Enemies
From menacing combine metro cops to alien nasties lurking in the shadows, City 17 is teeming with a myriad of foes for Gordon to deal with.

The number in brackets following the attack-type is the amount of damage hit-points per attack -- e.g Pistol (3) is 3 damage per shot.

Note: Click on the thumbnails for the full images.

Classic Headcrabs
Attack: Bite (5)
Health: 10
Threat: Annoyance
The quintessential Half-Life enemy makes its return. Looking for their next victim, head crabs will jump at any potential host. They often prove irritating by jumping out from dark places and can now become separated from their hosts in certain circumstances.
Fast Headcrabs
Attack: Bite (5)
Health: 10
Threat: Low
Identical to regular headcrabs in health and attack, the fast headcrabs are recognizable by their long spider-type legs which allow them to move at a rapid pace. While their extra speed makes them more of a danger than regular headcrabs, their low attack damage makes them only a minor threat.
Poison Headcrabs
Attack: Poison Bite (Up to 99)
Health: 35
Threat: Medium
These nasty 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). Because of this, a poison headcrab can't kill you single-handedly but will make you vulnerable to any other foe.
Zombies
Attack: Swipe (10), Double-handed swipe (25)
Health: 50
Threat: Fairly low
When head crabs claim a victim, they turn their hosts into a walking zombie. Their sluggishness and lack of ranged attack makes them more of a nuisance than a potent threat. They are quite tough, and can continue to fight when cut in half.
Zombie Torsos
Attack: Swipe (10)
Health: 25
Threat: Low
If a zombie is sliced by a saw or sharp object, the torso may keep fighting. While a few of crowbar hits will dispatch them, their low height may allow one to sneak up on you in a firefight.
Fast Zombies
Attack: Frenzied swipe (3), Leap attack (10)
Health: 50
Threat: Medium
These rabid monkey-type creatures are the night-stalking horrors of Ravenholm. With their long powerful limbs, they can make huge leaps to their victims. Despite a terrifying appearance, their frenzied claw attack does little damage per swipe.
Poison Zombies
Attack: Swipe (20)
Health: 150
Threat: Medium
While rarely seen, poison zombies can be a nasty obstacle in Gordon's path. These lumbering zombies are extremely tough and will often be carrying two or three poison headcrabs which will jump off to attack separately.
Manhacks
Attack: Buzzsaw (20)
Health: 25
Threat: Medium
These robotic, flying saws live up to their name sake: their one purpose is to carve up the Combine's enemies. Oh right, that's you. Their ability to fly means they can easily follow you between floors and up lifts.
Roller Mines
Attack: Shock (10)
Health: N/A
Threat: Low
Another feat of Combine engineering, roller mines will prove to be a thorn in Gordon's side in coastal areas. These pesky spheres will roll at you doing damage or latch onto your vehicle, throwing you off balance. While not readily destroyed, the manipulator or shotgun can send the mines flying out of range.
Striders
Attack: Gun turret (3), laser burst, impale
Health: RPG hits needed: Easy 3, Medium 5, Hard 7
Threat: Extreme
Seemingly inspired by the hulking tripods of Orson Well's "War of the Worlds", these alien monstrosities patrol the city streets in search of victims. Very tough and very deadly, striders are feared throughout City 17.
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 pheremones. However, if you have possession of these pheremones you can control the ant lions to do your bidding.
Combine Metrocop
Attack: Stun (0), Pistol (3), SMG (3), Manhack release
Health: 26
Threat: Medium Low
The metrocops police inner-city areas and keep citizens in line with their pistols, sub-machine guns and stun batons. Some cops are also outfitted with deployable manhacks which they will let loose at opportune moments.
Combine Soldiers
Attack: Rifle butt (10), SMG (3), Shotgun (3), Pulse rifle (3), Grenade (75)
Health: 50
Threat: Medium
More heavily armoured than metrocops, these soldiers can be armed with an SMG, shotgun or pulse rifle and work in squads to take cover and flank you in a gunfight. They won't hesitate to lob a grenade your way, either.
Ant Lion Guards
Attack: Charge
Health: 10
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 and won't be fooled by pheremones. When killed, they leave the alien pheromone with which you can use to control the regular ant lions.
Auto-turret
Attack: Rapid-fire turret
Health: 10
Threat: Medium
Often placed to cover choke-points, these automatic gun turrets are a lethal barrier to the combine's enemies. A few well placed shots can tip them off balance - causing them to malfunction and shutdown.
Combine Gunships
Attack: Gun turret
Health: 10
Threat: Medium
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.
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 a striders in and out of the battle.
Hunter-Choppers
Attack: Gun turret (5), Mines (30)
Health: 5,600
Threat: High
Like gunships, helicopters use their airborne advantage to follow you over great distances. In addition to the regular gun-turret, helicopters will also drop mines in your path. Shoot them repeatedly with the mounted air-boat gun to bring them down.
Scanners
Attack: N/A
Health: 10
Threat: Low
While scanners are not directly armed in any way, it is speculated that they will alert other Combine troops of your presence and send for reinforcements.
Combine Elite
Attack: Pulse rifle (3), Secondary fire (15), Rifle butt (15)
Health: 70
Threat: High
As their name suggests, the Elite are the deadliest of Combine foot-soldiers. They sport a distinctive white uniform and a pulse rifle equipped with a powerful secondary fire.
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.
Barnacles
Attack: Bite (10)
Health: 35
Threat: Low
Barnacles are back to their old ways. Watch out for their long toungue which pulls you upwards. Barnacles are most dangerous when poised on high ceilings where a big drop (after being pulled up) causes extra damage.
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