Gordon Freeman is imprisoned at a Courthouse. He must escape before the GMan puts him out of commission. The courthouse security is tight, as the famed Freeman must not be allowed to leave the premise before he is sentenced. P.S. This is a new version of an old map. The gameplay has been modified after the author reviewed the comments of all the playtesters. Enjoy.
- Title: Justice
- File Name: justice-v2.zip
- Size : 3.1Mb
- Author: Satchmo
- Date Released: 30 August 2005
- Download Version 2: PlanetPhillip Filecloud Server
- Download Version 3: PlanetPhillip Filecloud Server
- Escape from Prison
- The Courthouse
- The Record Building
- The Conference Room and Courtyard
When the map loads, you find yourself as Gordon Freeman, locked up in a jail cell but thankfully still wearing your HEV suit. The sound of a Combine gunship whirls angrily outside.
Examine your surrounding, and you’ll notice a dead/unconscious cellmate slouched in another corner of the small cell. There is also a healthkit inside the jail, but you have no use for it now because you have 100% health. A metal mattress frame lies in the corner. You have no weapon to aid your escape except your bare hands.
Approach the window of the cell, and the gunship will fly past just outside. Pick up the mattress frame and position it below the window. Try to keep track of the patrol pattern of the gunship before you escape, and try to break out when the gunship is circling the opposite side of the premise. Back up and steady yourself before jumping on the frame and crouch out of the window.
Run toward the corner of the jail yard where the wall is adorned with some graffiti. Use the crates as cover from the patrolling gunship. You’ll find a crowbar there. Smash the wooden bars blocking the exit with the crowbar.
Quickly make your way to the other side of the jail yard to avoid becoming a target from the patrolling gunship. A jail guard will notice you and start firing at you with his handgun. He’ll also release a manhack at the same time. I suggest run toward him and crack open his skull with the crowbar and use the same tactic for the manhack. Inside the jail, you’ll find a healthkit under the desk. Try not to venture outside if you can help it. The gunship will quickly deminish your health if you’re spotted.
Slowly approach the prison control room. Shoot the guard in the room with your handgun, aiming for the head. Grab the gravity gun in the room, it’ll be either on a shelf or on the floor (the commotion sometimes changes the location of the gravity gun).
Grab the chair in the room with the gravity gun before you leave the room. A backup security team has been alerted for your escape. Shoot the first guard that arrives to the scene with the chair that you picked up with the gravity gun. If you fired a good shot, that’ll be enough to kill him. Otherwise, you might suffer from some rounds of his SMG.
Scavenge around inside the prison before venturing futher. Remember the healthkit inside your jail cell? It might come in handy now if you no longer have 100% health. You can grab it with the gravity gun. Another cell houses a fellow citizen. Approach him to learn about a valuable tip on escaping the premise.
One of the cells is used for storage by the guards. The metal bars prevent you from entering the cell, but use your gravity gun to obtain all the goodies inside. You should find another healthkit, a shotgun, and ammo for the shotgun inside. These will prepare you well for the Combines waiting outside.
Before you leave the prison, peek out the window next to the desk. You’ll see a Combine trying to ambush you. Load him up with some shots before he can return fire. Make sure you know where the gunship is patrolling before you step out from the cover of the prison. Dash toward the covered corridor when the gunship is not overhead.
As you walk down the corridor with your loaded shotgun, a Combine will patrol into view. Shoot his head with the shotgun as fast as you can, because this Combine has a pulse rifle. You can’t afford to be slow on the draw. Another guard will immediately approach, so eliminate him with the remaining of your shotgun round. Fortunately, these soldiers drop their weapons and ammos, as well as health vial. Treat yourself with what you deservedly earned.
Depending on how far you’ve ventured in the corridor, you might encounter some additional reinforcement. These Combines carry SMG and shotguns. Do what you want with them. There is significant risk in going to the tower, since the gunship is still circling in the sky and there is less cover overhead. However, the reward is great. There is a healthkit, a rocket launcher (which is essential in taking out the gunship eventually), and a box of grenades in the tower. If you move fast and avoid being spotted by the gunship, you can grab all the goodies without getting hit.
As you go further to the balcony area, you’ll encounter some more opposition with pulse rifles. Either toss them some grenades or use your own pulse rifle rounds on them. It’s tempting to go down the stairs in the dark corridor connecting the prison and the balcony, but I recommend against it. The stairwell is a highly patrolled area, and you’ll likely to face tremendous resistance and firepower if you go down that route.
Instead, go to the far side of the balcony. You might have to sprint to get there because of the patrolling gunship. There are some rockets and a battery in the corner of the balcony. Snipe out some Combines on the level below if you wish. You can find another set of stairs going down below. Approach carefully, because there might be a guard with a shotgun waiting for you (he might actually run up the stairs and fire at you even before you start the descend). Whatever you do, don’t linger at one spot and reload your weapon frequently. I find the shotgun and the frag grenades most useful to clear the area below. There are lots of Combines down there. Below the staircase, you’ll find a healthkit with some additional ammo for your SMG.
After you think you’ve cleared the room with the statue, don’t just go down there and collect the ammos and health vials leisurely. Keep your eyes open for a lone squad member who’s been hiding in the dark, waiting to ambush you with his shotgun.
