Full listing of all the enemies you will encounter (and kill) throughout your adventures:
Leech
- Threat: Very low
- Weapons: None
- Special abilities: None
- Role: Cannon fodder
The leech is too small and fast to be shot. Use your crowbar to take them down.
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Baby headcrab
- Threat: Very low
- Weapons: None
- Special abilities: None
- Role: Attack
Baby headcrabs can be dangerous in large groups. Use your crowbar to wipe them out.
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Headcrab
- Threat: Low
- Weapons: None
- Special abilities: None
- Role: Ambush
Headcrabs will often hide in dark corners and air vents and wait till their prey walks by.
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Zombie
- Threat: Low
- Weapons: None
- Special abilities: None
- Role: Ambush
Zombies come in 3 flavours: scientists, security guards, or army soldiers.
Zombies are slow. With some skill you can kill them with the crowbar and save ammo.
Zombies are humans who have been attacked by a headcrab. Zombiefied soldiers and Barneys are stronger and faster than the regular scientist zombie.
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Stukabat
- Threat: Low
- Weapons: None
- Special abilities: None
- Role: Attack
The Stukabat can contaminate players with it's acid claw, gradually killing it's victim.
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Barnacle
- Threat: Medium
- Weapons: None
- Special abilities: None
- Role: Ambush
Barnacles are completely defenseless other than it's mouth. Simply walking around a tongue where possible is better than wasting ammo.
The tongue has a very firm grip. Players will not be able to reach for their weapons once caught. Other players or friendly NPC's will have to save you from a certain death.
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Snark
- Threat: Medium
- Weapons: None
- Special abilities: Can self-destruct into a shower of acid
- Role: Attack
Snarks have a short lifespan. Keep running from them and they will eventually explode.
You can use snarks as a weapon against foes by picking up snark nests.
Snarks do incredible damage when fighting a single target as a group. Your crowbar can kill them quickly if it's you, however the acid explosion will hurt you.
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Houndeye
- Threat: Medium
- Weapons: Sonic wave charge
- Special abilities: None
- Role: Attack
Houndeyes needs a couple of seconds to charge up their sonic wave attack. Use this as your advantage.
They often appears in packs. Other Houndeyes will not take damage from sonic waves.
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Bullsquid
- Threat: Medium
- Weapons: Acid spit; tail whip.
- Special abilities: None
- Role: Attack
The tail whip requires half a second to spin and hit you giving you time to jump out the way, however it does incredible damage to what it hits.
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Alien slave (aka Vortigaunt)
- Threat: Medium
- Weapons: Electric charge
- Special abilities: Can revive other alien slaves
- Role: Attack
The electric charge can't be stopped once it starts charging. Hide behind something to prevent the charge hitting you.
Alien slaves can use their electric charge to revive other slaves, however revived slaves will have 50% of their health upon revival.
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Alien controller
- Threat: Medium
- Weapons: Plasma balls
- Special abilities: Can launch large homing plasma balls
- Role: Attack
Plasma balls do the most damage when directly hitting a target, however can still cause damage by flying near a target with an electrical shock.
Alien controllers are often found in groups in large/open spaces.
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Alien grunt
- Threat: High
- Weapons: Hornet gun, swipe.
- Special abilities: None
- Role: Attack
The armor of an alien grunt has high resistance to bullets. Aim for exposed body parts.
When a player gets killed by an alien grunt it will devour their dead body to regain all it's health, but only if no other threats are around.
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Ichthyosaur
- Threat: High
- Weapons: None
- Special abilities: None
- Role: Ambush
Ichthyosaur don't attack anything until they become angry. This can happen by them coming into contact with prey, or being attacked/hurt. You can swim around these fish if you don't anger them.
The crossbow is super effective against these highly dangerous fish.
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Gonome
- Threat: High
- Weapons: Throws acidic flesh, swipe
- Special abilities: None
- Role: Attack
Gonomes can run the same speed as players. Climb on something they can't get on to avoid their vicious swipe attack.
When a player gets killed by a gonome it will devour their dead body to regain all it's health, but only if no other threats are around.
