recursal/Fanatic-Fandom huggingface dataset:
Grease Gun

## Overview

The M3 Grease Gun is an SMG found in SMOD. The Grease Gun is a moderately common replacement for the default MP7, though it is not as common as the MP40. The Grease Gun is commonly used by both the Resistance and Combine due to it's reliably high damage, and remarkably high accuracy and stability. This, however, comes at a cost, having a rather slow fire rate and reload speed.

Out of the three basic SMGs, the Grease Gun is the slowest, but has the highest damage and accuracy by a long shot. This is the SMG that marksmen will appreciate the most.

## Acquisition

Much like the MP40, it is often found as a replacement of the MP7, first found in the Canals, wielded by either Metrocops or Soldiers. One can obtain the Grease Gun by killing them. Unlike several weapons, the Grease Gun and other SMGs are almost always found in the game, being held by Resistance members and Combine forces alike.

## Advantages

-Highest damage of all the SMGs.

-The most accurate of all the SMGs.

-Decent, but easily controlled, recoil.

-Basic magazine size of 30 rounds.

-Uses the very common SMG ammo.

-Rather common; ammo will not be in short supply.

-The only SMG effective at longer ranges.

-Iron sights are clear and open.

## Neutral

-Compared to the other SMGs and most rifles, the Grease Gun has a rather slow fire rate, which certainly helps with accuracy, but can make tackling larger groups harder.

## Disadvantages

-Slow reload of approximately 5.2 seconds.

-On higher difficulties, enemies with this weapon can be very precise, and can become quite a problem due to their damage.

## Tactics

-Keep in mind that the Grease Gun is the only SMG that can be effective at long range engagements. If you have no alternatives, you can try using it to snipe from moderate distances.

-Remember that the Grease Gun is very slow compared to the other SMGs. Using it against large groups may be tough, and reloading should always be done in a safe place.

-To get the most out of the Grease Gun's accuracy and damage, try your best to go for headshots.

-Don't be shy about using the Grease Gun constantly. The weapon uses a very common ammo type, so you'll almost always have rounds for it. The Grease Gun's slower fire rate also helps to manage ammo, making it quite efficient.
Golden Crowbar

## Overview

The magnificent **Golden Crowbar** is a special prototype crowbar of unknown origin, presumably hand-crafted by Santa Claus himself.

While it may seem like a simple gold plated variant of the original Crowbar, the Golden Crowbar acts very differently.

Primary attacks will rapidly send out a stream of green lasers, dealing 10 damage each, quickly racking up if enough hit. The lasers do, however, have a spread at a distance.

Secondary attacks will send out a blue, snake-like electrical bolt that will latch onto a target and *rapidly* deal heavy damage, jumping to a new target during or after the bolt is attacking a target. After enough jolts, the bolt will vanish.

Some enemies have interesting reactions to the Golden Crowbar's shock bolts: Kamikaze Headcrabs will explode immediately after being touched by one, and Rollermines will be lifted into the air until the bolt dissapears, where the Rollermine will then detonate. Explosive barrels have a similar reaction, being lifted into the air by the bolt before detonating abruptly.

## Acquisition

The Golden Crowbar has a very different means of appearing compared to other weapons in SMOD. It will only appear on December 31st, in a gift that appears in Dr. Kleiner's lab (shown above).

This event may also be triggered by the command "instant\_trig\_run xmasset", or given to the player via "give weapon\_gcrowbar" or "giveall", otherwise it won't appear at all, or anywhere else.

## Advantages

* Deals high, very rapid damage.
* Both attacks have infinite range.
* Shock bolts (via secondary attacks) move very quickly.
* Infinite ammo.
* Due to being able to jump between targets, shock bolts are capable of wiping out entire groups with little effort.
* Shock bolts home in on targets.
* Primary attack has a fast fire-rate

## Disadvantages

* Only appears once in noticeably specific circumstances.
* Primary attacks have wide spread over a distance.
* Shock bolts are able to latch onto and kill allies and essential NPCs.
* Primary attacks deal little damage at a distance due to the spread.
* Unlike the normal Crowbar, the Golden Crowbar cannot be used as a melee weapon.

## Tactics

-Use the secondary attacks on bunched up enemies. The shock bolts are capable of damaging up to three enemies at once, and will quickly jump from target to target once it kills.

-Remember that the Golden Crowbar has infinite ammo. If your other ranged weapons are out of rounds, don't be afraid to draw the crowbar and fire away.

-Try not to use the primary attacks at long range, as the lasers have quite a bit of spread.

-If you need to deal with targets from a distance, use the secondary attack. Don't forget the bolts home in onto enemies and move very fast as well.
Pulse Machine Gun

## Overview

The Pulse Machine Gun, or PMG, is a modified, heavier-class version of the basic AR2 Pulse Rifle. Generally, this weapon is much less common compared to other rifles, but is high damage, and has a remarkable fire rate and very large ammo capacity.

When compared to the basic AR2, it inflicts higher damage, has a larger capacity, a slower reload, even worse recoil, worse accuracy, fires faster, and lacks an Energy Ball launcher.

## Acquisition

The PMG first appears in Nova Prospekt, in the hands of a Combine Ace in block C1. Killing the Ace will cause them to drop it for you. After that, the PMG appears uncommonly in the hands of heavier Combine units.

## Advantages

-High damage for an assault rifle.

-Very large capacity of 90 rounds.

