Half dead

Half dead

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A kind of in-depth guide for Half Dead
By D3nzil
Everything there is to know about this underrated little game, tips and tricks and my personal strategy for beating runs.
   
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Introduction
Hey, I'm Dennis. As of the time of wrting this guide, I've only got 5 hours in this game but trust me, I know everything there is to know about this game. For me it's actually a really calm and cool game to play, and has ,no joke, introduced me to minesweeper, an actually great game. In this guide I'm going to cover the basics, default controls, colour indicators, tips, tricks, my strategy and different kinds of traps. Fun fact: Some time ago this game didn't have any depth to it as you'd randomly throw shoes in rooms to check if they were trapped but now a really cool system with colour indicators has been introduced, which adds some level of depth to the game.
Shoes
For some reason I didn't feel like adding this in the basics. Basically, you have 2 shoes which you can throw with "G" (default controls). You throw shoes if you're unsure about a room being trapped or not, mainly because of lack of information about your surrounding. Shoes activate MOST traps but not all, there are just a few non-lethal traps that need you to enter the room in order to get activated. When throwing a shoe, I always aim a high in the middle of the room, so the shoe falls right in the center grey circle. That's crucial because many times the traps don't get activated if the shoe just generally touches the room and not the grey circle. If the room is safe, an approval mark (tick) in a white circle is going to show up, indicating it's safe. If the mark hasn't showed up until the doors close, it's a trap that's going to get activated if a human enters. Most of the times, but not always, you lose your shoe in the proccess of throwing it to check a room. If the room is lethal you 100% lose your shoe. If it's non-lethal and you are quick enough, most of the times you can get it back (this obviously doesn't apply for black holes and fans). You pick up your shoes by walking over them and other shoes by pressing "E" on them. You can only have two shoes on you. You get shoes from online people when they die, or from some spawn monsters. It's guaranteed that you'll get a shoe from the suicidal guy (check the door traps). Decoys (check traps) do not drop shoes when killed.
Basics
Concept
You're spawned in a place with many rooms and many of them are also trapped.On one of the rooms is the exit, a green pad, and once you touch it you win your run. Each run is randomized to keep the game as fresh as possible. With my strategy (which is probably the way the game is supposed to be played anyways), you are supposed to get as much information about your surrounding rooms as possible so you don't end up going in a trapped room and die. Just know that no matter what you do or what strategy you follow, unless you're incredibly lucky, you're going to have to take some risks and that's what shoes are for.



Controls
WASD to move
Shift to run (useful for running away from rooms when opening the door for the first time)
E to interact (opens doors and picks up shoes)
G to throw your shoe
And there are two more buttons for enabilng a big map and for marking the map which I suggest you bind to your mouse, if your mouse has extra buttons on the side. Using my strategy, you're going to use the marks all the time so bind them to a really accesable key.

Goal
Your goal is to make it out, well, alive. Find the green circle in one of the rooms and touch it in order to win your run.

Colour Indicators
This is the basic mechanic in the game and the only thing that actually adds depth to it and keeps it from being completely meaningless. Basically, it's really easy once you get used to it:
Every single room has got a label with a serial number and a colour. In the standard game mode the serial number has no meaning but the colour does. If the colour is:
Blue-All the rooms that the room IS LINKED WITH (a room can be linked with maximum 4 other rooms and minimum 2) are safe, and do not contain traps (they might STILL contain traps that get activated when you open the door).
Green-One of the rooms this room is linked with, is definitely a trap.
Yellow-Two of the rooms this room is linked with, is definitely a trap.
Purple-Three of the rooms this room is linked with, is definitely a trap.
Red-All of the rooms this room is linked with, is definitely a trap.
Traps
Door Traps
These are a very sneaky because they can even be contained in rooms that are otherwise 100% safe, but once you know how to deal with them they stop oppossing a threat to you. Basically, everytime you open a door to a NEW room for the first time, there is a chance these kind of traps will get activated, no matter if the room is safe or not. There are different typers of those:

Sentries
Watch the top of a door carefully when you open in for the first time because I swear, I almost miss those things and almost get a heart attack. Some throw ice, some throw fire but they are pretty much the same. Once you open a door they might be there waiting at the top and attack at the room you're currently in, but only in the middle so it's pretty easy to avoid them if you see them by running in the corners or rushing in the room you just opened (only if you know it's safe, never rush into a room).

