Half-Life 2 Walkthrough :
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Walkthrough - GuideHALF-LIFE 2 Unofficial Strategy Guide By Dinosoid Table of Contents I. Introduction [INTRO] II. Legal Information [LEGAL] III. Controls [CON] A) On Foot [CON01] B) In Airboat [CON02] C) In Scout Car [CON03] D) In Crane [CON04] IV. Characters [CAST] A) Gordon Freeman [CAST01] B) G-Man [CAST02] C) Dr. Wallace Breen [CAST03] D) Barney Calhoun [CAST04] E) Dr. Isaac Kleiner [CAST05] F) Alyx Vance [CAST06] G) Dr. Eli Vance [CAST07] H) Dr. Judith Mossman [CAST08] I) Dog [CAST09] J) Father Grigori [CAST10] K) Colonel Odessa Cubbage [CAST11] V. Handheld Weapons [TOOL] A) Crowbar [TOOL01] B) Gravity Gun (Zero Point Energy Field Manipulator) [TOOL02] C) Handgun (Heckler & Koch USP Match Pistol) [TOOL03] D) .357 Magnum (Colt Python .357 Revolver) [TOOL04] E) Sub-Machinegun (Heckler & Koch MP7 Sub-Machinegun) [TOOL05] F) Shotgun (Franchi SPAS-12 Shotgun) [TOOL06] G) Pulse Rifle (Overwatch AR2 Pulse Rifle) [TOOL07] H) Rocket Launcher (RPG Launcher) [TOOL08] I) Crossbow [TOOL09] J) Fragmentation Grenade [TOOL10] K) Bugbait (Antlion Pheropod) [TOOL11] VI. Mounted Weapons [HEAVY] A) Pulse Gun [HEAVY01] B) Pulse Cannon [HEAVY02] C) Tau Cannon [HEAVY03] VII. Enemies [ENTITY] A) Antlion [XEN01] B) Antlion Guard [XEN02] C) Headcrab [XEN03] D) Fast Headcrab [XEN04] E) Poison Headcrab [XEN05] F) Zombie [XEN06] G) Fast Zombie [XEN07] H) Poison Zombie [XEN08] I) Barnacle [XEN09] J) Leech [XEN10] K) Civil Protection Officer [CMB11] L) Overwatch Soldier [CMB12] M) Overwatch Elite [CMB13] N) City Scanner [TECH14] O) Shield Scanner [SYNTH15] P) Manhack [TECH16] Q) Roller Mine [TECH17] R) Hopper Mine [TECH18] S) Sentry [TECH19] T) Turret [TECH20] U) APC [TECH21] V) Hunter-Chopper [TECH22] W) Strider [SYNTH23] X) Gunship [SYNTH24] Y) Dropship [SYNTH25] VIII. Allies [ALLY] A) Repatriated Citizen [ALLY01] B) Resistance Fighter [ALLY02] XI. Survival Tips [STRAT] XII. Walkthrough [GUIDE] A) Chapter 1 ? Point Insertion [GUIDE01] B) Chapter 2 ? ?A Red Letter Day? [GUIDE02] C) Chapter 3 ? Route Kanal [GUIDE03] D) Chapter 4 ? Water Hazard [GUIDE04] E) Chapter 5 ? Black Mesa East [GUIDE05] F) Chapter 6 ? ?We Don?t Go To Ravenholm?? [GUIDE06] G) Chapter 7 ? Highway 17 [GUIDE07] H) Chapter 8 ? Sandtraps [GUIDE08] I) Chapter 9 ? Nova Prospekt [GUIDE09] J) Chapter 10 ? Entanglement [GUIDE10] K) Chapter 11 ? Anticitizen One [GUIDE11] L) Chapter 12 ? ?Follow Freeman!? [GUIDE12] M) Chapter 13 ? Our Benefactors [GUIDE13] N) Chapter 14 ? Dark Energy [GUIDE14] XIII. Review [REV] XIV. Version History [HISTORY] XV. Credits [CREDITS] *To skip to a certain part of the guide, press ?Ctrl + F? to call up the ?Find and Replace? interface. You can then type in the codes to locate certain sections. Section I. Introduction [INTRO] Ten years ago, the US government, with the use of a thermonuclear device, covered up the Black Mesa Incident. Much of the facility was destroyed, and all remaining witnesses were silenced. However, a series of strange portals soon opened all over the globe, teleporting bizarre, deadly creatures from the border world Xen to Earth. Headcrabs appeared on shelves in supermarkets, bullsquids frolicked in the streets, and antlions spawned on the beaches. People abandoned their homes and fled into cities, seeking shelter from the strange creatures. Alien wildlife, though, were the least of the worries of the human population. An inter-dimensional alien empire set its eye on Earth as well. Using the portal storm as transportation, alien forces arrived on Earth and began their conquest of the planet. Stunned and caught by surprise, Earth?s united military was defeated in only seven hours. The United Nations building was torched, and the world held its breath. The Combine has arrived. Through unknown means, Dr. Wallace Breen, former administrator at the Black Mesa Research Facility, brokered a truce with the Combine. Humanity?s continued survival was assured at the cost of complete enslavement. Breen was soon appointed as Earth?s administrator, heading nothing but a puppet government. The Combine wasted no time in taking advantage of the Earth?s resources. Oceans were depleted and huge mines were drilled into the crust. Surviving humans were rounded up and place in remaining cities, renamed using numbers. A ?suppression field? was established to halt the human reproductive cycle. All young children were massacred in genocide. Members of the human race were taken and modified into soldiers, forming the Transhuman