Things to see and do in HL2 (Document)

Oh ok, well thanks then lol. I wasnt quite sure if it was him or not. Thanks for clearing that up.
 
I don't know if it happens all the time. But that antlion didn't even notice me while feeding. It's the cove off to the left before you get to wooden "teeter-totter".

d2coast110000sy7.jpg


I also noticed something when fighting an antlion guard. Put your back right up against a wall and stand there. When it charges step aside at the last minute. It'll ram right into the wall, do that a couple times and it won't take much to bring him down.
 
1. I got my ass handed to me, when i tried to get the supplies from that spot, which i didn't even need.

2.The antlions were feeding on that guy? What do you mean, "eating"?
Like standing idle above the guy, or actually "eating" him?

3. Didn't know you can do that to guards. Is it possible to KILL the guard like that?
 
1. You can get pretty close. Don't touch the sand (obviously) and you can get just about right next to the thing. The trigger for it seems to be the edge of the rock. This screen seems to be the closest you can get without it attacking you.

2. There appears to be some kind of animation for it, that would make it look like it's feeding on the corpses. But there isn't anything being pulled off the bodies.

3. I would think it's possible, but I'm not sure. The most times I've gotten the guard to do that is 6. I kinda got bored by then and just killed him with weapons. It does seem to make it weaker though. It's just a heads up incase you get stuck in a tight spot somehow.

d2coast110010kc4.jpg
 
Cool! I'll check it out next time I go there. Wonder how that soldier ended up getting killed though.
 
3. I would think it's possible, but I'm not sure. The most times I've gotten the guard to do that is 6. I kinda got bored by then and just killed him with weapons. It does seem to make it weaker though. It's just a heads up incase you get stuck in a tight spot somehow.

I noticed this the other day in Nova Prospekt. I'm not really sure that it does any damage to the Guard, it just plays an animation of the Guard looking disoriented, and it shakes it's head. I'll definitely give it a test next time I meet one though, but at the moment I'm not so sure.
 


I noticed this the other day in Nova Prospekt. I'm not really sure that it does any damage to the Guard, it just plays an animation of the Guard looking disoriented, and it shakes it's head. I'll definitely give it a test next time I meet one though, but at the moment I'm not so sure.
Yeah I'm not too sure now. One time I got him to ram the wall a few times and it seemed like it didn't take much firepower to bring him down. But I've tried it other times and it was as if the ramming didn't do anything. I'll try and see if I can keep track of how much ammo is used with and without the wall ramming next time to see if it really is doing anything.

NP is where I first did it. By luck though as my AUX POWER ran out and I happened to be next to a wall and moved at the right moment.
 
Damn, yeah it doesn't do any damage. :( I just tried again in NP, it must've rammed the wall around 20 times and the thing didn't die.
 
well, when the ep1 antlion king rammed into the wall, it like shook around for a while like it was dazed..
 
I for one, love stacking props trying to get ontop of all of the Coast's houses :naughty:

DAMN, I wanted to quote that in my sig coz thought you said "for one, love-stacking props to get ontop of the coast's houses :naughty:" before I realized you said love in terms of a verb :eek:
That would have sounded sooo cool otherwise, "lovestacking props trying to get ontop of all of the coast's houses"
 
Those aren't kings.
They are sometimes referred to as queens but...
 
Notes on Ravenholm Cemetary

I noticed a couple of things while replaying Ravenholm tonight: one was the headless statue which, despite its size and prominence, had hitherto escaped my attention:



I'm sure people have commented on this in the past, but what caught my attention was not the statue's lack of a head, but rather the bird perched on his arm. Could it be St. Francis of Assisi?

http://en.wikipedia.org/wiki/Image:Saint_Francis_statue_in_garden.jpg

The other thing I noticed was the presence of what look to me like Celtic crosses in the graveyard. I doubt there are many of those in eastern Europe. Then again, I've noticed that Eastern Orthodox icons often feature crosses within halos. I wonder if there's any connection.
 
