/\_|―|_|―|_/\ SPOILER-FREE Gears of War (X360) FAQ & Walkthrough \ / by Shotgunnova (Patrick Summers) - shotgunnova[@]gmail[.]c0m /\/ /―|_|―\__\ Walkthrough best viewed in 79-character length browser \ /_ _____ _____ _____ _____ _____ _____ ____ _ _ _____ _____ ( | |_ ) ___| _ | _ \ ___| | | __| | | | | _ | _ \ / \― ) \ |___| | | | | | / |___ | |―| | |__ | |_| | | | | | | / \/\ \_|―|_/ /\/ ___| ― | ― (|___ | | | | | | | | | | ― | ― ( / \ | |___| |―| | |―\ \___| | | |_| | |―― | | |―| | |―\ \ \/―|_|―|_|―\/ |_____|_| |_|_| \______| |_____|_| |_/―\_|_| |_|_| \_\ I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR II. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS Enemies .......................................................... ENMY Weapons .......................................................... WPNS Walkthrough Notation ............................................. WNTT III. WALKTHROUGH . . . . . . . . . . . . . . . . . . . . . . . . . . . WLKT ASHES ............................................................ CH01 01) 14 Years After E-Day ......................................... WK01 02) Trial By Fire ................................................ WK02 03) Fish in a Barrel ............................................. WK03 04) Fork in the Road ............................................. WK04 05) Hammer ....................................................... WK05 06) Wrath ........................................................ WK06 07) China Shop ................................................... WK07 NIGHTFALL ........................................................ CH02 08) Tick Tick Boom ............................................... WK08 09) Grist ........................................................ WK09 10) Outpost ...................................................... WK10 11) Lethal Dusk .................................................. WK11 12) Dark Labyrinth ............................................... WK12 13) Powder Keg ................................................... WK13 14) Burnt Rubber ................................................. WK14 15) Last Stand ................................................... WK15 BELLY OF THE BEAST ............................................... CH03 16) Downpour ..................................................... WK16 17) Evolution .................................................... WK17 18) Coalition Cargo .............................................. WK18 19) Darkest Before Dawn .......................................... WK19 20) Angry Titan .................................................. WK20 21) Tip of the Iceberg ........................................... WK21 THE LONG ROAD HOME ............................................... CH04 22) Campus Grinder ............................................... WK22 23) Bad to Worse ................................................. WK23 24) Hazing ....................................................... WK24 25) Close to Home ................................................ WK25 26) Imaginary Place .............................................. WK26 27) Entrenched ................................................... WK27 DESPERATION ...................................................... CH05 28) Special Delivery ............................................. WK28 29) Train Wreck .................................................. WK29 30) Pale Horse ................................................... WK30 IV. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . APPN Achievements ..................................................... ACHV COG Tags ......................................................... CGTG V. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . . FAQZ VI. UPDATES & CONTRIBUTIONS . . . . . . . . . . . . . . . . . . . . . UPDT VII. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― I. CONTROLS [CNTR] _______________________________________________________________________________ ―――――――――――――――――――――――――――――――――――|――|―――――――――――――――――――――――――――――――――――――――― | | Left Trigger -> ______ | | ______ <-Right Trigger Left Bumper -> /------\__/ \__/------\ <-Right Bumper / .-. .-. (Y) \ Left Analog -> / ( ) []( X )[] (X) (B) \ / '-' '-' .-. (A) \ ( .-. ( ) ) \ ( ) '-' / \ '-' /――――――/―\ / \_______/ Right \_______/ | Analog D-Pad ___________ _______________________________________________________________ | BUTTON | FUNCTION | |―――――――――――|―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――| | D-Pad | Change current weapon | | Y-Button | When behind cover, peek over/around | | X-Button | Pick up or inspect object (if applicable) | | B-Button | Use weapon as melee / Hold to charge up Lancer's chainsaw | | A Button | Use cover / Front somersault if running / Roadie run (hold) | | L Analog | Control movement | | R Analog | Use weapon zoom function (press button 'in') / Control Camera | | L Bumper | Use TAC/COM (order team to attack, regroup, ceasefire) | | R Bumper | Reload current weapon | | L Trigger | Aim weapon precisely | | R Trigger | Fire weapon | | XBOX Btn. | See XBOX360 menu | | Back Btn. | --- | | Start Btn | Toggle pause | |___________|_______________________________________________________________| Various Commands: ――――――――――――――――― 'Cover' is any obstacle Marcus can duck behind. This includes cars, columns, carrels, couches...basically anything. With that term qualified, here are a few of most advanced techniques one should set to work mastering ASAP. Roadie Run ------> While moving, hold A-button to sprint while ducking Take cover ------> Hold A by obstacles Blindfiring -----> When behind cover, right trigger + left analog to 'aim' Roll from cover -> At edge of cover, press L/R on stick or d-pad and confirm Jump over cover -> When behind cover, press 'up' on stick or d-pad and confirm R. Run to cover -> At edge of cover, move to edge, press 'up', and confirm Active reload ---> During reload, press RB at bold gray spot for damage boost Failing to do this jams the weapon temporarily at worst and reloads instantly if slightly off. _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― II. TH' BASICS [THBS] _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ENEMIES [ENMY] ________________________________ ―――――――――――――――――――――――――――――――― In order of appearance... DRONE ――――― Uses: Hammerburst, Lancer, Longshot, Boltok Pistol Drones are the foot soldiers of the game, and carry a wide variety of weapons. They're also the easiest to kill and often have simple AI, such as taking cover when fired upon and advancing towards allies if they have the advantage in numbers. Their heads are unprotected and make easy targets. Also, these enemies often appear from emergence holes, so they're basically everywhere in the game. GRENADIER ――――――――― Uses: Gnasher, Lancer, Longshot, Boltok Pistol Basically just drones with a slight uniform change, a shotgun, and the ability to throw grenades. They're quite powerful at close-range fighting, and have relatively the same AI as drones, and ability to appear through the emergence holes. BOOMER ―――――― Uses: Boomshot Boomers are massive grunts that carry Boomshots, large single-shot rocket launchers. If they hit Marcus, he's dead, simple as. Before they fire, they often say "Boom!" which is the cue to take cover or roll out of the way. With the long reload times, this leaves their unprotected heads sitting ducks to all sorts of weapon fire. They don't always say "Boom!" though, so watch their mannerisms to see if they have a shell in the chamber. Their AI is big and stupid just like them, and they'll often lumber towards the enemy no matter who's firing in an attempt to flush an ally out of his hiding space. Given their massive health and stopping power, make these guys top priority! SEEDER ―――――― Uses: Nemacyst The seeder itself has no attacks; instead, it spawns Nemacyst and is itself invincible to weapons fire. Its only weakness is the Hammer of Dawn, which uses a satellite laser to tan its hide. There are only a few of these in the game. NEMACYST ―――――――― Uses: Suicide attacks Nemacyst are spawned by Seeders in infinite quantity, and are like airborne torpedos. They are weapon to weapons fire and killed easily, but if one hits Marcus, he'll blow up -- oops! Stopping the seeder is the only way to stop these suckers permanently. BERSERKER ――――――――― Uses: Melee These 'ladies' are blind as bats but have great olfactory and listening skills to detect their prey. They have two attacks: bumrush the enemy and tear him to bits, or swing fists around and tear him to bits...pretty simple. These appear a few times throughout the game and must be killed with the Hammer of Dawn. Only on the last level are there other options for doing so, such as using a fuel tank to blow it up, uncoupling a train car, or luring it into running off the train itself. It's worth noting that sometimes these monsters can be baited into wild goose chases -- for instance, throw a grenade in one direction and it may charge there, giving a better avenue to escape. KRYLL ――――― Uses: Teeth Kryll are invincible for the most part. They're bat-like locusts that will fly in swarms and devour any who stray too far into the darkness. They first appear in the second chapter "Nightfall", and have a weakness to light. They won't attack any who are standing around light, and later, they can be killed with a UV Turret. Otherwise, these are very dangerous foes. Their coming is heralded by flapping wings and screeches, so if Marcus finds himself in the darkness, get outta there quick! WRETCH ―――――― Uses: Claws Wretches are tiny hunched-over monsters that often appear through ceilings (which they can climb on) and small holes. One shotgun blast will take them out, but some have a sidestep maneuver that lets them bound toward their prey with ease. Starting in the third chapter "Belly of the Beast," there will be a new strain of these suckers called lambent wretches. They glow in the dark and explode upon death, not to mention they're faster and sidestep more. Their AI is simple: if they can see Marcus, they'll try to kill him; if not, they go after his nearest ally. THERON GUARD ―――――――――――― Uses: Torque Bow, Gnasher, Lancer, Boltok Pistol Theron Guards first appear at the end of the third chapter, during "Tip of the Iceberg." These formidable foes often carry torque bows, which follow the same stipulation as Boomers: if they hit an enemy square with a projectile, they're going to die. Torque bows have pretty bad reload times and leave the enemy sitting ducks, as well as torque bows auto-firing if left in first- -person POV too long. It's easy to see if a guard is charging a bow because the tip will have an orange aura. Otherwise, these guys are like regular drones, just with uglier faces. REAVER ―――――― Uses: Troika The reaver itself is a giant flying nemacyst with a troika emplacement on its back. It doesn't attack itself; instead, the drones or theron guards will use its high mobility to get better shooting positions. These only appear in the final level ("Train Wreck" chapter) and can be killed with other troikas or other weapon fire. Killing the driver knocks the reaver down easier, for reference. ________________________________ ―――――――――――――――――――――――――――――――― WEAPONS [WPNS] ________________________________ ―――――――――――――――――――――――――――――――― In relative order of appearance... LANCER ―――――― The Lancer is a typical assault rifle, with automatic firing (scattershot) and -- what is probably its defining characteristic -- a chainsaw bayonet extension, which instantly kills enemies once revved up with B-button. It's rather bad at blindfiring but is often the weapon of choice since it's the only one with a chainsaw! [Max ammo: 660] GNASHER ――――――― The shotgun of the game is one mean flesh-ripping weapon, and it only takes a few shots at close-range to kill an enemy; on the other hand, that same thing goes for the enemy. It's a good idea to carry one of these at all times (in my opinion) as it's great for eliminating wretches and, when one learns to blindfire better, awesome in that respect. [Max ammo: SNUB PISTOL ――――――――――― The basic pistol for the human side, this pistol's not too shabby at all: good for melee and good for medium-range attacks. For active reloads, it has a shorter sequence; or, rather, one has to press closer to