Arm of the Combine Overwatch, which enforced the will of the Combine with an iron fist. In all this despair, the light of hope still shone. Survivors from the Black Mesa Incident told stories of the One Free Man. His name soon spread through the remaining human population and was surrounded by a messianic reputation. Many believed that he alone could stand up to the might of the Combine and bring freedom to humanity? Section II. Legal Information [LEGAL] This unofficial strategy guide is the property of its author. No part or parts of it may be used for purposes other than private use. This guide must be distributed free of charge. The only website authorized to post this guide is www.neoseeker.com. If one insists on using this guide for purposes other than private use, permission can be sought by emailing the author at chen_089@yahoo.com. If unlawful usage of this guide is found, legal actions will ensue. Section III. Controls [CON] --------------------------- A. On Foot [CON01] --------------------------- Left Thumbstick = Movement (Press down to crouch) Right Thumbstick = Look (Press down to zoom) Right Trigger = Primary Attack Left Trigger = Secondary Attack Directional Buttons = Weapon Selection Y Button = Action B Button = Reload A Button = Jump X Button = Sprint Black Button = Command White Button = Flashlight Start Button = Pause ----------------------------- B. In Airboat [CON02] ----------------------------- Left Thumbstick = Accelerate, Turn Right Thumbstick = Look Right Trigger = Fire Pulse Cannon White Button = Headlight -------------------------------- C. In Scout Car [CON03] -------------------------------- Left Thumbstick = Accelerate, Turn Right Thumbstick = Look Right Trigger = Fire Tau Cannon Left Trigger = Charge Tau Cannon X Button = Boost A Button = Brake --------------------------- D. In Crane [CON04] --------------------------- Left Thumbstick = Turn, Raise/Lower Arm Right Thumbstick = Look Right Trigger = Lower Magnet Section IV. Characters [CAST] ---------------------------------------- A. Gordon Freeman [CAST01] ---------------------------------------- A native of Seattle, Washington, Gordon Freeman attended the Massachusetts Institute of Technology and is currently a doctor in the field of theoretical physics. He was a member of the Black Mesa Research Facility science team at the time of the Black Mesa Incident. When the resonance cascade took place, Freeman fought his way through the infested facility and the strange border world of Xen. Throughout out his journey, the G-Man observed his actions. At the end of the Black Mesa Incident, the mysterious G-Man offered Freeman a choice: work for him or die. Having chosen the former option, Freeman was put in stasis for ten years. With Earth under Combine rule, Freeman was awakened from stasis and given a job by the G-Man. He was then place on a train bound for City 17, a large city located somewhere in Eastern Europe. ----------------------- B. G-Man [CAST02] ----------------------- A mysterious agent working for an unknown organization, the G-Man appears to have god-like powers. He watched over Gordon Freeman during the events of the Black Mesa Incident and singled out Freeman for an obscure job. Now, the time has come for that job. ----------------------------------------- C. Dr. Wallace Breen [CAST03] ----------------------------------------- The former administrator at Black Mesa Research Facility is now the Earth administrator. By offering the surrender and enslavement of the human race at the end the Seven Hours War, Dr. Wallace Breen is now the head a puppet government installed by the Combine on Earth. Deluding himself in the idea that the Combine is actually helping humanity achieve immortality as a species, Breen sees all human resistance as narrow-minded individuals who are unwilling to accept change. Breen?s office is at the top of the Combine Citadel in City 17. He also broadcasts a wide range of propaganda to the citizens of City 17 using a number of large monitors scattered throughout the city. -------------------------------------- D. Barney Calhoun [CAST04] -------------------------------------- Once a security guard at the Black Mesa Research Facility, Barney Calhoun is now an active member of the human resistance. Having penetrated the ranks of Civil Protection, Calhoun is now working undercover as a Civil Protection officer. Using his position and limited security clearance, Calhoun relays information to resistance members about Combine movements. He is a valuable ally in