Prima: Official Game Guide
Prima: Official Game Guide
99 Games/Action
MAP DATA
1_START
2_CLEAR POINT
WAITING ROOM
MAPS
TURNSTILE
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ROOMS
trademarks and/or registered trademarks of Valve Corporation.
COURTYARD This game has received the
following rating from the ESRB
David S J Hodgson
primagames.com®
The Prima Games logo is a registered trademark of Random House, Inc.,
registered in the United States and other countries. Primagames.com is a
registered trademark of Random House, Inc., registered in the United States.
G E T T I N G S TA R T E D
7
section of this guide, except when damaged by fire, falling,
drowning, physics, poison, or sniper.
■ You inflict 150 percent of the damage values listed in the Weapons
Detail section of this guide.
■ You receive automatic aiming assistance (auto-aim). WEAPONS
DETAIL
HALF-LIFERS
MOVEMENT COMMANDS
FUNCTION DEFAULT KEY NOTES
THE BESTIARY
Move forward W Use with a for slower movement and quieter walking.
1
CHAPTER
Move backward S –
2
A CHAPTER
Move left (strafe) Use erratically to avoid gunfire.
3
Move right (strafe) D Use erratically to avoid gunfire. CHAPTER
Jump z Combine with Sprint for longer jump. When underwater, makes you rise. 4
CHAPTER
Duck c Reduces your target profile. Rolls Grenade (if equipped and used).
5
CHAPTER
Sprint s Cover ground quickly. HEV Sprint meter appears.
6
CHAPTER
Walk a + W, S, A, or D –
7
c + W, S, A, or D CHAPTER
Crawl Much less noise made. Good for moving past a noise-sensitive enemy.
8
CHAPTER
14
MODIFYING STRAFING AND LOOKING ■ If you're constantly overshooting enemies when targeting them, CHAPTER
The in-game options allow you to increase or decrease the sensitivity try decreasing your strafing and looking.
of your strafing and looking; the higher the value, the quicker you will ANOMALOUS
MATERIALS
sidestep or swing your head around. Once familiar with these maneuvers, experiment with the many
subtle moves you can achieve with different key and mouse interac-
■ If you're constantly being hit before you can turn and react to an tions. For example, sidestep right D and turn left to move away from
enemy, try increasing your strafing and looking. a target in a circle.
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PRIMA OFFICIAL GAME GUIDE
VEHICLE MOVEMENT
FUNCTION DEFAULT KEY NOTES
Reverse S –
Turn left A Turning controls are reversed in airboat. Combine with handbrake for sharper turn.
Turn right D Turning controls are reversed in airboat. Combine with handbrake for sharper turn.
In addition to the controls described in the above table, use the look and mouse button commands to gaze around your vehicle and fire its
weapon, if applicable.
GETTING
STARTED
Secondary attack Right Click Your weapon's secondary attack (not available on all weapons).
Use E Incredibly useful: chats, opens doors, flicks switches, and more.
Squad orders C Use while pointing in direction with target reticle and your team moves to that point. Only
works with "team following" icon in bottom-right of HUD.
Weapon Category 1 1 –
Weapon Category 2 2 –
Weapon Category 3 3 –
Weapon Category 4 4 –
Weapon Category 5 5 –
Next weapon Mouse Down The easiest way to cycle through weapons.
Last weapon used R or Q Excellent if you're almost out of ammo and want to switch quickly to another preferred
weapon.
Gravity Gun G Useful; quickly switch between your last weapon and the Zero Point Energy Field
Gravity Gun.
HEV Zoom Z Excellent zoom capabilities. Use to view unexplored areas ahead.
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G E T T I N G S TA R T E D
OTHER COMMANDS
FUNCTION DEFAULT KEY MAPPING NOTES
7
THE MARK V HAZARDOUS ENVIRONMENTAL SUIT ening your survival.
This isn't available until it is given to you. It provides limited
protection from the elements (including enemy fire). It also displays WEAPON SELECTION
vital information on the heads-up display (HUD). The suit needs to be The Weapons Detail section of this guide has exhaustive information
recharged periodically; the greater the charge, the more protective on each piece of killing ordnance available. The following information
WEAPONS
power the suit provides. It has the following additional functions. is initial advice on weapon management. DETAIL
3
6
2 4 CHAPTER
7
CHAPTER
7
8
CHAPTER
9
CHAPTER
8
1. Weapon categories
6
2. Remaining health indicator 10
1 2 3 4 3. Reticle CHAPTER
5
4. Remaining in-clip ammunition
1. Your health (on a scale of 0–100) 11
CHAPTER
2. HEV Suit's protective charge (on a scale of 0–200; normally only Crosshairs: The on-screen crosshairs, also known as the reticle, aim
available up to 100) your shots. In addition, the Quick Info reticle provides important 12
CHAPTER
3. Ammo remaining in the current clip status information. The left side of the crosshair circle displays
4. Total available ammo remaining health. The right side displays remaining ammo in the clip.
13
5. Secondary ammo if available Primary Fire: The left mouse button (or e ) fires your weapon. CHAPTER
6. Sprint, Flashlight, or Oxygen levels appear here Quickly tap, and then press the fire button down to check whether
7. Target reticle your weapon can be fired rapidly or not. 14
CHAPTER
8. Available teammates Secondary Fire: Some weapons have secondary fire (also known as
Alt-Fire) capabilities, such as a Zoom or a grenade launcher.