the point of reloading. [Max ammo: 72] HAMMERBURST ――――――――――― The Locust equivalent of the lancer, it only has semi-auto (burst) fire and is relatively much more accurate, also toting a higher max ammo capacity. It has no chainsaw extension which may be a downside to some, but this author usually dumps the lancer in favor of it. Pretty great for blindfiring, due to its accuracy. [Max ammo: 780] BOLTOK PISTOL ――――――――――――― The Locust's pistol of choice, this is a very revolveresque magnum. It has a pretty good stopping power but has only six shots per magazine, which may not make it as useful in a drawn-out skirmish. [Max ammo: 30] HAMMER OF DAWN ―――――――――――――― This weapon is more of a satellite control than anything. If the conditions are met -- open sky, satellite online, not dark out -- then the satellite'll drop a huge beam from the sky and incinerate any enemy it touches. To fire, simply hold down the right trigger on a target and the chaos happens after a few seconds. This weapon is the only one that can eliminate Seeders and Berserkers. The downside is that it only sees select use due to all the stipulations in using it. [Max ammo: ---] LONGSHOT ―――――――― The game's sniper rifle is deathly accurate once one uses the zoom function (press down right analog). One well-placed headshot can kill a normal enemy, while those with headgear (like grenadiers or theron guards) may take two. An perfect active reload can give the rifle OHKO capacity more often than naught, however. It's horrible at close-range, though, and has slow firing times in general. If one can learn to pull of no-scope kills, its becomes a lot more useful. [Max ammo: 24] BOOMSHOT ―――――――― Often carried by Boomers, this weapon fires rockets, although when a player uses it, those rockets will seem more like grenades as they arc downwards unlike their Locust masters (ARGH!). If it hits an enemy, it'll die pretty much. However, it has horrible reload times, horrible magazine capacity, and horrible max ammo. This should be expected for something that can OHKO an enemy, though. [Max ammo: 12] TORQUE BOW ―――――――――― The torque bow is a gun that shoots explosive arrows. Hold down right trigger to bring up a digital trajectory, that goes from limp to straight. When it finds an enemy, shoot it true and if it sticks, that enemy blows up. The downside is that its ammo isn't that common and it can only hold six shots besides, not to mention it only sees use about three-fifths of the way through the game. It's single-shot, obviously. [Max ammo: 6] ________________________________ ―――――――――――――――――――――――――――――――― WALKTHROUGH NOTATION [WNTT] ________________________________ ―――――――――――――――――――――――――――――――― This notation applies to maps only. A - Ammo Box B - Boomshot (Rocket Launcher) C - COG Tag E - Explosives (Grenades) G - Gnasher (Shotgun) H - Hammer of Dawn (Satellite Laser Control) L - Lancer (Assault Rifle) P - Pistol (Snub) S - Sniper Rifle (Longshot) T - Torque Bow (Explosive Arrow-firing Gun) > - Denotes height differential (players can walk under spot pointed at) < - Denotes height differential (players can walk under spot pointed at) ___________________________ _________________________________________________/ III. WALKTHROUGH - [WLKT] |_ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ASHES [CH01] _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― This walkthrough is written for medium (Hardcore) difficulty! ___________ ________ |A _______ | | ______G|_____| __| |__ |\ || C|| A | | | Guards' Quarters ||__ |A|_|―――――― | | [Easy Route] || ― | _____ | | |_ | | C |_| |_ |A |______| | _| |__ ___________ | | | _______| |_______ | _|___| | _____ |C | ―| _| | | _ _ _ | |_| \ |__ ____ | | Start __| | | | | |__ ____| __| | |___ ________| |EXIT| ―――― 01) 14 YEARS AFTER E-DAY [WK01] ――――――――――――――――――――――――――――――――― COG TAGS: 3 [3/30] Upon starting the game, Dom will break his ol' pal Marcus Fenix out of jail and outfit him with a weapon (assault rifle/pistol). The choice is given to take the easy way out through the guards' old quarters -- a tutorial level for new players -- or straight into the action nearby. Both routes lead to the same area, so it matters very little which way is gone. Regardless, get [COG TAG #1] by some rubble in the first area. Upon making it to the 2nd building, kill the two drones and search the back region (near the rubble and other ceiling detritus) for ammo and [COG TAG #2], underneath a walkway traversed through the 'easy route.' Dom will notify his ally that some more enemies are cutting through a door; when they finally emerge, Dom will get injured and need Marcus to revive him with X-button. When the fools are vulture food, refill ammo and Outside, it'll be a huge battle, the first real taste of huge-area crossfire. Use cover, pop some heads, be patient -- when the coast is clear mostly, go up the stairs to the left of the prison entrance and look for [COG TAG #3] in a vacant corner. There may be an enemy or two up there if they weren't killed down below. When all foes are clear, Dom alerts Marcus to something moving underground -- automatic level complete. 02) TRIAL BY FIRE [WK02] ―――――――――――――――――――――――――― COG TAGS: 2 [5/30] Emergence Hole x2 ______\_____ | |AE| | | ――| | C|____ _| "FORK IN THE ROAD" Start | ― | | / |___――― ―| |――――――| Alpha Squad Wreck | -> | | |/ |________| |______| |A | ――( ( _ | Fenix and Dom will be introduced to the rest | |_ |_|| of Delta Squad, Lieutenant Kim and Carmine. | |_ _ | These two will be AI-controlled allies, like __| |_ |_|| Dom, for the rest of the level. After the heli ____| __| | guns down some drones, locate a corpse and rob |G _ _ _ _| its Hammerburst machine-gun -- it'll fill the __|A|_| |_| |_| | vacant 3rd slot. Naturally, do this before |A A |-Emergence collecting any other ammo. |E|―――――――――――――― Hole | ―――|__|――――| Up the dual stairway, enter a demolished | C―| __ __| courtyard for another scrap with the drones. If any draw | ― |__| |__ close, rev up that chainsaw and cut 'em down to size. On the ―――――|_ _| ground near the fallen pillars is [COG TAG #4], and Dom says _| | |_ it should be collected for the victim's family. Stock up | START | (there are some grenades in plain sight) and sprint up the |_______| next stairway. The once awe-inspiring environs here have been decimated, and drones will pour in from the far corner. This is the first emergence hole in the game -- it's where enemies will come out of. They will collapse on their own if enough foes are slain, or instantly if a grenade is lobbed into it. Pretend it's a jumpshot when you're aiming, basically. Use the massive pillars here as a shield and try to inch in close enough to close the e-hole (not to be confused with a k-hole! /joke). When the fools are dead, there will be another similar battle where the team automatically moves to. Marcus can get a better vantage point by finding the building's entrance prior to the skirmish and using the railing there to divert attention. Following, locate the bridge nearby where some ruins of a military wreck can be seen below, and cross to the locked door, which Kim'll unlock. Inside is a close-range free-for-all. The best method is to immediately hang a left upon entering and find a pillar near an unscathed statue. Sure 'nough, an emergence hole opens up underneath; if Marcus is quick enough with this delivery, he can rattle it in just as it's appearing, closing it instantly with no drones emerging. When the first battle's done, another one happens on the other side of the room -- again, same strategy can work. And, if y'fail it the first time, at least the e-hole locations are noted, hmm? Make sure to raid the small cache in one corner for ammo & grenades. Search near the 2nd emergence hole for [COG TAG #5] when done. The only thing to do when the enemy is dust is leaving through the side door, descending to the street and inspecting the military wreck, which ends this chapter. 03) FISH IN A BARREL [WK03] ―――――――――――――――――――――――――――――― COG TAGS: 1 [6/30] ______________________ |_A C ___ _A |_ | {ABE} |\―――|_____|-"FORK IN THE ROAD" Starting | {___} | Emergence Point |_ __E E| Hole /| |__| |―\ Emergence Hole | __ A| Emergence Hole | |__| | | ____| Troika | A|__|―| Emplacement '-| | | |――| | _| |__| |_ START A | First thing, a drone on a Troika, a heavy-hitting emplacement weapon, will block easy access upstreet. This thing can rip a man to shreds in a few hits, so roadie run past its vision [etc.] to escape its wrath. Unlike some of these that appear later, this one has a 360-degree turning radius and can bite back. Use the sidestreet parallel to the Troika to take out the gunner; then, step into the drone's shoes and massacre the baddies running to assist. Repeat a similar troika-less battle further on, too, before heading to the fountain square. CHECKPOINT! Expectedly, a place this big has to be the site of a major battle. Use the fountain's inner ring as cover and watch for emergence holes. This battle can quickly go south; on the other hand, quick grenade-tossing can ensure that no enemies get a shot off whatsoever. Dying repeatedly has its uses here as it'll make the locations easier to guess. This also marks the first appearance of a Boomshot rocket launcher -- one of the few times it's not in the hands of a formidable enemy! It has very few shots so there's little reason to keep it past this location. Get [COG TAG #6] on the fountain area's sidewalk before moving along. 04) FORK IN THE ROAD [WK04] ――――――――――――――――――――――――――――― COG TAGS: 0 [6/30] Troika ___________/_______ Like before, the player can pick which path to take | A | through this section. The easiest way is the left path, | |――――――| | | which flanks the troika emplacement which bears down on | |_A _ | |_ | the right-path team (not to mention Carmine would rush | __|_| |_|R| | headlong into the crossfire and be un-revivable until |___ _| | L|I | it's destroyed). On the left path, a person can shoot |A__ _| ―――|E|G _| through the wall hole and neutralize the gunner; on the | __| |F|H| right, one must wait for minimal AI-ally diversions to |E| | | |T|T| get some shots off. |― A|\ START ――――| | Troika CHECKPOINT! ___| | EXIT | The team rejoins for the next stretch, where a second ――――― troika has the high ground and a spotter drone also, making it more lethal than normal. Kim suggests taking out the spotter first, which is a good idea -- doing so will stop the drone from being as reactive to the team. The baddie in question is located in a small balcony loft overlooking the whole field. Marcus can get there quickly by roadie-running parallel to the broken wall everyone starts at, then going to the huge cylindrical-looking debris piece sitting in the garage area. A silver door marks the way to the loft, so get up there with chainsaw blazing. Once clear, Marcus' gunfire can be a diversion for his team to move in; or, he can get to his downed teammates easier. [All are revived when coast is clear, as will be the usual from now on.] With the machinegunner dead, quickly sprint there and man the emplacment, as a wave of more locust swarm in, hopefully coaxed into the afterlife by some fine bullet sprayin'. When all's said and done, a single drone will come in the door behind the troika, so be on-guard. Enter the corridor the "reinforcement" (singular) came through. 05) KNOCK KNOCK [WK05] ―――――――――――――――――――――――― COG TAGS: 1 [7/30] ________ After the gameplan is announced -- gain entrance to | START| the House of Sovereigns, with Kim and Carmine on | |―――――― Emergence suppression fire duty -- move toward the massive | ―――|____/___ Hole capitol building and look for a van near where a |―――AE / | huge pit opens up in the pavement. [COG TAG #7] is _| C|_ _ right near there. Proceed toward the dry fountain. | |―― ――|A| |_ | __ /――――\ __ | | CHECKPOINT! |E| __ \____/ __ | ) ) | ( __ __ __ /| | The enemy will emerge from three doors, the middle \ \ \ / / / | | of which has a troika to fend with. Move Marcus to \ \ ―TROIKA― \/ / EXIT a sidedoor, where the architecture protects from the \ ―――― ――――\/ emplacement fire. This is the first time any drones \―――― ――――/ will be carrying shotguns, so get the chainsaw ready /―――――|―――――― for when they any jump the sandbags. These sidedoors AE | give good clearance to get aft of the troika, too. Emergence When all hordes are wormfood, man the machine-gun Hole and rip the ensuing wave to shreds. Carmine won't be able to help, obviously. I recommend having a Hammerburst/Shotgun combo, although that sniper rifle may be too hard to pass up for some people. Don't take it unless y'know how to use it effectively! Follow the team inside and listen for a member of Alpha squad shouting at the enemy somewhere ahead. Ascend the staircase... 