Ravenholm

{{Article|hl2}}
{{Cleanup}}
{{Spoiler}}
{{Youmayd|the town|the chapter|Half-Life 2 storyline#"We Don't Go To Ravenholm..."|"We Don't Go To Ravenholm..." (chapter)}}
{{Location Infobox
|image=FileRavenholmsign.svg|250px
|image2=FileRavenholm view.jpg|250px
|name=Ravenholm
|constructed=
|destroyed=
|location=The The Wasteland|Wasteland, a short distance from Black Mesa East and the Coast
|builder=
|era=The Uprising
|affiliation=Resistance
|maps=*background03
*d1_town_01 to d1_town_05
|designer=*Viktor Antonov (concept art)
*Eric Kirchmer (concept art)
*http//www.mobygames.com/developer/sheet/view/developerId,38926/ Horia Dociu (concept art)''Half-Life 2 Raising the Bar''
*Aaron Barber (mapping)
*http//www.mobygames.com/developer/sheet/view/developerId,22343/ Dario Casali (mapping)
*Randy Lundeen (mapping)
*http//www.mobygames.com/developer/sheet/view/developerId,137372/ Justin Cruz (mapping)WC mappack
}}
{{Quote|That's the old passage to Ravenholm. We don't go there anymore.|Alyx Vance|Half-Life 2}}

'''Ravenholm''' is a former mining town and, later, a Resistance stronghold located in the The Wasteland|Wasteland. It was previously inhabited by refugees who escaped from the Combine-controlled City 17 to join the Resistance, but is largely deserted and infested with Zombies and Headcrabs when Gordon Freeman passes through.''Half-Life 2''

==Overview==
The town of Ravenholm mainly consists of small to medium-sized houses that are mostly traditionally built, being made from concrete and wood. Several high-rise apartment buildings can also be seen in some sections of the town such as the area near the Coast and the area near the room with the dismembered zombies inside. These buildings, along with the streets, appear vaguely Eastern European, complying with the style of buildings seen throughout ''Half-Life 2''.

It would seem that Ravenholm remained "under the radar" for some time, but was eventually discovered by the Combine, which led to its destruction via a massive Headcrab Shell bombardment, causing the town to become completely overrun with Headcrabs and Zombies. Being linked to Black Mesa East via a tunnel, the entrance to Ravenholm was sealed shortly after the bombardment using a heavy gate, two barricades of crates, and guarded by stolen Combine Sentry Gun|Sentry Guns to prevent Zombies from reaching Black Mesa East. Alyx Vance points the gate to Ravenholm out to Gordon Freeman during his tour of the lab, and explains (with a hint of fear in her voice; thus hinting that she was either there before or heard about what had happened to the citizens) where it leads and that it was "sealed for a reason."The ''Half-Life 2'' chapter ''Half-Life 2 storyline Mesa East|Black Mesa East'' Later, Gordon is forced to escape through Ravenholm when the Combine raid Black Mesa East, during the chapter ''Half-Life 2 storyline#"We Don't Go To Ravenholm..."|"We Don't Go To Ravenholm..."''.

Many areas of Ravenholm are littered with large saw-blades, propane cylinders, barrels of flammable material and Ravenholm traps|booby traps which have been contrived by Father Grigori. The entire town is also littered with humans and Standard Zombies that have been hanged, burned, sliced and suffered other horrific fates by Grigori's traps. Due to the relative lack of ammunition in the area, Gordon must rely on traps and the Zero Point Energy Field Manipulator|Gravity Gun (with which he can launch blades and other projectiles) to destroy Zombies.

===Features===
As one of the survivors in Ravenholm (female screams can occasionally be heard in the ambient noise, implying other survivors){{fact}}, Father Grigori set up many traps and structures in order to dispose of Zombies more efficiently. The traps are engineered so that Zombies can randomly stumble into them but they can be easily circumvented by normal humans. In addition to traps, Grigori separated Ravenholm into districts using wooden barricades (so Zombies can be found in a more organized manner).

====Traps====
{{Main|Ravenholm traps}}

*'''Ravenholm traps trap|Car traps''' are makeshift traps created from a rope, a pulley, a car and an engine. The car is tied with a rope from a pulley to the engine. When activated, a lever on the engine removes the tension on the rope, causing the car to drop and crush anything beneath it, after which the engine immediately pulls the car back up again.