ANOMALOUS
The HEV Suit's HUD shows health, available energy, and remaining Note that some secondary fire ammunition may not be available MATERIALS
ammunition. It allows you to select a weapon or item quickly from immediately.
your inventory. It also alerts you when you are sustaining injury from Reload: Don't forget to Reload ( R ) when you have a break in
enemy fire (a red arc in the direction of the attack, allowing you to combat. You do not waste any ammo remaining in your clip when
quickly turn and deal with the situation at hand) and when an reloading.
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PRIMA OFFICIAL GAME GUIDE
SURVIVING AND THRIVING z to rise to the surface, and your look direction influences
You must learn some movement tactics that can save your hide time whether you swim up or down. When in a panic, point up and move!
and time again in combat situations.
STRAFE, DON'T TURN
MOVEMENT FUNDAMENTALS
The basic movement techniques are the foundation of more advanced
moves described later.
CONTINUOUS MOVEMENT
As you begin your
adventure, attempt to move
continuously; a moving
target is more difficult to A distinct technique from turning (which is moving forward and
hit. Perfecting the sidestep, looking), strafing involves moving sideways while keeping your body
or strafe, is the key to facing the same direction you are looking. Initially, it is useful for
maneuvering while keeping dodging incoming bullets without losing sight of your foe. Strafe left
your target within your to avoid a bullet, and right to return to your previous position.
crosshairs. Practice this. It is especially useful at range, where you can nimbly
GETTING sidle left and right, avoiding gunfire while continuously targeting an
STARTED
CROUCHING enemy and firing.
Ducking decreases your
target profile and allows STRAFE AROUND CORNERS
you to remain in a smaller
amount of cover for a
longer period of time.
Crouching is also
necessary when maneu-
vering through small ducts or other tiny areas. Combine this with a
jump to leap through small windows, or other tight spaces above you.
SPRINTING AND JUMPING The next technique to learn is to strafe around corners. Usually, you
would walk slightly past a corner, then turn (by looking). Not so if you
want to remain healthy. Instead, just before reaching a corner, turn
and face the new passage before proceeding. Then sidestep out and
press forward. This allows you to react instantly to any enemies
ahead. This example shows avoiding a nasty Barnacle attack with
this method.
RUNNING BACKWARD
Your suit's new Sprint function is exceptional for moving quickly When facing aggressive and highly intelligent enemies in a limited
through an area, but don't dash through a zone you haven't explored space, maneuvering backward can be more productive than turning
fully. You can only sprint for a short amount of time (indicated on and fleeing. You are able to lay down fire, won't be shot in the back,
screen), so use this power wisely, such as for negotiating a pipe and can then take cover. Practice maneuvering through the train
belching hazardous smoke. Try sprinting and jumping to reach a far station or plaza in City 17 at the start of your adventure. Then retrace
balcony or ledge, such as leaping an area of sand or gap between your steps, this time traveling backward. Once you can maneuver
balconies. Otherwise, jumping is simply a method of maneuvering without floundering, you can apply this in the combat zone.
across openings. It can also be used to dodge incoming fire.
KEY TACTICS
GRABBING
Most useful when climbing SLIDE AND ATTACK
up and down ladders,
pressing the E grabs and
releases your grip from the
ladder, enabling you to
quickly move away from a
ladder you can sometimes
become "stuck" on.
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G E T T I N G S TA R T E D
HIDE AND PEEK Remember that risky tactics are sometimes the most adrenaline-
pumping, so next time you spot a squad of Soldiers and think you can
bludgeon them to death with a Crowbar instead of using cover and a
submachine gun, save your game and give it a try!
CRATE BLOCKING
In certain situations, you
can actually use scenery
items to your advantage,
Wherever possible, a better way to fight involves diving behind crates such as for destroying
or staying at a corner, peeking out to fire, and then returning to cover. enemies, or at the very
You can be fired upon for only a limited amount of time. You do need least blocking their path. INTRODUCTION
to re-target your enemy each time you pop out, however, so watch Adventuring in Half-Life 2
your step when using this technique against fast-moving entities. isn't a simple matter of GETTING
When entering a room, use this technique if you're in a safe position completing areas by laying waste to them; preventing enemies from STARTED
to quickly determine the threats in the chamber, and then enter. chasing you by blocking their path is another tactic to try.
7
CIRCLE-STRAFING CARRYING ITEMS
Pressing E enables you to
carry an item, although
certain heavier items
WEAPONS
require a little more DETAIL
exertion, and some can't be
lifted at all. Play with items HALF-LIFERS
to learn their behavior
when thrown, shoved, or
THE BESTIARY
The final, and most advanced, technique in combat is the circle- otherwise manipulated to see which can become valuable weapons,
strafe. This must be undertaken in an area large enough to accom- movable cover, or crushing devices to use against the enemy.