-Sports a remarkable fire rate.

-Uses the somewhat common pulse ammo.

-Moving will not change the weapon's accuracy.

## Disadvantages

-Somewhat obstructive iron sights.

-Recoil becomes uncontrollable if fired for too long.

-Mediocre accuracy for a rifle.

-Slow reload of approximately 5 seconds.

-Doesn't have the Energy Ball launcher that the AR2 has.

## Tactics

-The PMG has a quick fire rate and a high capacity, making it a capable weapon for painting a room with pulses.

-Be sure to burst or tap-fire in order to retain accuracy at a distance.

-Be very careful when spraying with the PMG, as it's recoil and accuracy falter considerably if fired for too long.

-Though the PMG has a high capacity, try not to get carried away while firing, or all 90 rounds are going to burn out rather quickly.

-Reload frequently. This weapon fires fast, but reloads slow.
Rocket Sentry

## Overview

**Rocket Sentries** are rare, dangerous variants of the default Combine Turret that, as the name implies, instead of firing pulse rounds, fire large, heavily damaging rockets at whatever they see.

They are identical in appearance to default Turrets, which can catch the unprepared player off guard rather easily.

Rocket Sentries first appear in Nova Prospekt. The first Rocket Sentry the player encounters is behind a locked gate near a control station. Afterwards, they will rarely replace random turrets.

Despite what one may think, Rocket Sentries do *not* fire slowly. They are actually rather quick, firing approximately 2-3 rockets per second, which can, obviously, cause massive damage to anyone in the way.

Rocket Sentries behave identically to default Turrets, although they may stop firing if their target is dangerously close.

## Tactics

-If a Rocket Sentry has spotted you, immediately get to cover, and be sure to back up. Even if you are able to hide, the rocket's blast radius is still able to damage you.

-Keep in mind that the rockets fired by the Sentry cannot be caught by either the Physgun or Gravity Gun. They also cannot be replicated by the Stuff Launcher.

-The Rocket Sentry may stop firing if it's enemy is particularly close by, allowing one to easily knock it over.

-As with all Turrets, you are able to knock it over with the Physgun or with a prop fired by the Gravity Gun. You can also toss a grenade at it, preferably around a corner.

-While Rocket Sentries are rare, be very careful around any Turret you see. They are quite capable of being either a Rocket or Laser Sentry, while having the exact same appearance.
Metropolice

## Overview

**Metropolice** or **Metrocops** are the basic human force of the Combine. They compose of ordinary humans that have volunteered themselves to join with the Combine force, for various reasons. They are some of the first enemies that the player will encounter.

At first, Metrocops are armed with the basic USP Match or Stunstick. They aren't usually too dangerous with these weapons, though the USP wielders can often fire quickly to harass the player, and Stunstick wielders can do quite a lot of damage if they hit the player when they have no armor.

Later on, they begin appearing with various SMGs such as the MP7, MP40, or more rarely, the Grease Gun.

They briefly stop appearing after the player escapes the Canals and makes it to Eli's Lab, reappearing rarely in chapters such as Highway 17.

They become common again once the player returns to City 17 in Anticitizen One and Follow Freeman, but they dissappear again once the chapter 'Our Benefactors' is reached.

## Behavior

Metrocops operate in a fairly basic way: they cover each other in firefights, often stand still to shoot the player, reloading occasionally. On some occasions, they can appear with Manhacks strapped to their backs, which they will deploy once they see an enemy unless dispatched immediately beforehand.

Metrocops have a decently high chance to spawn with Riot Gear, except on Easy mode. Riot Gear becomes absurdly common in Nightmare mode, where nearly every single Metrocop will spawn with at least one piece of Gear.

Augmented Metrocops are no easy targets at first, and are by far the most dangerous threats the player can encounter early game, even if the player pulls off headshots a lot. Augmented Metrocops also become far more common the higher the player's difficulty level is, from being decently rare on Normal, to becoming simply uncommon in Nightmare.

## Tactics

-Metrocops aren't massive threats by default due to their low health. One or two headshots from nearly any weapon is enough to put them down.

-When dealing with Augmented Metrocops, headshots become mandatory due to their hefty amounts of HP, especially if they are a Blue variant. Try using stronger weapons like the Desert Eagle or Grease Gun.

-If an Augmented Metrocop spawns with a Riot Gear helmet, don't try going for the body, it usually will fail. Break his helmet and constantly shoot his head.

-When dealing with groups of Cops, SMGs or the CZ52 will put them down fairly easily if they aren't Augmented or protected.
Bug Spawner

## Overview

The **Bug Spawner** is a 'weapon' of unknown origin, capable of teleporting in Antlions and Guards instantly. It appears to be a little Antlion held in Gordon's hand.

When primary attacks are used, the Spawner is thrown, abruptly exploding once it hits something, causing a friendly Antlion to appear. Secondary attacks will do the same, except spawning a friendly Antlion Guard instead. These Antlions will never despawn overtime, and only stop once they die. There is no limit to the amount of Antlions or Guards that can be spawned, nor is there a limit to how many times the Spawner can be used.

## Acquisition

The Bug Spawner is found in Water Hazard, in a crate nearby several Metrocops on wooden planks. To get the crate down, the player must destroy the planks by ramming their airboat into the supports, causing them to crumble, killing the Metrocops instantly. The crate can then be destroyed, and the Spawner can be collected from it.

