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Half-Life


     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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О картах для Half-Life (0)
Вопрос задает RATIBOR-ROSTOV



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