To use codes, you have to run the game with the console enabled.
Launch Half-Life in developer mode by going to your Windows Start
menu, selecting "Run", and typing
C:\Sierra\Half-Life\hl.exe -dev -toconsole
Now load the last quick saved game (F6), then press the ~ key to
pull down the console. Type in sv_cheats 1 and press Enter. Cheats are
now enabled, but you need to die or reload your game before you can
use them.
Now during play, press the ~ key and type in the following codes:
/god God mode on/off
/notarget Enemies ignore you
/impulse 101 All weapons and ammo
/noclip No Clipping (Walk Through Walls, Etc.)
/map C#A# Go to any map (enter numbers for #:
C1A1, C1A2, Etc.)
/give XXXX Gives any item. In place of "XXXX",
enter one of the following:
item_airtank
item_antidote
item_battery
item_healthkit
item_longjump
item_security
item_sodacan
item_suit
ammo_357
ammo_9mmar
ammo_9mmbox
ammo_9mmclip
ammo_argrenades
ammo_buckshot
ammo_crossbow
ammo_egonclip
ammo_gaussclip
ammo_glockclip
ammo_mp5clip
ammo_mp5grenades
ammo_rpgclip
weapon_357
weapon_9mmar
weapon_9mmhandgun
weapon_crossbow
weapon_crowbar
weapon_egon
weapon_gauss
weapon_glock
weapon_handgrenade
weapon_hornetgun
weapon_mp5
weapon_python
weapon_rpg
weapon_satchel
weapon_shotgun
weapon_snark
weapon_tripmine
Walkthrough
Warning the Following is a walkthrough of Half-Life. Please, DO
NOT READ FROM START TO FINISH. If you do, you'll just ruin the game.
And this is one heck of a game - so try not to spoil it. Enjoy!
Half-life: Walkthrough
Three basic tips can help you get started.
First, even if you are an experienced HEV suit user, you should
avail yourself of the Hazard Course. It teaches you how to use the
suit (the equivalent of armor in other games) to its fullest
advantage, and that special long jump module could save your life.
Second, as Black Mesa deals with a wide variety of "special"
experiments, it is important to remember that many useful items are
stored in the plethora of wooden crates and containers throughout the
lab. Smash 'em all and look inside-but avoid the ones marked
"Explosives" if you know what's good for you.
Third, remember that the guards and scientists are your friends;
they can watch your back, heal you, and even get you out of a sticky
situation. Often, if one dies, you cannot continue. Save early and
often.
Chapter 1: Anomalous Materials
This is mostly cinematics, an intro that sets the mood and is
pretty cool in its own right. Not much to do, though. After the intro
train ride, explore the lab a bit, talk to people, find your (Gordon
Freeman's) locker, the HEV suit, then proceed to the test chamber. In
the test chamber listen to your instructions, and follow them to the
letter. Then watch as all hell breaks loose┘.
Chapter 2: Unforeseen Consequences
Now you're into the game proper. Use the sputtering retinal scan
device to get the door to open slightly. As you make your way out
don't miss the crowbar on the floor (you will need it). You will need
to have a scientist follow you to activate the next retinal scanner.
In the main lobby go through the hole (smash the vent) to enter the
next room. Proceed to the area with the hound-eye beasts (they look
like Smithfield hams with legs). Find a square vent hole leading
downwards (to save health, kill the zombie on the other side of the
bars first). Enter the sewer, find the other square hole vent (in the
ceiling this time) and the valve. Turn the valve, which floods the
tunnel, swim up through that second hole.
On the descending platform dodge the falling head crabs by moving
side to side. Later use ledges to avoid the falling floor pipes. And
you can use the crates to make a bridge in the water, or just swim
around until you can ascend on the other side.
Chapter 3: Office Complex
Avoid the dangling live wire and use the vent to enter the room
with the scientists (watch out for the 'fisher-tongue' critters on the
ceiling). There is an electrical room, and you can shut off the power
there. Exit through the door and now you can safely bypass the live
wire.
When you find the guard in the little control room, try and save
him by killing the zombie who attacks him. Do it fast enough, and
he'll survive to let you in, where you can pick up a shotgun, some
ammo, and other nifty toys.
In the flooded room turn the power off with the light-switch,
making the water safe to navigate. Open the vent and exit the room,
but beware of the fan blade in the vent shaft (duck to proceed).
