Half-Life 2 - PC/Weapons
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Half-Life 2, Half-Life 2: Episode One, and Half-Life 2: Episode Two all share common weapons.
Contents |
Crowbar
- Level Received
- HL2: A Red Letter Day
- Episode One: Urban Fight
- Episode Two: To the White Forest
- Primary Attack: Strike
- Alternate Attack: N/A
The go-to blunt weapon for Half-Life 2 and its many iterations. Use it to club enemies and bust through crates, boards, and other pesky obstacles. The crowbar is also quite useful for taking down those annoying security bots flitting through the air, and is the ideal weapon for smashing manhacks to pieces.
9mm Pistol
- Level Received
- HL2: Route Kanal
- Episode One: Lowlife
- Episode Two: To the White Forest
- Clip Size: 18
- Maximum Ammo: 150
- Primary Attack: Single shot
- Alternate Attack: Burst fire
The pistol, while weak, can still take down Combine soldiers early in the game with a headshot. Ammo for it is found everywhere early in the game. It is perfect for sniping since it has excellent accuracy. Avoid the alternate attack as it wastes precious bullets.
Sub-Machine Gun
- Level Received
- HL2: Route Kanal
- Episode One: Urban Fight
- Episode Two: N/A
- Clip Size: 45
- Maximum Ammo: 225
- Primary Attack: Auto fire
- Alternate Attack: Grenade
The SMG is a good choice of weapon for most of the first half of Half-Life 2, for two reasons: it fires rapidly, and it can launch grenades, both of which are ideal ways of taking out groups of enemies in a flash. Additionally, there's plenty of ammo for it just lying around the various levels, and Combine soldiers drop it in droves.
Grenade
- Level Received
- HL2: Route Kanal
- Episode One: Urban Fight
- Episode Two: To the White Forest
- "Clip" size: 1
- Maximum allowable: 5
- Primary Attack: Toss grenade
- Alternate Attackk: Roll/drop grenade
Grenades are very useful for clearing out groups of enemies, such as Combine soldiers hunkered down behind a gun turret's shield or a congregation of slow-moving zombies just begging to get their limbs blown off. They're also quite useful if you're being pursued: just use the alternate attack while running to drop a grenade behind you, taking out whoever (or whatever) was giving chase.
.357 Magnum
- Level Received
- HL2: Water Hazard
- Episode One: Exit 17
- Episode Two: To the White Forest
- Chamber Size: 6
- Maximum Ammo: 12
- Primary Attack: Single shot
- Alternate Attack: N/A
Weapon of choice for maverick NYPD cops and theoretical physicists alike, the .357 Magnum packs quite the wallop and can kill just about anything. The downside? You can only carry 12 bullets with you at any time and ammo is very scarce. It is perfect if you need to take down a Combine Elite Soldier and you're low on health.
Gravity Gun
- Level Received
- HL2: Black Mesa East
- Episode One: Undue Alarm
- Episode Two: To the White Forest
- Clip Size: N/A
- Maximum Ammo: N/A
- Primary Attack: Energy blast
- Alternate Attack: Object manipulation
Once you acquire it, the gravity gun will be used throughout the rest of the game to manipulate inanimate objects the player would not normally be able to move, such as heavy crates, machinery, and even vehicles. It can also be used as an offensive weapon by hurling explosive barrels or other dangerous items like sawblades into groups of enemies. Use this as a weapon when you want to conserve ammo.
Shotgun
- Level Received
- HL2: We Don't Go to Ravenholm
- Episode One: Lowlife
- Episode Two: To the White Forest
- Chamber Size: 6
- Maximum Ammo: 30
- Primary Attack: Shotgun blast
- Alternate Attack: Double-barreled blast
Like the Magnum, the shotgun delivers a powerful shot to the nearest enemy, but also like the Magnum, you can only carry limited amounts of ammo with you at any given point. This is best used on quick enemies that have gotten too close for comfort.
Pulse Rifle
- Level Received
- HL2: We Don't Go to Ravenholm
- Episode One: Urban Fight
- Episode Two: Freeman Pontifex
- Clip Size: 30
- Maximum Ammo: 60
- Primary Attack: Auto-fire
- Alternate Attack: Energy sphere
The pulse rifle fires off a strong shot, which is why the Overwatch are all carrying it. Its alternate attack, a ball of energy that bounces off walls, is even more powerful, but best used in close quarters. Ammo for this weapon is rare and runs out extremely fast, so try to use it only in dire situations, or when its alternate attack is in order.
Rocket Launcher
- Level Received
- HL2: Highway 17
- Episode One: Urban Fight
- Episode Two: Under the Radar
- Chamber Size: 1
- Maximum Ammo: 3
- Primary Attack: Rocket
- Alternate Attack: Laser guide on/off
There will be little reason to use the rocket launcher against anything other than large, difficult foes like helicopters and gunships, simply because you'll deal a severe blow to your own health if the rocket goes off anywhere near you. Use the homing laser in a circular pattern to guide the rocket past any obstructions on the way to the target.
Crossbow
- Level Received
- HL2: Highway 17
- Episode One: Urban Fight
- Episode Two: Riding Shotgun
- Chamber Size: 1
- Maximum Ammo: 10
- Primary Attack: Bolt
- Alternate Attack: Scope zoom on/off
A poor-man's sniper rifle, the crossbow is nevertheless a deadly weapon that has great range. Use the scope to spot your distant target, then let off one of the only ten bolts you can carry. Just be sure to account for the crossbow's dip in trajectory over long distances. In other words, aim a little bit higher than your target.
Pheropod
- Level Received
- HL2: Sandtraps
- Episode One: N/A
- Episode Two: N/A
- "Clip" size: 1
- Maximum allowable: Infinite
- Primary Attack: Sic antlions
- Alternate Attack: Call antlions
Once your deadliest enemy, the antlions--with the use of the pheropod--are now your minions of destruction. Use the primary attack to toss a pheropod at unwitting enemies to sic the antlions on them, and use the alternate attack to call them back to you. With an antlion army at your command, the Combine won't stand a chance against you!
