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Prima: Official Game Guide

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0% found this document useful (0 votes)
108 views25 pages

Prima: Official Game Guide

Uploaded by

mpisherebro
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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U.S. $24.99 Can. $34.95 U.K. £17.

99 Games/Action

PRIMA OFFICIAL GAME GUIDE


® COMBAT TIPS
Platform: PC FULL BESTIARY
®
COMPREHENSIVE MAPS
Visit us online at primagames.com

Key script, back-story, and hidden Complete bestiary tactics,


game elements exposed including how to take on the monsters
Dozens of tactics for using the and the combine forces
Zero Point Energy Field Manipulator

PRIMA OFFICIAL GAME GUIDE


In-depth evidence of all G-Man locations

MAP DATA

1_START
2_CLEAR POINT

RAZOR TRAINS TO NOVA PROSPEKT

WAITING ROOM

MAPS

TURNSTILE
© 2004 Valve Corporation. All rights reserved. Valve, the Valve logo, SECURITY
STORAGE
Half-Life, the Half-Life logo, the Lambda logo, Counter-Strike, the CHECKPOINT

Counter-Strike logo, Source, the Source logo, and Valve Source are INTERROGATION TO PLAZA 2
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

DIFFICULTY DEFINED Hard Comparison to Normal:


Quick descriptions of the settings are listed here, followed by detailed ■ Less ammunition is available, your weapons are slightly less
comparisons of how these differences affect gameplay. powerful, and enemies are much more dangerous.
■ You receive 40 percent less ammunition when picking up
Easy: Enemies are weak and easy to defeat. ammo items.
Normal: Enemies are stronger and have basic combat skills, making ■ You take 150 percent of the damage listed in the Bestiary section of
them more difficult to defeat. this guide, except when damaged by fire, falling, drowning, physics,
Hard: Enemies have advanced combat skills, making them deadly poison, or sniper.
opponents. ■ You inflict 75 percent of the damage values listed in the Weapons
Detail section of this guide.
Easy Comparison to Normal: ■ You receive no aiming assistance (auto-aim) from the computer.
■ More ammunition is available, your weapons are more powerful,
INTRODUCTION
and enemies are weaker. CONTROLS
GETTING
■ You receive 20 percent more ammunition when picking up These are the default controls; choose Options at the main menu and STARTED
ammo items. access the keyboard and mouse configuration settings.
■ You take one-half of the damage values listed in the Bestiary

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

MOUSE MOVEMENT COMMANDS CHAPTER


9
FUNCTION NOTES
10
Turn left Continuous use allows you to spin in a circle. The main method of looking around and targeting an enemy. CHAPTER

Turn right Same as previous, but in opposite direction. CHAPTER


11

Look up (Swim up) When swimming, use in conjunction with W. 12


CHAPTER
Look down (Swim down) When swimming, use in conjunction with W.
13
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.

PRIMAGAMES.COM ı 3
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PRIMA OFFICIAL GAME GUIDE

VEHICLE MOVEMENT
FUNCTION DEFAULT KEY NOTES

Turbo (car) s Useful for clearing ramps and gaps.

Handbrake (car) z Excellent for sudden stops and quick turns.

Drive forward W Accelerates, too.

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

WEAPON AND SUIT COMMANDS


FUNCTION DEFAULT KEY NOTES

Primary attack Left Click Your weapon's main attack.

Secondary attack Right Click Your weapon's secondary attack (not available on all weapons).

Reload weapon R Use at opportune moments, such as after a battle.

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 –

Previous weapon Mouse Up The easiest way to cycle through weapons.

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.

Bugbait n/a Simply use the Mouse Wheel.

Flashlight F Energy meter appears. Use sparingly in dark areas.

HEV Zoom Z Excellent zoom capabilities. Use to view unexplored areas ahead.

4 ı
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G E T T I N G S TA R T E D

OTHER COMMANDS
FUNCTION DEFAULT KEY MAPPING NOTES

Take screenshot g Screens are saved within HL2 directory.

Quick save 5 Extremely useful; utilize as often as appropriate.

Quick load 6 Allows quick return to action after demise.

Pause game p Can be used to plan an attack by inspecting area ahead.