1
modate you as you run around an enemy, circling the foe while CHAPTER
keeping your gun targeted directly on him. This way, you can FULL-LIFE: STRATEGIES FOR SURVIVAL
constantly plug bullets into him while remaining difficult to hit. Vary Before you begin your mission, make sure you remember at least a 2
CHAPTER
your direction, and maneuver in and out to become even more hard couple of the following tips to increase your chances of survival. You
to kill. should also read up on the characters, enemies, and weapons you'll
3
need to complete this monumental task. CHAPTER
GENERAL TECHNIQUES
G FOR GRAVITY CHAPTER
4
Crate, check every corner, and stop for a moment to inspect the cycling through all your firepower.
walls, ceilings, and floors so you don’t miss a hidden duct or passage. 10
Don't flee a combat area to another area; try securing each area HEADS UP CHAPTER
you're in before continuing, unless the walkthrough instructs you Headshots: the only way to
otherwise. defeat your foes. Whenever 11
CHAPTER
possible, aim at your
SAVE OFTEN enemy’s head, if it has one. 12
CHAPTER
Saving your game seems like a simple idea, but in the heat of battle The damage you inflict is
you can forget, and then have to replay major portions of a level. tripled. Furthermore, when
13
Whenever you reach a junction, after every battle or escape, and each dealing with Zombies, you CHAPTER
time you peek around a corner, view a nasty enemy, and dart back can kill both the Zombie
behind cover, you should save. and the Headcrab controlling it, whereas if you strike the Zombie's 14
CHAPTER
body, the Headcrab usually survives.
EXPERIMENT
ANOMALOUS
With weapons as varied as the Zero Point Energy Field Gravity Gun, MATERIALS
you'll find that dozens of possible methods exist for completing each
area. Using a different weapon to clear the same area produces an
entirely different gameplay experience each time you play.
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PRIMA OFFICIAL GAME GUIDE
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G E T T I N G S TA R T E D
7
outside of its control. the Headcrab cargo they
Some walls can be unload on impact. If you
powered down, but most spot a rocket, prepare for
are dead ends. Watch out for enemy forces, though; they can move Headcrab combat.
through energy walls at will.
WEAPONS
ELECTRICITY DETAIL
WATER Various disturbances
Once you determine that sometimes shake HALF-LIFERS
the liquid you're about to electrical cables free of
wade into isn't radioactive their moorings, and the
THE BESTIARY
or swarming with shock you can receive is
Carnivorous Leeches, you damaging. Stay away
1
can dive in. Note that your from writhing cables, CHAPTER
Crossbow and Crowbar electrified containers, or
work underwater, and you electrified water. 2
CHAPTER
have limited oxygen. Find the surface as fast as you can.
RAMPS
3
COVER Scattered throughout the CHAPTER
When engaged in a vicious canals and coastal areas
firefight, make sure you are a variety of ramps, CHAPTER
4
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PRIMA OFFICIAL GAME GUIDE
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G E T T I N G S TA R T E D
DESTINATIONS SHOREPOINT
Run by Leon, one of the
CITY 17 resistance veterans, this
The once-bustling dockyard at the south-
metropolis with a rich ernmost tip of the coastal
history and numerous region is another rebel
landmarks is now slowly stronghold where guerilla-
being overrun by the style attacks on the
Combine after a surprise Combine are planned and
attack and Earth's performed. A constant battle rages to hold this station because of the
surrender. Combine propa- Combine and monstrous incursions from the coast.
ganda is constantly spewed over giant monitors and speakers via the INTRODUCTION
mouthpiece of the surrender and human consul Wallace Breen, while NEW LITTLE ODESSA
the populace live in squalor, deal with psychotropic foodstuffs, and The second major GETTING
suffer constant brutal treatment by the Overwatch, the Combine's settlement along the coast, STARTED
police forces. this was once a fishing
7
hamlet, but has now been
THE KANALS turned into a thoroughfare
A crisscrossing maze of for resistance forces
conduits, channels, and heading toward the main
sewers connects the city to viaduct, a place called
WEAPONS
a river system and dam Bridge Point which has recently fallen into Combine hands. This DETAIL
where the city’s water stronghold is named after its eccentric leader, Colonel Odessa
supply is pumped (now Cubbage. HALF-LIFERS
under Combine control). A
rag-tag resistance force LIGHTHOUSE POINT
THE BESTIARY
uses the dilapidated nature of the canals as an underground railroad The northern tip of the
of sorts, ferrying those with predisposition for social unrest out to the coastal road ends at
1
relative safety of the surrounding countryside–safe, that is, until the another human settlement CHAPTER
Combine began to bomb the area with parasite rockets. under constant Combine
attack, and is the key 2
CHAPTER
BLACK MESA EAST bridge between the ocean
The epicenter of the human wastelands and the gun
3
resistance, this well-hidden emplacements of Nova CHAPTER
compound has been strug- Prospekt. The lighthouse and trio of slowly disintegrating buildings
gling to remain hidden around disguise the importance of this destination. CHAPTER
4
settlement renowned for its at City 17's train station and transported in confining pods via Razor
minerals, this resistance Tren to Nova Prospekt to face an unknown fate. 10
hotspot was recently CHAPTER
discovered by the Combine, THE CITADEL
who immediately A towering spire so 11
CHAPTER
dispatched a number of immense its upper tip
parasite rockets. The cannot be seen through the 12
CHAPTER
effects on the town were devastating; a plague of Headcrabs clouds, this seems to be
descended and ended the lives of townsfolk and many rebels. The the focus of the Combine's
13
only rumored survivor is the pastor of the town's church, Father power. Viewing the Citadel CHAPTER
Grigori, although his whereabouts are currently unknown. from the outside yields no
real knowledge of its 14
CHAPTER
internal workings, except for a stream of machines being released
periodically from its massive ducts, and a gargantuan wall of dark
ANOMALOUS
onyx-like metal that slowly tears through the city, feeding the MATERIALS
machine. Perhaps the secrets of the Combine are hidden inside this
ominous edifice.
