Half-life 2 Episode One Walkthrough

The full, free walkthrough for the story

Extras

Chapter 1: Undue Alarm

The title appears telling us that this is Half-life 2 Episode 1 and then it disappears. Then, a couple strange objects rotate before falling into the void in a direct quote of the opening of the Twilight Zone TV Show.

One such piece of debris is a video screen showing the former leader of the Earth’s suppressive government (and Christopher Lee doppelganger) Wallace Breen calling out for Gordon Freeman. We see the top of the Citadel at the moment the portal generator was destroyed. Alex, suspended at the moment of the explosion, is safely rescued by the Vortigaunts. The G-man appears and is about to give another lispy speech but the Vortigaunts keep him back using some sort of handmade force field that would make playing Vortigaunt in football really hard. Frustrated, he straightens his tie and says “we’ll see about that.” I wish those Aliens would come in more often to block long-winded cut scenes. A couple more Vortigaunts appear and pull the viewer (Gordon Freeman) out of wherever the heck he is now.

It’s black again. Dog pulls Gordon out of the Citadel wreckage. Alex is happy to see he is alive and she gives him a first-person style hug. Her cheek takes up half the screen. She says that she was so worried then blushes after realizing that she is indicating her affection for him. Dog holds out the gravity gun and then she sends him off to fix the monitor. Still no response from Gordon. She is likely use to his taciturn ways and they have probably worked out a system of one stomp for yes, two stomps for no.

This whole scene is set among the wreckage under the still standing Citadel. You are probably standing on Wallace Breen’s turtleneck. It even seems as if a gentle snow is falling. But, that could be nuclear fallout though so I won’t say it is pleasant. Follow Alyx by using the Grav Gun to remove the boards on the right side of that rubble pile she climbed up on.

At the top, Dog proves why he is the most likeable character in this whole series by grabbing the antenna of the suitcase monitor they have setup in order to improve the signal. Alyx’s dad, sounding more and more like Bill Cosby, wonders whys she has not escaped the City. The other Scientist, Dr. Kleiner goes on and on about the fall of the Citadel. As a side activity, turn around and see if you can get that red bike off of that tall spike. While you are working on that, Alex and the Scientists determine that it would be best to head back into the Citadel to turn off the reactor in order to buy them some more escape time. Without even asking for Gordon’s thoughts on the matter, Alyx pulls him back to the base of the Covenant.

Jump down to the little ledge that Alyx is looking at and continue to hug the edge of the canyon. There will be a car in the way so hit it a few times with the Grav Gun.

When you get to the final junk clearing, Alex looks around for a way across the chasm and into the Citadel. Dog perks up and then jumps and swings over the pile of rubble returning with a red van. He motions for Gordon and Alex to sit in it while he throws it through the Citadel opening. Basically this van proves that a robot is more creative and resourceful than this Nuclear Engineer and Scientist’s Daughter.

Climb aboard the magic bus and watch as Dog picks it up and sends the two of them careening across the gorge. Then, like in an Star Tours, the Van dives through the bowls of the Citadel. It really is an exciting moment.

 Inside the Citadel 

The Citadel is really just the Death Star in building form. Every surface is either black and shinny or grey and fairly shiny. Similar to the Death Star, and any other HQ for the forces of evil, it is also a weapon. In this case the main reactor is going to blow and destroy the city.

From the van, cross the little bridge and continue through some generic grey hallways to emerge in front of a frighteningly deep orange fissure that make the scale of this level feel so sublime. If you look over the edge you can see those little pods falling right off the side of the track.

Continue on until you reach the emaciated and grub-like Stalkers; the scariest creature in this game. This one is working really hard at preventing Alyx from hacking the force field. To get past, Alyx figures that we should go get a roller mine. Here is how to do it:

Follow along the path through the debris pile and jump over the balcony that overlooks another blue fissure. When you reach the huge sucking machine that pulls soldiers off like little ants, stop and time your sprint so that it occurs the moment it is done sucking.

At the next terminal Alyx uncovers a video of Wallace Breen addressing some higher-up. He says that he might be able to deliver Earth to these evil worm-overlords but is having portal problems. Turn around and a pod slowly rises in the tube behind you. It hits both you and Alyx with some sort of mind blast that just looks like that bright light ophthalmologists use when examining your retina. Then next chamber supercharges you Grav Gun into the improved version I like to call “so this is what God’s hand is like.”

