_____ |__ \ \ \ \ \ / \ / \ / /\ \ / / \ \ _ / / \ \/ \ /___/ \_____/ Half-Life By El Greco For PC =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Written by : El Greco Created : July 7, 2003 Version : Final Updated : October 29, 2004 E-mail : REMOVED =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ----------- WHAT'S NEW? ----------- This is the final version of the guide. No more updates after this unless any glaring errors are pointed out to me. I also added in a small update on the Gonarch's Lair. ---------------------------------------------------------------------------- | LEGAL NOTICE | ---------------------------------------------------------------------------- This document is Copyright 2003-2004 Don Fleming. It may not be reproduced nor retransmitted in any form without prior consent from the author. It may not be altered, published, sold, given as an incentive to buy, etc. without advance permission from the author. All outside sources which have contributed to the making of this guide in some form have been cited in the guide. Violation of the above terms can and will result in a lawsuit. This guide is intended soley for use on GameFAQs.com. If you wish to host my guide on your website contact me and I will most likely give you permission, under the condition that the guide is in its complete and original form and proper credit is given to the author. Ignorance to the law does not excuse you from any responsibilty for your actions. If you steal this guide you have broken the law. ---------------------------------------------------------------------------- | CONTACT INFORMATION | ---------------------------------------------------------------------------- If you have any questions, comments, suggestions, or contributions to make then you can e-mail me at the address provided below. I will only accept questions, comments, suggestions, and contributions if they abide by the guidelines outlined below. I do not think that I am asking much by doing that, but if you do have a problem with that then I ask you just not send me anything at all. E-MAIL : elgreco(at)gmail.com SUBJECT LINE : Half-Life DO -- - Point out errors - Give me strategies for parts of the game that you feel you know lots about - Write legible sentences - Include good grammar - Ask for help about things not already answered in this guide - Look through the guide before contacting me to make sure I haven't already answered your question DO NOT ------ - Send me viruses - Spam me - Insult me - Use excessive profanity - Use background colors, e.g. yellow font against a black background - Send irrelevant e-mails - TyPe lIkE tHiS, tHiS ReAlLy PisSEs mE OFF! - Ask questions that are answered in this guide - Add attachments to your e-mail - NO 1337 SPEAK ============================================================================== 00) Table of Contents ============================================================================== Search String, to find the part in the guide that you are looking for highlight the search string (eg. 4.1 for Anomalous Materials) for the section that you want and press CTRL+C, CTRL+F, CTRL+V, and press Enter. This should immediately bring you to the desired section. 00) Table of Contents 01) Version History 02) Introduction 03) Game Overview 3.1 Story 3.2 Difficulty Levels 3.3 Basic Controls 3.4 Weapons 3.5 Enemies 04) Walkthrough 4.1 Anomalous Materials 4.2 Unforeseen Consequences 4.3 Office Complex 4.4 We've got Hostiles 4.5 Blast Pit 4.6 Power Up 4.7 On A Rail 4.8 Apprehension 4.9 Residue Proceeding 4.10 Questionable Ethics 4.11 Surface Tension 4.12 Forget About Freeman 4.13 Lambda Core 4.14 Xen 4.15 Gonarch's Lair 4.16 Interloper 4.17 Nihalinth 4.18 End Game 05) Contact Information 06) Credits 07) Conclusion 08) Legal Information ============================================================================== 01) Version History ============================================================================== ------------------------------- Version Final, 10/29/04, 109 kb ------------------------------- I assume that if no glaring errors have been pointed out by now then there aren't any in the guide. This will be the final version of the guide unless any major errors are pointed out to me. There will be no further updates after this. ------------------------------ Version 1.41, 10/31/03, 104 kb ------------------------------ Fixed a little mistake of calling the Egon gun the Gluon gun. ----------------------------- Version 1.40, 9/28/03, 100 kb ----------------------------- Added in little section that gives faqs.ign.com to use my guide. Changed around the section headers to make the FAQ look a little bit nicer. Put in my website and changed the contact e-mail. ----------------------------- Version 1.30, 7/7/03, 98.2 kb ----------------------------- Added cheats section. ----------------------------- Version 1.10, 7/6/03, 92.5 kb ----------------------------- Damn, forgot to spellcheck it before I submitted. Added a small part to the Legal Information section. ----------------------------- Version 1.00, 7/6/03, 92.0 kb ----------------------------- Finished it today. My hands hurt from all the typing. I'll now accept any suggestions or contributions from people. Submitted to GameFAQs. ----------------------------- Version 0.60, 7/5/03, 78.5 kb ----------------------------- Just realized today that my version numbers were way off, more than halfway through the guide and I'm still on .3/.4, so I fixed that little thing. I completed Blast pit and did the walkthrough up near the end of Surface Tension. ----------------------------- Version 0.30, 7/4/03, 62.1 kb ----------------------------- Finished up Office Complex and finished guide up to Blast Pit. ----------------------------- Version 0.25, 7/3/03, 51.2 kb ----------------------------- Made the ASCII art at the top of the guide. Wrote Introduction and added minor stuff here and there. ----------------------------- Version 0.22, 7/2/03, 46.7 kb ----------------------------- Created the rest of the section headers. Added the weapons and enemies descriptions, Conclusion, Credits, and Legal Information. Created Search String. ------------------------------ Version 0.20, 6/16/03, 16.5 kb ------------------------------ Finished story, controls section, and got up to Office Complex in the walkthrough section. Got in all section headings. ============================================================================== 02) Introduction ============================================================================== The game of Half-Life was probably the best FPS of its time. It was one of the few to have a simple and interesting plot, even though it was not a very large one. It has in game cut-scenes so that a plot twist can take place without your ever leaving the controls. This allows you to simply wisk through the area if you don't care for the plot or already know it. You do not always have to go by the guide that I have written. If you prefer to go another route or do a little exploring then by all means, do so. I have just written one way to go about things, beat the Nihalinth with a crowbar, I don't care. This is just to help you along in those places where you may get stuck. Feel free to contact me if you have questions about the game, want to suggest some strategies for a part in the game, or wish to point out any errors that I have made in the FAQ. If you submit a strategy I will be glad to put in my guide and I will give you credit. I hope this is helpful. Wow, this turned out to be shorter than expected. Oh well, it doesn't matter. I doubt anybody will read this Intro anyway. ============================================================================== 03) Game Overview ============================================================================== ------------------------------------------------------------------------------ 3.1 Story ------------------------------------------------------------------------------ Deep in the bowels of the Black Mesa Federal Research Facility, a decommissioned missile base, a top secret project is underway. A portal has been opened to another dimension, and human science has never seen anything like the world on the other side. You are Gordon Freeman, a young research associate in the Anomalous Materials Laboratory. You have limited security clearance and no real idea of just how dangerous your job has become, until the morning you are sent alone into the Test Chamber to analyze of a strange crystalline specimen. A routine analysis, they tell you. Until something goes wrong. Is it sabotage? An accident? Or is it something you did? All you hear is screaming; all you see is space-time shattering. The next thing you know, the entire Black Mesa Facility is a nightmare zone, with sirens wailing and scientists fleeing in terror from the things their co-workers have become. Hordes of creatures from the far side of the portal are pouring through rifts in the local fabric of reality. Monsters are everywhere. Madness rules. You head for the surface, but the usual routes are impassable-closed off by the disaster, infested with headcrabs and houndeyes and increasingly larger and hungrier creatures. As Gordon Freeman, you must enlist the help of traumatized scientists and trigger-happy security guards to get through high-security zones, sneaking and fighting your way through ruined missile silos and Cold War cafeterias, through darkened air ducts and subterranean railways. When you finally come in sight of the surface, you realize that the inhuman monsters aren't your only enemies-for the government has sent in ruthless troops and stealthy assassins. Their orders seem to be that when it comes to the Black Mesa, nothing gets out alive... and especially not you. When even your own species turns against you, maybe you'll be glad to see another portal beckoning. But then again, on Earth you have allies; while on the far side of the portal, nothing at all is familiar except the sense of danger. Save the Earth? Well, maybe. But that's a pretty low priority compared to saving your own skin. ------------------------------------------------------------------------------ 3.2 Difficulty Levels ------------------------------------------------------------------------------ Easy- Enemies will only take a few hits and don't do a lot of damage. As the name indicates, it is quite easy. For beginning FPS players. Medium- Enemies are fairly matched for the most part against you. They deal out more damage and you deal out less. They are tougher to kill. Not too hard, but a challenge nonetheless. For the moderate FPS gamer. Hard- Enemies will deal out a lot of damage, enemies will take more damage before they die. Bosses can be quite difficult at times. Not for beginning level FPS players. Assassins now have a cloaking device, which makes killing them a real pain in the ass. Also voltiguants now have halved their charge-up time for their electricity attack. ------------------------------------------------------------------------------ 3.3 Basic Controls (default) ------------------------------------------------------------------------------ ACTION BUTTON ALTERNATE ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Forward | up arrow | W Back | down arrow | S Turn left | left arrow | Turn right | right arrow | Strafe left | A | , Strafe right | D | . Jump | space | Duck | CTRL | Swim up | V | ' Swim down | C | / Look up | page up | Look down | page down | Look straight ahead | end | Strafe modifier | ALT | Mouse look modifier | ; | Keyboard look modifier | insert | Primary attack | mouse 1 | enter Alternate attack | mouse 2 | Reload | R | Use | E | Walk | shift | Flashlight | F | Spray Logo | T | Weapon Category 1 | 1 | Weapon Category 2 | 2 | Weapon Category 3 | 3 | Weapon Category 4 | 4 | Weapon Category 5 | 5 | Pervious weapon | mouse wheel up | [ Next weapon | mouse wheel down | ] Last used weapon | Q | Take screenshot | F5 | Quick save | F6 | Quick load | F7 | Pause | pause | ------------------------------------------------------------------------------ 3.4 Weapons ------------------------------------------------------------------------------ Crowbar ------- The crowbar can be used on anything. It is a very powerful weapon for hand-to-hand combat. It can also be used as a tool. Use it to break through vents, windows, and wooden planks. The crowbar can be used underwater. First Sighting: Unforeseen Consequences 9mm Handgun (Glock Pistol) -------------------------- The 9mm handgun is the weapon of choice for all security guards. It only fires one bullet at a time and it can have 17 bullets per clip +250 bullets max. 9mm ammo is shared with the Military Issue Mp5 Semi-Automatic Machine Gun. The 9mm can be used underwater. The 9mm is really the most