Whats the final easter egg after the closing credits??????
 
It involves Lamarr. So go and watch it 'cause you know it'll be awesome
 
Heh:D i found out, why Barney asks you whether you had heard a cat, after you save him from the snipers in the warehouse.

If you listen closely, you can hear a sound similar to a cats meow.
But the sound is actually made by a shield-scanner flying overhead.

I never understood, why he asked me that until now.
 
Heh i found out, why Barney asks you whether you had heard a cat, after you save him from the snipers in the warehouse.
I think that was a reference to Barney's "nightmares" after he'd witnessed a teleportation failure involving cat as a test subject.
 
Exactly. He also mentioned that "that thing keeps haunting me".
So thought he heard a cat.

And since the scanner made a sound similar to that of a cat, he thought he actually heard a cat.
 
A specific bit of graffiti

Hey, does anyone know what that bit of graffiti that supposedly spells out the equation for calculating resistance in physics is and where in the game it can be found? I'd like to add it to version 2 of this doc (whenever I get around to making it).
 
is there such a graffiti? I presume it says v/i = resistance or something?
 
Update 11/19.2007

Hey gang. I decided to take a study break and update this list with tidbits gathered from halflife2.net over the past few months. New content is bolded.

Point Insertion:

1. Immediately after Barney, in the guise of a Metrocop, has asked you to follow him, take a peep through the slot of the closed door on the left side of the hallway. Doing so will cause a Metrocop to come over and briskly close the slot.
2. Once Gordon has exited the station and made his way into the plaza, he will find his progress is blocked by several forcefield-eqipped barricades. The one directly in front of the street leading to the Citadel is designated "Precinct 13" (likely a reference to the identically named John Carpenter film).
3. After climbing over the fence to reach the tenements, listen carefully as you approach the swing set on the playground. The faint sound of children playing can be heard. Also, take note of the battered baby doll at the base of the swing set. The same doll will appear again later in the game. (Additional Note: If the player picks up the doll while playing with closed captions enabled, its gurgling sound is transcribed as "Mama.").
4. Also of interest is the missing O/X piece on the vertical tic-tac-toe board. It can be found inside a tenement apartment later in the level. (Thanks to ultrapeepi).
5. Take a moment to stop and say hello to the grieving couple sitting on the sofa in the tenement building. You'll be seeing them again.
(Additional note: On one playthrough the author noticed that the models for the couple being assaulted by CPs at the beginning of Route Canal are the same as those of the sofa couple, though this may well be a coincidence).

Red Letter Day:

1. Kleiner's Lab is a full of Easter eggs, including a picture of Black Mesa staff (with disgraced former administrator Breen's face scribbled out), and a bulletin board featuring a young, sideburn-wearing Doctor Kleiner on the cover of an old magazine. It's also the location of the game's first G-Man sighting (or second if the opening cinematic is counted) on the lab's security monitor.
2. The miniature teleportation device in Kleiner?s lab is functional and can be used to teleport small objects. Some players have reported that excessive tinkering will cause it to explode.
3. Pay attention to what Gordon sees during his failed teleportation. An ichthyosaur briefly appears during an underwater sequence. This is the creature's only appearance in HL2.
4. When, outside, look closely at the Citadel as it enters high alert mode. The objects flying out of the building are not birds, as some have speculated, but scanners.
5. A possible continuity error occurs when Barney throws a crowbar to Gordon, claiming the latter "dropped [it] at Black Mesa." Technically, it's unlikely that the crowbar is one of the two Gordon used Black Mesa, since the first was confiscated by HECU captors at the end of the "Apprehension" chapter, and the second was confiscated by the G-Man after the defeat of the Nihilanth. Of course, given Barney's jocular nature, it's likely that he wasn't really being serious about the crowbar's origin.