In this next section of the Citadel you will need to fix a series of broken energy bridges. For the bridge to extend, both of the nearby sockets (seen by looking over the chasm) must be energized. In this first one you can see that the left socket is un-energized and glowing red. Use the Grav Gun to grab one of the free roaming energy balls and fire it at the socket with the red light.

Fought off the waves of soldiers on the other side and complete the second energy bridge the same way as before.

The third energy bridge also is protected by a platoon of soldiers. When you crumple all of them, you will have to negotiate a socket that is blocked by a transparent shield. Aim the energy ball just above the clear shield so it ricochets into the socket.

Follow the next series of hallways until you reach another red fissure. Take a sharp left and jump to get to a bridge. A drop ship flies overheard but is struck by a random concussive explosion and is thrown against the opposite wall.

When you reach the transport elevator you will have to power it. Grab the energy ball that is suspended in the white light and fire it at the socket across the gap.

When you reach the bottom there are these really cool doors with imbricate rods that rise up when it is opened. This is the entrance to the core of the Citadel.

Chapter 2: Direct Intervention

TIME: 30 min ******

I love the generic energy apparatus that is in this Chapter and in pretty much all of the Half-life games. Because there is this inherent logic to the machinery, I can buy into it and figure out the puzzle even though I have no idea why I am doing it. It’s like “oh a pulsating field of energy, I will push complicated piece of equipment in front of it. Oh look an energy beam is extended to it and a door opens. Ok, let’s go.”

After being ambushed by a pack of Storm Troopers I mean White Combine Soldiers, Alex opens the hatch and we see the Black Hole Sun Reactor. She says it looks pretty far gone. I have to believe her because I have no idea what the life-cycle of an inter-dimensional portal reactor cores looks like. At the next terminal she calls an elevator to send Gordon down into the mines while she sits up in the command center working on the computer.

You can unlock the Pacifist Achievement in this area if you do not shoot any of the stalkers. It isn’t hard, you will just have to work fast because they undo of the sockets that you energize.

 First Floor

The goal of the First floor is to complete all of the energy bridges and then press the red button at the control booth to access the ladder to the second floor.

 Second Floor

The goal of the second floor is to move a mysterious piece of machinery up to the core to discharge some of its energy. Here is how to do it.


Turn right when you get to the red hallway. You are going to have to get into that red energy spewing accelerator. God love Gordon Freeman and his willingness to jump into radioactive machinery. Maybe he doesn’t talk because his radiated lymph nodes have swelled his tongue to gargantuan proportions.


Here on the second floor of the core you will have to run right past it as it pulsates. Cross the energy bridge and observe the pulsating core. Dash to the left when it is contracting to get to the other side.

In the second control room you will again have to power the socket with an energy ball. They can be obtained along the left wall.

Walk to the elevator to the third floor

 Third Floor 


In order to reach the third control room, you need to jump over the railing and onto one of the three booms rotating above the core. After rotating around about 180 degrees, jump to the other balcony. Head through another hatch and into another particle accelerator room. Hold the sprint button and dodge left and right as you get through them.

Activating the mystery machine in the third control room is a bit trickier


The core shrinks down to an oblate spheroid and retracts into the booms like a post-coital testicle. Head through the now unlocked door in the back of the room. Alyx is there and while you were out eradiating yourself she was examining the combine computer system. In a last ditch effort, the Combine was going to detonate the core to slingshot a message to the Empire’s overlords. Alex downloads the message they were going to send and says we need to get it to her father. She also finds a distress call by Judith Mossman. Follow Alex out of there.

In the next room, grab the two mines and hold them near Alyx to reprogram them to fight the Combine soldiers. Then, head for the train.

The train is packed with Stalkers who are locked into their travel cases. Alex explains that these were regular humans the combine abducted. They transformed them into these alien looking creatures. Stalkers are like los desaparecidos but instead of being pushed out of airplanes they were hooked up with cybernetics. Look at their little ball legs. Yuck. Alex is compassionate to their plight which shows, you know, like, emotion of her character. The train continues on and comes to a crashing stop. All the Stalkers are awake and start screaming like mad. Alex is pinned behind one of them. It really is the scariest part in this whole game. Pull it off her with the Grav Gun.