Suicidal Cuties?
I'd actually characterize those more as help than a threat, I've never died to one of them. They rush into the room, just near the door and explode leaving a shoe behind. And, oh, boy, will you need that shoe. You just run back when you see them (they also make a screeching sound while running torwards you).

Skeletons
There are some skeletons with different animations but they're all the exact same. You open the door, and they come torward you slow as hell. Just go back, think about your life choices, and wait for them to dissapear, that simple. Do NOT attempt to enter the room you just opened while they're coming at you, it's not going to end well no matter how slow they are.

Chainsaw guy
Not even a big deal at all, but compared to the other puny door traps i'd say this one is the most not-sucky. He comes at you and just walks in the room in circles. Walk in circles as well until he dissapears and then proggress, no big deal.

Actual Traps
There are 2 main kinds of traps, lethal and non-lethal. Pretty simple. You cannot tell if a room is lethal or not until you enter it or throw a show, you can only know if it's trapped or not. Some traps DO NOT get activated by shoes so if you throw a shoe and nothing happens also look at your minimap, if an approval mark (tick) inside a white circle doesn't appear it's most probably trapped. There are way too many traps for me to go every single one but I'll first explain lethal and non lethal and then go over some non lethal ones.

LETHAL
When you enter a lethal room, the doors close, blue lines appear over them and you can't escape. Lethal rooms are guaranteed to kill you and they're the main reason you throw shoes to check rooms.

NON-LETHAL
There are tons of non-lethal traps but I'll just go over some types of these.
Spawn Traps:
Shoes can trigger those. When a shoe is thrown or this type of room is entered, a deadly AI spawns after a short delays. They are literally completely useless. You might as well run in, retrieve your shoe, and run back to the room you were in until the orange glow and the noise dissapears. After it despawns, the room becomes permanently safe. If you don't want to risk it, don't run in for your shoe, just stay in a safe room until he dissapears. The animation for this guy is orange dust in the corner of the room glowing and then he appears.

Delay Traps:
I'll call these delay traps because they are incredibly slow but they might kill you if you aren't careful. These are traps, that get activated when you first enter the room, but don't do anything at first and act just as an indication. Then they activate a second time after a delay, and are guaranteed to kill you if you are in the room. After they actually get activated for the second time, the room is permanently safe after that. Pretty simple to avoid if you spot them on time, just run out of the room, or in the case you've thrown a shoe, run to retrieve it and come back to your safe room (this is kind of risky though). An example of these is grenades falling from the ceiling and blowing up after a while, spikes showing up and spring up to kill you after a while etc.(I should note that there is a thing that looks like a spin mechanism but is actually a delay trap that shoots electricity in all of the room after a while, so it's deadly if you're in there at the time of activation. Do not confuse the two, this one spins a lot before activating as an indication while spin mechanisms start being dangerous by the time they spawn).

Spin Mechanisms:
I'll call those spin mechanisms, because when they get activated they arise from the center grey circle and spin affecting the room with a deadly hazard, but only if touched. Those don't despawn. There are three types of these:
Electricity
Fire
Toxic
Electricity and fire work exactly the same, the animation is just different. Very easy to avoid, and there is no problem with you being in the room, you just spin around the mechanism as it spins with patience and avoid it. Now the toxic one is really annoying and I've actually died many times by it but if you're not me it's pretty easy to avoid. It shoots out a toxic substance AROUND the room so stick close to it. The toxic substance stays there for a while and starts to dissapear, so to overcome them you just stay close to the machine and wait for the liquid to dissapear just before you open a door. Just beware because their hitbox is really weird.

Human-Activated:
Also easy to overcome, but if you rush too much you'll probably die by these quite a lot so play patiently, the game generally awards patience (unless you're playing non-stop). Basically, shoes do not activate those traps and they only get triggered if you enter the room yourself. You can easily detect those by throwing a shoe and waiting for the doors to close. If a white tick hasnt shown up on the minimap in that room, it's a human activated trap. Really easy to overcome, just enter the room and stay in the corners of it or go back to the room you came from, a traps falls from the ceiling at the center of the room. After that the room is permanently safe.

