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Half-Life 2 Soundtrack: Every Track and Where It Plays

Half-Life 2 has less music in it than you think, and a surprising amount of what is there is recycled Half-Life 1. Here is the whole 43-track album mapped to the exact moment each cue fires, the seven album tracks that play nowhere in the game, and where to get it legally.

Published September 1, 2026·13 min read·By Mythras
The official Half-Life 2 Soundtrack album artwork on Steam, showing Gordon Freeman and Alyx Vance in front of a faded lambda logo and the Half-Life 2 wordmark.

Half-Life 2 does not really have a theme tune. What it has is a set of short cues dropped into specific rooms, and if none of them is stuck in your head, that is the shape of the score rather than a failure of memory.

The numbers are checkable. Combine OverWiki's track listing numbers 66 music cues in the retail game, fired from 55 distinct tracks — 56 filenames, because one track, Hard Fought, is listed under two. Laid end to end at the lengths of those in-game files, the 66 cues come to 82 minutes and 9 seconds of music across the whole campaign.

This is the map of it: the album, the moment each track fires, and the parts of the album you never actually hear in the game.

The short version

The score is by Kelly Bailey, who was one of Valve's earliest employees and had already written and recorded every piece of music in the first Half-Life. Per Combine OverWiki, most of the Half-Life 2 track titles were named by Marc Laidlaw, the writer — which is why an album about an alien occupation is full of particle physics puns.

The album is 43 tracks. Valve put it on Steam as Half-Life 2 Soundtrack, app 323140, on September 24, 2014. Steam's own API reports it as free and attached to Half-Life 2 (app 220), so if you own the game you own the album.

The City 17 rail yard under a grey sky, the official Steam store screenshot used on the Half-Life 2 Soundtrack page.

All 43 album tracks, and where each one plays

Album order below, with the in-game moment taken from Combine OverWiki's track listing. Where a track plays twice in the campaign, both placements are listed. Track times are the ones printed on the Steam store page.

#TrackTimeWhere it plays
1Hazardous Environments1:25Not in the retail game in this mix — see below
2CP Violation1:45Route Kanal, train tunnel, as a Civil Protection officer pushes a barrel down the stairs
3The Innsbruck Experiment1:08Route Kanal, first rappelling Metrocops; again in Anticitizen One when Dog shows off
4Brane Scan1:41Anticitizen One, approaching the plaza with the Combine generator
5Dark Energy1:33Highway 17, leaving Shorepoint Base; again over the first section of the credits
6Requiem for Ravenholm0:33Ravenholm, after the courtyard gate as Father Grigori says goodbye
7Pulse Phase1:10Not in the retail game in this mix — see below
8Ravenholm Reprise0:53Ravenholm, the moment you leave the wooden hallway
9Probably Not A Problem1:26Route Kanal, the headcrab shelling by the toxic water before the airboat
10Calabi-Yau Model1:46Sandtraps, entering the Vortigaunt camp; again early in "Follow Freeman!"
11Slow Light0:45Highway 17, after the New Little Odessa gunship goes down
12Apprehension and Evasion2:18"A Red Letter Day", escaping Civil Protection along the train tracks; again on the Sandtraps night raid
13Hunter Down0:15"Follow Freeman!", immediately after the last Strider dies
14Our Resurrected Teleport1:12"A Red Letter Day", the teleport room in Kleiner's lab
15Miscount Detected0:48Not in the retail game — see below
16Headhumper0:08Not in the retail game — see below
17Triage at Dawn0:45Ravenholm (d1_town_05), once the garage fight is over
18Combine Harvester1:25Not in the retail game — see below
19Lab Practicum2:55Highway 17, under the train bridge; again in Entanglement after the lab teleport
20Nova Prospekt1:58Nova Prospekt, your first steps inside the prison
21Broken Symmetry1:03Route Kanal, leaving the sewers into the first toxic water
22LG Orbifold2:52"Follow Freeman!", the underground fight on the chapter's last map
23Kaon1:11"Follow Freeman!", the gunship over the Overwatch Nexus
24You're Not Supposed to Be Here2:41Water Hazard, after the airboat gets its mounted gun and the chopper arrives
25Suppression Field0:56Anticitizen One, meeting your first rebel squadmate in the playground
26Hard Fought1:15Anticitizen One, twice back to back: the barricade assault, then the underground shootout
27Particle Ghost1:40Ravenholm, leaving the mines for the snipers' nests, just before the fast zombie
28Shadows Fore and Aft1:27Point Insertion, under the G-Man's opening speech
29Neutrino Trap1:35Our Benefactors, out of the sewer tunnel at the foot of the Citadel
30Zero Point Energy Field1:42Route Kanal, entering the sewers after the first chopper attack
31Echoes of a Resonance Cascade1:38Anticitizen One, the flooded cavern with the cars; again in the Citadel prisoner pod
32Black Mesa Inbound2:14Black Mesa East, the scrapyard where you get the gravity gun and meet Dog
33Xen Relay0:40Dark Energy, the top of the Citadel just before Breen
34Tracking Device1:03Not in the retail game in this mix — see below
35Singularity1:19Entanglement, looking at the Nova Prospekt teleport
36Dirac Shore1:27Entanglement, entering the flooded basement
37Escape Array1:27Black Mesa East, the instant the level loads
38Negative Pressure1:58Our Benefactors, as Breen begins "You have destroyed so much"
39Tau-92:06Highway 17, the magnetic crane
40Something Secret Steers Us2:03Sandtraps, the dropship attack at Lighthouse Point
41Triple Entanglement1:33Anticitizen One, the zombie sewers near the end of the chapter
42Biozeminade Fragment0:32Not in the retail game — see below
43Lambda Core1:45Water Hazard, fleeing the second chopper through the cement pipes

