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* SpecialEffectsFailure: At the end of the first game if you pick the bad ending and get stuck in front of an army of alien grunts it's painfully obvious that all the grunts behind the first row are just static sprites (essentially the video game equivalent of "cardboard cutouts"

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* SpecialEffectsFailure: At the end of the first game if you pick the bad ending and get stuck in front of an army of alien grunts it's painfully obvious that all the grunts behind the first row are just static sprites (essentially the video game equivalent of "cardboard cutouts"cutouts".
* SuspiciouslySimilarSong: [[https://www.youtube.com/watch?v=JLZWv7DsvxE ''Jungle Drums'']] contains a few eerie woodwind stings that sound remarkably like [[WesternAnimation/CourageTheCowardlyDog King Ramses's leitmotif]].
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** In ''Opposing Force'', [[spoiler:the Black Ops aren't backup. They're out to kill ''anyone'' and ''anything'' left in Black Mesa, including HECU stragglers such as yourself.]]
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** "Focal Point" in ''Blue Shift'' is another level that takes place in Xen, but while the level doesn't suffer from the same design problems as the original Xen levels in ''Half-Life 1'', there's still a fair bit a platforming to do across large gaps, so the error of mis-jumping and falling into oblivion is still very high. In addition, there are no armor pickups in this level so once your armor meter is fully drained, encounters with large mobs of enemies can quickly spell death, so you'll have to be very careful.

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** "Focal Point" in ''Blue Shift'' is another level that takes place in Xen, but while the level doesn't suffer from the same design problems as the original Xen levels in ''Half-Life 1'', there's still a fair bit a platforming to do across large gaps, so the error of mis-jumping and falling into oblivion is still very high. In addition, the maze portion of the level that has you crawling through small tunnels will surely cause confusion for first timers. If that wasn't enough, there are no armor pickups in this level so once your armor meter is fully drained, encounters with large mobs of enemies can quickly spell death, so you'll have to be very careful.
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* BreatherLevel: The first Xen level of all things (simply titled "Xen"). It serves mainly as a tutorial for how the mechanics of Xen work (such as the lower gravity and the healing pools), has no enemies except houndeyes, and is only about 5 minutes long.

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** The Hivehand, aka the Hornet Gun, from the first game. The only good thing about it is that it can regenerate ammo. Other than that, it's the most ineffective and useless weapon in the series, to the point where you'll hardly be using it at all and instead be using all the other, more superior weapons. Thankfully it helps that you can avoid picking up the weapon.

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** The Hivehand, aka the Hornet Gun, from the first game. The only good thing about it is that it can regenerate ammo. Other than that, it's the most ineffective and useless weapon in the series, to the point where you'll hardly be using it at all and instead be using all the other, more superior weapons. Thankfully it helps that you can avoid picking up the weapon.


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** If you thought the submachine gun was bad, the pistol in the same game puts it to shame. Unlike the pistol in the first game, its ammo pool isn't shared with the submachine gun, making pistol rounds extremely pointless beyond the Ravenholm chapter. It's also not very accurate, and it's still just as weak, if not weaker than the submachine gun. It also doesn't have a grenade launcher.
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Approved by the thread.

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* MagnificentBastard: The [[TheSpook G-Man]] is an enigmatic bureaucrat who uses his [[RealityWarper supernatural abilities]] to carry out the whims of his "employers". Always watching from afar, the G-Man monitors people who exhibit [[ActionSurvivor great survival instincts]] to employ them under his cause. Responsible for bringing the crystal sample that cause the [[VideoGame/HalfLife1 Black Mesa Incident]], the G-Man went against the orders of his superiors to rescue Alyx Vance and Adrian Shephard for his own purposes. The G-Man would rearm a nuclear warhead to [[NukeEm destroy the entire facility]] to cover-up his tracks. When Gordon Freeman killed the Nihilanth, the G-Man recruited him as Xen was now under the control of his employers. [[VideoGame/HalfLife2 Twenty years later]], he sent Gordon to City 17 to help overthrow the rule of the Combine. Although he was held back by the powers of the Vortigaunts, the G-Man waited until they were distracted to order Alyx to warn her father about the Borealis. With motives known only to himself, the G-Man removes any sense of choice from the people he manipulates.
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* BizarroEpisode: ''Residue Processing'' in the first game. On the level before you get knocked out, have all your weapons taken away, and are left in a giant trash compactor to die, assuming you escape, you then have to get through a factory full of conveyor belts, crushers, toxic waste pits, and other things that seem like they would be more at home in a platformer game than Half Life. Appropriately enough, the level is [[BigLippedAlligatorMoment never mentioned again afterwords]] and the next level (Questionable Ethics) is a high tech laboratory similar to the early game levels.
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* SpecialEffectsFailure: At the end of the first game if you pick the bad ending and get stuck in front of an army of alien grunts it's painfully obvious that all the grunts behind the first row are just static sprites (essentially the video game equivalent of "cardboard cutouts"
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Wouldn't an inversion of Disappointing Last Level imply that everything except the last level was disappointing? Anyways, doesn't make sense to list a positive example under a negative YMMV trope.


