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PC / Half-Life 2
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Half-Life 2 (PC) Cheats (Page 1)
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Entanglement - Turret Strategy
Added on 2006-11-14 at 11:57:09
The second half of Entanglement involves defeating waves of Combine troops, using turrets. A great strategy is to pool them, rather than leave them behind.

The first time you use turrets, it's in a large guardroom at the top of two staircases. There are two turrets here. Set both up to overlook the right hand side, and take the left with your shotgun. It's quite easy.

Collect the turrets and take them with you, moving them up the corridor a bit at a time, then going back for the other one. Quicksave regularly, so you can reload if something happens to cause you to lose one. You'll descend into the sewers where an electric cable has charged the water, so you'll have to make your way across the pipes. Drop the turrets into the water and make your way along the pipes, until you're ready to jump to the far platform. Use the Gravity Gun to collect them again and throw them onto the platform, then jump across yourself. The next bit involves reaching the raised ledge. Throw the turrets over to the other side, then throw all the blue barrels, the wooden pallet and the crate into the water to make a bridge across and use the crate to climb up onto the ledge.

Bring the two turrets through the door and continue on. You should have no problems til you reach the upstairs area with the two doorways and railings. There'll be an office behind you full of random furniture, and the staircase you ascended to reach the part you're on. Take one turret and set it up on the left balcony, on the left hand side, so it covers the hallway/cells below. Take the other turret and set it up on the right balcony, again, covering the hallway and cells below.

Next, use the Gravity Gun to collect the 3 crates from the right hand hallway and bring them up onto the level you're on. Build these up to close up the right hand doorway, so the turret is protected and can no longer be accessed, but can still cover the hallway below.

Repeat the blockade strategy for the left hand doorway, using the filing cabinets and table from the office to close up the doorway, but make sure you're on the left hand balcony when you close it up. Once you've done this and both turrets are set up and ready, jump over the balcony to the hall below and quicksave. Alyx will tell you she sees Combines approaching. Quickly go into the room on the right, and get the other 3 turrets from the holding area. Set all 3 up in the right hand hallway. Put 2 in the middle of the hall pointing up the hall at the forcefield at the end of the hall, locating them just before the shortcut between halls so they cover the end of the hall and any Combines coming through the shortcut, and put the other one nearby facing the other direction towards the turret on the balcony. This should now be sufficient protection to survive the entire attack easily. Just hide into the left of the computer console against the right wall and kill any Combines who get through your defences. I lost about 10-12 health altogether using this method.

When it's all over, Alyx will rejoin you. Use the Gravity Gun to collect the balcony turrets if they weren't knocked down, and bring all 5 gradually down the staircase. Bring them along the dark tunnel and set them all down just after the bit that breaks off to the right, when you can see the doorway at the end of the hall in the distance. Quicksave and approach the door. The game will load the next section. Turn and use the Gravity Gun to bring all five turrets with you. Set them up in the hallway beyond the door. The lights are about to go out. If you get at least two set up, they will kill all the Combines who attack in the darkness. Proceed down the staircase with your five turrets. You'll reach a long hall and Alyx will go through a massive doorway and turn and face you. This is a level changing bit where you can be seperated from your five turrets, so shoot them all through the door behind Alyx using the Gravity Gun, then run through and she'll shut the door. The next bit involves Alyx going through with the other doctor into the teleporter area at the back. Be aware of another door that will close behind you as you walk through. Alyx stands just beyond it to mark where it is. Shoot all five turrets through it into the room beyond, being careful not to shoot them through the forcefields.

This is the final section of Entanglement. If you've followed this strategy, you'll have 8 turrets to set up around the room and won't be shot at once, when Alyx unlocks the other 3 in the corner for you to use. For one last turret use, take one with you when she powers up the teleporter and walk backwards into it. You'll lift it up and it will shoot at the soldiers as you ascend.
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Squad Comments
Added on 2006-11-14 at 11:56:09
When you are in City 17 during your second visit, try talking to some of your squad members. They will say something like, "I can't believe this day has finally come", or "If I ever get my hands on Dr. Breen...". However, sometimes they will say strange and sometimes funny things like, "When this is all over, I'm gonna mate.", "Have I ever told you that I sometimes dream of cheese?", and more. Some of your squad members reply to what they have said. If you talk to a squad member that is standing near or next to another squad member, they will interact with each other. For example, If one of them says, "If I ever get my hands on Dr. Breen....", the other will reply, "That's more information that I require." The following is a list of all the things they say and all the replies. Note: The replies are not always the same, but they are most of the time.