Guards make good diversions for the annoying head crabs and
security guns you'll find on the stairs. Proceed to the freezer┘.
Hit the red switch at the far end, and use the ladder to enter
the duct system. Jump onto the moving platform from the upper levels
of the shelves, and move on through the vent.
The elevator is out. Make a running jump and push 'up' to grab
and climb the ladder. Continue moving around the shaft climbing
ladders until you reach the top of the elevator, and break the vent
with the crowbar to drop down.
Chapter 4: We've got Hostiles
Jump or duck to avoid the red or blue trip lasers (red activates
sentry guns, and blue sets off nasty explosions).
Fight the soldiers, but if aliens are around, let them kill each
other. Beware flanking tactics and grenades from the soldiers (they
are very smart). Continue on until you can take the elevator to the
surface.
An Osprey drops guards on the surface to massacre you. Kill all
on the ground and make for the bunker (if you wait, the plane airdrops
more, and more┘). Don't hesitate, explosions are constantly rocking
the ground and will eventually get you if you dally.
In the vent system avoid the fan, kill the soldiers, and use the
middle vent (the other two go nowhere) and find a computer panel;
activate it to exit.
Chapter 5: Blast Pit
Find the train/tram, jump on it and hit 'use' to activate it
(forward makes it go faster). Best of all it runs down a lot of the
monsters in the tunnel. Note: at full speed the train will break
through the barrier and send you flying (not necessarily a bad thing
as you can still continue providing you can afford the health), use
the boxes to climb past the slime to the pipe.
Continue on and see what is happening at the Test Fire Chamber.
Its not a pretty sight, but that horrible monster needs to be killed┘
how convenient that it is sitting under a rocket engine. To fire the
engine and kill the critter, you must provide oxygen, power, and fuel.
To do this you must get past the tentacles┘.
You have two choices: you can walk and crouch past and descend to
the various hallways that lead to the controls rooms, or you can use
grenades or shotgun blasts to cause the tentacles to retreat briefly
(then you run for it, repeating the blast at every platform). When
going after the oxygen, fuel and power switches, remember: the order
is not important.
Oxygen & Fuel switches: Go down to the level directly below you,
and break the boards with your crowbar to exit the chamber. Cross the
bridge (hint: don't shoot at the alien on the bridge, those boxes
explode and will make you have to jump across) and follow the red and
blue pipes down the hallway. Break the sewer grate and drop into the
pipes, follow the pipe and turn left, then climb up.
Approach the huge fan and before pushing the button you'd better
save the game (this is dangerous). Hit the button and run up the
ladder hopefully avoiding the fan blades now in motion. Once the fan
hits full speed jump toward it and ride the air current up to the
boarded up ceiling (use your crowbar to break them). Use the vent to
get to the Oxygen/Fuel control room and activate both. Exit by using
the ladder and head back for the test chamber and the giant tentacle
monster.
Power switch: Descend to the lowest level, avoiding the tentacles
as you did before (explosives or skulking). The walkways have huge
holes in them and these jumps are tough, save first. It helps to look
downward to time the jump better.
Once across you will see a huge puddle of water on the floor
(this will become electrified soon, so you might want to arrange the
boxes to form a bridge now) move across it and enter the room. Avoid
or kill the fisher/tongue creatures that hang from the ceiling and
activate the elevator with the button.
Look to your right when it arrives; see that ladder? As the lift
descends, but before it breaks and falls, make a flying leap for that
ladder. Descend the ladder to the radioactive goo and piping. Walk on
the pipes to avoid damage. Find the generator room and activate both
switches (do not do this while on top of it though, or you'll become
all dead and crispy). Watch the spinning platform to get the timing
right and exit the generator room safely. Climb the ladder again, and
look for a platform to jump to.
Once you reach that puddle again you will either have it easy
(you made a box bridge before hand) or hard (you didn't); the
electrified pool is extremely damaging. If you have set up the boxes,
cross using them. If not you can move two crates to form a bridge most
of the way, but it will still cost you around 20 health to make it
across.
Now that the oxygen, fuel, and power are on, you can make some
fried calamari by ascending to the top and hitting the now active test
fire button. Watch the tentacles go boom (you won't take damage if you
back away as far as you can go away from the window, but you'll miss a
pretty explosion).