UNLOCK CONTAINMENT ACHIEVEMENT

Chapter 3: Lowlife


Crawl under the little hole in the debris to get to the next hallway. Alyx stops and takes a moment to recompose herself after the harrowing train crash. She looks truly scared. It’s not because of anything the developers did though. It’s just that the blank eyes, slacked mouth, and flushed skin tones of videogame characters make them always look like they are suffering from some sort of post traumatic stress. It works here because now there really is a reason why a game character should look that way. I’m not totally heartless though, I wish there were a hug button.

|| Time: 1 Hr ********

We find ourselves in a post-apocalyptic war-torn underground fighting to get to the surface and, eventually, to the evacuees train station.

Use the Grav Gun quite extensively here and you should be able to pickup the BONE BREAKER (killing 30 enemies with thrown objects) achievement quite easily. Pushing the car around with the gun also is an effective weapon. There are also lots of flares and if you rub it up against an enemy will set it ablaze and step you closer to the Zombie-que achievement.

This is level is really where Alyx has some good one liners. If you keep having flashlight problems she will mention that she is going to talk to Kleiner about how useless it is. Basically, we have a game developer writing a joke about a game-play mechanism that was created by a developer.

When you get to the darkened hallway with the un-powered door you will need to climb through your first air duct. The grate is located along the ground and behind the grey barrel. Before shimmying through the vent though, hang around Alyx and she will mention Gordon’s proclivity for duct running.

When you reach the darkened room you will need to shoot through the locked gate. No bullets or guns to do it? There is a shotgun and pistol locked in the caged-off corner of the room. Use the Grav Gun to lift each item up and out of the bent fence at the top. If you are going for the ONE FREE BULLET ACHIEVEMENT, here is the one time you get to fire a gun. When you get through the gate, head over to the electrical box to power everything up again.

The deep tunnels don’t seem like they are heavily populated by people. I wonder if zombies get excited when they see someone like Gordon and Alyx run through. Here the zombies are wandering around, never expected to see live brains in a place as remote as under a city and then all of a sudden here comes to fresh, big, scientist brains right up to them.

I am going to coast through the step-by-step here because most of this area is just bashing through endless scrums of zombies and combines and zombie combines (or zombines which Alyx will humorously mention soon.) I think this area was compromise between the “sewer” camp and “underground freeway” camp of designers. They want it to be a sewer so bad that a few floors are flooded with water. I realize they wanted to create a darkened area for us to get scared in and I am not sure what other environment could do it. I think this is where Beast lived in the Beauty and the Beast TV show.

When you finally get out of the darkened tunnels and to the well lit garage, you find an Antlion burrow. They will continuously pour out and the only way to stop them is to push the nearby car on top of it. You can tell that the burrow has been successfully blocked if there are no longer yellow-green flurries hovering over the hole. When done, turn the crank to get out.

Eventually you find yourself in the fifth floor of a garage (labeled on the wall as P5). The place is swarming with Antlions and you will have use cars to plug their burrows. While fighting the lions, hit them with your Grav Gun to flip them over and let Alyx shoot them.


When all the cars are in place, you can now open the third floor gate unmolested. If you are having trouble finding the gate, look for Alyx. She stands by it waiting for you.

The next significant room is a flooded basement that gives Alyx the chance to do some lonely nerd service by offering to climb into your Hazmat Suit. Use the barrels to your advantage, careful though,  it is a powder keg in here.

Once out of there, you arrive to a quite large dark area. The elevator in the back breaks down and needs to be reset. Here is how to do it.

UNLOCK: ELEVATOR ACTION ACHIEVEMENT
|| Hr 1hr 39min ********

Chapter 4: Urban Flight

Alyx and Gordon emerge from the subterranean hallways of the under city and are in a subterranean subway station. Look to the walls for some pretty neat fliers that looks like they gave someone in graphics carte blanche to draw some post-apocalyptic rave advertisements. There are also pay phones. I think that for level designers, payphones and toilets are easy props they use so a room doesn’t seem so empty. Whether they make sense or not is up for debate.

Our two travelers’ progress is hampered though by a gate. Everything in the world is destroyed or has a rock through it but this one gate managed to survive completely unscathed. Unscathed except for that crank to open it which is inexplicably gone. There isn’t even a broken off one, it’s just gone. Lucky for us the public works department hidden some spare cranks in the storage closet that is kitty-corner to the elevator. Search through the boxes and debris in there to find another orange handle that can open the gate.

