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!

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