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PRIMA OFFICIAL GAME GUIDE
W E A P O N S D E TA I L
Fighting the Combine requires a variety of specialized equipment.
Throughout the adventure, you regularly locate different types of
killing weaponry and use them in a variety of offensive operations.
This section covers all the weapons you can carry on your person
(on-board ordnance), plus essential items to collect (in-game
inventory).
ON-BOARD ORDNANCE
Here we reveal and explain each weapon you can carry on your CROWBAR
WEAPONS person and access through your HEV Suit's HUD at the top of the
DETAIL
screen. They are listed here in the order they appear as you cycle Chapter located: 2, A Red
through your inventory. Letter Day
Damage inflicted: 10
Secondary fire: No
SCENIC DEBRIS
Damage inflicted:
Varies (light)
Description: Various scattered 9MM PISTOL
objects, from paint cans to
radiators affixed to walls, found Chapter located: 3, Route Kanal
throughout your adventure. Damage inflicted: 5
Techniques: Look for an object, Ammunition
press E to pick it up, and throw it. The height at which you're looking (chamber/carried): 18/150
influences how far the object will travel. Heavier objects cannot be Ammo pick-up amount: 20
thrown as far as lighter objects. Practice throwing items of different (small)/100 (large)
size and weight until you are comfortable with how objects behave. Secondary fire: No
This form of attack is not recommended, as it is incredibly
ineffectual. Description: A silver-and-black 9mm Combine-approved handgun
Targets: Scanners, until the Gravity Gun is acquired, then any with 18 bullets in the clip.
human-sized or smaller enemies. Techniques: This accurate tool, the first weapon you receive that
enables you to bring down enemies at range, is more helpful than
you may initially realize. Despite the low damage it inflicts, it fires as
fast as you can manually pull the trigger–a vital point to learn,
allowing upward of three shots per second if your reactions are fast
enough. The faster you fire, the less accurate your shots become, so
consider target distance versus situational urgency when deciding
how quickly to fire.
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W E A P O N S D E TA I L
Targets: Metro Police, Scanners (especially at distance), Barnacles, Description: A compact but powerful Combine-approved subma-
Headcrabs, and fights with one or two enemies at a time. chine gun with integrated secondary grenade-launcher capabilities.
Techniques (Primary): A rapid-fire, all-purpose combat weapon, this
is your default ordnance for tackling enemies in the widest variety of
combat situations until the Pulse Rifle is obtained. The SMG has a
very high rate of fire, but only mid-level damage when it hits, so it is
best suited to close-to-mid-range combat. Watch your ammo level;
there's a tendency to lay down too many consecutive shots. Use quick
and accurate bursts of fire. A good rule of thumb is: the faster the
enemy, the shorter and sharper the bursts of SMG fire should be. For
Zombies, unload constantly until it falls. For a Headcrab, tap tiny
.357 MAGNUM bursts to maximize your ammo supply. This is a fine weapon for INTRODUCTION
circle-strafing.
Chapter located: 4, Water Targets (Primary): Any enemy confrontation with troops (humanoid GETTING
Hazard size or smaller), Antlions, and three foes or fewer in a group. STARTED
Damage inflicted: 40 Techniques (Secondary): The Alt-Fire for this weapon lobs an
Ammunition explosive Grenade in an arc in the direction you point your weapon. WEAPONS
DETAIL
(chamber/carried): 6/12 The Grenade instantly explodes on impact. This is a very useful
Ammo pick-up amount: 6 "panic button" for situations that quickly turn ugly (such as when
7
Secondary fire: No backing up from an ambush), to dispatch two or more enemies very
close together, or to remove enemies when it's almost time to reload
Description: A heavy, six-shot silver revolver with incredibly powerful the SMG's primary fire.
bullets loaded manually into the chamber. Targets (Secondary): Clumps of enemies just appearing out of
Techniques: Six shots, a lengthy reload time, and no secondary fire doorways or confined in a small chamber. Also able to flush snipers HALF-LIFERS
may dissuade you from using this. Ignore these shortcomings; the from windows with careful aiming.
weapon takes down any pedestrian enemy with a single shot, even at
THE BESTIARY
range. Ensure an instant kill by aiming at the head. For single assas-
sinations at close or long ranges, there's nothing quite as satisfying
1
as a takedown with a Magnum. If you have incredible dexterity, use CHAPTER
the Magnum to shoot incoming grenades back at the attacker. This is
the preferred weapon for this tactic because the strength of the shot 2
CHAPTER
ricochets the grenade away with extreme force. Employ hit-and-run
tactics with this weapon, popping out from cover to kill an enemy,
3
then darting back to relative safety. CHAPTER
Targets: Metro Police and Soldiers, all Zombie types, especially Fast 12-GAUGE SHOTGUN
Zombies (headshots only). CHAPTER
4
5
CHAPTER
6
CHAPTER
7
CHAPTER
PRIMARY FIRE CAPABILITIES SECONDARY FIRE CAPABILITIES
SUBMACHINE GUN (SMG) Chapter located: 6, "We don't go to Ravenholm" CHAPTER
8
Chapter located: Chapter 3, Route Kanal beaten (except by the Magnum, which requires more accuracy).
