Set the PS3 system date to Halloween October, 31. After being ambushed by Hunters and Combine drive DOWN the road, go UP to the old truck by the sUPply cache to find lots of pumpkins lying on the ground.
G-Man watches over your movements throughout your adventure in and around City 17. His locations are as follows:
1. Chapter 1: At the start.
2. Chapter 2: On a monitor screen in Dr. Kleiner's lab after Barney finishes at the terminal.
3. Chapter 3: On the TV that the Vortigaunt is watching inside the red train carriage.
4. Chapter 4: Standing on the pier in front of Station 7 at the beginning of the chapter.
5. Chapter 4: Flickering on a giant monitor attached to the high-rise building. It is very quick, but if you look carefully you can see the skeletal form of G-Man on the screen.
6. Chapter 6: On a small gantry near the second covered bridge.
7. Chapter 6: In the last part of the chapter you will come across a pier next to a dam. Get onto the pier by driving up the ramp in your speedboat and turn left by the big red warehouse. You can see G-Man staring at you at the bottom of the pier. Note: This sighting is not in the official strategy guide.
8. Walking into a train tunnel beyond the railcar blocking the railroad. See the "Hidden G-Man" hint for a detailed description.
9. Chapter 9: Looking through a window near a pair of double doors on a monitor screen at the beginning.
10. Chapter 11: On a TV at the ruined foyer at the tenement block after you and Dog get separated.
11. Chapter 14: At the end.
12: Chapter 7: Highway 17. After you cross the beach with the boat ramp, go inside the house where the two Combine soldiers are located. Use the binoculars to see new little Odessa (Resistance stronghold). The G-man will be talking to an allied soldier in the loft of a farmhouse. Note: He is difficult to see, but you can see his briefcase.
When you enter the White Forest base, you meet a Vortigaunt in a lab coat named Uriah. Inside the room there is a gas tank against the back wall. Behind that tank is a small room with a computer that has a sequence of numbers on it--a reference to the show Lost that Gabe Newell added due to the fact that he and the creator of Lost were close friends.
Go to aperturescience.com and enter "LOGIN". Enter "CJOHNSON" as the username and "TIER3" as the password. After logging in type "HELP" to display a list of commands. You can also login with any username over two characters by using "PORTAL" as the password.
On the first level, when the combine guard (who turns out to be Barney in disguise) tells you to follow him, do as he says. While walking down the corridor, look through the small gap in the first door you come across to see a man sitting in a chair that has blood splattered on the floor underneath it that says "There has to be some sort of mistake. I got a standard relocation coupon juts like everybody else." A combine guard who is in there with him will then walk up to the door and close the shutter.
When you enter Dr. Kliener's lab, there is a decent amount of items that you can just pick up and toss around, such as: books, boxes, computer monitors, a mini cactus, and Dr. Kliener's clip board with the information for your Hazard Suit on it. If you toss things around the lab for long enough, Dr. Kliener, Barney or Alyx will say something to you:
Dr. Kliener - "Oh, do be careful."; "Careful."; and "Oh dear."
Barney - "Whoa, careful." and "You're pushing it, Gordon."
Alyx - "Careful." and "Take it easy, Gordon. "
Note: It will several attempts to make Alyx, Barney or Dr. Kliener say something -- be patient.
After climbing the ladder and getting up on the platform, you will find a box containing rockets behind one of the metal sheets. If you get on it, you will be able to see a small part of the Strider, but it will not see you. Observe its pattern of movement and fire a rocket just before it takes a new position. You will not miss by doing this. Continue firing at it until your cover breaks down. Y can easily score about five hits on it without losing any life. Then, move behind another metal sheet and finish off the Strider easily with one or two hits.
At the end of the advanced map for Chamber 18, you will have the same raised platforms as you did in the normal one--except now, after you leave the lower one, it will fall into the toxic water. This forces you to be more precise with your portal jumps. However, you can get past this easily. Do the platform jumping as usual, landing on the platform you came out of if you miss just. You should be able to fire an opposite color portal at the wall where you entered this area, allowing you to go back to the beginning. All the platforms rise again and the portal is still where you left it. You can now fall into the pit again and be able to portal jump to the next ledge. This take longer but does not require precise timing.
You can pick up turrets, toss them around, make them fall indefinitely through two portals, drop a cube on them, etc. Also try the following: use the incandescent particle field in front of the exit. The computer voice said before that all objects other than yourself and the portal gun will be destroyed. Pick up a turret and toss it into the energy field. The turret will say "ayayayay" as if being electrocuted and disintegrate.
