Description: The Zombie is slow moving, and will strike at anything that gets close to it that it doesn't like using razor-sharp claws. They can also hurl objects. Zombies are easily outsmarted, and can be taken care of with nothing more than the crowbar or shotgun blast to the head.
--------------- | Fast Headcrab | ---------------
Spawn Command: npc_create npc_fastzombie
Description: The result of a fast headcrab taking control of a human's nervous system. The fast zombie runs on all fours like an animal, can move at high speeds, and jump long distances. They can cause a lot of damage. They will occasionally back off to growl, making this the best time to attack them with a high-powered weapon such as the shotgun or the revolver. They can also easily scale pipes and walls, meaning that height does not ensure safety from them. Fast zombies produce wolf-like howling both afar and upon close contact.
--------------- | Poison Zombie | ---------------
Spawn Command: npc_create npc_poisonzombie
Description: A very large, and slow-moving zombie. It contains one poison headcrab controlling the nervous system, plus additional poison headcrabs riding on the host's shoulders and back. The poison zombie can throw poison headcrabs at the player. The poison zombie can sustain a lot of damage, and so firearms are a relatively inefficient weapon to employ against it -- the best way to handle a poison zombie is to set it on fire, and then retreat.
------------------------- | Combine Zombie(Zombine) | -------------------------
Spawn Command: npc_create npc_zombine
Description: Dubbed "Zombine" by Alyx, the Combine Zombie is one of the new enemies from Episode One. It has the appearance of a regular Combine Transhuman Soldier, with a Headcrab attached to its head. In terms of speed, it is halfway between a normal Zombie and a Fast Zombie. It dashes towards its target, limping, and will scratch with its elongated claws or pull out a grenade and attempt to use it as a club, with no knowledge that it will detonate.
-------------------- | | | Other [B.02.02.03] | | | --------------------
---------- | Barnacle | ----------
Spawn Command: npc_create npc_barnacle
Description: Barnacles are stationary alien creatures that attach themselves to ceilings and feed by catching prey with their sticky tongues. The player can put non-organic objects, such as crates or cinder blocks in the way of a barnacle's tongue. The barnacle will draw the objects up, and then spit it back towards the ground. This tactic can be used to get a barnacle's tongue out of the way. If the player gets caught by a barnacle, they can simply whack at it with the crowbar once it gets within reach. Perhaps the best tactic against barnacles is to attach an explosive barrel to its tongue and then shoot the barrel once it has been raised to a reasonable height. This can be also used to destroy large groups of barnacles with minimal use of ammunition.
--------------------------- | | | Antlions [B.02.03] | | | ---------------------------
Antlions are a species of alien that has infested Earth since Half-Life took place. It was originally thought that Antlions were a new species of their own, but Marc Laidlaw has confirmed that Antlions have come to Earth from Xen.
Picture: http://ep1.vidgg.com/picture.php?id=antlions.jpg Left to right: Antlion, Antlion Guard
--------- | Antlion | ---------
Spawn Command: npc_create npc_antlion
Description: Insect-like aliens who live underground on the coasts. They attack in swarms, and come to the surface if the sand is disturbed. They can be controlled with pheropods extracted from antlion guards.
--------------- | Antlion Guard | ---------------
Spawn Command: npc_create npc_antlionguard
Description: Larger and much more powerful than regular antlions, antlion guards control regular antlions, and are very hard to kill. They can charge or hurl objects at the player. There are various ways to deal with antlion guards, but throwing large objects and explosives at them with the gravity gun is the most convenient way.
Descriptions taking from the Half-Life 2 wiki.
http://en.wikipedia.org/wiki/List_of_enemies_in_Half-Life_2
---------------------------------------------------------------------------- | | | Weapons [B.03] | | | ----------------------------------------------------------------------------
The weapons listed below are available in the single-player mode.