INTRODUCTION
Quit Game n/a –
GETTING
STARTED
SUITING UP: THE HEV AND HUD environmental hazard such as radioactivity or drowning is threat-

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

FLASHLIGHT CATEGORIES HALF-LIFERS


The HEV Suit includes a Along your journey, you can find and use a variety of weapons
built-in Flashlight. Press ranging from common handguns to multipurpose experimental
THE BESTIARY
the Flashlight key F to prototypes. Most weapons offer a primary and secondary fire mode,
turn it on or off. The so become familiar with newly equipped weapons before heading into
1
Flashlight draws energy a firefight. Weapons are stored in one of six slots, easily accessed by CHAPTER
from the suit battery, so be pressing the number keys or using the Previous/Next Weapon
sure to turn it off when you command. 2
CHAPTER
exit a dark area. The
Flashlight recharges WEAPON USAGE
3
automatically. When in use, the energy level is shown in the bottom- CHAPTER
left part of the screen.
1 4
CHAPTER
HEADS-UP DISPLAY
5
CHAPTER

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.

PRIMAGAMES.COM ı 5
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
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.

SWIMMING Putting strafing together with gunfire results in the slide-and-attack


Although not used to the technique. You remain the same distance away from your enemy, but
same extent as in the shift left and right while keeping your foe targeted, plugging away
original Half-Life, your until your adversary falls. This is a reasonable plan for dealing with
suit's oxygen tank is set up semi-intelligent enemies in an enclosed space.
to give you a small air
supply–just enough to
venture underwater.
Remember you can use

6 ı
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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

EXPLORE THOROUGHLY, Be sure you use the G key


CLEAR YOUR AREA to regularly switch between 5
During your adventure, your last weapon and the CHAPTER
inspect every nook and Gravity Gun. This way you
6
cranny, and remember can quickly flick between CHAPTER
every junction where you firepower and scenery item
missed a branching movement. For example, 7
CHAPTER
pathway, or ladder you you can shove a wardrobe
didn't have time to climb. down some stairs into an enemy, then hit G to switch immediately to
8
Thorough exploration usually solves a seemingly infuriating dead the Pistol and finish off the wounded victim. Because the Gravity Gun CHAPTER
end, such as a gate that you can't open (chances are that a switch or is used more than any other weapon, flicking between it and your
other device lies nearby). Make sure you break open every Supply other most effective gun for the situation is quicker than manually CHAPTER
9

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.

PRIMAGAMES.COM ı 7
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PRIMA OFFICIAL GAME GUIDE

ZOOM, RELEASE, FIRE OBSTACLES


With nimble key strokes, Whether a group of crates,
you can turn any weapon a duct grating, or a
into a sniper rifle. Press Z barricade of planks, many
to use your suit's Zoom obstacles can be removed
function to inspect an or maneuvered around by
enemy in the distance, get smashing with either the
a good view, then fire as Crowbar or the force of the
you zoom out. You can wing Gravity Gun.
a target from extreme range by using this method.
LADDERS
ANIMOSITY Climbing ladders can be
treacherous until you
employ the technique of
pressing E to grab and
release your grip on a
ladder. This lets you
negotiate ladders without
GETTING fear near precipices.
STARTED
STAIRS
Heading up and down
stairs is a simple concept,
but always check whether
you can see through the
stairs and blast incoming
enemies from above or
Zombies and Combine Soldiers just don't get along. Sentry guns below. Also watch for
programmed to attack will take out Zombies for you. Fast Zombies ambushes on stairways.
and Antlions facing off is a sight to behold. An Antlion Guard devas-
tating a Combine Soldier squad is a thrilling and one-sided carnage- EXPLOSIVE BARRELS
fest. If there are two types of enemy in a single area, it is sometimes These barrels are an
best to let their animosity play out. It saves ammunition too. important offensive tool
and the demise of an
HEARING unwary player. Two bullets
Listening is just as will cause a barrel to catch
important as an itchy fire after a three-second
trigger-finger and a circle- delay, and three bullets
strafe. You can actually detonate them. Blow them
hear enemies ahead, apart to defeat enemies, but watch out for chain reactions.
behind, or around you if you
listen. Sometimes an MOVING VEHICLES
enemy out of view is still Whether it's the colossal
able to be heard, allowing you to react before you see it. Razor Tren hurtling by you,
or a Combine Armored
YOUR ENVIRONMENT Personnel Carrier (APC)
driving in the streets below,
LEDGES AND EDGES large vehicles cannot be
Be sure your dexterity is entered or driven, and
attuned and your game is serve only as deadly
saved; numerous narrow obstacles. Don't step out in front of them!
ledges, cliffsides, and
precipices endanger you DOORS AND GATES
with a potential death Doors appear in a variety
plummet. Keep a steady of shapes and types.
pace and don't rush these Although they are easy to
sections. operate by pressing E, be
aware that a squeaky door
TELEPORTING opening can alarm
Teleporters are used on enemies. Remember
more than one occasion to that you can fire through
transport you a distance mesh gates.
too great to travel on foot.
Simply sit back and wait for
the teleport operators to do
their job. It's probably safe.