06) HAMMER [WK06] ――――――――――――――――――― COG TAGS: 2 [9/30] Emergence Hole \ 1st Seeder __|―|__________/ |A ________ | ――| | ____| | _| |___|A | _| _____|―――― | | H |― ―――――| | | | | | | | | | | |A| | | "WRATH" Starting Point _____|___ _ _|_ _ _| _/_ | C _ _ A | |_____ _| _| |_ /――――| |―― | AH |__________|_ _| Wretches' | ――| | |―――――| |<|_ |_| | Hall |―――――― | | | 2nd | | | | | | | Cole -| A | | |Sedr>| | A| | | | | |――――――| | | |_____| |_|_| | | |C| |- Rojas' |A _| |_________| |______|___| Remains ___|__ _| |E | |―――――――― | | |―――――――― START The room at the top of the stair overlooks a one-man wrecking crew, fending off the hordes by himself. Kim will open a sidedoor after Marcus gets his first victim, then go down to assist him with the few drone remnants. This new recruit, the "Cole Train," will fill in for Carmine. To re-establish radio contact, the new objective is to destroy all Seeders in the area. CHECKPOINT! The sidestair leads to another room Kim has the key for. Beyond are some strange tracks. Get the shotgun ready, as this marks the first encounter with wretches, tiny hobbled enemies that are quick on their feet but die in one red-reticle shotgun blast. They initially come from one side but a couple will bound over the barrier on the other side towards the end, so don't get caught in a pincer attack. Did I mention they can crawl on the ceiling? Yeah. Get [COG TAG #8] down the hallway where the suckers first appeared before entering the door Jack sliced open. Everyone will complain about the Seeders' stench. CHECKPOINT! As one will soon find out, Seeders are immune to all normal means of weapons. These behemoths emerge from the ground and spawn Nemacyst, the equivalent of aerial kamikaze pilots who simply look for something to blow up on. They're taken down easily but spawn infinitely until the Seeder's toast. So how to deal? The Hammer of Dawn, of course. This weapon controls a satellite that will converge a large beam on the Seeder, or any enemy for that matter. Find one in the initial library room by a corpse [this is, in fact, mandatory.] The HOD is a long-range weapon, and the enemy in question can be sniped from the library window, in fact. It only works outside and when the satellite is online, though, so it's not too cheap. Outside, Kim "levels" the bridge, so suppress while doing so. It's worth noting that the Hammer of Dawn WASTES a spot more often than naught, and one will always be found when a Seeder [or worse] is around. Instead, keep an actually useful weapon there. Follow Kim and company to the next library room. CHECKPOINT! The hallways lead to another courtyard with a 2nd Seeder. Initially, kill all wretches and find the Hammer of Dawn, once again, by a corpse. Everyone will regroup on one side after the onslaught. CHECKPOINT! Downstairs, kill off a small wretch guerilla force and enter the cathedral area from the Seeder's environs. Big room equals battlegrounds, right? Just a drone and his army of midget wretches. The room they came out of is where everyone finds Rojas and [COG TAG #9]. Kim opens the door to the upstairs. 06) WRATH [WK06] ―――――――――――――――――― COG TAGS: 0 [9/30] SEEDER _|―|_ |―| |_ A _| | | | |_ _| |_ |― _H | | | |_| | | |_ _|_ _| | | | |_ START |_ | | _| _______| | .----------. _______ |A | | |―――| | |_ _ A|___|― ―|――― | | |_|-' |_ _______ | | _| | Troika | | |_____| | | ――――| ______ \_ |― | | |― ―| |_| __ |_| | / /| | |―|--------------' |AAE _ (__) _ |-"CHINA SHOP" ( |____| | |_ _| | |______| |_| Starting Pt. \ \|TROIKA | |_ ___| / ) | |――――| | |_| Troika |___| |― A ―| ――――― Right off the bat, the hall has a skirmish; luckily, there's a statue with a cubic base that gives good cover. Pick up the Hammer of Dawn by a carcass and nuke the Seeder outside, mayhap after taking the goofballs out on the bridge opposite. Radio contact will be re-established and the Alpha Squad will note that they're being pinned down by troikas on the rooftop of Delta's building. New objective. CHECKPOINT! A small battle will open up the blocked door in the Hammer of Dawn room, and down the hall a ways, another in a lecture hall and the corridor beyond. Find a troika nearby; or, rather, it'll find the team, as it sits at the end of a hall and waits to massacre everyone. CHECKPOINT! Enter the troika's hall and quickly enter a sidedoor where a few wretches & cohorts await the slaughter. The hallway spits everyone out aft of the machinegunner, and it's a sweet surprise shooting him in two bloody halves. Man the emplacement for the next wave of wretches, and make sure to keep the barrel mostly towards the ground enemies or prepare to be swamped. Downstairs, a small horde is holed up in a room with three entrances. One has a shotgun, but more importantly, there's a huge cache of weapons there. I believe this is the first time a Snub Pistol is found -- switch it out for whatever other pistol is being toted around. Visit the courtroom beyond for some sour memories, then up to the troika operator bearing down on the Alpha Squad. This part can be a little annoying since the enemies are far, far away and Nemacyst will be airborne, lookin' for the kill. The latter comes from a hole in the House of Sovereigns, near a couple trees. It's easy to see 'em, but first-person mode gives a slight blindspot -- beware! Another downside is one troika can't cover the entire battlefield, so use your normal weapons to get any stragglers. Level finishes when all enemies are smoked like turkeys. 07) CHINA SHOP [WK07] ――――――――――――――――――――――― COG TAGS: 3 [12/30] The level starts with everyone barricaded into the _ House of Sovereigns. Kim will have been replaced with /C\ /―\ Baird, now paired with Cole. There will be only one ( \_____/ ) enemy in this level, and it's a doozy -- a Berserker! \_ _/ These ladies are blind as bats but have superlative \__ H __/ sound & smell. They'll instantly kill whoever is near __| |__ with their brute strength, so tread lightly. |C | | | Speaking of which, Marcus can tread lightly by holding |_ __ | LB, which creates much less noise. One should already |__ __| know how to roll, too. One tip that Anya doesn't tell |_ _| is that grenades can be used as a decoy to lure the |_ _| Berserker away, not to mention when it gets too far |_ _| away, it lazes around and stumbles into things, taking |_ _ _| much more time to near (unless goaded). It can't break |_A ___| through all debris, but pillars it can -- no safety to Berserker -|_ _ | be found there this time 'round. Appears _| |―| | |―| | To begin, snatch [COG TAG #10] from the corpse of the |_| |_| | | soldier who died around the corner in the cutscene, |C|_____| | then head into the first hall. |___ ___| |_| CHECKPOINT! START The berserker doesn't really appear until entering the adjacent passage, but when it does, hope that Dom doesn't die right off the bat. Enter the next hall which has a locked door. The berserker's blind charge can break it open, so lure it into the hall (loud noise, gunfire) and stand in front of the target; when the high-pitched yell comes, wait a few moments and roll out of the way. Repeat this until coming to the room with the 3rd breakable door, and look for [COG TAG #11] to the left. When the 3rd door is broken down (or thereabouts), a 6:00 timer will start (this may change on Insane difficulty) to signify how long the Hammer of Dawn is online. First, pick up the Hammer of Dawn near the courtyard entrance, then locate [COG TAG #12] at the farthest planter left of where Marcus & Dom came in. It's in some grass, so get it before nuking the Berserker! It takes two hits, just like a Seeder. Chapter over when the enemy's Kentucky-fried. NOTE: The Hammer of Dawn is useless in the next section, so try to kill the Berserker near the weapon dropped for it before the radio cutscene begins. It just eases the start of the next section a bit. _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― NIGHTFALL [CH02] _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― 08) TICK TICK BOOM [WK08] ――――――――――――――――――――――――――― COG TAGS: 1 [13/30] Troika _____ ___\___|_E __| _____ | |A | EXIT-|__ E|_| | A__ ____| | C _| _| _____ | ___ | |_| | | | |A ___|_______ To Troika Bldg | | |_______| | |― A| | | | |______ | |_______| |――――― |―|_______| |____ A | |A| | ――|―――| |___ |__ | |_ |_____ | | | E ―――| |__________| | __| | | |____|___|―| | |―――――― ――| |__]-. |― ―| | __――|―――― | ____ _|E | | |__| | To Right-Path Exit |E |_| __ ___| |____ | |_|_ _A___| _____ __| | / __| / __|__ | | / | / E| | ( | ( (―――――― |_ ) | ) ) | | ―| | | _| |_ |_|_| | G___|-------------------------' | | |_| START Since Marcus was put in charge, he can now issue orders to his team by holding LB and pressing A (Attack), B (Ceasefire), or Y (Regroup). Follow the sidewalk awhile. CHECKPOINT! The team can go left (building) or the right (debris path). The right path gives the high ground and is the easier of the two. Either way, continue to the first room, which has a battle with two Boomers, RPG-toting fatties who can instantly kill a character if their hits connect. They often say "Boom!" before firing, which is a signal to take cover or roll out of the way. The right-path team will have the high ground AND be behind the Locusts, making it rather short (hopefully!). Down the hall, a Seeder will retreat for some reason... A small tag-team skirmish later, everyone exits outside. The teams will be separated by a mesh fence, and some grunts (right) and a sniper (left) will be fairplay for all. Both teams will have to reconverge in the next building, where a troika is stationed. There's only a few grunts and a wretch inside, so it should be a slight inconvenience. When the site's clear, look for a door that leads outside. The tiny dead-end staircase nearby has a couch with [COG TAG #13] hiding underneath. Demolish it and claim the tags before exiting. 09) GRIST [WK09] ―――――――――――――――――― COG TAGS: 2 [15/30] _ ___|C| | | | _|―――――――――――| __ Bridge ______| |___| Stranded |E ― ―――――| |_ |A |____\___| _ _ | '--Settelment ―|_A_ ____|L | [ AEA E ____|―\― |__ | |― | ___| |――――――――|____| Emergence Hole | | | ――|______|A _| / START | |―| __ | | Troika | |_| | | | | | |___ | | |C| |__)(__|_|_| The courtyard will have a large number of grunts and one boomer to take care of. The 2nd part of the battle will be around the corner, basically the same but with the boomer replaced with a weakling sniper. Finish up and enter the red-light door that leads into a much larger chamber with a stairway around its periphery. CHECKPOINT! Up the walkway, the corpser underground will break part of the walkway -- this tips off a couple wretches down the path. Treat 'em to the all-night bullet buffet, and the same to the couple that appear on the building's backstair. Underneath said stair is a [COG TAG #14]: easy pickins. The dark street beyond shows the surfacing of the corpser, although it won't participate in the attacking; it has grunts to do that. Beware the boomer by a junkpile, as it gets the high ground to start off with. Approach the bridge to the east of there. CHECKPOINT! While the team is talking, roadie-run up the flat slate in front of the old junker car, and wait for the locust to man the troika. This probably gives the best shot at it (especially with the Hammerburst), as well as diverting fire from the other teammates who get pinned down and/or die rather easily in this section. Beyond, an emergence hole opens near another old crapper down at the other end, sending more butt-ugly drones and locusts to the surface. Try to lob a grenade in there if possible, as this one spawns a whole lot compared to some previous. Up the street is the Stranded Settlement where Dom is ready to call in a favor for a vehicle. Before approaching the gatekeeper, move to some defunct newspaper stands and pick up [COG TAG #15] from behind. Talk to the sentry to gain access to the colony, then find Franklin to end the chapter. CHECKPOINT! 