Route Canal:

1. Just prior to his descent into the canal, Gordon is spotted by three Civil Protection officers who begin to pursue him down the railway track. Jumping down on to the ledge that leads to the next area triggers a scripted sequence in which a razor train speeds across the track killing all three officers.
2. The male citizen Gordon meets shortly before his first encounted with manhacks is of some interest. Colloquially known as "Manhack Matt," he wields a unique weapon in the form of a steel pipe. Returning to the scene of the manhack fight after a certain amount fo progress has been made beyond that area will reveal the character's ultimate fate.
 
Water Hazard:

1. As seen in numerous speed runs, a large portion of the level may be bypassed by sniping the explosive barrels outside the building adjoining the APC warehouse from afar. To do this, choose a vantage point in the water, facing the giant gates and then jump up on to your mudskipper so that you can actually see the barrels behind the gates by using the HEV's zoom feature. Then, shoot at them with the pistol until you hit one. (Note: The author does not condone skipping any portion of "Water Hazard," which is a wonderful and action-packed level, despite its length).
2. When fighting the helicopter which acts as the level's boss character, take note of what happens to it as it takes damage. At a certain point in time, after visibly suffering damage, but before initiating its hell-for-leather bombing run, the chopper will eject one of its two crew members. The body can sometimes be found afterwards, either lying on the ground or floating in the water. It is revealed to be a Combine Overwatch soldier--a surprising detail, given that these troops don't start to appear in force until Gordon's arrival at Shorepoint two chapters later.
3. After defeating the chopper and raising the gate to access the next level, take a moment to explore the open pipe on the left side of the next area. Once you've climbed into the pipe and traversed some toxic sludge, take a left turn to enter the lair of the famous "All-Knowing Vortigaunt." If prompted with the "E", he will spout a succession of cryptic speeches, alluding to (among other things): Gordon, key events in Half-Life, the Nihilanth and (possibly) the G-Man. Note: due to the dangers involved in traversing toxic sludge, entering this area with low health is not advised.
4. A nearby town, later revealed to be Ravenholm, may be seen from several vantage points in the dam area, including the top of the platform which the player ascends to raise the gate after defeating the chopper. The church where the player later encounters Father Grigori is clearly visibly on the outskirts. (Thanks to Shift).

Black Mesa East:
1. Shortly after entering the annex of Black Mesa East, Gordon is subjected to a scanning prcedure. If you look closely at the data screen on the keypad mounted on the wall near the doors, you can see that it briefly flashes an "error" message towards the end of the scan. A glitch caused by Gordon's HEV suit?
2. Another possible Easter egg can be found by no-clipping through a chain link fence in the area the player passes before riding the elevator down to Eli's lab with Judith Mossman. Some believe that the goateed citizen who walks to the end of the hallway, and then proceeds to pace for a short time before stopping and apparently levitating several inches from the ground, is meant to resemble famed street magician, David Blaine.
3. Yet another curio may be found by no-clipping into an area passed during the elevator ride. On the lever in which Vortigaunts are using energy beams to power electrical apparatus, a citizen may be seen in the background. He appears to be holding a pistol identical to the one carried by Alyx. (Thanks to Iron Cube
4. Like Kleiner's lab before it, Eli's lab at BME is scattered with items of interest from the expository news clippings on the bulletin boards to the severed head of a Cremator (deleted HL2 enemy) in a jar. Approaching either of these will cause Eli to comment on it. Also, note the picture of Eli's family, featuring an infant Alyx along with her mother (Eli's late wife Azian). The face of Azian is said to have been based on a photograph of Merle Dandridge, the actress who supplies Alyx's voice in the Half-Life series.
5. Take note of how Mossman excuses herself to do something in an adjacent room near the elevator in Eli's lab. If you go into the room before she comes back out, she will nervously ask you to leave--an obvious hint that she's up to no good. (Thanks to kamikazeCow).
6. An HEV suit-recharging panel of HL1 vintage can be found in an elevated area in the junk yard where the player first acquires the Gravity Gun and trains in its use.
7. The player passes by a sign reading, "Beware of Dog" en route to the first meeting with Dog in the Junkyard. (Thanks to Pinkle)
8. One of the game's unique physics items is a deactivated rollermine, commonly referred to as "Dog's Ball." It is possible to bring this item along for use in Ravenholm and later chapters of the game. As a compact but heavy item, the "ball" makes a formidable weapon when launched from the Gravity Gun and can fell any human-sized opponent with a single shot. Some players have also noted that it can be fired into the midst of a group of zombies to distract them (since their A.I. immediately hones in on the ball, causing them to ignore the player). It should also be noted that successfully putting Dog's Ball through the basketball hoop at BME will cause it to light up.
9. If the player remains in the scrap yard after the Combine assault on BME has begun, he can witness an often-overlooked cinematic sequence. A Combine Hunter Chopper appears and commences a missile attack on the facility (the only known instance of a helicopter firing missiles in a HL2 game, released to date--thanks to Narvi).
10. During Gordon's last frenzied exchange with Alyx through a gap in a pile of rubble, it's possible to see Vortigaunts using their energy beams against the CPs storming the facility. This is the only time the beams are deployed offensively in HL2. Repeated CP "flatline" sounds attest to the lethality of the Vortigaunt attacks.