13
Damage inflicted: 4 per bullet (fires about 13 per sec.) However, damage at range tails off considerably; this may be an CHAPTER
Ammunition (chamber/carried): 45/225 essential weapon for blasting the Headcrabs off Zombies, but it's
Ammo pick-up amount: 45 (small)/225 (large) unimpressive at mid to long range. It has two additional firing 14
CHAPTER
Secondary fire: Yes abilities that you should test: The first is the secondary fire, which is
Damage inflicted: 100 a slower-firing burst that uses double the ammunition, but inflicts
ANOMALOUS
Ammunition (chamber/carried): 1/3 more damage. Use this on a single, powerful enemy that's in your MATERIALS
Ammo pick-up amount: 1 face. The other firing mode is the out-of-ammo firing; you can
manually load and fire a single shot. This takes around half a second
per action, and is much slower than backing out of a fight and
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PRIMA OFFICIAL GAME GUIDE
completing the chamber reload. Use this technique only when facing
an immediate threat and cannot switch to the Magnum. You can also
employ hit-and-run tactics with the Shotgun; stepping out of cover,
blasting, and returning to hide. Or, let the enemy spot you, hide
around a corner, wait for them to appear, and blast them. Reload
when no enemies are around; it's better to switch to another weapon
than wait for a Shotgun reload in the heat of battle.
Targets: Headcrabs on Zombies, Headcrabs, any entity at close
range (less than 20 feet).
ZERO POINT ENERGY FIELD
MANIPULATOR (GRAVITY GUN)
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W E A P O N S D E TA I L
GETTING
STARTED
WEAPONS
DETAIL
PRIMARY FIRE CAPABILITIES SECONDARY FIRE CAPABILITIES
7
Chapter located: 3, Route Kanal
Damage inflicted: 125
Ammunition (chamber/carried): 1/5
ZERO POINT ENERGY Ammo pick-up amount: 1
GRAVITY GUN (ORGANIC) Secondary fire: Yes HALF-LIFERS
Chapter located: 13, Benefactory to gauge the proper trajectory for making them detonate at the point
Damage inflicted: Varies you desire. CHAPTER
4
passed: "bowling" enemies into each other, carrying a suspended through a door.
enemy as a shield, and hurling scenic objects at your foes. Targets: Enemies behind cover or around corners, stationary 10
enemies, and ground turrets. CHAPTER
The Gravity Gun's power to move heavier inorganic objects has also
increased, and these make powerful projectiles. For example, you 11
CHAPTER
can "yo-yo" energy conduit orbs between enemies, alternately
blasting and sucking these projectiles, bank them off walls, and 12
CHAPTER
crush them with any large-scale available objects, or even use the
flailing bodies of Combine foes as humanoid shields while you
13
advance. CHAPTER
Targets: All Combine forces within the Citadel.
14
CHAPTER
ANOMALOUS
MATERIALS
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PRIMA OFFICIAL GAME GUIDE
GAUSS CANNON
Chapter located: 4, Water Hazard
Damage inflicted: N/A
HEALTH RECHARGER: UP TO 50 HEV SUIT RECHARGER: UP TO 75
Ammunition(chamber/carried):
HEALTH POINTS ADDED SUIT POINTS ADDED
N/A
Dotted around the walls of your Ammo pick-up amount: N/A
adventure are a number of Secondary fire: Yes
Rechargers that dispense health,
suit battery power, or a combi- Technique: The front-mounted Gauss Cannon on the airboat is an
nation of both. Use these exceptionally powerful weapon with infinite ammunition, but a finite
whenever you see them. power supply. The weapon's strength remains constant, but watch
the counter because the weapon needs recharging if it hits zero, and
only recharges when you aren't firing. Otherwise, fire at everything
COMBINE RECHARGER: UP TO 150
that moves! It is used in specific combat to down a Hunter-Chopper
HEALTH POINTS ADDED, UP TO 150
SUIT POINTS ADDED
and strafe Metro Police and APCs, and has a secondary fire Zoom
function.
SCOUT CAR
Based off a dune-buggy frame, Eli Vance's transportation across the
dangerous coastal zone has been this scout car. Robust and stable,
usually landing on all four wheels, it is controlled in a similar manner
to the airboat (use your mouse to look, and movement keys to steer).
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W E A P O N S D E TA I L
The scout car is equipped with a turbo that provides a boost for using
up sharp inclines and over jumps ( s), and a handbrake (z)
that lets you stop suddenly or skid and slide. Once you begin your
drive, try both these special maneuvers, and also inspect the rear;
there's infinite SMG ammo in this case!