The primary objective is to create two portals, one on either side of the field. First, enable the "Portal anywhere" code and shoot one portal on the ground where the particle field is in the middle of the portal. To do this, aim your portal gun as close to the bottom of the field as you can while still creating a portal. Then, shoot another portal on the ground so that when you look through that portal, the line of the particle field cuts across the portal. Enter through the portal on the elevator side without touching the field. Afterward, you may now shoot the color portal below the particle field anywhere you can in the elevator room. You will now have two portals on either side of the field. However, do not touch the field or both portals will be erased. Just go through the portal and you may bring objects (for example, the companion cube) through to the next level. Note: Be careful where you shoot the portal in the elevator room; if you go through it you may fall through the map.
Just inside the room where you watch the video from Judith, look next to the door to see a caged area with boxes. Destroy or remove the boxes in order to find a cover for a HEV charging station, similar to the original Half-Life.
Take the shotgun and hit an enemy like headcrap, zombies, and City 17 guards for easy kills. Aim and hit it in the head to kill it.
You can use Dog's ball to kill, or distract and attract enemies to the ball for easy kills. When you first get the anti-gravity gun while you play fetch with "Dog", keep the ball; which is actually a "rollermine". You can keep the ball up until you go over to Dr. Kliener's fortified graveyard. The rollermine (ball) will follow you almost everywhere and is harmless to you, but it can kill both types of Head Crabs. Other enemies like zombies will ignore you and swing violently at the ball, giving you enough time to kill them, even with the crowbar. This will save you plenty of ammo throughout the zombie levels. You must be careful not to explode the ball, or it will be gone. If this happens, just re-load from where you had it last. The ball will follow you up most stairs, but you must carry it with the gravity gun up ladders.
After you complete the game, watch the credits. Note: They cannot be skipped. When you reach the end of the credits, you will see Lamar jump onscreen. You will then hear Dr. Kliener say, "Lamar? Blast that little… Where did she get to?" This is the same thing that he says when you first see him looking for her. Lamar then lashes out at you and supposedly "couples with your head".
Start the game and wait for the voice to stop talking. Before you go through the first portal, take the radio on your table and carry it with you until you get to the first elevator. Carry it through the particle field and it should get destroyed. Play until chamber four as usual. In chamber four, a radio will be dropped down through the tube with the box and will end up lying in the pit. Leave it in that chamber, butdo not destroy it. Play through chamber five for a strange surprise. Activate the two buttons and the door should open as normal. The radio will be sitting in the center of the floor in the next chamber.
When you reach the warehouse with the ramp in the big circular area, go to your left to find two sewer pipes sticking out from the wall. Park the boat under the left one and get on the boat by jumping. The cover will be pulled back so that you can crouch jump into the pipe. There is plenty of toxic waste; you must sprint run down the pipe and it will get a little lighter. Turn left and you will go through a gap in the busted pipe. There is a Vortegaunt coughing and roasting a Headcrab on a fire. There is also health here.
During the Black Mesa East level, when Dr. Judith Mossman goes into the room left of the elevator, immediately follow her in or open the door. In there you can hear her say some things or watch the chefs prepare lunch in the kitchen (as seen going down in the elevator).
To hit the Striders (or any other enemy) with the RPG from a long distance, fire a rocket and immediately press [Zoom]. You will automatically zoom in like normal, but will still have control of the rocket. This helps in future levels when you do not want to get too close to the Striders, or other enemies like the Combines.
While searching for spies, look out for certain disguises. If a spy is disguised as a scout, he will be moving slower that a usual scout would. If a spy is disguised as a medic, he will not have an ubercharge. Also, watch out for "teammates" closely following other teammates as, chances are, they are trying to backstab them.
A spy cannot shoot or he will loose his cover. Thus, if a teammate does not seem to be shooting, it might be a spy.
If a teammate is voice chatting at the moment you see him without the "?" sign indicating this is happening, it is a spy.
This trick works when a teammate is dead. If you know that a certain teamate just got killed but yousee him running near you, it is a spy. The same applies if he is calling "Medic" while the real one is dead.
This requires a medic with the upgraded syringes gun. Shoot some syringes at teammates and, if one of them is showing the crosses indicating that you are hitting an enemy, it is a spy.
If you see a blue ball or a red ball near dispensers, it is a cloaked spy.
There are several ways to reveal an enemy spy. Walking into a spy will make him translucent for a moment. Also, you can walk through teammates, but cannot walk through disguised enemy spies. Attack the spy if you come across him, as all he can do run away. Igniting a cloaked enemy spy will set him on fire and distinguishes him with an enemy-colored glow.