10) OUTPOST [WK10] 11) LETHAL DUSK [WK11] ―――――――――――――――――――――――― COG TAGS: 2 [17/30] |_ EXIT | _.-Street Light Switch ―| |_____|A|__ E. Hole -| __ __ _| | | GA| |_____ ___ ― ――――――| _ | | | | _|___| | ___| _|XA | _| <- SPOTLIGHT |C _| ―|___| (AT 'X') ―| | | ―――――――――| | | | | /| | | / |_____|_ _| __________ ( | |____| ______ | Pushable Car Emergence | | |A|_ A_| |__/__ Hole |____|_|_|E _| _____ ――/―――――――|_ | | _ |――|-Troika Troika _| |_| |_ | | |_ |_ | /|E| ___ | | | Emergence Hole Emergence | L | |A |_/_______ Hole ――――――――― | A__A_ ____| |―――――――――――――――――――――――――――――| |C| |_ | | The kryll eat those who go | ― | |_ |__ _ | into the darkness. Stay in | |_| |_ _|A|_ | the light or make your own! | | AAAAE| |_____________________________| ――|ASG| _______| |― |____ ___| Dom and Marcus will be doing the next | ___| few subchapters by themselves, while |____| Baird and Cole are "collateral" for | |―| the Stranded. The vacant house nearby | | | has nothing in it; kick down the door Crank Ferry --> | | | by a burning barrel and meander out __|_|_| the backdoor. Upon reaching the exit, ___ | ___| "Outpost" ends, making it the least | S |__|_ _| eventful, shortest part of the game! "LETHAL DUSK" Start | ― _______| __\_|― | "Lethal Dusk" brings everyone out to | ______| a riverside walkway where some a band ____| |__ of Locust has taken up refuge. There | _ ____| is a sniper in the small shack, though | | | that pickup may not be as useful in START | | the coming sections. Down by the | |_______| |___| waterfront, jump on the crank-run ferry |______________| and keep going across. There will be a few foes trying to get some potshots in, but as long as the ferry's mobile, they shouldn't be able to get any kills in. CHECKPOINT! As soon as one makes it to the other side, IMMEDIATELY run up the stairs and toward the lamplight. Those flying insectish things, kryll, are invincible enemies that will rip apart things that enter the darkness. Advancing through darkness HAS to be done with a roadie run, although the alternative -- as we will see in a moment -- is shooting propane canisters to create light. KRYLL WILL NOT KILL YOU INSIDE HOUSES, ONLY IF THE OPEN SKY IS ABOVE!!! At Checkpoint #1, the first stop toward the gas station, watch the kryll get their fill (no rhyme intended) and rob the supply cache. There's ammo and a shotgun/sniper rifle combo, too. Progress through another empty, uneventful apartment to the adjacent street -- some locust will be waiting here, though. CHECKPOINT! This is the first instance where one has to shoot propane tanks to advance through the darkness; however, the dumbhead enemies can be devoured by kryll also, should one choose to wait for them to advance. When all's said and done, look for a lone propane tank near the emergence hole, inside a shack. Blow that sucker up and enter for [COG TAG #16]. The next section of the street is black as sin -- the propane tank furthest along is underneath some debris by a chair. Ignite the first and roadie run forward to the nearest junked car; the 2nd canister is in a blind corner that can't be shot from upstreet. From there, dash to the building near the troika and take that sucker out. When Dom regroups in the living room near the emplacement, be prepared for a wretch to spring out of a locked door. CHECKPOINT! The next street has a similar setup, with two sides taking cover and a dark street portion in-between. The remnants of an building run parallel and can let Marcus flank the opposition, although waiting around a while until the 3 wretches show themselves has its uses. When the first team is finished, one more grunt shows up late to the party. CHECKPOINT! Past there, the next road is covered by a troika. There is a pushable car with its hood on fire, which serves as a torch to keep the kryll at bay, and get closer to the action. Get close and bumrush the emplacement building; it only has a few dorks to bury. The dead-end hallway here overlooks an alley, getting a glimpse of a propane tank hidden behind a dumpster. Torch that sucker and move along. After a radio convo, enter the building. CHECKPOINT! Break down the far door to find a couple grunts waiting around for a little action. They're easy to deal with; afterwards, one emergence hole starts to open far across the dark courtyard. It's possible to roadie run to it and close it before things get really hectic, even without lighting any of the propane canisters around. It might take a few retries to avoid any kryll, though. Further along, a propane tank is out of normal view unless one looks past a junked car from the sidewalk opposite it. Roadie-run to the next pitch-black street. Here, Dom will stay behind and Marcus will infiltrate the nearby building to man its spotlight. CHECKPOINT! The apartment is monsterless on the ascent, so getting to the spotlight is a cinch. Dom will commence his run through the kryll-infested street and acts on his own accord, so Marcus will have to keep the spotlight on him rather than him being guided by the beacon. Once Dom's across, he'll turn on the ol' festival lanterns to help Marcus cross, too. A few wretches will announce their arrival on the apartment descent, just as a couple grunts are near by where Dom crossed. [COG TAG #17] requires the beacon, too, though -- aim it up toward the dead end near by where Dom started his crossing. The tags are slightly visible in the darkness, thankfully. Keep truckin' along until... CHECKPOINT! ...some grunts pop out of the ground near a building husk. A well-placed grenade can take 'em out en masse, but if all else fails, use the apartment complex' ground floor for ammo and better shot opportunities. Past there, the street is dark like usual -- shoot underneath a piece of tin roofing to find the can. The small backyard beyond has a Stranded who will run the lights while everyone navigates the dark building. Finally, this long chapter is put in the books. 12) DARK LABYRINTH [WK12] 13) POWDER KEG [WK13] ――――――――――――――――――――――――――― COG TAGS: 1 [18/30] Aspho _____ Gas Station | |A |___ Why is this building more annoying than \| SAA| others? The war's toll has stripped most Pushable Car | | |E|S| of the roof off, making any passers-by ________\_____| |― ― below kryll feed if they lack a light. | | The Stranded yokel from before will run | |―――――――――― the lights for the building, and luckily _|―|― ―|C | he won't betray everyone (although he does joke on _| _ _|――― that subject). Have the shotgun ready because the | |_| |_| only enemies in the house are wretches, and their ___| | |_ atonal yelping will herald their appearances even | | before they show their ugly mugs. | |―| |___|-Kitchen |___ | Collect some ammo and let the rooms light up one by _| _| one, following them as they do so. After the 2nd, a |A A| batch of wretches wants to tango; and, after getting ―|_| past a breakable cabinet in Room 3, more of them'll START show up in the old kitchen area. CHECKPOINT! Eventually one comes to the outside portion where there seems to be no way to get to the gas station down the street. First, get [COG TAG #18] to the right of this lamplit area, in a building nook around the corner. Then, spy the gas canister in the car. Be prepared to run to it as soon as it's detonated, as it'll start rolling down the decline towards the station! Anyone left behind will be the kryll's main course. "Powder Keg" begins at the bottom. --- Visit the gas station attendant and he'll say that the Junker isn't filled up yet. Loot the podunk station for its ammo and move to the crank the geezer pointed at, filling it up by turning the crank. Either way, when one enters the station again... CHECKPOINT! ...the freaks come out at night! Yes, it just wouldn't be an old-fashioned shootout unless some Locust appeared to stop the team's progress. First, six normal grunts appear near a ledge outside the station. It's possible to shoot at 'em from the (broken) station windows, although blowing up the propane tank near the propped-up car outside gives better trajectories. Following, a team of four wretches and one Boomer come around. Staying alive is one thing, but if that Boomer blows up the Junker/fuel tanks, it's game over -- keep away from both of those things! The third and last wave is just grunts, some of which have shotguns. The sniper rifle can be great here since they tend to keep their distance (if all allies are alive, that is). When they're all dead, stock up and hop in the truck. 14) BURNT RUBBER ―――――――――――――――― COG TAGS: 0 [18/30] ___ ____ Kryll Kryll ACCELERATE: Right Trigger | | | _ |_ | / REVERSE : Left Trigger | | | | |__ | | /―――――| BRAKE : Left Trigger | | |_| | | ――――― /――| | X-BUTTON : Swap Between Turret/Driver Seat |^| |< | ―――|―――― | | ―| |―\― Kryll |_| This is actually a rather easy level, and | | Kryll START fun compared to the normal run-n'-gun ones. | | The team will have to drive the Junker back | |____ to Baird and Cole's positions in the |____ |-Kryll [x3] Stranded Settlement. The vehicle can only | | drive or power the UV Turret, not both -- | |____ the latter will kill any kryll who attack ____|____ | the vehicle, which has its own health bar | _________| displayed at the screen's top. The turret |_| | is fired like an actual gun, too, so Right | Kryll Trigger'll let loose the beams. Sometimes EXIT Kryll come in one pair, sometimes 3-4, so watch out. Unlike some other enemies in the game, kryll will not give up the chase -- if one just speeds through the level, a huge flock will amass and they'll probably just devour ya, bones and all. Thus, the "move a little and check with turret" strategy is all one needs to get through, not to mention kryll have a very shrill screeching noise to announce their arrival. As for the actual route, the old-timey Stranded will bark out directions and the path is rather straightforward anyway. If you do get lose, you're either not listening or horsin' off. If you're bad at this level, though, know that there are no checkpoints whatsoever -- it does get easier once the ambush spots are known. 15) LAST STAND [WK15] ――――――――――――――――――――――― COG TAGS: 0 [18/30] This level needs no map, as it's basically one giant massacre. The allied team gets the high ground for once, while the grunts -- most with Hammerburst, some with shotguns -- get the low ground. Naturally there will be several emergence holes to deal with, and it's basically slogging the enemy out repeatedly. The apartment complex nearby has respawning ammo boxes, and there is a box/grenades at the end of the wooden walkway, too. THERE IS ONLY ONE CHECKPOINT ABOUT HALFWAY THROUGH THE BATTLE! There will be an empty troika, although this will just infuriate the hordes and they'll probably massacre the gunner (i.e. Marcus, since he's the only one who _can_ use it). A few snipers are around too, but there are sniper rifles around for the purpose of payback, y'dig? After the normal grunts are shot out of the ground and small hovel, there'll be a gigantic emergence hole that spawns two Boomers and...two more Boomers. Around this time, Marcus will probably want to regroup his comrades; too bad that feature doesn't work in this level for some reason. Accept the fact that basically everyone but Marcus is going to get blown up here, and he'll have to do it alone. The first tip to success is getting into the trajectory of only one RPG-shooter. The "pavement plateau" above and behind the enemies is a good bet, as those shooting up usually hit the overhang and give Marcus a clear shot (so long as he doesn't show his face more than necessary). The second tip to success is BAITING THE PROJECTILES. Bob into the trajectory and weave out; if no one fires, repeat a little closer. When the shot is clear, capitalize on the horrendous reload times and headshot 'em. It doesn't need to be said that this is a one-at-a-time ordeal. Sniping from the spawn building REALLY minimizes the chance of dying, although I've done it with pure Lancer-shootin'. [3 sniper headshots to kill, or 2 with perfect reload]. Chapter clear when these fools run their last errand. Next up is the Imulsion Factory. _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― BELLY OF THE BEAST [CH03] _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― 16) DOWNPOUR [WK16] ――――――――――――――――――――― COG TAGS: 1 [19/30] ___|―|________ Eerie: check. Raining: check. The / __ ______ | visibility: zero. Ready to rock: yes. / / |_|_ | | The lift to the mine is, of course, /_/ ___|A|____| | offline, so the factory will have to START | L | _ be navigated before entering. Near an | ________| |_|E| old pipeline, the party will have | |_____| their first encounter with what is | A A| ____ known as a Lambent Wretch. These are |__ _____|_|EXIT| like normal wretches except lambents / | | | ――| glow in the dark and explode a few Lambent | |_| _ _ _ | seconds after death, making them very Wretches | _ | ' |A' | ' | volatile. |_| | |_, |_, |_, |\ Elevator |_____ _____| Generator The locked main entrance'll force the / | | team to split up again, with Baird & Elevator |C| Cole going left and the other two the |_| right. Fenix' team will go around the back way, and has a full-blown encounter with the wretches. The shotgun will take 'em out quickly as long as the reticle's red...don't let 'em swarm the duo because these ones have a viceral strength unlike their wussier, non-exploding counterparts. Around the back are three large buildings. Behind the middle one is a long unused dock with [COG TAG #19] at its farthest length. After, search the buildings for an elevator and an elevator generator -- turn on the latter to make the former work once more. A few lambent wretches attack, but otherwise, hotfoot it to the top of the elevator building and get to a broken factory window, i.e. the makeshift entrance. 