*'''Ravenholm traps trap|Electric traps''' simply shock and repel Zombie trespassers. (Only one of these can be found in the chapter, and the player has to deactivate it to progress onwards.)

*'''Ravenholm traps trap|Propane traps''' are attached to irrigation sprinklers that, when released, fill a small area with flammable propane vapor. The gas can be ignited with a gunshot or an electric spark (from the red switches stationed near the propane tanks) to create a large fire which will quickly incinerate any enemies in that area.

*'''Ravenholm traps trap|Propeller traps''' are found all over the town. They are created from engines and long, makeshift blades that appear to be made of steel sheets. The engine rotates the steel sheet, and uses it as a horizontal rotor. The blade spins in a waist high arc, and will dismember any passing target. Humans can easily avoid this trap by crawling or ducking. Standard Zombies, however, are unaware of the dangers and proceed unaware into the range of this deadly contraption. Poison Zombies are capable of decommissioning working propeller traps. At least one propeller trap encountered blade will detach when activated, and when picked up, will automatically position itself horizontally (much like the circular saw blades). It can then be thrown with the Zero Point Energy Field Manipulator|Gravity Gun.

==Appearances==
===''Half-Life 2''===
After being separated from Alyx Vance|Alyx during the Combine's attack on Black Mesa East, Gordon Freeman is forced to travel through Ravenholm. Armed with his newly acquired Zero Point Energy Field Manipulator|Gravity Gun and an assortment of weapons, Gordon traverses the desolate, Zombie-infested town, all-the-while utilizing bizarre traps. While fighting off hordes of Zombies, Gordon meets the last known human occupant of Ravenholm, Father Grigori. Grigori provides some assistance and advice to Gordon, such as arming him with a Combine SPAS-12|shotgun, and eventually leading him to an abandoned mine to escape the town.

==Behind the scenes==
FileE3 town0006.jpg|thumb|250px|The Traptown docks seen in the E3 2003 presentation.

*Before being named "Ravenholm," the town has had several nicknames during the game development. They include "Quarry," "Quarrytown," "Traptown," "Phystown," "Zombie Town" and simply "Town."

*At one point, Ravenholm was to feature both Combine Soldiers and Zombies, as seen in the Half-Life 2 Beta#E3 2003|E3 2003 demo, "Traptown." The way the player was introduced into Ravenholm was also different; the player was to discover the town at the end of the canals, above a lake filled with at least one Ichthyosaur, and enter the town through its docks. Black Mesa East|Eli's lab was to come after.

*The E3 demo also shows that it was possible to shoot any gun while using the HEV Suit's zoom function and that the player could discard weapons, indicating they could only carry a specified amount of firearms at a time. Also shown was the Overwatch Soldier's ability to break open doors when blocked by objects, which was removed in the retail version of ''Half-Life 2''.

*The earliest maps of the town have it filled only with traps and set before Eli's lab. However, in the retail version, Ravenholm is placed after Eli's lab, thus being a playground for the newly acquired Gravity Gun.

*The playable Beta also shows that the player was to use a vehicle called the Digger to destroy a Combine Big Momma Pod to proceed through mines.Playable Half-Life 2 Beta|''Half-Life 2'' Beta

*According to early concept art, the Combine Big Momma Pod was originally to be seen in a double hangar located around the building where Father Grigori is first seen in the retail game.FileRavenholm overview2.jpg

*According to early concept art, the apartment building was to feature the corpse of a Citizen the scenes|child on the ground floor.FileRavenholm overview1.jpg

*Ravenholm was to be the setting of the cancelled ''Half-life 2'' spin-off, ''Return to Ravenholm'', set shortly before the end of ''Half-Life 2 Episode Two'', co-developed by Valve and Arkane studios, set for release in 2007. However, the spin-off was cancelled when the developers realized that the staples of Ravenholm, such as headcrabs and zombies, had been played completely out, and the fact that they had it taking place before Episode Two, gave them a creative constraint, leading them to cancel the project.

