Wednesday, April 28, 2010

Rebel Adventures - Chapter 3: Refugee Adventures

Characters / Allies: Michelle Vince, Fred, Refugees, Vortigaunt, Overwatch Voice, Vortigaunt Slave, Combine Turrets (re-programed)

Weapons / Items: Gravity Ring, Medkits, Batterys, Pistol Ammo, SMG Ammo, 357 Ammo, Shotgun Ammo, Pistols, SMGs, .357 Magnums, Grenades, Shotguns, SMG Grenades, AR2s, Stunsticks

Enemies: Headcrabs, Fast Headcrabs, Poison Headcrabs, City Scanners, Metro Cops, Manhacks, Zombines, Zombies, Poison Zombies, Barnacles, Zombie Torsos, Fast Zombie Torsos, Fast Zombies, Hunter-Choppers, Combine Turrets, Hunters, Combine Dropships, Shield Scanners, Hopper Mines, Rollermines, Combine Cameras, Stalkers

Songs: EP1 Beginning Suspense, HL2_suspense_04 (when the Citadel is on full-alert and inside the Warehouse that is full of Combine Machines) CP Violation [Remix] (when the Headcrab Rockets start coming down in the beginning), The Innsbruck Experiment (when the Headcrab ambush begins), HL1_suspense_05 (when the tunnel falls down near the end of Level 1), Crawl Yard (at the Radiation field at the beginning of Level 2), Eon Trap (at the beginning of the Combine ambush), Echoes of a Resonance Cascade (when going down the elevator to the Underground base)

Birds: Pigeons, Crows

Walkthrough (RA_canals_03):

Fred wakes you up from your sleep, and then Fred is saying that the Combine are on full alert right now, and Metro Cops are heading into the Canals. Fred also tells you there is a safe zone somewhere in the outer rims of City 17, it's called Black Mesa East. Fred tells you to go to Eli's Lab, and you'll get protection. Fred gives you a plan saying to go to an underground Civil Protection Outpost not that far, you can take an APC through the Woods to get to Eli's. Before you go, Fred gives you his most prized prosetion: The Gravity Ring. The Gravity Ring is just a re-skinned Gravity Gun. Dr. Kleiner created it. Fred says him, and the others will stay, while you, and Michelle will go on. Go outside, and punt a car out of the way with the Ring to get outside.

Note: The rest of this level, and next level (if you are outside), you'll hear sirens going off, and the Overwatch Voice talking.

A Metrocop shoots you from the distance, and shoots a flare to the sky, but then runs away. The Metro Cop was only a decoy, to show you the Citadel that is going on full-alert. When the alert is over, Headcrab Rockets come down from the heavens. Two Headcrab Rockets start-off, and three Headcrabs come out of each. More rockets come down that contain Fast Headcrabs, and Poison Headcrabs. While you are fighting the Headcrabs, two City Scanners fly towards you, and a group of Metro Cops (with Pistols and SMGs) come, and start shooting at you, Michelle, and the Headcrabs. Some Metro Cops can release some Manhacks. After all the enemies have been defeated, a metal panel explodes creating a path out of the area. The explosion was caused by Zombines, they come bursting out of the tunnel followed by some regular Zombies, and two Poison Zombies. Go inside the tunnel, and shoot at some Barnacles blocking your path. When you inside the path while ducking on some debris, or jumping over some, keep an eye out for Zombie Torsos, and Fast Zombie Torsos, also even some sleeping Zombies, Zombines, and Fast Zombies.
Be sure to open any supply crate in your path, and even go through the SMG Ammo Crate. At the end of the tunnel, some fence is blocking the way. Outside the fence, down the slippery crap hill, you'll see a battle going on between Metro Cops, Manhacks, Zombies, Zombines, and Fast Zombies. If most Cops die, more Zombines come, and finish them off. But then a Combine Hunter-Chopper appears, and starts fireing at the Zombies. While the Chopper is fireing, it'll sent some mines on the Zombies, finishing them off. Then a Zombie appears near the fence you on the other side of, and it'll start banging it's claws on the fence. The Chopper spots it, and it'll shoot it's rockets at the Zombie, causing the fence to break. The Chopper then flies away. Head down the slippery hill, and find yourself into a Headcrab ambush. Headcrabs un-borrow themselves out of the dirt, and then Headcrab Rockets with Fast Headcrabs come down. Once you are done with the Headcrabs, you can go to the left side of the big area, and go up the stoop, and go through a door into a sewer room. Careful of the Poison Zombie in the room. You can find a Lambda Logo with a crouching area. Go crouch at that area, and find some Supply Crates. After that, go through another door that leads into an office. There is nothing really in the room expect a Health Charger, Power Charger, and a Grenade Ammo Crate. A Headcrab Rockets falls on the office, and everything turns white. After the white fades, the Rocket blocks the door that was already locked, and then Headcrabs come out. But while you fight the Headcrabs, the two shuttered windows on the left side of the room burst open, and Turrets start fireing at you. Throw a Grenade where the Turrets are, and they flip over. But that's not all, the force field that leads to the room with the Turrets shuts down, because as you can see, a plug was in the room broke from the Grenade explosion. Go inside, and take down the Metro Cop ambush (the Cop has a Stunstick). There are two doors in the room, the straight one is locked, and the door on the left takes you to an armory. Inside the armory are some Magnums, Pistols, SMGs, Shotguns, and even AR2s. You have to take an AR2 in order to go on. After you get the AR2, a Zombie takes down the door. Kill the Zombie, and then you'll see a battle between Metro Cops with Pistols, and two Manhacks against a Zombine with a grenade. The Zombine will end the battle so you don't have to do anything. Go through another door that has another Metro Cop Stunstick ambush, but this time with some Manhacks. Go into the next door straight, and you'll end up in another slippery area, but straight ahead leads you outside. Oh no! Debris just came down blocking your path. The door to the right leads into a dark closet. Break the supply crates, but watch out for the Poison Headcrab ambush. Go through the door to the left of the slippery room, and end up in another office. Look through the window, and there is another office, and a door that'll lead outside. Be careful in there, buddy! There is a Tripmine inside that'll blow up if you open the door. Instead, go inside the vent, and fight a Zombie Torso inside. At the other side of the vent, roll a Grenade inside the office, and make the Tripmine explode. Once it explodes, open the door for Michelle, and she'll kick open the locked door that leads outside. After she opens the door, you'll be inside a small room that'll just change the level.

(RA_canals_05 Script):

Fred: Wake up, Johnny boy! Wake up, and smell the ashes. (laughs) Just kidding, John! Now wake up this is important!

