Half Life Opposing Force Cheats
- Half Life Opposing Force Console Cheats
- Half Life Opposing Force Secrets
- Half Life Opposing Force Walkthrough
Half-Life: Opposing Force PC Cheats. Activating cheat mode The cheat mode in Opposing Force is activated in a similar way to that in the original Half-Life. In order to activate it you must edit. ACTIVATING AND USING CHEATS IN HALF LIFE OPPOSING FORCE. Halflife Opposing Force is one of those old-fashioned games who use in-game console.
Half-Life Table of Contents Walkthrough
Table of Contents
'We've Got Hostiles!' will present even harder challenges than you have faced thus far. It's about the size of Unforeseen Consequences and introduces a new, worthy adversary: the HECU (Hazardous Environmental Combat Unit) Grunts. During this level, you will have your first encounters with the military's response to the Black Mesa incident, and it's not a very generous one. Enemies you have faced so far, though some tough, were scattered and independent. Grunts are human footsoldiers who know how to work together, flank, and use the environment to gain a tactical advantage. Be ready for several situations where you must take on several at once.
Welcoming Committee[edit]
As soon as the elevator doors open, exit and turn right. You'll immediately see a scientist pleading for the blast door to be open, but the security guard in charge of the door gets dragged away by a zombie before he can grant his request. The scientist then runs off and directly into a laser mine. You can prevent him from succumbing to this terrible end by shooting him yourself. You'll notice several of these laser mines throughout the entire stage. They give off very distinctive blue-green lasers and will explode if this laser is disturbed by anyone or anything. If you shoot the base of the mine (the part attached to the wall), you can detonate it from a safe distance away. Next to the large blast door is a health station and the first HEV charger of the game. Charge up your suit until the HEV charger depletes and use the health station if you want. If you murdered the scientist earlier, you'll still have the trip mine to worry about. Small price to pay.
You'll immediately see some red lasers as you turn the corner. These red lasers (not to be confused with the blue laser mines) will trigger a nearby turret, so avoid stepping over them when you can. You cannot, however, jump over these particular red lasers, so you'll have to run right through them. You have the choice here of either taking out the chainguns and few headcrabs in this section, gaining an assault rifle in the process, or just sprinting through and taking as little damage as possible. If you don't get the assault rifle here, don't worry about it, you will get one later. If you decide to stay and fight it out, make sure not to hide behind the explosive crate.
Around the corner is a laser mine and a fire door. Whenever you see one of these red firedoors, always smash the nearby activation switch unless otherwise noted, as it will block many enemies from coming through. In the next passageway, jump over the laser mine and then crouch under the next one. This passage leads to a lounge, and as soon as you walk past the soda machines, two Vortigaunts will spawn in the checker-tiled room. Either kill with your shotgun or lure them back through the laser mines, then use the health station at the end of the hall if you need it.
Proceed down the next passage on the left, and jump over the red laser at the intersection. If you don't bother the turrets or the red laser here, they won't bother you. A Vortigaunt will spawn behind you, so kill it quickly before he runs over the red laser. If the turrets were activated, a well-placed grenade between the two of the should take care of them. Smash the first large crate next to the green boxes to pick up five grenades.
Keep jumping up the green boxes until you reach the top. Before dropping down, look to make sure you don't land on top of one of the chainguns. From here, shoot the glass around the fire door button, then make a run for it. Two headcrabs will teleport in behind you, so sneak under the door Indiana Jones style and leave the headcrabs to the chainguns.
Once you have scaled the second mountain of green boxes, drop down, but be careful. I advise you save it before you go any farther, especially if you have the Source version. The floors are very slippery and there's a slight chance you'll fall into the elevator shaft. Two turrets wait around the corner, so jump over the trigger lasers as best as you can. If you accidentally activate them, immediately run toward the two turrets and fire double-barrel shotgun blasts at them. When both turrets are down, shoot the laser mine in the next room to destroy the other ones. This explosion may or may not activate the fire door switch, so run into the next room if it does, giving a spirited 'what's up?' to your fellow scientists (if they survived, of course). As you go through the door, look up to see the mysterious recurring character in a blue suit fix his tie and walk into the next room. You'll find out what his game is eventually, but for now, just collect the pistol clips, shells, and batteries in the crates, then climb up the ladder. There are more crates here, one containing a battery. Climb up the last ladder and walk across the elevated platform.