generically useful weapon you have. It works well in almost every situation. It isn't the most powerful weapon, but you do not have to reload as frequently as some of the other weapons, and it is very easy to find ammo for. First Sighting: Unforeseen Consequences Hand Grenade ------------ The standard hand grenade is probably the most useful of the explosives you carry. You can hold up to 10 of them at any given time. Each grenade has a 5-second delay. Grenades are great for one thing: tossing into areas that you cannot see into and therefore can't fire bullets, shells, etc. into. Grenades work great for clearing out areas around corners and for flushing soldiers out of hiding. (Soldiers will run when they hear the grenade touch down next to them.) Remember that grenades bounce off of walls and whatever else you throw them at. Note that they're not like the grenades in some other games that always instantly explode when they hit an enemy or breakable item; Mp5 grenades serve that purpose in Half-Life. Therefore, if you cannot reach an area from your current position, think about bouncing a grenade off of something (or even someone) to get it to where you want it to go. First Sighting: Unforeseen Consequences Shotgun ------- The double-barrel shotgun is a very powerful weapon, though it is not very accurate at a distance. It holds 8 bullets per clip +125 bullets max. It is not water-compatible. (Trying to use it underwater won't ruin it or its ammo; it just won't fire.) The double-barrel shotgun is best used for breaking through barriers quickly. Use it, for example, in Blast Pit when you want to break through the boarded-up passageways quickly. The shotgun is also a decent weapon for relatively close combat. Don't plan on sniping with it, though. First Sighting: Office Complex Mp5 Semi-Automatic Machine Gun (9mm Assault Rifle) -------------------------------------------------- The Mp5 is the weapon that most military soldiers carry throughout the game. It holds 50 bullet clips +250 bullets. Ammunition is shared with the 9mm handgun. The Mp5 also has a grenade launcher on it. It can hold up to 10 grenades at any given time. The grenades are not time-detonated. Rather, they detonate when they hit something -- and never bounce. The Mp5 does not work underwater. The Mp5 is the best all-around weapon. It is great for sniping from relatively long distances and it is great for up-close and personal combat. It can be used for breaking up boxes and triggering set tripmines from far away. Pay attention to your ammo, though, as you can run through a 50 bullet clip in a very short amount of time. If you find yourself in a bind and have to reload, launch Mp5 grenades to take care of any nearby attackers while you are reloading (or dodge and hide if you have sufficient cover). First Sighting: "We've Got Hostiles" .357 Magnum ----------- The .357 is a basic pistol. It is very powerful and it usually takes out most aliens or soldiers in one or two shots, even on Difficult level. It holds 6 bullets internally and fires at a rate of one bullet per mouse-click. The .357 cannot be used underwater. It takes quite a bit of time to reload the .357. It also produces a strong kickback when fired. Hence, the .357 is a good choice for single shots and for still shots, especially if you're sneak-shooting an enemy who hasn't seen you yet. As for fighting in combat, the .357 is not the best choice of weapon. First Sighting: Blast Pit Laser Tripmine -------------- The tripmine is basically a trap. You can carry up to 5 tripmines at any given time. You can only set a tripmine when you are near the surface that you want to set the mine on. The tripmine is especially useful for the smarter enemies like soldiers, assassins, alien slaves, and alien grunts. Any enemy that might chase or search for you will fall for your trap. Not to say other enemies will not, but ironically, the smarter the enemy, the more likely they will walk into a tripmine. You might also want to use tripmines as controlled explosives. For example, set a few tripmines on a large metal door that needs to be blown open. Move far away and target one of them. Shoot it out and all of the tripmines should detonate, creating a massive explosion. First Sighting: Blast Pit C4 Satchel ---------- The C4 satchel is a controlled explosive. You can carry 5 of them at once. Satchels detonate by a remote control that you carry. You first drop a satchel, which brings up the remote control. Click again to detonate the satchel. You can also set up a series of satchels by pressing the secondary attack key after tossing the first satchel. Pressing the detonator then will blow up all the ones you threw at once. The C4 satchel is a very cool trap. It is very powerful. The satchel will remain dormant until you detonate it, no matter what. It can't be blown up by bullets or other explosives. Also, you don't have to have a direct line of sight in order to detonate it. You could, for example, drop one on an elevator, send the elevator up, and then detonate it to take care of whatever might be waiting at the top. First Sighting: On a Rail Tranquilizer Crossbow --------------------- The tranquilizer crossbow accepts 5-dart clips +50 darts max. It can be used underwater. The crossbow is the best sniping weapon in the game. Switch into the sniping option with the secondary attack key to maximize precision. The tranquilizers will usually take out a soldier or alien slave with one shot, no matter where you hit them or what difficulty level you're playing on. Therefore, a shot in the foot might down a G.I. more quickly than a shot to the head. Pay close attention to your ammo, though. There are not that many tranquilizer clips in the game and it takes quite a while to load darts and even more time to reload a clip. Also note that if you load a saved game while the crossbow's sniper scope is on, then it will remain on no matter what weapon you have readied. However, this can be inconvenient, so either ready the crossbow and hit the secondary fire button a couple of times, or just quit and rerun the entire game. First Sighting: Apprehension Snarks ------ Snarks are little aliens that you get to deploy somewhat like grenades. They run around searching for anything living. Once prey is found, they swarm on it until they either kill it or expire. You can carry up to 15 snarks. Snarks are great for disturbing squads of soldiers. Let some run loose in a military outpost or command center while you're hiding nearby and they will do most of the work. Watch out for snarks yourself, though. Once they are released they will attack anything, including you. Snarks will expire and explode after 10 seconds or so. First Sighting: Questionable Ethics Experimental Gauss Gun (Tao Cannon) ----------------------------------- The gauss gun is an experimental weapon that fires a powerful laser that incinerates whatever it comes in contact with. It is based on chemical/nuclear-batteries that come in protective boxes. Power is based on percentage values. Therefore, you have a max of 100 percent power with no reloading required. Battery power is shared with the experimental egon gun. The gauss gun is particularly cool because of its particle effects. You can fire in a rapid-fire mode, which rapidly fires the laser beam at your target, sending off glowing embers. The power-up mode (hold down the secondary attack key) is very powerful. It takes about 12 percent of your battery power to fully power up the gauss gun. A powered-up shot will instantly atomize all but the most powerful enemies. Be careful, though; if you try to hold the power-up charge too long without releasing it, the gauss gun will backfire and cause severe damage to you. First Sighting: Questionable Ethics Rocket-Propelled Grenade Launcher (RPG) --------------------------------------- The RPG works only with single rockets at a time, +5 rockets max. It cannot be used underwater. The RPG is probably the coolest and the most powerful weapon in Half-Life. It has two modes that you can switch between by hitting the secondary fire key. The first is a straightforward (dumb-fire) launch of a rocket-propelled grenade. Aim and fire, and no matter where your sights move to, the rocket will hit its original target. The other fire mode is a laser-guided launch, where a laser directs the targeting of the rocket even after it's been launched. Hence, if you target a moving enemy, fire and track the laser sight along the path of the enemy so that the rocket intercepts him when it gets within range. Be careful of firing a rocket at something close to you; the explosions can do severe damage. It's because of this and the scarcity of rocket ammo that you should save all of your rockets for big targets like military helicopters and tanks. First Sighting: Surface Tension Hornet Gun (Hivehand) --------------------- The hornet gun is the standard weapon of alien grunts. The weapon fits over your hand and is an actual nest of hornets. It holds up to 8 hornets at any given time and automatically regenerates hornets whenever they run out. In theory, you have infinite hornets at your disposal. The hornet gun is especially nice, as the hornets will track their prey around corners, up stairs, and through doorways. Hornets will also often hit enemies on the other sides of closed doors and walls. All you have to do is aim them in your enemy's general vicinity and the hornets will do their best to contribute to your success. The hornets themselves will do quite a bit of damage when they hit. The hornet gun's secondary attack mode is also useful, since it very quickly fires hornets in a straight line. It won't track enemies, but this mode is useful for blowing up explosive containers at a distance, and can kill an enemy more quickly than the regular fire mode can if you fire straight at him. First Sighting: Surface Tension Experimental Egon Gun --------------------- The Egon gun, like its companion the gauss gun, is very powerful. It fires a concentrated electrical beam at a target. It runs on battery power that can be collected from small yellow-and-gray containers. Battery power is out of 100% and there is no need to reload. The Egon gun is powerful enough to disable entire groupings of enemies. Anything that runs through or is hit by the beam loses a lot of life. Therefore if you have quite a swarm around you, grab your Egon gun and start circling. You receive this weapon late in the game, but there are still several times when it's the best weapon for the job. First Sighting: Lambda Core ------------------------------------------------------------------------------ 3.5 Enemies ------------------------------------------------------------------------------ Headcrabs --------- Headcrabs are the simplest enemy that will do damage to you. They make an odd screaming noise and lunge at your head and upper torso. If they are able to kill their victim, headcrabs will latch on and assume control of the victim's body, effectively turning him into a zombie. Headcrabs are simple to deal with. Avoid their lunges and drop about 3 shots into their main body to get rid of them. One way to kill headcrabs without using any ammo is to strafe out of the way when they leap at you, then quickly run up to them and whack them with the crowbar. They can't jump backwards or sideways, and it takes them awhile to turn in place and prepare for another jump. First Sighting: Unforeseen Consequences Zombies (Hybrids, Mawmen) ------------------------- A zombie is the end-product of a head crab’s efforts. Zombies are much more powerful than headcrabs, but they can never be as fast. Zombies are very slow, so you can easily out-maneuver them. Their main form of combat is a two-slash combination attack, which can be very dangerous. Avoid any attacks and aim for the head. Zombies will usually go down in two or three shots from the shotgun. To kill a zombie with the crowbar, run up to him and whack him once, then back off quickly. If he starts his slow two-arm swing attack, move in as soon as he swings his second arm and get in two or three good whacks before retreating. If he uses his faster attack, you should only risk one crowbar hit after it. First Sighting: Unforeseen Consequences Houndeyes --------- Houndeyes are small, puppy-like creatures that curiously bounce around you. Once they get close enough, they will give off a shrill scream and fire a crippling sonic burst at you. Houndeyes tend to attack in packs. Be careful not to fall for their rather clever little traps. Quite often, a single houndeye will approach, maybe fire off a sonic burst, and then run away. If you chase him, you might find yourself in the good company of an entire group of houndeyes. Just be on the alert and pay attention to seemingly simple situations. Houndeyes