17) EVOLUTION [WK17] ―――――――――――――――――――――― COG TAGS: 1 [20/30] _______________________ ____| _____ | |A | |_____|―――――――|_| ――――| |_____|―――――|______ # |________________ _| # ____| |_____| |_ # | |_ _____| # |____|_|―| |――| |_| _| # / _| |__| | | | # Stranded |A |_____| # |―|―|――| | # ____|――| ___|―| |A |__| | # | __ |_| ___| ―|__ _| # |E| | | ___ | |ENTER | # | |__| |___| |-Reunion ―――――― # | __ |_ A___| With Baird # _| | | |AS _ | and Cole # EXIT| | | |―――| | # ―|_| |__| | |A|_ _ _ _____________ _____________ # / | |―| | |L| | _ _ _ |C _ _ _ | # 2 Boomers | - - L|_| |_| |_| |_| | |_| |_| |_| |_|―| |_|_|_|_|___ _ _EA _ _ _ G _ ___| | | |_|A|_| |_| | |_| |_| |_| | Lambent |_____________|_____________|--Breaking Ambush Floor Room A lonely bathroom in the first area has ammo, but besides that, just the far-off yelling of wretches in their natural habitat. One of the doors will not work, but on the opposite side: bingo! Across an outer walkway, locate a room full of factory worker corpses and find a Stranded in an antechamber; he will unlock the door on the opposite side. CHECKPOINT! Let the "new recruit" unlock some doors until the sewer spelunkers underneath the walkway have a chat. Enter the mesh-floor area and wait until the Stranded starts whining -- during that convo, a lambent will fall through a vent and attack, so don't be unprepared. Further on the larger room, the guide will take the team downstairs... CHECKPOINT! ...and once again, a Stranded demonstrates what NOT to do in the area by walking willy-nilly over an old floor and falling down to where some lambent wretches are awaiting a meal. This old generator room will have more floor panels like that, and which ones fall are randomized, so tread carefully. [COG TAG #20] is in one of the corners, on the right, opposite the entrance. Two rooms past there, get past the green-button door. CHECKPOINT! In the mine-cart loading room, there's a lambent wretch ambush, so hold that shotgun high (err, low) and blast those suckers into the ether. The relative easiness up to this point may have lulled y'into a false sense of security, but for an easier time, try backing into the hallway a li'l bit before and shooting the goofballs as they stream in through the door. In the hallway adjacent to this area, one last straggler appears during a lightning flash. Turn a crank nearby to open up the exit, including one door with an ammo box and a Hammerburst. The Lancer is alright, but the Hammerburst is more precise due to its semi-auto fire. Downstairs, there's a happy reunion with the other half of Delta Squad. CHECKPOINT! Crank open the door to the adjacent mine track and get ready for some lambent wretches and the first gunslinging grunts in this hellhole. In the adjacent track, make Jack rip open the door -- this cues two Boomers coming down a lift, but don't be surprised when they drop like a sack o' bricks under the combined fire. When Jack rips the door, enter the Cart Control Room. 18) COALITION CARGO [WK18] ―――――――――――――――――――――――――――― COG TAGS: 1 [21/30] _ ___ | |_AL|_ |C LSSAA|-START ______ ______ | |――――― ___| __ | __ |__ ______| | | ___| |_ |_ |__ | ____ | | | | _ | | | |____| | ___| |______| | | |___|_ ____ | | ________| |_________| |_|-Furnace | |―| | First Cart | |_| |_ Finish \| | A|-Second Cart Finish |_ ―|― ―| | | |――― ―| | | |― | ―| Before pressing the computer ―|A| |― button nearby, get [COG TAG #21] |― | ―| near the mine cart trac, in a nook ―| | |― by the tiny stairway. Stock up on | | | ammo, take a shotgun if not already | | | done, and hop into one of the carts | | | for an enjoyable pleasure trip. The ____| | |____ most useful weapon here will be the |_ E|E _| shotgun, to kill the lambents on | |―― ――| | the ceiling pipes; otherwise, all 1st Cart -|_| |_|-2nd Cart gun-toting enemies can be avoided Team Finish Team Finish by keeping one's head down. At the end of the line, whichever cart Marcus took determines who he's paired with: first one is Dom, second is Baird. Each path is basically the same, though. At the first green-button door, try to open it and wait for a lambent to fall through a ceiling vent (1st cart side only). The small, cramped factory portion beyond has more lambent fun for the whole team, though. Beyond, enter the cart-less mine track and watch for some creepy-crawly wretches hanging around on the ceiling pipes. At the end, both teams will wait for Anya to raise the drilling platforms...unfortunately, each has one last Boomer on it to take care of. When they get their daily dose of hot lead, it's time to go south...the deep south... 19) DARKEST BEFORE DAWN [WK19] ―――――――――――――――――――――――――――――――― COG TAGS: 3 [24/30] Sniper |―――| ___/ ___| | |_| | | _________| |___ .--------------------|_| | |_EA| | ______ _| __| | __ /BSTART| _| |__ | \C\________/ / /――― |_ _ C| | \E A _____\_\ __ | _ |―― | ―――| |_|A|_____/ |####| A| | ___/ ____________/― | ―――― | |AS/ / Waterslide | |___/ _ | /A) '--------------------|―|_/A/ | __/ Hole | |______/__ |_ GA _ | Boomer-|_|―――― A | _| |――|____| | | Right Path-| |A|-Left Path |A|_|_______ |______ __ \ Corpser |^ / \ \ \ "ANGRY TITAN" Start ―――――― ___) ) _|――――――|__/ __ |ALE |___| _ \_/A \___ _ ―――| _____| ____| \ A \___/ _ |_| |A | ――/―――――\_____/ ―|C| Corpser Boss ― Laze along until the path splits, one level and one lower. The former has a blood-red emblem glowing and, of course, [COG TAG #22] is in plain sight by some grenades. Back at the bifurcation and go the lower route...to find two more paths to take! One leads to a sniper rifle and ammo, the other toward where the lambent wretches assaulted from. Baird and Cole will be ordered to wait with the resonator while the other two scout ahead. Past one more group of l-wretches, walk to a small creek for some waterslide action that separates the two groups. CHECKPOINT! Some moronic troops will advance after a conversation, and a few have shotgun power. When they're blood stains, look in one of the tiny dead ends for the fabulous [COG TAG #23]! The small shack in the rock has grenades and ammo if needed. Waltz down the cliffpath until a sniper takes aim, then deal with a few more lambents. Some spring from a blindspot behind the rock, so don't get caught in a bind. CHECKPOINT! A few more lambents show up (spot 'em a mile away) and then a boomer across an abyss. The cover material is very 'absorbant' here, and the farther away the duo is, the less accurate the beefcake Boomer is. This should be child's play by now. A corpse nearby has a shotgun & ammo, too. CHECKPOINT! Gears of War is starting to turn into slapstick comedy a ways on, with Fenix and Dom falling through ANOTHER hole in silly fashion. But, it quickly turns into a Shakespearean tragedy as they find themselves harassed by more lambent freaks. Down the rocky road, the pair decide to find the pumping station faster by splitting up on adjacent paths. Both are just a few lambents and gunner drones, and the paths are set up so that one teammate can help the other when his load is clear. Luckily there are just three skirmishes before the paths reconverge (watch out for a grenadier in the 3rd). CHECKPOINT! The last few battles of this chapter are in a small tunnel, with ceiling- -crawling lambents and some drones, plus lots of rocky debris for cover. Shotgunning in a claustrophobic tunnel can get a bit hectic, so play it safe in this close-quarters free-for-all. Take note of the crimson symbol on the wall, which tells that there's a COG Tag close by. To find [COG TAG #24], as soon as Marcus enters the Corpser room, turn right to where the pool of Imulsion (yellow liquid) is. It's on a dead-end ledge, past the similar one with an ammo box. Continue on to put this chapter to rest. 20) ANGRY TITAN [WK20] ―――――――――――――――――――――――― COG TAGS: 0 [23/30] This chapter is very short and only entails the Corpser who's spotted Dom and Marcus. It has a few attacks: extending its "back claws" which are fingerlike and prehensile, I guess. A few hits from this can kill anyone. The second attack is a long-range breath attack, which doesn't see action as long as Marcus stays mid- to close-range. The third is pounding the ground and making the walkway sections floating in Imulsion sink. The fourth, I guess, could be making the lambent wretches enter...but maybe not. To defeat the foolish monster, shoot its abdomen (which corresponds to its tail on this insect-like foe), which is soft and fleshy, until it roars with rage. Shoot it right in its ugly face to make it back up a it; repeat this a few times, killing the lambents who party-crash. When the corpser gets all the way to the edge of the imulsion, there will be two "latches" where the platform is moored. Bait the corpser into using its "back claws" to attack there, breaking them. When both are broken, the thing slips into the imulsion and drowns. [If the player is on Hardcore difficulty or better, the Broken Fingers achievement is gained.] TIP: Dom often takes care of the wretches and lures them away from Marcus, so keep him alive if you want an easier time. The rest of Delta Squad joins up afterward. Head toward where they came from. 21) TIP OF THE ICEBERG ―――――――――――――――――――――― COG TAGS: 0 [23/30] Start The last section of this level can be \_________ a doozy. The first point of interest |_____ A | will be the Torque Bow, which is a |T| | gun that shoots high-velocity, |_| | explosive-tipped arrows. It can only | | | carry six shots but those are six of | \ Marcus/Dom Path the handiest shots we can find! | |―\ \_/_________________ | | \______________ _ | To aim, hold down the right trigger, | | ____________} {_} |_ use the digital trajectory -- which | | _| ______ _____ | goes from limp at worse to straight Baird & -| | | A| | | | | at best -- and fire at an enemy. With Cole Path | | |_ A|______| |_____| | any luck, it reaches its mark and | | |____________ _EXIT| explodes the target a second later. \ \________________} {_{ |― It's very...Turok 2-ish, and that's \_______________________| a good thing. The team will split up at Marcus' behest, although this is really up to the player. Personally, I find things work better with the team assaulting one side of the compound at once. Y'know, "divided we fall" and all that. And really, this is one battle that can be very annoying. The new enemy around the pump facility, Theron Guards, also use use Torque Bows. If they hit Marcus, he's dead, simple as. HOWEVER, by hiding behind cover, it's easy to see if they've a bolt loaded as their weapon gets an orangish glow. They are unable to keep it ready on command though, and without a target, it will get wasted. That's a good time to open fire, get a Torque shot of your own, or bumrush with a shotgun [etc]. It can be rather hard since the enemy isn't afraid to come closer with both torque bows or shotguns, but hopefully by not taking the advised routes it may be easier. The major downside to this level is that dying means one has to restart ALL the way from the start, which can quickly become fatiguing for someone who can't seem to make all the elements of battle gel. When all enemies are dead, it's possible to go get the weapon dropped for the torque bow before exiting (by inspecting the green elevator button near the pump station). That's a wrap! _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― THE LONG ROAD HOME [CH04] _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― 22) CAMPUS GRINDER [WK22] ――――――――――――――――――――――――――― COG TAGS: 1 [25/30] | |_ | _|-Downed Helicopter | | (EXIT) Troika | ――――――――――| \| |―――|――――| | | | | |___ ( ( (____| __| \ \________ | | | | Get right into the thick of things as soon as |_ ______| |_ __| | the campus environs are entered -- drones, a |A| S|_ _|___ ___| few theron guards, and a sniper will be the | | | |L| | first opponents near the westernmost building. | | |____|_ | A | Work toward that building and hole up there |_ | | |___ __| when possible, because the building opposite |E | |_ GA| |__ there spawns similar legions, except with a ―― | |― A| Boomer enlisted. There is a sniper rifle near | |____ | the westernmost building and near the "HOPE" |_ __ | | statue, which can be helpful throughout this | A| | double-header. Before all is said and done, _| |――| |________ don't forget [COG TAG #25] by | |―― A | the easternmost building's |_ H| H SEEDER | staircase, behind a small part | |__ ________| that juts out. There won't be | |______ | Hedge time to get it afterwards |______ | |-Garden unless Marcus is already over |AS |A____ | there. Bldg.