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The Weapons



Weapons are divided into five categories: hand-held weapons, hand guns, large conventional weapons, experimental weapons, and other weapons. Note that some of the weapons have a secondary fire capability.

Benneli M3 Super 90 Combat Shotgun
The Assault Shotgun is extremely useful at closer ranges, especially with the secondary fire capability, which fires two rounds in one burst. The shotgun holds eight shells that are loaded into a queue individually, so the more shells that need to be loaded, the longer it takes to load.

Crossbow
This handy all-purpose weapon has two modes; the first fires explosive bolts, while the second - utilizing a scope and zoom mode - fires armor-piercing bolts. The crossbow can also be fired underwater, and its clip holds five bolts, which has a long reload rate. This is probably the most-used sniper weapon in multiplayer levels.

Crowbar
This is just your general all-purpose crowbar, which can not only break open any number of wooden crates and glass windows but can pack quite a wallop against other creatures and humans as well. It works underwater, too. However, against some of the bigger creatures, use of the crowbar is not recommended.

EGON
This weapon fires a concentrated continuous beam of energy that causes considerable damage to anything in its way. It is extremely powerful; use it on any enemy in the game and watch its body fly apart as it dies. The EGON is potentially the most dangerous weapon in the multiplayer game simply because of its deadly beam, which can easily remain trained on a moving opponent.

Gauss Gun
The Gauss Gun is an experimental weapon liberated from the Black Mesa facilities. In game terms, the weapon resembles a laser that holds 100 units of energy. The Gauss Gun's beams are deadly to flesh. The secondary fire mode, which builds up more power the longer the button is depressed (up to 12 units may be "stored" this way), can destroy heavily armored vehicles. However, if the energy is stored too long, it will overload and explode. This gun does not work underwater.

Fragmentation Grenade
This is your average grenade. How far it goes depends on the angle of the throw rather than how long you hold it. The fuse is about 2.5 seconds. Ten can be held at any one time.

Hornet Gun
Developed by the aliens but usable by humans, the Hornet Gun resembles a large, clawed glove that fires ... um, stinging hornets that ricochet off walls and, if aimed properly, around corners. The damage is terrible, but the Hornet Gun's other big advantage is that, while it only holds eight "Hornets" at a time, it regenerates its own ammunition very quickly, so you will never run out. It also works underwater.

Hecklar & Koch MP5 Navy
The MP5 is a standard-issue assault-rifle that uses the same ammunition as the Glock, though the MP5's magazine holds fifty rounds. The MP5 doesn't work underwater and has a lack of damaging capability similar to the Glock, but it can fire at a much higher rate, though accuracy tends to wane at longer ranges. The MP5's secondary fire capability is a grenade launcher. Ten grenades can be carried at any time, although the grenades themselves are few in number.

RPG
The Half-Life RPG is a more futuristic version of the traditional rocket-propelled grenade. The grenade is individually loaded from the front. When fired the grenade is propelled a few feet in front of the user before its rocket engine ignites. The default mode uses a laser range finder, which can be used to direct the flight of grenade after launch, given there is enough space for the grenade to maneuver properly. The secondary fire mode toggles the laser off, which means the grenade will follow a straight path. The RPG can even be fired underwater.

Satchel Charge
Use of the Satchel Charge is simple; click on it to attach it to any surface, then click again to press the detonator to set it off. Just make sure you're standing far from it when doing so. While it may not be so useful in the single-player game without some planning, the Satchel Charges can come in handy in multiplayer games - especially in tight, confined spaces.

Snarks
Well, the little aliens look cute, but they carry a nasty bite. Snarks are useful for any number of purposes: throw them into a room to attack or distract the enemy, or put them in an area to harass and maybe kill an opponent during a deathmatch. Note that the Snarks will attack anybody once thrown - including yourself - and, after a minute or so, explode in a bit of mostly harmless fireworks.