We Don't Go to Ravenholm:

1. As noted in GooseGoose's excellent HL2 commentary, Father Grigory has a cross-shaped scar on his right hand.
2. Some players have reported finding a chair surrounded by spent shotgun shells and a few beer cans on top of a wooden shack, suggesting that our friend Father Grigori has been engaging in some zombie-killing recreation.
3. A particularly shrill scream, seemingly belonging to either a woman or a child, can apparently be heard as a background noise in the level. Contrary to some reports, it is not a Wilhelm Scream. Curiously, the sound file is named "town_child_scream1.wav" (Thanks to Desstroyer), though the game world of HL2 supposedly features no children.
4. In a open area near the middle of the chapter, shortly after Gordon has had his first encounter with poison zombies, one of Grigori's spinning-blade traps can be found. What distinguishes this one from the ones before it is the fact that the blade mechanism is broken and will fly off when the trap is activated. HOWEVER, the blade itself may be picked up and launched with the Grav Gun--a favorite practice among veteran players. This, like Dog's Ball, is one of the game's few unique phys items. It essentially does the work of a saw blade, but with a much wider cutting surface.
5. The Ravenholm Cemetary has two curious features. One is the abundance of Celtic crosses among the headstones (an unlikely feature for an an Eastern Orthodox church to have). The other is the presence of a tall, headless statue. Intriguingly, the statue is cradling a bird in its hands, an attribute which, in the iconography of Catholic saints, would identify it as a representation of Saint Francis of Assisi.

More updates coming soon...
 
sauce...? You mean source...

And yes... I suppose it could be added into an "eye-spy a vent" or something
 
Has anyone else noticed that the guard in Nova Prospekt can be avoided entirely? Just wait for it to come for you through the broken door, sprint to the hole in the wall to the left and via that into the room where the guard spawns, then run out the door and to the loading point. Once it loads, the guard won't come after you but will instead stay motionless in the room you exited.
 
Hmm... I swear that door wouldn't open until I'd killed the guard...

Edit: Wait, which one... the first one?
 
Yeah, the first one in Nova Prospekt (not the one in Sandtraps). The door you exit out of is blocked by a table and some barrels (if I recall correctly), but you can move those with the Grav Gun.

It may be a difference between the PC and XBox versions, but I know it worked for me. I never killed the first guard, and the second one was dead when I reached it.
 
It may be a difference between the PC and XBox versions, but I know it worked for me. I never killed the first guard, and the second one was dead when I reached it.


Do you mean the second one or the third one? The second one dies in a scripted battled with Combine Guards which may be viewed on a security monitor. You come across his remains a short time later. The third one bursts through spme double doors, in pursuit of several Combine shortly before the end of the chapter.
 
I believe you have the two backwards, but it's the one that bursts through the doors.
 