TAU CANNON
Chapter located: 7: Highway 17
Damage inflicted: 15 (shot) 250
(burst)
Ammunition:
(chamber/carried): N/A INTRODUCTION
Ammo pick-up amount: N/A
Secondary fire: Yes GETTING
STARTED
Technique: Firing this weapon evokes memories of a previous device HOPPER
that Gordon used during the Black Mesa Incident. However, this Tau WEAPONS
DETAIL
Cannon is bolted firmly to the right front end of your car. Tap the left- Hoppers take their name from their proximity attack; they "hop" in a
click to fire a stream of beam fire, which is great for knocking back single bound from a rooted position toward a target, then explode.
7
Antlions and firing faster than your regular handgun. Secondary fire These mobile mines are usually concealed by Combine forces in
(press right-click, hold, then release) is a charged beam that uses a urban warfare situations, but you can use them too. Watch your step,
concentrated beam to pull apart anything up to the size of an Antlion. and always clear away Hoppers before securing an area. The color of
The scout car's Tau Cannon does 15 points of damage per shot. If you the device is very important:
charge fully for three seconds, the burst inflicts 250 damage. HALF-LIFERS
Combine Gunships are immune to this attack, so use it only for ■ Red Hoppers are active, and will hop and attack you.
dealing with ground enemies of any size. ■ Yellow Hoppers are primed and ready to launch at you, so be
THE BESTIARY
extremely careful if you see one of these; suck them from the
TURRET GUN ground, and with your Gravity Gun handy, use them as improvised
(EMPLACEMENT) Grenades to launch at enemies. CHAPTER
1
This emplacement turret is ■ Blue Hoppers are "friendly" models, which you can set by dropping
used by the Combine them on the ground. 2
CHAPTER
Overwatch forces to lay down ■ Green Hoppers are friendly mines set by you or your team.
suppressing fire on groups of
3
rebellious citizens. Turning the ENERGY ORB CHAPTER
tide and using it to shoot rapid- Energy balls (also known as
fire pulses directly into the enemy is a simple but effective method of orbs) rising up the conduits in CHAPTER
4
destroying groups of enemies. However, the lack of rotation and the Citadel can be used as
peripheral vision exposes you to attacks from the sides or behind. excellent projectile weapons 5
You can't take this weapon from its mount. that act like the secondary fire CHAPTER
capabilities of the Pulse Rifle.
SENTRY GUN Use the organic variant of the CHAPTER
6
The sentry gun, although Gravity Gun to manipulate the orbs, bank them around corners, and
featuring an unstable tripod drive them through opponents. If you are carrying an energy orb and 7
CHAPTER
base defect that was only quickly move it around the screen, there are some blurring effects.
noticed after manufacturing, is Pick up these balls from any energy conduit.
8
a definite bonus to have CHAPTER
working in your favor; you can
employ it in combat situations. CHAPTER
9
The key to placing friendly sentry guns is to make sure there's a long
line-of-sight, and aim the 90-degree firing angle through which the 10
sentry gun can swivel toward the widest open area your foes CHAPTER
maneuver into.
11
CHAPTER
Always pick up a sentry gun with E, not the Gravity Gun; otherwise,
you'll be unarmed when you drop the sentry gun. You should also 12
CHAPTER
open fire on targets the gun spots. Keep a constant check on each
sentry gun, because enemy weapons (especially the shotgun) can
13
knock the gun out of its aiming alignment. The more reckless combat CHAPTER
veteran can shoot around corners carrying this weapon without being
tagged! 14
CHAPTER
Finally, sentry guns placed by Combine forces will attack you and
ANOMALOUS
your teammates, but not Combine forces. These can be used only to MATERIALS
destroy Zombie enemies. Sentry guns still in storage can be repro-
grammed (by Alyx) and used against any enemy forces.
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PRIMA OFFICIAL GAME GUIDE
HALF-LIFERS:
THE CHARACTERS
Your life-or-death struggle against the Combine menace is filled with
interesting characters who help or hinder your progress. This
chapter provides a biography for each main player, shown in order of
appearance.
HALF-LIFERS:
THE CHARACTERS CAUTION
Biographies of some characters may reveal their allegiances. If
you prefer to discover these yourself while you play, be warned.
GORDON FREEMAN
A native of Seattle, Washington, Gordon Freeman showed great
interest and aptitude in the areas of quantum physics and relativity at
a young age. His earliest heroes were Einstein, Hawking, and
Feynman.
20 ı
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PRIMA OFFICIAL GAME GUIDE
THE BESTIARY
Welcome to the bestiary, where the results of field studies regarding The threat level, a ranking from 1 to 5 stars, indicates how wary you
the life-forms you encounter are shown. All these creatures (except should be when clashing with a particular foe.
for the citizens) are hostile to you and the resistance fighters you
lead. They are organized into two general groups: monsters and
★ Negligible apprehension–inconsequential foe
fiends that act independently, and the Combine collective, which
attacks only to further its own goals. ★★ Slight trepidation–possible minor harm
★★★ Exercise caution–expect reasonable retaliation
★★★★ Real threat–combat is hazardous
★★★★★ Extreme danger–powerful entity
THE
BESTIARY
CAUTION Finally, to determine which weapon to use on each entity and how
many shots are required for a particular weapon to destroy a foe,
The following bestiary lists information, including takedown check the foe's health and compare it to the damage inflicted by a
tactics, of all the enemy entities you will encounter. If you do weapon's ammunition (refer to the "Weapons Detail" section for this
not wish to learn the full horror that awaits you, avoid reading information).
this chapter.
