# Enemies

Full listing of all the enemies you will encounter (and kill) throughout your adventures:

## Contents

1. Xen
2. Race X
3. Human
4. 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...