The Military[edit]
Before you enter the next room, you may want to save your game, because you're about to encounter the first HECU Grunt. As soon as you walk in the room, a scientist will run down the flight of stairs claiming that the military has come to save him. Use this distraction to deliver two double-barrel blasts to the soldier's head. Grab his assault rifle if you didn't do so in the beginning. There are also two clips of assault rifle ammo in the corner, so don't forget to grab them. Now press the elevator switch and step inside. Enter the elevator and press the button. As elevator goes up, one of Half-Life's upbeat soundtrack starts (you can probably guess what this means). It's probably best here to save the game and take out the assault rifle.
When the elevator doors open, a scientist will blindly run forward, showing you what will happen if you do the same. This will be your first major battle against the HECU's. The most important tactic to apply here is to find cover, peek out, fire, and find cover again. There are several explosive barrels in this section that are surprisingly potent. Make sure to use these to your advantage. If you hear the distinctive clunking sound of a grenade hitting the floor and you didn't just throw one, run away. I recommend the assault rifle to take these guys out because they are carrying ammunition that you can pick up later. When all three Grunts are down, use the HEV charger and health station way in the right corner. Climb up the stairs and go through the open fire door (you don't really need to smash the activation switch, but this is your game, so do what you want with it).
Walk across the platform (don't let any of the barnacles lick you) and into the next hall. The passage on the left has several laser mines blocking the way. We will go this way soon, but for now, take a right. From here, follow the conveyor belt. This leads to a room with another pile of green boxes. Jump up these boxes until you reach the top. From here, you'll have to jump from the top to the conveyor belt. The belt is moving in the opposite direction, so make sure you keep running forward while on it. There's a grunt on the other side hiding behind a sandbag. Run out far enough to make sure he sees you, then let the conveyor belt pull you back into cover. This should bring him closer to the belt, so take him out by shooting the explosive barrels from the cover of your little alcove. Out in the marine's hideout, there's HEV charger, a health station, and some assault rifle ammo. Take what you need and look down.
Save the game here, as we have another encounter with grunts up ahead. Through the fire door, there is a laser mine and a chaingun. Destroying the laser mine will close the fire door and, most likely, kill the chaingun. Keep your shotgun out just in case, then drop down and sneak through the door. As you round the corner, two scientists will run forward and, because they don't have your superior arsenal, will not survive. Switch to your assault rifle and prepare for a firefight. Don't kill the Barnacle at the top of the first staircase just yet. Sometimes, a grunt will actually be dumb enough to walk right into it. From the ground floor, keep firing your assault rifle and finding cover. Although the Grunts have the height advantage, you have the advantage of finding some quick and easy cover behind boxes. Once all of the Grunts are down, take the stairs all the way to the top, taking the shotgun shells next to the sandbags. There's a health station up here, but it is guarded by a well hidden barnacle.
When you're ready, head toward the hallway at the very top of the room. Save the game here because the next room has three HECU Grunts. Collect the grenades nearby and toss one down into the middle of the room. Hopefully you'll kill some of the Grunts with your grenade, but if you don't, just take out your assault rifle and start shooting them. The pillars and boxes are good for cover. When they're all down, smash the wooden boxes nearby for a battery. Go all the way down to the bottom (don't go over the railing on the bottom, as this leads back to a previous part of the level). Smash all of the wooden crates where the Grunts presided to collect some batteries and medkits and use the nearby health station if you need to. Once you collect everything and are good to go, press the elevator switch and head on up. Once again, elevator music starts playing (you know what this means). Save the game as the elevator is going up and take out the assault rifle.