Update, continued

Highway 17:

1. Another great tidbit from GooseGoose's video commentary--early in the Level, the player explores a dilapidated house (is there any other kind of house on the coast?) with a poison zombie lurking on the second level. Upon exiting the house, look for the seagull perched on the buggy's cannon. The bird quickly flies off, leaving a visible memento of its visit.
2. When you come to the second Combine-patrolled Bungalow (the one with the window-mounted binoculars) make sure you approach the main house stealthily. You can sneak up on the soldier manning the binoculars for an easy kill.
3. The G-man sighting in this chapter is notable in that it presents a rare instance of the G-Man interacting with a human character other than Gordon Freeman. There's some speculation about the nature of the G-Man's dealings with Resistance leader Odessa Cubbage, but one popular theory holds that it's linked to the Resistance's acquisition of rocket launchers.
4. Near the derelict, Combine-patrolled gas station Gordon reaches after the second gunship encounter is a macabre spectacle of a Resistance fighter who chose death over surrender. Look for the fenced-off area across the road from the APC being used to power the forcefield. By climbing the fence, you can access a small area in which a male resistance fighter is propped lifeless against the wall. The Magnum lying beside him and telltale splatter on the wall make guessing the circumstances of his death a no-brainer.


The kitchen in the bungalow adjoing the gas station also contains a few curios, including a blood-spattered meat-grinder and newspaper with a front page story concerning Breen.



Sand Traps:

1. After killing all the zombies in the darkened tunnel, take a moment to explore the barricaded room (accessed through a vent). Two dead citizens, a man and a woman, can be found inside. The absence of blood on the scene suggests they did not die by headcarb or zombie attack, and invites the conclusion that they starved to death after barricading themselves into the room.


2. Take note of the area surrounding the large house Gordon comes across on his way to the Resistance base. A bonfire made of what appear to be human torsos can be seen here. (Note: While the bonfire seems to have been built by Combine soldiers, it's not clear whether the torsos belonged to zombified humans or resistance fighters).
3. During the sequence at the lighthouse, pay attention to what the Combine dropship is doing. Before quitting the scene, it will pick up Gordon?s buggy and take off with it.
4. Shortly after the famous sequence with Lazlo and his grieving friend, an interesting item can be found in a shed near the seaside. The "harpoon" (also sometimes called a "spear" or "boathook") can be picked up with the Gravity Gun and used as a potent physics weapon. Among its notable traits are the ability to fell almost any opponent (or multiple opponents) with a single, on target shot, and its tendency to cause glitches in the game. A full description of the harpoon's many quirks can be found in Appendix A, at the end of this document. (Note: The harpoon can be carried--with some difficulty--as far as the teleportation sequence near the end of "Entanglement.")
5. The radio chatter heard in Combine bunkers is extremely detailed and full of mordant humor. Although difficult to make out in-game, it's worth having a listen to. Strangely, the radio chatter is not displayed in detail in the game's closed captions.
6. Two more harpoons can be found in the area on the cliffside where two zombies lie in wait under an overturned boat.

Nova Prospekt:

1. The direct-feed footage displayed on monitors is always fascinating to watch. Of particular interest are the early glimpses at Stalkers and partially-clothed Combine soldiers whose exposed torsos display surgical modifications. Also, pay close attention to the battles between Antlion Guards and Overwatch soldiers. Apart from being entertaining in and of themselves, they depict areas of the prison which will be visited later on in the chapter.

Entanglement:

1. This level's notorious three turret standoff has a great deal of replay value owing to the fact that it can be approached with a variety of different strategies. One favorite tactic among players is to carry one of the turrets from the previous standoff all the way to the second one to increase firepower in the player's favor. It's also possible to construct elaborate barricades by carrying large objects from other areas into the cell block.
2. It's also been reported that zombies can be lured up out of the electrified water area into the cell clock where the three turret standoff occurs. (Thanks to Samon).
3. After the "slow teleport" to Kleiner"s lab in downtown City 17, take note of the manner in which Kleiner answers the door. The way he greets you is very similar that of a certain shotgun-brandishing Lambda Core scientist in the original Half-Life game.
 