Trip Mine
The Trip Mine is similar to a Satchel Charge, except that it uses a blue laser as a type of tripwire to determine when it explodes. The Trip Mine can be detonated by shooting at it - preferably from a safe distance - and can be used underwater. Explosive power for both the Trip Mine and the Satchel Charge is enough to kill an under-powered man.

.357 Python
Almost the exact opposite of the Glock, the .357 has tremendous damaging power, holds only six rounds of ammunition, has a longer reload sequence, and does not work underwater. In multiplayer play the secondary fire mode serves as a zoom sight with a laser pointer, which is located underneath the barrel.

9mm Glock
The standard handgun in Half-Life, the Glock holds 17 rounds in the magazine. While the Glock lacks real damaging power, the rapid fire and fast reload times make up for this deficiency. Another advantage of the Glock is that it will work underwater, while other conventional weapons will not. The Items While there aren't that many items to pick up and use in Half-Life, the few that are in the game can make the difference between life and death. Many of these items can also be found in crates, so be sure to use that crowbar to break them open. Air Tank Air tanks allow the user to survive underwater for extended periods of time - a situation in which the HEV suit provides almost no help. Batteries Individual batteries help increase the HEV suit's power by 15 points - up to a maximum of 100 percent. In hard mode, it only supplies 10. Health Kit Individual Health Kits increase your health by 15 points - up to a maximum of 100 percent. In hard mode, it only supplies 10. HEV Suit Picked up early in the game, a powered-up HEV suit provides protection against many forms of energy and weather. It can also absorb damage from bullets and other attacks. HEV Suit Charger Mounted on the wall, the HEV Suit Charger must be accessed by the Use key in order to work. The Suit Charger can increase the charge by as much as 75 points before deactivating. Each difficulty level decreases the amount that this unit can supply. Long Jump Module This module adds a long-jump capability to the HEV suit, giving the wearer the ability to make (believe it or not) extremely long jumps. Soda Can Found in the vending machines scattered throughout the laboratories, Soda Cans can increase health by two points - up to a maximum of 100 percent. Press any of the buttons to dispense a can. Wall-mounted First Aid Kit The Wall-Mounted First-Aid kits can be accessed by the Use key, and can increase your health by as many as 60 points before shutting down. Each difficulty level decreases the amount that this unit can supply.

The Foes, and a Couple Friends



Enemies come in many shapes and forms in Half-Life - some not so obvious as you might immediately think. Some may not be enemies at all. Nonetheless, it will help to put them all in perspective.

Alien Grunt
The backbone of the intelligence alien forces, the Alien Grunts typically act individually, are well armored, and are adept with the Hornet Gun and claw-to-claw combat. Alien Grunts will often be encountered roughly halfway into the game and are very prevalent. Alien Grunts can absorb a lot of bullets, so try explosives or energy weapons instead (the Hornet Gun works well too). Keep moving, and don't try to hide from them, because their hornet guns can bounce around corners, where they canhit you but you can't hit them.

Alien Slave
Mainly fodder controlled and used by the aliens, Alien Slaves aren't too bright, but what they lack in intelligence they make up for in their ability to deal damage. The Alien Slave's primary attack comes in a tell-tale crackle of electricity - a charging phase that takes several seconds before a bolt of electricity is discharged towards the target. Their electric attack can deal 40 damage even on the easiest skill level. When within range it can also swipe at you with its both clawed hands, and may attempt to if its electrical attack misses (it take several moments to recharge its enrgy before it can execute another electric attack).
Unarmored slaves are highly vulnerable to almost any kind of attack - two shotgun blasts or a few 9mm bullets will put it down for good. If you strafe across its range of vision, it will be unable to track you and its attack will miss.

Barnacle
These nasty critters hang like stalactites from the ceiling, with a wispy, gray tentacle reaching down from its mouth to the floor. The Barnacle catches its prey with this tentacle and pulls it upward into its giant mouth. Barnacles can be generally avoided, if you're careful.
One or two blasts of the shotgun at the Barnacle's base should take care of it. If you do get caught, shoot to kill and it will release you from its grip as quickly as you can; this way it won't drop you as far. If it gets to the point where it bites you, use the crowbar. It can sometimes kill in one hit.