I don't feel anything anymore.
You talking to me?
I can't remember the last time I had a shower.
Don't be so sure of that.
I don't think this war's ever going to end.
You're talking to yourself again.
To think, I all I wanted to do was to sell insurance.
I'm with you.
I'm not a betting man, but the odds are not good.
Can we talk about this later?
Someday, this'll all be a bad memory.
I'm not even gonna tell you to shut up.
When this is all over, I'm gonna mate.
Wouldn't be the first time.
Whoa…. Déjà vu!
Doesn't bear thinking about it.
They're never going to make a Stalker out of me.
There's always a first time. Or, Ill put it on your Tomb Stone.
God I'm hungry.
Lets concentrate on the task at hand.
If I ever get my hands on Dr. Breen….
That's more information than I require.
I think I ate something bad.
Yeah, you and me both.
Sometimes, I dream about cheese.
You should nip that kind of talk in the bud.
Finally, change is in the air!
Keep your mind on your work.
You feel it? I feel it!
I wish I had a dime every time somebody said that.
I can't remember I the last time I had, well, anything.
I won't hold it against you.
When this is all over, I'm…. aw, who am I kidding?
Try not to let it bother you.
I'm pretty sure this isn't part of the plan.
Same here.
Doesn't anyone care what I think?
Hey, that's enough out of you.
I just knew it was gonna be one of those days.
I wouldn't say that too loud.
Looks to me like things are getting worse, not better.
What am I supposed to do about it?
This is bullshit!
Try not to dwell on it.
I don't dream anymore.
That's you all over.
I'm glad there are no kids around to see this.
I'm not even gonna tell you to shut up.
If I could live my life over again.
Figures.
I'm not even gonna tell you what that reminds me of.
Your mind is in the gutter.
I can't get this tune out of my head….Woo, woo woo, woo woo woo-woo woo.
Wanna bet?
I can't believe this day has finally come!
No argument there.
I could eat a horse, hooves and all!
Have you ever had an original thought?
You smell that? It's freedom.
Why are you telling me?
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Being Disruptive
Added on 2006-11-14 at 11:55:52
When you enter Dr. Kliener's lab, there is a large amount of items that you can just pick up and toss around: books, boxes, computer monitors, a mini cactus, and Dr. Kliener's clip board with the information for your Hazard Suit on it. If you toss things around the lab for long enough, Dr. Kliener, Barney or Alyx will say something to you:

Dr. Kliener: "Oh, do be careful."; "Careful."; and "Oh dear."

Barney: "Whoa, careful." and "You're pushing it, Gordon."

Alyx: "Careful." and "Take it easy, Gordon. "

Note: It will take a lot of attempts to make Alyx, Barney or Dr. Kliener say something -- be patient.
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G-Man Sightings
Added on 2006-11-14 at 11:55:32
G-Man keeps an omnipresent watch over your movements throughout your adventure in and around City 17. His locations are as follows:

1. Chapter 1: At the beginning.

2. Chapter 2: On a monitor screen in Dr. Kleiner's lab after Barney finishes at the terminal.

3. Chapter 3: On the TV that the Vortigaunt is watching inside the red train carriage.

4. Chapter 4: Standing on the pier in front of Station 7 at the beginning of the chapter.

5. Chapter 4: Flickering on a giant monitor attached to the high-rise building. It is very quick, but if you look carefully you can see the skeletal form of G-Man on the screen.

6. Chapter 6: On a small gantry near the second covered bridge.

7. Chapter 6: In the last part of the chapter you will come across a pier next to a dam. Get onto the pier by driving up the ramp in your speedboat and turn left by the big red warehouse. You can see G-Man staring to the right at the bottom of the rest of the pier.

8. Walking into a train tunnel beyond the railcar blocking the railroad. See the "Hidden G-Man" hint for a detailed description. Note: This sighting is not in the official strategy guide.