-|E ___ |__ _| Path |L|A ______ A |_ The team will split up again: the |―――| ' S C| left path goes through the upper | BE ,______ E| reaches of a building, while the |___| _| right is at street level and has |________|_ _| more in-your-face enemy encounters |START| to deal with. |_____| CHECKPOINT! The first battle is with some theron guards and drones in a backyard hedge garden, with the team in the campus housing giving support from above. The next battle involves a Seeder guarded by some grubs. Whichever path Marcus picked is the one with the Hammer of Dawn, either down by a soldier corpse or up by a few lockers (where wretches drop in). There's still an emergence hole to clean up, though. The team that took the building path will have to unlock the lower gate for the other team, via a crank overlooking the seeder's courtyard. The Hammer of Dawn will be offline from now on, too. CHECKPOINT! The back half of the building is shredded, letting the upper team get a good view at the motley cast of grunts and snipers in the housing area. There is another sniper rifle sitting nearby, and wretches invade the upper part, too; the lower team has the same thing to deal with. The higher team will have to take the street level at the very last stretch of this level, where a troika has them pinned down; the other team will have to neutralize it or at least draw its attention, by entering one of the buildings and working around to its position via a skybridge. Finally, blow up the propane tanks near the old beat-up Chevy and identify that downed chopper to end the level. 23) BAD TO WORSE ―――――――――――――――― COG TAGS: 1 [26/30] Boomers / Emergence |―|____|―|/ Hole | HLA |_ | |――――| C| ____ ___ Berserker |― ―| |_|― | | |__|__ _ ___ _|― ―――| | H | | | | | |_| |―― | | | | | | |A | ――――― | |_ ___|_______ ―|_ |――――――――――― | |___ |H | |___ | ――――― | |-EXIT Dom and Marcus will go ahead to clear the path while the others tend to the helicopter's wounded. Behind a junked car near the start, get [COG TAG #26] in all its glory. Pass through a small promenade to where a locked door bars entrance to a conservatory. Make Jack rip that sucker, cuing some wretches (normal) and gunners from an emergence hole on the street. CHECKPOINT! When they're gone, two Boomers show their faces from a hole opposite Jack. The tree planters here are very absorbant to explosions, although as Marcus alludes, the Hammer of Dawn nearby can help, also. Get inside the conservatory after and make it to the balcony. CHECKPOINT! The sounds of silence are broken by a muffled roar somewhere, which can only mean one thing: Berserker. The multiple Hammers of Dawn in this place should have been a tipoff. Sure 'nough, in the lower atrium section, one appears by the far entrance. The greenhouse roofing and overgrown foliage disallow the satellite's beam, so continue down the passage until coming to another area with gnarled tree planters. This area has the same stipulation as the previous, but by luring the beast into breaking foundation pillars, it opens the roof up -- then it's Hammertime! There is only 5:00 to do it in, though! When it's dead, look for a valve nearby that will douse the fire near the exit. 24) HAZING [WK24] ――――――――――――――――――― COG TAG: 0 [26/30] START Troika _| |_ _ _ _______/ | | | | |H| | ? | | |_____|_|T ) | | /A | Hidden ―|――― G―| Behind Desk |――― ―|_ \_ Shotgunner | A | |T|_|―| Ambush |_______ | | _ | _/ _______| __ __| _| | | |_| |__| ___ | | | "CLOSE TO HOME" | |_| E S_|_| |__ __| Start _| | _ |―|_|――|_______|_________| ____\_____| _| |_| | | __ __ ___| |_|A | |__ __| | | ――― | | | |_| In an old defunct plaza, enter a side building. I believe whatever weapon was dropped before can be found here, or else it's always a full shotgun. The courtyard beyond has a troika, but don't try to navigate towards it until the wretches are nixed. The HOD can kill the troika operator instantly, though, but failing that, there's a Torque Bow here, too. CHECKPOINT! The enclosed courtyard beyond, with theron guards already there, so don't get any torque bow presents from 'em. Pretty run of the mill, although this does mark one of the few times there are low-flying Nemacyst around for little reason. When the first wave's dead, take cover as more stream in from off a roof around middlefield. This part is mostly over when a Boomer bursts through a door on the far side, which the duo should take after gutting that sucker. Take your pick of the arsenal dropped and continue along. CHECKPOINT! Beat down a door nearby and enter a lonely street where a retreating theron guard "lures" the two toward a huge ambush with shotgun drones and, later, two boomers. This all takes place in a stairwell that's rather crowded, so one has to play it safe. Remember that as soon as a shotgun drone fires, one can simply fire around the corner and get some potshots as it's fat cranium. Blindfiring at Boomers who stray to close is a good way to stay alive, also. This part can take a few tries as Dom usually dies and the guards advance en masse -- y'know, the usual. CHECKPOINT! Navigate the empty streets until a larger courtyard near a cathedral comes into view. 25) CLOSE TO HOME [WK25] ―――――――――――――――――――――――――― COG TAGS: 0 [26/30] START More theron guards and gunners, but with __________| | a long parallel stair railing that is | __ A__ ___| stellar for shots. One weird glitch I've |__ __| |A| continuously seen is that Dom refuses to | E | participate in the fight here, until _____| |_| after all enemies are dead; resetting / ______________ | did not alleviate this problem, either. / / T| | (_( A ― [] | When done, approach the nearby cathedral _\ ―――――|_________| and do a the dance of death in the \ ――――― | \ graveyard (Dom participates). After, one ―――| |――| | Church will see why this path was better than 2 Troikas -> [E――――――― | Graveyard the one along the other -- two troikas ―――|――|―| | are pointed right there (not to mention | ― | the path breaks and prevents further ――――| |_ movement). ____| A| | ____|― CHECKPOINT! EXIT-|_| Going the high road via the graveyard, it's possible to flank the troikas. There's a torque bow in a nook by the lone statue up there, which is good for all-around mayhem, as we've seen. The troika operators will put up a stand on the bridge, then a few more therons break through a nearby gate. Be sure to kill those in the emplacement UNDER the bridge, too, and don't let them get any pincer attacks going. Once the last theron guard is dead, stock up on ammo and find the far iron gate that leads outta this decrepit place. 26) IMAGINARY PLACE ――――――――――――――――――― COG TAGS: 1 [27/30] E-Hole START | |―| Reunion ____|_ Upstairs | |_______ _ _\_|A _ |____\__ | ___ |___|A| |―| _A|___ A | | |A | |A _ _ |―| __| _ | | |___| | ___ |_| | |_________| |_|___|_| ――| EA | | |__|――――――― ___|____ ―|_ | | |E| The team is finally nearing the Fenix E-Hole -|_ ___| Mansion. The staircase leading up there |A| |____| is full of grunts, therons, and a single _|_ | Boomer. Since this is kinda close-quarters | | | combat, what with inching up the stairs, be Library-|C | careful if any drone starts revving up his | _|_| lancer chainsaw! The team regroups in front | |A | of the estate...then quickly disbands again, |___ | as Baird team leaves to protect the APC vehicle ____| | everyone'll use to escape. | | | Stairway-|__ _| CHECKPOINT! | | |――― ―――| As soon as Marcus enters the foyer, stick a | |―| |―| | grenade into the emergence hole that opens to | ――――― | the far left. Up the twin stairway, pick a room |――― ―――| on either side; whichever one Fenix looks in, | |―――――| | a few shotgun grubs appear in the alternative. | S | There's tons of ammo up here, so take your fill | ―――――― | before heading back down. One of the boarded-up |――― ―――| doors will be broken down by a grunt, showing | |―| |―| | the new way to proceed. |A ― ― A| ―――――|_|― Down the corridor, a bunch of grubs will've LAB congregated in a lounge. The place is tiny, they have shotguns -- try to thin the herd with a grenade or two. Be careful, because when all are dead, one more will come through a boarded-up door when Marcus approaches! Continue along until coming to a library room with a desk inside. Bust up the desk to claim [COG TAG #27]! CHECKPOINT! Finally, reach the room with a crank valve that opens the way to the basement level. There are a few guards at the stairbottom, but besides that, only the faint footsteps of fleeing wretches. Continue to the far end, where there are wineracks in some water. 27) ENTRENCHED [WK27] ――――――――――――――――――――――― COG TAGS: 0 [27/30] START |―| Reunion ______ Upstairs | |_______ _ _\_|A _ |____\__ | ___ |___|A| |―| _A|___ A | | |A | |A _ _ |―| __| _ | | |___| | ___ |_| | E-Hole |_________| |_|___|_| ――| EA | / |―――――|_ | | ―――――|―――――|―|―| |―| |_|―――― | ――――|_ | A >|A| | | (EXIT) |――――――――| |E| >| | | | APC E-Hole -|_ ___| |_____| |_| |_| _|―|____ |A| |____| | AE | |_____| _|_ | ―――/――――― | | | Ammo Hidden Library-|C | in Crates | _|_| | |A | One of the wine racks is loose and can be kicked |___ | in to reveal a secret entrance beyond. Naturally, ____| | it's locked. While Jack rips the thing off its | | | hinges, repel a small drone offensive. In the lab Stairway-|__ _| our friendly neighborhood robot will download | | some Locust data, while Baird's team radios for a |――― ―――| rendezvous back in the mansion. | |―| |―| | | ――――― | CHECKPOINT! |――― ―――| | |―――――| | The way back through the wine celler is a little | S | more eventful, with a few normal wretches and | ―――――― | a single drone in tow. Nothing spectacular. Back |――― ―――| upstairs... | |―| |―| | |A ― ― A| CHECKPOINT! ―――――|_|― LAB ...reach the library room where [COG TAG #27] was, or still is, underneath the desk. The corners here have holes in them, and wretches will pour out of them. The best way to take care of this infestation is to stand in the entrance hallway and just blow 'em apart -- this tactic has worked on these suckers since the dawn of time, eh? Make a beeline for the mansion's second floor, as there are no more foes to pester the duo. CHECKPOINT! Baird's team will go back to the APC, leaving Fenix and Dom to rebuff a huge invasion. All enemies start outside, and the more killed there, the less will ascend the twin staircase inside after a Boomer suicide-runs into the door. The enemy players are lancer grubs, shotgun grubs, theron guards, and just a single Boomer. Putting it like that makes it seem inconsequential, but be prepared for a huge standoff. The balcony over the mansion entrance, which overlooks the twin staircase and is near the starting point, is a good place to be trajectory-wise. Protip: Dom will be very helpful in this section so