Half-Life 2: Anticitizen One

21st April 2013

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Upon arriving in Kleiner’s Lab after teleporting away from the Depot, Gordon Freeman and Alyx Vance discover they have been stuck in a teleport “loop” for a week’s time.

They find that the teleport caused the destruction of Nova Prospekt, and the blow they struck there was taken as a sign to begin the Uprising.

The two factions have been locked in combat for a week and all of City 17 is a warzone. Freeman goes on to aid in the battle, while Alyx remains in Kleiner’s Lab to help him escape the city.

The player is able to form small squads of citizens to help as they fight their way through the city towards Barney’s location.

Near the end of the chapter, Alyx returns to help Gordon but is captured by Combine soldiers and taken to the Citadel.

Trivia
  • No trivia for this chapter.
  • Achievements

    Radiation Levels Detected (5G) Get through the toxic tunnel under City 17  Plaza Defender (10G) Survive the generator plaza standoff   Follow Freeman (10G) Gain command of a squad of rebels in the uprising.

    Screenshots

    Click on the thumbnails below to open a 1024 pixel wide image.
    WARNING: The screenshots contain spoilers.

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    The Replay Experience Experiment

    This post is part of the The Replay Experience Experiment event. This is a chance to replay all the Half-Life games and discuss them based on our experiences since we first played them.

    Hat Tip

    The intro and trivia text are taken from the CombineOverWiki, a fan-supported, editable wiki covering the Half-Life series of games.

    Walkthrough
    A Complete Half-Life 2 Walkthrough

    On the left is a complete text walkthrough for Half-Life 2.

    It has been written by Stanley E. Dunigan and updated with all the tricks and tips from PlanetPhillip.Com readers.

    It is in PDF format, meaning you can open it directly in modern browsers or download it and print it.

    (Left-click to open and right-click to save)

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    8 Comments

    1. This is probably my favourite chapter so far and maybe even of the whole game. I love the close action and the almost relentless push forward. The level design is detailed enough to warrant exploration but never confusing enough to cause you to get lost.

      The jump puzzle interlude was nicely done, but to be honest I got half way and ran the rest – I’m too impatient to do it properly.

      Watching Alyx climb the building was pretty cool and the “final” section with the vertical gameplay was fantastic. I just wish I hadn’t wasted my 3 rockets on a Strider that I didn’t kill anyway.

      The “Watch my back” section was quite nicely done but again, I think I am playing on EASY and should jump it up to medium. Is there a way to find out?

      1. Stanley Dunigan

        While playing, press ESC to bring up the pause menu, then click on “Options.” The “Difficulty” tab will show you what difficulty you’re currently playing on, and you can change it if you want.

        Note that the difficulty setting is saved as part of your saved games, so if you change the setting and then load up an older save, you’ll be back to whatever difficulty setting you were on when that save was made.

    2. Anticitizen One is the start of the last part of the game. Gordon is returned in City 17 and will fight for his old friend Eli. This is a very nonlinear chapter and probably the longest of the game.

      At the beginning we can see the consequences of one week of rebellion. With Dog, Gordon goes in some area that he had already visit but are now very different, especially with these moving walls erected to slow the rebels.

      Right after that and Dog’s disappearance, we learn to command a squad of rebels, this is probably the main stuff of the chapter.

      Action is very present but in various locations. With rebels we fight in streets, underground tunnels, burned apartments that can’t be identify as such anymore.
      Everywhere, rebels are helpful but for me, this gameplay get boring easily. Hopefully there are another sections, again very different. I enjoyed Toxic Tunnel, reminding about Ravenholm, and the sewer part after the square battle. Progression in those warehouse built beyond shafts is a very nice idea.

      Despite all that, Anticitizen One is the chapter I don’t like. Maybe it is too long or have a too abrupt cutting regarding to Nova Prospekt. In fact I prefer the next one: “Follow Freeman”.

      -Caught My Ears-

      “What’s the password ?”

      “Password!”

      “Come on in!”

      I prefer not commenting that…

      -G-Man Sighting-

      In this TV that was not plugged to sector. And… on a boat with a crow?!

      -Death-

      None

      -Playtime-

      56 minutes. Ouch!

      -My French Let’s Play-

    3. Blue Lightning

      A very long chapter that takes place in the city. I do not like the enviroment as much as the famous “middle chapters” of HL2, but it is a good level, and I guess important to the flow or the “story” of HL2.

      The next chapter, Follow Freeman, is also in the city. There are some parts of both chapters that are very enjoyable. But nothing like the crazy airboat rid of WaterHazard, or the adventerous creepshow of Ravenholm…or the feeling of free roam and epicness of Highway 17. But the parts of AntiCitizen One that are enjoyable, are very much so.

      The battles on this level are challenging. This is a battle level, where emphasis is put on battle stratagies.