If it is missed there, it cannot be found again.

## Advantages

-Infinite.

-Can cause heavy amounts of mayhem by spawning enough Antlions and Guards in specific places.

-Spawned units will never attack the player intentionally.

-Spawning Guards can allow the player to clear out entire rooms easily without taking a single point of damage.

## Disadvantages

-Spawned Antlions can clutter up pathways, blocking the player and forcing them to kill their spawned units.

-Spawning too many units may crash the game.

-Can only be found once.

-Spawned units can still hurt the player if they get in the way of their attacks.

-Has no world model; can make recollecting it difficult if it is dropped.

## Trivia

The Bug Spawner is one of the two weapons without a world model, the other being the Fists.
Key Coffee

**Key Coffee** (キ ー コ ー ヒ ī Kī Kōhī) — это одно из посещённых мест, которое появляется в аниме Шарлотта. Является любимым кафе Юми Шираянаги.

## Описание

Дом белого цвета с лимонно-зелёной крышей и коричневой нижней частью со светящимся знаком в форме прямоугольника синего цвета, на котором написано название места.

## Сюжет

Появляется в 1-ом эпизоде, когда Юми Шираянаги и Ю Отосака едят блины в этом кафе, а также беседуют о переводе Ю в академию Хошиноуми.
The Party Pooper Effect

**The Party Pooper Effect** is the eighth episode of LPS Adorkable. It aired January 18, 2015.

## Summary

Arwyn, D.C, Marvel, and Lock get more than they bargained for at Jezebel's party. We also get to learn a bit more about Eta's home life, and Revlon begins to consider turning a corner in her life.

## Characters in Order of Appearance

Arwyn Bishop

D.C Cosmic

Marvel Cosmic

Locke Menzel

Revlon Cosmir

Lorea Dyme

Jezebel Bradley

Henrietta Fourtris

Mrs.Fourtris

Mr.Fourtris
Stickybomb Launcher

## Overview

The **Stickybomb Launcher** is a pistol-like explosive weapon of unknown origin. While it appears identical to the standard USP Match, it functions very differently.

Primary attacks with the Launcher will cause it to fire small blue blob-shaped bombs that will stick to the first thing they touch. Secondary attacks detonate the bombs in rapid succession.

An unlimited amount of bombs can be fired, and the weapon doesn't need to be reloaded, nor does it require ammo.

## Acquisition

It is currently unknown if the Stickybomb Launcher can be found in the default Half-Life 2 campaign in SMOD. If a source or location of the weapon is found, the page will be updated accordingly.

## Notes

As with all unconfirmed weapons, the advantages, disadvantages, and tactics of the Launcher will not be given until it is confirmed if the weapon can be found in the campaign or not.

## Trivia

The weapon seems to share the exact same models and icons as the USP Match.
M4A1-S

## Overview

The **M4A1-S** is an assault rifle of unknown origin, presumably the Resistance. It appears to be the well known M4A1 carbine, but with a large holographic sight mounted on the top, as well as an effective, durable suppressor attached to the barrel, hence the 'S' at the end of its name.

The M4A1-S is a versatile and powerful weapon, having a selective fire mode that can switch between fully and semi-automatic, as well as having effective sights thanks to the large holographic sight attached to the top. The attached suppressor also muffles the user's shots, making them difficult to detect.

## Acquisition

The M4A1-S can be found in Sandtraps, inside of a large, three-floored house, oddly locked inside the chimney, which can be reached through an opening in either the third or second floor.

If it is missed there, it cannot be found again.

## Advantages

-Moderately powerful.

-Decently high fire rate.

-Quiet, thanks to it's suppressor.

-Clear and effective iron sights.

-Decently sized magazine of 30 rounds.

-Controllable recoil.

-Accurate.

## Disadvantages

-Can only be found once.

-Recoil increases and accuracy diminishes if fired fully automatically, as with all assault rifles.

-Uses the somewhat scarce rifle ammo. (somewhat mitigated later on as enemies with the OICW and AK-47, which use the same ammo, begin spawning more often)

## Tactics

-As with most rifles, it's recommended not to fire too fast, or the accuracy and recoil will suffer rather noticeably. Fire slowly to retain accuracy, or switch to the semi-automatic fire mode.

-If you're careful, the M4A1-S can be used to pick off enemies quietly, due to it's suppressor mitigating a lot of sounsd. Try to hide and fire carefully to pick off your targets with it.

-If you have to fire fully automatically, try carefully pulling down on the mouse while firing to resist against the recoil.

-While the reload isn't too slow, it isn't the fastest either. Be sure to reload frequently and hide while doing so. You don't want to be caught with your pants down.

-In the earlier levels, try not to use the M4A1-S too often, as rifle ammo isn't very common. In later levels, however, such as Nova Prospekt, the ammo begins appearing noticeably more often thanks to the weapons enemies are carrying at those points, such as the aforementioned OICW and AK-47.
Combine Assassin

## Overview

**Assassins** are uncommon, stealth-based Combine units wearing an experimental suit, that of which gives them enhanced agility and cloaking capabilities, causing them to appear nearly invisible from a distance and against specific surfaces, with the rather humorous exception that their weapons are not cloaked with them.

Their suits, along with cloaking them, gives them the ability to move faster than general Soldiers, approximately 2-3 times faster by default.

Assassins are commonly armed with Jackhammers and MP5s, but can rarely appear with heavier weapons such as Laser Rifles.