Refugee: The Combine are on full-alert right now! This is something vidal!

Fred: Really! That's not all, the Combine are in the canals right now, killing every Refugee they see!

Michelle: Fred says we have to go, but he said there is a safe zone around the outer rim of City 17. You know that scientist Eli Vance? He has a lab over there.

Fred: Yeah, it's called Black Mesa East, it's pretty far, but not far enough to us Rebels, huh? To get there you'll need some wheels. There are some Combine APCs over at an Underground Metro Cop Outpost. If you can steel an APC, you can go through the Highway in the Woods, and make your way to Eli's place. Now, the Police Outpost isn't that far from here. Go on over there, and kill every Combine, and Zombie you find.

Michelle: Uh, Fred? What about that surprise you were gonna give, John?

Fred: Ah! Thank you, Michelle! Okay, John? I have something to give you while you are on your way to Eli's.

(Fred types a code on the key pad, and it opens, and a ring comes out)

Fred: This, Mr. Vince is my gift from Dr. Isaac Kleiner. This is the Gravity Ring, he gave it to me, because I am a Refugee leader, and I must protect myself. But I am giving it to you, because.... I may not make it. So, anyway we're gonna stay here, and make sure as much Refugees as possible leaves the city, some are gonna go to Greenbay along the Coastline, and some are gonna be taken to different areas. Well, anyway, farewell both of you, it was nice having you around. Possibly if I make it, I'll see you at Black Mesa East.

Michelle: Thank you for everything, Fred! I hope to see you guys again soon.

Refugee #1: Whatever you say!

Refugee #2: Okay!

Refugee #3: Good luck out there!

Vortigaunt: Travel well!

Fred: Hey, Ala Teep, can you give John some power for his Vest?

Vortigaunt: Certainly! (charges your vest) That is all for now.

Michelle: Okay, John, come on!

(if you delay)

(list of Refugee delay sayings)

Get outta here! Get going! Go on! Shouldn't we be...uhh, doing something?

(list of Fred delay sayings)

Go ahead, John, there is nothing else you can do here. We don't really need your help, but thanks. We'll be okay, John, just go ahead to Eli.

(list of Michelle sayings)

Come on, honey, we have to head down to the Outpost. We don't have much time, John. If you wanna stay, we might just get ourselves killed.

(after the MetroCop shot the flare)

Michelle: Oh god! The Combine are coming.

(when the Headcrab Rockets are coming)

Michelle: Look out!

(when the Zombies come from the barricaded tunnel)

Michelle: At that tunnel! Fuck, these Zombies are tough!

(when the zombie vs. metro cop battle begins in the other side of the tunnel)

Michelle: Son of a bitch! This area is blocked! Oh, John, look! Looks like the Refugees are not the only problems that the Civil Protection have. Let's wait, and see if an explosion, and get this fence out of our way.

(when the Turret ambush comes)

Michelle: Holy shit! John, look out! We have to find a way to take down those Turrets. I heard when they tip over, they'll deactivate. Try tipping them over without any injury.

(when the Turrets are done)

Michelle: Nice, Johnny boy! Looks like it shut down a force field as well. Let's go!

(when the Metrocop ambush comes)

Michelle: Whoa! Careful, sweets!

(when you get to the area where the tunnel to outside comes down)

Michelle: There is outside! Let's go out there, and.... (tunnel comes down) Aw Jesus! Are you kidding me? Well, it looks like we need to find a way around.

(when you get near the door with the Tripmine)

Michelle: WAIT! (walks towards the window) I knew I saw something! There is a Trip-Mine at the other side of the door. Hmmm, there is a vent over there, and one inside. Try destroying the Trip-Mine from the other side. I'll stay back until you blow it up. I'll be in here.

(when the trip-mine blows up, and the door opens)

Michelle: Alright! You're the best, John! You made your wife proud! Let's go!

(RA_canals_04 Walkthrough)

You head outside, and the whole area up front is a field of Radiation. There is also the destroyed tunnel from before, it looks like it was caused by a Headcrab Rocket. There are also many Headcrab Rockets in the radiation, plus much debris, and junky cars. Your objective is to go through the radiation (by jumping on the debris), and head for the other side (which is a small dock that leads to a Northern Pestrol, and turn on a Combine field trip, so Michelle can come through. On the way to the other side where the button is, you'll be in combat by Zombies, Zombines, and Fast Zombies. Once you head to the other side, you must turn on the bridge, otherwise you can't go on, because you'll need Michelle's help to get through the locked door, she'll kick it open. When you get inside, and turn right, you'll be in combat by Zombies, Zombie Torsos, a Poison Zombie, and some Fast Headcrabs. Grab any supplies around, and head upstairs. Once you head upstairs, open a door, and it'll lead outside where you'll see some Boxcars, and some supply crates, and other crap. If you head upstairs, and turn around very quickly when you head up more stairs, you'll see a City Scanner flying over a Warehouse. Head inside the Warehouse, but...oh no! It's an ambush! First, Force Fields turn on, in front of you, and behind you. You are stuck in the Warehouse! In the upper area in the left, and right of you, Metro Cops start bursting out (with Pistols or SMGs, sometimes Manhacks). After a quarter of the battle, the skylights above you break, and Metro Cops start roping down, and attack, with a couple of City Scanners behind them. After the battle is half over, a Combine Hunter appears above a broken skylight, moans, then jumps down, and attacks. Another Hunter appears as well in the exit up front. If you need any supplys in this battle, there are many crates around the small Warehouse, followed by a Health Charger, and Power Charger, as well as a Shotgun Ammo Crate, and a Pistol Ammo Crate. When the battle ends, a Combine Dropship flys by, but that is no effect, but what is an effect is at the left side of the Warehouse, a Combine lock on a door beeps then explodes, then seven Metro Cops with Pistols, and SMGs, plus with some Manhacks. Once the Cops, and Hacks are dead, go inside the room the Cops were in, and press a button that is on a Combine Command Panel, so the Force Fields can shut down.