When you get out, the scientist Kleiner has taken control of the video screen that was once dominated by the Wallace Breen show. I bet if you would just put this speech over a phat beat you could have a career making hit electronica records. It is pretty interesting and worth a watch. Here are the highlights.


When you have had enough, turn to the corner opposite the Kleiner broadcast and see a slapdash arrangement of corrugated steel panels. Pull them off with the Grav Gun and proceed through the level.

Eventually you will reach a long, quaint city street that is teaming with Antlions. Again, place the cars over the burrows but also take the opportunity to push the cars into the individual Antlions and work your way towards the CAR CRUSHER achievement. When you get to the end of the street, go through the blue door to continue on.

Behind the blue door is a bombed out bakery/cafe with a bunch of emptied out pastry display cabinets. The place looks like crap and despite the apparent uselessness of the building, two Combine troops see it worthy enough to install a complicated array of trip mines that promise to explode your delicatesticles @@ @@. It shows that even in the throws of defeat, those Combine bastards will do anything to keep the citizenry from enjoying their baklava, babka, and café au lait. Blow them up by triggering the lasers with some of the nearby wreckage.

The leaking gas keeps the place ablaze so you will have to knock out the fuel source before you can continue.


The next area is protected by a keen Sniper. Head to the street outside and use the following steps to get through this part.


Alyx will take the sniper’s position and help you as you navigate the next series of areas.

Eventually you will get to an alley with an Antlion burrow and a single combine. Here is an easy way to get two achievements.


Continue through the next series of rooms as you battle through the combine. Eventually you will drop out into a city street with a huge Antlion Guard tearing up the neighborhood.


There is another locked door and like all the rest, the power has gone out meaning you will have to go through AC vents to get to them. The grate is located behind the red barrels. Continue through the ductwork until you fall through to a new room surrounded by security trip mines.


At the end of this second vent is another elevator shaft that requires you to carefully wind your way up it. Here is a step-by-step:


Fight through the next set of explosive rooms. Eventually you will have to head up a few stairs to a room with a green light in the corner. That light indicates that there is a giant electrical plug there. Use the Grav Gun to pull it and disable the force field that is at the bottom of the stairs.

Emerge onto the city streets again and clear it of Combine. When you do, a resistance fighter will be standing next to an open door allowing the two of you to enter. Alyx nags the guy for not leaving the city. His excuse is that they have been gathering all the freedom fighters together to leave the city.

Hour: - 2:00hrs ****
 In the Rebel Base

At the deepest part of the rebel base you find the fighters watching the  Kleiner Broadcast. His message is cued up to exactly the point where he is explaining the revived sexual ability of the citizen’s. Despite there being a perfect 1 to 1 male to female ratio, no one looks remotely interested.

Follow on through the rooms. You will fall through the floor of one of them and have to reconnect with Alyx later. If you proceed slowly through the next set of rooms you can hear a couple how everyone is a doctor except them, how there were Jugglers on the old Wallace Breen show, and that Headcrabs don’t taste like crab.

At the very top of the hallway is Barney Calhoun hiding out with the rest of the rebels. He reports that they are trying to get to the train station. Alyx figures that she and Gordon can create a diversion by luring the combine away so they can escape. Barney has no problem letting someone else act as bait and lowers the drawbridge to the rooftops. Get your old crowbar from Barney and continue onward.

 Hospital 
As you continue through the bombed out apartments a gunship thumps overhead. The various drawbridges eventually lead you to a hospital. Stay close to the windowed wall so that the preying gunship won’t hit you with it’s titular guns. Also, let the Combine and Zombies fight it out, no point wasting your ammo.

At the end of the hospital you end at the top floor and the gunship moves in for the attack. Here is how to deal with it


|| TIME: 2:39

After you take down the gunship, kill the covenant that blast through the door on the lower level and head through that newly opened door. Your back in the hospital. According to the commentary track it was based of photos of the Chernobyl medical facilities. As you fight down the hallway the music kicks in and I will now refer to it as butt-rock-techno. Custom made for the mulletted clubber set.