## Behavior

Assassins behave similarly to default Soldiers, but appear to try getting close to their enemy before attacking if possible. They also sometimes move around more often than Soldiers usually do. Otherwise, they are essentially identical.

## Tactics

-Look closely for an Assassin's weapon. Generally, their firearms do not cloak with them, causing them to stick out like a sore thumb.

-Assassins can be nearly impossible to see from a distance. If you are having trouble locating one, look for a slight shimmering or shifting along a wall, preferable with a sniper rifle.

-As Assassins move faster than most Combine, keep a close eye on them to prevent them getting too close to you. This is especially important for Assassins carrying Jackhammers.

-Assassins will never stop cloaking, even after they're dead. Don't let your guard down if you see one, as they aren't going to expose themselves directly.
Overwatch Soldier

## Overview

**Overwatch Soldiers** are the basic units of the Combine Transhuman Overwatch branch. They are more advanced enemies that the player first encounters rarely in the Canals, and they become the basic enemies the player fights halfway throughout the game and afterwards.

## Behavior

Soldiers are more advanced and improved in comparison to the basic Metrocops. They perform somewhat similar movements and actions, covering each other throughout firefights, backing up to cover when they need to reload, standing motionless to fire, fighting in groups, etc.

There are a few key differences, however; Soldiers are generally armed with much better weapons, such as AK-47's and OICW's. They are also capable of throwing grenades at their enemies to force them out of cover, or to force them to run. They are also capable of throwing AN-M14's to spread around fiery mayhem if the player is especially unlucky.

Similar to Metrocops, they are capable of spawning with Riot Gear and/or as Augmented units. However, rather noticeably, Soldiers suffer a bug where Augmented units don't show any changed colors, effectively camouflaging them, potentially catching the player off guard when a Soldier abruptly survives 15 SMG bullets to the chest and three to the face.

Against Rebels, Soldiers are generally at an advantage for several reasons; they are more durable, aim better, and are able to throw grenades, yet at the same time, they have no method of healing, and tend to have less variety with weapons, which can put them at a disadvantage.

## Tactics

-Don't stay in cover for too long when Soldiers are onto you. If you do, they will likely throw a grenade at you in an attempt to flush you out. If said grenade thrown is an AN-M14, *immediately* run away. AN-M14's are capable of causing *massive* damage to you if you get caught in the flames.

-Soldiers are able to see you from ludicrous ranges, but have terrible accuracy from far away. Sniper weapons are capable of dealing with them easily.

-As with Metrocops, aim for the head to deal with Soldiers quickly. This is especially important when it comes to Augmented Soldiers.

-Against Augmented Soldiers, hard hitting weapons such as the Karabiner will usually deal with them quickly.

-If you need to get a Soldier to move, throw a grenade at them. They will see it coming once it's close and try to get away, possibly blowing up before they can escape.

-If a Soldier throws a grenade at you, you can actually use this to your advantage; use the Gravity Gun or Physgun to throw the grenade back at them, possibly killing them or their teammates. Be quick, however. You don't want that grenade blowing up in your face.

-An interesting tactic is to try shooting a Soldier's grenade out of the air with whatever weapon you have on hand, either knocking it back or bringing it into a dead stop. This is difficult to do outside of Bullet Time and is only recommended if you can't grab it to throw back.
Snacks

## Overview

**Snacks** are small, special cans of food occasionally distributed to good, obedient Citizens throughout City 17 and others. They are usually given to replace their standard rations on various days as a reward for good performance.

Snacks come in two different variants; Sankaba and Corned Beef. While they appear different, they both have the same effect; 10 HP and armor will be given to the player upon eating them, making them the only items capable of restoring both.

It's unknown as to why they provide armor as well as health, but it's possibly due to the ingredients involved. The Combine persumably add various special ingredients to the snacks to make them delicious, and empowering. It's possible they give out these snacks to Citizens they plan on changing into Soldiers at some point, but this is unknown.

## Availability

Snacks can first be found in Point Insertion, occasionally seen laying around Citizens planning to eat them. The first one is a small can of Sankaba that's lying in front of a Citizen, though he doesn't seem to show any intentions of eating it. Afterwards, three snacks can be seen in Doctor Kleiner's lab in A Red Letter Day, on a table next to a computer under a large magnifying glass. Eating these after getting the HEV suit allows the player to have a boost of health and armor before they get into their first fights.

Afterwards, they appear fairly randomly and rarely around a few locations, mostly in City 17.

## Trivia

Dr. Kleiner seems to have a particular liking for snacks, as three of them can first be found on his table in A Red Letter Day, and three more can later be found as the player returns to his lab just before Anticitizen One, hidden in an item crate.
The Golden Gun

## Overview

**The Golden Gun**, or **The Golden Magnum** is a unique, extremely powerful revolver owned by Dr. Breen. It appears similar to the default .357 Magnum, but is coated with a light golden finish.

While it's stats are very similar to the Magnum, it has one key difference; nearly every NPC in the game will instantly die when shot by the Golden Gun. Even the toughest of enemies, such as Antlion Guards or Aces cannot hope to survive a single shot from the Golden Gun. The only NPCs capable of surviving are essential NPCs, such as Alyx or Barney, and bulletproof enemies such as Striders.