Head outside, and you'll see two Shield Scanners drop off Hopper Mines, and then another Dropship flys by. Find a way around the Hoppers, and keep going right (the left is just a fence that faces another part of the Radation flood), and then turn left after that, and you'll see another Warehouse, but bigger. Go through the door. Inside the Warehouse is nothing, but a big Combine control room. There is nobody inside the Control Room. Although there are lots of deactivated Combine Machines (City Scanners, Manhacks, and Rollermines). Go through the door at the left of the room, but when you get close you hear Combine radio chatter, and then a couple of Metro Cops are on an upper area at the Northern part of the room, and then one presses a button, and ALL the Combine Machines activate. No use leaving, all the doors get locked. There is an SMG Grenade Ammo Crate in the room so you can destroy the Rollermines at least. The Grenades can also be used to destroy a group of Machines, and the Metro Cops above. The door you were suppose to come in gets burst open, and another swam of Metro Cops come bursting towards you. That door leads outside. Froward of you is another fence that faces the Radiation flood area again, left is just a wall, and right there is a Metro Cop using a Mounted gun. Throw a Grenade at the Cop with the gun, and head towards the gun. The big Combine door behind the Cop with the gun opens, and a Hunter comes out. After you kill the Hunter, there is a Human-made Elevator inside, use it. If you don't know it, this is the Civil Protection's Underground Nexus, the place you were suppose to get to. The elevator door closes whe you get inside, as well as the Combine door. Michelle doesn't press the button yet, wait until the next level.

Script (RA_canals_04):

(when you get to the radiation field)

Michelle: Oh my god! Radioactive Waste, everywhere! Looks like we reached a dead end.... Wait a second. This thing right here looks like one end of a Combine Field Bridge, and I can see the other end at that Warehouse district. Well, that PCV is toxic proof, a bit. Why don't you go down ovee there, and activate the bridge for me? I don't want you to do this, but it's the only way. I still love you, John!

(if you try to go on without her)

Michelle: TRYING TO DITCH ME, JOHN?! NICE TRY! ACTIVATE THE BRIDGE FOR ME, YOU JOKER!

(when you activate the bridge, and she runs to you)

Michelle: Thanks a bunch, hun! Now let me kick this door open.

(when the ambush begins)

Michelle: God damn! Jesus! Fuck! It's an ambush, John!

(when the Metro Cops come)

Michelle: Here come the Metros!

(when the Hunters come)

Michelle: Aw shit! That is a Combine Hunter! Dangerous spieces! KILL IT NOW!

(when the battle ends)

Michelle: Wow! I thought we wouldn't survive with those Hunters fighting us. Now how can we shut down these fields?

(when the door beeps)

Michelle: What's that beeping sound? Get away from that door!

(when the battle ends)

Michelle: There is a Control panel in there. Maybe that'll shut down the force fields.

(when you and Michelle get to the other Warehouse)

Michelle: Looks like a Combine control room, with Machines, they all look shut down right now, but I think we better not touch them.

(when the Metros come and activate the Machines in the other Warehouse)

Michelle: Gotta be kidding me! Those Metros just activated the Robots!

(when you get to the elevator)

Michelle: Okay! Looks like we're at the Civil Protection Underground Nexus! Let's head in, and find that APC.

RA_canals_05 Walkthrough:

Michelle presses the button, and you are heading down the elevator. On the way down, you'll see some stops with scenes. The first floor you see has a Vortigaunt Slave sweeping, and is getting watched by a Combine Camera, but the Camera is ignoring you. The next floor you see has some Stalkers working. The floor after that shows Metro Cops at a Shooting range. The floor that is next is a CP Cafe. Metro Cops eating on that floor, and talking. And finally we've reached our floor. The door opens, and Michelle tells you to follow her. While you follow her, you may see a window that has Stalkers working on the other side. Michelle kicks a door open, and a Combine Camera flashes her. Destroy the Camera, and keep following her. As you follow her, she'll turn to places, and go up some stairs, and reaches a door, and kicks it open to a Security Room. Kill seven Metro Cops inside, including some Manhacks. Michelle goes to the security console, and types stuff down. The door you came in will close and lock. She'll scroll through rooms on the console that connects to the Cameras in the building. Michelle will say to go find the Garage with the APCs, she'll stay. When the plan was heard, she'll unlock a door that'll lead to the next Stair room. If you are still in the room, she'll type in a code that'll activate security in the room, little trapdoors open where both doors are, and Combine Turrets come up, but don't worry about the Turrets, Michelle will mention that she'll activate Turrets to protect her. A door opens, and Metrocops come bursting out, but the Turrets kill them. Go through the door, and go through a small corridor, to the next room which is a Headcrab research room. There are a couple of Headcrabs on the loose, kill them. Recharge yourself to the chargers, and then you'll find the doors streight and to the right are locked, use the left door, it's open. Once you go through the door, and into another corridor, the left and right wall opens a bit spiting out a swarm of Manhacks. Get rid of them, and go through the next door, which has a couple of Metrcops at an office room. Kill all the Cops, and their Manhacks. Once the Cops are dead, a blast door opens with Combine Turrets and a couple of more Metrocops. Getting tired of the Metrocops? Well once you go inside the next corridor, it's all clear. The next room is a puzzle. All the doors are locked. You need to look around the room for a keycard. Move one of the desks out of the way finding a vent. Go inside the vent killing three Headcrabs inside, then climb a certain ladder inside. Up the ladder is a group of Refugees hiding in the ducts. They say they have a keycard. Take their keycard and supplies, then head back to the last room where all the doors were locked. The keycard opens the door streight from the vent, but right where you first game in. Go through another small corridor, and find a little elevator. Out the window you'll see some Stalkers working, and some City Scanners searching around, followed by some Prison Pods traveling, and a Combine Train going by. The elevator is a short way down. Get out of the elevator, and flip a couple of Turrets. A Combine Camera spots you, and Michelle from the control room is keeping the doors locked from the incoming Metrocops. Michelle says there is a vent behind wooden shelfs. Break the shelfs, and go through the vent, there are two Fast Headcrabs inside, and a Poison Headcrab. At the other side of the duct is a room with deactivated Turrets, Manhacks, and City Scanners. Go out the door, and see a corridor with a window showing outside with Stalkers working, City Scanners searching, Metrocops marching, Hunters looking around, more Prison Pods going by, and a Combine Train. Michelle suggests you should duck down so you won't get spotted. You're close to the garage. Another elevator is found, and you go upwards. Michelle says she'd meet up with you via duct. Once you get upstairs is another office room with more Metrocops and Manhacks. Go through another door leading to the APC garage. Michelle says she'll be with you in a few, survive the incoming Metrocops, Manhacks, and Hunters. If you survive long enough, she'll be popping out at a vent above, saying she has a key to an APC. Go inside the APC waaaay in the back. Once you both are in the APC, drive to the garage door in the south. It'll open when you get to it, go through a small tunnel, and then starts the next chapter!