At the top (literally the surface), you need to kill the Grunts as fast as possible or all of them will come to you, and you do not want to fight them in a small room like this one. If they do come inside, use the shotgun to get them all as fast as possible. Unlike other battles, it is possible just to run through the level after you've killed the first few and into the bunker. Run out into the open area, timimg it correctly so you don't end up beneath one of the Osprey's bombs, and head toward the open door that's in the middle on your left (it's slightly underground, surrounded by yellow and black stripes). At the bottom of the ladder, save the game again, because we're not out of this yet.
There are more boxes with supplies down here as well as an HEV charger and health station. The door next to these stations opens up into a large vent. The Osprey is using this vent to drop soldiers inside the complex.
Don't worry about getting all the marines, as they will just keep coming. Keep jumping down and landing on the small platforms below until you reach a large vent shaft. Get into this vent shaft quickly, where the grunts can't reach you. You will reach a final vent containing a spinning fan at the bottom. While you can use other exits to collect additional ammo, the vent below the fan (use the ladder to reach it) leads to a second shaft and the next part of the level. This shaft, thankfully, does not contain a bloodthirsty fan. Go through the middle vent (not the one at the top) to reach the security office that you first saw. You will meet another scientist in hiding who will inform you that you will have to head across the base, through a decommissioned rail system, to reach the Lambda complex. Press the button to open the blast door to the silos. All of that work just to hit a switch that was right behind the glass all along. Oh well. Head off through the blast doors and into the next level.
[Go to top]← Office Complex 'We've Got Hostiles!' Blast Pit →
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Half-Life: Opposing Force
Release date
Genre
Mode
Rating
Distribution
Specifications
System requirements
Platform
Input
Engine
Production information
Developer
Designer
Writer
Composer
- Chris Jensen (WON version)
- Kelly Bailey (Steam version)
Series information
Previous game | Next game |
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Half-Life: Uplink | Half-Life: Blue Shift |
Half-Life: Opposing Force is a critically acclaimed expansion pack for Half-Life, developed by Gearbox Software and released by Valve Software on November 1, 1999. The expansion's single-player mode features the same setting as the original, with the twist that the player is cast not as Gordon Freeman, but as Corporal Adrian Shephard, a U.S. Marine. Shephard is sent into the Black Mesa Research Facility on an undisclosed mission, but things go wrong as he finds himself fighting for survival against government agents, Xen aliens, and the mysterious Race X. A fan mod is currently in the works that will see the whole game remade in the Source engine currently titled Operation: Black Mesa.[1] Also, an unofficial sequel is being developed by fans named Opposing Force 2.
Opposing Force can be purchased on Steam for $4.99. Originally, users with access to the back catalog, via an original copy of Half-Life or a copy of Half-Life 2 Gold Edition, could download Opposing Force for free. This service has since been discontinued. On May 10th, 1999, the prototype version was currently in the works at that time, until Valve and Gearbox had skinned out plans for the new version which came out in early November. The screenshots showing the prototype version was particularly found inside it's screenshot page inside IGN, including Steam.
Plot
Characters
- Gordon Freeman(Cameo)
- Gina Cross(As Holographic Assistant)
- Black Mesa Science Team members
- Black Mesa Security Force members
- Hazardous Environment Combat Unit members
Enemies
- Black Mesa Security Force(If provoked)
- Hazardous Environment Combat Unit(If provoked)
- HECU Medics(If provoked)
- HECU Soldiers (If provoked)
- HECU Engineers(If provoked)
- Female Black Ops
- Male Black Ops
- Xen
- Race X
Half Life Opposing Force Console Cheats
Weapons
- Pipe Wrench: The first melee weapon Shephard finds, the wrench is suitable for bashing crates and enemies alike. Alternate fire prepares for a more forceful swing, that increases in power the longer one holds down the button.
- Combat Knife: Another melee weapon that delivers less damage, but is very fast and effective against headcrabs or already wounded or weak enemies. Stabbing some enemies in the back can result in a one-hit kill.
- Barnacle Grapple: The Black Mesa scientists were able to 'tame' this Xen creature that normally adheres to ceilings. Its ability to latch onto distant organic targets (including enemies) using its long tongue makes it useful as a grappling hook allowing the player to scale heights and cross otherwise impassable gaps. Primary fire shoots out the tongue and pulls the player towards whatever it sticks to, alt-fire stops it from retracting its tongue, allowing the player to swing around.