===Possible influences===
The wcThiefSealed Section|Sealed Section of the wcThiefOld Quarter|Old Quarter of ''WcThiefThief The Dark Project|Thief The Dark Project'', is a possible influence for the town of Ravenholm. A portion of the Old Quarter was walled off about 50 years prior to the first game, due to an outbreak of the wcThiefCategoryUndead|undead. The undead spilled from a wcThiefThe Haunted Cathedral|Haunted Cathedral, and began to infest the city until they were safely contained behind thick, high stone walls. At the time of The Dark Project, maps of the area were not very hard to find, and the people still tell stories about The Cataclysm, and no one dares enter the Sealed Section. When wcThiefGarrett|Garrett, the protagonist, visits this place, it is a desolate and lonely, covered with decades of dead leaves, decaying buildings, and populated by wcThiefZombie|zombies, wcThiefApparition|ghosts, and an infestation of WcThiefBurrick|beasts. Backing this theory up is the fact that Marc Laidlaw, the primary writer for the Half-Life universe|''Half-Life'' series, has named ''Thief'' as his favorite PC game of all time.http//www.gamingnexus.com/Article/Valve-Software-Interview--Marc-Laidlaw/Page2/Item801.aspx Valve Software Interview Marc Laidlaw (page 2) on http//www.gamingnexus.com/ Gaming Nexus

==Gallery==
{{Underconstruction}}
===Pre-release===

FileRavenholm concept1.jpg|Ravenholm concept based on a FileProto quarytown1 fixed0007.jpg|screenshot of the map "proto_quarytown1.vmf"
FileRavenholm concept1 comparisons.jpg|Ditto, with comparison to a WC mappack screenshot.
FileRavenholm concept2.jpg|Ravenholm concept based on a FileProto quarytown1 fixed0012.jpg|screenshot of the map "proto_quarytown1.vmf"
FileRavenholm concept2 comparisons.jpg|Ditto, with comparison to a WC mappack screenshot.
FileRavenholm overview1.jpg|Concept art of the apartment building, including the corpse of a Citizen the scenes|child on the ground floor.
FileRavenholm overview2.jpg|Concept art of an early journey, including the G-Man and the Big Momma Pod.
FileTraps concept nb.jpg|Concept art of the Ravenholm traps.
FileProptrap concept.jpg|Concept art of the Ravenholm traps trap|propeller trap.
FileRavensketch1.jpg|Ravenholm sketch.
FileRavensketch2.jpg|The XM29 OICW|OICW aimed at a Standard Zombie|Zombie in a Ravenholm sketch.
FileRavensketch3.jpg|Ditto.



FileZombies beta rtb.jpg
FileZombies Ravenholm cover.jpg
FileZombie Ravenholm burn.jpg
FileZombies town.jpg
FileZombies streets smg.jpg
FileE3 phystown mi.jpg
FileQuarry02 cars.jpg
FileQuarry03 01.jpg
FileQuarry03 02.jpg
FileZombie town02 s01.jpg
FileZombie town02 s02.jpg
FileZombie town02 s03.jpg
FileZombie town02 s04.jpg
FileZombie town02 s05.jpg
FileD1 canals 02wc canalpass.jpg
FileD1 canals 02wc headcrabs.jpg
FileD1 canals 02wc barn.jpg
FileE3 town0006.jpg
FileTraptown.jpg
FileE3 techdemo 60006.jpg
FileE3 techdemo 60005.jpg
FileZombie Ravenholm trailer.jpg
FileProto church s01.jpg
FileProto church s02.jpg
FileProto church s03.jpg
FileDemo quarrytown001.jpg
FileDemo quarrytown002.jpg
FileDemo quarrytown003.jpg
FileDemo quarrytown004.jpg
FileProto quarytown1 fixed0003.jpg
FileProto quarytown1 fixed0004.jpg
FileProto quarytown1 fixed0005.jpg
FileProto quarytown1 fixed0007.jpg
FileProto quarytown1 fixed0012.jpg
FileGraveyard1.jpg
FileAdvisors birther.jpg
FileD1 town 020003.jpg
FileD1 town 020005.jpg
FileD1 town 03 trap.jpg
FileG-man d1 town 01 window.jpg
FileG-man d1 town 01 window inside.jpg


===Retail===

FileHl2 beat cemetery.png|''The Orange Box'' The Orange Box Achievements|Achievement for escaping the cemetery.
FileRavenholmsign.png|Ravenholm's sign.