will usually die after a single shotgun blast. If a houndeye is powering up his sonic burst, aim for him first. First Sighting: Unforeseen Consequences Alien Slaves (Vortigaunts) -------------------------- Alien slaves are the first real bipedal opponents. They are the first to act in true squads and are the first to really try to outsmart you. They will run away from weapon fire, they will hide behind doorways and in shadows, they will try and draw you into traps, and they will search for you. They can fight hand-to-hand with a powerful slashing attack, and they have a very powerful electrical discharge that can quickly cut your health and armor down. The electrical bolt that they fire requires them to conjure up enough power before firing. Be sure to target whichever alien slave is furthest into his power-up. One or two shotgun blasts will usually take care of an alien slave. A note for Difficult-level players is that the slaves' power-up time is cut in half, allowing them to fire much faster. First Sighting: Unforeseen Consequences Bullchickens (Bullsquids) ------------------------- Bullchickens are probably the most unpredictable creatures you will meet in the game. They can charge and attack you up close, or they can fire a glob of corrosive mucus at you from a distance. Sometimes, bullchickens will remain oblivious to you until you get really close or fire at them. Sometimes they will just fire their green mucus at you. Other times they will charge you for no reason other than to spit at you up close or throw you around with their facial tentacles. Occasionally, bullchickens will deal with other aliens or humans before getting to you. Two to three shotgun blasts to the main body mass of a bullchicken will kill it. First Sighting: Unforeseen Consequences Barnacles --------- Barnacles are the quiet killers. They attach themselves above any route of travel, be it room or cavern. A long grey tongue hangs down from their toothed jaws. If an unsuspecting victim stumbles into one of their tongues, the tongue latches on and drags the victim up and into the jaws of the barnacle. One or two shotgun blasts to the mouth will kill a barnacle. The tongue does not pose a threat after the barnacle is dead. If you do get caught in a barnacle's tongue, try to free yourself before you get pulled up too high. If you do reach the jaws of the barnacle, switch to the crowbar and start beating the barnacle until he lets go. Hopefully you will survive the fall. (Remember that falling any distance into any amount of water never hurts you.) First Sighting: Unforeseen Consequences Military Turrets ---------------- These are automated target-seeking machines that the military has set around for automated defense. They can't walk around, but they can swivel 360 degrees. hey start out dormant, but activate and scan for targets when you (or someone else) walk through their red laser alarm beam, brush up against them, or start damaging them. The best way to take one of these things out is to shoot it in the leg or in the top of its "head" while keeping something solid between you and it so that it can't shoot you. Bouncing a grenade around a corner also works well. First Sighting: "We've Got Hostiles" Soldiers (Marines, Grunts) -------------------------- Soldiers are the most versatile enemies in the game. They can have a variety of weapons. Generally, soldiers carry Mp5's and standard issue grenades. Some soldiers carry shotguns and some carry Mp5 grenades in addition to their Mp5 machine gun. Occasionally, soldiers will have special or mounted weapons such as rocket launching platforms; high-powered, floor-mounted machine-guns; and firebombs. Soldiers will always work in squads. They will cover vast amounts of terrain looking for you. They know where to look and how to sneak up on you. Once they find you, they will work to out-flank you by breaking apart into two groups, to flush you out of hiding by banking grenades around corners, and to get into those hard to reach areas by rapelling out of helicopters. Soldiers will duck in and out of cover and they will watch, listen, and react to anything that occurs. They make for some very interesting opponents. You tend to have much more health than the average soldier does, so you will almost always win a face-to-face firefight against a single soldier. Be careful when you are dealing with entire squads, though. Always concentrate fire on a single soldier until he goes down. Don't try spraying the entire squad; you will waste a lot of ammo and only do a little damage. Any weapon will work, but the Mp5 will generally be the best bet, as it takes a bit of fire power to kill a soldier, and you want to do so quickly. First Sighting: "We've Got Hostiles" Giant Tentacles --------------- Giant tentacles are one of the most dangerous enemies you will meet. They have very sharp "beaks" that they pierce flesh with. They attack anything living or moving in their respective areas. The only advantages that you have are that they're rooted to one spot and that they can only hear their prey nearby; they can't see. Hence, moving past tentacles is just a matter of staying quiet. Use the walk modifier or crouch-walk to avoid detection. Toss grenades to distract the tentacles away from you. Conventional weapons will only make tentacles sink into the ground very briefly. You need to find an alternate method to destroy tentacles permanently in the one case where you have to destroy a tentacle to progress in the game. First Sighting: Blast Pit Gargantuas ---------- Gargantuas are huge, powerful aliens that are almost solid armor. They mainly fire pyrotechnic bolts at you. These bolts will quickly eat away at your health, so don't go close to one unless you have to. Also watch out for the red globs of energy that gargantuas can fire at you from a distance. Gargantuas do not react to generic weapon fire except to become angrier. You can blow up a Gargantua with hand grenades if you have enough, but it takes 9 or 10 even on Easy difficulty. You basically need to dodge gargantuas until you can find an alternate method of destroying them. First Sighting: Power Up Larvae (Hagworms, Leeches) -------------------------- Larvae are a very basic form of alien, and look like small wriggly worms. They reside solely in water and they tend to attack in small swarms. A single crowbar swipe will destroy a larva. You do not have to worry too much about larvae except when they swarm on you. First Sighting: Power Up Ichthyosaurs ------------ Ichthyosaurs are very much like sharks. They reside solely in water, though they tend to skim the surface as they pace around their environment. Ichthyosaurs attack with their jaws, but not until they circle you at least once. Once they hit you, you will become disoriented, so try not to let them get close. You can kill an ichthyosaur from safely on shore by firing at it with your Mp5, shotgun, or whatever whenever you see it swimming on the surface. If you ever have to kill one while in the water with it, use the crossbow, as it was made for that sort of thing. If the ichthyosaur is a considerable distance from you, use the targeting sight and fire a bit below the beast (a necessary adjustment when sniping underwater). First Sighting: Apprehension Military Assassins ------------------ Military assassins can be very difficult. They are quite stealthy, quick, and precise. They will usually see you before you see them. You will never be able to get close enough to them to fight up close. They will back flip out of your reach the second you try it. Instead of chasing after them, find some relative cover and listen for their footsteps. Wait for them to approach and then fire an Mp5 grenade or just fire at them until they go down. Watch for the flash of light given off by their weapons in order to locate them in darker areas. You will only have to deal with assassins twice in the game, but they can be very quick and agile, making them very difficult to kill. Note that on Difficult level, assassins have a cloaking device they can use to make them even harder to track. First Sighting: Apprehension Alien Grunts (Xen Soldiers) --------------------------- Alien grunts are the powerhouse alien fighters. They carry hornet guns that they put to good use firing around corners and up stairwells. Alien grunts are very powerful creatures, and it takes quite a bit to take one out. Aim for the head of an alien grunt to maximize damage. They wear body armor on most of their body that protects them from damage. Alien grunts work in squads and are excellent trackers. They will search you out and find you once they know you are nearby. Listen for their footsteps to help you figure out exactly where they are. First Sighting: Questionable Ethics Alien Controllers (Xen Masters) ------------------------------- Alien controllers are perhaps the most annoying aliens you will meet. They attack in swarms, flying around and unleashing strings of glowing orbs that can do a bit of damage. Try to keep track of where the controllers actually are. This can be difficult, as the glowing orbs can block your view and disorient you. Try to concentrate on one controller at a time rather than worrying about all of the controllers around you. Work on weakening the swarm of controllers until you have defeated them entirely. Any weapon works well, but the Mp5 is very useful in taking them out since it's usually easy to follow their flight path with it and riddle them with bullets. The Egon gun can be even more effective with large groups of controllers that you have to take down fast. First Sighting: Lambda Core ============================================================================== 04) Walkthrough ============================================================================== ***note*** this guide assumes that you are playing on the medium difficulty level. Other difficulty levels will differ slightly in the amount of enemies and other factors. ------------------------------------------------------------------------------- 4.1 Anomalous Materials ------------------------------------------------------------------------------- When you begin you will start out in a tram car. This will take you past various locations in the Black Mesa facility. Eventually it will stop and a security guard will come to open the door for you. Exit the tram and wait at the door for the security guard to open it for you. Go past the security desk where you find out that you are needed for some type of experiment. Anyway follow the green line on the wall to the locker room where you can get your Hazardous Environment Suit, HEV. Press the middle button on the control panel in front of it to open the chamber. In the locker room you can open the locker that says Freeman. Get the power module and go out of the locker room and follow the green line until you see the blue line. Follow that to a door where a security guard will open the door for you. Follow the blue line on either side and get into the elevator. Follow the corridor until you see a group of scientists. They will talk to you for a moment about the experiment. Eventually one of them will walk over to the other door and use the retinal scanner to allow you access to the next corridor. Follow it until you get to an elevator and eventually you will get to a small room. The scientists will talk to you again and give you some more information. You will be handling a rare and very unstable "sample". Oh, don't worry "nothing will go wrong." Well...not really. Enter the chamber and follow the instructions of the scientists. Climb up the ladder and press the button on the control panel to start the "anti-mass spectrometer". Go back down and wait by the cage for the sample to arrive. Uh-oh there is a small discrepancy in the system, you know what happens next. Well, push the sample into the beam and let the shit hit the fan. You will see some freaky scenes (well, maybe I'm just a wuss...okay I am!) with aliens but you better get used to it, you're going to see a lot of them for the rest of the game. ------------------------------------------------------------------------------- 4.2 Unforseen Consequences ------------------------------------------------------------------------------- Exit the test chamber to find the facility in disarray. Shed a tear for the fallen heroes if you wish. Now retrace your steps back until you get to a room that overlooks the test chamber, the one in which the scientists talked to you. Now wait until a green beam crashes through the window and then duck under it or run past between bursts. Follow the path until you get to an elevator door get your first weapon of the game, the crowbar. Now open the door and watch the people in the elevator plunge to their deaths. Climb