- 9mm Pistol: The most basic ranged weapon. Accurate and with average stopping power, the 9mm Pistol is unique in that it can be fired underwater. Secondary fire fires the pistol in fully-automatic mode that greatly increases the rate of fire, and unlike the original Half-Life, the accuracy stays the same.
- Desert Eagle: A powerful semi-automatic pistol. Similar to Half-Life's Colt Python revolver, but has less recoil and a faster rate of fire. Alt-fire activates its laser sight, which greatly increases its accuracy but reduces its firing rate.
- MP5: Fully automatic with average stopping power and somewhat poor accuracy, but high magazine capacity and rate of fire. Has an attached grenade launcher, and shares ammunition with the 9mm pistol.
- Shotgun: Powerful when up close, but has a slow rate of fire, long reload time, and is next to useless at medium-long range.
- RPG: An extremely powerful weapon, but must be reloaded for each shot. Alternate fire activates/deactivates a laser sight; with the laser sight active, the rockets will track the laser to its target.
- Hand Grenade: A handheld explosive. Can bounce off of walls and detonates after five seconds.
- Satchel Charge: A highly potent explosive that can be thrown a short distance and detonated remotely. Secondary fire allows the user to place additional charges.
- Laser Tripmine: A high-explosive Claymore mine-like device that can be attached to walls. It is set off either by damaging the mine or by crossing through the laser 'tripwire' emitted from it.
- Snarks: Aggressive and small alien creatures that quickly pursue their target, pestering and biting, until finally exploding after several seconds (or if shot). If they cannot locate a hostile target, they will turn on the player that set them loose, making them, at times, enemies.
- M249 Squad Automatic Weapon: A light machine gun that is very effective at cutting down groups of enemies, but empties quickly and has a long reload time. Its powerful recoil makes it difficult to aim; crouching while firing can help alleviate this.
- Displacer Cannon (Project XV11382): An experimental teleportation weapon, its primary fire launches a large, slow, green orb of energy that damages enemies it passes by and obliterates anything that it hits directly. In the single-player game, the alt-fire is used to transport Shephard to Xen as well as access certain 'hidden' areas of the game. Both modes need 1–2 seconds to 'charge'. In multiplayer, the alt-fire teleports the player to a random area of the map. The Displacer's primary fire is, in effect and damage, homage to the BFG weapon of the Doom and Quake series, taking out any enemy short of a boss with a direct hit and dealing splash damage in a visible radius. Note: The displacer uses the same spinning component as the gauss/tau gun, which can be seen when it charges a shot.
- M40A1 Sniper Rifle: A powerful and accurate sniper rifle that is very effective at long distances. Its bullets hit their targets instantly, unlike the bolts of the Crossbow in Half-Life. Alt-fire activates the fixed-power scope. Ammunition for this weapon is extremely rare, so pick your targets wisely.
- Spore Launcher: A living weapon with a fish-like appearance, the Spore Launcher feeds on spores and regurgitates them as dangerous warheads. Primary mode fires a glowing green alien spore (which can be picked up from scattered 'spore pods') that does heavy damage to organic enemies. Its alt-fire mode launches a slower-moving 'spore grenade' that bounces around for a few seconds and then explodes, causing even greater damage in its area of effect. Shephard seems to hold some affection for the creature, stroking it fondly during one of the idle animations. Shock Troopers can use the same spores as grenades.
- Shock Roach: Another biological weapon, these insect-like creatures are the standard armament of the alien Shock Troopers-which apparently bond to a host's skin with its six legs until death. The Shock Roach fires an electric bolt that inflicts moderate damage. It can only fire off ten such bolts, but continuously replenishes its 'ammunition.'.
In the single-player campaign, some of these weapons replace their Half-Life counterparts (Desert Eagle - Colt Python, M40A1 - Crossbow, Pipe wrench/Combat knife - Crowbar, Shock Roach - Hivehand). However, in the multiplayer game the player can carry both the new Opposing Force weapons and their Half-Life variants at the same time (as well as the Penguin, an equivalent of the Snark in CTF mode), while cheat codes also make it possible to possess and use these weapons in single-player mode.