--------- | Crowbar | ---------
Picture: http://ep1.vidgg.com/picture.php?id=crowbar.jpg Range: Melee, hand-to-hand Damage: 10 Alt-Fire: No Total Capacity: N/A Spawn Command: give weapon_crowbar
Description: The crowbar is the mêlée weapon of Half-Life, and also the first weapon available to the player. Used primarily for smashing boxes and other breakable obstacles, it can also be used to attack enemies, though most enemies larger than a headcrab will prove difficult to kill.
First Found: Chapter 4: Urban Flight. After yanking it out of the drawbridge crank mechanism, where it was holding it in raised position, Barney Calhoun gives the player another crowbar.
-------------------------------------------------- | Zero-Point Energy Field Manipulator(Gravity Gun) | --------------------------------------------------
Picture: http://ep1.vidgg.com/picture.php?id=gravgun.jpg Range: Close to Medium Damage: Varied Alt-Fire: Yes Total Capacity: N/A Spawn Command: give weapon_physcannon
Description: Officially called the "Zero-Point Energy Field Manipulator", the Gravity Gun is a tractor beam-like weapon that does not use any ammunition or power. The primary fire can repel most inanimate objects, allowing these objects to be moved to clear a path, or to be hurled at enemies. The gun cannot pick up organic objects such as Combine Troops, though the primary fire itself can repel and harm some weaker enemies, such as headcrabs, and can be used to flip an Antlion (this is probably due to certain non-organic compounds found inside the chitin-like hides of both headcrabs and antlions). The alternate fire can attract most inanimate objects up to a limit (cars and heavier objects cannot be "pulled"). Held objects can then be launched at high velocity by using the primary fire, be used as shields, or simply dropped.
First Found: Chapter 1: Undue Alarm.
-------------------------------------------------------------------------- | Zero-Point Energy Field Manipulator with Organic Management Capabilities | | (Super Gravity Gun) | --------------------------------------------------------------------------
Range: Close to Medium Damage: Kills Instantly Alt-Fire: Yes Total Capacity: N/A Spawn Command: give weapon_physcannon(replaces the normal gravity gun in the chapters that use it) Picture: http://ep1.vidgg.com/picture.php?id=superggun.jpg
Description: Near the begining game, the player enters a Combine "confiscation field", which removes all weapons and disintegrates them. The Gravity Gun, however, is not dematerialized along with the others. Instead, the Combine technology alters the weapon's flux capacitors. From that point on, it can also grasp or repel living creatures (killing instantly), and pull heavier inanimate objects such as large monitor screens. It is also able to manipulate the large orbs of dark energy (similar to those fired as grenades by the Pulse Rifle, also known as the AR2) that power many of the force fields. These can then be used as projectile weapons.
First Found: Chapter 1: Undue Alarm. When Gordon once again comes through a confiscation field and the gravity gun is enhanced for the second time. When the Citadel's Power Core is stabilized it drains the extra energy from the Gravity Gun and causes it to revert back to its normal state (as well as any suit energy the player has from Combine chargers).
------------ | 9mm Pistol | ------------
Range: Medium to Long Damage: 5 Alt-Fire: No Magazine/Reserve Capacity: 18/150 Spawn Command: give weapon_pistol Spawn Ammo: give item_box_srounds Picture: http://ep1.vidgg.com/picture.php?id=9mm.jpg
Description: The first gun available, the 9mm Pistol fires relatively weak single shots but is very accurate with a sizeable magazine of 18 rounds. It also has the advantage of being one of few weapons which has the ability to be fired underwater. The weapon is modeled after the H&K USP Match. Though initially useful during the early parts of the game, it is soon eclipsed by other, more powerful weapons. Therefore, the weapon is best used to eliminate weaker and less dangerous enemies in the later parts of the game. Ammunition for this weapon is plentiful, making it a good backup weapon when the player is out of ammo or when trying to conserve it.
First Found: Chapter 3: Lowlife. In a darkened room acessed by crawling through a vent system, the Pistol is found inside a caged-off space, where it must be yanked out of a hole with the gravity gun.
---------------------- | .357 Magnum Revolver | ----------------------
Range: Medium to Long Damage: 40 Alt-Fire: No
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