down the ladder and get the power pack. Climb back up and go all the way up where you will see a Barney fighting an alien. Use the crowbar to smash the alien and get the pistol from the fallen Barney if he died, if he didn't smash him a few times and he will drop it. Walk up the corridor and you will see an alien walking at you. Use either the crowbar or the pistol, but the crowbar is the best course of action as it uses no ammo. If you want to go back to the locker room there is pistol ammo and a power pack. Go to the security desk. You will see a small hole on the wall, crawl through it and kill the two headcrabs. Jump up onto the angled platform on the other side of the room and crawl through the small duct. Get out your pistol and shoot the bullhounds as they come at you. Go to the left and you will find two more bullhounds. The room they came out of has a first aid station. Go forward and open the door to the right. There is a headcrab here. Follow his until you come to a ladder, go up until you can just see over the edge. See those silver cylinders? Guess what they do...that's right they explode! Fire a bullet into one of them to trigger the explosion, that will kill anything in the room. Go to the right once you get off the ladder and get the scientist to follow you. Go on the walkways until you see another explosive cylinder fire a bullet at the creature near the back of the room to make him stand up, now you can either empty your clip into him or you can wait for him to get near the explosive cylinder and fire a bullet into it. But make sure that you are standing as far away from it as possible. Anyway, let the scientist open the door with the retinal scanner and get all the ammo inside. Use the first aid station if you need to. Retrace your steps out of the room and go back to where you were when you killed the bull hounds, go farther into the corridor. You should hear the sound of something being teleported to a location near you, if you wait a while you can shoot the vile creature but if you move quickly enough you won't have to use your ammo. When you near a dumpster you should see a scientist poking his head out of it. Behind the dumpster is a first aid station. See the small hole in the floor near the barred section? Yes, of course you do. Look down into the hole and shoot the headcrab. Now look past the bars and there should be another alien there, shoot him so that you won't have to deal with him later. Anyway drop down and now the directions that I give you correspond to how they would be if you had dropped down facing the bars. Go left, right, right, right, left, left. See the small wheel? turn it and the tunnels will fill with water. Now turn around and find a small hole in the roof, make sure it isn't the one you just entered. When you come out you should be on the other side of the bars. Follow the tunnel until you get into a large room, go up the walkways and you should see a lever. Press it and the lift should tart moving, go down and jump onto the elevator before it gets too far below you. Wait until it gets near the bottom. Fight off the headcrabs as they come down, most will fall off but some will stay, so get out your crowbar and waste them. When it gets near the bottom throw a grenade down there to kill most of the headcrabs. Use the crowbar to kill anything that remains. Thee is a first aid station to the right of the elevator. Break open the boxes to find some ammo. Follow the path to the catwalk and stop just before you get on it. An alien will spawn destroying the bridge. You will have to find another way around. Look to the right and jump onto the pipes. Follow the pipes until you see a small vent opening on the right. Smash it open with the crowbar and follow it to the SECOND opening in the floor. Smash it and smash open the crates for several power cells. Open the door and go down the ladder. Open the door take out any aliens around. Jump into the sewage canal and swim to the left. Follow it until you end up by a first aid station. Use it if you need to. Open the door and open the next door. Follow the passage to a large room with hanging crates. Climb up the ladders and hop onto the first crate. Hop from crate to crate until you get to the end. I suggest that you quick-save after you land on each one. Follow the path corridor to a door, open it and follow that corridor to a ladder. Climb it and follow that to another door. Open it and you should find yourself on the other side of the large gap. follow the corridor to an elevator. Get on and start it. ------------------------------------------------------------------------------- 4.3 Office Complex ------------------------------------------------------------------------------- Get out of the elevator and you will meet a gruesome scene. There is a scientist being eaten by a creature in the ceiling and an electrical wire is sending body parts flying. To the left of the elevator is a couple of headcrabs, shoot them and break open the vent on the right. Enter it and go to the right. Break open the cover and enter the room. Be careful not to stray near the barnacles. There is a power switch in the small room. Open it and shut the power off. Exit the room through the doors and go past where you first broke into the vent. Follow the hallway until you get to an area with a lot of boxes. Break through them to get to the other side. There is a headcrab just past the last box, be careful. Grab the shotgun from the case and walk towards the Barney. A monster will attack him, help him and he will let you in once the monster is dead. Grab all the ammo you can and get the med pack and power cell from the area below. Get Barney to follow you. Head back and you should see a small room with water on the floor. Enter the room and quickly get to the other side on the left to the power switch to stop the electrical current. Use the first aid station if you need to and bash open the vent. Some headcrabs will come through, kill them and enter the vent. Crawl under the fan. When you come out you will fall through the ceiling. Open the door so that barney can come through and help you with the headcrabs. Push the crates together so that you can jump up onto a ladder. Get onto the platform and you should fall through the roof to another level just below. Kill the headcrab. Follow the vent to the end but don't just yet enter the room. You will see a gun of some sort slaughter everything in the room. Wait until all is dead and wait until you hear the sound of a machine retracting. Quickly exit the vent and duck behind a box. Stay crouched and push the box to the end of the room and you should see a small switch. Pull it and the gun should stop. Go into the small room at the back and get ammo for the pistol and the shotgun. Toss a grenade into the hallway to kill a group of about seven headcrabs. Go up the stairs. Get Barney to follow you, get out your shotgun and be prepared to kill fast. This area is infested with voltigores. Quickly go through and blast them quickly. Some will spawn in different areas and you will have to reload several times. Make sure that you take cover when you do this or else you will die quite quickly. Try to use double shots this will kill them with a direct hit. There is a first aid station midway through and a health pack on a desk. When you exit there will be another health station by the scientist. Be sure to go around or shoot the barnacle. Go up the stairs and run all the way up. Stop beneath the sentry gun and reload if you need to. Kill the madman in the hallway and reload again, there are two voltigores here. Reload again and continue on. Kill the Mawmen and enter the door, use the first aid station of you need to. Get the security guard to follow you and go into the door here. Have Barney shoot the headcrabs that fall through the ceiling. Smash the wooden planks that are across the doorway and kill the Mawmen and go into the freezer room. Go through and kill all the enemies. Get the ammo and somewhere you should find a switch with a red light. Use it this will start a platform moving overhead. Go back into where you first entered and climb up the ladder. Do a duck jump into the vent shaft after you have smashed the cover. Follow it until you get to an edge by the area where the platform is crossing. Wait for it to move in front of you and quickly step on. Smash the crates on it and collect the power cells. Get into the vent on the other side. Follow this until you get to a room with vents and barnacles all over the place. Make your way up and be careful not to fall within the clutches of any barnacles. One shotgun blast to the mouth on each will do, to be safe. Get into the vent and follow it until you get to another vent covering, you should see a 2 Barney's and a scientist, get out of the vent and turn to where the scientist ran, see the mawman coming around the corner? Well, shoot it already! Go through the door. Wait a minute...I was just here! Yes, you were. Follow the passages to a place with a fan. Climb up the ladder and wait for the fan to turn to a place where one of the blades has broken off. Jump through to the other side. Now follow the corridors until you get to a room where a zombie is trying to break through the glass above the floor. A scientist should jump through the window. Kill the zombies and proceed to collect the ammo in the two rooms. Now go to the open elevator shaft. Jump across to the ladder and climb up all the way until you are on top of an elevator car. Break the panel on the top and jump in, press the button to open the doors. ------------------------------------------------------------------------------- 4.4 We've got hostiles ------------------------------------------------------------------------------- When the doors open you will see a scientist frantically trying to reach the security guard in the other room, but he will get attacked by a madman. Ignore the scientist and he will go get himself killed, which is to your benefit, although it seems sick to say. For now just charge up your suit and health and proceed to where the scientist was killed. Run through the trip wires and quickly duck behind a box. Kill the two headcrabs that spawn and then push the box so that you can get close to the turret without getting harmed. Jump out from behind it and quickly pump a shotgun shell into the top part of it. Now break open the boxes if you wish for a power cell. Head crabs will spawn one at a time so get out of here before you waste a lot of ammo. Jump over the tripmine and crouch under the next one. Kill the two voltiguants and recharge your health if you need to. Proceed down the hall. Use grenades to take out the next two turrets. Throw one right between them for maximum efficiency. Now there are two turrets on the other side of the green crates. You can get one trough a crack with a double blast from the shotgun. The other is taken care of with a grenade toss over the crates. Now break the glass on the blast door, as headcrabs will spawn near you and thus saving you ammo as they get caught on the other side. Now jump over the crates and slowly proceed over the floor because the floor is wet. Now as you come around the corner issue two double blasts from the shotgun into the turrets, on each. Use the health station if you need to and now proceed into the next room. A scientist will run to the marine and the marine will attack the scientist. Well, that wasn't polite! Anyway he will attack you too as you are a scientist too. So dispatch him with the shotgun and grab his ammo and gun, get on the elevator and turn around. More marines will attack you when you come out so quickly dispatch them all and proceed through to the next corridor, near the top. There is also a health station on the top level, use it if you need to. This next room is also swarming with marines so kill them all and proceed. These marines will use grenades a lot so be extra careful. Use the health station and get on the elevator labeled "Surface Access". Now you will hear explosions and there is a helicopter flying around, from which many marines are descending. Run to the bunker in the center of the area killing any marines that you may encounter, get on the ladder and climb down. Get whatever you need from the HEV and health stations and go out the door here two marines will rappel into the shaft and fire at you. Kill them and go down the ladders to the big vent shaft at the bottom. Enter it and you will find a large fan at the end. The first and second shafts don't contain much only some ammo and a health station and they also threw in a headcrab just for fun in the first one. Unless you need ammo or health drop down on the right side, diagonally from where the ladder is. Enter the shaft on the bottom and proceed