

The infobox that shows up when the player picks them up reads "Use Nail Grenades to create traps and electricity currents". Nail Grenades conduct electricity through their explosion. That charge can then be used to fire a large ball of energy that powers appliances and damages enemies.

The new Charge Gun charges when near sources of electricity. Zombies also fry if they step across an electric current, so it can also be used as a defensive weapon against hordes. These nails carry electricity, which allows the player to create what is described as a "dynamic electricity network" to power appliances and solve puzzles. Zombie Monkeys are shown throwing chairs and other physics objects at the player, but it is unclear if they have a bite or claw to directly attack.Ī new nail gun shoots projectile bolts that stick to surfaces and damage enemies. Their AI seems complex and sophisticated: they can be seen intelligently climbing and jumping across walls to pounce into vents to get away. Zombie Monkeys are nocturnal and afraid of light, so if the player shines their flashlight on one, it will run and climb to get away. Hostile Zombie Monkeys, which are the result of Grigori injecting monkeys with Headcrab blood, also appear. Arkane clarified that their Acid Zombie was conceptualized and developed before the Spitter zombie from Left 4 Dead 2, which behaves in a similar manner. Zombies are also distracted by flashy lights and loud sounds: there is a part of the game where the player rigs and projects a film on a wall to distract the zombies, who gather around the film to investigate the light and noise.Īcid Zombies are described as more resistant but slower than other zombies. They attack in large hordes, and can be seen carrying melee weapons like cleavers and wood planks. Zombie AI was updated from Half-Life 2 to make them smarter and more dangerous. They are also shown to have a more dynamic gore system, being decapitated and torn apart by Grigori's traps. Zombies are much faster than their Headcrabbed counterparts from Half-Life 2. Curiously, however, no Headcrab Zombies or Fast Zombies are present. Zombies, Headcrabs, and Fast Headcrabs are all shown as returning enemies in gameplay footage. Arkane developers declined to explain the game's ultimate ending. Once the mutation reaches a peak, Grigori "explodes" and appears as a monster. Throughout the course of the game, Grigori grows addicted to injecting Headcrab blood, causing the right side of his neck and head to mutate, something he initially tries to hide from Shephard by wearing a hooded jacket.

How and why Grigori escaped Ravenholm in the first place, as well as why he wants to return, remains unexplained. Shephard helps Grigori work to get power back in the Eastern and Western wings of the city, so that they can escape. From there, the two embark on a mission to escape the asylum, the city, and ultimately return to Ravenholm. Zombies abruptly swarm the room and destroy Grigori's barricades, forcing both of them to evacuate. He injects himself with the blood on the right side of his neck, which he believes helps build an immunity to their bite, and begins cooking Headcrab stew for Shephard. Grigori makes use of a machine rigged with live Headcrabs in order to extract their blood. Too much solitude is not good for a man who like myself wishes only to serve." Grigori comments: "I confess, I am en gladdened by your company. Shephard eventually regains consciousness, immediately greeted with the sight of Grigori hastily running into the room and slamming the door shut behind him. Grigori, excited by the prospect of companionship, drags Shephard's body to his shelter. It is unclear whether Shephard was taken out of stasis by the The G-Man or he was broken out of stasis by the Vortigaunts. Father Grigori, injecting Headcrab blood into his neck.Īfter the events of Half-Life 2, the unconscious body of the HECU marine Adrian Shephard is discovered by Father Grigori, who has taken refuge in a classroom in a large abandoned medical asylum somewhere in an abandoned city.