====Screenshots====

FileD1 eli 010019.jpg|The entrance to Ravenholm at Black Mesa East.
FileRavenholm menu bg.jpg|Ravenholm.
FileRavenholm church.jpg|Ravenholm's church.
FileChurch cart.jpg|The cart allowing Gordon Freeman|Gordon to leave Ravenholm.
FilePropellerTrap.jpg|The Ravenholm traps trap|propeller trap.
FileGasoline Trap.jpg|The Ravenholm traps trap|propane trap.
FileGas Tank.jpg|Ditto.
FileCar Trap Raveholm Half Life 2.jpg|The Ravenholm traps trap|car trap.
FileCar Trap Lever Ravenholm Half Life 2.jpg|The car trap lever.


====Models====

FileGravestone 01.jpg|Gravestone model.
FileGravestone 02.jpg|Ditto.
FileGravestone 03.jpg|Ditto.
FileGravestone 04.jpg|Ditto.
FileCoffin piece 01.jpg|Coffin piece model.
FileCoffin piece 02.jpg|Ditto.
FileGravestone cross.jpg|Gravestone cross model.
FileGravestone cross broken.jpg|Ditto, broken.
FileGravestone statue.jpg|Gravestone statue model.
FileGravestone statue detail.jpg|Ditto, detail.


== Trivia ==
*It can be noted that when standing still long enough, above the actual sounds one can hear voices, screams, breathing, and crying. These are said to be the survivors of Ravenholm. A child can be heard among the voices.
* Furthermore, If one stands long enough near the building where the player meets Father Grigori, one can here a distant roar of a Fast Zombie.

*The Half-Life 2 Deathmatch map "dm_resistance" appears to be located in Ravenholm.

*Ravenholm's Russian name is Рейвенхолм and if translated to English, Ravenholm's name is spelled Reyvenholm.

*The church in Ravenholm doesn't have a crest on the top of it's dome. It may be a reference to the Soviet politics in early years when all churches were made over into warehouses and had it's crests removed from the dome.

==List of appearances==
*''Half-Life 2'' {{1st}}
*''Half-Life 2 Raising the Bar''

==References==
{{Imagecat|Ravenholm images}}
{{Reflist}}

==See also==
*Half-Life 2 original storyline - Town - Quarrytown - Traptown - Phystown - Zombie Town

==External links==
*http//www.garrysmod.org/downloads/?a=view&id=64461 Fixed prototype map of Ravenholm used in concept art seen in ''Raising the Bar'' (requires ''Episode Two'' and ''Missing Information'' 1.5)
*http//mattsportfolio.webs.com/Wrong%20Side%20ofTown%20Design%20Document.pdf Ravenholm design document

{{Succession
|title=''Half-Life 2'' story arc journey
|before=Black Mesa East
|after=Shorepoint Base
}}
{{Succession
|title=Half-Life 2 original storyline|''Half-Life 2'' original storyline
|before=Kleiner's Lab
|after=Black Mesa East the scenes|Scrapyard
}}

{{Locations}}
{{Resistance}}

CategoryThe Wasteland locations
CategoryTowns and cities
CategoryResistance locations
CategoryLocations
CategoryViktor Antonov designs
CategoryEric Kirchmer designs

deRavenholm
esRavenholm
{{Article Talk}}


==Dead links==

Any dead links that still appear will be future articles.  Feel free to create them, though I know I'm probably going to have to end up doing it anyway... --UserGeoffron|Geoffron 0230, 14 April 2007 (UTC)

==Cameras==

Are the cameras watching the busted elevator shaft actually turrets? I don't recall seeing gun barrels on them SpecialContributions/60.240.3.70|60.240.3.70 0532, 7 August 2008 (UTC)

== Trivia section ==

What is the deal with the trivia section at the bottom. The only info in there is kind of... shit. Is it really important information or can I go ahead and remove it. If it absolutely has to stay could someone re-write it so that it reads well at least?--UserImWithFreeman|ImWithFreeman 2304, 9 October 2008 (UTC)

