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<strong>SuperCheats</strong>.<strong>com</strong> Un<strong>of</strong>fical <strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide<br />

http://www.supercheats.<strong>com</strong>/<strong>guide</strong>s/gears-<strong>of</strong>-war-2<br />

Check back for updates, videos and <strong>com</strong>ments for this <strong>guide</strong>.<br />

Table <strong>of</strong> Contents<br />

Introduction 2<br />

Controls 3<br />

Active Reload 4<br />

Weapons 5<br />

Enemies 8<br />

Wel<strong>com</strong>e to Delta 10<br />

Desperation 11<br />

Rolling Thunder 18<br />

The Big Push 20<br />

Roadblocks 22<br />

Digging In 29<br />

Scattered 30<br />

Indigenous Creatures 32<br />

Strange Revelations 33<br />

Sinking Feeling 34<br />

Captivity 37<br />

Intestinal Fortitude 38<br />

Dirty Little Secret 41<br />

Origins 42<br />

Rude Awakening 43<br />

Ascension 44<br />

Displacement 49<br />

Brackish Waters 50<br />

Priorities 53<br />

Answers 54<br />

Hornet's Nest 55<br />

No Turning Back 61<br />

The Best-Laid Plans 62<br />

Royal Inquisition 63<br />

Escape 68<br />

Desperate Stand 70<br />

Free Parking 74<br />

Tenuous Footing 75<br />

Closure 76<br />

Act 1 Collectibles 77<br />

Act 2 Collectibles 78<br />

Act 3 Collectibles 79<br />

Act 4 Collectibles 80<br />

Act 5 Collectibles 81<br />

Unlockables 82<br />

Achievements 83<br />

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<strong>SuperCheats</strong>.<strong>com</strong> Un<strong>of</strong>fical <strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide<br />

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Multiplayer Overview 88<br />

Multiplayer Tips 89<br />

Multiplayer Maps 91<br />

- Avalanche 92<br />

- Blood Drive 94<br />

- Day One 96<br />

- Hail 98<br />

- Jacinto 101<br />

- Pavilion 104<br />

- River 106<br />

- Ruins 109<br />

- Security 111<br />

- Stasis 113<br />

Flashback Map Pack 114<br />

- Canals 115<br />

- Gridlock 116<br />

- Mansion 117<br />

- Subway 119<br />

- Tyro Station 120<br />

Combustible Map Pack 121<br />

- Flood 122<br />

- Fuel Station 123<br />

- Gold Rush 125<br />

All Fronts Collection 127<br />

About Dark Corners 128<br />

Road to Ruin Walkthrough - Guns Blazing 129<br />

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<strong>SuperCheats</strong>.<strong>com</strong> Un<strong>of</strong>fical <strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide<br />

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Road to Ruin Walkthrough - Stealth 136<br />

Dark Corners Map Pack 141<br />

- Allfathers Garden 142<br />

- Memorial 145<br />

- Sanctuary 147<br />

- <strong>War</strong> Machine 149<br />

- Highway 151<br />

- Way Station 154<br />

- Nowhere 157<br />

Snowblind Map Pack 159<br />

- Courtyard 160<br />

- Grind Yard 161<br />

- Fuel Depot 163<br />

- Under Hill 164<br />

page 3 / 167


<strong>SuperCheats</strong>.<strong>com</strong> Un<strong>of</strong>fical <strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide<br />

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<strong>SuperCheats</strong>.<strong>com</strong>'s Un<strong>of</strong>fical Guide to<br />

<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2<br />

by Michael Monette<br />

This is an un<strong>of</strong>ficial game <strong>guide</strong> for <strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2, it is not <strong>of</strong>ficial, or endorsed by or connected to the game developer or publisher. All characters, locations, images and<br />

video game content are copyright to their respective owners. Any trademarks displayed in the <strong>guide</strong>s are exclusive property <strong>of</strong> their respective owners. Images and videos used<br />

in this game <strong>guide</strong> have only been inserted to illustrate our words more effectively.<br />

This <strong>guide</strong> may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without<br />

advance written permission. Use <strong>of</strong> this <strong>guide</strong> on any other web site or as a part <strong>of</strong> any public display is strictly prohibited, and a violation <strong>of</strong> copyright.<br />

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<strong>SuperCheats</strong>.<strong>com</strong> Un<strong>of</strong>ficial Guide to <strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2<br />

The sequel to Epic Game's critically acclaimed third-person shooter has finally arrived on the Xbox 360 platform<br />

with a bevy <strong>of</strong> new features. In <strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2, Marcus Fenix and the rest <strong>of</strong> the Delta squad return for more<br />

Locust-killing action.<br />

If you need help crushing the Locust Horde, look no further than our <strong>com</strong>plete <strong>guide</strong> to <strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2! Herein<br />

you'll find an expansive walkthrough for the single-player campaign, a <strong>guide</strong> to finding all 41 collectibles, as well as<br />

an overview <strong>of</strong> the weapons, enemies, and multiplayer modes in the game.<br />

Note: This <strong>guide</strong> was written based on the HARDCORE difficulty setting. The difficulty level affects the amount <strong>of</strong><br />

damage your character and your enemies can sustain. All control <strong>com</strong>mands mentioned in the text refer to the <strong>Gears</strong><br />

<strong>of</strong> <strong>War</strong>s DEFAULT control style.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide<br />