Exit through the hole once occupied by the tentacle monster. Fall
through the center or you will die by hitting the slanted ground
first. Grab the .357 magnum at the bottom of the pool. Swim around
until you find a broken pipe to swim through, walk on the pipes until
you reach one suspended by cables.
Look across and see a very hard jump to an opening with a broken
grate. Make the jump and beware, the pipe ahead will break (note the
wall discoloration); if you fall with the pipe you will perish, so
jump back as it falls. Use the small ledges on the sides to make a
controlled descent into the room. Kill the head crab under the table
and collect the power-ups.
CHAPTER 6: Power Up
Through the tunnel you come upon an open area where there is a
massive firefight going on. A gargantuan armored alien beast is making
short work of a handful of the government's best and bravest. They
don't deserve your help; after all, haven't they been trying their
best to perforate your geeky skin? Make a break for the open
passageway (across from you, behind the beast) as soon as you can.
Waiting for the soldiers to die just makes the beastie gun for you
(not good).
When you reach the red doors, find the valve-wheel, turn it until
the doors open and climb up through the opening. Follow the signs to
the Power Generator (signs mark the route). Shoot the trip mines below
you, or simply send a detpack (those explosives you may have found)
down the elevator without you.
After the elevator take the stairs down to the bottom, enter the
flooded room (watch out, those fish-things pack a tiny bite, but you
can kill them with your crowbar) and destroy the boxes obstructing the
generator. Climb up one level of those stairs to turn on the fan. Then
head back to where the gargantua is waiting (by now all the soldiers
are dead). Rush past the beast and go immediately to your left down
the corridor. Find the switch, and then head back to the corridor you
that you just came from.
You need to find the track control room. You'll find it by going
up and leaping across the hole. There is a wounded guard there who'll
talk with you a while ≈ if you like. Turn on the power and the beast
will eventually walk into the electric stream and die. Or, before you
do any of this you will find that monster killable if you use
explosives. Grenades, detpacks, ≈ whatever you got so long as it goes
boom. Frankly, though, it's not worth the ammo. Fry him.
Ride the train to the middle of the room, go back to the track
control room and use the switch to turn the train to the other track.
Then ride the train through the boxes.
Chapter 7: On a Rail
Tips for the enormous train areas:
Shoot the arrow-signs to switch the track. Stop the train
whenever you find an area with monsters, doors, or ladders. It is much
more dangerous to go through this area without the train (but it can
be done) as the water and train rail are electrified. Look for
switches, boxes, sentry guns, and monsters. If you seem to be going in
circles on the train find an arrow sign to shoot so you switch tracks.
When you come upon soldiers using mounted rocket launchers get
off the train, crouch, and use your big weapons to fry them. The
rockets pass harmlessly overhead if you are crouched (the train can
protect you from these as well, simply crouch and speed by them, but
you will sometimes miss power-ups).
Finally, after much rail travel, you will come upon a nasty
situation. A huge bunker with a cannon in it, a machine gun nest on
the left, and an open area with lots of soldiers around the corner.
Use a grenade to take out the machine gunner, and hide behind the
boxes to avoid cannon-fire. You can push the boxes ahead of you to get
in closer to the bunker. If you are lucky you can run past the bunker,
into the corridor, guns a'blazing and hope to take out the soldiers
fast enough. But you can buy yourself a little time to snipe if you
take out that cannon. Rush it, climb atop it, and drop a grenade or
detpack into it is one way. Or throw grenades at the top and hope you
get lucky by killing the gunner.
Now you come upon a staircase, with lots of red-laser trip mines.
Since there are no sentry guns you may figure you can jump these
safely. You thought wrong. See the explosives lining the walls? What
you need to do is push the boxes under the second laser, run back and
up the stairs, moving under the first laser (crouch). Then jump onto
the box, then over the last laser and to the door. Watch out for a
couple of soldiers nearby.
Move along until you find the launch controls. Launch the rocket,
and stay at the window for the show! Remember you have to exit the way
you came, which means avoiding the trip mine staircase!
Chapter 8: Apprehension
Get on the train and start her up, you are in for a hell of a
ride. You get the opportunity to get off the train before it crashes,
and you can do that, but you can also ride it all the way down the
hole into the drink. Swim to the bottom of the pool and release the
crates down there, when they float to the surface you can use them as
a bridge to get to the other side corridor.