forward, you will find that you did a complete circle from where this part started. Anyway listen to the scientist's advice and open the silo access door Get anything that is left from the HEV and health stations and proceed down the hall. ------------------------------------------------------------------------------- 4.5 Blast Pit ------------------------------------------------------------------------------- Smash your way past the crates and you will find a bullsquid and two headcrabs, kill them all and proceed into the small control center at the top of the ramp, a headcrab will come at you from behind here so watch out. Push the lever and look to your right. A mawman is breaking through the steel door, give him a double blast in the chest with the shotgun and go down to the elevator that you activated earlier. Get on and push the button to move it. Get on the rail car and activate it by pressing the USE button and then accelerate by pressing W up to 4 times for different speeds. Crouch and stay behind the control panel until you are accelerating towards a concrete stop. When your tram hits it you will be flung out towards a group of boxes. Try to land on one of them in order to prevent a loss of life from the toxic waste pool. Kill the bullsquid shooting at you and jump towards the other side of the pool. Climb the ladder and get into the pipe. Follow it to another opening. Duck-jump out and shoot the bullsquid here. Take the top pipe and jump to the pipes that extend away from the pipe that you were in. Now kill the bullsquid in the toxic pool below and get a running start to get on the platform below. Grab any health packs and power cells that you need and follow the corridor ahead. Jump onto the pipe and follow it until you get to another pipe that goes towards the platform in the middle, jump onto it and kill the bullsquid below. Jump on the elevator and proceed upwards by pressing the button. Get off the elevator and look right, shoot the bullsquid in the ass and get onto the walkway. Oh, look, the houndeyes want to play! You know what to do. Dispatch them and proceed ahead. Of you shoot the containers by the green houndeye you will blow out part of the bridge and you will have to jump over a large gap. So unless you want to do the previously mentioned shoot the houndeye itself and then take out the headcrabs. Grab the health packs to the right if you need to. Enter the silo door and turn the lever. Immediately a mawman will come at you and you'll have to shoot him. Do so and proceed forward. Hey, what's that noise? Walk forward and you will see a scientist running around, he will be attacked by a big, worm-like creature with a beak. Anyway, you will see a button that says "Test Fire". It is broken so guess what you get to do, that's right you get to fix it. Now push the button if you want but it won't work, just like I said, proceed down the corridor and look up. Shoot the barnacle and climb up the ladder. You will see a Barney. He'll say, "Be quiet, it can hear you." Now turn the corner and watch the other Barney get smashed by the giant tentacle. Now, get out your grenades and you will need to throw a few here. crouch and walk all the way through this part. Throw a grenade towards the boxes by the ladder once you are down to the next level. The boxes should explode and the tentacles will come and bash the area. Now look to the next level see the opening with the boards over it? Throw a grenade there to open it up. Now get on the ladder and climb down a level. Look down to the bottom level and throw a grenade towards the last boarded entrance. Now go in through the entrance on this level. Open the silo entrance and shoot the mawman on the bridge. Follow the corridor to a ladder. At the bottom there are two mawmen. Shoot them from above or use a precious grenade. Go down the ladder and smash open the hatch. Proceed down the ladder and you should find yourself in a tunnel with water on the floor. Stay on the pipe and go left at the fork. Climb up the ladder and shoot the mawman at the top. Grab some grenades from the side room and open the door ahead with the keypad. Shoot the two mawmen and climb down the ladders. Press the button down by the base of the large fan and immediately climb up past the swinging fan blades. When the fan reaches full speed, jump out over it, no I'm not crazy. The wind will take you up to the top of the room, smash through the boards and get into the vent on the side. Smash the opening and beware of the headcrab. Proceed through the vent until you get to a room. Shoot the mawmen and activate the fuel and oxygen lines. Two lights should appear on the control panel. Climb up the ladder and go out the door using the keypad. Now exit the silo and go back to where the giant tentacles are. Throw a grenade to distract them and climb down to the next opening. When you enter it go to the right and shoot the mawman. Open the entrance to the silo. Shoot the bullsquid and proceed to the hallway. Now when you get to the large open space move the metal crates on the floor to the water puddle that you passed and line them all up so that you could walk over them without touching the water. You'll see why later. Press the button for the elevator, but do not get on the elevator, use the ladder to the right, the elevator will fall all the way down the shaft if you operate it. Hop up on the railing and jump over to it. Climb down and proceed past the scientist to the other big shaft. Press the button on the platform and it will move you to the ladder on the other side. Climb up, beware of the malfunctioning platform up here, do not get hit by it or you will die. Climb up the ladder and press the button on the side of generator. Ignore the scientist on top of the platform. Push the button on the other side and the generator will activate. The scientist will yell, "Oh dear!" Well, he's screwed. Proceed down the ladder and avoid the platform. Go down to the next level and activate the platform to bring you back to the area with the scientist. Climb up the ladder and get on the platform on top. Jump to the top of the elevator and jump back down to the platform. When you head back you will see that the puddle of water that you saw is now electrified. One touch would kill on contact. Now aren't you glad you followed my advice? Exit the silo and get back to the area with the giant tentacles. Climb upwards to the top while distracting them with grenades. Now go back to the room where the scientist was attacked. Now since you activated all the systems th engine now works. Now can you guess what we're gonna do? Have a barbeque! I hope you like your meat well done! Well push the button and watch the tentacles cook. Now go into the pit that the tentacles were in. Make sure you land in the water. Grab Barney's Magnum and swim down through the holes and up the side of it. Now, if you need health, or HEV power grab some from the bottom of the ladder. Get onto the pipes and follow them to a large gap in the pipes. Jump over and spin the wheel. Get in and follow it until it breaks and you fall into a room. You will lose a bunch of health, but there is enough health packs in the crates to make up for it. You will also get a few tripmines. Follow the corridor down. ------------------------------------------------------------------------------- 4.6 Power Up ------------------------------------------------------------------------------- Run past the gargantua and into the hallway on the left, take the left fork and stop right where the bridge starts. When the bridge collapses, jump to the bottom and take out the headcrabs. The ladder leads to a room with an injured Barney and an HEV station. Go down the hall and kill whatever beings may lurk here, use the first aid station if you want to. You will come to a marine behind a bunker which is conveniently located next to explosive crates. You know what to do here. Go through the area shooting the marines and you should eventually come to a set of winding stairs, go all the way down and you will come to a water filled basement, See the boxes blocking the generator? Smash them with the crowbar and the generator should start. Now go up one level after killing the mawman. Push the button on the generator and a green light will show up. Now go to the staircase and go up between the power surges. Now when you go back to the elevator you will see two marines descending. Use an MP5 grenade and that should kill them both. Now head back to the Gargantua, head into the corridor to the left, make the gargantua follow you, and press the power switch at the end. The Gargantua should die a horrible and painful death. Get on the tram car and make it go to the switch track. Now go back to the control room and pull the lever. Get back on the tram car and proceed forward. ------------------------------------------------------------------------------- 4.7 On a Rail ------------------------------------------------------------------------------- I hate this part. You will come to a Barney and he will tell you that you have to activate a rocket and more stuff. Jump off the tram and pull the lever to raise the gate. Proceed forward. You don't have to kill the barnacles on the ceiling ahead so save your ammo. All I can say now is use your gun to change the direction by shooting the signs with the arrows. Kill all the Marines and voltiguants. Use the switches to lift up the gates and obstacles. Eventually you will come to an area that has two marines. They'll start talking about you. Use an MP5 grenade right in between them to shit them up. Now go through the blast doors. Use MP5 grenades to blast the marines on the other side of the door. When you go into the room you will see 3 trip wires. Push the long metal box to the other one so that you can climb up and go along the edge of the room, above the tripwires. When you go through the door, use an MP5 grenade just around the corner to get two marines. Now go into the control center and push the "Launch" button. When the launch stops go back the way you came and use the first aid station of you need to. Go through the blast doors and to the left, go down the ladder and get all the ammo. Get on the tram and proceed. ------------------------------------------------------------------------------- 4.8 Apprehension ------------------------------------------------------------------------------- Get off the Tram car after the corner and let it keep going. It will crash over the water pit. Kill the marines. Eventually in the water pit some barrels will float up making a bridge. Cross it and kill the two mawmen. Use the first aid station and go to the other side of the water pit. Jump in the water and swim along the corridor, enter the side room for air. When you come to a room with bars on the windows go into the other opening in the wall opposite the door. You will come to a room with a large pool of water and then you'll see a scientist get eaten by some kind of shark creature. Go to the ladder and the scientist will tell you to get the crossbow. Use the HEV and health stations and then drop into the shark cage from above. It will fall eventually and then you can take safe shots from inside the cage. When he is dead go into the small tunnel that has to be opened by turning the wheel, it will take you to a room with a large amount of barnacles. When you smash the boxes two voltiguants will spawn and will attack you promptly. Kill them with the shotgun and go into the next room, another pool of water, but this time it has two ichthyosaurs. Well when they come up to the surface you can shoot them or if you prefer a more direct approach you can jump in the water and see what you can do before they kill you. Now jump through the hole in the fence. Swim through the passage and you'll find yourself in a room with 3 vertical structures, climb up the ladder and go to the control center, activate the machinery and kill the bullsquids while you are waiting. Now jump from each platform until you get across the room. Now proceed forward. Kill the three voltiguants and the headcrab and the scientist will open the door. Remember to recharge your HEV suit. Enter the freezer. Run like mad through the freezer because it is frigid, ignore the enemies as best you can and eventually you should find a ladder go down. Kill the three voltiguants and watch for the one behind you. You will find an elevator. Go up. Uh, oh! Looks like somebody is here to get you. Hmmm, what are those footsteps? They are from the military assassins. These are fast little mothers. You can either use MP5 grenades when they get close to you or you can fire at them with the normal fire, but that takes a lot of ammo. There are three that you have to kill. When they are all dead go up to the top