** Inverted in ''Half-Life 2'' where the fight through the Citadel with the powered-up Gravity Gun is some of the funniest levels ever designed in gaming.
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** "Focal Point" in ''Blue Shift'' is another level that takes place in Xen, but while the level doesn't suffer from the same design problems as the original Xen levels in ''Half-Life 1'', there's still a fair bit a platforming to do across large gaps, so the error of mis-jumping and falling into oblivion is still very high. In addition, there are no armor pickups in this level so once your armor meter is fully drained, encounters with large mobs of enemies can quickly spell death, so you'll have to be very careful.
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** Shock Troopers from ''Opposing Force'' are unquestionably the most dangerous non-boss enemies in the [=GoldSrc=] games. They have more hit points than Alien Grunts, constantly spam spore grenades, and while their plasma bolts don't track you, they deal ''twice'' as much damage per shot as a marine's assault rifle.

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** Shock Troopers from ''Opposing Force'' are unquestionably the most dangerous non-boss enemies in the [=GoldSrc=] games. They have more hit points than Alien Grunts, constantly spam spore grenades, and while their plasma bolts don't track you, they deal ''twice'' as much damage per shot as a marine's assault rifle. Unlike the Grunts, they're also [[ArtificialBrilliance fairly smart]].

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** From the original ''Half-Life'': Those goddamn Alien Grunts, 8 foot tall alien EliteMooks encountered 2/3 through the game. For starters,[[MadeOfIron they were absurdly tough]]. Getting to close to them was nearly instant death due to their extremely powerful melee attack. They never, ''ever'' stopped firing their hive hands, even while absorbing an entire mag of [=MP5=] fire. There was absolutely no way to hide from them, hiding behind a piece of cover or around a corner was useless because their hive hands ''track you'', and do the same damage per shot as the HECU's [=MP5=] submachine guns. They were immune to damage on the armored part of their bodies. Worst of all, they attacked in groups, and that damage adds up over time, meaning almost every encounter with them would end with you a dead and them barely scratched. The only real way to deal with them was to use an extremely powerful weapon with rare ammo (i.e. the Rocket Launcher, Gluon Gun, Magnum, or the grenade launcher), or circle strafe while firing your submachine gun or shotgun secondary fire, hoping that they miss enough shots so that they die before you do... if you hadn't taken out their buddies yet. Basically, they were [=HECU=] grunts with twice as much health and ''homing bullets''. ''Half-Life: Source'' made a few changes to make them more manageable. The [=MP5=] does more damage, they are briefly stunned upon getting hit, and they no longer completely deflect damage on their armored parts. They're still tough, just not as ridiculous as they were.

