.
Carry on to find yourself in an attic, a large room whose roof is being destroyed by the combine gunship. Run across the weak-looking floor to get to an infinite supply (rocket) crate.
If you don't have a rocket launcher yet, grab one from the warm corpse of the resistance fighter who got killed just as you entered the attic. Now you are prepared to fight. Alyx won't be of any use here, cowering by the door like a scared puppy, so show her what MIT graduates are capable of! This fight is procentually much harder than other fights on the harder difficulty setting, so if you keep dying, I suggest lowering your game's difficulty (it's OK, I won't tell anyone of your weakness and lowly cowardice).
In order to defeat the gunship, take cover when you periodically hear or see it firing. Try to stay near the ammunition crate and fire rockets at it when it's not too actively engaging you. The gunship doesn't possess any particular weak area and is capable of shooting your rockets out of the sky, so try to hit it by guiding the rocket in erratic trajectories around it before finally homing in on it.
The longer this fight goes on, the more damage the roof and floor will sustain, making it easier for you to take aim at the gunship but also vice-versa. If the floor beneath your feet is destroyed, simply walk back to the crate of rockets over the crossbeams. After enough perseverance, the gunship will more often than not crash directly into the attic, where you can admire its combine synth construction and strike a heroic pose in front of it.
Achievement unlocked:
Climbing back down to Alyx, her admiration is beyond words. But there is no time for a respite, as the double doors start opening. At this point, you may chuckle lightly at the idea of anything or anyone about to break through this door, as your nearby infinite supply of rockets will mean a very nasty surprise for them.
After refilling your RPG ammunition one last time, proceed through the trip-mined corridor. Watch out for the hopper mine hidden on the left side, just at the turn, and find a combine outpost where Alyx will grab a shotgun. Now we all know that shotgun means zombies. That is, after all, why the shotgun was invented in video-games, and later reverse-engineered into the real world.
So proceed through yet another corridor (will they ever end?), peeking in the side rooms if you need ammunition or health. Keep at least one of the hopper mines for the end of the hospital corridor, where several combine soldiers are behind a door, battling zombies; let them fight amongst themselves for a bit, and defeat the weakened victor.
As Sun Tzu said, 'a clever fighter is one who not only wins, but excels in winning with ease.' Breeze through this new hallway, only stopping to gather supplies, and defeat a small nest of enemies huddled in the recess on the left of the room. At the end of this hallway, turn right, into a light room containing a large number of glass cupboards, but beware of the zombie breaking through the door opposite of this entrance. In the following corridor, more combine troopers of all kinds will be fighting more zombies. Shoot a few combines yourself to make the job easier for the zombies, as the latter are much less of a threat to you at range. After all is deathly still once again, grab supplies, and if you need more, ready your crowbar or a grenade and enter through the red door whereupon you will be ambushed by headcrabs and poison headcrabs..brrr..nasty things.
Move along towards the recovery rooms; toss a grenade into the zombie nest in a recess on your left side. More zombies are clawing at the double doors, but it will take them a while to break through, giving you ample time to look for more loot. The door at right end of the hallway leads to more soldiers in an enclosed space, where your SMG's or pulse rifle's secondary fire will come in handy.
By now, the double doors will have broken down. If you're quick enough, target the poison zombie carrying several poison headcrabs on his back, with your pulse rifle's secondary fire, instantly disintegrating a normally formidable foe along with several of his companions. Enter the room the zombies broke out of and drop down one level, where the floor will give way under you (With all those weapons he's carrying, Gordon must weigh two tons by now) and you'll fall into a flooded room.
After all this fighting, it's once again time for some puzzle solving.
Dive under and swim beneath the room on your right. Upon emerging, a zombie headcrab will attack you, and another one is waiting in the room you just swam under.
Jump-crouch into it through the window (or step into the water by the blue door if your jumping skills are insufficient), and move across the water while destroying all barnacles hanging from the roof, not forgetting the ones that are hiding within the ceiling recesses. Climbing the steps on the far side of the room, you will find a switch used to open the exit door and electrify the water. But do not touch it yet. As you walk across the broken metal walkway, your weight makes it sink into the water. If you want to cross safely, you'll need to support it with something, and the solution is staring you right in the face: Blue barrels are notable for being very buoyant. So grab the blue barrel you see right in front of you, in a recess near the blue exit door; and release it underwater, beneath the broken edge of the metal walkway.
You may now flip the switch, sprint and jump your way across the room without touching the water while being wary of any barnacles you may have missed earlier, onto a platform near the blue electrical discharges, onto the pipes on your right, into the room where you fought a headcrab, out the window, and finally walk out of this whole mess of a room.
*phew* Deadly, deadly traps, will they ever end? Why can't Gordon enjoy a nice, carefree day off once in a while? Oh wait, he does: during the years separating the release of his adventures.
Moving along, you reach the room directly above the flooded one where Alyx joins up with you. Cross a hallway riddled with combine cadavers, up to the point where you're in a dilapidated room, above a poison zombie. Avoid any poison headcrabs it throws at you, and re-kill the undead & it's headcrabs from your vantage point.
Dropping down, get ready to hold your ground against a dozen or so zombies. Mine the doorways with hopper mines (but not too many at once), and grab all the ammunition you can find. Keep in mind you can use flares to light enemies ablaze. Half Life 2 Episode One Walkthrough Pc
After this 34,715th desperate fight for your survival, exit through the passage near the smouldering pile of rubble, through a creepy hospital room with a charred corpse on a bed, and come across a deadly hallway with automatic sentry guns at the other end. Being protected by a force field and snugly tucked away into racks, these sentries cannot simply be knocked over as the ones in Half-Life 2 were.
Sprint to cover behind one of the pillar protrusions in the wall and deactivate the first hopper mine. Waves of zombies will pour out of the side rooms, drawing sentry fire away from you, allowing you to use this distraction to your advantage, sprinting from cover to cover. Zombies will keep walking in on you, triggering the two remaining hopper mines. Do not walk out of cover unless you already know where you want to sprint next, and eventually reach the room on the right. Once all the zombies lay bloody and motionless on the floor, clear possible remaining hopper mines from the safety of the right-side room, sprint towards the leftmost corner nearest the sentries, unplugging the green-lit electrical wire from the wall above your head as you go. The sentries are now behind an impenetrable metal shield and cannot harm you any further. Remove the two last hopper mines in front of the sentries and move on past them.
1: Undue Alarm2: Direct Intervention3: Lowlife 4: Urban Flight 5: Exit 17
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