the fight against the Combine. --------------------------------------- E. Dr. Isaac Kleiner [CAST05] --------------------------------------- Dr. Isaac Kleiner was Gordon Freeman mentor at MIT. He is also one of the few survivors of the Black Mesa Incident. Essentially a scientist, Dr. Kleiner is currently working in a secret lab in City 17, where he does research on teleportation technology. His lab is usually the first stop for anyone willing to escape from City 17, as it is linked to various resistance outposts in the canals leading to Black Mesa East. The route is long and dangerous though, forcing Dr. Kleiner to try and develop a better way ? teleportation. Dr. Kleiner Also stores a modified HEV suit at his lab, which is going to be crucial to Gordon Freeman. For a pet, Dr. Kleiner keeps a de-beaked headcrab named Hedy Lamarr, after the famous actress and inventor. -------------------------------- F. Alyx Vance [CAST06] -------------------------------- Alyx Vance is the daughter of Eli and Azian Vance, both researchers at the Black Mesa Research Facility. During the Black Mesa Incident, Azian Vance was killed and Eli Vance carried his young daughter out of the facility to safety. Now a young woman in her early 20s, Alyx is a capable and resourceful member of the resistance. Aside from conducting escapes from City 17, she also works along side her father, Dr. Kleiner, and Dr. Mossman in developing teleportation technology. For a pet, Alyx maintains a large robot named Dog. She makes periodic upgrades to her mechanical pet, turning him from a small robot into a formidable machine. Dog is primarily tasked with protecting her. Alyx is skilled at hacking Combine computers and picking locks. These skills, when coupled with her considerable combat abilities, make her a n important ally. ----------------------------------- G. Dr. Eli Vance [CAST07] ----------------------------------- Dr. Eli Vance was once a colleague of Gordon Freeman at the Black Mesa Research Facility. During the Black Mesa Incident, Dr. Vance managed, at the cost of losing his wife and all of his worldly possessions, to escape the infested facility with his young daughter. While escaping, he was attacked by a bullsquid and lost half of his left leg. Dr. Vance is currently a figurehead in the resistance movement against the Combine. Operating in an old hydro-processing plant renamed Black Mesa East, he is developing the other half of the teleportation technology. Also, Dr. Vance is noted as being the first human to make peaceful contact with the Vortiguants, an intelligent alien race from Xen. -------------------------------------------- H. Dr. Judith Mossman [CAST08] -------------------------------------------- Working along side Dr. Kleiner and Dr. Vance, Dr. Judith Mossman is the third member of the research group in the human resistance movement. She is currently developing intra-dimensional teleportation and working toward an efficient teleportation device. She exhibits some odd behaviors, therefore making her a suspicious individual. --------------------- I. Dog [CAST09] --------------------- Dr. Eli Vance originally built Dog as a way to protect his daughter amid the Combine occupation. Originally a four-foot tall robot, Dog has received a massive amount of upgrades and is now a formidable machine. Bestowed enormous strength by his advanced hydraulic system and moderate intelligence by his AI, Dog is still tasked with protecting Alyx. Also, Dog is armed with a modified version of the zero-point energy manipulator, enabling him to manipulate heavy objects. Dog is a valuable asset in situations where combat is required. ------------------------------------ J. Father Grigori [CAST10] ------------------------------------ When the mining town of Ravenholm was subjected to bombardment with parasite rockets, most of the inhabitants were either turned into zombies or slaughtered. However, rumor has it that there is a lone survivor of the disaster. Apparently, the town?s priest has survived. Armed with his cunnings and his .357 Winchester rifle, Father Grigori set out on a holy mission to save the souls of his former friends by destroying the abominations that they had become. Although he has been driven insane, his intelligence and courage is untouched. He is completely fearless, meeting his foes with a mad laugh and a blaze of gunfire. He may be your only chance at survival if you find yourself in Ravenholm. ------------------------------------------------- K. Colonel Odessa Cubbage [CAST11] ------------------------------------------------- A leader of local human resistance, Colonel Odessa Cubbage is the commander of New Little Odessa, a resistance outpost along highway 17. Although the man is firearm expert and a decent tactician, his lack of courage compels him to stay in his underground bunker during battles. Expect him to provide you with weapons, but don?t expect him to fight along side you. Section V. Handheld Weapons [TOOL] ------------------------------ A. Crowbar [TOOL01] ------------------------------ The crowbar is a metal rod bent at both ends. Although commonly used as a lever, the crowbar can be used as an offensive weapon. Swinging it into an opponent in close-quarter combat will result in severe blunt trauma. Excellent for battering smaller enemies such as scanners, manhacks, or headcrabs, it is not advised for usage against larger foes. The crowbar can also be used as a tool. Use it to bash open crates or break through barricades with ease. ----------------------------------------------------------------------------- C. Handgun (Heckler & Koch USP Match Pistol) [TOOL03] ----------------------------------------------------------------------------- Type: Projectile Weapon Mode of Fire: Semi-Automatic Ammunition: 9 mm AP Rounds Magazine Capacity: 18 Rounds Carrying Capacity: 150 Additional Rounds Rate of Fire: ** Range: *** Power: ** A human-designed handgun, this weapon has been approved by the Combine and manufactured as a standard sidearm for its law enforcement officers. The handgun is a compact weapon possessing reasonable accuracy, decent range, and moderate power. Typically favored by Civil Protection officers, the handgun features a large, 18-round magazine with a carrying capacity of 150 rounds. Ammunition is quite common, as you can gather them from supply crates or slain CP officers. This makes the handgun a good weapon in the early stages of your journey. When you acquire more powerful weapons, use the handgun as a backup or when trying to conserve ammunition. Because of its semi-automatic mode of fire, the handgun is one of the more accurate weapons. Use this property to place headshots on humanoid enemies. Both Combine troops and standard zombies fall after only a few rounds to the head. Lastly, use this weapon on smaller foes like headcrabs, as a few rounds will kill them and allows you to conserve ammunition for your more powerful weapons. ------------------------------------------------------------------------ D. .357 Magnum (Colt Python .357 Revolver) [TOOL04] ------------------------------------------------------------------------ Type: Projectile Weapon Mode of Fire: Single Shot Ammunition: .357 Caliber Magnum Cylinder Capacity: 6 Rounds Carrying Capacity: 12 Rounds Rate of Fire: * Range: **** Power: **** An exceptionally powerful revolver, the .357 magnum is one of the most coveted weapons. Deemed ineffective by the Combine, only a limited number of these weapons exist. Ammunition for the magnum is very rare and difficult to find. Although the magnum has a slow rate of fire and long reloading time, it compensates with sheer power and range. A few shots to the chest are enough to drop even the best of the Combine transhuman soldiers. With its great range, you can pick off enemies outside the range of their weapons. The magnum is excellent for taking down any single humanoid foe. However, the magnum is not without its shortcomings. While effective against a single target, it is ill fitted for taking out multiple enemies. The slow rate of fire, when coupled with enormous recoil, is clearly insufficient in a firefight. Also, the scarcity of ammunition means that you should use the magnum very sparingly. -------------------------------------------------------------------------------- ------------- E. Sub-Machinegun (Heckler & Koch MP7 Sub-Machinegun) [TOOL05] -------------------------------------------------------------------------------- ------------- Type: Projectile Weapon Mode of Fire: Automatic Ammunition (primary attack): 4.6 mm AP Rounds Magazine Capacity: 45 Rounds Carrying Capacity: 225 Additional Rounds Rate of Fire: ***** Range: *** Power: *** Secondary Fire: Fire Grenade The sub-machinegun was originally a human design. However, the Combine had approved this weapon and added improvements to it. Redesigned into a more compact model, the SMG now features a grenade launcher integrated directly into the weapon. The SMG is a weapon that the Combine has mass-produced, making it the most common firearm in City 17. The SMG is