Lots of swimming, lots of searching, but soon enough you'll enter
a large room with a pool and a suspended cage. Climb up to the top of
the cage and grab the crossbow before descending into it. Use the
switch to drop the cage into the drink. Kill the LARGE fish monster
with the crossbow (the 9mm pistol also works ≈none of your other
weapons work underwater┘ except the trip mines, which make for a
satisfying, but difficult, kill).
If you are fast you can skip the fish, but it is much easier to
open the grate and leave the room by killing it first.
When you reach the large control room with the three huge pistons
you have to turn them on, and then jump from one to the other to reach
the suspended catwalk. Kill all the monsters and then the scientist
will let you into the room. He tells you there isn't anything but
danger in the cold room (believe him) and run like mad through it (the
cold does damage) until you find the ladder that leads out.
After the nice guard gets assassinated mid-sentence you will have
to face one of the greatest enemies a 3D action game has given us. The
leather clad sniper/assassin girls. These quick moving targets are
best dispatched with the crossbow from afar (use zoom mode) or by
relentlessly chasing them through the room with the machine gun or
shotgun blazing. Once they are all killed (there are three), you can
move up the catwalk to the platform and use the wheel to open the
door.
There appears to be no way to avoid what happens next. Gordon
gets captured by two sadistic guards who figure its better to kill him
and hide the body than deal with the paperwork. So they place you in a
Batman TV series (the Adam West 60's version) deathtrap, and then they
don't wait around to see if it works.
No weapons, but you still have your HEV suit and the walls start
closing in on you. Carefully but quickly, climb the crates to the
ledge, wait until the walls close and use them as a bridge to the
other side. Grab the crowbar and break open the grate to leave the
room.
Chapter 9: Residue Processing
Lots of traps, noxious gasses, radioactive mess, and danger in
this sprawling jump-fest of a level┘
BASIC TIPS:
Save often, jump carefully, and time your movements through
moving machinery well.
When you reach the large vats use the plungers to make it to the
other side. Duck under the grinding wheels. Upon reaching the control
room note the conveyer belts and the massive pounders, move all three
switches to the up position and go and press the green button. Don't
dally, they pounders don't stop for long, run up either conveyer.
Jump from conveyer belt to conveyer belt until you see two
conveyers side by side, get to the one of your left. To get rid of the
nasty trip mine around the corner you want to drop a detpack on the
belt, wait around five seconds, and detonate (be sure to backpedal to
avoid the blast).
Chapter 10: Questionable Ethics
Shoot the electrode switch on the fence to open the door. Once
inside note the terrifying monster behind the glass, take a deep
breath, then break the glass over the switch, and press the button.
Fight the monster with whatever weapon you wish but note the armored
areas, only fire into areas that give you that yellow-green blood
reward.
Run around and try to let the monsters fight the soldiers for
you, once the battle is over pick off the survivors. Find four rooms
with switches and turn on all the lasers. Then find the room with the
sign that says "Do Not Obstruct Laser Shield". Move the box underneath
the laser and then press the button, which lowers the shield and the
box obstructs it from blocking the beam. The beam burns through the
wall and you have your way out┘ but be sure to pick up the funky gun
from the scientists in one of the other laser rooms before you leave.
Chapter 11: Surface Tension
A situation like this isn't pretty. You have a dam in front of
you, with a bunker shooting bazooka rounds, a long drop off to one
side, and a pool of water with a vicious monster fish on the other┘
oh, and don't forget the lethal attack helicopter circling above. You
can destroy the chopper but it is extremely difficult and not really
worth the effort. Head immediately into the water, and up the ladder
to the tower on the far side. Try and keep the tower between you and
the chopper, also beware the snipers on the dam; head inside and pull
the switch. Jump back into the water and kill the fish, or avoid it.
Make for the wall of the dam and find the red wheel. Turn it and swim
through the open grate.
In the next clearing you'll find another seemingly bad situation,
a familiar looking tentacle monster guards some ammo and power-ups
(again a grenade will buy you time to grab it, but it isn't
necessary), the attack chopper is still tracking you, and these odd
bulges in the ground keep sending head crabs your way. Best to head
over to the small hole to the right. Watch out┘ there is a mine field
beyond.
Use grenades or your machine gun to detonate the mines before
proceeding. Continue on until you find a red wheel to turn and then
head back to the now open grate. Be careful, this fall will kill you┘
use the ladder to descend.