Barney
Barney is the Half-Life nickname for the facilities' security guards, of whom you as the player should always employ as much as possible. Barneys never run out of ammunition, are quite enthusiastic in shooting aliens, and even if they die you can pick up their fallen 9mm ammunition, since they won't be needing it. Unfortunately, Barney is not too bright and tends to rush towards the enemy. He can also put a stray round or two into a friendly by mistake. However, use Barney whenever you can.
Bullsquid

This creature, encountered early in the game, can subsist on land or in the water, and it is equally deadly in both. The Bullsquid spits a long-range yellowish acid from its mouth that eats away at armor and skin. It may also charge at its target and hit it with it's thick tail. Up close the Bullsquid is just as dangerous, jumping at its prey and biting with its enormous mouth.
Kill it at a distance, where it and its projectiles can be avoided, with the MP5 or Glock.

Flyers
Flyers are an advanced alien species encountered in the later portions of the game that can hover and fire energy weapons at you. Their electric attacks are generally weaker and slower moving than their slaves,' but it can bounce off walls, floors, and ceilings and appear to have homing capabilities. Since they have a wider range of movement, they are harder to hit; though they don't move that fast. Take them out as fast as possible.
Energy weapons will work best against them.

Gargantua
This massive, armored creature spews jet-like flames from its arms and has a nasty energy-based stomping attack. The Gargantua is virtually invulnerable to conventional weaponry.
A more unconventional approach is required to take the Gargantua down; try luring him into the power generator area and hitting the juice. The good news is that it isn't too fast, but it will definitely follow you around. If you have enough explosives, it is possible to kill the gargantua yourself, although this is not recommended.

Gman
A mysterious man from the government, he is visiting the Black Mesa research facility for unknown reasons. His intentions are unknown. Is he a friend, or is he an enemy? You actually get to decide later on in the game...(Waaaaay later, calm down)

Gonarch
Gonarch a much larger version of the Headcrab that mainly has a single type of attack (a charge and attempt to gorge), though it can also spawn off any number of larvae that can act and attack like Headcrabs.
Energy weapons and explosives will hurt it the most. And after absorbing a certain amount of damage, Gonarch will run to another area where it will then turn and fight once again. It can be killed after the third such encounter, though ammunition might be running a bit low.

Headcrab
One of the first aliens you will run across during Half-Life. The Headcrab is a small, roundish four-limbed creature that, once within a certain range, will launch itself toward its victim's head, showing its large mouth underneath. A Headcrab has the ability to borrow into the brain of a human, turning them into Zombies, and it can launch itself a fair distance.
Thankfully, Headcrabs are easy to dispatch, even with a Crowbar.

Houndeye
These dog-like creatures may look rather harmless, but once it comes within range, it emits a strange wail that after a few seconds sends a sonic shockwave outwards in all directions. Fortunately, the attack can be avoided by simply moving around a corner or quickly out of range. This is the Houndeye's only form of attack, however, and while they are rather easy to kill, Houndeyes usually roam in groups.
Shoot them at a distance with any kind of projectile weapon.

Human Assassin
The government isn't afraid to use women for its dirty work, as you will find out. Clad in all black and armed to the teeth, these female assassins dart around cover, firing quickly and accurately, then seek cover again. The assassins are extremely hard to hit and kill. They run, jump, hide, and throw grenades when it looks like silenced pistols won't do, though thankfully enough they aren't that quiet.
The MP5 is the best weapon for the job, since its rapid fire can keep up with the swiftly moving assassins, and a carefully launched grenade will finish them off.