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** From the original ''Half-Life'': Those goddamn Alien Grunts, 8 foot tall alien EliteMooks encountered 2/3 through Grunts in the first game. For starters,[[MadeOfIron they were absurdly tough]]. Getting to They come in squads, have close to them was nearly instant death due to their extremely powerful melee attack. They never, ''ever'' stopped firing their hive hands, even while absorbing an entire mag of [=MP5=] fire. There was absolutely no way to hide from them, hiding behind a piece of 100 hit points, fire [[BeeBeeGun projectiles]] that chew through your armor and health as fast the soldiers' assault rifles, can make said projectiles home in on you rendering cover or around a corner was useless because their hive hands ''track you'', and do the same effectively useless, take zero damage per from bullets when shot as in the HECU's [=MP5=] submachine guns. They were immune to damage on the armored part of their bodies. Worst of all, they attacked in groups, armor, and that damage adds up over time, meaning almost every encounter with them would end with can kill you in a dead and them barely scratched. few punches if you get close. The only real safe way to deal with them was is to use an extremely a powerful weapon with rare ammo (i.e. the Rocket Launcher, Gluon Gun, Magnum, or the (e.g. grenade launcher), launcher, rocket launcher, Gluon Gun), or circle strafe while firing your submachine gun gun/assault rifle or shotgun secondary fire, hoping that they miss enough shots so that they die before you do... if you hadn't taken out their buddies yet. Basically, they were [=HECU=] grunts with twice as much health and ''homing bullets''. ''Half-Life: Source'' made a few changes to make on the other hand basically turns them into a joke, as now ''anything'' will stun them for at least a little bit, which combined with their larger profiles means that they won't even be able to fire back if you spray automatic fire at them.
** Shock Troopers from ''Opposing Force'' are unquestionably the most dangerous non-boss enemies in the [=GoldSrc=] games. They have
more manageable. The [=MP5=] does more damage, hit points than Alien Grunts, constantly spam spore grenades, and while their plasma bolts don't track you, they are briefly stunned upon getting hit, and they no longer completely deflect deal ''twice'' as much damage on their armored parts. They're still tough, just not per shot as ridiculous as they were.a marine's assault rifle.
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* MorePopularSpinoff: ''VideoGame/CounterStrike'' and ''VideoGame/TeamFortressClassic''. Originally, they were simply GaidenGame multiplayer add-ons to ''Half-Life'', being sold at retail mostly in bundles with the ''Half-Life'' games, sharing the bulk of their assets with it, and implicitly being set in its universe by the presence of things like Black Mesa logos in the retail maps. For a while, the only way to even get ''Counter-Strike: Source'' was to buy a copy of ''Half-Life 2''. However, the massive success of these games' sequels, ''Counter-Strike: Global Offensive'' and ''VideoGame/TeamFortress2'' has arguably made those series more famous and successful than the one that they spawned from. To wit, ''Team Fortress 2'' was at one time the most popular PC shooter ''period'', while CSGO sold [[https://www.pcgamesn.com/counter-strike-global-offensive/csgo-bestselling-pc-game-minecraft 25 million copies]] prior to going free-to-play, which is more than ''Half-Life'', ''Half-Life 2'', or ''The Orange Box''... combined.
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* CatharsisFactor: When you get the boat with the tau cannon and are ''finally'' able to destroy the chopper that's been harassing you constantly through the last several levels.
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* TooDumbToLive: The soldier you hear playing with the tau cannon. Even though the scientist with him warns that it's a prototype and not to let it overcharge, the soldier just says [[FamousLastWords "what do you mean "overcharge"?]] and [[LudicrousGibs then]].

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* TooDumbToLive: The soldier you hear playing with the tau cannon. Even though the scientist with him warns that it's a prototype and not to let it overcharge, the soldier just says [[FamousLastWords "what do you mean "overcharge"?]] and [[LudicrousGibs then]]. Presumably this whole sequence is meant to teach the player how the tau cannon works (you can charge it up for a more powerful shot, but holding the fire button too long will make it overcharge and cause massive, possibly fatal damage.)
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* TooDumbToLive: The soldier you hear playing with the tau cannon. Even though the scientist with him warns that it's a prototype and not to let it overcharge, the soldier just says [[FamousLastWords "what do you mean "overcharge"?]] and [[LudicrousGibs then]].
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** Inverted in ''Half-Life 2'' where the fight through the Citadel with the powered-up Gravity Gun is some of the funnest levels ever designed in gaming.

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** Inverted in ''Half-Life 2'' where the fight through the Citadel with the powered-up Gravity Gun is some of the funnest funniest levels ever designed in gaming.
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* UglyCute: Lamar, Dr. Kleiner's pet headcrab. Every other headcrab is NightmareFuel defined and the only physical difference Lamar has from the rest is that she's been debeaked, but she's otherwise a domesticated pet who feeds on watermelons whose startling but completely harmless attempts to latch onto other people's heads and hide in vents is strangely endearing.

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* UglyCute: Lamar, Dr. Kleiner's pet headcrab. Every other headcrab is NightmareFuel defined and the only physical difference Lamar has from the rest is that she's been debeaked, but she's otherwise a domesticated pet who feeds on watermelons whose startling but completely harmless attempts to latch onto other people's heads and tendency to hide in vents is strangely endearing.
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* UglyCute: Lamar, Dr. Kleiner's pet headcrab. Every other headcrab is NightmareFuel defined and the only physical difference Lamar has from the rest is that she's been debeaked, but she's otherwise a domesticated pet who feeds on watermelons whose startling but completely harmless attempts to latch onto other people's heads and hide in vents is strangely endearing.
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* MostWonderfulSound: The Xen healing pools

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* MostWonderfulSound: SugarWiki/MostWonderfulSound: The Xen healing pools

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Natter.