## Acquisition

The Golden Gun appears in Dr. Breen's office, lying on his desk. If the player is quick, they may be able to get the Golden Gun while in the teleport mishap, but this is extremely difficult. The only other chance to get it is during Dark Energy, where the weapon can be acquired once the player is freed from their pod. As Breen blasts his office with the Dark Energy Gravity Gun, the gun will be scattered and may require some scavenging to find.

Afterwards, it does not appear again unless you use cheats.

## Advantages

-Instantly kills nearly any NPC in the game.

-Very accurate.

-Iron sights are precise, albeit slightly crooked.

-Moving does not affect the weapon's accuracy.

## Disadvantages

-Slow firing.

-Only appears in one area.

-Has no effect on bulletproof enemies, for obvious reasons.

-Uses the moderately rare magnum ammo.

-Reloading is slow.

-Has heavy recoil.

## Tactics

* Don't worry about aiming for the head. The Golden Gun will kill what it hits, no matter where it hits.
* Use the Golden Gun on powerful enemies, such as Antlion Guards.
* Try not to use the Golden Gun too often. While it's damage may seem tempting, ammo for the weapon is rare.
* It may be unwise to use the Golden Gun against faster moving enemies, such as Aces, due to the weapon's slow fire rate.
* Try to shoot slowly and carefully with the Golden Gun. The weapon's recoil is quite rough.

## Trivia

* The Golden Magnum is a clear reference to The Golden Gun from GoldenEye 007, but the revolver design could be a reference to Perfect Dark's DY357 Magnum LX, a gold-plated version of the DY357 Magnum, and is owned by Trent Easton.
* Although Breen owns the Golden Gun, he is never seen using it, nor can any other NPC be seen using it, including the Combine soldiers.
Combine Elite

## Overview

**Elites** are heavier, less common, higher class Combine troopers that are essentially upgrades to the default Soldiers, sporting tougher armor, better proficiency, and better weapons. They are generally only deployed in important high security areas such as Nova Prospekt and the Citadel.

Elites are able to take more abuse than most other Combine ground units and are generally more accurate. They are also the only Combine humanoids capable of using the secondary fire on their weapons (AR2's energy ball launcher, OICW's grenade launcher, etc.), essentially allowing them to inflict higher damage than almost any other humanoid Combine unit.

## Behavior

Elites behave similarly to the default Soldier, but generally start a firefight with a quick energy ball or grenade launched from their weapons, softening them up for their allies. Otherwise, they are often found skulking around their posts, searching for any enemies that may be intruding, if they aren't casually standing idle.

Interestingly, if their equipped weapon doesn't have a secondary attack, or their secondary simply isn't valid, Elites will attempt to charge it up and fire it anyway, leaving them vulnerable.

## Tactics

-Listen carefully if you see an Elite. If you can hear a weapon charging up, such as the AR2, immediately dispatch them or get to cover; this indicates they are about to fire a secondary attack from their weapons.

-If you know an Elite is equipped with a weapon with an invalid or non-existent secondary attack, such as the Grease Gun, *allow* them to charge up. They are attempting to charge a weapon that cannot fire with a secondary attack, and as a result, they are simply wasting their time and leaving themselves vulnerable. However, do note that this is fairly rare to see, as most Elites spawn with either an OICW or AR2.

-Be careful with taking on Elites at a distance, as they can sometimes be freakishly precise with their weapons, landing repeated headshots on the player. This is most noticeable, and most common, on the higher difficulty levels.
Sword

## Overview

The **Sword** is a melee weapon of unknown origin. It is not used by either the Resistance nor the Combine, implying it may have been an abandoned weapon.

Compared to the other melee weapons in-game, the Sword is hard hitting, but quite slow. Primary attacks swing at nearly half the speed of the Crowbar but deal 4 times as much damage. Secondary attacks are much slower, being four times as slow as the Crowbar, but dealing 8 times as much damage. As a result, the Sword is capable of killing Aces in three hits from the primary attack, and two hits from the secondary.

In addition, the Sword also sports the longest range out of all melee weapons, although this may be hard to notice at first.

## Acquisition

The Sword can be found in Route Kanal, right after the player deals with two Metrocops harassing two Citizens. It is underneath the first stairwell, in the dark room beneath. The Sword cannot be seen without either the flashlight or night-vision.

If it is missed there, it cannot be found again.

## Advantages

* Primary attacks deal 40 damage, while secondary attacks deal 80 damage, making it very powerful.
* Easy to obtain.
* Longest range of melee weapons.

## Disadvantages

* Can only be found once.
* Due to being concealed in the dark, less observant players may miss it without cheating.
* Primary attacks are moderately slow, and secondary attacks are outright sluggish.
Banana Bomb

## Overview

The deadly, elusive, and delicious **Banana Bomb** is a 'weapon' left untouched within the canals since the 7 Hour War.

The Banana Bomb serves as a sort of cluster bomb; primary attacks will harmlessly throw the bananas, but upon using a secondary attack, the bananas will suddenly split into six and violently explode, dealing massive damage to anyone and anything within the radius.

The Banana Bomb is unlimited and can be thrown and used an infinite amount of times. There is no limit to the amount of bananas that can be in-game at the same time, although detonating too many at once may crash the game.

## Acquisition

The Banana Bomb can be found in Route Kanal, on the same map that the airboat is obtained. It is hidden in a small space just after a Citizen speaks to Gordon in a small base with a radio. It may be necessary to clear away some props to get to the bomb.

If it is missed there, it cannot be found again.