platform and pull the surface access switch. You'll see a first aid station, go to it and the screen will go black. Listen to the cut scene. When you come to, you'll find yourself amid some boxes. Then the walls will start closing in on you. It's a giant trash compactor! Well, you'll have to jump up using the boxes and then crouch and go onto the small ledge. Wait for the compactor to stop and cross the room via the top of the walls. Get the crowbar to the left and go down into the pipe on the floor. ------------------------------------------------------------------------------- 4.9 Residue Proceeding ------------------------------------------------------------------------------- Exit the pipe and go to the right. Two headcrabs will spawn, so eliminate them and proceed onward. Turn the wheel on the side of the tower and climb up the ladder quickly. Drop down onto the descending platform and crawl into the pipe when it stops. Get out and follow the Barney he will get eaten by a barnacle and he will drop his 9mm handgun pick it up. Go down the stairs ahead after shooting the barnacle and use the HEV station, watch the two headcrabs under the stairs. Go back to where you first saw Barney. Climb up the ladder and jump from chunk to chunk to get into the vent. Follow the vent until you get to another area with tanks. Jump on the moving platforms to get to the vent on the other side if the room, to the vent, follow the pipe that you are on and jump to the next pipe at the last possible moment. Follow it and get on the conveyor belt in the next room. Drop into the pool of water and swim under the opening in the wall. Jump out and pass this next obstacle and get back in the water. Follow the passage and swim down. Crouch and swim under the obstacle that is spinning up ahead. Go to the right to use the first aid station, otherwise continue ahead. Get out of the water and grab the Magnum shoot the bullsquid and if you need to use the first aid station. Go to the room next tot he smashers and pull the leer to reverse the direction of the middle belt if you plan on using that one. Now this gets a little tricky. Press the switch in the room with the Barney and hop on the conveyor belt to bring you past the mashers before you get squashed when they start up again. Hop onto the double belt and let it take you to some hazardous machinery. Make your way past them and hop onto the single belt that moves towards your right. Get on the belt that moves to your left and shoot out the tripmine before you hit it. This also contains another tripmine, but you have to shoot it out quite close to yourself, this will take away about 10 life points. Now , when you get to the end of this one do not drop straight down, move off to the side. Drop down onto the conveyor belt in between mashes. Run and jump onto the ladder. Climb up and proceed through the corridor. ------------------------------------------------------------------------------- 4.10 Questionable Ethics ------------------------------------------------------------------------------- Smash the grating and throw a satchel up on top. Detonate it to kill a bunch of houndeyes. When you get out be prepared to kill anything that remains. Go into the next room. When the alien grunt breaks through the glass kill him with 3 shots with the magnum. Smash the cover over the button to open the door Now you'll see a group of headcrabs that are contained within a cage. Move to the control center and push the button. Mwahaha!! Now kill the marine who came to investigate the noise. Take his MP5 and go into the reception area with Barney following you. Kill the marines and proceed through the tunnels when you get to a lab with trip mines shoot them and hide. Wait for the battle to end and wipe up the survivors. Now proceed upwards and kill the marines after the battle is done. Activate all the power switches to turn on the lasers. When you turn on the one by the explosive crates there will be a conversation that goes like this, Barney - "What's this?" Scientist - "Put that down its still experimental." Barney - "Whoa! Why aren't we using this?" Scientist - "It's much too unpredictable. Don't let it overcharge!!" Both - "Aaaarrh!!" Get the gauss gun from the room. When all the lasers have been activated push the crate in the room to the edge of the testing platform, by the wall. Push the button on the control panel to test the laser. The laser shield will come down but the crate will block it and it will go back up. The laser will blast right through the wall. Jump down and go into the room. Three scientists will be there. Stop the operating equipment and get one of the scientists to follow you back to the reception area so that he can operate the retinal scanner. Go out through the revolving door. Kill the marine to your left and toss few MP5 grenades on the roof to disable the turrets. Blow up the explosive crates and open the door. ------------------------------------------------------------------------------- 4.11 Surface Tension ------------------------------------------------------------------------------- Kill the marines in here by utilizing the conveniently placed explosive barrels and proceed onward. A helicopter will appear, to shoot it down use two fully charged gauss shots. Jump into the water and climb up the tower, use the first aid station and turn off the turbines. Kill the ichthyosaur and open the grating with the wheel. Follow the channel to some pipes get in and follow them. Kill the headcrabs to the left and get the health pack. There is ammo in the crates by the ladder. Shoot down the helicopter with two gauss shots. Jump across the gap to get 4 power cells and a bunch of ammo and a life pack or two. Crawl through the small opening in the rock and go right. Kill the marines and open the drain hatch. Go to the opening and go forward. Kill the headcrab that comes out of the ground and Uh Oh! There are mines here! Throw some MP5 grenades around to set off the mines. Jump into the hatch and go down. Crawl through the pipe and you should see a jet go by. Stand just outside of the surface of the pipe and snipe out the marine below and the turret. Make your way down carefully and shoot the marines as you go. You will come to a large door where you will pick up the rocket launcher. Now you can either shoot down the helicopter with the rockets or the gauss gun. Now make your way up the canyon wall and let the headcrab in the pipe jump up into nothing. Crawl in the pipe and go right at the intersection. Go into the water and go left into the pipe, go right and climb up, you should end up at the back end of a tank. Kill the marines as they come towards you and then you can take care of the tank, either with satchels thrown underneath it or about 4 rockets. Now if you need ammo go around and collect all of it from the surrounding area. Use the two health stations and open the door with the button by the guard station. ****************************************************************************** I recieved this e-mail on October 18, 2003 asking about a problem that happened to me in the exact same place. So I assume that it is a glitch. The solution to this turned out to be to reload a saved game from earlier and play through until he passed that part of the game. Anyhow...to get to my point..I'm having something strange happen to me when I play this game. I get stuck at a certain point. My character will not move...I\ can swing the crowbar, shoot guns, etc...but he just will not move. I do not know if it's part of the game or what?? The point in your walkthru I am in is section 4.11 "Surface Tension" - I'm in the tunnel at the top of the mountain. I killed that headcrab, and turn right at the intersection. (you can ONLY turn right, as there is no other way thru the tunnel) and then I get to the red light section of the tunnel and the game loads the next part...after it loads the next part..this is where my character gets stuck. I can sometimes hear the marines say stuff...but like i said..I dont know if this is part of the game or what?? Can you please help? ****************************************************************************** Now here is tank number two. Sneak up on it and stay crouched right near it. Throw satchels underneath it and detonate them. Now fire rockets at it. Once it is down go through the hole in the fence. Kill the marines and get the health packs and ammo. Go through the door by the tank and go forward. An alien grunt will drop down so kill him and go to the right. Throw grenades towards the tripmines and detonate them, look up at the end and toss an MP5 grenade towards the netting to kill a would be attacker. Now go forward and toss a few MP5 grenades or normal grenades to detonate the mines. Before you have to crouch to go under the wire throw another MP5 grenade towards the netting above to kill another attacker. Crouch and go under the wire and throw a grenade towards the explosive barrels to the left. That will blow up the circuit breakers that are sending electricity through the support towers. Now climb up the tower and get on the roof. Drop down through the hole and listen to the scientist. Well, look out the door, hmm...tripmines, so what? Well It turns out that this building houses 2 nuclear warheads and one exploding tripmine will set off all of them and would lead to the detonation of the nukes. Now why would someone do this? It's beyond me. But, they did it so you'll have to deal with it. There are three headcrabs in this area so shoot them before they set off a tripmine. Crouch and go past the smoking security guard. smash the box on the elevator below the tripmine. Now go up the stairs to the control center. Shoot the headcrab and pull up the elevator. Now, see why I told you to smash the box? Jump from the elevator to the elevator below. Push the button to send it down. Get the hive hand and eliminate the guards that are chasing after Barney. In the truck is a turret so beware. Now proceed forward and you will hear an explosion. Slowly crawl up the ramp and look to the right. Fire charged up shots at the tank until it explodes, shoot the marines and break open the boxes. When you go into the alleyway take car of the gunner above you, behind the netting. Kill the marines inside the building and get Barney to open the door to the locked room. (starts drooling) Now stock up on your ammo. Fill up all your weapons because this will be a very rare occurrence during the game. Jump out the window by the stairs. Get onto the ledge and follow it inside the alley. Jump to the top of the circuit panel and climb up the ladder. Shoot the marines below and jump over to the other side of the room via the small ledges. Wait for the helicopter to appear and eventually two marines will battle with some alien grunts. Let the marines kill the grunts and then go into the shed that they came out of. Man the rocket launcher atop and blast through the other shed wall. Proceed through the new doorway. Man the machine gun and fire bullets at the slaves until they quit spawning. Use the jump pad to get to the upper level. Wait for the battle between the aliens and the marines to end and then kill the survivors. Enter the vent and shoot the creatures as they come down the vent. Continue on until you see bullets flying through the vent. Kill the marines below and open the door but run away quickly as it will blow up. This should open up an entrance for you. Press the button to bring down the car elevator and press it again and get on, it will go up. Kill the marines and man the missile lancer, blast open the door and kill the grunts as they come out. Go down the passage that they came out of. Wait for the battle to end and kill the two grunts that remain. The room below you has ammo and some power cells. Kill the vortiguant and use the health station here. Go forward and you will see a marine get tossed through a wall. Kill the grunt and now fire a grenade at the marines below to kill them. Snipe out the marine on top of the building with the crossbow and if there is a grunt left kill it. Use the jump pad to get to the top of the building and jump through the hole into the water. Jump into the pipe and go about halfway down. A marine will throw a satchel in the pipe. Get the hell out of there! duck under the water and wait for the flames to stop. Get back into the pipe and kill the marine to the right. Ignore the battle below and jump to the pipe by the red wheel. Turn the wheel and the hatch will swing open knocking you to the floor with the headcrabs if you don't move out of the way. Get into the pipe and kill the marine at the bottom of the stairs. Go up the stairs and get Barney to follow you, have him open the door and go outside. Kill the vortiguant in the small