try to keep him around (with 'Regroup') and revive him frequently. When all is said and done, be prepared for one last grunt to burst through the blocked entrance at the stairbottom -- victory! CHECKPOINT! Meander through the hallway the last victim opened to find a beat-downable door...only this one doesn't budge. The staircase to the side wraps around the courtyard and shows why -- some planks have been erected to bar access. Kill the sentries here, toss a grenade into the e-hole if needed, and shoot those planks. Down in the courtyard proper, a single theron guard (no torque) will try to survive...ha! The next part can be difficult, albeit because one wrong move makes one have to do the whole courtyard event over. Two Boomers appear in the backyard area. It's possible to kill both -- which gives a 0:30 timer to escape -- but it's very possible to just slip by them and run to the exit, amidst the crossfire of a few guards along the way. Whether or not Dom is alongside Marcus makes no difference, because at the end, everyone automatically takes the APC for a spin out of this chapter. _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― DESPERATION [CH05] _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― 28) SPECIAL DELIVERY [WK28] ――――――――――――――――――――――――――――― COG TAGS: 0 [27/30] The APC drops everyone off at a small depot where the train carrying the Lightmass Bomb will show up soon. Before then, there's a little house cleaning to do. Pick off the three snipers on a small overhang over the station terminal, then get ready to toss some grenades into emergence holes while (normal) wretches frolic around, in this order: - In front of garage in the sunlight (left of entrance) - In front of station terminal - In far corner (right of entrance) Stuff up those holes quickly and the sound of a train will be heard, which signifies approaching the platform is possible (it was previously blocked by a crate). Move around the edge of the terminal building to board. 29) TRAIN WRECK [WK29] ―――――――――――――――――――――――― COG TAGS: 3 [30/30] ____ | |-General Marcus and Dom boarded the train in what would technically |L――S| Raam be the caboose section. There are plenty of shotgun grubs |AATG| and torque-bow therons to play with here, at least for Cars | __ | #2-5. Car #6 is blocked by a green button, and while Jack | | rips it, a familiar sound is heard: it's a Berserker! |E| | |C| | CHECKPOINT! |― | | ―――|-Train Somehow, this madamoiselle has managed to board the train, | | Uncoupler but without the Hammer of Dawn (which is offline anyway), |___ | there are a few other options to use: | A|-Lambent |_ _| Ambush • Lure it to Car 1/2, then uncouple them at Car #2 | __ | • Lure near smoking propane tank and blow it up with a frag | | • Bait it into charging off a rail-less section of train | | |-Reavers | | | Appear Whichever route is taken, this is the last berserker in the |―| | game. Enter the door Jack ripped quickly, as this marks the | __ | first appearance of Reavers -- gigantic Nemacyst with troika |G___| emplacements and riders on them -- who begin trailing the | E | duo. |___ | | __ | CHECKPOINT! | _ | | |SA| Get [COG TAG #28] just inside the door broke open and move | | A| along to the adjacent compartment. A few grubs are here, |_ ――| but the real thing is to make sure none of the reavers |A ―|-Rooftop floating parallel get any potshots by shooting through the |_ C| Troikas open windows. Get to the small outdoor area beyond with this |A ―| in mind. Collect [COG TAG #29] in the next green-button |__ |-Outdoor train car, and climb onto the compartment roof while Dom |_ _| Area waits below. | A| | __ | CHECKPOINT! |___A| |C___| There are twin troikas mounted here with an unbreakable | A| crate in-between, so there is minimal cover at least. The |_ _| Reavers carry normal gunners or torque bow therons, the | | latter of which can make this tribulation rather annoying. |A | To kill a reaver, fire into its fleshy body or at its |― ―| driver -- after enough shots, it'll tumble to the ground. |_ _| At first the stream of enemies is manageable, but it can | | quickly become hectic enough that Marcus has to leave his |_ _| Berserker post and use the crate as a shield. Sometimes the reavers | |/ simply float on the breeze alongside the train, which not |_ _| only blocks other reavers from getting in close but gives | | Marcus only one side to worry about. There are about 11-13 |____| Reavers to nix in all. Don't forget that normal machinegun | fire can work if the troikas' turn radii are no help! Start CHECKPOINT! Anya will call to say that wretches four cars over are attempting to cut the power, i.e. uncouple all the cars behind. This sparks the appearance of our old friends, the lambent wretches! Keep that gnasher shotgun handy from now on, as there won't be any gunslingers to fend with. The hallway alongside the long outdoor corridor can be re-entered at the end (just turn around), and contains ammo and a sniper rifle, plus one lambent. The next room unlocked with a green button has more lambents dropping in from the vents. They can quickly swamp a person, so enter to coax them out and dip back into the hallway where they have to fix through the doorway. Sometimes Dom will act as a meat shield, too -- whatever works! Further along, another outer area with 2 reavers alongside. Try to take them out before pressing the green button, which releases some fuel tanks and summons a few lambents into the skirmish. Continue to the next compartment. CHECKPOINT! Ask Jack to rip the far green-button door, which makes this car filled with hopping mad lambents. After a few jump through the windows, put the shotgun sights near the vent hanging by Jack's door. Five or six just drop down in a stream, and make perfect targets for the shotgun. This same thing repeats at the other end, just easier since there's no pincer attack possible. Outside this room, make a mad dash through the valley of lambents to the far door -- in doing so, both Marcus and Dom are safe from all the other cars that are disconnected. Nuke a few more wretches, drop a few fuel tanks off the side like before, and continue towards the ammo car. Before getting there though, turn around and head back parallel through the interior portion for grenades and [COG TAG #30] in the final room. NOW, go to the ammo car. CHECKPOINT! This car has a lancer, shotgun, sniper rifle, torque bow, grenades, and a lot of ammo for preparation. Stock up with your preferred weapons because the next portion has no ammo! 30) PALE HORSE [WK30] ――――――――――――――――――――――― COG TAGS: 0 [30/30] The final battle is with General Raam, the monster who met with Kim way back in the first chapter. He is surrounded by kryll and is invincible to all attacks to start off with. His living shield dissipates when he steps onto a lit-up portion of the floor or willingly sends them away to attack Dom or Marcus. Also of note: a torque bow shot or grenade forcibly removes the kryll for a few moments. Unlike previous levels in "Nightfall," the only kryll present are attached to Raam, so it's safe to duck in the darkness; just make sure to scoot elsewhere when they're sent out for the feed. There's plenty of cover here, and to me, the key is blindfiring. Blindfiring is, of course, ducking behind cover and shooting in third-person POV, which keeps Marcus safe from Raam's destructive handcannon and hopefully lets him get in multiple shots while the kryll cloak is gone. I prefer the shotgun & hammerburst/lancer combo, but a blindfired torque bow can be great as well. The sniper strategy didn't go over too well for me, although it takes about 6-7 clean headshots to take the boss out. There are a few glitches associated with this battle, such as the boss being distracted by the overhead helicopter and not moving, getting caught on scenery and not doing anything, etc. I'm not going to cover something that can't be duplicated 100%, but these are certainly an option for those who're a bit more desperate (hint: youtube 'em). When Raam's six feet under, enjoy the ending video! _________ _______ _______ _ ______ _ \__ __/|\ /|( ____ \ ( ____ \( ( /|( __ \ ( ) ) ( | ) ( || ( \/ | ( \/| \ ( || ( \ )| | | | | (___) || (__ | (__ | \ | || | ) || | | | | ___ || __) | __) | (\ \) || | | || | | | | ( ) || ( | ( | | \ || | ) |(_) | | | ) ( || (____/\ | (____/\| ) \ || (__/ ) _ )_( |/ \|(_______/ (_______/|/ )_)(______/ (_) Beating the game once will unlock 'Insane' difficulty. Try that out for size! ________________________ ____________________________________________________/ V. APPENDICES [APND] |_ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ACHIEVEMENTS [ACHV] _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― Achivements are feats of excellence that one can do in-game, which then gives a reward of gamer points. I've organized the achivements by offline/online, but know that one can always check the real listing order by pressing the XBOX-button on the controller and navigating from there. Also, unless a difficulty is noted, the achivement can be done on any. The [RM] stands for "Ranked Match" while [MP] stands for multiplayer. Dunno if some of this is redundant, but it's just an annotation to fit things into the tables. _____________________________ _____ ________________________________________ | OFFLINE ACHIVEMENT | PTS | UNLOCK BY... | |―――――――――――――――――――――――――――――|―――――|――――――――――――――――――――――――――――――――――――――――| | A Dish Best Served Cold | 30 | Kill General Raam on Hardcore/Insane | | Broken Fingers | 30 | Defeat the Corpser on Hardcore/Insane | | Clusterluck | 20 | Kill 3 enemies at once 10 times | | Commando | 30 | Complete all acts on Insane | | Completed Act 1 on Casual | 10 | Complete Act 1 on ANY DIFFICULTY | | Completed Act 1 on Hardcore | 20 | Complete Act 1 on Hardcore or Insane | | Completed Act 1 on Insane | 30 | Complete Act 1 on Insane | | Completed Act 2 on Casual | 10 | Complete Act 2 on ANY DIFFICULTY | | Completed Act 2 on Hardcore | 20 | Complete Act 2 on Hardcore or Insane | | Completed Act 2 on Insane | 30 | Complete Act 2 on Insane | | Completed Act 3 on Casual | 10 | Complete Act 3 on ANY DIFFICULTY | | Completed Act 3 on Hardcore | 20 | Complete Act 3 on Hardcore or Insane | | Completed Act 3 on Insane | 30 | Complete Act 3 on Insane | | Completed Act 4 on Casual | 10 | Complete Act 4 on ANY DIFFICULTY | | Completed Act 4 on Hardcore | 20 | Complete Act 4 on Hardcore or Insane | | Completed Act 4 on Insane | 30 | Complete Act 4 on Insane | | Completed Act 5 on Casual | 10 | Complete Act 5 on ANY DIFFICULTY | | Completed Act 5 on Hardcore | 20 | Complete Act 5 on Hardcore or Insane | | Completed Act 5 on Insane | 30 | Complete Act 5 on Insane | | Dom-Curious | 10 | Complete 1 co-op chapter as Dom | | Domination | 20 | Complete 10 co-op chapters as Dom | | For the Fallen | 30 | Retrieve all (30) COG Tags | | Honor-Bound | 20 | Retrieve 20 COG Tags | | I Can't Quit You Dom | 30 | Complete all co-op chapters as Dom | | Mercenary | 10 | Complete all acts on ANY DIFFICULTY | My Love For You is Like a Truck 30 | Defeat a Berserker on Hardcore/Insane | | Prison Breakout | 10 | Beat "14 Years After E-Day" prison lvl | | Soldier | 20 | Finish all acts on Hardcore or Insane | | Time to Remember | 10 | Retrieve 10 COG Tags | | Zen and the Art of Reloading| 10 | Perform 25 perfect active reloads | | Zen and the Art 2 | 20 | Do 5 perfect active reloads in a row | |_____________________________|_____|________________________________________| _____________________________ _____ ________________________________________ | ONLINE ACHIEVEMENT | PTS | UNLOCK BY... | |―――――――――――――――――――――――――――――|―――――|――――――――――――――――――――――――――――――――――――――――| | A Series of Tubes | 20 | Host & complete 50 ranked matches | | All That Juice | 30 | Win 20 MP 3+ round matches on Process | | Always Remember Your First | 10 | Complete one (1) ranked match | | Around the World | 30 | Win a ranked match on every map | | Can't Touch Me | 20 | Go 10 ranked matches w/o losing a rnd. | | Capital Punishment | 20 | Kill 100 enemies with executions [RM] | | Curb Appeal | 20 | Kill 100 enemies with curb stomps [RM] | | Don't Hate the Player | 10 | Finish with the highest points [RM] | | Don't Hurt 'Em | 20 | Kill 100 foes with Hammer of Dawn [RM] | | Don't You Die on Me | 10 | Revive 100 teammates [RM] | | Fall Down Go Boom | 20 | Kill 100 foes with a Boomshot [RM] | | Green Thumb | 30 | Win 20 MP 3+ round matches on Garden | | I Spy With My Little Eye | 20 | Kill 100 enemies with a Longshot [RM] | | Inconceivable | 30 | Win 20 MP matches in Annex by >5 pts. | | Is It a Spider | 30 | Grenade-tag 100 enemies [RM] | | It's a Massacre | 10 | Kill 100 enemies with a chainsaw [RM] | | Mind the Gap | 30 | Win 20 MP 3+ round matches on Subway | | Mix It Up | 20 | Win a ranked match of every VS. type | | Nub Pwn3r | 30 | Win 20 rounds @ Annex w/ scoreless foes| | Pistolero | 20 | Kill 100 enemies with a pistol [RM] | | Purdy Mouth | 30 | Win 20 MP 3+ round games @ Bullet Marsh| | Seriously... | 50 | Kill 10,000 people [RM] | | The Money Shot | 20 | Kill 100 enemies with a headshot [RM] | | The Nuge | 20 | Kill 100 enemies w/ a Torque Bow [RM] | | THIS! IS! ANNEX! | 40 | Complete 100 MP matches in Annex and | | | | capture 3 objectives in each match | | You Down with E.P.I.C.? | 30 | Win a MP 3+ round match on 6 different | | | | downloadable maps | |_____________________________|_____|________________________________________| NOTES • To unlock Around the World, you need only play on the original GOW maps, being: Canals, Clocktower, Escalation, Fuel Depot, Gridlock, Tyro Station, War Machine, Mansion, Mausoleum, and Rooftops. • The only achievements unlockable in Annex are: A Series of Tubes, Around the World, and Can't Touch Me. _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― COG TAGS [CGTG] _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― COG Tags, the Gears of War equivalent of dog tags, are special items that can be found strewn throughout the game. They have no storyline purpose but will give the player gamer points for every 10 s/he finds. Some are missable, some can be found in backtrack chapters, but it's still fun searching 'em out. For an easier time finding them, view this video: http://www.youtube.com/watch?v=Tu5vaT6hKLU ...just mute the crappy music. NOTE: COG Tags found carry over from game to game, and there is no way to know which ones have been found besides what the player remembers. This means if a person starts a new game, previously found tags WILL NOT appear! NOTE: To find where each cog tag is in the walkthrough, bracket the term. For instance, to find the seventeenth tag, search for "[COG TAG #17]". 1-1: 14 YEARS AFTER E-DAY ――――――――――――――――――――――――― 01) In the large prison room after where Dom asks Marcus to pick his path, near a bunch of debris. 02) The next large room will have some grunts cutting through a locked door. In this room, search the back area and find the tag underneath the catwalk. 03) The last part of the level is an outdoor skirmish. Enter the battlefield, turn left up the stairs. The tag is in a corner on the raised walkway. 1-2: TRIAL BY FIRE ―――――――――――――――――― 04) Exit the first building and kill the grunts in a small courtyard. Dom'll bring attention that Marcus should pick up the nearby tag for the victim's family. It's sitting in the middle area. 05) After crossing a bridge that overlooks a bunch of military corpses below, Kim will use his key to open a door. The tag is on the left before going inside. 1-3: FISH IN A BARREL ――――――――――――――――――――― 06) In the fountain area, laying on the far sidewalk 1-4: KNOCK KNOCK ―――――――――――――――― 07) There will be a large capitol building everyone has to infiltrate. Watch for part of the street to collapse, and search that side, near an upright van, for the tag. 1-5: HAMMER ――――――――――― 08) In the hallway where the team first encounters wretches, kill them all and head whence they came. The tag is behind a piece of debris. 09) In the room with Rojas' corpse, it's near the stairway. 1-7: CHINA SHOP ――――――――――――――― 10) As the level stars, an NPC soldier runs around the corner and is killed by the berserker. When control is given to Marcus, go around that corner and take the soldier's tags. 11) The berserker can be baited into breaking down the locked doors here. In the third room -- the one just before going outside -- look to the left of the exit and find the tag in a nook. 12) The outside portion is the last in the level. Enter and hug the left wall as far as it will go; Marcus should be by a huge tree planter. Check the other side to find the tag. 2-1: TICK TICK BOOM ――――――――――――――――――― 13) At the start of the level, the two teams will have to pick their paths; later, they rejoin in a troika building. Continue a long a ways until a room with a kickable door and a small dead-end stairway with a couch is found. Destroy the couch to find the tag. [This can be obtained during the 'Grist' chapter also.] 2-2: GRIST ―――――――――― 14) Proceed through an indoor room with a high catwalk (part of it will break and wretches enter). Leave and check under the exit stairway to find. 15) At the end of the level, everyone comes upon a gatekeeper to the Stranded Settlement sitting on top of an arch. Check behind an old newspaper stand to find. 2-4: LETHAL DUSK ―――――――――――――――― 16) After passing Checkpoint #1 across the river, proceed through a building and onto a street where an emergence hole opens up. When the enemies are dead, look for a propane tank inside a small shack, which lights the way to find the tag inside. 17) There will be a portion where Marcus has to control an apartment spotlight while Dom moves through a dark street. After the lights are turned on, move the spotlight near the dead-end Dom started by and find the tag by some debris. 2-5: DARK LABYRINTH ――――――――――――――――――― 18) After making it through the building the Stranded operated the lights for, Fenix and Dom make it to a street. There should be a car with a propane canister inside. Before shooting it, look around the exit's corner to find the tag. 3-1: DOWNPOUR ――――――――――――― 19) Marcus and Dom will split up from the rest of the group and go around the factory's back way. After meeting some lambent wretches, there will be an area with three brick buildings near a dock. That dock has the tag at its farthest length. 3-2: EVOLUTION ―――――――――――――― 20) In the portion where the rescued Stranded falls through some floorboards, the tag will be in this room, far-right corner. 3-3: COALITION CARGO ―――――――――――――――――――― 21) At the very start of this section is a computer terminal that starts the mine carts. Before pressing it, check the overgrowth near the small stair nearby. 3-4: DARKEST BEFORE DAWN ―――――――――――――――――――――――― 22) Start the level and continue to the first bifurcation. Take the highest road to a dead end with the tag. 23) After awhile, Marcus and Dom will fall down a cliff and waterslide to a lower portion. Finish the battle here and look in a small dead end before a hut. 24) At the very end of this section, Dom will talk about a retreating Corpser. Look to the right near a huge pool of Imulsion and the tag will be on a small ledge (not the one that holds ammo). [This can be gotten during the 'Angry Titan' chapter immediately following also, but only before the corpser starts breaking the path.] 4-1: CAMPUS GRINDER ――――――――――――――――――― 25) When the level starts, head straight ahead and move toward the rightmost building. The tag is up a small stair set. 4-2: BAD TO WORSE ――――――――――――――――― 26) At the start of the level, Marcus and Dom will have split up. Before entering a small promenade leading to the conservatory, check a dead end on the street -- the tag is behind a junked car. 4-4: IMAGINARY PLACE ―――――――――――――――――――― 27) Towards the end of this level, Marcus and Dom will have entered the Fenix Mansion and started progressing through its lower floors in search of a basement staircase. Literally the room right before is a library den with four pillars. Destroy the desk to find the tag underneath. [This can be gotten during 'Entrenched' also, which backtracks through here.] 5-2: TRAIN WRECK ―――――――――――――――― 28) After killing the berserker, enter the door Jack ripped and look left 29) Proceed through the roofed train cars until there is another un-roofed outdoor portion with a theron guard and a grunt. There are two unmanned troikas on the next roof, if the player looks up. Enter the next car and by the far exit, turn around to find the tag. 30) Toward the front of the train, there will be a small section with lambent wretches trying to uncouple the cars. Proceed past there to an outdoor area where fuel tanks can be dropped. Continue toward the next car and before entering, turn around and enter the indoor portion of the previous. The final tag will be in the last car, past some grenades. _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― V. FREQUENTLY ASKED QUESTIONS [FAQZ] _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― Any readers with good questions (and answers) should submit them, and I'll stick 'em here. [Q] - Why didn't you give a walkthrough for the rest of Chapter 5's sections? [A] - The Xbox 360 version's fifth chapter is much shorter than the PC's, and that's where subchapters like "Impasse" are. Try checking a PC walkthru for information on those. [Q] - Why didn't you cover [online thing]? [A] - I wrote this guide on a friend's 360 and there isn't any Live here, not to mention that's not really something I'd really cover even if I did. [Q] - What's an active reload? [A] - During a reload, there will be a little input underneath the weapon's display. If the player presses RB when it's on the darkest portion of the thing, it's known as a "perfect active reload" or PAR. Doing this gives a damage boost to all the shells that were put in the magazine, signified by blinking icons. Doing this is completely optional, mind you, and trying and failing horribly will jam the weapon for a while. A few achievements are based off doing PARs. [Q] - What is a 'frag tag'? [A] - AKA meleeing with a frag grenade. Doing so will 'stick' the enemy with the weapon, killing him/her in a few seconds. A few enemies in the game may have done this (a certain grenadier during Hazing, for instance), so both sides have that option. _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― VI. UPDATES & CONTRIBUTIONS [UPDT] _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― 08-09-08 ---------------+ Started walkthrough 08-15-08 ---------------+ Finished walkthrough 09-08-08 ---------------+ Error corrections 11-25-08 ---------------+ Error corrections CONTRIBUTORS ―――――――――――― • Sailor & Ceej, for continuously hosting my junk • Bebedora, who probably would get angry without a namedrop here. =p • James Cadden, for finding a nebulous spot in "Campus Grinder" • The Gears of War messageboard at GFaqs, for general information/clarifyin' • HI_IM_JEFFY, for letting me use some of his info on multiplayer achievements THINGS I NEED / FUTURE UPDATES ―――――――――――――――――――――――――――――― • When I was writing, I accidentally deleted everything from "Imaginary Place" on. It's been rebuilt from memory, and while the map parts were pretty easy to recreate, it may be a little sketchy on the ammo/gun spawn locations. Anything I've forgotten on this end will be a great addition, as long as whoever sends it in points out the exact location on the map. <3 _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― VII. LEGALITY [LGLT] _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― This document is intended for private home use ONLY, and may not be reproduced through electronic or commercial means without the expressed consent of the author (Patrick Summers). It cannot be hosted, edited, or distributed for profit, and may not be given away as an add-in/gift to bought items. All rights are reserved to respective parties, even those not explicitly stated herein. Those who find thos document on sites not listed below should e-mail the author (Shotgunnova). Thanks for reading, and thanks for respectin' FAQers. ALLOWED SITES DISALLOWED SITES ――――――――――――― ―――――――――――――――― • Gametalk.com • CheatCC.com • GameFAQs.com • MyCheats.com • Neoseeker.com • GamesRadar.com • Supercheats.com • Honestgamers.com E-mail for permissions at: • Cavesofnarshe.com shotgunnova[@]gmail.c0m _______________________________________________________________________________ CALIFORNIA TUMBLES INTO THE Document © Shotgunnova 1997-2008 (and countin'!) SEA -- THAT'S THE DAY I Gears of War namesake © respective owners GO BACK TO ANNANDALE E N D O F D O C U M E N T