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Tentacle
- Threat: High
- Weapons: None
- Special abilities: None
- Role: Attack
Tentacles are highly sensitive to sound movement. Walk around them instead of running to avoid their attention.
Explosives will cause the tentacles to temporarily fall back to their pit.
Tentacles can't be killed by any weapon carried by players. An alternative method is required to kill these, although often you just have to bypass them.
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Baby Gargantua
- Threat: High
- Weapons: Dual flame throwers, flame stomp
- Special abilities: None
- Role: Attack
Unlike the regular Gargantua, the Baby Gargantua is smaller and hasn't developed a full shell yet. This makes it vulnerable to bullets.
The flame stomp knows no limits to height. Standing on a platform will not save you from it, instead move aside out it's way..
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Gargantua
- Threat: Very high
- Weapons: Dual flame throwers, flame stomp
- Special abilities: Can self-destruct destroying things near it
- Role: Attack
Gargantuas have a strong armor shell making them invulnerable to bullets. Only explosive and experimental weapons can hurt them.
Don't get too close to a Gargantua, or you're going to be their dinner! Once you're in his grip, you can't escape.
When Gargantuas are killed, they self-destruct creating a large explosion.
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Gonarch (aka Big Momma)
- Threat: Very high
- Weapons: Acid blob, swipe
- Special abilities: Can give birth to baby headcrabs
- Role: Attack
The Gonarch can only be damaged by attacking the large sack under it's shell.
The acid blob will poison you if it hits you. Be sure to take cover from it.
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Xen Overlord (aka Tor)
- Threat: Epic
- Weapons: Staff, swipe, sonic wave blast
- Special abilities: Can summon alien grunts
- Role: Attack
The staff attack will levitate you while it saps your armor and health. Firing explosives at Tor will stop him using it.
If too many of you get too close to Tor, he will create a sonic wave blast to push you all away and dramatically hurt you all.
The Xen Overlord is able to teleport alien grunts into the battle at will to do his bidding.
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Shock roach
- Threat: Low
- Weapons: None
- Special abilities: None
- Role: Ambush
The shock roach has a very limited lifespan as soon it's host (the shock trooper) dies. You can often just ignore the creature and leave it to it's fate.
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Shock trooper
- Threat: High
- Weapons: Electric bolts, acid bomb
- Special abilities: None
- Role: Attack
The acid bomb will explode instantly if it hits prey, however takes a couple of seconds if it's on the floor.
Acid bombs do incredible damage and poison their targets. Hide behind something to avoid it.
When a shock trooper dies, it will drop the shock roach it was holding.
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Pit drone
- Threat: Medium
- Weapons: Spikes, swipe
- Special abilities: None
- Role: Attack
Pit drones can run nearly as fast as players, however they are quite weak. A close shotgun blast will take care of them.
When a player gets killed by a pit drone it will devour their dead body to regain all it's health, but only if no other threats are around.
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Baby voltigore
- Threat: Low
- Weapons: Swipe
- Special abilities: None
- Role: Attack
When there are babies, the mother is usually around. Don't get too distracted.
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Voltigore
- Threat: High
- Weapons: Purple lightning, swipe
- Special abilities: Can self-destruct in an acid shower
- Role: Attack
The voltigore will self-destruct when it dies into a big acid shower, which will poison anyone caught within.
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Barnabus
- Threat: Low
- Weapons: 9mm pistol
- Special abilities: None
- Role: Defense
Barnabus is Barneys evil twin brother. He is also a security guard, but in a pretty bad temper and will fire at players on sight.
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Otto
- Threat: Low
- Weapons: Desert eagle
- Special abilities: None
- Role: Defense
Just like Barney, Otis has an evil twin brother too. Even though they look similar, both have a weight problem and like donuts. This security guard won't help you.
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Grunt
- Threat: Medium
- Weapons: MP5; M16 with grenade launcher; Shotgun; SAW; RPG; Hand grenades; Kicking
- Special abilities: Can call for a medic grunt for healing
- Role: Attack
Grunts have various weapon load-outs and will work in squads effectively to take you down.
