Half-Life 2 Enemies

Below you will find all the Enemies that you will meet through Half Life 2. You will find a picture of each Enemy, attack information, threat level and a little background information on them as it pertains to Half Life 2. For enemies that are found in the Half-Life 2 Episodes please refer to the Enemy section for the Episode you are interested in.

Barnacles
Attack: Bite (10 per second)
Health: 35
Threat: Low
Barnacles have made the trip to City 17. Most barnacles will be placed in dark areas high above you, so be sure to use your flashlight and check the roofs. As before if you touch their 'tongue' they will pull you up and take a bite out of your head.

Combine APC
Attack: Machine gun (5), Missiles (25)
Health: 750
Threat: High
These armoured personnel carriers are used for deployments of Combine reinforcements and as mobile missile turrets. Armed with a machine-gun and missile launchers, APCs need to be neutralized quickly or avoided. You will come across the APC early in the game and will quickly find out that they are always placed on the high ground leaving you at a disadvantage.

Combine Gunships
Attack: Gun turret
Health: RPG hits needed: Easy 3, Medium 5, Hard 7
Threat: High
Gunships are armed with a single front mounted turret which fires constantly while you're in range. They can follow you across long distances and varied terrain to keep you in their sights. To make matters worse they also have the ability to shoot down any missiles you fire at them so you will have to time and fire your missiles through their defense. Make sure your shots count.

Zombie Torsos
Attack: Swipe (10)
Health: 25
Threat: Low
These little ankle biters are the results of a zombie being cut in half from a saw blade or other sharp object. Be sure to watch if the torso still has some fight left in it as it will not move until you get in close.

Alternatively it will not be uncommon for you to come across a Zombie Torso already waiting for you and sneak up behind you in the middle of a fire fight.

The good news is you do not have to waste bullets on them as they are easy enough to hit with your trusty Crowbar

Classic Headcrabs
Attack: Bite (5)
Health: 10
Threat: Annoyance
The Headcrab returns. These bloody things will leave you annoyed. They are placed all over the place, in you guessed it annoying places. Such places include right when you come up a ladder, when coming up a stair case etc. Most of the time they will be jumping at you from behind or a dark corner.

Their new trick is when you kill a zombie they become detached from their host and come after you when your guard is down. So Aim for the head.

Poison Zombies
Attack: Swipe (20)
Health: 150
Threat: Medium
Most commonly online seen in Ravenholm this Zombies are tough. If you get in close they will beat you, if your from afar the headcrabs on its back will either jump at you or be thrown at you. Be quick to dispatch these foes quickly if not you might find yourself quickly out numbered 4 to 1.

Zombies
Attack: Swipe (10), Double-handed swipe (25)
Health: 50
Threat: Fairly low
Once again the classic zombie has made its return. The product of a head grab and you guessed it another annoying enemy. Same story as before they try and get in close and beat you down. Their only new trick is when they get cut in half they might start crawling towards you becoming the Zombie Torso. Either which way they can be dispatched with a few well placed shots to the head.

Hunter-Choppers
Attack: Gun turret (5), Mines (30)
Health: 5,600
Threat: High
The more badass of the 2 helicopters you will come across. The Hunter has a primary machine gun mounted on the front. With a secondary weapon of mines that it will drop in front of you. To make matters worse if you do not manage to kill them quickly they might fly off and get repaired only to come back full healed. Quickly dispatch them with your mounted guns, or Rocket Launcher.

Fast Headcrabs
Attack: Bite (5)
Health: 10
Threat: Low
Identical to regular headcrabs in health and attack, and that is about where the similarities end. Their long spider like legs allow them to close in fast and they can jump at you from further distances. They also have a higher rate of detaching themselves from their host when they are killed. Make sure you hit the head to be on the safe side.

Scanners Type I
Attack: Crash dive (25)
Health: 10
Threat: Low
While not armed with any weapons they will leave you feeling like you were flashbanged for a few seconds when they take your picture. 2 or 3 shots and they will be out of your hair.

It has also been suggested that they alert the Combine of your location.

Fast Zombies
Attack: Frenzied swipe (3), Leap attack (10)
Health: 50
Threat: Medium
These monkeys on steroids are the result of a Fast Headcrab on a host. They will climb buildings, jump of buildings and chase you down until you are dead or they are dead. Found in Ravenholm they will make you afraid of the dark. Best bet at dispatching these guys is to shoot them in mid air. Be sure to watch the Headcrab as they have a high detachment percentage.