8 ı
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G E T T I N G S TA R T E D

DUCTS RADIOACTIVE SLUDGE


Air-conditioning ducts are Radioactive waste is
always big enough to crawl extremely dangerous, and a
through. Arm the Crowbar built-in Geiger counter on
or a close-assault weapon, your HEV Suit warns you of
and switch on the Flashlight its location (although it is
when exploring. easy to spot). You'll lose
significant health if you
wade in.

ENERGY WALLS PARASITE ROCKETS


The Combine has erected Seen either arcing through INTRODUCTION
large blue walls of energy the sky leaving a bluish
in various areas around trail, or already embedded GETTING
the city to stop citizens in the ground, parasite STARTED
(and you) from venturing rockets are named after

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

locate cover. Crouching which you should approach


behind it is an excellent at maximum velocity; you 5
plan. Notice what happens must jump some ramps CHAPTER
to cover when enemy fire just to continue progress.
6
hits it; some is destroyed, Hit them head-on and fast. CHAPTER
cars can move, and other
cover remains sturdy. PUZZLES 7
CHAPTER
Don't expect to waltz
LAMBDA LOGOS through this adventure with
8
The resistance forces use a guns blazing; you must CHAPTER
lambda logo that they solve a number of brain-
spray-paint or stamp teasing puzzles. CHAPTER
9

across the walls Fortunately, the


throughout your adventure, walkthrough reveals all of 10
and this is always a sign of the puzzles and their CHAPTER
a hidden weapon or ammo solutions.
cache nearby. 11
CHAPTER
ELEVATORS
VALVES, LEVERS, AND Some elevators don't work, 12
CHAPTER
SWITCHES and most others are
You'll find devices that controlled by another
13
must be pressed, turned, character. Look up or down CHAPTER
or generally fiddled with, as the elevator moves, and
and the general rule is to look for the direction of the 14
CHAPTER
use these devices. Some exit door and turn that way.
can't be reset, or require
ANOMALOUS
you to hold E instead of MATERIALS
tapping it.

PRIMAGAMES.COM ı 9
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PRIMA OFFICIAL GAME GUIDE

FIRE LASER TRIP-MINES


Moving into fire is never Watch your step when you
recommended, but it is a spot a faint red or blue
useful tool for destroying laser beam; these are
enemies, mainly the attached to mines on the
undead Zombie types. wall, gun emplacements,
Escaping gas, explosive or ground turrets. The
barrels, canisters, gas walkthrough details how to
pumps, and gas cans are avoid these.
all flammable. Stand far back.
MONITORS
SAND Monitors scattered about
The coastal plains the environment range
stretching away from City from towering screens
17 are home to a vicious attached to large buildings
creature known as the across City 17 to smaller
Antlion, and as soon as you monitors in command
stand on sand (whether rooms inside Nova
GETTING covered in grass or not), Prospekt. These have
STARTED
these entities spawn. Stay multiple channels; press E to flick through them.
off the sand!
COMPUTER TERMINALS
OCEAN The Combine's giant
The ocean is a deadly place computer terminals
that you should not venture provide command-and-
into under any circum- control capabilities and
stances; it teems with have been installed
schools of Carnivorous throughout City 17 and
Leeches that quickly Nova Prospekt. You have no
kill you. security clearance; only
other characters can access these devices.

THUMPERS COMBINE LOCKS


Large black obelisks are Many doors are sealed by a
part of the Combine complex black Combine
technology that is actually lock that requires specialist
advantageous to be near; Electro Magnetic Pulse
they halt Antlions from (EMP) devices to unlock.
spawning in a circum- Unfortunately, you do not
ference around the device. possess one. Alyx Vance
These can be switched on has been known to carry
and off. such a lock pick, however.

CUBBY HOLE COVER NON-PLAYER


Taking cover behind objects CHARACTERS
is an excellent option These are friendly entities
discussed earlier, but you you meet along your way.
can also use confined Talk to them by meeting
spaces to hide without fear them and pressing E.
of attack from similarly Continue to press E for
sized enemies, such as this further conversation, or
cubby hole too small for a sometimes combat
Fast Zombie to enter. Defeat enemies at your leisure. supplies.

PLUGS COMBINE GENERATORS


Powerful devices not yet Encased in thick metal
spliced into the Combine frames, City 17's Combine
Citadel run off generators, security points and large-
and these are connected by scale suppressor weapons
large plugs. It only takes a are powered by massive
swift tug (from your hands generators. To disable
or Gravity Gun) to unhook them, they must be opened
such a device. and the inner core orb
removed.