alley to the right and the one at the bottom of the ramp. Now get Barney to open the security door past the jump pad. Enter and have Barney attack the Gargantua while you run away. Hehe! Now run down the corridor and grab the health packs if you need to. Use the jump pad to get into the water on the other side if the wall. Climb up onto the platform to hear a message. Now use the targeting map to call in strikes on targets. Bomb the comm tower to have it fall towards the left. Now bomb the area behind the walls to the left break open the walls and the entrance with the bombs. Go down the corridor and up the stairs. ------------------------------------------------------------------------------- 4.12 Forget about Freeman ------------------------------------------------------------------------------- Avoid the rock falling from the ceiling by first going to the right and waiting until it is all down and then jumping atop the fallen rock to go in the entrance. Run to the far side of the room and get the grunt to follow you. Get back into the room where you heard the radio transmission and activate the sentry gun with the lever. Now go back and kill the vortiguant and smash the boxes. Proceed down the hallway, ignoring the spawning enemies behind you. Kill the voltiguants and open the hatch in the floor and let the creatures fall in. Climb down. Go into the second canal and push the box into the canal. Use the box to climb over the fence. Shoot the two barnacles and proceed. Go right at the fork, and get onto the floor and kill the headcrab. Go into the water and past the small waterfall. Go past the obstacles and shoot the turret before it sees you. Kill the marine ducking in the corner. Gather as many rockets here as you can. Climb up the ladder and shoot three marines, staying out of sight of the tank. Then quickly use your rocket launcher to jump out and take a shot at the tank and jump back behind cover. Once it is destroyed go into the room with the first aid kit, watch out for the sentry gun on the left. Get on the elevator and push the button. When you come out you will be in a radioactive area. Try not to walk in any green spots or you will lose health. Cautiously go around to the stairs and kill the marines before they can fire at you. Go up and out to the balcony and back in again. Wait for the battle to end and kill the surviving beings. Fire the tank to blast through the door and get out your gauss gun and fire away because it kills fast. When the grunts and voltiguants are dead slowly creep out and look to the right use your Magnum to kill the grunt. Now look left and use a charged up gauss shot to destroy the cannon. Kill the grunts either with the magnum or gauss and go forward. Open the two doors. ------------------------------------------------------------------------------- 4.13 Lambda Core ------------------------------------------------------------------------------- Press the button on the control panel and get on the cargo lift. Kill the headcrabs and the bullsquid and smash the boxes for some ammo. Use the first aid station after you are sure that there are no headcrabs floating around. get the grenades and go down the ladder you will come out in a warehouse. Uh oh, this looks familiar, looks like there are more of those damn assassins again. Well you know what to do, make sure that you get the ones on the catwalks and the in the stairwells as well. Use the first aid and HEV, I'm sure you'll need them, stations and get on the elevator in the shadows by the catwalks. Kill the four grunts and the scientist will open the door. Listen to his little speech and then let him open the door using the retinal scanner. Now charge up with the HEV and health stations and go to the right, get the Egon gun. I suggest that you conserve your ammo, so don't bother shooting the headcrabs. Get on the elevator. Go down the ramps and you will need to activate two pumps. Pump one- When you go down the first corridor a vortiguant will spawn right behind you. Get out your Egon gun and disintegrate the grunts inside the room, there is one on the catwalk, climb up the ladder and go through the door. Three voltiguants will spawn inside this room so watch for them. Pill the switch and exit. Jump into the water to save some time and go down the corridor you came. Pump two- Go down and the ceiling will partially cave in, crawl through the gap left and enter the door. Kill the grunts and climb up the ladder, another grunt will spawn but he will fall right through the walkway. Jump over the gap and shoot the barnacles if you wish. Enter the door and shut off the steam with the wheel. Go forward and enter the room. Kill the headcrabs and the barnacles , pull the lever on the machine below and the pump will start. Climb up the ladder and go back, kill the grunt with the magnum. Jump into the water and climb out to save some time. Go out through the passage you came. Go to the maintenance station to stock up on ammo and use the HEV and health station. Go to the rector core on the other end of the hallway and use your Egon gun and the magnum to take out the grunts. Jump into the pool and swim along the tunnels. Grab a breath of air here and turn the wheel on either side. Wait until the level stops rising and then turn the other wheel. Climb up the ladder and shoot the vortiguant. Climb up the next ladder, avoiding the electrical beams coming out of the generator. Shoot the other vortiguant and enter the door. Use the ladder in the elevator shaft ad jump to the opening on the next floor. Get Barney to follow you and use the first aid station if you need to. Turn on the steam with the wheel and go forward. A vortiguant will spawn and a grunt will come they will both be weakened by the steam a lot, this will make your job easier. Now go past the steam after turning it off and kill the last two grunts with a few shots from the magnum, enter the portal room. Now you will have to use the portals to get all the way up to the top. Get into the portals when the receiving portal is on top of the next platform above you. Some portals lead to other places that can get you ammo or health or other things. Portal 1 - a shitload of headcrabs coming at you. Portal 2 - Go up to next level Portal 3 - ammo, health, power cells Portal 4 - go up to next level Portal 5 - power cells, health packs Portal 6 - a long drop into a portal, health loss Portal 7 - your next objective Portal 8 - HEV station and two voltiguants Portal 9 - portal malfunction, death Go up through the portals and when you enter portal 7 you will be in a room with revolving platforms and a vertically moving platforms. You need to push two buttons to open this portal. Get on the revolving platform and then onto the vertical on. Go past the blockage and then use the revolving platforms to go and push the button, now do the same on the opposite side if the room, enter the portal. Go out the door and climb up the ladder, avoid the headcrab. Now wait for the scientist to open the door for you, now stock up on everything. This is the last time you will get an appreciable amount of ammunition in the game. Get the long jump module and top off your health and HEV suit. Go into the portal room. Now wait for the scientist to open the portal. Ah crap, some Xen masters will appear and now you have to shoot them down before they kill you. When the scientist gives the OK jump into the portal quickly. ------------------------------------------------------------------------------- 4.14 Xen ------------------------------------------------------------------------------- Jump from platform to platform, kill the vortiguant when they spawn and jump down on the moving platforms. When you make it down to the main structure avoid the purple things hanging on the ceilings, they aren't street lamps. They are kind of like sentry guns, just thy can't be destroyed. Enter the cave by breaking the netting with your crowbar. Smash the netting around the butterfly like things to release them. Press the use key on all of the claw like structures to open them, the butterflies will drop in there and they will combine to form a portal. Jump in. ------------------------------------------------------------------------------- 4.15 Gonarch's Lair ------------------------------------------------------------------------------- Shoot the sac on the bottom of the huge ass spider creature known as Gonarch. Occasionally he will spawn out mini headcrabs, these can be taken care of with a simple smash with the crowbar. Just focus your Egon gun on the sac and fire away, eventually he will run away down a tunnel. Drop down onto an outcrop through the netting and get onto the jump pad. Stay on the jump pad and fire short bursts at him so that he cannot attack you. He will run and jump down into a shaft after this. Now just fire away from above and he will fall into a netting and smash a hole in the ground. Jump in and use the health pool and enter the portal. ****************************************************************************** I got this e-mail on December 2, 2003. It complains about a glitch in the game that happens quite often. If you find that you have the same problem the just load up your last save-game and play through again. That will usually resolve the problem and if it doesn't then er.... you are screwed. I am on the gonarch's lair part of the game. He ran away from me twice and is down in a cave thing. when I go down I fight him but then slide backwards and down into some pit thing. He never follows me. according to walkthroughs he is supposed to fall down and create a hole in the ground. After attempting many times and dieing or getting stuck down below with nothing to kill me, I turned on godmode, noclip and all weapons and proceeded to unload everyhting on the spiders sack. No kill, no hole, he just stands there and leaks out green goop everytime I shoot his thing. I have no idea why he wont fall and make the hole. ------------------ Here is a suggestion if you are completely stuck with this glitch. Thanks goes out to Brian Maday for the tip. I have a solution for those suffering the glitch in the Gonarch's lair (that is, the glitch that causes the Gonarch not to move on to the final area of the stage). The area that the Gonarch would blast open upon her death can be opened manually with regular explosives. It's not clear to me how exactly it works (I think you have to have a blast directly on the edge of where the hole should be), and it can eat up a lot of your explosives, but it does allow you to continue the game. I wish I could offer more detailed advice, but this should get someone with 10-20 min. to kill looking for the hole on with the game. ****************************************************************************** ------------------------------------------------------------------------------- 4.16 Interloper ------------------------------------------------------------------------------- Now you need to get atop one of those really tall platforms that move vertically. Try to stay alive until one of them descends. When you are atop one start hopping down to the moving platforms, your goal being the purple spaceships. Get atop one and ride to the portal on the floating platform. Move to a cave and go out the other entrance, use the Egon gun on the gargantua and then long jump over the gap in the rocks. Oh look are old friends from Blast Pit. Well you know how to get by these things. Jump up and use the elevated land to get across. Kill the two grunts and get into the portal. Now kill the enemies quickly in this area or you will die promptly. So I won't really say much about enemies here. Get on the moving platform and get up to the next level. Get on the upper part of this platform when it descends. When it rises up get onto the conveyor belt and onto the middle platform. Use the other conveyor belt to drop into a pool of muck. Get out and go across the double belt. Now for these voltiguants use the magnum it is a one shot kill, the masters take two shots but it is the most efficient way to kill. Get onto the rising platform in the corner and go into the hall. Throw a grenade at the container and then take out the grunt. Kill the grunts, masters, and voltiguants until you get to the portal. BTW, the blue things act as healing pools. Well get out your magnum our crossbow and snipe out as many voltiguants and masters as you can. The get on the platforms and go upwards towards the portal. A bunch of masters will attack you once you get near the top, so conserve ammo. Now, jump from platform to platform and get into the mean looking portal at the end. ------------------------------------------------------------------------------- 5.17 Nihalinth ------------------------------------------------------------------------------- This