In Half-Life: Opposing Force, Gearbox redefined what an action game expansion should be. Named PC Game of the Year by the Academy of Interactive Arts and Sciences, Opposing Force offers an unprecedented amount of new content and gameplay while expanding upon the thrilling Half-Life story. Summary: Return to the Black Mesa Research Facility as one of the military specialists assigned to eliminate Gordon Freeman. Experience an entirely new episode of single player action. Meet fierce alien opponents, and experiment with new weaponry. Named 'Game of the Year' by the Academy of. Half-Life: Opposing Force General Discussions Topic Details. Jan 15, 2016 @ 4:59pm Need help w/ Final boss Do I like keep shooting him in the eyes. Prima's Official Strategy Guide to Half-Life: Opposing Force is 'official,' read '100% dictated by Sierra.' But for the $19.99 cover price you might expect a little bit more than a minimalist walk-through, a few basic maps, and a description of enemies and weapons-especially because the cover of this book claims 'Insider stats, tips, and strategies.'
Half-Life: Opposing Force | Table of Contents | Walkthrough
Table of Contents
This level introduces a new enemy and new allies that will feature prominently in the coming levels. It does not advance the plot much, if at all, but does have you crawling through much of Black Mesa's extensive ventilation system to get from one area to the next.
Electrified Water[edit]
After you go down the hallway a bit, you'll come to a leaking steam vent. The door on the left is locked, so just time your passage right to get through the steam without damage. Crouch under the pipes to continue to a room with a headcrab and two vortigaunts. After killing them, grab the shotgun ammo and smash the crates at the far end of the room for two batteries. The door to the right is locked, so climb up the convenient stairs the pipes in the corner provide to access a vent shaft.
There are two grates at the bottom of the shaft. Skip the first one for now and go down to the end and enter the second one, where a medkit and machine gun ammo await you. Go through the door to find yourself where you started and go back up the pipe stairs and enter the first grate. You'll fall through to a room of pipes with another shaft at the bottom.
Turn on your night goggles for this next part. When the shaft widens, you'll find yourself in another room. One tile is already broken, and a sparking wire dangles into it. Many of the tiles will break if you step on them, plunging you into a flooded room of electrified water. Luckily, you can tell the tiles apart by the mildew-esque patterns the damaged ones sport. If you do happen to find yourself in the water, you might as well stop by a table off to the side for a battery, and further up, a health station. After that, climb back up on a fallen shaft and continue on your way.
Fans, Fans, and More Fans[edit]
You can hear the fans as you come down the hallway into this next area. Climb onto the metal supports above the two fans in this room and jump across them until you're on the other side. Turn right and wait for the first steam vent to pause before jumping over the railing to the other side to avoid the second one (or, if you're lazy like me, you can run through at the cost of one or two health).
If you're a good jumper, leap across the broken catwalk to the door for some magnum rounds and a RPG rocket (and a zombie). Otherwise, continue to the next fan room on your left. Here you'll have to walk in between the two fans to get to the other side. Climb down the ladder and note that the fan on the right is missing three of its four blades. Time it right and crouch down to enter the vent below it.
Burnin' Up[edit]
After the loading screen, you'll be in yet another vent. Crawl your way out into what may have been a furnace room at some point. Or a crematorium. Regardless, there's fire, and you're probably not going to want to touch it. Jump over the first gap during a pause in the flames, and climb up onto the crates to safely get over the second gap. To your right, there will be a brawny, muscular zombie who will take pleasure in throwing red balls of goo at you. Kill him with the weapon of your choice and watch out for the headcrab as you head to yet another vent on your left. (In case you couldn't tell, vent shaft systems are Black Mesa's most efficient means of travel.)
At the end of this vent is yet another fire room. Crouch to break the gate and walk through the first flame while it's paused. The second flame you don't necessarily have to cross - you'll be going through the hole to your left and out the other end. Be sure to move fast or else you'll become marine barbecue.
As soon as you come out of the tunnel, you'll find yourself ambushed by two goo-throwing zombies. Take 'em out with your shotgun, along with the two normal ones that follow. To your left will be many explosive crates. One of these things is not like the other... push the grey crate (the one that says 'DANGER: EXPLOSIVES') into the path of the fire blaster, run up, push the button, and then run like hell away from there to safely watch the explosion that ensues.