That should answer your question. I removed it. ;)
More rampant Concerned fanboyism, I'm afraid. Don't get me wrong, I love the comic, but it's not so important that it's worth mentioning in the footnotes of every article that the subject was mentioned in the comic. While doing that it struck me how bad shape this article is in, considering it's such an important location, and I just got two ideas
* Maybe we should add a gallery of images of Ravenholm, showing the outskirts, the architecture, the church, etc.
* I can't believe I didn't think of this before, but we should create a 'locations' infobox linking to all the location articles sorted by game. We've got a lot of such articles (everything from major towns and cities like City 17 and Ravenholm to landmarks like the Overwatch Nexus or even Lighthouse Point) Thoughts? --UserMattyDienhoff|MattyDienhoff 0554, 10 October 2008 (UTC) Yeah good ideas. I can't really be of any help in regards to compiling images on that first one, as I only have HL2 on xbox. And yeah I'm surprised there isn't a locations infobox already. Would we list them alphabetically, chronologically (in order of when they were first visited), or geographically (don't know how that would work). Actually while it's on my mind, are there any maps of any of the locations in game on this wiki? eg. a map of Black Mesa (daunting, I know), or of City 17 and it's surrounds? Seems someone would have made at least an attempt at something like that.--UserImWithFreeman|ImWithFreeman 0612, 10 October 2008 (UTC) Oh and P.S. I hate Ravenholm so much. Definitely the most unpleasant part of any of the games haha.--UserImWithFreeman|ImWithFreeman 0614, 10 October 2008 (UTC) (''reset indent'') I think it'd be easiest to list locations ''by which game'' they first appear in. So City 17 would only be listed under ''Half-Life 2'' even though it appears in Episode One as well, etc. Sorting them chronologically could work too... maybe we could do both and vote on it. And yes, someone did make maps of both Black Mesa and all of Half-Life 2's maps once, but they was basically top-down views of all of the maps (as seen in the level editor or something like that), stitched together in the order the player goes from one to the next. Unfortunately, this makes it clear Valve weren't paying attention to geographical consistency, because the progression of areas is not at all like it should be. Black Mesa, in particular, had a lot of overlap with some maps being above others, while the Half-Life 2 maps, stitched together, are a geographical mess. Highway 17 goes right next to the canals of Water Hazard in some places on the map. Well, long story short it's all very confusing to look at it and probably not of much documentary use. --UserMattyDienhoff|MattyDienhoff 0729, 10 October 2008 (UTC) Haha, I'm not surprised. Nah I reckon just make the infobox with each location falling under what game it appears in, and list each game's locations in alphabetical order. Another question - would you have indents under the larger regions for areas that are part of a larger area? eg *City 17 **Subway Tunnels **The Citadel **Overwatch Nexus *The Coast **Shorepoint Obviously with links. Do you think?--UserImWithFreeman|ImWithFreeman 0735, 10 October 2008 (UTC) Great idea! You know, though, you can achieve the same effect with double asterisks after a single asterisk, like so *City 17
**Subway Tunnels I've applied that to your example. I'm pretty hopeless with templates and I've never made one from scratch, but I think I'll try to copy one of the existing ones (Combine Units, perhaps) and modify it. --UserMattyDienhoff|MattyDienhoff 0807, 10 October 2008 (UTC) Ah k. Yeah it would be easy enough. If you need any help or anything I might be able to help - I've got ''some'' experience with wiki code, but I'm a bit of a thief of the stuff myself, so my help would be limited. Hey Matt I see you're 18 and Australian - have you got your HSC coming up in a week (like me)?--UserImWithFreeman|ImWithFreeman 0817, 10 October 2008 (UTC) Nope, I'm homeschooled (For one, it's done differently ''and'' I'm slow P) so I won't be finishing this year.
Here's the TemplateLocations|WIP template. I still want to implement the indentation idea but it can't be done with that layout and each time I try to tamper with it I break it. If you want to give it a try, be my guest. --UserMattyDienhoff|MattyDienhoff 0827, 10 October 2008 (UTC) Cool, looks good. OK I'll give it a shot.--UserImWithFreeman|ImWithFreeman 0829, 10 October 2008 (UTC) Actually this made me think of something what is actually considered outside City 17? I mean I guess Nova Prospekt and The Coast are not considered part of the city. But what about Black Mesa East? Hmm... anyway - back to the template.--UserImWithFreeman|ImWithFreeman 0832, 10 October 2008 (UTC) It's a good question, with no answer. I always assumed the city limits ends somewhere in the canals, maybe around the area you pick up the airboat. After all, it's a wasteland, with the occasional CP outpost to discourage refugees. --UserMattyDienhoff|MattyDienhoff 0839, 10 October 2008 (UTC) Yeah we'll go with that. I think I'm onto something with this template btw. It'll be a little different in style though - dw nothing too drastic.--UserImWithFreeman|ImWithFreeman 0841, 10 October 2008 (UTC) {''reset indent'')