Two entries there are worth stopping on. Tau-9 has a documented failure case: the wiki notes it plays when you use the magnetic crane, but not if you enter the crane with the use key. And Hunter Down is fifteen seconds on the Steam listing, thirteen in the game files — a full album track that exists to cover the beat after the last Strider drops.

The Route Kanal waterways, the chapter that carries more music cues than any other in Half-Life 2.

The seven album tracks that are not what you heard

Thirty-six of the 43 album tracks map to a moment in the campaign. The other seven do not, and they split into two different kinds of not-in-the-game.

Four are music that plays nowhere in the retail game.

#TrackWhat it was for
15Miscount DetectedWritten for the failed teleport sequence in "A Red Letter Day". Sits in the game files and plays nowhere.
16HeadhumperEight seconds. Was meant for a headcrab ambush in a zombie shack during Water Hazard.
18Combine HarvesterWas meant for somewhere in the Citadel. The wiki's evidence is an entry for hl2_song22_combineTheme3 in level_sounds_citadel.txt.
42Biozeminade FragmentA CD bonus track that is not in the retail game files at all. Named after a 2003 Amazon joke review that claimed the game had Biozeminades in it.

Three are album mixes of cues that do play, in a different edit. In each case the track name is familiar; the version on the album is not the version in the game.

  • Hazardous Environments (1) is the long version of the Valve theme. The game plays a 35-second edit of it, in Kleiner's lab when you first put on the HEV suit.
  • Pulse Phase (7) is described by the wiki as a portion of Dark Energy slowed down and pitched down. The in-game Pulse Phase is a different file, built from a short loop repeated four times, and it plays in "Follow Freeman!" and again in the Citadel elevator down to Breen.
  • Tracking Device (34) is a CD-only mix. A different remix under the same name plays over the second section of the credits.

How much music each chapter actually gets

Cue counts and total length by chapter, in campaign order. Entanglement gets its own row here, though Combine OverWiki numbers it Chapter 9a rather than a chapter in its own right. Length is the sum of Combine OverWiki's times for the in-game audio files, which run a second or two shorter than the album times in the table above — so the two tables will not reconcile to the same seconds. A cue that gets interrupted still counts its full length here, so treat this as the ceiling, not what your ears got.

ChapterCuesMusic
Point Insertion34:07
"A Red Letter Day"44:34
Route Kanal99:52
Water Hazard44:45
Black Mesa East23:41
"We Don't Go To Ravenholm..."43:46
Highway 1747:16
Sandtraps78:03
Nova Prospekt22:34
Entanglement46:01
Anticitizen One89:58
"Follow Freeman!"67:59
Our Benefactors55:34
Dark Energy21:25
Credits22:34
Total6682:09

The cue numbering is strictly chronological, which is a useful check on the whole table: Point Insertion holds cues 1–3, Route Kanal 8–16, Anticitizen One 44–51, and the credits close it out at 65–66, with no gaps and no number used twice.

Two things fall out of that. Route Kanal and Anticitizen One carry the most music — nine cues and eight — and they finish within six seconds of each other on total length, 9:52 against 9:58. Both are long, linear, combat-dense stretches.

And Ravenholm is scored thinly — four cues, 3 minutes 46 seconds, less than half of what Route Kanal gets. Of the fourteen chapter rows above, only three get less: Nova Prospekt at 2:34, Black Mesa East at 3:41 and Dark Energy at 1:25. The credits are lower still at 2:34, but the credits are not a chapter. The horror chapter does its work in silence.

The dead town of Ravenholm, a chapter with only four music cues totalling under four minutes.

A third of it is Half-Life 1 with new names

Of the 55 tracks behind those 66 cues, 20 carry HL1_ filenames — music from the first Half-Life, reused in the sequel. Those 20 files account for 22 of the 66 cue placements.