This next area, an open area of pipes, canals, and sand bunkers,
displays Half-Life's brilliant soldier AI perfectly ≈ much to your
chagrin. The best way to handle this situation is to climb up the
ladder, pop up fast like a gofer, use the crossbow or .357 magnum to
quickly dispatch nearby soldiers, and pop back down fast. Move
quickly, as the soldiers will soon begin sending grenades down all
nearby holes. Repeat this process with as many of the pipe tunnels as
possible. As far as the tank is concerned ≈ the laser guided missile
launcher is recommended, as is jumping on it and dropping a couple
detpacks. Strafe and try to use grenades or missiles to destroy the
next armored vehicle, which while somewhat lighter than the tank is no
less deadly.
In this area proceed cautiously. Avoid trip mines and land mines,
and watch out for snipers (two of them) in the windows (a rocket or
grenade works wonders here). Blow up the barrels to knock out the
power and crawl under the barbed wire to get to the fallen power
lines. Climb to the roof and jump into the hole.
DO NOT SET OFF ANY TRIP MINES IN THE NEXT AREA! Why? Because
there are a couple of nukes in the warehouse and some idiot decided to
trip mine the entire area. Be careful when moving crates as some of
them can pass through, or are connected to, trip mines. The easiest
way to handle this tense situation is to turn your computer off ≈ just
kidding. Find the crate that rests on a simple lift and destroy it.
Push a crate to the stairs and jump over the laser line, enter the
control room carefully and activate the lift (if you didn't destroy
that crate┘ boom). From the lift at its highest position jump into the
central area and descend to safety.
Around a corner you'll find some big aliens; let the soldiers
take care of them for you. Round the corner and kill any survivors and
strafe to kill the tank. As you continue, watch out for a sniper in
the window as you round the second corner (this sniper can make
continuing impossible if she kills the nearby guard). Go up the stairs
and find the guard. Have him open the locked storage room for you, and
grab the power-ups. Go through the window and leap to the opposing
ledge. Climb up on the roof and drop down to take care of any
opposition. Then climb back up and proceed to the opposite hallway
(use the rafters).
The next clearing features more of those hornet gun armed aliens
and a circling transport regularly dropping troopers. Let them fight
it out while you make a dash for the tunnel. Move through the tunnel
until you reach the alley where you left that guard you needed to open
the locked door. Enter the room, grab some health from the station and
move up the stairs and up to the big cannon. Use the cannon to kill
any soldiers and blast open the big door you can barely see to your
left.
Whew! Use any of the mounted machine guns to clear the waves upon
waves of aliens coming at you and use the 'bounce crater' trampoline
to jump the wall. Break open the grating and beware the insect-things
(called snarks). Kill or avoid them (they self-destruct after around
25 seconds). Enter the shaft, kill the soldiers in the next room, and
use the tank to kill the aliens that appear. Use the mechanic's lift
to exit the room , then use the bounce crater to get to the next area.
Now use the green map to call in airstrikes to get out of here.
Call one on the wall across the moat, the fortress door, and the tower
before you. Climb across the moat on the fallen tower and you are
done.
Chapter 12: Forget about Freeman
No real puzzles here, just a lot of enemies and killing. Have
fun!
As the ceiling and walls come down try to climb up and through
the newly created hallway. Proceed and fight your way through. Hint:
You can avoid the tank by running like mad to the elevator. Watch for
ambushes, sentry guns, and trip mines.
Chapter 13: Lambda Core
After the snipers are dispatched kill all monsters you find. Once
finished the scientist opens the door; grab the big experimental gun
he's been building. Activate each cooling system switch and enter the
water, swim to the reactor and activate both switches. Climb out and
hurry as the reactor begins shooting lightning.
Time it correctly to use the teleporter to get yourself inside
the core and on the rotating platform. Jump across to each door in
turn, then up to the next level of the puzzle. It's challenging but
fairly obvious once you get a good look at it. Once finished open the
door and meet the scientist and the guard, listen to their story and
grab everything they offer you.
Once the process for activating the big teleporter (that allows
you to bring the pain to the alien world) starts, try and kill the
flying aliens as fast as possible┘ don't let them kill the scientist
opening the 'porter. Once he says go┘ you'd better hurry.
Chapter 14: Xen
Welcome to Half-Life Super Mario style. Use your super long jump
ability to go from floating platform to floating platform, and don't
fall. If you see a pool of water from now on, stand in it and it will
slowly heal you.