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Medic grunt
- Threat: Medium
- Weapons: 9mm pistol; Desert eagle
- Special abilities: Can call for a medic grunt for healing, can heal and revive other grunts
- Role: Support
The role of the Medic is to keep the enemy squads alive. Make sure you take him down first before engaging other grunts.
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Torch grunt (aka Engineer)
- Threat: Medium
- Weapons: Desert eagle
- Special abilities: Can call for a medic grunt for healing, can open doors with a blowtorch
- Role: Support
The Torch Grunt carries a canister of pressurized gas, which is highly flammable. Aim for the canister and it will explode, taking the Torch Grunt and nearby enemies down.
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Heavy weapons grunt
- Threat: High
- Weapons: Minigun
- Special abilities: Can call for a medic grunt for healing
- Role: Attack
The minigun carried is heavy, which makes him move very slowly. It also takes a second for him to spin up his weapon, use this to your advantage.
The heavy weapons grunt will drop his Minigun upon death, which can be picked up and used by players.
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Female assassin
- Threat: High
- Weapons: 9mm pistol (silenced)
- Special abilities: Very fast, high jumping, cloaking
- Role: Assassination
The female assassin is fast and athletic, making her a deadly foe. She can leap high into the air and cloak herself making her semi-invisible.
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Male assassin
- Threat: High
- Weapons: MP5; M16 with grenade launcher; Sniper rifle; Hand grenades; Martial arts
- Special abilities: Fast, highly trained
- Role: Assassination
Don't let them get too close as their martial arts ability is as efficient as their weaponry.
Just like the grunts, the male assassins have various load-outs. However, they are stronger, faster, and highly trained.
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Bodyguard
- Threat: High
- Weapons: 9mm pistol; Desert eagle; MP5; Shotgun; Minigun; Dual uzi; Sniper rifle
- Special abilities: Fast, highly trained
- Role: Defense
The bodyguard can wield a wide selection of weapons, making him a dangerous foe.
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Sentry turret
- Threat: Low
- Weapons: Machine gun
- Special abilities: Self-destruct
- Role: Defense
Sentry turrets stay active once they have been triggered, but are weak. A couple of hand grenades will remove them.
Sentry turrets self-destructs upon death.
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Small mounted turret
- Threat: Medium
- Weapons: Machine gun
- Special abilities: None
- Role: Defense
Mounted turrets will switch off and retreat to their enclosure after not seeing a target for a minute. Use this time to run past them.
The mini mounted turret can deploy and turn very fast to face targets, but it's machine gun isn't amazingly strong.
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Large mounted turret
- Threat: High
- Weapons: Minigun
- Special abilities: None
- Role: Defense
Mounted turrets will switch off and retreat to their enclosure after not seeing a target for a minute. Use this time to run past them.
The large mounted turret has a very powerful minigun, but is slow to deploy and turn facing targets.
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Robot grunt
- Threat: High
- Weapons: MP5; M16; M16 with grenade launcher; Shotgun; Hand grenades; Kicking
- Special abilities: Self-destruct
- Role: Attack
When robot grunts get heavily damaged it will begin to malfunction and give off random shocks, being nearby is dangerous.
Robot grunts have an armoured shell that makes it partially immune to bullets. Explosives have a reasonable effect on them, but they have a particular weakness to electric and fire damage.
Robot grunts are immune to long-term poisoning.
Robot grunts self-destructs upon death.
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Apache helicopter
- Threat: High
- Weapons: Machine gun, dual rocket launchers
- Special abilities: None
- Role: Support
The Apache is only vulnerable to bullets at it's cockpit and rotor engines. Using an RPG would be the best way to take it down.
The apache will crash when destroyed creating a large explosion, so stay well clear.
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Osprey helicopter
- Threat: High
- Weapons: None
- Special abilities: Delivers four grunts (any type) or male assassins
- Role: Support
The osprey is only vulnerable at it's two rotor engines either side. Using an RPG would be the best way to take it down.
The osprey has to hover close to the ground to deliver grunts or male assassins. This is a good opportunity to damage it.
The osprey will crash when destroyed creating a large explosion, so stay well clear.
Anyone repelling from the osprey while crashing will be killed.
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