Twelve of them have a documented original title, and the renames are the fun part of the album:

Half-Life 2 titleOriginal Half-Life title
Black Mesa InboundVague Voices
Lambda CoreDiabolical Adrenaline Guitar
Zero Point Energy FieldCavern Ambience
Echoes of a Resonance CascadeSpace Ocean
Neutrino TrapHurricane Strings
SingularityTraveling Through Limbo
Dirac ShoreDimensionless Deepness
Escape ArrayElectric Guitar Ambiance
Negative PressureSteam in the Pipes
Tau-9Drums and Riffs
Something Secret Steers UsNuclear Mission Jam
Xen RelayThreatening Short

Read that column pair and Laidlaw's naming pass becomes obvious. "Drums and Riffs" is what a composer calls a file. "Tau-9" is what a novelist calls it.

That accounts for 12 of the 20. Five more are the short stingers — HL1_stinger_song7, 8, 16, 27 and 28 — credited to Half-Life but carrying no original title in the listing. The last three are remixes rather than straight lifts: Hazardous Environments is the trimmed Valve theme, Tracking Device is a remix of Half-Life's Credits/Closing Theme, and Triple Entanglement is Sirens in the Distance slowed down with the opening sirens cut. Twelve, five and three.

Two of the renames also land the joke on the room they play in. Black Mesa Inbound is the first chapter of Half-Life, and in Half-Life 2 the track plays in Eli's scrapyard where you meet Dog and get the gravity gun — the chapter that is Half-Life 2's own re-introduction. And Negative Pressure plays under Breen's speech in the Citadel.

Doctor Breen delivering a Breencast, the sequence scored by Negative Pressure — a Half-Life 1 track once called Steam in the Pipes.

Where to get it

WhereWhat you getCost
Steam, app 323140The 43-track album, with an optional high-quality audio downloadFree; requires Half-Life 2
Streaming servicesHalf-Life 2 (Original Game Soundtrack), released by Ipecac RecordingsWhatever your subscription costs
Your own game installEvery cue heard in-game, inside hl2_sound_misc_dir.vpkFree; needs a VPK extractor

The Steam listing is the simple route. It appears in your library like any other item, and the store page lists 149 MB of storage for the standard download plus an additional 278 MB if you take the high-quality audio option.

The streaming route exists because Valve partnered with the independent label Ipecac Recordings, which announced on March 16, 2020 that it was releasing soundtracks to four games in the Half-Life series to streaming services. The Half-Life 2 album there is the same 43 tracks in the same order.

The third route is the completist one, and it is the only one that gets you the cues that are not on the album at all — the ambient loops, the stingers, and files like Entanglement (loop), an eight-second .wav that the wiki notes is the only track in the game that plays as an ambient sound rather than as music. If you want the wider story of what else did not survive to retail, the cut content guide covers the rest of it.

Two older routes are worth knowing about and no longer worth chasing. The limited Half-Life 2 "Gold" package shipped a CD soundtrack with several exclusive tracks, and per Combine OverWiki the album — minus the CD versions of tracks 1 and 34 — was also dropped into the game directory of both the full and demo Audiosurf releases on Steam, as part of that game's Orange Box Soundtrack.

The runtime numbers do not agree

Two official listings, two totals — and one of them disagrees with itself.

Add up the 43 track times printed on the Steam store page and you get 61 minutes 56 seconds. Add up Spotify's own 43 track times, same album, same order, and you get 60 minutes 18 seconds. The header at the top of that same Spotify page says the album is "about 55 min", which the 43 durations printed directly underneath it do not support.

The Steam-versus-Spotify gap is not a different master. It is rounding, one track at a time: Steam's printed time is longer than Spotify's on all 43 tracks, by between one and four seconds each, and those 43 small differences are the 1 minute 38 seconds between the two totals.

So the two defensible numbers are 60:18 from Spotify's per-track data and 61:56 from Steam's printed times; the "about 55 min" header is not one of them. If you want a figure nobody argues with, quote the track count — 43 is the number on the Steam page, on Spotify, and in Combine OverWiki's OST numbering.

Quick Action Checklist

  • The soundtrack is free on Steam as app 323140 if you already own Half-Life 2.
  • 43 tracks on the album; 36 of them play somewhere in the campaign.
  • Four album tracks — Miscount Detected, Headhumper, Combine Harvester, Biozeminade Fragment — play nowhere in the retail game.
  • Three more are album-only mixes of cues that do play: Hazardous Environments, Pulse Phase, Tracking Device.
  • 66 cues fire across the campaign, from 55 distinct tracks, totalling 82:09 at full in-game file length.
  • 20 of those 55 tracks came from Half-Life 1.
  • Route Kanal has the most cues of any chapter at nine; Anticitizen One has the most minutes at 9:58. Ravenholm has one of the smallest allowances.
  • For the cues that never made the album, extract hl2_sound_misc_dir.vpk from your install.

Frequently Asked Questions

Kelly Bailey composed the Half-Life 2 soundtrack. Bailey was one of Valve's earliest employees, joining as a designer and programmer, and had already written all of the music and sound effects for the first Half-Life. Per Combine OverWiki, most of the Half-Life 2 track titles were chosen by writer Marc Laidlaw rather than by Bailey, which is why the album is full of particle-physics wordplay.

Keep Reading

Sources & Further Reading
Last updated September 1, 2026.

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