Soundtrack
Trivia
- Senior Drill Instructor Dwight T. Barnes who appears in the training section, is modeled after R. Lee Ermey's Gunnery Sergeant Hartman from Stanley Kubrick's Full Metal Jacket. The same drill instructor is also heard to say 'You wanna come and knock me off?' when standing on top of a rope climbing platform. This line is said by Sgt. Hulka in the film Stripes during a similar training exercise.
- To kill the Pit Worm, Shephard must activate the 'valve' and the 'gearbox,' an obvious reference to developers Valve Software and Gearbox Software.
- If the player enters Freeman's Xen portal, the game will end, accusing the player of trying to rewrite history - 'Evaluation terminated: Subject attempted to create a temporal paradox.', as seen in the image. This means what happened in the original level was changed by the player. The same thing happens if the player somehow kills Gordon Freeman. However, 'nocliping' via the console allows Freeman to be viewed face to face, revealing he possesses a short ponytail and sunglasses, a fashion not seen in any other game, presumably made by Gearbox. In addition, doing this will play the 'Threatening short' from the original game.
- The name 'Foxtrot Uniform' is derived from the NATO phonetic alphabet, referring to the letters 'F' and 'U.' It is a military euphemism for 'fucked up,' sometimes preceded by 'Alpha' (for 'all', represented by 'A').
- While playing the Boot Camp tutorial, the player can clearly see the developers' names printed on each footlocker in the barracks facility. This seems to be a 'tradition' in Half-Life, because the same thing can be seen in both the original Half-Life and Blue Shift in their first chapters. Also, being in front of the beds of soldiers waiting for roll call from their drill instructor, the developers' names might belong to the soldiers in this case.
- At the point where the Shock Trooper is first introduced, the security guard in the room can be heard saying 'Have you seen the new IG-88?' 'IG-88' is the name of the assassin droid which is one of the six bounty hunters chosen to capture Han Solo in the film Star Wars Episode V: The Empire Strikes Back.
- If the player uses a console command to view the skybox from within the V-22 Osprey during the Worlds CollideG-Man sequence at the end of the game, there is a hidden message on the upper skybox texture. The message reads: 'HACK HACK HACK ALL DAY LONG. HACK HACK HACK WHILE I SING THIS SONG [sic].'[2] This 'poem' is a reference to Adam Sandler's song, The Beating of a High School Janitor. This can also be found by viewing the game files.
- A sound file in Opposing Force called 'dsbossit.wav' can be found using GCFScape and located in the 'misc' folder. The file sounds like complete gibberish, but when played backwards says 'To win the game you must kill me, Randy Pitchford', mirroring the final boss from Doom II that says 'To win the game you must kill me, John Romero', backwards. John Romero and Randy Pitchford are both makers of Doom and Half-Life: Opposing Force, respectively. In addition, dsbossit means 'Doom sound, Boss sighted' and is the filename used for the equal sound in Doom II.
- In the room below Shepard's dormitory at the beginning of the chapter Boot Camp, if the player uses 'noclip' and goes into the room, they will find a dark area with the initials, 'D.M.M 1999'. D.M.M. is the initials of David Mertz, an employee of Gearbox and also the Santego Military Base developer, while 1999 is the release date for Opposing Force.
- This is the only Half-Life game to feature night vision instead of the flashlight.
