This chapter details Adrian Shephard’s discovery of the mysterious Black Ops’ plan for Black Mesa.
He finds them in an underground parking garage, activating the thermonuclear warhead from the fourth chapter, apparently with the intent of destroying the facility.
Shephard kills them and deactivates the nuclear bomb, but later sees the G-Man reactivating it.
Adding to the Black Ops, Shephard must face heavy artillery, a black AH-64 Apache and Shock Troopers.
- None Known
- Find the deceased skimask soldier.
- Gib an invisible corpse.
- Defeat the 3 ambushing shocktroopers in the mortar field.
- Safely reach the parking garage vent without turning off the electricity.
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WARNING: The screenshots contain spoilers.
This post is part of the The Replay Experience Experiment 2012 event. This is a chance to replay all the Half-Life games and discuss them based on our experiences since we first played them.
The trivia text taken from the CombineOverWiki, a fan-supported, editable wiki covering the Half-Life series of games.
On the left is a complete text walkthrough for Half-Life: Opposing Force.
It has been written by Stanley E. Dunigan and updated with all the tricks and tips from PlanetPhillip.Com readers.
It is in PDF format, meaning you can open it directly in modern browsers or download it and print it.
(Left-click to open and right-click to save)
You can purchase Half-Life: Opposing Force directly through Steam and could be playing in within moments, depending on your internet connection.
A much more open start to the level this time after feeling enclosed for most of the game. I think the level before was just too good and this one almost seemed too easy and dare I say it, a little boring.
That said, the rocket launcher thingy was fun but it’s over in a few shots and I feel it would have been more fun to have to use it for longer.
The garage time was not hard enough and those black ops guys are really beginning to get up my nose.
It seems that this level was designed as a breather before the final battle.
Apparently switching the bomb back on, but I didn’t see it first play through.
I didn’t have an issues.
Yes, I took enough time to make sure nothing was behind me.
– Find the deceased skimask soldier.
– Gib an invisible corpse.
– Defeat the 3 ambushing shocktroopers in the mortar field.
– Safely reach the parking garage vent without turning off the electricity.
Getting ready for the biggie!
22 minutes
2
This chapter is about getting from the desert to a parking garage where a nuke is being set up. Like the previous chapter, there’s some skippable parts of this chapter as well. Unfortunately, I didn’t get to skip half the 3rd map as indicated by the final challenge. It IS possible, though, and from testing it, I found out that when you reach the vent into the parking garage, the apache (if you haven’t killed it already) immediately blows up. I suppose it’s because it would seem weird to be in a parking garage and hearing a helicopter engine roaring the whole time.
Anyway this battle is less about you fighting everything and more about the black ops fighting with the aliens. We all love those enemy-on-enemy battles where we can watch the action while sitting back for a bit.
Playtime – 13:07
Things are really starting to get moving towards an ending now. To start off we get some large open desert combat areas, making a nice change from the cramped ooutdoor areas seen so far. There is some good squad gameplay here. I also liked controlling the air strike, but this is another mechanic lifted from Half-Life almost unaltered.
Next we move through some ruined buildings, which remind me of a similar area near the end of Half-Life 2. A chopper, presumably Black Ops, flies overhead. I found it kind of irritating since rocket ammo was hidden well out of sight but I think it only took one hit to kill.
Finally, Shephard breaks into an underground carpark. Take a look inside the Black Mesa SUV; no steering wheel and opaque windows – any wonder it’s crashed?? There’s not much combat here, but a nice breather as we meet a couple of security guys who have somehow survived this long.
We now come to the main plot point of the game, the nuke poised to blow up any evidence that Black Mesa ever existed. Good thing the government provided a handy on/off switch huh? It’s so cool to watch the Gman undo Shephard’s actions. I tried to run back and stop him but the gate has closed behind us.
I got the first and third challenges. Does anyone know how to get past the Realistic Tightrope(TM) without turning off the power?
General
After the warfare and the dam you loose in a larges open area occupied by the Black Ops.
Curiously they are often presents now, they will use a machine gun and then a mortar to stop you. Maybe that means you approach their base.
Gameplay is enriched there by the mortar, idea for mods.