PART I: MONSTERS AND FIENDS
Monsters and fiends are subdivided into two classes: "Monstrous"
Each creature's description lists information on where it appears, its (usually wildlife with animal instincts) and "Parasitic" (either a
health points and damage points, threat level and its type. Following controlled or controller entity with simple and savage attack
this listing are lengthier descriptions regarding additional notes, patterns).
attack patterns, and takedown tactics.
ANTLION
First seen: Chapter 7, Highway 17
Chapter appearance(s): 7-9
Health: 30
Attack damage: 5 (mandible), 5 (land from jump)
Threat level: ★★★★
Entity type: Monstrous
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THE BESTIARY
and damage you severely. Twice as fast as a humans and able to fly TAKEDOWN TACTICS
before pouncing (which is their second attack), these fiends are soon Either use the Gravity Gun to shoot heavy objects, such as high
able to overwhelm you. They appear only when you disturb the sand explosive weapons or barrels, at the beast, or use fire from multiple
they burrow up from; so avoid combat entirely by staying off beaches sources. Specifically, an RPG round is excellent at temporarily halting
and keeping to rocky outcrops. this beast, and an exploding barrel blasted right as the Antlion Guard
summons Antlions from the ground defeats all the incoming enemies
TAKEDOWN TACTICS in a single explosion. If you are attacking an Antlion Guard together
Retreat, run them over with your car, or shoot them with your Gravity with a group of Combine Soldiers, let them wound the beast before
Gun to flip them onto their backs while you escape. Antlions attack in finishing it off. Fight blunt attacks with your own heavy projectiles,
waves, so after you kill about five at once, you have a moment to such as radiators, sinks, or other medium-sized scenic pieces.
escape before more arrive. Without a car, blast them with fast-firing
weapons, and seek higher ground off the sand that alerts them, or INTRODUCTION
look for a black obelisk known as a Thumper that thuds the ground
and scares them off. GETTING
NOTE STARTED
HALF-LIFERS
With appropriate help from a Vortigaunt, you can harvest an
THE BESTIARY
Once you have the Pheropod in your position, Antlions are
considered friendly creatures to use as offensive weapons. When
7
they attack an enemy, one single mandible or landing attack kills
its target (usually a Combine Soldier).
1
CHAPTER
2
CHAPTER
3
CHAPTER
4
CHAPTER
5
CHAPTER
BARNACLE 6
CHAPTER
First seen: Chapter 3, Route Kanal
Chapter appearance(s): 3, 4, 6, 9, 10, 12 7
CHAPTER
Health: 35
Attack damage: Special (10 per second)
8
Threat level: ★ CHAPTER
Entity type: Monstrous
9
CHAPTER
Health: 500 up and rapidly pulled up into a sickly and slobbering maw.
Attack damage: 20 (charging butt), 10 (shove) 12
CHAPTER
Threat level: ★★★★★ TAKEDOWN TACTICS
Entity type: Monstrous Six pistol shots defeat a Barnacle, after which it drops a disgusting
13
array of partially decomposed body parts. The main threat is when CHAPTER
NOTES AND ATTACK PATTERNS you don't notice them until you are entangled and hoisted up; if this
One of the most feared creatures outside of the Combine Citadel, the occurs, blast at the mouth. 14
CHAPTER
Antlion Guard (also known as a Myrmidont), is an enlarged genus of
the Antlion family, sporting more earthy tones and a larger elongated A better plan, which saves ammunition, is to avoid Barnacle combat
ANOMALOUS
head. It scuttles quickly across any surface and relies on a thick, altogether by feeding it an object (such as a crate or barrel), then MATERIALS
sinewy head to smash into targets, creating horrific blunt-trauma running under the creature to bypass it. Or, push an explosive barrel
damage. When coupled with a charge, the damage is even more under the tongue and light it as it gets sucked up–an excellent plan if
severe. you encounter a cluster of them.
PRIMAGAMES.COM ı 25
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PRIMA OFFICIAL GAME GUIDE
during the initial Black Mesa Incident, they have survived and thrived
in the intervening years. Their adaptation has caused the Combine to
mass-breed them, then fit them into large missiles known as
parasite rockets, and launch these into large areas of human
resistance, such as the town of Ravenholm.
TAKEDOWN TACTICS
Produce your Crowbar and destroy any lurking Headcrab with a well-
timed swing. Three Pistol shots or a quick burst from more powerful
weaponry works well, but nothing beats a Crowbar for well-timed
ferocity and effectiveness.