References
Half-Life Wiki has more images related to Half-Life: Opposing Force. |
- ↑http://www.obmsource.com/
- ↑Skybox texture screenshot
External links
Half Life Opposing Force Secrets
- Half-Life: Opposing Force on the SteamStore
- Operation Black Mesa on Mod DB
Half Life Opposing Force Walkthrough
Real world subjects | ||
---|---|---|
Half-Lifegame series | Half-Life: Day One · Half-Life · Half-Life: Opposing Force · Half-Life: Blue Shift · Half-Life: Decay · Half-Life: Source Half-Life 2 · Half-Life 2: Episode One · Half-Life 2: Episode Two · Half-Life 2: Episode Three | |
Portalgame series | Portal: First Slice · Portal · Portal: Still Alive · Portal 2 · Peer Review | |
Technology demos | Directed Design Experiments · Get Your Free TVs! · Half-Life 2: Lost Coast · Source Particle Benchmark · Zentraedi Tactical Battle Pod | |
Cut content | Prospero · Half-Life Alpha · Half-Life: Uplink · Half-Life 2 Beta · Half-Life 2: Episode Four | |
Other official games | Deathmatch Classic · Half-Life Deathmatch: Source · Half-Life 2: Deathmatch · Half-Life 2: Survivor | |
Compilations (to be completed) | Half-Life: Further Data · Half-Life: Generation · Half-Life: Initial Encounter · The Orange Box | |
ARGs | Portal ARG · PotatoFoolsDay ARG | |
Related third-party games | Codename: Gordon · LEGO Dimensions · Mods · Narbacular Drop · Tag: The Power of Paint | |
Game soundtracks | Half-Life soundtrack · Half-Life: Opposing Force soundtrack · Half-Life: Blue Shift soundtrack · Half-Life 2 soundtrack · Half-Life 2: Episode One soundtrack · Half-Life 2: Episode Two soundtrack · Portal soundtrack · Portal 2 soundtrack | |
Songs | 'Exile Vilify' · 'Cara Mia (Turret Opera)' · 'Still Alive' · 'Want You Gone' | |
Game engines | GoldSrc · Source | |
Other software | Half-Life SDK · Source SDK · Valve Hammer Editor | |
Game developer companies | Gearbox Software · Junction Point Studios · Valve Corporation | |
Production staff (writers) | Matthew Armstrong · Stephen Bahl · Chet Faliszek · Rob Heironimus · Brian Hess · Kristy Junio · Ted Kosmatka · Marc Laidlaw · David Mertz · Jay Pinkerton · Randy Pitchford · Erik Wolpaw | |
Production staff (composers) | Stephen Bahl · Kelly Bailey · Jonathan Coulton · Ben Houge · Chris Jensen · Mike Morasky · The National | |
Production staff (artists) | Viktor Antonov · Ted Backman · Stephen Bahl · Kelly Bailey · Jeremy Bennett · Laura Dubuk · Dhabih Eng · Moby Francke · Chuck Jones · Eric Kirchmer · Scott Klintworth · Karen Laur · Realm Lovejoy · Randy Lundeen · Yatsze Mark · Tri Nguyen · Michael Avon Oeming · Tristan Reidford · Steve Theodore · Andrea Wicklund | |
Production staff (other) | Aaron Barber · Jeep Barnett · Ken Birdwell · Dario Casali · John Guthrie · Mike Harrington · Damarcus Holbrook · Brett Johnson · Doug Lombardi · Gabe Newell · Randy Pitchford · Dave Riller · David Speyrer · Jay Stelly · Kim Swift · Douglas R. Wood · Bill Van Buren | |
Voice actors | John Aylward · Dee Bradley Baker · Adam Baldwin · Robert Culp · Merle Dandridge · Michelle Forbes · Jim French · Louis Gossett Jr. · Robert Guillaume · Mary Kae Irvin · Kathy Levin · John Patrick Lowrie · Ellen McLain · Stephen Merchant · Joe Romersa · Lani Minella · Nolan North · Mike Patton · Harry S. Robins · Michael Shapiro · J.K. Simmons · Jon St. John · Tony Todd | |
Character models | Ted Backman · Kelly Bailey · Alésia Glidewell · Eric Kirchmer · Jamil Mullen | |
Other | ApertureScience.com · Canon · Developer commentary · Development of Half-Life 2 · The Final Hours of Portal 2 · Half-Life High Definition Pack · Half-Life Preliminary Findings · Half-Life 2: Raising the Bar · Half-Life: Uplink (film) · Mr. Valve · NECA Gordon Freeman Action Figure · The Orange Box Achievements · Portal 2 Achievements and Trophies · Portal 2: Lab Rat · Retcons · Science Collaboration Points · Squad Following |