Drop down through the new hole in the floor only to be greeted by another goo-zombie and a handful of headcrabs. Keep going and enter another vent.
Those Things...[edit]
At the end of the vent is a large cavern of a room. Go straight to drop down to a lower level; in the grate behind you you'll find a couple grenades and shotgun ammo. Drop down to the ground and run over to a dying marine, who warns you to get out of here. It's not like we're not trying, buddy. Raid his truck for supplies and continue forward.
Look up as you enter Storage Room 2 to see a group of new aliens run overhead. To your left will be a button that opens the red doors, but first go to the right to encounter two of those aliens you just saw - pit drones. They'll spit acid at you, similar to bullsquids, or attack you in a zombie-esque meelee fashion if you get too close, so kill them with your shotgun and collect the batteries and medkit found by the dead marine. Then go back and use the button to open the door.
Behind the doors will be four more pit drones hanging out in a car repair shop. Kill them, grab the battery in the far left corner, and continue to your right. Two more pit drones will attack you, having somehow neglected to attack the scientist hiding in the back. He'll complain about 'you soldiers' and the aliens. Either ignore him or kill him if that's your sort of thing and go through the elevator doors.
Corporal of the Jungle[edit]
Carefully make your way down the ladders in the elevator shaft to the bottom. Enter the elevator on the other side and climb up to the top of it to reach the floor below the one you were just on. To your right is a locked door, to the left is a puddle with an electrical wire in it. Use the crates to circumvent the puddle. When you're on the other side, turn left. Behind the gate is the power unit - turn it off to stop the flow of electricity in the wire. Go straight down that hallway, crouch-jump over the crates, and return to the elevator shaft through the other side of that locked door you saw earlier.
From the bottom of the shaft, climb two of the yellow ladders. From there, you should be able to jump from the platform to a dangling cable in the middle of the room. Unlike Gordon Freeman, Corporal Shepard can climb ropes and the like (but would you rather be able to climb ropes or have a doctorate in theoretical physics from MIT?). Climb this cable until you're a little above the other elevator, swing back and forth, do your best Tarzan impression, and jump onto the elevator. Inside the elevator are two batteries; once you've got those, continue down the hallway to your left.
Weighted Companion Crate[edit]
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Down the hallway you'll find a locked door and a crate. Looks like you'll be taking yet another trip through Black Mesa's ventilation system. Push the crate over to the vent, break the grate, and crawl in. A scientist is 'sleeping' at the end of the tunnel. You'll pass a harmless steam vent, but won't get much further when there's an explosion that rips the vent in two. Crawl down into the gross water, and turn around to find a bullsquid behind the fallen vent. Shoot it with your pistol before it has a chance to squirt you, and head back there to collect pistol rounds and machine gun ammo from a dead marine buddy.
Turn around and head back, sludging through the water until you come to a large hole in the wall. Go through it and through the doors to your right, right back where you started. That metal crate has just become the very first companion cube. Push or pull it through the doors over to a vent next to that hole in the wall, and turn right inside the vent to get a battery and visit your friend the sleeping scientist. (Spoiler alert: he's not sleeping.)
Back out through the vent you go and push your crate over to the closer barricade. Crouch-jump from your crate to the trash barrel and throw a grenade through the broken window. The room will explode a bit more than you'd expect from one of your hand grenades, but it's created a hole in the wall for you and your crate to go through. Bring it through the room and to another vent on the other side of the barricade. Here you must bid adieu to your faithful crate; continue on without it through the vent, killing the surprise headcrab around the corner.
Reunited, and it feels so good[edit]
Drop down out of the vent and peer into the hole in the ground. Before you jump down, go around the corner to find a medkit and overhear some of your colleagues chatting - you're not alone in this place! Go through the hole in the ground to be greeted by a scientist and a few batteries for your vest. (You can listen to the scientist's dialogue if you're really bored.) At the back of the room is a sparking wire and a power box; turn off the electricity and climb the wire.
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To your left when you come up is a dead scientist and security guard, along with some ammo and a satchel charge as well as a radio. Use the radio to talk to your friends, who tell you they've been left behind as well and are going to explode the maintenance door to let you in.