You can get fun with it but is not very important, only to break a wall.
A few time later you arrive to an entrance or some surface road freight zone of Black Mesa. There the only one chopper of the game and then return to subsurface.
Otis and Barney talk you about the “solution” Black Ops have prepared for Black Mesa Incident. Disengage it and, again look to way for escape.
Poll
Killed all, as usual
Challenges
Find the deceased skimask soldier.
Gib an invisible corpse.
Defeat the 3 ambushing shocktroopers in the mortar field.
Safely reach the parking garage vent without turning off the electricity.
G-man
Re-activacting the bomb after we meet Barney. What’s his interest in destroying Black Mesa ?
Deaths
None
French Let’s Play
Canalization leads us to beautiful landscape. Beautiful music plays, and two soldiers lead us to fight Black Ops.
http://steamcommunity.com/sharedfiles/filedetails/?id=103321059
After noticing a chaingunner, I popped his and some others” heads with sniper rifle.
Next location has ruins and a spectacular new gameplay element – artillery gun. Another sniper rifle headshot – and it’s not dangerous anymore. Massive z-fighting in the “barrel” hints that it is supposed to be broken.
http://steamcommunity.com/sharedfiles/filedetails/?id=103321413
I went down into the ruins, picked up health and batteries. Three creature X arrived, the last one refused to die until I gibbed it with my last contact grenade. Lost energy on it.
We contact the friendly soldiers and they blow up the door. We enter it in hopes to get to that artillery gun. There’s some close quarters combat with black ops, and I enjoyed gibbing them with my heavy wrench.
When we finally get to the gun, in an unexpected move, two alien slaves teleport from below to behind us. Nice. I blowed the fence to open a way to advance, but strangely, the artillery shoots couldn’t blow up the aforementioned “barrel”.
Later there are ruins with nice layout and progression. The creatures X and black ops helicopter try to stop us there.
Next stop – underground garage. After some entertaining encounters with creatures X and black ops we find a bomb. We defuse it, but then the door to it closes, and we see the G-Man reactivates it.
http://steamcommunity.com/sharedfiles/filedetails/?id=103323334
The Barney tells something about a bad situation awaiting us, and we advance in the elevator to the next chapter, Worlds Collide.
Playtime: 24 minutes
A little trivia: You can revisit the car park area in Half-Life: Decay.
A pretty solid chapter that sets the fate of Black Mesa, no thanks to the G-man. I died a couple of times from the helicopter as it was not obvious where you are supposed to go.
Playtime: 25 minutes
I definitely wouldn’t call this chapter a breather before the final one – I found it to still be pretty chock full of tough battles, although a tad easier than the previous chapter. Throw in the Black Ops Apache and it’s again a nice, varied mix of enemies to face – there’s even a couple vortigaunts that teleport in as you use the mortar.
The Package follows right on from Foxtrot Uniform and to me, it “feels” very similar. For the most part, we’re still outside the BMRF and it reminds one of Surface Tension – although at a different time of day (I really like the way the sky looks in this chapter).
I had a couple complaints about this chapter, if I may nitpick. The first voltigore you encounter always seems to just jam itself in the doorway for you to pick off. Maybe this was intended, but it just seems to be a lame use of a voltigore. Second, I thought the electrified wire puzzle was a bit hokey. Not the puzzle per se, but that you have to essentially walk a tight rope. Would have been more logical if it were the top of a fence or something along those lines. Kind of lazy in my opinion here.
Overall, though, I really liked this chapter since its feel was right in line with the previous chapter which I also liked.
You can definitely destroy the water tower by the way, only took 1 hit from the mortar:
http://imgur.com/Iv4t0
Playtime: 26 minutes
Man this chapter starts hard! I kept wishing for sniper ammo cus I quickly finished the DE ammo.
The dead soldier wasn’t hard to find, but an invisible corpse was!
Now idk if I did the 3rd challenge cus at the time I didn’t know what a shocktrooper was lol but I looked it up and I can tell you I killed all of those creatures that came in my path. As for the 4th, it’s not hard to cross that wire, just does a lil damage 😛
Very nice appearance from G-Man, mendling with the bomb.
Playtime: 33 minutes