I believe you have the two backwards, but it's the one that bursts through the doors.

There are three AL Guards in Nova Prospekt. The first is the one that bursts through the double doors in the prison shower room (Gordon's first significant opponent of the chapter). The second can be seen fighting a scripted battle against Combine troops on a video monitor. The guard apparently loses this fight as the player passes by its dead body later in the chapter. The appearnace of the third guard is triggered by Gordon jumping down from a control room into an area with many concrete pillars, near the end of the chapter. It pursues several Combine through a set of double doors and proceeds to fight them. Unless I'm mistaken, it is the last Guard encountered in HL2.
 
There are three AL Guards in Nova Prospekt. The first is the one that bursts through the double doors in the prison shower room (Gordon's first significant opponent of the chapter). The second can be seen fighting a scripted battle against Combine troops on a video monitor. The guard apparently loses this fight as the player passes by its dead body later in the chapter. The appearnace of the third guard is triggered by Gordon jumping down from a control room into an area with many concrete pillars, near the end of the chapter. It pursues several Combine through a set of double doors and proceeds to fight them. Unless I'm mistaken, it is the last Guard encountered in HL2.


Ah, I see now. I had forgotten about the third one. In that case the Guard I'm referring to is the first one in NP. Sorry for the confusion.

What I did was, right after he bursts through the door I launched an orb from the AR2 at him just to slow him down. Then I sprinted through the hole in the wall to the left, through that small room and through the second hole into the large room where the guard spawned. Then I busted through to the double doors you exit out of and into the next load point. After saving my game, I went back out of curiosity and saw the guard standing in the large room doing nothing. As soon as I stepped back through the doors he came after me, but he wouldn't follow me through the doors.
 
Updates, Continued

Anticitizen One:

1. Some players have remarked on the fact that all clocks seen in the game appear to have stopped at the same time. One such clock can be seen on the wall over the entrance to the train station at the beginning of this chapter. A popular theory holds that this phenomenon was caused by a massive electromagenetic pulse used by the Combine to disable the Earth's electronic facilities during the Seven Hour War. Sure enough, clock seen in HL2, Episode 1 display the same time.
2. As mentioned above, the baby-doll found in the playground in the game's opening chapter appears again, not far from where it had originally appeared. It can be found in a tenement building closet, directly across from the room containing an unplugged TV set. Upon emerging from the building, Gordon can see that it is in fact the same area he passed through earlier in the game (its playground still intact).
3. When you enter the plaza and witness the Resistance fighters tearing down the Breen screen, be sure to take a good look around. There's an easy-to-miss scene of two rebels securing a Combine lookout platform to the left of the screen. (Thanks you to Dr0ndeh).
4. About a third of the way into the chapter, the player will have to wait for a short time while Resistance members on the other side of a concrete wall detonate explosive to create an opening. During this time, a short battle will ensue with CPs and manhacks entering the tunnel through gaps in the ceiling. In all the excitement, it's easy to miss one of the game's unique secenery props: a wrecked APC of pre-invasion vintage which has been left to moulder in the tunnel:

(Thanks to Riomhaire)
5. Note that the dreaded toxic tunnel's zombie population may be thinned out dramatically by firing an energy ball, at a shallow angle into the muck, shortly after entering the area. A lucky shot can light up 4 or 5 dormant zombies before they've even clued into your presence.
6. A frequently-voiced complaint about Half-Life 2 is that the circular saw blades found in Ravenholm do not appear in later chapters of the game. In fact, two saw blade do appear in the radioactive waste-filled tunnel in AC1. They're in the back of a truck (itself, half-submerged in waste) near the beginning of the area.
7. Shortly after emerging from the radioactive tunnel, you have a chance to view another often-overlooked cinematic from a tenement building window. Upon entering a room whose door had been boarded up with 2x4s, you will come to a window overlooking a courtyard. From here, you can see two Combine soldiers assaulting a Resistance position in an adjacent building. The soldiers spray the windows with automatic fire and lob grenades in. Then, an explosion is heard and a Resistance fighter (sometimes male, sometimes female) runs out into the courtyard engulfed in flames and shouting "No! Ow!" before dying:

(Note: If you kill the Combine soldiers before they have a chance to hurl the grenade, the sequence will not occur).
8. A short while later, Gordon and co. happen upon a familiar scene: two Resistance gear-clad citizens are huddled together on a couch moping. Take a close look at them. They are apparently the same couple encountered in "Point Insertion." As a knod to continuity, the man has been given a two week growth of stubble. It should also be noted that the same couple appears in the Episode One chapter entitled, "Urban Flight."

9. There's a spooky little Easter egg hidden late in the level, shortly before Gordon enters the warehouse area. When you see the Combine vs. zombies (and barnacles) battle in the underground sewer area, be sure to explore the out of the way, barnacle-infested corridor off to the left. After seeing a hapless Combine soldier get trapped and devoured by a barnacle take a right turn, then climb a short flight of stairs and continue forward. Soon, you will see a small alcove with a dead citizen and what looks like a 4x4 supporting a section of ceiling. Smash the 4x4 and prepare to be startled.

Follow Freeman:

1. Pay close attention to the menu screen displayed during the two urban warfare chapters. A figure can sometimes be seen, silhouetted in a distant building. Accessing this area (which is featured in Follow Freeman) with the no-clip console cheat will reveal a female citizen, dressed in ordinary attire.
2. Upon reaching the top floor of the building overlooking the Overwatch Nexus, take a moment to appreciate the nice vista and then, if you're in the mood for a little diversion, snipe a few of the Combine troops with your crossbow.
3. Some players report that, by picking up a Combine turret with the gravity gun, the player can fatally shoot other resistance fighters, in contravention of the game's friendly fire feature. It should, however, be pointed out that this isn't a very nice thing to do.
4. One one point, during the storming of the Overwatch Nexus, the player may exploit an interesting blind spot in the level's design. Prior to entering the room whose doors close automatically to facilitate a Combine ambush, it is possible to block off an area between the Combine troops' spawning point and the area around the room itself--just use furniture to block the opening to the bridge which allows access to the area. Doing this will cause the scripted sequence to play out normally (the doors still close automatically), but the absense of any actual troops makes it seem as though the torches being used to cut open the doors are operating independantly. (Thanks to Samon)

Our Benefactors:

1. The loading screen depicting the Citadel interior features an easy-to-miss detail: a lone Stalker toling away on a platform near the bottom of the screen.
2. Some players have registered surprise that the panoramic view of City 17 at dusk from high atop the Citadel looks like a peaceful city in full possession of its electric facilities and does not display any of the damage a large scale urban battle would have caused. (The cityscape is said to have been taken from a satellite photo of New York City at night).

Dark Energy:

1. Though it's most likely a coincidence, the scene of Breen smugly waving goodbye to Freeman and Alyx after making his escape in an elevator closely resembles a scene in the film, "The French Connection." In the latter, the main Villain, nicknamed "Frog One" makes his escape from Detective "Popeye" Doyle (Gene Hackman), by boarding a subway car, taunting the hero with a similar wave:

2. By looking into the Combine portal through which Breen is trying to make his escape, the player can get a glimpse of a Combine-dominated area on the other side of the portal. The tops of what appear to be Citadel-like structures are clearly visible.
3. It's sometimes possible to see Breen's bubble descending down the teleportation shaft and apparently dissolving when it reaches the bottom. The character's ultimate fate is debated even to this day (subject to change).
4. Be sure to watch the credits all the way to the end for the game's final Easter egg.
 
The Rebel couple can also be found in EP2, they are seen in the same room that you watch the
Mossman message
in, through a window.
 
Cool. I'm buying a 360 next week, so I plan to be playing through Ep. 2 for my first time very soon.
 
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