## Advantages

* Very high damage
* Unlimited bananas
* Able to quickly make do of grounded enemies

## Disadvantages

* Can only be found once without cheating.
* Can make do of the player and their allies as quickly as it can their enemies.
* Due to there being no limit of on-map banana packs, it can crash the game if detonated.
* Very risky and dangerous to use in small areas, tight corridors, or on fast enemies that mainly melee to attack.
* May be easy to miss for unobservant players.
* Not recommended for consumption, as detonating may blow up the consumer.
Motion Sensor Bombs

## Overview

**Motion Sensor Bombs,** or MSBs, or Tripmines, are Combine devices used to set up traps and to block off chokepoints. They are small, rectangular charges with blue screens emanating a moderately bright blue laser.

When the laser is tripped, the bomb will violently explode, dealing massive damage to anyone and anything close by.

MSB's can be detonated by having their laser tripped, or by them being damage by something; bullets, pulses, other explosives, etc.

## Acquisition

Currently, it is unknown if player-usable MSBs can be found in the HL2 campaign. If a source or location has been found, this page will be updated accordingly.

Regardless, they first appear in Water Hazard, being set around a Combine warehouse, blocking off specific pathways and hiding places.

Afterwards, they suddenly become very rare, although they become noticeably more common in Nova Prospekt.

One room in particular consists of a hallway containing approximately 20 bombs planted all around the walls, potentially catching players off guard, and sending them into a messy, explosive death.

## Tactics

-Plant bombs at areas you know Combine are going to emerge from; in a hallway, around their cover, in specific chokepoints, etc.

-MSBs can be used as psuedo-stickybombs in a way; they can be thrown on the ground, and then quickly shot with something, preferably a pistol or SMG, causing them to detonate.

-Shooting the bombs will detonate them. Use this to clear them out of the way, rather than attempting to dodge the laser.
MP40

## Overview

When the factions of Earth found the MP7 to be getting stale, they looked to the old fashioned **MP40.** The MP40 is a common, versatile weapon used by the Resistance and Combine alike, having decent damage per shot, moderate accuracy and recoil, a sizable 32 round magazine, and a decent fire rate. It's more notable drawbacks being that it's accuracy and recoil get notably worse if fired for too long, alongside a rather mediocre reload speed. Coupled with the fact it's damage is not the greatest, it's a weapon more suited for mid-to-close range engagements.

Out of the three basic SMGs, the MP40 is the most balanced. It has less damage and accuracy than the Grease Gun, but has a faster reload and slightly larger clip size. In comparison to the MP7, the MP40 has higher damage and is more accurate, but slower firing and has more intense recoil.

## Acquisition

The MP40 first appears in Route Kanal, held by various Combine Soldiers that first start appearing after moving through the destroyed railway.

Afterwards, it appears fairly frequently in the hands of various Metrocops and Soldiers across the later levels.

## Advantages

-Quite common. Ammo will not be in short supply.

-Manageable accuracy and recoil.

-Running and moving will not affect accuracy.

-Decent damage.

-Moderately high fire rate.

-Uses the very common SMG ammo.

-Iron sights will increase accuracy significantly.

-Innate melee attack.

## Disadvantages

-Damage begins to falter against higher-grade enemies in later levels.

-Recoil will make longer range engagements harder to handle, even with iron sights.

-Recoil and accuracy diminish rather noticeably if fired automatically for too long.

-Iron sights can be somewhat obstructive.

-Moderately slow reload.

## Tactics

-Don't try to go for targets at long range with the MP40. Switch to a pistol or other weapon instead. The recoil and low damage at range renders the MP40 simply impractical at a distance past medium ranges.

-The fire rate and high capacity can make this weapon better at handling groups than others.

-This weapon can be used rather effectively against faster targets such as Aces and Fast Zombies.

-As both this weapon and it's ammo are very common, don't be afraid to use it extensively during the game, namely during the canals.

-Remember to have a few spots of cover you can get to after firing, as the reload of the MP40 is fairly slow.

-If you wish to conserve ammo, remember that you are able to melee with the MP40, allowing you to swing the base of the weapon into someone's skull.
Physgun

## Overview

The **Physics Gun,** or Physgun, is an experimental weapon developed by the Resistance as a counterpart to the Gravity Gun.

Unlike the Gravity Gun, primary attacks will cause a beam to expel from the weapon, grabbing onto most props it touches. After grabbing a prop, the player is able to lift the prop into the air, allowing them to move it rather freely, although this may have a few issues if the prop is heavy enough. Pressing the use key while holding a prop will freeze the prop where it is, allowing it to be touched, walked on, etc. freely without it moving, which allows the player to make psuedo-platforms at their own will.

Secondary attacks will cause small, red orbs to appear on most surfaces and props that the player aims at. These orbs can then be touched together, welding props to other props or walls, although this is somewhat buggy. Only 64 orbs can be deployed at a time.

Pressing the reload key will cause all 'weld orbs' to disappear, allowing them to be reused, and unwelding whatever props were stuck together.

Interestingly, the Physgun's beam is capably of harming NPCs, causing blood to spray out of them and killing some after a moment. Although, some NPCs can ignore it entirely. Small NPCs like Headcrabs or Manhacks will die almost immediately after about a second of exposure to the beam.