They'll chatter on about Freeman while you realize you never actually spoke a word into the radio - they just knew who you were anyway. From here on out, you'll be able to have grunts follow you if you'd like, similar to the security guards and the scientists. There are different types of grunts, as you'll experience, and they'll often be needed to access areas. Have the engineer - the marine with the pistol, not the machine gun - follow you over to the elevator door, which he'll cut open for you. Engineers are really good at blowing up stuff. That's about all they're good for. Anyway, wait for him to open the door and enter the elevator. (You can go back and get the other marine if you'd like, but they're about as useless as security guards were in the base game and when you put two of them together, they'll obnoxiously gossip with each other.) The elevator will take you to the next level.
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An opposing force (alternatively enemy force, abbreviated OPFOR) is a military unit tasked with representing an enemy, usually for training purposes in war game scenarios. The related concept of aggressor squadron is used by some air forces. The United States maintains the Fort Irwin National Training Center with the 11th Armored Cavalry Regiment serving in the OPFOR role. Fort Polk's Joint Readiness Training Center (JRTC)is another major training site typically reserved for light infantry units, and the OPFOR are the 1st of the 509th Airborne Infantry Battalion. The Army's Joint Maneuver Readiness Center (JMRC, at Hohenfels, Bavaria, Germany) has the 1st of the 4th Infantry Battalion as their OPFOR. Other major units include the First United States Army which consists of 16 training brigades that often also serve as OPFOR. At a basic level, a unit might serve as an opposing force for a single scenario, differing from its 'opponents' only in the objectives it is given. However, major armies commonly maintain specialized groups trained to accurately replicate real-life enemies, to provide a more realistic experience for their training opponents. (To avoid the diplomatic ramifications of naming a real nation as a likely enemy, training scenarios often use fictionalized versions with different names but similar military characteristics to the expected real-world foes.)
Tactics[edit]
Opposing forces can also coincide with red teaming activities. Once the Analytic Red Team develops adversary tactics, techniques, and procedures (TTPs) it will be the opposing force that makes use of those TTPs in wargames and exercises.
Some dedicated opposing forces may fight using the likely enemy's doctrine, weapons, and equipment. They may wear uniforms which resemble the likely enemy's, or one dissimilar to 'friendly forces'. Their vehicles may either be those operated by the likely enemy's, or may be modified to look like those. All these measures help to enhance training realism and provide useful lessons on how to fight this particular enemy.
Blank ammunition, smoke grenades, and artillery simulators are often used by both sides in the exercise to provide the fog of war caused by the noise and smoke of battle.
In addition, a simulation system such as the Multiple Integrated Laser Engagement System (MILES) may be used. This system is attached to various weapons, and are zeroed to the sights of the weapon. When a blank round is fired, the system sends out a laser beam, which score 'kills' or 'injuries' on any soldier or vehicle in what would be the path of the weapon's projectile. These laser beams are detected by receivers on harnesses worn by the soldiers, or on the vehicle itself.
Alternatively, paintball weapons which look like real weapons, or simulation rounds such as plastic bullets may be used. Usually, controllers follow the training troops to help score additional kills, such as when a simulated grenade is thrown. They may do so with the MILES system using a controller gun. All these measures help to emphasize the importance of aimed fire, and taking cover. These concepts, while obvious, are often neglected in ordinary one-sided training exercises because the soldier does not suffer the consequences.
Units[edit]
One of the best-known examples of specialist operations is the United States' OPFOR. During the Cold War, opposing force units employed Soviet military doctrine and simulated Soviet equipment; since the fall of the USSR, US opposing force units have become more flexible to represent a wider range of opponents. More recently training has focused on Iraq and Afghanistan.
There are three Major Training Centers that utilize home-based OPFOR units for the US Army:
- The National Training Center or NTC at Fort Irwin, California—home unit is the 11th Armored Cavalry Regiment (the Blackhorse)
- The Joint Readiness Training Center or JRTC at Fort Polk, Louisiana—home unit is the 1st Battalion, 509th Parachute Infantry Regiment (the Geronimos)
- The Joint Multinational Readiness Center or JMRC (formerly known as the Combat Maneuver Training Center or CMTC) at Hohenfels, Germany[1]—home unit is the 1st Battalion, 4th Infantry Regiment (Separate) (the Warriors)
The units at NTC and JMRC were used to replicate a Soviet Motorized Rifle regiment or division. At NTC, M551 Sheridans were used to replicate Soviet T-80 tanks until 2003. Visually Modified (VISMOD) HMMWVs are used to replicate BRDM-2s, VISMOD M113A3s (known as the OPFOR Surrogate Vehicle [OSV]) are used to replicate BMP-2 Infantry Fighting Vehicles (IFV), while VISMOD M1 Abrams Tanks (known as the Krasnovian Variant Tank [KVT]) and M113A2s (known as the OPFOR Surrogate Vehicle, Tank [OSV-T]) are also used to replicate the T-80. At JMRC, M113A2s are used to replicate Soviet BMP-2s and M60A3 tanks were used until 2005 to replicate Soviet T-80s. They have been replaced in this role with the M113 OSV-T.