a very dependable weapon that can be relied upon in any situation. It?s rapid rate of fire means that it could lay waste to weaker enemies with ease, while the attached grenade launcher can be used against tougher foes. It is crucial that you fire in bursts instead of fully automatic fire, since it improves accuracy and ensures ammo conservation. The grenade launcher is great for clearing out groups of enemies, so use it if you see an opportunity. Ammunition is plentiful, as it can be salvaged from many crates as well as the bodies of slain enemies. This weapon can be found in the hands of some Civil Protection officers as well as many Overwatch soldiers. ----------------------------------------------------------------- F. Shotgun (Franchi SPAS-12 Shotgun) [TOOL06] ----------------------------------------------------------------- Type: Projectile Weapon Mode of Fire: Semi-Automatic Ammunition: 12-Gauge Shells Magazine Capacity: 6 Shells Carrying Capacity: 30 Additional Shells Rate of Fire: * Range: ** Power: **** Secondary Fire: Fire Twin Blasts A devastating weapon at close quarters, the shotgun is a human weapon redesigned by the Combine for use in its military. Made more compact and featuring a powerful secondary fire, the shotgun is mass-produced by the Combine and distributed to many Overwatch soldiers. The shotgun is the weapon of choice for close-quarter combat. Able to destroy most humanoid entities in a single shot, this weapon is highly recommended for use against all types of zombies and Combine forces. When firing, try aiming at the target?s head or upper torso. This way, the damage inflicted is greatly increased and the shot will usually result in instant death. The secondary fire allows the user to fire two shells at once, effectively doubling the damage. Use this feature against stronger zombie types and antlions. The shotgun also has its shortcomings. With its wide cone of fire, it is useless at long range. Also, the rate of fire is less than satisfactory, forcing you to aim carefully in combat or suffer the consequences. ---------------------------------------------------------------------- G. Pulse Rifle (Overwatch AR2 Pulse Rifle) [TOOL07] ---------------------------------------------------------------------- Type: Directed-Energy Weapon Mode of Fire: Automatic Ammunition: Energy Pulse Battery Capacity: 20 Units Carrying Cpacity: 60 Additional Units Rate of Fire: **** Range: **** Power: **** Secondary Fire: Fire Energy Orb The pulse rifle is a weapon that is completely based on Combine technology. The Combine pulse weapon has been modified into a more human configuration, allowing distribution to the humanoid Overwatch forces. A directed-energy weapon, the pulse rifle is an excellent infantry weapon with impressive firepower. The pulse rifle is the only Combine-designed infantry weapon that is actually mass-produced. It is issued exclusively to the Overwatch. In essence, the pulse rifle fills the roles of an assault rifle. Although it is fully automatic, the pulse rifle is quite accurate. Given this accuracy, the pulse rifle is easily one of the most versatile firearms available. Its ability to inflict heavy damage at long range makes the pulse rifle excellent in firefights. The secondary fire on the pulse rifle is in the form of a glowing energy orb. This orb, once discharged, will vaporize any organic material it touches and simply bounce off inorganic objects. This property makes it excellent in taking out groups of hostile infantry. The downside is that if you use this attack on armed enemies, you won?t be able to salvage their weapons since they will be vaporized as well. Even though the battery capacity and carrying capacity are disappointing, this weapon is plentiful whenever Overwatch forces are involved. The pulse rifle is the weapon of choice for all Overwatch elites and some Overwatch soldiers. ----------------------------- I. Crossbow [TOOL09] ----------------------------- Type: Projectile Weapon Mode of Fire: Single Shot Ammunition: Superheated Bolt Weapon Capacity: 1 Bolt Carrying Capacity: 10 Additional Bolts Rate of Fire: * Range: ***** Power: **** Secondary Fire: Zoom In/Out The crossbow is a perfect example of ancient technology merged with modern science. Although it still uses the tension of the string to propel a bolt, the bolts fired are heated red-hot using a battery. When fired, the bolt can often penetrate cleanly through a target and even nail the target to a nearby wall. A scope mounted on top of the weapon provides