For faster reload time with a shotgun, .357 magnum, or any other weapon with a slow reload time, tap [Change To Last Weapon] twice quickly. You should then have a full clip. Note: You must fire with your other weapon. You can then fire and reload at the same time.
Play the level where you fight the laser guided robots. Once you get past the first couple robots, start dropping the boxes on the robots heads so that they fall over. In the little place that you find the first two boxes, crouch and walk behind where the boxes were to find a little room with odd music playing and graffiti on the walls that says things such as "The cake is a liar". There also seems to be an Xbox 360 with a pot inside of it. The Xbox 360 is overheating and boiling the water.
On the level where you get the companion cube, in the room with the three elevators, there are two doors leading to a catcher and a platform that is pushed out of the wall. Walk up to the platform that is pushed out, then crouch behind it and walk through the opening. On the left hand side are a group of pictures of people with boxes for heads and hearts around them.
If you play Demoman on a map with capture points, don't forget to put stickies on it. If an enemy walks on it, explode him with your stickies. However, do not be dead at that time or else your bombs will be destroyed if you are killed.
To do high jumps with your stickies, jump on one and detonate it. It will cost life, but this can buy you some time for reaching places that only a Soldier or a Demoman can normally access (for example, the roof on Gravelpit, capture point B).
Stickies are more effective at destroying buildings than your normal grenades. It can be devastating if you are ubered.
In the same area as the "Sore thrat Vortegaunt", trick ramp onto the land so the checkpoint triggers. Then, park under the grate. The combine will begin shooting. Run back and visit the Vortagaunt, then run back and the Combine will not shoot. Go back and ramp up there again and they will be dead on the ground.
G-man can be seen in the "Under The Radar" episode, entering the White Forest Inn right after the cache in the small cave. Once you get the cache, enter your car and drive into the two dead trees past the guard rail. Use the turbo just when you are between them, then follow the road to see him enter the inn and, if your timing is good enough and you do not crash into anything, disappear. This will require several attempts.
To get a trailer for Valve's Left 4 Dead, wait at the game selection screen (where you can select Portal, Team Fortress, or Half-Life 2). After a coupleminutes you will be taken to a demo video of the three Orange Box games. Wait for the video to end, then wait again. The next time a video plays, it will be the Left 4 Dead trailer.
When starting the Sands Trap map, you will find some rocks and someone will tell you not to step on the sand because a creature will attack. You will have to jump on the rocks. When the rock ends and only sand remains, use your gravity gun to place a door or wooden piece in the sand and stand on it. Then, place another object in front of it. Jump on it, remove the first object, and place it in front. Repeat this until you reach rock again and the creature will not appear.
When you start the Ravenholm sequence, kill all the zombies while trying to leave the explosive barrels intact. When that is done, instead of going into the buildings, look at the tree. There will be a pair of zombie legs dangling from a branch by a wire. Enable the godcode, take the Gravity Gun, pick up a barrel, and stand close to the legs. Fire the barrel at the legs at point-blank range to hear a thudding noise. Move back slightly and enable the flashlight (if it is not already on) to see the legs making erratic movements and even scribe full circles around the branch.
When you teleport to Dr. Kliener's lab from Nova Prospekt, you will meet up with Dog before going out and finding Barney. Do not follow Dog out of the lab yet; wait until Dr. Kliener and Alyx talk about getting another headcrab to replace Lamar (Dr. Kliener's pet headcrab). After Alyx suggests that he gets another headcrab, he replies, "There is only one heady." In the movie Blazing Saddles, the villain's name is Headly Lamar (whom is called Heady Lamar by some of the characters).
Hedy Lamarr was a famous Austrian actor in the U.S. from the 1930's through the 1950's. Mel Brooks later claimed that Hedy Lamarr tried sueing the producers for the "Hedly Lamarr" jokes. Dr. Kliener's Headcrab was actually names after the "one and only Hedy Lamarr".
When you are on top of the dam at the end of the "Water Hazard" chapter, you can see a town with destroyed buildings under the sunset in the distance. This town is most likely Ravenholm, especially when you consider the type of buildings and its relative location in comparison to Black Mesa East.
After climbing over the white cars and going through the window, you will enter a room that has two windows and a zombie in it. When you climb out the window, you will see the old man with a shotgun in a window. Continue to your left onto a concrete ledge to see a flammable barrel behind a grate. Shoot at it and the grate will blow out. Hidden back behind the grate is health and ammunition.