** ''Episode One'' and ''Episode Two'' have the Combine Overwatch Zombie, otherwise known as the Zombine. At first, it doesn't seem so bad, just a regular zombie with twice as much health. But then you realize that they can sprint, do more damage per hit, and most importantly, can whip out a grenade and suicide bomb you. That attack is nearly always a OneHitKill, and whenever you encounter a group of zombies at least one Zombine ''will'' use it, pulling out a grenade and sprinting at you. On the other hand, holding a grenade prevents them from sprinting, meaning if you're careful not to knock it out of their hand, and exploit the zombies' movements, you can [[HoistByHisOwnPetard use them against the horde]], taking out a dozen zombies without ever firing a shot.
** From the original ''Half-Life'': Those goddamn Alien Grunts, 8 foot tall alien EliteMooks encountered 2/3 through the game. For starters,[[MadeOfIron they were absurdly tough]]. Getting to close to them was nearly instant death due to their extremely powerful melee attack. They never, ''ever'' stopped firing their hive hands, even while absorbing an entire clip of 9mm rounds. There was absolutely no way to hide from them, hiding behind a piece of cover or around a corner was useless because their hive hands ''track you'', and do the same damage per shot as the HECU's [=MP5=] submachine guns. They were immune to damage on the armored part of their bodies. Worst of all, they attacked in groups, and that damage adds up over time, meaning almost every encounter with them would end with you a dead and them barely scratched. The only real way to deal with them was to use an extremely powerful weapon with rare ammo (i.e. the Rocket Launcher, Gluon Gun, Magnum, or the grenade launcher), or circle strafe while firing your submachine gun or shotgun secondary fire, hoping that they miss enough shots so that they die before you do. Basically, they were [=HECU=] grunts with twice as much health and ''homing bullets''. ''Half-Life: Source'' made a few changes to make them more manageable. The [=MP5=] does more damage, they are briefly stunned upon getting hit, and they no longer completely deflect damage on their armored parts. They're still tough, just not as ridiculous as they were.
*** The problem with that is there is ALWAYS more than one, which will shoot you while you try to circle strafe their teammates.
*** You can also encounter them, die, reload a save, creep up to a corner or platform where they can't see you, [[SaveScumming aim near where you already know they are]], and spend five minutes chipping away at their health [[MegaManning with their own Hivehand]].

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** ''Episode One'' and ''Episode Two'' have the Combine Overwatch Zombie, otherwise known as the Zombine. At first, it doesn't seem so bad, just a regular zombie with twice as much health. But then you realize that they can sprint, do more damage per hit, and most importantly, can whip out a grenade and suicide bomb you.you if you don't do enough damage right away. That attack is nearly always a OneHitKill, and whenever you encounter a group of zombies at least one Zombine ''will'' use it, pulling out a grenade and sprinting at you. On the other hand, holding a grenade prevents them from sprinting, meaning if you're careful not to knock it out of their hand, and exploit the zombies' movements, you can [[HoistByHisOwnPetard use them against the horde]], taking out a dozen zombies without ever firing a shot.
** From the original ''Half-Life'': Those goddamn Alien Grunts, 8 foot tall alien EliteMooks encountered 2/3 through the game. For starters,[[MadeOfIron they were absurdly tough]]. Getting to close to them was nearly instant death due to their extremely powerful melee attack. They never, ''ever'' stopped firing their hive hands, even while absorbing an entire clip mag of 9mm rounds.[=MP5=] fire. There was absolutely no way to hide from them, hiding behind a piece of cover or around a corner was useless because their hive hands ''track you'', and do the same damage per shot as the HECU's [=MP5=] submachine guns. They were immune to damage on the armored part of their bodies. Worst of all, they attacked in groups, and that damage adds up over time, meaning almost every encounter with them would end with you a dead and them barely scratched. The only real way to deal with them was to use an extremely powerful weapon with rare ammo (i.e. the Rocket Launcher, Gluon Gun, Magnum, or the grenade launcher), or circle strafe while firing your submachine gun or shotgun secondary fire, hoping that they miss enough shots so that they die before you do.do... if you hadn't taken out their buddies yet. Basically, they were [=HECU=] grunts with twice as much health and ''homing bullets''. ''Half-Life: Source'' made a few changes to make them more manageable. The [=MP5=] does more damage, they are briefly stunned upon getting hit, and they no longer completely deflect damage on their armored parts. They're still tough, just not as ridiculous as they were.
*** The problem with that is there is ALWAYS more than one, which will shoot you while you try to circle strafe their teammates.
*** You can also encounter them, die, reload a save, creep up to a corner or platform where they can't see you, [[SaveScumming aim near where you already know they are]], and spend five minutes chipping away at their health [[MegaManning with their own Hivehand]].
were.
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Black Mesa renewed interest in the series and there's still a strong modding scene for both HL 1 and HL 2.