## Acquisition

The Physgun can be found near the end of Sandtraps, inside of an item crate precariously placed near a cliffside. The player must be cautious when trying to grab the weapon, as touching the sand will cause Antlions to spawn, and with the weapon being so close to a cliffside, being attacked by Antlions may cause the player to plummet to their death.

## Advantages

-Can grab objects from nearly any range.

-Can be used in a myriad of creative ways, such as setting up blockades, creating platforms,

-Can be used as a weapon in various ways.

-Capable of picking up objects much more easily than the Gravity Gun.

-Hacks Hoppers and disrupts Rollermines.

## Disadvantages

-Can be rather wonky to use at first.

-Welding objects can be confusing at first, and is difficult to use effectively.

## Trivia

Interestingly, the Physgun's beam seems to serve some of the same purposes as the Gravity Gun; it is able to spring Rollermines out of the ground and can 'hack' Hoppers by holding them, whether in the ground or in the air.

Strangely, the Physgun has no movement while the player walks or jumps, it simply sits in place.
Soy Beans

## Overview

The **Soy Beans** are 'weapons' that can be used by the player. They are simply soy beans packed in a small box.

Attacks with the Soy weapon will consist of the player grabbing a fist full of soy beans (specifically 9) and chucking them in front of them. Each bean will inflict one point of damage, maxing out at 9 if all beans hit.

However, Soy is as deadly as it is nutritious; After being thrown, the player can eat the soy beans to restore 1 HP per bean. As a result, the Soy weapon can be used essentially as an infinite source of healing, as there is no limit to how many beans can be thrown.

## Acquisition

May be acquired during the setsubun event on the 2nd of February in Kleiner's lab. Otherwise, this event may be triggered by the command "instant\_trig\_run setubun" or given to the player via the "giveall" console command.

## Notes

### Advantages

* Can be eaten to restore health.
* No limit to the number of active beans
* Unlimited ammo
* Fast "fire"-rate

### Disadvantages

* Only deals 1 point of damage per bean, and only heals 1 HP when eaten
* Rarest weapon, only being accessible during February 2nd or via cheats.
* If thrown point-blank at a wall, it can deal damage to the player/thrower.
CZ52

## Overview

The CZ52 is a handgun used by the Combine and Resistance as a replacement for the basic USP Match.

Compared to the USP, it has less capacity and more recoil, but is about as accurate and deals roughly twice as much damage.

## Acquisition

The CZ can first be found in Route Kanal, next to a dead citizen and box of ammo, on a wooden pathway in a canal filled with water.

If not picked up there, it can later be found uncommonly in the hands of various Metropolice. After that, it becomes less common, rarely being found in the hands of Metropolice and citizens.

It's recommended to pick up the CZ when it's first found, due to it's rarity later on.

## Advantages

-Rather high damage for a handgun.

-Fast reload of around 2.2 seconds.

-Very accurate.

-Moderately stable.

-Can fire as fast as the trigger is pulled.

-Decent iron sights.

-Uses the common pistol ammo.

## Disadvantages

-Has only a 12 round magazine, which can run out rather quickly if fired too fast.

-Accuracy diminishes upon repeated shots without any breaks between.

-Higher recoil than the USP Match.

-Becomes quite scarce after the first few chapters.

## Tactics

-Compared to the USP, the CZ is harder hitting but has less capacity. Use it's damage to your advantage and go for headshots.

-The CZ is very effective at taking out weaker enemies, such as Headcrabs and Manhacks.

-The CZ is deceptively powerful for a handgun. It is able to take down a Soldier in 2-3 headshots, or 4-5 bodyshots by default.

-Due to how common it's ammo is, you are able to use the CZ rather frequently without having to shy away from it very often. Use it to your advantage.
Sawed-Off Shotgun

## Overview

The **Sawed-Off Shotgun**, or simply Sawed-Off, is a short, somewhat stubby double-barreled shotgun of unknown origin. Neither the Resistance nor Combine are seen using the Sawed-Off, implying it may have been an older, abandoned weapon that never saw the light of day.

In comparison to the other shotguns, the Sawed-Off does colossal damage at close range, along with a faster fire rate and reload speed, but has a larger spread and more kick, along with a (obviously) smaller capacity.

The Sawed-Off is able to fire either one or two barrels at once, and this can be switched between with the secondary fire key.

## Acquisition

The Sawed-Off appears in Ravenholm, in a small building containing the lever to a platform. It can be found lying near the back wall near some medkits. If the Sawed-Off is missed there, it cannot be found again.

The Sawed-Off is one of the few weapons not used by either the Resistance, nor the Combine.

## Advantages

-Extremely high damage up close. The highest of all shotguns.

-Very quick reload of a mere 2.4 seconds.

-Very quick fire rate.

-Large amount of pellets.

-Capable of firing either one or two barrels at once.

-Uses the common shotgun ammo.

-Tears down even Riot Gear and Augmented units with ease.

-Very ammo efficient up close.

## Neutral

-Wide pellet spread, which can be helpful at taking out larger groups of enemies, but can be a problem with single enemies.

## Disadvantages

-Only appears once.

-Strong recoil.

-No way to reduce spread.

-Accidental friendly kills are likely if the user isn't careful.

-Capable of killing essential friendly characters in single hits.

-Only carries two shells before requiring a reload.

-Completely useless at long range.

## Tactics

-The Sawed-Off is able to do massive damage up close. Get as close to your target as possible before firing.

-If you're careful, you can position your crosshair in the right spot to be able to damage two or more targets at once, thanks to the spread.