9. Chapter 9: Looking through a window near a pair of double doors on a monitor screen at the beginning.

10. Chapter 11: On a TV at the ruined foyer at the tenement block after you and Dog get separated.

11. Chapter 14: At the end.
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Hidden G-Man
Added on 2006-11-14 at 11:54:54
After you finally get out of Ravenholm, you will go through a tunnel-type area with tons of Headcrabs, past the mine cart with the big spinning deathtrap, and finally see a light at the end of the tunnel. You will exit into a train station. Normally, you would go all the way down until some crashed trains block you from going further, forcing you to go left into a fenced area full of combine. Enable the "noclip" code and walk through all the crashed trains. You come out in an open area with tracks. In the middle of the tracks is G-Man with his briefcase. Regrettably, you cannot talk to him or do anything else in this area.
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Backless Clock
Added on 2006-11-14 at 11:54:39
When you and your squad are inside that big building and trying to disable the "generators", you will eventually encounter a clock that is hanging on a wall above an archway. To find it, enter the building and go up the stairs to the right. Go underneath the archway ahead of you, turn around, then look up to find it. Equip your Gravity Gun and shoot it using Mouse 1. Keep shooting it until it is on the floor, with its face and hands facing the floor (so you cannot see them). Notice that it has no back. You will be able to see through it. You may lose it -- to find it, crouch on the floor and look for a semi-circular shape and shoot it with your Gravity Gun until you can see its face and hands again.
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Door to Nothing
Added on 2006-11-14 at 11:54:11
After you and Dog leave Dr. Kliener's lab (after the Blazing Saddles reference), enable the noclip code and go through the drink machines blocking you from going back to the beginning of the game. Go up to the door ahead of you. Disable the noclip code and open the door. You will see that there is nothing behind it, and you can just walk into nothing.
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Pass Through the Dog
Added on 2006-11-14 at 11:53:45
After you and Dog leave Dr. Kliener's lab (after the Blazing Saddles reference), Dog waits for you to jump down a level. While Dog waits for you, he is completely still. He will not walk away from you when you get close to him. If you approach his arms, you can pass through them.
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Dog Spawns from Nowhere
Added on 2006-11-14 at 11:53:21
When you and Alyx go back to Dr. Kliener's lab via the teleporter, Dr. Kliener shows Alyx that Dog has arrived. If you stand at the very back of the room (in front of the green door) and crouch, you can see underneath the door to the room where Dog is. However, he is not there. Just as Dr. Kliener opens the door, Dog suddenly spawns out of nowhere in the room, just in time for him to run out.
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Jumpy Dr. Kliener
Added on 2006-11-14 at 11:52:38
When you and Alyx go to Dr. Kliener's lab via the Teleporter, enable the noclip code and go through the door into Dr. Kliener's lab. You will see Dr. Kliener and Lamar behind the door; both of them not moving and a shotgun lying of the floor next to Dr. Kliener. When the moment arrives for Dr. Kliener to open the door, he suddenly jumps towards the door to open it, and the shotgun suddenly jumps into his hands. If you try to shoot Lamar, she will not die. After Lamar runs out of Alyx's view, she just disappears around the corner (and is not actually hiding at all).
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Lamar Passes Through Dr. Kliener's Leg
Added on 2006-11-14 at 11:52:11
When you and Alyx go to Dr. Kliener's lab via the Teleporter, Alyx bangs on the door and asks Dr. Kliener to let you out. Dr. Kliener then opens the door holding a shotgun. You will then see Lamar appear at Dr. Kliener's feet. However, she passes through Dr. Kliener's right leg in the process.
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Invisible Lamar
Added on 2006-11-14 at 11:51:53
When you first meet Lamar (Dr. Kliener's pet Head Crab), enable the impulse 101 code and shoot her with any gun. Lamar will instantly disappear. You will see some blood on the floor after she disappears if you shoot her with your pistol. Alyx, Barney, and Dr. Kliener will all act as if she is still there. Only Barney and Dr. Kliener do not look on top of the cabinet where she is supposed to be. They will look in completely different directions. Lamar will later return in the Teleporter room. You can shoot her again and the same thing will happen.
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Lamar Passes Through Crates
Added on 2006-11-14 at 11:51:34
When Barney turns on the lights to the room that your Hazard Suit is in at Dr. Kliener's lab, he finds Lamar (Dr. Kliener's pet Head Crab). She (Lamar) attacks Barney. Barney then throws her onto the floor and she slams into some crates. Notice that she passes through them.
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Half-Life Reference
Added on 2006-11-14 at 11:51:16
Occasionally you will see the Half-Life Logo spray painted on a wall. One example is on the wall next the entrance to Dr. Kliener's lab.
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Blazing Saddles Reference
Added on 2006-11-14 at 11:50:56
When you teleport to Dr. Kliener's lab from Nova Prospekt, you will meet up with Dog and go out and find Barney. Do not follow Dog out of the lab yet; wait until Dr. Kliener and Alyx start talking about getting another headcrab to replace Lamar (Dr. Kliener's pet headcrab). After Alyx suggests that he gets another headcrab, he replies, "There is only one heady." In the movie Blazing Saddles, the villain's name is Headly Lamar (whom is called Heady Lamar by some of the characters).
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Defeat Striders
Added on 2006-11-14 at 11:50:41
If you find it difficult to hit the Striders (or any other enemy) with the RPG from far away, fire a rocket and immediately press [Zoom] (default is Z). You will automatically zoom in like normal, but will still have control of the rocket. This helps in the later levels when you do not want to get too close to the Striders, or other enemies like the Combines.
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Defeat Barnacles
Added on 2006-11-14 at 11:50:27
To kill the Barnicals, let them pull you up, than hit them with a crowbar from a short distance.
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Bonus Sequence
Added on 2006-11-14 at 11:50:12
After the credits, wait to see the headcrab, Lamar, being pursued by the scientist. Then, watch him pounce on your head. Additionally, after you complete the game, watch the credits. Note: They cannot be skipped. When you reach the end of the credits, you will see Lamar jump onscreen. You will then hear Dr. Kliener say, "Lamar? Blast that little… Where did she get to?" This is the same thing that he says when you first see him looking for her. Lamar will then lash out at you and supposedly "couple with your head".