RA_canals_05 script:

(while going down)

Michelle: Son of a bitch! This is the Metrocop Nexus? It sure is alot like a Combine Base! Is this place really Metrocop-ish? Whatever, we must find the Main Control Room. Patrick taught me a bit about their interfaces. A simple Metrocop finger print in the Mainframe of the facility, and we're hacked in! Be careful, this place is swarming with CPs!

(at the bottom floor)

Michelle: Follow me, John!

(the camera spots them then gets deactivated)

Michelle: Fuck you, CPs! Hey, John, you know the fighting they do on Gears of War? Well, it's your turn to be Marcus!

Overwatch Voice: Protection team alert, evidence of anticivil activity in this community. Code; assemble, plan, contain.

(the security room)

Michelle: The Civil Protection Nexus Mainframe! Wow, John! What do you say about this, huh? Oh wait, yeah you can't talk, not after that opera accident. Don't worry, I know deep you're saying, "I agree, Michelle! You're sooo smart! Come on top of me when we get to Black Mesa East!" Okay, John, whatever you say! Heh, heh! Anyways let's see, this Metrocop laying on the frame's finger print should be alright. Just a sec. Alright, got it! Okay, the garage is not far. You need to pass through some offices, and some ducts, and such. It's not that bad. Some Metros, some Hacks, you know. I'm gonna stay here, and hack the base of security. I'll be fine, I'll reprogram some Turrets into defending me. You go, and clear the way for me. I'll meet you there soon. Take care of yourself, alright? I'm not taking you to Black Mesa East in a box!

Overwatch Voice: Warning, malignant viral interface bypass detected. Polyphasic core reprogramming detected. Steilizers and containment fields maybe compromised.

(you're staying in there long enough)

Michelle: The cops know we're here, you better hurry!

Michelle: Ha ha! You scared right? Don't be such chicken-shit and go.

Michelle: Look, I'm scared too, but ya really gotta go.

(at the garage)

Michelle (radio): Sorry, John, I couldn't get this stupid-ass mic working! Alright some Metros are heading in your position. I'll try to catch up with you. SURVIVE, BABY!

(when Michelle catches up)

Michelle: Well, well, well looks like my husband is Master Chief! Great job taking out those Metros. We should take one of these Combine Trucks and head to Eli's. We're taking a shortcut threw the Woods, I'm thinking it'll be infested with hostile. Anyways I also got some information that the Woods are filled with Combines, and even Antlions. Thumpers which is a Combine pounding device that stomps on the ground, and can be a good haven from those bastards. There are some Rebel Outposts out there, but I don't know the fate of them. I found some keys for an APC. Follow me, to it.

(when you guys get to the APC)

Michelle: Okay, this is the APC I was talking about. We must get through the Woods and a couple of Highways so we could head over to Rebel Headquarters which is, well you know the name. C'mon Master Chief, you're driving! I'll take shotgun if you don't mind. This APC is dangerous though. There is a Heavy Pulse Cannon on it. Ammo recharges on that thing pretty fast, but you should take a break in the middle. This APC also has it's own rocket launcher, with three rockets. There are rockets inside the APC, I'll add some rockets in it once you use one, but you're gonna have to give me about 5 seconds though to put in one rocket. Let's go, hun!






Tuesday, February 23, 2010

Rebel Adventures - Chapter 2: The Underground Railroad

Characters / Allies: Michelle Vince, Fred, Refugees, Vortigaunt

Weapons / Items: Medkits, Batterys, Pistol Ammo, .357 Magnums. Magnum Ammo, 9MM Pistols, Shotguns, Shotgun Ammo, SMGs, SMG Ammo, SMG Grenades, Grenades

Enemies: Headcrabs, Zombies, Fast Headcrabs, Zombie Torsos, Fast Zombies, Barnacles, Poison Headcrabs, Zombines, Poison Zombies, Fast Zombie Torsos

Songs: Darkness At Noon (when the lights get out), HL2_suspense_04 (when you get to the room with the blow up boards puzzle), Decay Mode (when the first shotgun is found), Eine Kleiner Elevatormuzik (when you get down the elevator), HL2_suspense_02 (when you get to the abandoned outpost), Self Destruction (when the big ending zombie battle begins)

Birds: None

Walkthrough (RA_canals_01):

You start off at one of the entrances to the sewers, and landed into some nasty shallow water. Remember you can only go one way of the sewers, the other side has a large railing, that is preventing you from going through. Walk through the sewers than the lights go off, then you here a Fast Zombie moan. Turn on your flashlight, and you see in front of you a couple of Regular Headcrabs, and a few Regular Zombies, kill them with your weapons, or near you there is a supply crate, and a flare, you can use the flare to put the Zombies, and Headcrabs on fire. Now, go through a door to the right (in front of you has another railing so you still can't get through).

After you open the door (it's lit so turn your flashlight off) go turn right, and you see another horde of Zombies, with some Fast Headcrabs, and two Zombie Torsos. Then turn right again, and you'll see another door that leads to the same dark room again, only this time at the other side of the railing. Turn left, and prepare to fire at five Zombies, and one Fast Zombie. Go to the other side of the dark room, and beware, there are crouch areas, with draining, and you can be in combat with some Regular Headcrabs, and Zombie Torsos. When you get through the door at the other side of the large sewer, use the stairs on the left or right side to get to the door, the middle has a draining for a sewage water. Open the door, and you'll be in a lit room with a couple of Zombies, and Headcrabs, and lots of Barnacles. Let the Barnacles take care of the Headcrabs, and Zombies, while you, and Michelle kill the Barnacles. Then at the other side of the room, is another door, now it leads to a room with a puzzle, and three Poison Headcrabs. After you kill the Poison Headcrabs, get some supplys at out of the supply crates near a Lambda Logo. Now for the puzzle, there is a boarded barricade, that like can only be destroyed by using ALL of you greandes! So, throughout the room are explosive barrels, and EP2 Small Explosive Cans, use all the barrels, and cans in the room, and place them in front of the boarded area, Michelle as a remote control, that'll help, she'll give you a wire, and you'll have to connect them with each barrel, and can, and then use the remote, and it'll blow up.

(Caution: You need to go to the safe area, there is a cover with little Combine Barracades, you, and Michelle can duck in that area so the boards can blow up, but if you are out of the cover area, or at least at the other room, you can get badly injured, depending on your health, maybe killed!)