 Flooded Electrical Room 

When you finally fight your way to the surgery room with the institution-green lighting, drop down the hole in the back corner. You land in a flooded room full of fences and a pathway winding around the edge of it.
First, get out of the small fenced in cage by diving under and swimming to the staircase. The object here is to turn on the power to unlock the blue door. However, turning on the power will also electrify the water and frying you if you try to get too close. Prep the environment using the following steps:


When everything is ready, flip the switch. It is located on a pillar in the far corner of the room.


Side Note: I don’t know what happens in the Valve offices but it seems like anytime there is a large pool of water, a live wire is nearby to charge it. It is essentially a hot lava level.

When you head through the blue door you are reunited with Alyx. Continue on and drop down into another room which is surrounded on three walls by a hallway and has a shelf full of mines. If you want to get the DEADLY HARVEST achievement, drop a few at each of the doors. Soon, the zombies will be on their way through.

In the next room is some burned out corpse being zapped periodically by an electrical wire. Again with the live wire. Was Gabe Newell a former electrician?

Around the next corner is another hospital hallway flanked with patient rooms. This time though there two gun turrets at the end.


You finally battle your way to the train station but upon reaching the last room a camera spots the two of you and interrupts Kleiner’s message. As Alyx warns, now they know you are here. I have a feeling they already knew based on the fact that we have been chewing through soldiers, gun ships, and turrets like a tractor through corn and farmers’ arms.

Chapter 5: Exit 17


Barney comes out in his dapper post-apocalyptic turtle neck to say that if we can escort enough resistance fighters to the trains we should be ok. Here we go. The escort mission. The good news is we only have to go lead them through two rooms. The bad news is that we have to lead five separate groups each made up of four people. So it comes out to 20 escort missions.

First Trip 

Take the first group to the train station. There will be a big, blue train car lifted in the profane, “ass-first” position. Head under it and then up onto the concrete walkway to get around the other, less promiscuous, train. When you get to the fenced in area by the windows, your followers are safe. Run back outside and across the junk pile to pickup another set of citizens.

Second Trip


Alyx stays behind to (wo)man the gun turret in the most un-strategic position. It’s like she is guarding the five yard line when there isn’t even anyone on that side of the field. 

The third trip

The fourth trip

The fifth Trip


When you get there, Alyx will close the gate behind you and this escort mission comes to a close. Be sure to write to your local video game developer and tell them that we don’t need any more escort missions . Ever. 

 Battle Against The Strider


Barney tells us to get into the train but Alyx speaks for the both of us and says, “you go on ahead we’ll take the next train.” Like hell we will. I’m getting on that first train. Alyx can do cleanup on her own.

Sadly, that’s not a choice and we have to follow Alyx to the next battle. The area is a train yard populated with busted up trains and huge cargo containers.

Alex stands in front of a garage door. Use the nearby orange crank to open it so the two of you can escape. Unfortunately, a Strider drops in and destroys the crank just as Alyx is safely behind the cargo door. Now you have to fight a Strider by yourself despite the fact that this was all Alyx’s idea to stay behind and take the afternoon train. All affection I had built up for the lady went right out that garage door she that she is safely behind.

So, now you have to battle against that crawly thing. The first step is to get yourself through the series of crates and to the other side of the tracks. You shouldn’t worry yourself with attacking the thing yet. You just want to get over to a more secure place. Here is a basic strategy:


Now that you are on top of another pair of red cargo crates, dash because you are in plain site of that Strider.


Look to the nearby wall for the ladder. Climb up it quickly. At the top are plenty of missiles so you should start your attack.


Alyx comes out and plays to the game’s target audience by heaping tons of praise and saying that you are her new hero. Which makes me wonder who her old hero was considering we have been saving her bandoliered ass for the last three hours.

Denouement

Alex walks over to the nearby computer terminal and pushes the “Start Train” button and jumps aboard. Then, like Harry S. Truman on a whistle-stop tour through City-17’s countryside, Grodon and Alyx (train) ride off into the sunset. The Citadel, now in full view, starts shooting these little energy balls into that cyclone that is forming above it. Alyx says that this is the message being transmitted to Combine central. At the same time, a bunch of escape pods rush overhead. These are the same pods that gave us that retinal check back in the Citadel. The screen goes white and Alex whispers Oh god.

What is with Half-life games always starting or ending with a train ride? At least Alfred Hitchcock’s North By Northwest ended the with a train entering a tunnel to imply the characters were having sex . If anything the Citadel’s explosion implies a cock-block by the Combine.

Time: 3hr18min *****