Navigate Part 18 of Half-Life 2, including strategies for OBGs, GS#3, and the Sand Traps.
Walkthrough
- 1From abutment#2, move right and stop behind the SC beside the large crate for cover (press the cover button to crouch behind walls or objects) (protection from enemy fire) against OBGs#4 & 5 hiding behind metal cabinets across the fence.
- 2Listen for them running, then crouch and target the EB (Explosive Barrel) on the shelf with steel beams. As soon as they stop running, shoot the EB with 3 rapid-fire rounds. The beams will crush the 2 enemies and prevent more from entering while you are at a disadvantage.
- 3Warning: If you spring the trap prematurely or late, one enemy may survive and head for your EP (Exit Point). Take them out ASAP and retreat to cover under the upper Wkwy (walkway) to avoid damage from 2 more OBGs (Overhead Baddies) entering from above.
- 4If done correctly, no other BGs will appear from the upper right Wkwy EP.
- 5Outside, locate and climb the ladder. Accept all needed ammo. Use the SG (Shotgun) and run around the corner to the edge of the 2nd window. Crouch and hold, keeping a finger near the revolver key in case 4 BGs enter the Wkwy too quickly to reload the SG.
- 6RT/SG (Right Trigger/Shotgun) each OBG as it passes through the EP and turns to face you.
- 7Preferably, reload the SG with 1 round after the first 2 BGs. If you can only complete 1 reload, you may still RT/SG OBG#9 with 1 round left. If unable to reload, fast tap your pistol/revolver key to retire BG#9.
- 8The SG OBG provides the most damage if it fires on Gordon.
- 9When clear, enter abutment#2, clear the room, then enter the stairwell. GGP (Good Game, Player - a friendly term for dispatching enemies) the crate from the opening above, then bounce a G (grenade) off the ceiling of the room above.
- 10ASAP, switch to the SG as you run up the stairs, target the EP, and wait for screams. Sidestep into the EP to retire anything standing.
- 11Collect anything usable and press the button to lower bridge SS. GS#3 (Gunship #3) activates.
- 12Shoulder the launcher and take the shortcut to the upper level of the room where you shot the shelf EB. Drop to the floor left of the EP/XP (Exit Point/Access Point) then strafe right and send 1 round to the ground just in front of 2 OBGs near this end of tower#3.
- 13New maneuver to shack#3 before GS#3: Sprint to the buttress and climb to the top. Grab any health needed to reach 100%. Sprint to and jump the break in the Wkwy to the next building and enter at a run. Exit at a run along the busted Wkwy, then drop to the Wkwy below. Stop at the leading edge of the short Wkwy section and jump onto the left side railing. Run/sprint/jump to the shack#3 platform, stand, and locate GS#3.
- 14If adept with the launcher and removing gunships, you can remain outside, maneuvering around the platform and launching at GS#3. No section on the platform blocks you from launching and tracking GS#3 for a hit. It is vulnerable when passing under bridge arches. Use the building as cover if required by moving toward and crouching when #3 is to the rear of the building and you cannot fire on it (lack of ammo). The only danger is when between GS#3 and the building.
- 15Once GS#3 is down, hit the LAC (Local Access Control - likely a button or terminal) or not, climb the tall ladder and continue back to the 3 houses.
- 16Ignore the PST (Portable Stalker Trap), Z (Zombies), and ALs (Antlions). Depending on the PST's position: if at the XP, it's usually behind the door as it opens; if within 20 feet, jump over it; if closer to Z and ALs, drop from the upper path without damage by sliding along the ledge wall to the lower path.
- 17For the ALs, GGP+ them out of your way then sprint to safety.
- 18Remain to the rear of houses #2 and #1 on your way to the buggy to avoid OBG gunfire. Jump into the buggy, exit left then right between the safety bollards to the bridge road. ASAP, align on top of the right side track.
- 19Note on train encounter: In Half-Life 2, it is better to retreat to safety after passing the 3rd train car until the train passes. Locate the busted landscape and tunnel to enter Sand Traps.
- 20HL2ud maneuver: Pedal to the metal, at about 50-60 feet from the 1st trestle on the right, open NOS (Nitrous Oxide System - a speed boost). About 100 feet from the end trestle buttress, hit NOS again to make the cut left before it passes the end of the train car break. There is a ragged path to another tunnel; once inside, Sand Traps begin.
Sand Traps:
- 3.8a. Tunnel to 2 Rising Road Barriers
- 3.8b. The Ramshackle Overhead Gate to the Lighthouse and GS#4
- 3.8c. Running Over Rocks and Planks Avoiding ALs to the Guardian
- 3.8d. Pod Training to 3 Towers
- 3.8e. Assault on Nova Prospekt's Back Door
Note: The next two stop designations are "2 pairs of rising road barriers" and "The Ramshackle Overhead Gate". They are generally normal, but ammo can be scarce if you are not careful.
Tips
- Use the environment for cover whenever possible.
- Conserve shotgun shells for tougher enemies.
- Listen carefully for enemy audio cues.
- The SG provides the most damage against single targets.
- In Half-Life 2, retreating from the train is often safer than trying to outmaneuver it.
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