So after the boards blow up, seven Zombies enter the room, destroy them! Then there is a door on the other side, but you have no choice, you'll have to pick up the .357 Magnum, and ammo, because it's right in front of the door. This Magnum will be useful against hordes of Zombies. Inside the room, you can pick up the Pistol with ammo on a metal desk, plus there are supply crates with some medkits, and batterys, pick them up. Open the next door, and there is another door that is locked. A Zombine wakes up on the other side takes out it's grenades, and bursts to the door. Michelle tells you to take cover, so run back to the room with the supplys, and wait until the Zombine destroys the door. After the Zombine destroys the door, and itself, turn right, and open YET another door. The next room as a few Zombies, and a few Zombines to fight. An easy solution is you can shoot some Large EP2 Explosive Cans near the Zombies, or Zombines, it'll be easier. The room is dark, and there is a power lock, there is another room at the other side of the room you're in, and it hosts some Poison, and Fast Headcrabs. Press your "used key" on the power box, the lights of both rooms will light up, but then there are alot more Zombines coming, you can use the Flare on a supply crate to light up the Zombines. You see that the door is open, and then two Fast Zombies burst out of it. The door is open, and there are stairs, that keep making you turn right every several of steps, when you reach the top grab the Shotgun on the gun rack, and then Michelle kicks open the locked wooden door that leads into an Apartment Building Hallway? Well, this Apartment is in the surface, but all the doors are locked, and then you see an elevator, press the button on the elevator, and wait for it to come up. When it comes up, it will open, and you can use the elevator to get underground again.

Script (RA_canals_01):

(when the lights go off)

Michelle: Uh oh, not good, turn on your flashlight, John!

(when you see the monsters)

Michelle: Headcrabs, and Zombies!

(when the fight is over)

Michelle: You know Headcrabs, and Zombies come in regular, Fast, and Poison, be careful, the Headcrabs we fought were regular, the faster ones are fast of course, and the Black Spider-like ones are the Poison ones, if you see those type of Headcrabs on the Zombie's head, then that's the type of Zombie it is.

(after the fight in the second room ends)

Michelle: Sometimes Zombies can be cut in half, and turn into Torsos.

(when you get into the puzzle room)

Michelle: Hmm.... looks like we have a puzzle, John. We need to find a way to break those boards, but it's gonna be more than some Grenades or a Crowbar to get passed this!

(when you look at an explosive barrel)

Michelle: Wait, this gives me an idea! Okay, take all the explosive barrels around the room, and put them in a row near the boards. Remember, don't shoot any explosive barrels, otherwise we'll be trapped, I have a better plan of blowing them up, when you are done stacking them.

(Caution: If you destroy any of the boards, that is the end of the game)

(after you put the explosive barrels across the boards)

Michelle: Okay, I took some wire, and a remote from the base where Patrick is now. Put the wire on each explosive barrel, and then take this remote, and blow up every barrel at the same time, shooting it won't do. Remember, don't blow them up, until you get behind this cover area, you don't want to be injured, or worse, KILLED! I'm not gonna lose my baby, not on my watch!

(after the boards are destroyed)

Michelle: That was awesome! Well, it was, but now there is more trouble.

(the Zombine scene)

Michelle: Hey look a Combine Soldier Zombie just woke up....and it has a grenade! Run!

(after the door blows up)

Michelle: Wow! Those are suisidal Zombies! Pretty damn stupid!

(the power lock door is locked)

Michelle: Oh look, a power lock door, should've seen that coming. Well we might be able to open it, if we can find a power box.

(when you get to the abandon apartment building)

Michelle: Looks like the underground didn't last, but it looks like every door is bricked, and look an elevator! We can use this elevator to get back underground, and meet up with Fred.

(while the elevator is going down)

Michelle: (humming elevator music) What? You don't like elevator music? I was just trying to be funny.

(elevator reaches it's floor)

Walkthrough (RA_canals_02):

The bottom floor is dark, turn on your flashlight, the bottom floor is filled with Zombies, Zombines, and a Poison Zombie. It's best to use your Shotgun for this part. When you keep walking straight towards the end of the room, be careful with many Barnacles on the ceiling, you can see that the Barnacles will eat up the Headcrabs on the three Zombie's heads, they can trapped on the Barnacles, while they are trying to attack you. When you open the door you'll see a broke down Combine Train, the train door is broken opened. Walk towards the end of the train, you'll see dead Combine Soldiers, Combine Elites, even Stalkers, plus it'll show dead Zombines, and all three types of Headcrabs, plus it'll show a couple of dead Fast Zombies too. Turning your journey through the train, kill some Zombines, Fast Zombies, and Poison Headcrabs on your way to the exit. Near the exit is a Poison Zombie, don't be ambushed by it. Then there is another door, when you go through the door, you'll be in combat with another group of Zombines, and another Poison Zombie. You'll have to crouch on some debris to get to the next area, and while you crouch you'll pick up, and SMG (Sub-Machine Gun), and some ammo. Michelle will crouch behind you. Open the door through a long room with some grass, and ratation. In the ratation room prepare with some combat with five Zombies, four Zombines, and two Fast Zombies. Then after you turn right there are seven Zombies, five Zombines, four Fast Zombies, one Poison Zombie, and one Barnacle trying to eat a Fast Headcrab. Then when you open the door at the other side of the room, you'll be ambushed by two Fast Zombie Torsos. Then you'll find another power lock. Michelle will wait behind, while you go up in the vent, and go to the other side, but be careful not to be ambushed by a Zombie Torso, or two Headcrabs that fall from higher duct area that shows a light (which is the surface), and a fan.

Once you get out of the vent, you'll be in combat with another Poison Zombie. Head to the power box, and it'll open the door.

(Note: You won't be able to leave Michelle behind, because there is another power lock on the other side of the room, so you'll need to use the power box to open both doors.)

On the desk near the power lock door you need to go through is a supply crate with two SMG Grenades. Also, to the left of the power box is two charging stations, one for health, and one for armor. Then you'll go through a hallway with one light on, and normal, but the other light blinking, and sparking, and the other light near the exit is completely out. Open the door on the other side of the hallway, and you'll find an abandon Rebel base. Search for supplys around the area, the area has crates, and an SMG Ammo Crate. Then you try cranking the gate to the next area, but then you find yourself ambushed by Zombies, shacks at the other side of the room get broken off, and prepare for combat with Zombies, and Zombines. Also, Fast Zombies come from the area you came out of. Then another door opens at the right side of the room, and Zombies, Zombines, and Poison Zombies come out. Then after it's all over, crank the gate open, but don't think it's ALL over yet, because more Zombies, Zombines, Fast Zombies, and Poison Zombies come from the room where the gate leads to. Then after it's all done, you see a locked door, but then it's opened by Fred, and you finally made it to the base! After you make yourself at home it's 3 days later... then starts the next chapter.