10 ı
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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

from prying Combine eyes,


and is the base for the NOVA PROSPEKT 5
continuing work by Doctor A gulag where society's CHAPTER
Eli Vance, a survivor of the least productive members
6
original Black Mesa Incident. Ably assisted by his daughter Alyx and were imprisoned, this CHAPTER
colleague Doctor Mossman, this laboratory is buried deep under- rambling prison set high
ground and features numerous escape routes should the Combine above the ocean cliffs has 7
CHAPTER
attack, including a blocked-off passage to the plague town of now been acclimatized to
Ravenholm. Combine control, and is
8
slowly being integrated into CHAPTER
RAVENHOLM a factory of sorts. Recent intelligence points to this prison becoming
A once-prosperous mining a processing plant for citizens deemed troublesome, who are sorted CHAPTER
9

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

Description: A straight bar of

TIP steel, with the working end


shaped like a chisel, bent and
forked, usually used as a lever.
To determine which weapon to use in terms of damage, compare Techniques: This is the first actual weapon you find, and not too
the "damage inflicted" number listed in this section to the different from a tool picked up during the original Black Mesa
enemy's health detailed in the next section of this guide; this Incident. You can swing it at any nearby enemies (especially good for
tells you how many shots it takes to defeat a particular foe. battering Headcrabs if you time the swing to coincide with the beast's
jump), and is also useful for breaking apart wooden barricades, and
other scenery you don't wish to waste ammunition on. Also use it to
bludgeon lone Zombies or Police, and in tight spots (such as venti-
lation ducts).
Targets: Headcrabs, Metro Police, or Soldiers. (Only attack Combine

NOTE forces if you have no other choice.)

The "chapter located" information refers to the game's chapter


number, not this book's chapter numbers.

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.

12 ı
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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

Damage inflicted: 56* (8 per pellet x 7 pellets per blast)


Ammunition (chamber/carried): 30/6 CHAPTER
9

Ammo pick-up amount: 20


Secondary fire: Yes 10
Damage inflicted: 84* (12 per pellet x 7 pellets per blast) CHAPTER
(* Varies depending on range)
11
CHAPTER
Description: 12-gauge manual-pump shotgun firing buckshot load.
Techniques: An exceptional close-quarter weapon, Father Grigori's 12
PRIMARY FIRE CAPABILITIES SECONDARY FIRE CAPABILITIES 12-gauge shotgun has tremendous stopping power that can't be
CHAPTER

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)

WEAPONS OVERWATCH STANDARD ISSUE


DETAIL PULSE RIFLE (OSIPR) PRIMARY FIRE CAPABILITIES SECONDARY FIRE CAPABILITIES
Chapter located: 5, Black Mesa East
Damage inflicted: Varies
Ammunition (chamber/carried): N/A
Ammo pick-up amount: N/A
Secondary fire: Yes