Fans/Black Holes:
I've probably died more times by those than I have by lethal rooms. I hate those so much. When they are activated, either a black hole or a fan spawn in the room (the fan spawns in the center grey circle) and they suck you in. After a while in the room they inevitably suck you in and kill you, so don't spend much time thinking in those. To avoid those, make up your mind before entering a room and run in holding shift, open a door and run out jumping quickly. One simple mistakes in those can kill you. Those don't despawn and the room remains permanently trapped.

Decoys:
They aren't traps but I didn't know where to put those guys. They are human CPU's in random rooms and have no significance at all, probably just a scare. They indicate nothing at all.

Green Pad:
I sometimes get a heart attack when I enter a room I'm sure is safe but I hear a mechanical sound and the center grey circle shift into something. Don't worry, it's just the green pad and if you touch it you win. Those are only located in safe rooms.

That's about everything for the traps.
How to win
Here i'll include my method of winning and some tips. What you want to do is get as much information as possible about surrounding rooms and mark them as potentialy dangerous, dangerous or safe. That's achieved by opening all your surrounding doors and instead of entering immediately, checking out their colour indicators. What you also want to do is for as long as possible, stay as close as possible to edges but not actually in edge rooms. Rooms on the edge of the map are only connected to 3 other rooms maximum and corner ones are connected to 2, so it's MUCH easier to tell which rooms are trapped by peeking in them and you are more aware about your surroundings, leaving less things to luck.

Effectively Using Mark Mode
In mark mode your mouse shows up and you can mark a room with exclamation marks of differnet colours (orange, red, blue). If you've made a mistake, use the right click to remove a mark. Bind this to an accessible button as it's very crucial for your survival. Use orange marks for rooms you aren't sure are trapped, red ones for rooms that are absolutely surely trapped, and blue ones for rooms that are absolutely surely NOT trapped. It will help you navigate through the map, there's no other possible way for you to remember which room is trapped or not. Here's what you'll do:
When you start a new game start by checking out the colour of the label of the room. To give a better insight into the mark system i'll tell you what to do in each case.

If the first room is connected only to 2 other rooms:
If the room is blue-Mark the two connected rooms with a blue mark
If the room is green-Mark both the connected rooms with an orange mark as you don't know which of the two is trapped
If the room is yellow-Mark both the connected rooms with a red mark as you're sure they're both trapped

If the first room is connected only to 3 other rooms:
If the room is blue- Mark all of the three connected rooms with a blue mark
If the room is green-Mark all of the three connected rooms with an orange mark (1/3 are trapped but you don't know which. If you find the trapped room mark the other two as safe)
If the room is yellow-Mark all of the three connected rooms with an orange mark (2/3 are trapped but you don't know which. If you find the safe room mark the other two as red)
If the room is purple-Mark all of the three connected rooms with a red mark

Etc, etc. Follow the same logic for a room which is connected to 4 other ones.
Based on new information you get change up the marks to more accurately resemble the trapped and non-trapped rooms.

Tips
Peeking:
When you peek at a room next to you be open minded, consider EVERYTHING. The room you're currently in might had been trapped before, so also consider the room you're in as trapped when looking at a room next to yours, if it was actually trapped, to avoid making mistakes. If, let's say, the room you're currently in was previously trapped and a room next to it is green, that means that all of THAT room's (the green room) surrounding rooms are totally safe. Also, don't forget, when peeking at a room and getting information about it don't get confused: Mark that room's surrounding rooms and not your room's.

Boots:
Boots are your only resource and are incredibly valuable. Do not ever waste them. If you have two different portions of the map potentially not trapped, go to the one that's most likely safe and has more room to explore. Don't waste a boot to overcome a trap unless you're absolutely forced to.

Be Quick:
Always hold shift and run back to avoid potential door traps when entering a new room. Also, if you're out of boots and are forced to take a risk entering a room, run in it and out of it as quick as possible holding down shift. If you're lucky and the room is not lethal, you'll be okay most of the times. Remember, don't run in order to open another door and immediately leave, just run in and out in the same room you were in.
The End
Thank you for reading my guide. That's about everything you need to know about this game and how to win at it. If you aren't playing non-stop, you've got to be very patient and considerate. Enjoy.
1 Comments
Dnestrovskiy 23 Dec, 2020 @ 3:40am 
Very useful for newbies. Good job, really.