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Crazy Lab
Added on 2006-11-14 at 11:49:54
The "all-knowing-Vortiguant" can be found in another location. Enable the map "d1_eli_01" code. After the map loads, find your way inside the airlock. After the scanning sequence finishes, you should see the right doors opening. Directly in front of you will be a fence, and beyond it a blue pick-up. Ignore Dr. Mossman, who is talking to you, and enable the "noclip" code. Go through the truck and you will see a man in a blue shirt with no eyes. Ignore him and go down the ramp down. On the left side of the large space will be a Vortigaunt. Disable the "noclip" code and talk to him as many times as you can to see that he is crazy.
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Private Torture
Added on 2006-11-14 at 11:49:31
On the first level when the combine guard (who turns out to be Barney in disguise) tells you to follow him, do as he says. While you are walking down the corridor, look through the small gap in the first door you come across. You will see a man sitting in a chair, that has blood splattered on the floor underneath it that says, "There has to be some sort of mistake. I got a standard relocation coupon juts like everybody else." A combine guard who is in there with him will then walk up to the door and close the shutter.
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Easy Kills
Added on 2006-11-14 at 11:49:17
To kill an enemy quickly and easily, take the shotgun and hit an enemy like headcrap, zombies, and City 17 guards. Aim and hit it in the head to kill it. Additionally, you can use Dog's ball to kill; or distract and attract enemies to the ball for easy kills. When you first get the anti-gravity gun while you play fetch with "Dog", make sure to keep the ball. The ball is actually a "rollermine". You can keep the ball up until you go over to Dr. Kliener's fortified graveyard. The rollermine (ball) will follow you almost everywhere and is harmless to you, but it actually kills both types of Head Crabs. Other enemies such as zombies will ignore you and swing violently at the ball, giving you plenty of time to kill them, even with the crowbar. This will save you lots of ammunition throughout the zombie levels. You must be careful not to explode the ball, or it will be gone. If this happens, just re-load from where you had it last. The ball will follow you up most stairs, but you must carry it with the gravity gun up ladders.
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Avoid Losing Health in Sand Trap
Added on 2006-11-14 at 11:48:55
When you start the Sands Trap map, you will find some rocks. Someone will tell you not to step on the sand because a creature will attack. You will have to jump on the rocks. When the rock ends and only sand remains, use your gravity gun. Use it to place a door or wooden piece in the sand and stand on it. Then, place another object in front of it. Jump on it, remove the first object, and place it in front. Continue to do this until you reach rock again and the creature will not appear.
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Weapon Codes
Added on 2006-11-14 at 11:48:04
To spawn armor, ammo, weapons, or any items of the nature, first open the console. Then type the following command:

give"weapon entity"

In place where weapon entity is, you input one of the codes below.

The Organic Manipulator cannot be spawned because the map chooses whether or not it is organic. Refer to another cheat for that weapon.


CodeEffect
weapon_357357 Magnum Revolver
weapon_bugbaitBug Bait (from Antlion Guards)
weapon_crossbowCrossbow
weapon_annabelleFather Annabelle Grigori's shotgun, uses 357 magnum ammo
item_dynamic_resupplyFragmentation Grenade
weapon_crowbarGordon's classic
weapon_smg1MP7 with grenade launcher
weapon_ar2Overwatch Standard Issue Pusle-Rifle
weapon_pistolPistol
weapon_rpgRocket Launcher
weapon_shotgunShotgun
weapon_physcannonThe Manipulator

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Slow Deaths
Added on 2006-11-14 at 11:47:33
Open the console while playing the game, enter cl_phys_timescale 0.05 or any of the others listed below. (1 sets the game back to normal speed)


CodeEffect
0.5mid-slow
0.05slow
0.0stop time
0.1super-slow

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Super Gravity Gun
Added on 2006-11-14 at 11:47:02
You must have sv_cheats 1 and access to the console for this to work. Enter the following commands in the console in order:


CodeEffect
map d3_citadel_04Changes you to a level where you start with the super gravity gun
give weapon_physcannonGives you the gravity gun again
changelevel d1_trainstation_01Switches you to the first level, replace d1_trainstation_01 with other map names if you want

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