Script (RA_canals_02):

(when you fight the first ammount of Zombies)

Michelle: Here come more!

(when you reach the train)

Michelle: Looks like we found the broken down train.

(when you reach the ratiation room)

Michelle: Oh my god, toxic hazardous ratiation! Well, I'll be okay as long as I don't go in them, and with your PCV, you'll be fine!

(when you reach the power lock)

Michelle: Shit, another power lock. Well, I'm sure you can think of something.

(when you go inside the vent)

Michelle: Good idea.

(when you are done with combat with the Headcrabs and Torso)

Michelle: Are you okay in there?

(after you unlock the door)

Michelle: Thanks, Johnny!

(when you reach the base)

Michelle: Looks like we found an abandoned Rebel Base, search around for supplys, then turn that crank over there.

(after you pull up the crank for a second a Fast Zombie moans)

Michelle: Stop the crank, John! We have trouble!

(when the right door opens you hear a Poison Zombie moan)

(while turning the crank you hear a howl)

(when you reach fred's door)

Michelle: Well, it's locked.

(a slot on the door opens)

Fred: Are you John, and Michelle?

Michelle: Why, yes we are!

(fred opens the door and it shows Refugees and a Vortigaunt on the other side)

Fred: I can't beleve you made it! I hope it wasn't to hard for you fighting all those Zombies!

Michelle: Naw, not to much!

Fred: Well, you made it just in time, we were expecting you, come in, make yourself at home.

Michelle: Thanks!

(screen fades black then we will start the next chapter)

Rebel Adventures - Chapter 1: Downtrout

Characters / Allies: Wallace Breen, Michelle Vince, Patrick Thom, Citizens, Refugees, Rebels, Resistance Turret

Enemies: Metro Cops, City Scanners, Combine APCs, Combine Cameras, Manhacks, Combine Dropships

Weapons / Items: Medkits, Batterys, Stunsticks, 9MM Pistols, Pistol Ammo, Crowbar, Grenades

Soundtrack: Covenant Dance (beginning intro), Trainstation Part 2 (when you wake up), HL2_suspense_04 (when you exit the apartment), Trainstation Part 1, (when you get outside) HL2_suspense_06 (when inspection positions begin), CP Violation (while you escape the roof), A Red Letter Day (when you get to the Rebel outpost)

Birds: Pigeons

Walkthrough (RA_c17_00):

You are John Vince, and you wake up from your bed, and you hear Doctor Breen in the TV in the Living Room. John's wife Michelle talks to John a bit, then tells him to go to the Trainstation, and get some food. Walk outside, and you see some Metro Cops trying to get the person inside an apartment's attention, they knock on the door, but nobody responds, then they kick the door open, and rush inside, and you hear screaming, and stuff breaking, and stunstick sounds. You can't go through the hallway to the left side, because a Metro Cop is guarding it, one stunstick shock, and you die. Go downstairs, and find your friend Patrick Thom. He'll talk to you, and tell you the City Scanners will give you directions to the Trainstation. Go outside, and you'll see a City Scanner outside, it'll give you directions to the station. It flashes you, and flies away, around the plaza, you'll see many Citizens walking around, and you'll see Metro Cops, and City Scanners around the plaza making sure no Citizens get into any trouble. So while taking the City Scanner's directions (left, right, straight), you can go through this checkpoint, and you are straight from the Trainstation.

(Note: On the way to the Trainstation, listen to some Metro Cops, or Citizens talk)

(Note: Chase some Pigeons around the plaza if you want)

(Tip: Do not go to the Checkpoint to the right, the Combine Camera will flash, and won't let you in, same goes to the checkpoint of where you saw the Strider from Half-Life 2, and you can't go up the ladder to the other area, there is a crate blocking the way)

Go inside the Trainstation, wait in line, then press your "used key" on the dispenser, and a food will come out, you'll have to carry it the whole way back to your home. Back at home, Michelle, and Patrick welcome you back, put the food on the table, go into your bedroom, and change into your Rebel Clothing, then eat up. After John eats the food it is time for inspection positions. Follow Michelle out of the house, run across the hall, and then run upstairs, and you see Refugees in a storage room near the roof, one closes the door, and locks it.

(Caution: On the way upstairs you'll see Metro Cops run from behind you, and upstairs, be careful, but this time, three stuns will kill you)

Once you get upstairs, Patrick with give you, Michelle, and the four other Refugees some instructions. Patrick gives you a PCV (powered combat vest) he once used in the HECU.

(Note: You must put on the PCV otherwise you can't continue the story)

After you put on the vest, listen to Patrick some more, and then he will open a storge closet. Grab some medkits (if you got stunned by the cops), grab some power batterys too, and plus get a 9MM Pistol, and some ammo for it.

(Note: You must take the Pistol at least otherwise you can't continue the story, but usually players are gonna take all the stuff anyway)

Go upstairs, and follow Patrick, the Refugees will follow you (as seen from the squad following meter, one of the Refugees is a medic, if you are low on health, she'll heal you.

Script (RA_city_00):

Wallace Breen (TV): "Let me read a letter I recently received. 'Dear Dr. Breen. Why has the Combine seen fit to suppress our reproductive cycle? Sincerely, A Concerned Citizen.' Thank you for writing, Concerned. Of course your question touches on one of the basic biological impulses, with all its associated hopes and fears for the future of the species. I also detect some unspoken questions. Do our benefactors really know what's best for us? What gives them the right to make this kind of decision for mankind? Will they ever deactivate the suppression field and let us breed again? Allow me to address the anxieties underlying your concerns, rather than try to answer every possible question you might have left unvoiced. First, let us consider the fact that for the first time ever, as a species, immortality is in our reach. This simple fact has far-reaching implications. It requires radical rethinking and revision of our genetic imperatives. It also requires planning and forethought that run in direct opposition to our neural pre-sets. I find it helpful at times like these to remind myself that our true enemy is Instinct. Instinct was our mother when we were an infant species. Instinct coddled us and kept us safe in those hardscrabble years when we hardened our sticks and cooked our first meals above a meager fire and started at the shadows that leapt upon the cavern's walls. But inseparable from Instinct is its dark twin, Superstition. Instinct is inextricably bound to unreasoning impulses, and today we clearly see its true nature. Instinct has just become aware of its irrelevance, and like a cornered beast, it will not go down without a bloody fight. Instinct would inflict a fatal injury on our species. Instinct creates its own oppressors, and bids us rise up against them. Instinct tells us that the unknown is a threat, rather than an opportunity. Instinct slyly and covertly compels us away from change and progress. Instinct, therefore, must be expunged. It must be fought tooth and nail, beginning with the basest of human urges: The urge to reproduce. We should thank our benefactors for giving us respite from this overpowering force. They have thrown a switch and exorcised our demons in a single stroke. They have given us the strength we never could have summoned to overcome this compulsion. They have given us purpose. They have turned our eyes toward the stars. Let me assure you that the suppressing field will be shut off on the day that we have mastered ourselves...the day we can prove we no longer need it. And that day of transformation, I have it on good authority, is close at hand."