When you’re ready to go down the stairwell with the hanging light fixture, do so cautiously. There is a turret waiting at the bottom, and some guards may have already started their way up to hunt for you. You didn’t just wipe out all those guards in the statue room without stirring up a big commotion. Either frag them with a grenade or two (if you have enough of them) or use your shotgun. Save the pulse rifle ammo for long-range enemies later. I would save at least one grenade for the turret in the corner.
As you approach the courtroom, two manhacks will come after you, as well as some Combines in the judge’s chamber. I prefer escaping to the haven of the area upstairs and deal with the manhacks with my shotgun separately. After eliminating the manhacks, go back down into the courtroom and kill off the remaining guards with the pulse rifles. Toss a grenade into the judge’s chamber and hear some Combine flesh splatter.
After a long hard battle, treat yourself at the health refueling station. There are also lots of goodies inside the judge’s chamber. Pick up the box of 0.357 ammo on the judge’s desk. The Magnum will come in handy later. You’ll also need to refresh yourself before going to the next building. The hardest combat is yet to come.
As you step outside the building into the arched covering, two Combines will rappel down. Take cover by stepping back into the courthouse building. Kill them however you like.
When you’re first inside the record building, everything seems to be eerily calm. Nothing explodes in your face and no turret loads you up with bullets. But reload your shotgun now before the fire breaks out. You should heal yourself with the health vial in the restroom. Don’t go down to the basement yet.
Get in front of the door next to the restroom, but don’t walk into the room. Perhaps quicksave the game at this time, because all hell is gonna break loose soon.
Switch to the SMG and make sure you have at least one secondary SMG round. Quickly step into the room and fire a RPG at the guards there. The Elite Guard might return the fire with a Combine energy ball, and you better get out of the way. I usually find a temporary refuge in the restroom, but sometimes they will toss a grenade into the restroom. But be prepared to have a fierce fight fight in the close quarters of these rooms. All the rooms are interconnected, so you have to be careful of Combines hitting you from all directions. Keep moving from room to room, and let the shotgun be your best friend. I’ve thoughtfully provided you with some additional shotgun ammos in one of the rooms. There is also a healthkit in the room with the long table (it’s on a desk cluttered with some computer equipment).
After you’ve cleared all the rooms, you’re now set to go down to the basement. However, don’t forget to get the access key to the conference room first. It’s sitting on a table (or where there used to be a table) in the room where the turret and the Elite Guard were originally stationed. When you have the key, do not go upstairs yet. You have to take care of some business first to make your entry less hostile.
When you descend the stairs to the basement, turn on your flashlight and look to your right. You’ll find a Magnum below the staircase. Reach out and grab it, but switch to the shotgun or the SMG before you reach the bottom of the stairs.
Be ready to shoot the poisonous headcrab that will attack you soon after you reach the basement. You want to hide behind one of the columns in the basement because the automatic ceiling turrets might start firing at you. After killing the headcrab, throw a grenade in the direction of the pile of crates. You’ll blow up a fast headcrab hiding there and also deactivate the security turret. Alternatively, you can sprint next to the turret and kill the headcrab with a shotgun blast and physically turn the security turret off from the control box. The security control also deactivates the ceiling turret in the conference room upstairs.
When the coast is clear in the basement (with all the turrets turned off and headcrabs dead), search for more ammo for the Magnum and also some rockets. There is also a healthkit in the adjacent room in the basement, next to a large propane canister.
When you’re ready to fight again, whip out your trusty rocket launcher and proceed to take down the gunship. I prefer either going back up to the tower or go to the backside of the courtyard and aim at the gunship. There are plenty of rockets around, with some in the judge’s chamber and lots in the basement. There are also various other locations with scattered rockets, you can usually find them pretty easily.
With the annoying gunship out of the way, you’re ready to conquer the main conference room, where the key to the main gate is kept. When you go up the stairs, do so slowly with weapons pointing to where you’re going. Some soldiers might be waiting for you already. In addtition, there is another turret to your right when you have fully ascended the steps. Just run toward it and blast it with the gravity gun.
Use the access key you obtained from downstairs to open the conference room door. Two Elite Guards wait for you, and you should take them out as quickly as possible with the Magnum or pulse rifle. They can do some serious damage to you with their secondary pulse rifle rounds.
The ceiling turret should already be deactivated by the control in the basement, but you should still proceed with caution. There are two Combine roller mines in the conference room, so I would jump up to the conference table to avoid getting damaged from them. As an added bonus, there is also a healthkit on the table.
Use the gravity gun to toss out those roller mines to the corridor outside. Take advantage of the suit charger in the room, and grab the access key to the main gate sitting on the table with the surveillance monitors.
When exiting the conference room, avoid running into the roller mines you’ve thrown in the corridor. Go back down to ground floor and exit the building at where a parked buggy is waiting for you.
Hop in the buggy and back it up a bit. Mount the buggy gun to kill off some of the Elite Guards waiting for you near the entrance of the premise. Alternatively, you can go back into the building (either the record building or the courhouse) and snipe at the Elite Guards as they come after you. You should have plenty of ammos at this point, and these soliders are your final obstacles.
If you’re successful in avoiding being hit by an energy ball, you should eliminate these gurads with relative ease. Proceed to the main gate and bust out your access key. Use the keypad and taste the sweet victory.
There was an earlier version of the map with two antlion guards in the courtyard instead of the gunship. After playtesting with members of the SnarkPit, I decided that having a gunship can take advantage of the layout of the map so much more than the antlion guards. The older version is no longer available for download. I hope you enjoy this new version as much as I enjoyed creating this map.
2nd October 2005
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