During the mid-1990s, JMRC was used to train peacekeeping forces for the former Yugoslavia under low-intensity conflict missions. Currently, the OpFor mission has since been modified for counter-insurgency training for Operation Iraqi Freedom and Operation Enduring Freedom.
Starting in early 2004, NTC began focusing on training units selected to deploy to Iraq or Afghanistan in urban operations (UO). Towns of ever increasing size and complexity have been constructed throughout the training area to provide battlefield realism and housing for the hundreds of role-playing personnel, many of whom speak Arabic or Kurdish natively, and replicate civilians on the battlefield while wearing Afghan or Iraqi clothing. Cultural awareness and liaison operations with local leaders are emphasized at all times and at all levels.
Various US military installations and/or major units have their own local versions of opposing force used for training exercises. The joint Australian/US military exercise 'Crocodile '03' featured an Australian-led opposing force in which soldiers from a range of Australian units worked together with a US Marine Corps contingent.[2]
Several state defense forces have served as OPFOR units when training with the National Guard. The California State Military Reserve,[3] the Georgia State Defense Force,[4] and the New York Guard[5] have provided OPFOR services to their respective National Guard counterparts.
Non-US units[edit]
The British Army rotates units through British Army Training Unit Suffield as OPFOR.
The South Korean army utilizes a regiment-sized OPFOR unit replicating the North Korean Army infantry force at the Korea Combat Training Center.
In the French Army, a FORAD (FOrce ADVerse, enemy force) is used to train the French Army, in both the centre d'entraînement au combat (CENTAC, Combat Training Center) of Mailly-le-Camp[6] and in the centre d'entraînement aux actions en zone urbaine (CENZUB, Urban Operations Training Centre).[7] Declassed AMX-30 tanks were used to simulate Soviet T-72s,[6] until 2018.[8]
Private OPFOR companies[edit]
There are a number of private companies that provide OPFOR services to support the training missions of various military units. As the conflicts in Iraq and Afghanistan come to a close, the use of private training forces are on the rise in the Department of Defense. OPFOR companies supplement the existing training programs in a number of ways.[which?]
References[edit]
- ^'Army.mil'. Archived from the original on 2018-03-26. Retrieved 2020-04-26.
- ^John Wellfare. 'Exercise Crocodile '03: You win some, you lose some'. Army: The Soldiers' Newspaper.
- ^'OPFOR'. 1st Battalion (MP), 2nd Brigade (Civil Support), California State Military Reserve. Archived from the original on 18 January 2016. Retrieved 16 November 2015.
- ^Seay, Howard, WO1. 'Operation Roughrider Cold'. Heads Up. Georgia State Defense Force. 11 (1): 3. Retrieved 16 November 2015.
- ^Mendie, Ubon (31 March 2009). 'N.Y. Guard 'Brings the Fight' to Fighting 69th'. Guard Times Magazine. p. 36. Retrieved 22 December 2018.
- ^ ab'CENTAC/5e régiment de Dragons'. Batailles & Blindés (in French). No. Hors Série 24. 2014. pp. 52–55. ISSN1950-8751.
- ^AFP (8 May 2016). 'Dans la ville fantôme de Jeoffrécourt, les armées étrangères simulent la guerre'. Le Point (in French).
- ^Lagneau, Laurent (17 October 2018). 'Le 5e Régiment de Dragons se sépare de ses derniers chars AMX-30 Brenus'. opex360.com (in French).
Half Life Opposing Force Levels
Further reading[edit]
- Validating the 'Enemy' (discusses the United States Army OPFOR units and post-Cold War changes to OPFOR.)
- The Circle Trigonists (Aggressors), a summary of the opposing force Aggressor used by the United States Army from ca. 1946–1978
Half-life Opposing Force Walkthrough
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