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Part 3
Half-Life 2

Part 3

Navigate Half-Life 2's Part 3 with our comprehensive walkthrough. Discover detailed steps for chapters like Point Insertion, Red Letter Day, Route Kanal, Water Hazard, and more.

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Navigate Half-Life 2's Part 3 with our comprehensive walkthrough. Discover detailed steps for chapters like Point Insertion, Red Letter Day, Route Kanal, Water Hazard, and more.

Walkthrough
  1. 1
    Point Insertion: Follow cues to Barney, then exit the building to the right, into an alley with a ladder above a dumpster. Drop into the walkway, past the fence, avoid Combine Police/Civilian Protection (POS), continue right then left to a dead end with 2 POS and an entry point. Proceed through the building to the rooftop, run across to a dormer wall with open windows, and climb in. Continue until captured by POS. You will awaken facing Alyx Vance.
  2. 2
    Red Letter Day: Meet Dr. Kleiner and his headcrab, Lamar. Barney will also appear. Alyx will transport out, but Gordon's attempt fails due to Lamar. You'll end up outside, run off the walkway into the transformer area, through a building, and back outside. Speak to Barney to acquire the crowbar (KB). Use the KB to break objects and clear obstructions. Go left to a small shed, drop into the train yard, sprint left, and climb into a train car while POS fire on you. Exit the car, sprint right along the cars until you see a break ahead and to your left. Go around the break on the left, then sprint to the second open train car on the right. Enter, climb to the top, run left, and jump over the cars. Approach the fence, press sprint and jump to the ground. Sprint right into the darker area, approach the right side of the cart and crouch. Creep counter-clockwise around the cart to a boarded-up exit point (XP). Clear only the bottom board, creep under, stand, and sprint right along the wall for cover. Drift left at the XP wall and drop down to the XP. Run down the stairs to begin chapter Route Kanal.
  3. 3
    Route Kanal: This chapter is broken down into sections:
  4. 4
    3.3a. Train Tracks to Rebel Freight Car
  5. 5
    3.3b. Trapped Sewer Rebel to Slippery Barnacle Sewer
  6. 6
    3.3c. Seesaw Puzzle to Big Long Horizontal Pipe
  7. 7
    3.3d. Dump Truck to Water Hazard
  8. 8
    Water Hazard: This chapter includes:
  9. 9
    3.4a. Lock Gates #1 and 2
  10. 10
    3.4b. Chopper Chase
  11. 11
    3.4c. Chopper Battle
  12. 12
    Black Mesa East
  13. 13
    We Don't Go to Ravenholm: This chapter is divided into:
  14. 14
    3.6a. Swinging Legs to Zombie Operating Room
  15. 15
    3.6b. 1st Speeder Zombie to 5-Way Intersection
  16. 16
    3.6C. Church Yard to Exiting the Graveyard
  17. 17
    3.6D. Graveyard to Exiting the Tunnel at the Train Yard
  18. 18
    Highway 17: This chapter includes:
  19. 19
    3.7a. Colonel Cabbage's Playhouse to Piers and ALs and OBGYNs Oh My
  20. 20
    3.7b. GS#2 to the Bridge
  21. 21
    3.7c. RR Track SS CR to Razor Train
  22. 22
    Sandtraps: This chapter is divided into:
  23. 23
    3.8a. Tunnel to 2 Rising Road Barriers
  24. 24
    3.8b. The Ramshackle Overhead Gate to the Lighthouse
  25. 25
    3.8c. Running Over Rocks and Planks, Avoiding ALs, to the Guardian
  26. 26
    3.8d. Pod Training, to the 3 Nova Prospekt Guard Towers
  27. 27
    3.8e. Assault on Nova Prospekt's Back Door
  28. 28
    Nova Prospekt: This chapter includes:
  29. 29
    3.9a. Entry to Nova Prospekt to the Lavatory Guardian
  30. 30
    3.9b. Cell Area Common Room to Large Laundry Room
  31. 31
    3.9c. Galley to Entanglement
  32. 32
    Entanglement: This chapter is divided into:
  33. 33
    3.10a. Alyx at the Train Tracks to Swarm#2 at the Cell Block
  34. 34
    3.10b. Swarm#3 to Transporter Room
  35. 35
    Anticitizen One: This chapter includes:
  36. 36
    3.11a. Dr. Kleiner's Lab to Toxic Waste Area
  37. 37
    3.11b. Toxic Waste Tunnel to Town Square Generator Defense
  38. 38
    3.11c. Sewers to the Street
  39. 39
    Follow Freeman: This chapter is divided into:
  40. 40
    3.12a. Saving Barney
  41. 41
    3.12b. Attack on City Hall
  42. 42
    3.12c. Roof Assault
  43. 43
    3.12d. Walker Assault City Hall Quadrangle and 2 Parking Garages
  44. 44
    3.12e. 4-6 OBGs, 2 Walkers, Top Floor Assault
  45. 45
    Our Benefactors: This chapter includes:
  46. 46
    3.13a. To the Big Elevator
  47. 47
    3.13b. OEBGs, OBGs Protecting the Walker and Walker Combat
  48. 48
    Dark Energy
  49. 49
    Dog's Ball: Navigate through the mine's water tunnel.
Tips
  • Abbreviations used: LOS (Line of Sight), MGT/s (Machinegun Turret/s), MK/s (Medical Kit/s), NOS (Nitrous Oxide), OBG/s (Overwatch Bad Guy/s), OEBG/s (Overwatch Elite Bad Guy/s), Pswy/s (Passageway/s), PS (Poison Spider), PST/s (Poison Spider Taxi/s), PB (Plasma Ball), PR (Pulse Rifle), QS (Quick Switch), RA (Reacquire), RT (Right Trigger), Rnd/s (Round/s), SS (Security Screen), SMG (Sub Machinegun), SB (Suit Battery), SC/s (Supply Crate/s), TMG (Turret Machinegun), Wkwy (Walkway), WD/s (Wall Dispenser/s), Z (Zombie), POS/s (Combine Police/Civilian Protection).
  • In Point Insertion, there is only one route that allows the game to continue, though exploration is possible.
  • The crowbar (KB) acquired in Red Letter Day is used to break objects and clear obstructions.
  • In Red Letter Day, you must sprint and jump to ground when approaching the fence.
  • Updates to the Route Kanal section include new routes through a sewer with a flood valve, a section with POS and a house across the tracks, and over a steam pipe before the dump truck.

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