Description: Zero Point Energy Field Manipulation device emitting an


orange beam with inorganic-management capabilities.
PRIMARY FIRE CAPABILITIES SECONDARY FIRE CAPABILITIES Techniques: Also known as the Physics Cannon and the Gravity Gun,
Chapter located: 6, "We don't go to Ravenholm" the Zero Point Energy Field Manipulator is the most versatile, helpful,
Damage inflicted: 8 per bullet (fires about 10 per sec.) and sometimes devastating weapon you're ever likely to find. How
Ammunition (chamber/carried): 30/60 you use this weapon is completely dependent upon your immediate
Ammo pick-up amount: 20 environment, allowing you to be very creative with scenic items, so
Secondary fire: Yes the walkthrough describes specific scenarios and tactics. The
Damage inflicted: 100* controls are described here, along with some general guidelines for
Ammunition: (chamber/carried): 1/3 how to apply the Gravity Gun's abilities.
Ammo pick-up amount: 1
(* Instant death to each enemy hit by it, up to three hits) Right-click sucks objects (up to the size of a car) from their location
and into the Gravity Gun's field directly in front of you, where you can
Description: Combine-assembled dual-purpose Overwatch Pulse hold them. Right-click again drops them. Right-click object "pulling"
Rifle with optional energy orb thrust launcher. is a long-range technique.
Techniques (Primary): An exceptional rapid-fire variant to your SMG,
the Overwatch Pulse Rifle (also known as the AR2) is an impressive Left-click blasts objects (up to the size of a car) away from you. The
piece of Combine SECONDARY
manufacturing issued to some Soldier classes.
FIRE
blast beam is powerful, but you can substantially increase this power
Featuring extremely hard-hitting pulses and quick reload, this is a by first sucking (right-click) an object toward you, then blasting it
viciously powerful weapon. Use even shorter and more accurate toward your target. Left-click "pushing" is a close-range technique.
bursts than with the SMG, as constant firing leads to massive
ammunition consumption. Highly accurate with almost double the Press G to swap immediately between the Gravity Gun and the
damage of the SMG, this is the choice weapon for intense combat previous weapon used. This is useful for clearing a path while
situations at medium to long distance and/or against a large number under fire and you need to quickly flick between the Gravity Gun
of opponents. Use this instead of the SMG in long-range encounters and a regular gun.
specifically.
Targets (Primary): Any enemy of Antlion size or smaller, groups of Now that you know how, you need to know what to suck and blast:
enemies. ■ Any object can be pulled or pushed, except for objects bolted to the
Techniques (Secondary): The secondary fire is a large energy ball ground, or organic materials (such as Combine Soldiers or Alyx).
with a three-second lifespan. It should be accurately shot at a single ■ An object's weight and size determines the force and distance it
incoming enemy in a group. Normally, it travels for two seconds and travels when blasted. Small items (cans, small crates, saw blades)
ricochets, killing enemies for one second. It is usually possible to travel fast and long. Medium items (radiators, washing machines)
destroy three enemies with one orb. After three enemies or seconds, travel fast and short. Large items (cars) can only be pushed.
the ball dissipates. To best use the limited orb life, you should be ■ Use radiators and similar objects (that don't block your vision) as
relatively close to the enemy before launching it. projectiles against enemies. You can use the same item repeatedly
Targets (Secondary): Groups of enemies in an enclosed space (never and carry it along. This saves ammo. Saw blades are good, too.
use on single humanoid-sized foes). Single large-scale entities (such ■ Stack items to gain access to upper areas.
as Striders). ■ Clear areas of debris quickly and effectively.
■ Grab items and supplies that you can't otherwise reach.

14 ı
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W E A P O N S D E TA I L

■ Destroy barricades with a left-click blast.


■ Manipulate larger items (like cabinets) as shields or to block
enemy movement.
■ Explosive barrels can be manipulated carefully.
■ Extra ammo or health can be carried or blasted into areas you
know you'll reach later.
■ Destroy Manhacks and Rollermines by sucking them in and then
blasting them into a wall or the ocean. You can hold the Manhack
to use as a chainsaw. FRAGMENTATION GRENADE
■ Grab and blast back incoming grenades and energy orbs (you can't
actually grab the orbs, but can manipulate them for multiple kills).
■ Catch or deflect large objects falling toward you. INTRODUCTION

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

Description: A single-use cylindrical military-issue fragmentation


THE BESTIARY
Grenade with four-second fuse.
Techniques: Prime a Grenade with left-click or right-click, and then
1
release it; the trajectory is determined by your target reticle, not how CHAPTER
long you hold down the button. In primary fire situations, the Grenade
is thrown long through the air in an arcing movement. It lands and 2
CHAPTER
explodes after its fuse expires, which starts from the moment you
throw the Grenade. The throw is key to flushing out enemies behind
PRIMARY FIRE CAPABILITIES SECONDARY FIRE CAPABILITIES cover or around corners. Practice banking Grenades around corners CHAPTER
3

Chapter located: 13, Benefactory to gauge the proper trajectory for making them detonate at the point
Damage inflicted: Varies you desire. CHAPTER
4

Ammunition (chamber/carried): N/A


Ammo pick-up amount: N/A Secondary fire with Grenades is the advanced tactic of throwing a 5
Secondary fire: Yes Grenade a short distance instead of long distance. This is useful CHAPTER
when you are around a corner close to your enemy. If you crouch and
6
Description: Zero Point Energy Field Manipulation device emitting a Alt-Fire, you roll the Grenade across the floor for more precise low- CHAPTER
blue beam with additional organic-management capabilities. level takedowns of devices such as ground turrets. Also remember
Techniques: Should the Gravity Gun's flux capacitors become that enemy grenades can be picked up (by hand or Gravity Gun) and 7
CHAPTER
modified by Combine technology, both inorganic and organic tossed back at the target (or blown back with a Magnum shot),
materials can now be manipulated. In addition to every ability although your timing must be precise. Finally, grenades are good for
8
detailed previously, any enemy, whether human or machine, can be flushing enemies out of buildings, or for sneak attacks on a group of CHAPTER
sucked, blasted forward, or abused as if it were a barrel or piece of enemies unaware of your presence. For example, use another
debris. The offensive capabilities of this method of attack are unsur- weapon to break a window, then throw in the Grenade, or roll it CHAPTER
9