Hmm... well, I got UserImWithFreeman/Sandbox|this far, but when I go to add the header for HL2 it breaks. Damn, I thought I had it... Any ideas?--UserImWithFreeman|ImWithFreeman 0849, 10 October 2008 (UTC) Argh, I wouldn't even know where to begin. Well... If we did it vertically with indentation, it'd get too long, but maybe we could compensate for that by adding a show/hide button, defaulting to hide, so it wouldn't get in the way? That is, if I even knew how to make one. >_> --UserMattyDienhoff|MattyDienhoff 0855, 10 October 2008 (UTC) Yeah I'd have no idea. But check out what I did with the TemplateLocations|template, I think that might be good enough. Just have to add a few more locations - I don't have episode one and I've never played it so I'm probably not the best person to be adding places for that part. It's looking good though.--UserImWithFreeman|ImWithFreeman 0857, 10 October 2008 (UTC) Ahhh, I see, you bolded the significant locations. Mind, between '''Underground Railroad''' and '''Canals''', Canals should be the more significant of the two. Also, I omitted EP1 because the only location in EP1 that we have an article on is City 17, and that's mentioned under HL2. That said, now I realise there's also City 17 Underground. --UserMattyDienhoff|MattyDienhoff 0904, 10 October 2008 (UTC) OK. So "canals" refers to both the ones that Gordon travels through on foot ''and'' in the boat. I figured the boat ones were part of something else but yeah I guess not. Good. Template looks good. Borealis could go in there under episode three but I guess that might as well wait. Team effort! Now, I could go and study some more, or I could keep going with my trains article... hmmm...--UserImWithFreeman|ImWithFreeman 0910, 10 October 2008 (UTC) Yeah, that can wait. Thanks for the help! )
What trains article? --UserMattyDienhoff|MattyDienhoff 0921, 10 October 2008 (UTC) Trains|check it out. I've got big plans for it... sorta. Actually I really thought there'd be an article for that - it's such a prominent thing in the series - even before I'd played HL2 I was constantly saying "what is the deal with all these trains".--UserImWithFreeman|ImWithFreeman 0928, 10 October 2008 (UTC) Wow, nice work. To be fair, I'd usually criticise something like this for going into so much background detail on something that's not really a major gameplay element or plot point, but the fact is that while they're mainly just thematic in HL2, trains do play a pretty big role, gameplay-wise, in ''Half-Life'' (and both of the expansions, in fact), so it's relevant... enough. P --UserMattyDienhoff|MattyDienhoff 1123, 10 October 2008 (UTC) Well that's what I thought. I'll be expanding the article more when I get the chance (or when I need to procrastinate some more). I've got some screenshots from the HL1 train ride from the intro that I'll upload tomorrow along with some text on the train you ride.--UserImWithFreeman|ImWithFreeman 1129, 10 October 2008 (UTC) == More then one survivor? == Listen to the sounds from Ravenholm, you'll hear crying and screaming. http//www.youtube.com/watch?v=UDU7N6QlhaI&feature=related I know only Grigory is the only one seen and no one else is but its interesting to note. == Trivia == "It can be noted that when standing still long enough, above the actual sounds one can hear voices, screams, breathing, and crying. '''These are said to be the dead survivors of Ravenholm.''' '''A child can be heard among the voices.'''" The last 2 sentences don't make any sense. Sentence 2 beside being speculatative, if they're survivors they are not dead and if they're dead they are not survivors! Sentence 3 how could a child be heard? Even if there were any survivors, there are no children in Half-Life 2.--UserUltraViolento|UltraViolento 1527, July 13, 2011 (UTC) == Trivia == "The church in Ravenholm doesn't have a crest on the top of it's dome. It may be a reference to the Soviet politics in early years when all churches were made over into warehouses and had it's crests removed from the dome." - added by UserVulfas58|Vulfas58