Human Grunt
An aptly named average human soldier who wants to kill you as much as the aliens do. Human Grunts are not too hard to kill, but they usually the come in groups of three or four and operate in groups, as well. Grunts are armed with MP5s and grenades and use them to their full effect, moving in and out of cover, shielding each other with bracketing fire, then throwing grenades with deadly precision. Groups of Human Grunts are highly coordinated and quite deadly. Watch for grenades and take them out one at a time. Don't be afraid to move around, since the soldiers only know your last location. Also, they will try to gain an advantageous position (from behind or above) on you. The ones in the red berets are apparently the leaders.
It'll take quite a few slugs or shotgun blasts to take down a Grunt, but a .357 slug will do wonders.

Ichthyosaur
A very nasty water-borne alien that quickly resembles Jaws more than anything else. The Ichthyosaur is hard to kill mainly because the creature rarely shows itself above water, preferring to be where most of your weapons won't work. The Ichthyosaur is also extremely tough, fast, and agile, and has a swift biting attack that is thoroughly unpleasant. The Ichthyosaur has also been known to attack people if they get too close to the water.
The Crossbow is the optimal weapon to use, but if that fails, use the Glock or the Crowbar.

Leech
Leeches also inhabit the water environs. These small white creatures will try to burrow into your skin. They are more of a nuance than anything else, can be killed or avoided easily, and won't do much damage - especially to a powered HEV suit.
Use the Crowbar on them.

Manned Guns
The facility is littered with barricaded positions and bunkers that house machine guns and rocket
launchers. These positions are indestructible, so you'll have to find a way to kill the gunner. The bunkers are impossible to penetrate, even from the front, but the gunner is always visible through a crack from where the wall of the bunker meets its rear, and he can easily be shot. Note that the guns only cover a limited angle.

Military Vehicles
A number of military ground and air vehicles will impede your progress, including tanks, Apache helicopter gunships, and Osprey tilt-rotor aircraft. The gunners on these vehicles are highly accurate, and note that the Apache's cannon is on a swivel mount, so it can shoot at you even if the helicopter is pointed in another direction. The Osprey is used as a troop transport that disembarks Human Grunts via rope.
They can all be destroyed with enough firepower, though use of the category four weapons (like the RPG and Gauss Gun on the secondary setting) is highly recommended. Energy weapons, especially two high-powered blasts from the Gauss Gun, will seriously hurt any of these vehicles. The RPG will work, as well.

Nihilanth
The Big Kahuna as it were, the Nihilanth launches energy attacks that should be avoided at all costs (it can also teleport you elsewhere if it desires). See our walk-through for everything you want to know about the encounter with Nihilanth.

Scientist
The facility is populated by scientists, who in a combat sense are quite useless. However, they can guide you from one area to another or get you access to otherwise closed-off areas. A few scientists may not want to help, however, and would rather steer clear of trouble.

Sentry Guns
The base's cheap way of maintaining security in some sensitive areas. Activated security guns that are searching for targets emit an audible beeping noise warning of its presence. Many guns are inactive until something activates them (usually a red laser tripwire) or they are shot at. An activated sentry gun shoots at movement - any movement, human or alien.
Some of the smaller, tripod-mounted guns are easy to destroy with virtually anything, though grenades will probably be the safest method. The larger guns can be either deactivated by other methods or taken out with more powerful weapons.

Tentacle
It is unknown whether or not the Tentacle is an individual creature that appears in groups of three or is a single creature with three Tentacles. In any event, the Tentacle is a huge, green limb that tapers off in an extremely sharp point that can be almost instantly fatal if it happens to pierce you. What's worse is that the Tentacle quickly regenerates after taking damage, but it can be easily distracted with grenades and other explosives.
The Tentacle, however, cannot be destroyed by conventional means - though the fact that it is sitting inside of a test rocket chamber should give you some ideas.

Zombie
This is your brain on Headcrabs. Zombies are mindless creatures with exceptional strength and long claws for hands. They move very slowly and, consequently, have a slow swiping attack that can be avoided.
Use the shotgun; a two-shell blast at close range will do the trick. If you feel like conserving ammunition, use the Crowbar, but when the Zombie starts to swipe with its claws, dance out of the way fast.

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