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

HEALTH AND BATTERIES

HEALTH VIAL: 10 HEALTH POINTS HEALTH PACK: 25 HEALTH POINTS


Administering medical attention
and suit protection is the key to
survival, and these are the items
to look for. The two types of
health are found scattered on the
ground, or in Supply Crates, or
on the bodies of foes. They add AIRBOAT
the value shown to your "Health"
WEAPONS SUIT BATTERY: 15 SUIT POINTS
points meter on your HUD. The Pieced together from the remnants of a dune buggy and a marshland
DETAIL
Battery adds points to your Suit's armor protection ("Suit" on your skimmer, this airboat steers similarly to the way you move (use your
HUD), and is found in the places health is obtained, as well as from mouse to look and movement keys to steer). However, when
destroyed Scanners. reversing, the fins underneath the boat turn you in the opposite
direction to a car, so learn how to accurately reverse before
RECHARGER attempting complex maneuvers. The airboat can be abused without
falling to pieces; accelerate up the banks of the river, but don't get
too crazy, because the boat can land upside down and crush you. The
boat's speed is its best asset–until a Combine Gauss Cannon is fitted
to the front.

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.

While visiting the University of Innsbruck in the late 1990s, Gordon


Freeman observed a series of seminal teleportation experiments
conducted by the Institute for Experimental Physics. Practical appli-
cations for teleportation became his obsession. In 1999, Freeman
received his doctorate from M.I.T. with a thesis paper entitled
Observation of Einstein-Podolsky-Rosen Entanglement on
Supraquantum Structures by Induction through Nonlinear Transuranic
Crystal of Extremely Long Wavelength (ELW) Pulse from Mode-Locked

THE COMBINE Source Array.

Disappointed with the slow pace and poor funding of academic


Attracted to Earth by the dimensional rift caused by the Black Mesa research–and with tenure a distant dream–Gordon looked for a job in
Incident, a galactic infection of catastrophic proportions launched an the private sector. As fortune would have it, his mentor at M.I.T.,
invasive force that overpowered Earth, catching the human Professor Isaac Kleiner, had taken charge of a research project being
population (now called City 17), and the rest of the planet, by conducted at a decommissioned missile base in Black Mesa, New
surprise. Mexico. Kleiner was looking for a few bright associates, and Gordon
was his first choice. Considering the source and amount of funds
A peace deal was brokered by former Black Mesa Laboratory available to the Black Mesa Labs, Gordon suspected that he would be
Administrator Wallace Breen, leading to a subservient and meager involved in some sort of weapons research, but in the hopes that
existence for Earth's remaining human population under the practical civilian applications would arise in areas of quantum
oppressive entity known as the Combine. Aside from the Combine's computing and astrophysics, he accepted Kleiner's offer. Apart from
unrelenting absorption and repurposing of Earth's resources to its a butane-powered tennis ball cannon he constructed at age 6,
own nefarious plans, little is known about this omnipresent Gordon had never handled a weapon of any sort–until the Black
collective. Mesa Incident.

After battling through a paradimensional rift to a final audience with


a figure known only as the G-Man, Freeman agreed to work for him,
hoping to become an aide to humanity in the process. It has been
years since Gordon's former (and surviving) colleagues have heard
from him, and the world has certainly changed since then.

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

NOTES AND ATTACK PATTERNS


These vicious predators hunt in herds of two to six (although they do
attack on their own). They savage prey with giant mandibles that
skewer and rend flesh. Their incisor-coated mouths knock you back

24 ı
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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

NOTE Antlion Guard's pheromones and turn them into "bugbait,"


which attracts Antlions to the carrier, but won't attack him.
WEAPONS
DETAIL

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

ANTLION GUARD NOTES AND ATTACK PATTERNS


A dangerous creature of limited intelligence, the Barnacle uses dark
CHAPTER
10
places to surprise its prey. Sticking to the ceiling, usually around a
First seen: Chapter 8, Sandtraps blind corner, the beast unravels a giant elongated tongue to the
Chapter appearance(s): 8, 9 height of a human's head. Anything caught in this tongue is sucked CHAPTER
11

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

NOTES AND ATTACK PATTERNS


The most serious reason for staying out of the water along the
coastal beaches are the shoals of nasty Carnivorous Leeches. They
continuously attack, making short work of you and any Antlions.

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

NOTES AND ATTACK PATTERNS


This is a cat-sized, spiderlike entity with a dark gray mottled back. It
launches with a meaty maw opening, and if it connects, you're
damaged by 10 points, and your health drops to 1! However, Poison
Headcrabs alone cannot kill you; other enemies striking you while
you're reduced to critical health do this job.