CARNIVOROUS
THE
LEECH
BESTIARY
First seen: Chapter 7, Highway 17
Chapter appearance(s): 7, 8
Health: N/A
Attack damage: 10 per second of exposure
Threat level: ★★★
Entity type: Monstrous
TAKEDOWN TACTICS
Simply back up out of the water. Carnivorous Leeches cannot be
killed because of their numbers.
POISON HEADCRAB
First seen: Chapter 6, "We don't go to Ravenholm"
Chapter appearance(s): 6, 7, 9, 12
Health: 35
Attack damage: 10 (bite reduces health to 1)
Threat level: ★★★
Entity type: Parasitic
TAKEDOWN TACTICS
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TAKEDOWN TACTICS
Because they are so quick, don't run; stand your ground and fight. A
sharp blade to the head or a single shot by a powerful weapon is the
only real way to bring them down. Bring out the Shotgun or Magnum
and aim for the head. If you spot any scuttling up drainpipes near
your location, you have some extra time to aim and drop them;
otherwise, stay cool, find a doorway to help block them off, and stay
on the other side and blast the heads off.
TAKEDOWN TACTICS
Compared to other undead types, the Poison Zombie takes colossal
punishment to bring down (at least three Shotgun blasts). Target the
Headcrabs first before you defeat the Zombie. However, if you have
access to fire, back up and attempt to burn the host first, then deal
with the Headcrabs individually. Scenery, Grenades, or Shotgun
shells also work well.
METRO COPS
First seen: Chapter 1, Point Insertion
Chapter appearance(s): 1-4, 11
Health: 26 (Chapters 1-4), 40 (Chapter 11)
Attack damage: Manhack release
0 (stun baton)
3 (Pistol per shot)
3 (SMG per shot)
First seen: Chapter 6, "We don't go to Ravenholm" NOTES AND ATTACK PATTERNS
Chapter appearance(s): 6, 8, 11, 12 Part of the Combine public order force known as Overwatch, these
Health: 50 humans clad in riot gear rule City 17 with an iron fist. They can also
Attack damage: 3 (claw) release a floating, bladed attack robot known as a Manhack.
10 (jumping slam)
Threat level: ★★★
Entity type: Parasitic
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PRIMA OFFICIAL GAME GUIDE
ARMORED
THE
NOTE PERSONNEL CARRIER (APC)
BESTIARY Combine Elites drop a special item: a pulse rifle secondary fire
orb that is very useful in combat situations. Be sure you pick First seen: Chapter 1, Point Insertion
these up. Chapter appearance(s): 1, 3, 4, 7, 8, 11, 12
Health: 750
Attack damage: 5 (minigun per bullet)
25 (missile strike)
Threat level: ★★★★
Entity type: Machine
TAKEDOWN TACTICS
When you are called upon to actually disintegrate an APC, you'll have
the weapon for the job mounted to the front of your boat. Strafe the
sides of the APC until the vehicle bursts into flames.
STALKER
First seen: Chapter 9, Nova Prospekt
Chapter appearance(s): 9, 13
Health: N/A
Attack damage: N/A
Threat level: ★
Entity type: Humanoid
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THE BESTIARY
TAKEDOWN TACTICS
While you lack proper armament to defeat it, run to suitable cover
between its bursts of cannon fire. Once the gauss cannon has been
fitted to your boat, refer to the end of Chapter 4, Water Hazard, for all
the combat tips you need to defeat this airborne menace. INTRODUCTION
GETTING
STARTED
ROLLERMINE HALF-LIFERS
WEAPONS
First seen: Chapter 7, Highway 17 DETAIL
Chapter appearance(s): 7, 8
Health: N/A THE BESTIARY
Attack damage: 10 (shock)
Threat level: ★★
7
Entity type: Machine
TAKEDOWN TACTICS
8
Prior to other forms of weaponry, the best way to defeat a Manhack CHAPTER
is by timing a Crowbar swing just as it zooms at you, but before it
connects. Then follow it with a second, killing blow, knocking the CHAPTER
9
Manhack into a wall if you can. Once you have the Gravity Gun,
suck the Manhack into the weapon's field, then shoot it out, ideally 10
into a wall. CHAPTER
11
CHAPTER
Manhacks can be used in conjunction with your Gravity Gun like a Chapter appearance(s): 1-5, 13
chainsaw; suck one so it floats in front of you, caught in the Health: 30 14
CHAPTER
Gravity Gun's energy field, then run into enemies with it. Attack damage: 25 (dive)
Threat level: ★
ANOMALOUS
Entity type: Machine MATERIALS
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PRIMA OFFICIAL GAME GUIDE
ANOMALOUS
M AT E R I A L S
Research has uncovered further instability with your HEV Suit that LOCATION #5: CHAPTER 4, WATER HAZARD
may result in enhanced or odd gameplay experiences.
On a television the
Vortigaunt is watching, LOCATION #8: CHAPTER 9, NOVA PROSPEKT
inside the red train
carriage.
Looking through a
window near a pair of
double doors, on a
monitor screen.
LOCATION #4: CHAPTER 4, WATER HAZARD
On a television at the
ruined foyer of a
tenement block.
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A N O M A LO U S M AT E R I A L S
11
CHAPTER
SCREENSHOT ENHANCEMENT
COMMAND EFFECT 12
CHAPTER
ANOMALOUS
METERIALS
7
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