Michelle: John? John, wake up. Hey, honey! It's me, Michelle! Sleep well? Well, anyway, I'm glad you are awaken, because, I feel lonely when I am up alone, I mean ever since the Combine took over our world, I get scared day, and night. I can hardly sleep anymore. Well, I stayed up, and kept watch last night, it's your turn tonight. At least I never give up on hope, Doctor Kleiner says, this so called Gordon Freeman is a hero of Black Mesa, and has gone missing since he teleported to Xen to fight some creatures, but after the death of their boss, the Combine started coming to Earth, and cause salvation. Well, you know the story. Anyway, I need you to go to the Trainstation, and get some .... eek .... disgusting food. I could use a nice juicy stake, but the cows, and pigs, and chickens all were imprisoned by the Combine, in their underground animal detention areas. So, listen, a Rebel is at the back Storage Room, and he will help. Inspection will start later on, so hurry go to the Trainstation, get some food, and we'll be on our way, I'll get dressed in my Rebel clothes, you will do it too when you come back. Cya in a little bit."

(if delayed)

Michelle: "Come on, John, just go to the trainstation, avoid the Metro Cops, go to the Trainstation, get the food, and come back, easy! You do this every day!"

(if delayed still)

Michelle: "Come on, John, we don't got much time."

(if still delayed)

Michelle: "Come on, John!"

(Metro Cops in knocking on the door)

Metro Cop: "All units move in!"

Metro Cop: "Uhh...roger that."

(Metro Cop kicks open the door)

Metro Cop: "Don't move! 603 unlawful entry."

(if you are getting close to the scene)

Metro Cop: "First warning, move away."

(if you don't listen)

Metro Cop: "This is your second warning."

(if you still don't listen)

Metro Cop: "Final warning."

(if you still don't move, the cop stunsticks you, and you die)

Metro Cop: "Ha ha ha!"

(head downstairs, and find a man dressed like a metro cop with no mask)

Patrick: "Hey, buddy, it's me! Patrick Thom! What's up? Okay, so you know that I am an undercover Cop, right? Well, let's not talk long, I have to go back on duty. So, I am going to see your wife Michelle, while you go get some discusting food over at the Trainstation, there are some City Scanners outside that'll tell you way."

(Patrick walks upstairs)

(walk outside and see a City Scanner)

City Scanner: "Greetings, I am Scanner Number 783, I am the monitor of Pyro's Street, in Sector 17. Now, if you need a reminder of where the Plaza's Trainstation is, go straight take a left, then a right, then keep going straight until you reach the checkpoint to the Trainstation Plaza. Remember right now, you only have clearance to that checkpoint, no other. So stay out of trouble, Citizen."

(the Scanner flashes you, and flys away)

(an area with a Metro Cop, and City Scanner talking near a Combine APC)

City Scanner: "It comes to my attention, that there is a Citizen walking towards Checkpoint C with a Semi-Automatic Pistol, and it shot a couple of Civil Protection Units already, get some units over there, and I'll notify the Chief of our loss."

Metro Cop: "Roger that. All units, B.O.L. we have 34-S."

(Combine APC drives away towards a big comibne force field towards the right of the road)

(An ally where to Citizens are talking one has a briefcase)

Seller: "So, you want to buy a slice of cheese pizza for me huh?"

Buyer: "Yes, please!"

Seller: "I have one right here. That'll be Twelve dollors."

Buyer: "Isn't that pretty expansive?"

Seller: "Buddy, there isn't much milk around for cheese, or tomatos for sause, so we have a deal?"

Buyer: "This will be a loss of money, but it'll be worth it."

(the buyer gives the seller some cash, and the buyer takes the pizza, and starts eating it)

(the seller looks at you)

Seller: Wanna, buy something? No? Then good day to you, sir."

(near the checkpoint, a citizen talks to a metro cop, while his wife is being held hostage)

Guy: "Hey, bro, that's my wife!"

Metro Cop: "First warning, move away."

Guy: "I really need her back, she is the only one for me!"

Metro Cop: "Get back, right now!"

Wife: "Bill, just do as he says, he'll turn you into one of them."

Guy: "As long as you do, I will too."

Metro Cop: "Move along!"

Guy: GET OUT OF MY WAY!"

(metro cop takes out it's stunstick)

Guy: "Don't tase me, bro! Don't tase me!"

(metro cop stuns him)

Wife: "Bill!"

(at the Checkpoint where you saw the Strider from Chapter 1 HL2)

Citizen: "Freedom!"

(citizen runs away while Metro Cops have their guns out, and start fireing)

Citizen: "You'll never catch me!"

Metro Cop: "11-99 Officer needs assistance!"

(citizen runs to the checkpoint west of the Trainstation)

(back in the apartment building)

Overwatch Voice: "Attention resident, miscount detected in your block. Co-operation with your Civil Protection team permit full ration reward."

(back in the apartment)

Michelle: "Ah, you're hear, John! Thank you for getting the food, dear."

Patrick: "Good job, now go into your bedroom, and change into your Rebel clothing, I am going to meet up with the Rebel Squad upstairs. Inspection Positions will start any minute now, so change up, and eat up, quickly!"

(patrick runs out of the house)

(if you delay to put your rebel clothes on)

Michelle: "Go put on your Rebel clothes dear, they're in the closet."

(Note: Putting on your Rebel clothes is not the main suit, you'll not have a health meter, zoom function or any of that stuff yet)

(after you put your rebel clothes on)

Michelle: "You look hansome, John! Well, lets eat up."

(a few mintues later....)

Michelle: "Hmm hmm! Yeah, that sh** tasted terrible alright. We should meet up with Patrick up..."

Overwatch Voice: "Attention please. All citizens in local residential block, assume your inspection positions."

Michelle: "We better hurry, follow me!"