TAKEDOWN TACTICS

HEADCRAB This is why it is important to destroy these creatures as a matter of


urgency. Your Suit administers antitoxins, slowly rebuilding your
health back to its original level (minus the original 10 points of
First seen: Chapter 3, Route Kanal damage the creature caused). Slam furniture into these beasts,
Chapter appearance(s): 3, 4, 6-13 pepper them with bullets, or bring out the Crowbar to quickly swat at
Health: 10 them. If multiple types of enemies are around, the Crowbar isn't
Attack damage: 5 (bite) advised.
Threat level: ★★
Entity type: Parasitic

NOTES AND ATTACK PATTERNS


This is the parasitic pest responsible for changing citizens across City
17 and beyond into cadavers of filth and depravity. Leaping up to
scratch and tear, these whittle you down and then clamp onto your
head, possess you, and slowly turn you into a Zombie. Released

26 ı
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PRIMA OFFICIAL GAME GUIDE

NOTES AND ATTACK PATTERNS


Perhaps the most frightening of the mutant undead, these former
humans have been flayed and their dripping corpses commandeered
by Fast Headcrabs. They move at extreme speed, leaping from
rooftop to rooftop using their powerful legs to gain distance. They
close in to land on you, and then swipe you to death.

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.

PART II: COMBINE COLLECTIVE


THE
POISON ZOMBIE The other enemy group serves the Combine, and further divides into
three types: Humanoid, Machine, and Synth. Humanoids are human
BESTIARY
First seen: Chapter 6, "We don't go to Ravenholm" or once-human figures that serve the Combine. Machines are
Chapter appearance(s): 6, 7, 9, 12 entities created by the Combine and used for their offensive capabil-
Health: 175 ities, and are not sentient. Synths are self-repairing biomechanical
Attack damage: 20 (claw) organisms constructed deep in the bowels of the Citadel and are
Threat level: ★★★ usually the Combine's most feared troops.
Entity type: Parasitic

NOTES AND ATTACK PATTERNS


A death too hideous for contemplation is to be a host body for up to
four Poison Zombies. Bent over, the corpse only moves slowly, but
has a nasty close mauling attack. Poison Headcrabs constantly leap
back and forth from this wretched victim.

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)

FAST ZOMBIE Threat level: ★★


Entity type: Humanoid (Overwatch)

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

28 ı
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PRIMA OFFICIAL GAME GUIDE

NOTES AND ATTACK PATTERNS


Clad in white protective armor and sporting a Pulse Rifle and a single
red ocular sensor, the cream of the Combine crop are the sharp-
shooting Elite. They act in groups of their own kind, or sometimes
lead squads of Combine Soldiers. Elite are tougher, fire faster and
more accurately than regular humanoid forces, and use a highly
damaging orb attack from their pulse rifles (which causes 15 damage
per hit). They react to combat in a similar way to Combine Soldiers,
and must be treated in the same careful and methodical manner (see
the Soldier takedown tactics previously). If you have a choice, deal
with Elites before regular forces.

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

NOTES AND ATTACK PATTERNS


The Combine APC is a well-armored and sturdy troop carrier armed
with a turret-mounted rocket launcher and minigun. APCs cannot be
entered, and usually only attack from extreme range.

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

NOTES AND ATTACK PATTERNS


Humans unfortunate enough to take a train from City 17 to Nova
Prospekt are delivered to Combine scientists. These feared experi-
menters sever higher brain functions, experiment on the lobotomized
victim in any number of foul and depraved ways, embed a number of
blackened nano-devices in the skin, and slowly watch the victim lose HUNTER-CHOPPER
all humanity. Known by the codename "Stalker," these emaciated
slaves are sent on any number of menial duties inside the vast edifice First seen: Chapter 3, Route Kanal
known as the Combine Citadel. Chapter appearance(s): 3-5
Health: 5,600
TAKEDOWN TACTICS Attack damage: 5 (minigun per bullet)
These are never encountered in the combat zone and therefore pose 30 (bomb strike at epicenter)
no threat to you. Threat level: ★★★★★
Entity type: Machine

30 ı
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THE BESTIARY

NOTES AND ATTACK PATTERNS


The Hunter-Chopper is the optimal machinery created by human
hands (the Combine concentrated on more biomechanical offensive
airborne vehicles). The Hunter-Chopper stalks you through most of
your adventure through the canal system of City 17, strafing you with
highly damaging cannon fire in bursts.

