Enemies
Full listing of all the enemies you will encounter (and kill) throughout your adventures:
Contents
- Xen
- Race X
- Human
- Mechanical
Xen
Certainly the most varied foes, these lifeforms will slash, shock, poison, burn, and devour their enemies.
Leech
- Class: Alien monster
- 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.
|
|
Baby headcrab
- Class: Alien prey
- 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.
|
|
Headcrab
- Class: Alien prey
- 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.
|
|
Zombie
- Class: Alien monster
- 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.
|
|
Stukabat
- Class: Alien predator
- Threat: Low
- Weapons: None
- Special abilities: None
- Role: Attack
- The Stukabat can contaminate players with its acid claw, gradually killing it's victim.
|
|
Barnacle
- Class: Alien monster (its class in combat is often ignored until it has prey)
- Threat: Medium
- Weapons: None
- Special abilities: None
- Role: Ambush
- Barnacles are completely defenseless other than its 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 NPCs will have to save you from a certain death.
|
|
Snark
- Class: Alien bio weapon
- 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.
- Watch out for moving snark nests. Avoid picking them up or you're in for a nasty surprise!
|
|
Houndeye
- Class: Alien monster
- Threat: Medium
- Weapons: Sonic wave charge
- Special abilities: None
- Role: Attack
- A houndeye 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.
|
|
Bullsquid
- Class: Alien predator
- 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.
|
|
Alien slave (aka Vortigaunt)
- Class: Alien monster
- 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.
|
|
Alien controller
- Class: Alien military
- 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.
|
|
Alien grunt
- Class: Alien military
- Threat: High
- Weapons: Hornet gun; swipe; snark nest grenade
- Special abilities: None
- Role: Attack
- The armour 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 its health, but only if no other threats are around.
- Alien grunts can throw Snark nests at enemies, which burst upon contact with some very angry Snarks.
|
|
Ichthyosaur
- Class: Alien monster
- 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.
|
|
Gonome
- Class: Alien monster
- 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 its health, but only if no other threats are around.
- Gonomes can attack while running. They will kill you if you try to out-run them.
|
|
Tentacle
- Class: Alien monster
- Threat: High
- Weapons: None
- Special abilities: Exceptional hearing
- 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.
|
|
Baby Gargantua
- Class: Alien monster
- 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 of its way.
|
|
Gargantua
- Class: Alien monster
- 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.
|
|
Gonarch (aka Big Momma)
- Class: Alien monster
- 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 its shell.
- The acid blob will poison you if it hits you. Be sure to take cover from it.
|
|
Kingpin
- Class: Alien military
- Threat: Epic
- Weapons: Claws; energy beams, homing energy orbs
- Special abilities: Can teleport and reflect various projectiles
- Role: Attack
- The Kingpin shield must be taken down before you can properly hurt it.
- The Kingpin is able to teleport around.
|
|
Xen Overlord (aka Tor)
- Class: Alien military
- 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.
|
|
Back to the top...
Race-X
Nobody knows where these lifeforms come from, though they are an exciting addition to conflicting battles. Most of which feature electrical and poison attacks.
Shock roach
- Class: Alien prey
- Threat: Low
- Weapons: None
- Special abilities: None
- Role: Ambush
- The shock roach has a very limited lifespan as soon as its host (the shock trooper) dies.
- You can pick up a live shock roach and use it as a weapon for a short while.
|
|
Pit drone
- Class: Race X (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 its health, but only if no other threats are around.
|
|
Shock trooper
- Class: Race X (shock)
- Threat: High
- Weapons: Electric bolts; acid spore
- Special abilities: None
- Role: Attack
- The acid spore will explode instantly if it hits prey, however takes a couple of seconds if it's on the floor.
- Acid spores 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.
|
|
Baby voltigore
- Class: Race X (shock)
- Threat: Low
- Weapons: Swipe
- Special abilities: None
- Role: Attack
- When there are babies, the mother is usually around. Don't get too distracted.
|
|
Voltigore
- Class: Race X (shock)
- Threat: High
- Weapons: 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.
|
|
Back to the top...
Human
Often skilled and as fast as players, human foes can use a wide range of weapons and intelligence to combat enemies. However they are highly vulnerable to bullets, poison, and can be eaten by Barnacles and Gargantuas.
Barnabus
- Class: Human military
- Threat: Low
- Weapons: 9mm pistol
- Special abilities: None
- Role: Defense
- Barnabus is Barney's evil twin brother. He is also a security guard, but in a pretty bad temper and will fire at players on sight.
|
|
Otto
- Class: Human military
- 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.
|
|
Grunt
- Class: Human military
- 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.
|
|
Medic grunt
- Class: Human military
- 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.
|
|
Torch grunt (aka Engineer)
- Class: Human military
- 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.
|
|
Heavy weapons grunt
- Class: Human military
- Threat: High
- Weapons: Microgun
- Special abilities: Can call for a medic grunt for healing
- Role: Attack
- The microgun 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 microgun upon death, which can be picked up and used by players.
|
|
Female assassin
- Class: Human military
- 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.
|
|
Male assassin
- Class: Human military
- 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.
|
|
Bodyguard
- Class: Human military
- Threat: Very high
- Weapons: 9mm pistol; Desert eagle; MP5; Shotgun; Microgun; 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.
- Bodyguards are the most elite human enemy you will encounter. Team up with players to take them down.
|
|
Back to the top...
Mechanical
These mechanical foes often aid the human military class and are immune to common weaknesses humans have such as poison and Barnacles, but not Gargantuas. Bullets often have much less effect.
Sentry turret
- Class: Machine
- 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-destruct upon death.
|
|
Small mounted turret
- Class: Machine
- 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 its machine gun isn't very strong.
|
|
Large mounted turret
- Class: Machine
- 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 towards targets.
|
|
Robot grunt
- Class: Machine
- Threat: High
- Weapons: MP5; M16; M16 with grenade launcher; Shotgun; Hand grenades; Kicking
- Special abilities: Self-destruct
- Role: Attack
- When a robot grunt gets heavily damaged it will begin to malfunction and give off random shocks, being nearby is dangerous.
- Robot grunts have an armoured shell that makes them partially immune to bullets. Explosives have a reasonable effect on them, but they have a particular weakness to electrical and fire damage.
- Robot grunts self-destruct upon death.
|
|
Apache helicopter
- Class: Human military
- Threat: Very high
- Weapons: Shell cannon; twin hellfire missiles
- Special abilities: None
- Role: Support
- The Apache is only vulnerable to bullets at its cockpit and rotor engines. Using an RPG is the best way to take it down.
- The Apache will crash when destroyed creating a large explosion, so stay well clear.
|
|
Osprey helicopter
- Class: Machine
- Threat: Very high
- Weapons: None
- Special abilities: Delivers four grunts (any type) or male assassins
- Role: Support
- The osprey is only vulnerable at its two large rotor engines either side. Using an RPG or SAW is 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.
|
|
Back to the top...