-While this weapon is meant to be used up close, you are still able to damage units past close range as long as they aren't at medium or long range. If you're out of options, give it a try.

-You can use the Sawed-Off freely, due to it's hefty damage giving it a lot of efficiency, ammo shouldn't be a huge concern.
SMOD: Redux Wikia

## Welcome to the SMOD:Redux Wikia

SMOD (short for SuperMod) is a single-player Half-Life 2 modification created by bsnooch, composing of massive amounts of new content, including new NPCs, weapons, gamemodes, gore overhaul, bullet time, etc.

SMOD can be downloaded from the following link: http://www.moddb.com/mods/smod

This wiki is primarily aimed at those who wish to find out more about SMOD's many new features.

It should be noted that this wiki is primarily focused on SMOD: Redux which is essentially an upgraded variant of the original SMOD.

Please note that Dr. Pawsworth is currently the only administrator (and possibly user) working on this wiki. If there are any discrepancies, misspellings, etc. they are to be reported to him so the pages can be adjusted accordingly.

This Wikia is completely unofficial and fan-made.

It should be noted that all pages will only have data based off unaltered games, so games modified with console commands or other such methods may not have the same results as documented.

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.
Phoenix

4 фотонных пушки

2 лазерных ружья

2 "Енотика"

5 мин класса "Приманка"

2 Термо-пушки с самонаводкой

2 ракетные установки в сумме на 10 ракет

© Сиро Омра - глава К.И.К.

## Описание

Лёгкий корабль истребитель созданный специально для быстрого реагирования по всей системе.

## Вооружение

Вооружение на нём установлено самое разнообразное. Здесь есть всё. От турелей и лазерных установок и заканчивая протонными ракетами и ЭМ бластерами для остановки ничего не подозревающих противников.

## Двигатели и манёвренность

Высокая скорость в сочетании с полным контролем корабля. В Phoenix'ах используется самая передовая система передачи сигнала с панели управления на управляющие части.

## Защита

Щит Т-Rapid создаёт ЭМ-поле которое защищает корабль от ЭМ зарядов и физического воздействия.

Сверхпрочные пластины Medicor состоят из сплава титана и золота. Это придаёт корпусу прочность и гибкость.

Внутренние системы состоят из углепластика, титана, алмазных трубок и золота.
Scissors

## Overview

The deceptively powerful **Scissors** are tools made into deadly weapons by Gordon Freeman.

Primary attacks will quickly throw single scissor pairs with deadly accuracy. Secondary attacks will throw three scissor pairs at a similar rate and with similar accuracy.

It should be noted that Scissors will not fall in an arc, and will ricochet off walls and surfaces when they hit. The Scissors will vanish after bouncing enough times.

Scissors can be thrown an unlimited amount of times.

## Acquisition

The Scissors can first Route Kanal, inside a small room near a broken fence. The player must get out of their airboat to get into the room, and once they're nearby, three Metrocops will open the door. Inside the room, the Scissors can be found on a shelf.

If they are missed there, they can later be found in Highway 17, at the base New Little Odessa, inside a beige house with a red roof, to the left of the gate. The Scissors can be found lying on the table.

If missed there, they cannot be found again.

## Advantages

-Very powerful

-Unlimited.

-Easy to acquire.

-Can bounce off surfaces.

-Will not hurt the player.

## Disadvantages

-Can kill allies just as easily as enemies.

-Ricochets unpredictably, and can smack into an ally's face or out of bounds quite easily as a result.

-Can only be found once.

## Notes

Tactics are currently deemed unnecessary for this weapon.
MP7

## Overview

The MP7 is the standard issue SMG given to various Metropolice and Overwatch units throughout the Combine force. It is also widely used by the Resistance, making it a very common weapon. The MP7's damage is lackluster, as is it's accuracy, but it sports a very high rate of fire and almost non-existant recoil, as well as a unique holographic sight on the back, giving a clear view while zoomed. In addition, it also has a built-in grenade launcher, allowing it to deal massive damage to single targets or groups.

Out of the three basic SMGs, the MP7 is the least damaging and least accurate, but is the most stable, has the largest clip size, and is the fastest when it comes to firing and reloading.

## Acquisition

The MP7 is first found in the Canals, widely and commonly used by the Metrocops and Soldiers there. Afterwards, it will be found almost everywhere in the hands of Resistance members and Overwatch units alike.

## Advantages

-Very quick fire rate.

-Clear and reliable iron sights.

-Almost zero recoil.

-Very sprightly reload of approximately 1.8 seconds.

-Uses the very common SMG ammo.

-Has a built-in, high damage grenade launcher.

-Large magazine size of 45 rounds.

## Disadvantages

-Deals little damage per shot.

-Can burn through ammo rather quickly if the player isn't careful.

-Low accuracy. Somewhat mitigated if sights are used.

-Almost useless past medium range due to it's high spread and minimal damage.

-SMG grenades are generally rare.

## Tactics

-The MP7 should be used at close to medium range due to it's spread and damage. Past that, it becomes nearly unusable.

-The MP7's fire rate and grenade launcher make it a very good weapon at tearing through groups.

-Use the grenade launcher sparingly. Grenades for it are rare and are usually best saved for enemy groups or last resorts.

-Try to aim for the head with the MP7, as headshots deal notably higher damage and can help with the MP7's low damage per shot.

-If you need precision, try firing with bursts or single shots.