is the massive being that the scientist was talking about. Looks kind of like a baby, not what you expected, eh? he has a few attacks, one is he will fire a barrage of white energy balls at you and they will deal massive damage. He will also fire a green ball at you which will transport you to some useless puzzle room which you will have to get out of. So avoid his attacks by staying behind the columns. Also, some common aliens will spawn in this room, you will have to divert your attention to them and kill them before proceeding. Also, one more thing, save often during this. Well, this is pretty simple, see the yellow crystals? Fire two rockets into each one. Or a few gauss shots. When all three are destroyed, fire at his head and it will open up. Then use the jump pad to get inside his head. Fire gauss and whatever else you have at the crystal inside his head and he will die. ****************************************************************************** I recieved this e-mail on Novemner 8, 2003. It asks about another glitch in the game. It can be resolved in the same way as I explained for the Gonarch. Just load up a previous save-game and play through again. I was at big baby dude, and I broke the crystals, and then I blasted him until green and blue bolts exploded out of him, but he's not dead. I was using cheats during this. will he not die? ****************************************************************************** ------------------------------------------------------------------------------ 4.18 End Game ------------------------------------------------------------------------------ Well, this is somewhat of an anti-climax. You may have seen this guy walking around during the game, in fact I have seen him in about 50 different places during the game. So listen to his little proposition and then make your choice. If you save right when the door opens you can get both endings. Both are somewhat good, I suppose. ============================================================================== 05) Cheats =============================================================================== CREATING A CONSOLE SHORTCUT: Before running the game, add the -console parameter to the call to HL.EXE. To do that, right-click on the shortcut for Half-Life that you want to edit and choose "Properties." Then, in the "Target" field, leave what's there and add a space and "-console" (w/o the quote marks), then click on the Okay button. Now run the game using the shortcut you just edited. (Note that you can also add -dev to the parameter list to get more debug-style messages, but it's not really useful.) Or if you've installed Opposing Force also, you should have two Half-Life shortcuts to run the game with, one of which is called "Half-Life Console." Run it instead of the regular one if you want to use any of the cheats. Note that the shortcut on your desktop won't be a console shortcut. Either copy and paste the console shortcut from the Programs menu, or use the instructions in the prior paragraph to turn a regular Half-Life shortcut into a console shortcut. Either way, when the game comes up, you'll have a new option at the top of the main menu called "Console" that you can click on. You can also bring down the console while playing by pressing the ` (tilde) key. To get the cheats to work, you need to bring down the console, type "sv_cheats 1" and then "map c0a0" (w/o quotes), then use the main menu to start a new game or load a saved game. Once you do all that, all of the following codes should work: * god - god mode toggle * noclip - no-clip mode toggle * notarget - invisibility toggle * impulse 76 - type this code and then load a save; now you can type it again and again to spawn new marines (note that they attack you unless you have "notarget" in effect) * impulse 101 - gives an HEV and all weapons * impulse 203 - deletes the NPC or monster you're aiming at * sv_gravity # - replace # with a number; 800 is regular, and 150 is moon-like * r_fullbright # - replace # with a 1 to eliminate shadows; a 0 restores to normal * thirdperson - switches to third-person view * firstperson - switches to first-person view * +cammousemove - mouse moves the camera in third-person mode * -cammousemove - returns camera control to normal * chase_active # - chase mode in third-person (1 activates, 0 deactivates) * give $ - gives the item you replace the $ with from the following list: item_healthkit item_longjump item_suit item_battery item_antidote weapon_357 weapon_9mmhandgun weapon_9mmAR weapon_crossbow weapon_crowbar weapon_egon weapon_gauss weapon_handgrenade weapon_hornetgun weapon_rpg weapon_satchel weapon_shotgun weapon_snark weapon_tripmine ammo_357 ammo_9mmAR ammo_mp5clip ammo_ARgrenades ammo_buckshot ammo_crossbow ammo_egonclip ammo_gaussclip ammo_rpgclip The "map" command can be used to instantly start a new game in a certain part of a certain chapter. You start without anything, including the HEV suit, so you'll want to use the "give" command or "impulse 101" to get that and some weapons and ammo. Below are the map codes that you can use. Note that not everything will work properly when you use some of these codes, and you could easily end up getting stuck (unless you use other cheats like "noclip" to progress). c0a0, c0a0a, c0a0b, c0a0c, c0a0d, c0a0e -- Black Mesa Inbound (tram ride) c1a0, c1a0a, c1a0b, c1a0c, c1a0d, c1a0e -- Anomalous Materials c1a1, c1a1a, c1a1b, c1a1c, c1a1d, c1a1f -- Unforeseen Consequences c1a2, c1a2a, c1a2b, c1a2c, c1a2d -- Office Complex c1a3, c1a3a, c1a3b, c1a3c, c1a3d -- "We've Got Hostiles" c1a4, c1a4b, c1a4d, c1a4e, c1a4f, c1a4g, c1a4i, c1a4j, c1a4k -- Blast Pit c2a1, c2a1a, c2a1b -- Power Up c2a2, c2a2a, c2a2b1, c2a2b2, c2a2c, c2a2d, c2a2e, c2a2f, c2a2g, c2a2h -- On a Rail c2a3, c2a3a, c2a3b, c2a3c, c2a3d, c2a3e -- Apprehension c2a4, c2a4a, c2a4b, c2a4c, c2a4d, c2a4e, c2a4f, c2a4g -- Residue Processing c2a5, c2a5a, c2a5b, c2a5c, c2a5d, c2a5e, c2a5f, c2a5g, c2a5w, c2a5x -- Surface Tension c3a1, c3a1a, c3a1b -- "Forget About Freeman!" c3a2, c3a2a, c3a2b, c3a2c, c3a2d, c3a2e, c3a2f -- Lambda Core c4a1 -- Xen c4a2, c4a2a, c4a2b -- Gonarch's Lair c4a1a, c4a1b, c4a1c, c4a1d, c4a1e, c4a1f -- Interloper c4a3 -- Nihilanth c5a1 -- Endgame (Administrator) You can use the "bind" command to bind a cheat command to a key. For instance, to be able to press G to get some Mp5 grenades, type: bind g "give ammo_ARgrenades". (Note that quote marks are necessary there.) Another way to bind keys to codes is to edit the CONFIG.CFG file that's in the VALVE directory under your Half-Life directory. It's a plain text file, so if you load it up in Microsoft Word, be sure to load it as an MS-DOS format text file. Find the BIND command section right at the top and modify and/or add bind statements as desired. For instance, you could add a line that binds the "sv_cheats 1" command to the H key, "god" to the G key, "noclip" to the N key, etc. ============================================================================== 05) Contact Information ============================================================================== If you have any questions, comments, suggestions, or contributions to make then you can e-mail me at the address provided below. I will only accept questions, comments, suggestions, and contributions if they abide by the guidelines outlined below. I do not think that I am asking much by doing that, but if you do have a problem with that then I ask you just not send me anything at all. E-MAIL : REMOVED SUBJECT LINE : Half-Life DO -- - Point out errors - Give me strategies for parts of the game that you feel you know lots about - Write legible sentences - Include good grammar - Ask for help about things not already answered in this guide - Look through the guide before contacting me to make sure I haven't already answered your question DO NOT ------ - Send me viruses - Spam me - Insult me - Use excessive profanity - Use background colors, e.g. yellow font against a black background - Send irrelevant e-mails - TyPe lIkE tHiS, tHiS ReAlLy PisSEs mE OFF! - Ask questions that are answered in this guide - Add attachments to your e-mail - NO 1337 SPEAK ============================================================================== 06) Credits ============================================================================== The Story section came from Valves Official Half-Life website. The Weapon and Enemy descriptions came from the UHSWeb Hint File as did the cheats information. Thanks to the following people/groups for many reasons, - Valve for making this great game, the only FPS that I like. - James, for lending me this game multiple times so that I could play it and write this guide. - black hole sun, who's guide helped me so much during my first play through of this game. - CJayC, for creating GameFAQs and posting this guide, and creating GameFAQs. ============================================================================== 07) Conclusion ============================================================================== Well, that's it. I hope you enjoyed playing Half-Life as much as I did, and reading this guide as much as I enjoyed writing it. Farewell, until Half-Life 2, which is just around the corner! ============================================================================== 08) Legal Information ============================================================================== This document is Copyright 2003-2004 Don Fleming. It may not be reproduced nor retransmitted in any form without prior consent from the author. It may not be altered, published, sold, given as an incentive to buy, etc. without advance permission from the author. All outside sources which have contributed to the making of this guide in some form have been cited in the guide. Violation of the above terms can and will result in a lawsuit. ------------------------------------ SITES WHERE THIS GUIDE MAY BE HOSTED ------------------------------------ - GameFAQs.com - Gamespot.com - Neoseeker.com - IGN - Gamerhelp ---------------------------------------- SITES WHERE THIS GUIDE MAY NOT BE HOSTED ---------------------------------------- - CheatCodeCentral ^ Yes, I am pointing directly at your site, Dave, and not with my index finger either. Also, these sites I am not familiar with but apparently they are known to steal work from authors without permission, so for these sites you also get the big 'NO'. If you see your site on this list then just don't post it, I will find out about it. To my loyal readers, if you see one of my guides on one of these sites then please send me an e-mail about it, thank you. ------------------------------------------------------------------------------ -911 Codes -9 Lives http://911codes.com http://www.9lives.ru/eng/ ------------------------------------------------------------------------------ -Bean's PlayStation Dimension -Cheat Index http://www.bean.dk/psx/index.htm http://cheatindex.com ------------------------------------------------------------------------------ -Cheat Matrix -Cheat Search http://cheatmatrix.com http://cheatsearch.com ------------------------------------------------------------------------------ -Cheatstop -CNET Gamecenter http://www.panstudio.com/cheatstop/ http://games.netscape.com/Faqs/ ------------------------------------------------------------------------------ -Console Domain -Dirty Little Helper http://www.consoledomain.co.uk http://dlh.net ------------------------------------------------------------------------------ -Dark Station -Dreamland http://www.darkstation.com/ http://kirby.pokep.net ------------------------------------------------------------------------------ -Games Domain -Game Express http://www.gamesdomain.com http://www.gameexpress.com ------------------------------------------------------------------------------ -Games Over -Mega Games http://www.gamesover.com/ http://www.megagames.com ------------------------------------------------------------------------------ -Square Haven -Ultimate System http://www.square-haven.net http://www.flatbedexpress.com ------------------------------------------------------------------------------ -VideoGaming.net http://www.videogaming.net/ ------------------------------------------------------------------------------ This guide is intended solely for use on GameFAQs.com. If you wish to host my guide on your website contact me and I will most likely give you permission, under the condition that the guide is in its complete and original form and proper credit is given to the author. Ignorance to the law does not excuse you from any responsibility for your actions. If you steal this guide you have broken the law. ______________________________________________________________________________ Copyright 2004 Don Fleming