(follow Michelle upstairs, and you'll hear screaming in the background, and metro cop radio chatter, and the overwatch voice keeps telling you to go into your inspection positions)

(when you reach upstairs to join with the Refugees and Patrick)

Patrick: "Hey, guys. Listen we need to go through the rooftops, and reach the building at the end of the rooftops, and we'll meet some Rebels there, be careful, Metro Cops are gonna be down low shooting at us, so be careful. John, I have something for you, it's a PCV, or Powered Combat Vest, they used this in the military after they were wiped out, well I used to be in the military, but I won't need this vest now that I have this Civil Protection suit. So, I am giving this PCV to my friend John, for protection, use it well, my friend."

(put the PCV on)

Patrick: "Now, I have a gun rack right here filled with 9MM Pistols, everybody take one, and meet me at the roof. Lisa, you take some of those medkits, you're our Medic, everybody follow John, but John you follow me, after you heal some of your health with these medkits, and power up your vest with these batterys."

(after you grab all the stuff)

Patrick: Okay, let's move out!"

Walkthrough (RA_c17_00a):

When you get to the rooftops Metro Cops will be fireing from down below, on the way to the building on the end of the rooftops, you'll know it. On the way there, there will be gaps, but there will be planks to cross. Also on the way kill any Metro Cop from the streets, but thats not all Combine Dropships will fly by, and drop off more Metro Cops in the rooftops, and also on the way, prepare for combat with City Scanners, and Manhacks. When you are almost to your destation, a Combine APC will appear down below, and shoot rockets, be careful, there will be no to defeat the APC. Other APCs will appear along the way to the building, but they would just park, and sound their alarms. When you reach your destation, go through a door, Patrick will go in first, and run downstairs. On the way downstairs, every hallway block will have a force field, it will not let you through. In most force fields, you will be in combat with Metro Cops, and Manhacks.

(Note: On the Metro Cops in the level will only be with Stunsticks, or Pistols, and some are equip with Manhacks, plus the Stunsticks the Metro Cops drop will power up your vest a bit)

When you get to the basement, a Rebel will unlock the door, and the area is guarded by an ally Turret. After a little chat, they will tell you to go into the closet, and grab a Crowbar, some health, ammo, and a couple of Grenades. When they are done chatting, and you have all of your supplys, they will open a sewer entrance, and you, and Michelle will go through the canals, they'll be safe there, while the other Refugees stay, and guard. Patrick will wish you both luck, and when you go down into the sewers they will shut the entrance, and it will begin the next chapter.

Script (RA_c17_00a):

(when they get to the roof and notice the Metro cops)

Patrick: "CPs, down below, open fire!"

(if Michelle gets in trouble)

Michelle: "A little help, John? These CPs are getting tough!"

(when the first city scanner comes)

Patrick: "We have Scanners!"

(when the first group of Manhacks come)

Patrick: "Watch out, team! We have a couple of Manhacks coming our way!"

(when the two dropships fly by)

Patrick: "Combine reinforcements are here, we have Dropships!"

(when the cops appear in front of you)

Patrick: "Focus your fire on the CPs, in front!"

(when the fireing APC comes)

Patrick: "Get to the left side, team! There is a fireing APC down below!"

(when you reach your destanation)

Patrick: "We're here! Quickly, inside!"

(when everyone is inside)

Patrick: "Follow me downstairs, we're meeting our allies in the basement, this building is filled with Metro Cops, and Manhacks."

(on the way down you'll hear screaming, radio chatter, and the overwatch voice reminding everyone to go into their inspection positions)

(when you get to the basement)

Patrick: "We're here!"

(Patrick knocks on the door)

Patrick: "It's me, Patrick, open up."

(the rebel opens the slot on the door)

Rebel: "What's the password?"

Patrick: "Just let me in!"

Rebel: "Come on, in!"

(the door opens)

(when you walk towards the Rebel near a canal entance)

Rebel: "Patrick, you're here! And I see you brought the Refugees."

Patrick: "Yep, so what's up?"

Rebel: "Well, we need to protect this base, Combine reinforcements are on the way."

Patrick: "Me, and the four other Refugees will stay, and guard, my friend John, and his wife need to leave, they are my best friends ever, and .... I can't afford to lose them in this battle."

Rebel: "They can take the Canals. So, John, right? We have many friendly bases in these sewers, but we lost contact with most of them, the only one we haven't lost contact with is the one at the end of these sewers, near the exit of these LONG sewers. Fred lives there, and he says most of the Underground Railroad in these part of the sewers were wiped out by Headcrabs. A Combine Train track is between these part of the sewers that connect with the Citadel, and the outer rim. A Train then broke down in that area, and it was filled with Combine Soldiers, but while the Soldiers were attacking the bases, the Train was also filled with Combine Artillery Rockets that are filled with Headcrabs, and the Headcrabs wiped out both the Combine, and the Resistance in these areas, I dought there would be any survivers. So prepare for Zombie combat down there, it will be way easier than fighting a whole group of Combine Soldiers up here, possibly a Strider. So, you two be careful, I have some equipment in the back, a Crowbar, some Grenades, health, ammo, most of troops have most of the weapons, and ammo already. Grab the equipment, John, then I'll open this entrance."

(the Rebel opens the closet door)

(after you get the equipment the Rebel will open the entrance)

Patrick: "John, Michelle? Take care of yourselves."

Michelle: "Don't worry, Patrick, we'll be fine!"

(Michelle jumps into the canals, after you do the entrance will close, and then it will start the next chapter)

Rebel Adventures: Intro

I hope you know how to use the Source SDK VERY well, but I am trying to figure out a Half-Life 2 Mod. It's gonna be very cool. Rebel Adventures is just a Citizen named: John Vince. You just do what all Citizens do, follow the rules of the Combine. You, and your wife Michelle Vince, can't take it anymore. Michelle Vince is John's sidekick of the game, just like Gordon Freeman and Alyx Vance. Also, your undercover Metrocop friend Patrick Thom (which is the mod's Barney Calhoun) is thinking of a plan. Your tired of getting beat up by Metrocops, flashed by City Scanners, and now they're gonna pay. I'll have a walkthrough throughout the next few blogs. If you dreamed to make a nice LONG Half-Life 2 mod, then by all means see this. It'll require Half-Life 2 of course, also it'll need Lost Coast for models, as well as HL2: EP1 for graffics, models, and NPCs. Also, it'll need HL2: EP2 for models, graffics, and NPCs. Plus, I hope someone knows how to make a drivable Combine APC with a working Turret, and Rocket Launcher. Also, the Gravity Gun will be re-modeled to the Gravity Ring, work the same way, and will recharge at the Citadel. The locations of the mod will be City 17, the Canals, the Woods, Invaded Black Mesa East, the Coast, an Antlion Nest, Nova Prospeket, and more!