    4. A week stuck in a transporter buffer, kudos to old Kleiner for maintaining a constant power supply in a combat zone!
      I decided to die early in “Anticitizen One” watching Dog hitching a lift on that combine transport, where I was chomped by the barricade! What a truly creepy weapon that is, a weapon of urban mass destruction!
      Nice to have a squad, but not so nice when they get trapped by a door stronger than any forcefield! That is where the quick save scores!
      Nice urban atmosphere abounds, but so does the horror, much more than I remembered from my first play through. But it feels nice to be back where I came in at the train station, just a shame it’s so run down. And at least they shut Breen up!
      Love the false strider, placed in the scene to get the player to waste any rockets he had left, very tricksy!
      The long tunnels full of manhacks were evil and I lost most of my squad there only to be told to get a door open via a toxic flooded tunnel traverse! A slow and careful puzzle using boxes and cable drums, interrupted with a few zombies, leads to a pipe to escape into an air duct. So very Half Life!
      A long slog of very arduous but well crafted combat and horror led to a meeting with Alyx, which I thought would be the start of the next chapter, but it was not to be!
      The generator defence battle in the open square was next and I remembered it as being so hard to survive before, so I was dreading the rematch. And I was right to, as it was a long gruelling struggle with health and speed. It felt like I was doing all the donkeywork and I seriously depleted my ammo supplies before Alyx told me to use the grav-gun, I was still busy fighting! I was shocked that the civil defence and combine still shoot at me as I ran through the gate; I was low on survival when Alyx closed it. I then watched her climb the building and run into some serious trouble before telling me to flee. Dropping down in the Half Life universe is rarely good and there might have well been a sign there saying, “Here be Monsters!”
      Heading into that strange daylight blue pipe tunnel still feels very strange to me; maybe it is the cool tones juxtaposed with those irritating red-eyed manhacks. And then that room full of pipes and stairs descending into the dark marks a change in scenery back to sewers, civil defence, monsters and that dread rattle of the poison headcrabs!
      The huge grey factory space that follows is a visual treat from the closed-in decay of the city and back to good old-fashioned platform fun. Although the combine seem to be getting a bit more serious about my destruction, with they’re elite units! It’s huge bright openness felt comforting and free and then it’s the next chapter.

      ITEMS OF NOTE:
      Breen’s prattle on the TV and the fact that you can stop the repeat by yanking it from the wall socket.
      Dog’s antics!
      Multi-level combat, with bridges and ramps.
      Surprising amount of horror!
      Watching Alyx climb.

      LOW POINTS:
      So many damned manhacks!
      Agonisingly slow toxin tunnel puzzle may have halted the smooth flow of this chapter for some players.

      DEATHS:
      One stamped on by barricade!

      PLAYTIME:
      2 hours and four minutes.

      FIVE WORDS OR LESS REVIEW:
      Almost Makes Ravenholm Cheery!

    5. Unq

      Finally back in City 17 and we start wreaking havoc right away with Dog’s help – too bad he splits right away.

      I really liked the combat in this chapter. The claustrophobic buildings were pretty standard, but I found three sections to be superb: the area under the bridge (?) where you have to wait for the rebels to blow a hole in the wreckage for you, the generator standoff in the town square, and the ending warehouse where you start off underground and make your way to the top. Each one of these was fun and challenging, and the environments were different so it didn’t feel like repetition as the turret defense sequences in the last chapter did.

      But in general I ended up hating most of this chapter. I can’t believe to this day that Valve, famous for their obsessive playtesting, allow the rebel squad situation to stand. Yes, it’s nice to feel like you’re leading a squad and that you’re the key part of the resistance. But oh my god, squads and tight hallways do not mix. It doesn’t help that Valve added a key to let you command the squad – they follow you anyway if you get too far away. I don’t think I can quite express my utter frustration for this chapter. Inexcusable and it nearly damns this chapter totally. Get out of my way!

      Playtime: 1 hour, 13 minutes

    6. I used to hate this chapter because I don’t like teamwork, I like to kill every single foe by myself. I also am perfectionist, so I always tried to keep every single member of my squad alive, often using saves when one died. Huge loss of time. Now that I run through it without any care about the rebels, my opinion of this chapter increased a lot.

      We start off outside Kleiner’s laboratory, and we get to see a nice fight between DOG and the combine. He really is powerful :0
      Then he opens the way for us, and we continue by ourselves. We got some nice fights outdoors, we encounter the hoppers (pretty dangerous in combat, but easy to avoid), then we enter some abandoned buildings to fight zombies AND the combine. We meet again with Alyx, but for a very short time as she gets captured right after the generator battle. More zombies and headcrabs, then the final room. I actually missed the trigger that makes the soldiers open the door the first time, so I lost about a minute climbing again.

      Challenges:
      – Radiation Levels Detected
      yup
      – Plaza Defender
      I’m not sure if I should count this one as done, considering I skipped that battle. Well, I survived…
      – Follow Freeman
      Yeah, but they were slow so I left them to die. no big deal.

      my challenges:

      – Get Alyx’s gun without cheating
      That one is very hard. didn’t do it this time.

      Five Words Or Less Review:
      Who needs rebels?

      Deaths:
      None 😀

      Playtime:
      14 minutes 7 seconds 917 milliseconds

    7. Ade

      Wow, never noticed how after we lose dog, we get in same area as we were in the beginning of the game. And the citadel, it’s changed now of course. Heh for a little trivia, I think the area with metrocops behind a combine gate was used in the original hl2 as well, seen it in Missing Information.
      A lot of boxy and emtpy areas around this chapter, sadly.
      “The haaaacks!”
      Death by canister; “Here, patch yourself up’!
      “-Whats the password?
      -Password!
      -Come on in.” 😐

      Playtime: 55 minutes

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