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Half-Life® 2

Red-Letter Day

 

At A Glance
  • Point Insertion marks your arrival at City 17.
  • You are forced to find your way around the plaza, only to get chased by Civil Protection guards.
  • Join up with the brilliant (and lovely) Alyx Vance.
  • Hightail it to the resistance.

In Half-Life® 2 you reprise the role of Dr. Gordon Freeman, former research scientist of the Black Mesa facility, several years following the events of the original game. Times have changed, and you are now living in a bleak work colony trapped in the shadow of the Combine Citadel.

In Valve's signature storytelling fashion, you begin the game a powerless observer roaming a huge environment in search of answers. Before you can get settled in at your new home in the oppressive City 17 work camp, your dangerous past and future intentions are discovered and you are forced to run.

Don't mess with the law ... yet.

Don't mess with the law ... yet.

Just a warning to the readers: This introductory walkthrough contains some spoilers that will lessen the impact of the first few missions you play in Half-Life 2. If you're stuck without a clue (or looking for nostalgia) then by all means, read ahead. But you might want to trek out on your own to get the full experience before ruining the surprise for yourself. With that stated, let's get to the action.

Point Insertion
Your arrival at City 17 begins with little fanfare. You awake from a rather cryptic dream with the sound of the Gman's voice still ringing in your ears. Other passengers on the tram have little to say. You exit the car and are immediately photographed, catalogued, and processed by a hovering sentry droid. High above the station floor a holographic display blares forth monotone, somber propaganda from the lips of Dr. Breen—a character you will become more familiar with later in the adventure.

All you can do is soak up the grim scenery and watch as jump-suited workers are harassed by storm trooper-esque Civil Protection guards. You find your way to the processing line and are forcefully escorted down a dimly-lit hallway to a grungy interrogation room. The hair on the back of your neck stands on end as your eyes move from object to object, eventually focusing on the blood-stained seat before you. Before you can run, the door is slammed in your face and you are forced to sit through what should be a very painful experience.


The lovely Alyx Vance and bumbling Dr. Kleiner.

The lovely Alyx Vance and bumbling Dr. Kleiner.

The CP guard's menacing and mechanical voice is replaced by the familiar and welcoming sound of your old friend Barney, who managed to infiltrate the Combine guard patrol and intervene before your fate was sealed. Some brief conversation ensues and you catch a glimpse of Dr. Kleiner on the monitor, only to be rushed out the door at the approach of reinforcements.

You perform a quick escape by climbing a ladder to a storage room loft. A nearby window proves to be an adequate exit, but you first need to move a crate under the windowsill. Press the Y button to pick up the crate of your choosing, the press Y again to drop it. Hop on top of it and bail out the window. Wander the streets until you encounter the pair of twins standing near the deserted playground. Stop and chat if you like, then move along and enter the building on the left.

Follow the corridors and you'll happen upon a Civil Protection raid. Look and listen if you dare, but don't get too close. Enter the messy apartment and look around. The guards soon discover your presence, so flee through the connected maze of rooms and take the stairs to the roof. Head along the narrow ledge to the adjoining building and you'll end up in another seemingly vacant house. You are quickly cornered by guards and roughed up, but awake to the lovely face of the young Alyx Vance who rescues you from certain destruction.

Red-Letter Day
Alyx leads you to Dr. Kleiner's lab where you get a moment's rest, reunite with your lab suit, and juice up for the impending chase. Like last time at Black Mesa, things don't go as planned and you find yourself on the run again. Barney comes to your aid and tosses you your trusty old crowbar -- it's time to crack some Combine skulls.

Use the crowbar to smash through obstacles like crates and wooden planks, but don't mess around with fuel barrels if you know what's good for you. Proceed down the stairs and drop into the rail yard. You are immediately attacked by scores of Civil Protection troops. It would be suicidal to confront them; instead run to your left and through the open cargo cars to make your way across the tracks. Bash your way to the ladder in the far freight car and climb on top. Jump to the next car and over the fence until you encounter a boarded up fence. Bust through it and head down into the building.

Grab a sidearm and start shooting.

Grab a sidearm and start shooting.

As you round the corner, you walk headlong into two guards who have just murdered an innocent man. A woman weeps by the victim's limp body, sobbing. The guards turn their attention toward you, so open up their skulls with your crowbar and steal a sidearm from them. Move through the building and blast any guards in your way. Heal when you encounter a health station and be sure to break open any crates for supplies.

You'll quickly learn that guards like to hang out near fuel barrels. Two shots from your pistol will ignite a drum into a slow burn that quickly results in a violent explosion. Use these powder kegs to your advantage and set off chain reactions to send their asses high into the air. Continue along the linear path eliminating foes and collecting health and ammo. Keep your eyes peeled for ladders. If you're finding it hard to reach one, use the environment (i.e. the top of a train car) to reach your destination.

You eventually get your feet wet mucking around a flooded channel. Continue onward until you find a rail car blocking your path. Climb up top, then drop through the hole at the far end. At that moment you encounter a fellow human and Vortigaunt—don't shoot. Listen to them as they tell you about the Underground Railroad and wait for the alien to recharge your suit before moving on to face the next wave of troops.

Good luck, Dr. Freeman.

Article by Franklin Beans

©2008 Microsoft Corporation. All Rights Reserved