long-range accuracy, making the crossbow extremely accurate as well as stealthy. The crossbow should be used against distant foes only. It is not a good idea to use this weapon against enemies near you. Because the bolts offer one-hit kills, you should primarily use the crossbow against Combine forces. Even the best Overwatch transhuman soldier will die after a single bolt to the chest. It is preferable that you use this weapon on stationary enemies because the bolts need time to reach their targets. Also, you should aim slightly higher when you fire at enemies at extreme range. The bolts tend to dip slightly due to gravity. ------------------------------------------------ J. Fragmentation Grenade [TOOL10] ------------------------------------------------ The fragmentation grenade is a thrown device with considerable power. Packed with high explosives and equipped with a four-second fuse, a grenade is the perfect solution to enemies in large groups. A single grenade is often enough to eliminate a cluster of zombies or Combine forces. You can also use grenades to disable turrets and flush out snipers. There are two ways to use a grenade: you can lob it through the air in an arc to reach covered enemies, or you can roll it across the floor and into an enemy position. You can gather grenades from crates or from dead Overwatch soldiers. Section VI. Mounted Weapon [HEAVY] --------------------------------- A. Pulse Gun [HEAVY01] --------------------------------- A pulse gun is essentially a mounted version of a pulse rifle. Equipped with both a flashlight and a targeting laser, this weapon draws power from large batteries and can be fired constantly. Used by Combine forces in fortified positions, this weapon can lay waste to a large area. However, once you have slain the original operator, you are able to use this weapon. Despite having a limited field of fire, the pulse gun should be used whenever you can, due to its ability to wipe out multiple targets in mere seconds. -------------------------------------- B. Pulse Cannon [HEAVY02] -------------------------------------- The pulse cannon is the weapon mounted on your airboat. A heavier version of the pulse rifle, this weapon can be fired 100 times before recharging is required. Drawing power from an attached battery, the pulse cannon can be recharged in a short period of time. Very powerful, this weapon can be used to deal with any threat, ranging from zombies to Combine vehicles like APCs and hunter-choppers. As a bonus, this weapon is sighted automatically, although you can use manual aim to perfect you shot. ------------------------------------ C. Tau Cannon [HEAVY03] ------------------------------------ Dr. Eli Vance devises the tau cannon as a vehicle-mounted weapon for the scout car. Powered by a battery on board the scout car, the tau cannon can be fired non-stop, unleashing a hail of tau particle blasts toward your desired targets. However, if your target is too strong to be overwhelmed by the primary blast, you can charge up the tau cannon and fire a secondary blast. This blast is extremely powerful and can easily knock enemies off their feet. Use the tau cannon to shoot anything that gets in your way when you are in the scout car. Section VII. Enemies [ENTITY] ------------------------- A. Antlion [XEN01] ------------------------- The antlions are just one of many types of Xen wildlife brought to Earth by the portal storm. After arriving on Earth, these monstrous insects settled themselves along the coastlines and lived in underground colonies. Fiercely territorial, any vibration on sand will stir these vicious predators into attacking. Capable of flying short distances, antlions will either maul you with their mandibles or slash you with their claws. To combat this threat, it is advised that you stay off the sand at all costs. However, if you fail, you will cause four or five antlions at a time to spawn out of the sand and attack you. If this happens, find footing on solid rock and blast these insects with your shotgun or SMG. It is better to deal with one wave than to deal with an endless flow. However, pheropods gathered from dead antlion guards will fool the antlions into thinking that you are one of them. Once you acquire the bugbait, you can use it to direct antlions and command them to attack other enemies. ---------------------------------- B. Antlion Guard [XEN02] ---------------------------------- An antlion guard is a sight to behold. An enlarged variation of the antlion species, the antlion guard bears