In the big chamber on the center island 'use' each of the strange
mushroom things, then break the webbing imprisoning the floating
lights (butterfly things). They each go to an open mushroom and
activates the teleporter.
Chapter 15: Gonarch's Lair
Head crabs have to come from somewhere right? Ugh, she is a bad
momma. Aim for the egg sack on the bottom of this exceedingly strange
monster. If it releases pupae versions of the head crabs, use the
hornet gun on them. Once Gonarch runs away follow her to the next area
and keep fighting, while trying to stay alive. If low on health try
and get to the hole and drop down to the ledge below, watching for
adult head crabs. In the tunnels down there you'll find some ammo and
a healing pool. Then use the bounce crater to re-enter the fray.
After you do enough damage a third area opens up and you fall
into a pit. Fire at the sack repeatedly until Gonarch drops down with
you. Then hide behind the strange tree things until you eventually
kill her. Note that you can, if careful, avoid being sucked into the
pit until you're good and ready. Toss some grenades and det packs in
on top of old Gonarch to soften 'er up before getting up close and
personal.
Chapter 16: Interloper
Look for a yellow colored area inside the cave, remove the webs
and ride the white tower elevator to the top. More jumping, just like
in Xen, but this time it's much harder. Jump from floating rock to
floating rock until you come within range of those strange winged bird
things - jump on one of them and ride its back to the teleporter.
Use a grenade or walk slowly past another tentacle monster and
proceed to the next teleporter. Once you enter the factory you'll see
why those lightning spewing beasties are called slaves --kill them if
you like, but they won't attack you. The fliers are what you need to
worry about. Take the lifts to the conveyers and enter the one that
doesn't have a blue forcefield. In the next area avoid destroying the
large barrels┘ they contain hornet toting aliens with a bad attitude.
Enter the red vents to find a large room with spinning cog-like
lifts, ride them all the way up to another teleporter.
Chapter 17: Nihilanth
Welcome to the end boss┘ watch out, he may look like a big baby,
and he is quite cranky, but he has powers that will annoy the hell out
of you. Avoid the lightening balls he throws, but most of all use the
rock formations as cover when he tosses a green energy ball. These
teleport you to the most annoying mini-levels you'll face.
The idea here is to destroy the three triangles. You have to use
the bounce craters to get high enough to nail the last one and then
start shooting at Nihilanth's big ole head. After enough hits his head
opens up and you need to send a couple detpacks, grenades, or yourself
inside there to destroy his brain. Good luck, you will need it!
Once the big baby is destroyed you are treated to a wonderful
cutscene featuring that suited character you may've seen. He sheds
much light on this affair and gives you a choice of outcomes for the
endgame. I won't reveal these to you, though; after all, you have to
do something for yourself!
Советы наших посетителей (1)
Прислал: fenixk19
Коды на русском:
Чтобы использовать коды вы должны включить
консоль. Запустите Half-Life набрав в командной
строке:
C:\путь к игре\hl.exe -dev -toconsole
Теперь, запустите игру, затем нажмите ~ чтобы
открыть консоль. Введите sv_cheats 1 и нажмие
Enter. Теперь коды включены, но вы должны
перезагрузить игру чтобы их использовать.
Во время игры нажмите ~ и введите любой из
следующих кодов:
/god Включить/выключить режим бога
/notarget Враги игнорируют вас
/impulse 101 Все оружие и патроны
/noclip Ходить сквозь стены
/map C#A# Переместиться на любую карту
(введите номер #: C1A1, C1A2, Etc.)
/give XXXX Получить предмет "ХХХХ".
Вместо XXXX введите
одно из следующих названий:
item_airtank
item_antidote
item_battery
item_healthkit
item_longjump
item_security
item_sodacan
item_suit
ammo_357
ammo_9mmar
ammo_9mmbox
ammo_9mmclip
ammo_argrenades
ammo_buckshot
ammo_crossbow
ammo_egonclip
ammo_gaussclip
ammo_glockclip
ammo_mp5clip
ammo_mp5grenades
ammo_rpgclip
weapon_357
weapon_9mmar
weapon_9mmhandgun
weapon_crossbow
weapon_crowbar
weapon_egon
weapon_gauss
weapon_glock
weapon_handgrenade
weapon_hornetgun
weapon_mp5
weapon_python
weapon_rpg
weapon_satchel
weapon_shotgun
weapon_snark
weapon_tripmine
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