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

NOTES AND ATTACK PATTERNS


These pulsing orbs are a Combine creation that appear on roads or
1
in buildings, then home in on you, buffeting you and causing nasty CHAPTER

MANHACK electrical damage.


CHAPTER
2
TAKEDOWN TACTICS
First seen: Chapter 3, Route Kanal If you're in the scout car, the mines buffet it; more than one can
3
Chapter appearance(s): 3, 4, 8-13 cause severe control loss. Bring out the Gravity Gun, suck up each CHAPTER
Health: 25 mine, then blast it over a nearby cliff into water, where the devices
Attack damage: 20 (blade) short-circuit. Note that explosions (from barrels or gas cans) also CHAPTER
4

Threat level: ★★ destroy Rollermines.


Entity type: Machine 5
CHAPTER
NOTES AND ATTACK PATTERNS
6
Usually released by Metro Cops, these nasty robotic hovering devices CHAPTER
have gyroscopic sensors to steady themselves in the air. They tend to
work in packs, charging you and wounding with rotating blades. 7
CHAPTER

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

SCANNER TYPE I CHAPTER


12

NOTE First seen: Chapter 1, Point Insertion CHAPTER


13

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

PRIMAGAMES.COM ı 31
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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.

G-MAN ABOUT TOWN: CHECKLIST Flickering on a giant


The entity keeping an omnipresent watch over your movements monitor attached to the
follows you throughout your adventure in and around City 17. His high-rise building.
locations have been pinpointed in a checklist.

LOCATION #1: WAKE UP AND SMELL THE ASHES


ANOMALOUS
MATERIALS
In a wild hallucination LOCATION #6: CHAPTER 4, WATER HAZARD
prior to you waking up on
the train.
On a small gantry near
the second covered
bridge.

LOCATION #2: CHAPTER 2, A RED LETTER DAY

On a monitor screen in LOCATION #7: CHAPTER 6, "WE DON'T GO TO


Kleiner's lab after Barney RAVENHOLM"
finishes at the terminal.

Walking into a train


tunnel beyond the railcar
blocking the railroad.

LOCATION #3: CHAPTER 3, ROUTE KANAL

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

Standing on the pier in


front of Station 7. LOCATION #9: CHAPTER 11, ANTICITIZEN ONE

On a television at the
ruined foyer of a
tenement block.

276 ı
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A N O M A LO U S M AT E R I A L S

LOCATION #10: CHAPTER 14, DARK ENERGY


GOOD, OLD-FASHIONED MALARKEY
COMMAND EFFECT
At the top of the Citadel
Spire, stopping time and noclip Allows you to fly through the world,
exiting into space. including all walls and floors.

ch_createairboat Instantly creates the airboat.

ch_createjeep Instantly creates the scout car.

CONSOLE COMMAND TRICKERY impulse 102 Skulls INTRODUCTION


Enable cheats by bringing down the console command prompt and
typing “sv_cheats 1.” GETTING
STARTED
BINDING AND FINDING DEVELOPER TOOLS
bind <key> <command>: This binds a console command to a key. COMMAND EFFECT WEAPONS
DETAIL
Note that if the command has arguments, quotes must be used. For
example: bind x "impulse 101" mat_wireframe 1 Constructs the world in wireframe.
HALF-LIFERS
find <keyword>: This searches for all console commands that
contain the keyword. For example: "find wireframe" returns all vcollide_wireframe 1 Draws physics object wireframes.
console commands related to wireframe. THE BESTIARY
Commands with numeric value: Experiment with that number for showtriggers_toggle Draws game triggers.
different (and sometimes desirable or undesirable) effects. CHAPTER
1
mat_normalmaps 1 Draws normal maps.
2
mat_normals 1 Draws surface normals. CHAPTER

GAMEPLAY ENHANCEMENTS mat_fastnobump 0 Turns off bump mapping. 3


COMMAND EFFECT CHAPTER

god You don't receive damage. CHAPTER


4

buddha You receive damage, but won't die. 5


CHAPTER
infinite_aux_power Grants infinite power for your suit’s
6
functions: Sprinting, Flashlight, CHAPTER
and Swimming.
7
CHAPTER
impulse 101 Immediately stocks all weapons
and ammunition.
8
CHAPTER
notarget Enemies do not attack you.
9
CHAPTER
npc_kill Instantly kills any nonplayer character in
your target reticle. 10
CHAPTER

11
CHAPTER
SCREENSHOT ENHANCEMENT
COMMAND EFFECT 12
CHAPTER

impulse 200 This removes the weapon model.


13
CHAPTER
cl_drawhud 0 The HUD is completely removed.
14
CHAPTER

ANOMALOUS
METERIALS
7

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