little resemblance to its generic brothers. Featuring an enlarged, armored head carapace, the antlion guard can cause serious damage on its enemies by ramming them. This attack is often followed by a mauling attack, in which the antlion guard bears down on its victim with its teeth. Also, an antlion guard can use its pheromones to summon up to six antlions for assistance in combat. When facing an antlion guard, use the heaviest weapons that you have access to. An RPG round followed by heavy doses of shotgun blasts is ideal, but constant pounding with the pulse rifle is good as well. Keep moving and sprint to dodge the animal?s ramming attack. Fire until the beast collapses. ----------------------------------------------- K. Civil Protection Officer [CMB11] ----------------------------------------------- Civil Protection officers, or metro cops, are the Combine?s primary mean of keeping law and order in metropolises like City 17. Dressed in light body armor and wearing intimidating masks complete with respirators, CP officers reign over the citizens of City 17 with an iron fist. Having been given much power by the Combine, CP officers terrorize citizens through a mixture of random beatings, ?questionings,? and raids. CP officers are nothing more than humans who willingly joined the Combine in order to get privileges like better food. Unlike Overwatch forces, they are not physically enhanced in any way. Typically armed with a stun baton and a handgun, CP officers guard critical locations in City 17 as well as patrol the canals outside the city for escapees. Some CP officers are better armed with SMGs and can release a manhack at opportune times. In addition, CP officers in watchtowers can launch flares to call for reinforcements. In terms of vehicles, CP officers most commonly travel in their APCs. However, they can be airlifted by Combine dropships as well, riding in an armored container with a mounted pulse gun. When on foot, CP officers often work in teams with scanners and hunter-copters. Lastly, CP officers communicate to each other and their ?dispatcher? by radio. Your HEV suit can pick up their chatters and alert you to their presence. When a CP officer is killed, his radio will emit a long ?flat-lining? tone. Use this to determine how many active CP officers you are facing. Because they are lightly armored, CP officers are highly susceptible to small arms fire. Use the SMG to overwhelm them or use the handgun to pick them off with headshots. Anything heavier than light weapons is overkill and should not be used. ---------------------------------------- L. Overwatch Soldier [CMB12] ---------------------------------------- Officially known as the Transhuman Arm of the Combine Overwatch, Overwatch soldiers form the backbone of the Combine military presence on Earth. Tasked primarily with destroying the human resistance, these soldiers are far better trained than the Civil Protection officers. They are known to wield a variety of weapons and exhibit advanced squad tactics. Overwatch soldiers were originally humans. Taken prisoner by the Combine, these humans were sent to facilities like Nova Prospekt for modifications. There, Combine scientists performed a number of brutal surgeries (including brain surgery, chest surgery, and abdominal surgery) on each individual and installed a various implants (in the throat and around the abdomen). The individual?s memories were then replaced, completing his transformation into an Overwatch soldier. Thanks to their surgical enhancements and squad-based trainings, Overwatch soldiers are far superior to unaltered humans. Organized into squads of four to eight soldiers, Overwatch soldiers are well versed in tactics. Fully expect them to execute flanking maneuvers and organized retreats. Overwatch soldiers are tasked with a variety of roles other than direct combat. They are assigned to guard high-security areas and serve and serve as staff in Combine facilities like Nova Prospekt and the Citadel. Still others act as pilots and snipers. In terms of weaponry, the Overwatch is well equipped. Most Overwatch soldiers were issued SMGs, shotguns, and pulse rifles. Snipers are armed with the precise, deadly Overwatch sniper rifle. In addition, each trooper carries a supply of grenades and can deploy them with pinpoint accuracy. Overwatch soldiers prefer APCs and dropships for transportation and deployment. When engaged in heavy combat, they are known to call in gunships or striders to assist them. When you face these soldiers in combat, |