It should also be noted that they will attack you in groups of 2 to 4 at a time.

Poison Headcrabs
Attack: Poison Bite (Up to 99)
Health: 35
Threat: Medium
These headcrabs move quickly and are hard to see. Each poison bite will reduce you to 1 health point (no matter what you were previously on) and will reduce you to 1 heath but not kill you.

Ant Lions
Attack: Swipe (5), Fly onto enemy (5)
Health: 30
Threat: Medium/None
A drone alien, these creatures follow orders from their big brother Ant Lion Guards via alien pheromones. The attack in packs, are fast moving and have the ability to fly short distances making them hard to hit at times. However, if you find yourself in possession of these pheromones you can control the ant lions to do your bidding.

Ant Lion Guards
Attack: Charge hit (20), Shove (10)
Health: 500
Threat: High
You won't miss these guys, the big brothers of regular ant lions. More powerful and intelligent than their smaller counterparts, ant lion guards are mean and tough. It is going to take a lot of fire power to kill one of these off so save anything in your inventory that goes BOOM and won't be fooled by pheromones.
 

When killed, they leave the alien pheromone with which you can use to control the regular ant lions.

Manhacks
Attack: Buzzsaw (20)
Health: 25
Threat: Medium
The Manhack was made by the Combine to flush out members of the resistance hiding the the Tunnels, sewers of City 17. You will come across them fairly early and would be advised to take them out promptly.
 

Roller Mines
Attack: Shock (10)
Health: N/A
Threat: Low
Another toy made by the Combine these mines will hook onto anything made of metal and give it an electric shock causing you to lose balance.

Found only in the Coastal Areas, you won't be dealing with them much.

Combine Metrocops
Attack: Stun (0), Pistol (3), SMG (3), Manhack release
Health: 26
Threat: Medium Low
The Metro Cops, or "Civil Protection" (CP), police inner-city areas and keep citizens in line. These will be the first enemy you come across in your travels and will deal with them for the early stages of the game. They are fairly easy to kill 1 shot to the head will down most of them. Be sure to watch their uniforms as some will release Man Hacks after you.

Combine Soldiers
Attack: Rifle butt (10), SMG (3), Shotgun (3), Pulse rifle (3), Grenade (75)
Health: 50
Threat: Medium
With the soldier comes more power...fire power. They work in groups of 2 to 3 and will try and flank you in open areas. Be sure to listen for the sounds of Grenades bouncing towards you as they are very liberal when it comes to the use of them.

Auto-turrets
Attack: Rapid-fire turret
Health: N/A
Threat: Medium
You will come across these in Nova Prospekt. They are generally placed in fall back positions of the Combine Soldiers or in areas where it would appear their are not enough troops to cover the area. To get rid of them either shoot them until the fall over, or come up from the side pick them up and throw them which will cause them to shut down.

Ground-turrets
Attack: Rapid-fire turret
Health: N/A
Threat: Medium
Found towards the end of the game these Turrets are triggered when you go through a Blue Trip Line. Once tripped the Turret will come out of the ground and shoot anything in its range (marked by the blue triangle).

The only way to get rid of this is by rolling a Grenade into them when they pop up.
Scanners Type II
Attack: Mounted gun (3), Crash dive (25)
Health: 30
Threat: Low
Same deal as the other scanners, only main difference is that they have the ability to fire a Sub-Machine Gun that is attached to them.
Combine Elite
Attack: Pulse rifle (3), Secondary fire (15), Rifle butt (15)
Health: 70
Threat: High
Every Military has its Special Forces and you are looking at them. Their White Uniform will give them away. Equipped with a Pulse Rifle they are the only enemy in the game that will fire the Pulse Energy Balls at you.
Striders
Attack: Gun turret (3), laser burst, impale
Health: RPG hits needed: Easy 3, Medium 5, Hard 7
Threat: Extreme
If you have seen the movie "War of the Worlds" then these guys might ring some bells. Striders are feared by everyone in City 17 they come Equipped with a Mounted Cannon on their heads and an extremely powerful Beam Cannon that will lay waste to everything, buildings included.


You are going to need your trusty Rocket Launcher.

  Combine Dropships
Attack: Machine Gun (3)
Health: N/A
Threat: High
These dropships make the Combine army into a mobile force, ready to be deployed at any time, anywhere. The dropships can carry a squad of troops and even striders in and out of the battle.




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