Navigate the Sandtraps chapter in Half-Life 2, overcoming debris blockades, a ramshackle overhead gate, and the GS#4 at the lighthouse.
Walkthrough
- 1Inside the tunnel, hit or miss Z#1 and slam Z#2 with the buggy. Position the buggy to slam the car against the wall at your 11:00, TAU the EB (enemy boat) near it, then ram the car with NOS (nitro). Aim for the center group of oncoming speeders for GPs (gunships).
- 2Once outside, approach another blockade. Drift left off the pavement after the road sign, then drive between the rising road block and the SS (Stalker) structure.
- 3Drive diagonally right across the road, drive between the shed and the horizontal road barrier. Slow down a bit and drive between the boulder and the cliff ledge. You will rarely take more than 1 to 3% damage from enemy fire.
- 4The next barrier is another debris blockade with a hill to the right. Use the hill to jump the barrier and continue up to the ramshackle overhead gate.
- 5Pass by the building on the left and stop beside the reddish overturned car.
- 6Hop out of the buggy, sprint to the overturned tub and GGP+ (Gravity Gun Plus) it, GGP- (Gravity Gun Minus) the battery, then BH (Boost Hop) to and into the building.
- 7Set the battery into its slot, then GGP- the battery on the cot and place it to open the gate.
- 8Exit the building and sprint to your right toward the barrel with the SB (Stun Baton). GGP- it, then turn right and GGP- the other SB to you.
- 9Sprint back to the buggy and drive away before the roller mines can attach to the car. Go to the right past the DS (Dropship) and sometimes run an OBG (Overlord Gunship) down in the process.
- 10New maneuver after leaving buggy in garage: Save often until you are confident with the moves and with a minimum 75% success rate.
- 11Use the barrel in the vertical position as cover (press the cover button to crouch behind walls or objects) from DS#1 as it maneuvers into landing position. Toss the barrel up and let it fall, then crouch and GGP- it from the top or bottom end so that the barrel is in line with the GG (Gravity Gun).
- 12Position in front of the ship as it nears the ground and maneuvers to settle down; it appears to forget about you when it gets close. You want about 20 feet between the end of the DS ramp and the barrel. Wait until BG#1 (Battle Gunship) comes to a full stop off the ramp to GGP+ him and the rest of the BGs. There's an invisible barrier that projects "X" number of feet in front of the ramp which also protects the BG. ASAP press GGP- and advance on the barrel to grab it before it has a chance to get away from you. As soon as you have it back, step to your previous position for BG#2. If you can't get back into position, remember to wait for the next BG to come to a full stop before sending the barrel.
- 13Facing the ramp helps retrieve the barrel faster more often than not. Take the BG while he is stationary; if he's moving off the ramp during barrel contact, he'll shrug it off. Repeat this method with all 3 DS.
- 14When all the OBGs from DSs 1-3 have been dealt with, drop the barrel, switch to the SG (Shotgun) and run to the base of the lighthouse. Circle it Clockwise (CW) and hold halfway around from the steps until DS#4 moves in to deploy troops.
- 15Position for headshots as each OBG exits to the ramp and comes to a stop on the lighthouse Wkwy (walkway).
- 16Now, as you round the garage to position for DS#1, GGP-/+ a barrel toward the position DS#3 will take. This allows you to sprint most of the way to DS#3.
- 17Enter the lighthouse, and hurry to the top floor and the LAC (Light Assault Cannon). Keep a sharp eye on the windows ahead to ensure you don't run into GS#4 gunfire.
- 18There's a table with MKs (mines) and health up. Continue to the top floor. All actions against GS#4 are taken from the observation deck.
- 19Launch from cover, up and away from your position, then provide a preferably erratic path to the 6 (rear) of the GS, if not, then its back or belly for the strike.
- 20When complete, grab whatever your inventory lacks, then run to the basement level of the lighthouse and exit.
- 21Once you're on the ledge below, there's one more OBG lurking above. A quick and painless method is 1-2 rounds from the revolver.
- 22As for the ALs (Ant Lions), they're a P.I.T.A. (Pain In The Ass) with or without the guardian's pheropods. However, they love whoever holds and squeezes the pod, so once you have pods, use the ALs for all the heavy lifting (OBG removal and as cannon fodder). Keep a pod in hand on your way to Nova Prospekt; use it to recall and/or replenish ALs and to throw at the BGs. When a pod lands close to a BG, said BG thrashes about in a confused state for a few seconds.
Tips
- Parking beside the reddish car places the buggy far enough away from the just dropped roller mines to make your escape without their hindrance.
- The trick to the lighthouse assault is to use one of the barrels beside the garage as your projectile and shield when required. This tech, once learned, is absurdly easy and fast.
- If you can't get back into position after grabbing the barrel, remember to wait for the next BG to come to a full stop before sending the barrel.
- Facing the ramp helps retrieve the barrel faster more often than not.
- When dealing with the lighthouse assault, circle it CW and hold halfway around from the steps until DS#4 moves in to deploy troops.
- There seems to be an intermittent glitch when trying to make time from DS#2 to DS#3, where something prevents or pushes against you and/or the barrel you're carrying. BH is even worse, to the point where it looks like you're moving at half or less speed and being pushed left to right as you pass the end of the stone wall in front of the house on your right. The barrel vibrates big time.
- Use the ALs (Ant Lions) for all the heavy lifting, like OBG removal and as cannon fodder.
- Keep a pod in hand while on your way to Nova Prospekt; use it to recall and/or replenish ALs and to throw at the BGs.
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