* FireflyEffect: The ever-decreasing chances of the series receiving a proper conclusion is definitely a turn off preventing many potential new players from getting into the series.
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** Newell also related how a young designer described creating a creature in ''2'' (which ended up being the Strider) having a penis that would attack you. Note the location and angle of the Strider's autocannon, and the way it bounces.
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** Playing a soldier named Shepard while fighting aliens? Now we know what happened to [[Franchise/MassEffect Shepard's dad]]!
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* FireflyEffect: The ever decreasing chances of the series receiving a proper conclusion is definitely a turn off preventing many potential players from getting into the series.

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* FireflyEffect: The ever decreasing ever-decreasing chances of the series receiving a proper conclusion is definitely a turn off preventing many potential new players from getting into the series.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* FireflyEffect: The ever decreasing chances of the series receiving a proper conclusion is definitely a turn off preventing many potential players from getting into the series.
Is there an issue? Send a MessageReason:
None


** From the original ''Half-Life'': Those goddamn Alien Grunts, 8 foot tall alien EliteMooks encountered 2/3 through the game. For starters,[[MadeOfIron they were absurdly tough]]. Getting to close to them was nearly instant death due to their extremely powerful melee attack. They never, ''ever'' stopped firing their hive hands, even while absorbing an entire clip of 9mm rounds. There was absolutely no way to hide from them, hiding behind a piece of cover or around a corner was useless because their hive hands ''track you'', and do the same damage per shot as the HECU's [=MP5=] submachine guns. They were immune to damage on the armored part of their bodies. Worst of all, they attacked in groups, and that damage adds up over time, meaning almost every encounter with them would end with you a dead and them barley scratched. The only real way to deal with them was to use an extremely powerful weapon with rare ammo (i.e. the Rocket Launcher, Gluon Gun, Magnum, or the grenade launcher), or circle strafe while firing your submachine gun or shotgun secondary fire, hoping that they miss enough shots so that they die before you do. Basically, they were [=HECU=] grunts with twice as much health and ''homing bullets''. ''Half-Life: Source'' made a few changes to make them more manageable. The [=MP5=] does more damage, they are briefly stunned upon getting hit, and they no longer completely deflect damage on their armored parts. They're still tough, just not as ridiculous as they were.

to:

** From the original ''Half-Life'': Those goddamn Alien Grunts, 8 foot tall alien EliteMooks encountered 2/3 through the game. For starters,[[MadeOfIron they were absurdly tough]]. Getting to close to them was nearly instant death due to their extremely powerful melee attack. They never, ''ever'' stopped firing their hive hands, even while absorbing an entire clip of 9mm rounds. There was absolutely no way to hide from them, hiding behind a piece of cover or around a corner was useless because their hive hands ''track you'', and do the same damage per shot as the HECU's [=MP5=] submachine guns. They were immune to damage on the armored part of their bodies. Worst of all, they attacked in groups, and that damage adds up over time, meaning almost every encounter with them would end with you a dead and them barley barely scratched. The only real way to deal with them was to use an extremely powerful weapon with rare ammo (i.e. the Rocket Launcher, Gluon Gun, Magnum, or the grenade launcher), or circle strafe while firing your submachine gun or shotgun secondary fire, hoping that they miss enough shots so that they die before you do. Basically, they were [=HECU=] grunts with twice as much health and ''homing bullets''. ''Half-Life: Source'' made a few changes to make them more manageable. The [=MP5=] does more damage, they are briefly stunned upon getting hit, and they no longer completely deflect damage on their armored parts. They're still tough, just not as ridiculous as they were.
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** Father Grigori. Appears in one level, yet is one of the most popular characters. Helps that he shares a voice with Bill, that being the late Jim French.

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** Father Grigori. Appears in one level, yet is one of the most popular characters. Helps that he shares a voice with Bill, [[VideoGame/Left4Dead Bill]], that being the late Jim French.
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** Father Grigori. Appears in one level, yet is one of the most popular characters.

to:

** Father Grigori. Appears in one level, yet is one of the most popular characters. Helps that he shares a voice with Bill, that being the late Jim French.
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Removing an example that's on the wrong page


** Like it or not "We Don't Go to Ravenholm" will give you trouble due to the lack of ammo and large amount of enemies. Special mention to the area just before the graveyard where regular zombies spawn infinitely, poison zombies eventually spawn, and then you have to stand on a rooftop while fast zombies starts swarming the building. The mine right after can cause trouble due to having dozens of headcrabs.

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