Controls<br />

This is an overview <strong>of</strong> the DEFAULT control style.<br />

R Trigger - Shoot current weapon/throw grenade.<br />

L Trigger - Hold to aim.<br />

R Bumper - Reload (Press again for Active Reload).<br />

L Bumper - See objectives and squad locations.<br />

L Thumbstick - Move character around.<br />

R Thumbstick - Look. Click to zoom.<br />

A button - Evade, Get into/Out <strong>of</strong> cover, Mantle (climb), Cover slip, Make swat turn, press and hold for Roadie Run.<br />

B button - Melee, hold for chainsaw.<br />

X button - Use/Interact.<br />

Y button - Look at point <strong>of</strong> interest (Look for the prompt at bottom <strong>of</strong> screen)<br />

D-pad Up - Switch to Grenade.<br />

D-pad Down - Switch to Pistol.<br />

D-pad Left - Switch to left weapon.<br />

D-pad Right - Switch to right weapon.<br />

L Thumbstick A - Perform an evasive roll.<br />

Start - Pause the game and bring up the pause menu.<br />

Back - Skip cutscenes/view multiplayer scoreboard.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide<br />

Active Reload<br />

When you press the right bumper to reload your current weapon, you can press the right bumper again when the<br />

pointer is along the grey or white portion <strong>of</strong> the bar at the top right corner <strong>of</strong> the screen to speed up the process.<br />

If you only press the right bumper once, your character will reload his gun normally. Pressing RB while the pointer is<br />

on the grey portion <strong>of</strong> the bar reloads the weapon slightly faster. Press RB while the pointer is on the black portion<br />

and the bar will turn red, causing the weapon to jam.<br />

You want to land the pointer on the small, white sliver for best results. This is referred to as a "Perfect Reload." Doing<br />

this will allow you to reload your weapon instantly. The gun also receives a slight damage boost for a short period <strong>of</strong><br />

time. This added damage is where perfect reloads really shine.<br />

Success is a matter <strong>of</strong> timing and practice. It may take awhile to get used to the Active Reload system, but don't fret,<br />

as you'll more than likely be pulling <strong>of</strong>f Perfect Reloads fairly consistently in no time.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide<br />

Weapons<br />

SNUB PISTOL<br />

This is the basic pistol you start <strong>of</strong>f with. You'll begin each multiplayer match with one. Not particularly effective,<br />

but good for a quick switch to finish <strong>of</strong>f an enemy rather than reloading your current weapon.<br />

BOLTOK PISTOL<br />

Essentially a magnum. The Boltok Pistol is more effective than the Snub Pistol that you are initially equipped with.<br />

Good for killing Wretches if you shoot from the hip. It's also quite easy to pull <strong>of</strong>f a headshot with the Boltok Pistol.<br />

GORGON PISTOL<br />

A burst fire pistol effective at close to medium range. The kickback is somewhat cumbersome, so aim at the at the<br />

lower-portion <strong>of</strong> your target. Kantus use these.<br />

LANCER ASSAULT RIFLE<br />

Standard COG weaponry. The Lancer deals a decent amount <strong>of</strong> damage at close to medium range. The Lancer also<br />

features a chainsaw bayonet. To use the Lancer's chainsaw bayonet, hold down the B button to start the chainsaw.<br />

Get close enough to an enemy and if they don't notice you, they're in pieces. You're immune to damage while<br />

cutting through an enemy with the chainsaw, making it the perfect weapon to use against the melee-oriented Sires.<br />

A new feature introduced in <strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 is the chainsaw duel, which is initiated when two characters equipped<br />

with Lancer Assault Rifles are facing each other and both press the B button in quick succession. Mash the B button<br />

during the duel and the faster tapper will <strong>com</strong>e out on top.<br />

HAMMERBURST<br />

The Hammerburst works a bit differently than it did in <strong>Gears</strong> <strong>of</strong> <strong>War</strong> 1. Now instead <strong>of</strong> firing in short bursts, its rate <strong>of</strong><br />

fire is determined by how fast RT is pulled. Not a bad weapon, but given the choice between a Hammerburst and a<br />

Lancer, choose the latter.<br />

GNASHER SHOTGUN<br />

The Gnasher is quite powerful at close range, but you'll more than likely want to drop it in favour <strong>of</strong> a more effective<br />

weapon when playing on any difficulty level higher than Normal. For the Gnasher to be truly effective you must be<br />

pretty close to your target. While <strong>Gears</strong> <strong>of</strong> <strong>War</strong> isn't really that type <strong>of</strong> shooter, the Gnasher can be a saviour in<br />

certain situations.<br />

LONGSHOT SNIPER RIFLE<br />

This is a truly awesome weapon. Once you get your hands on one, never let it go. To look through the Longshot's<br />

Scope use LT, and use the Right Thumbstick to zoom in and out.<br />

The Longshot is noticeably less effective than its <strong>Gears</strong> <strong>of</strong> <strong>War</strong> 1 counterpart, however it is still a powerful weapon. A<br />

headshot still instantly kills most <strong>of</strong> the Drone-type enemies on the Hardcore difficulty setting, save for the Palace<br />

Guard.<br />

FRAG GRENADE<br />

The standard Frag Grenade returns in <strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 with a new proximity mode setting. You can stick a Frag<br />

Grenade on walls or other surfaces by equipping one and pressing the B button while facing a surface. When an<br />

enemy gets too close, the grenade will explode, hopefully netting you an easy kill.<br />

Of course, the Frag Grenade can still be thrown. While readying a Frag, a visible arc shows the grenade's trajectory,<br />

making trying to use one effectively less <strong>of</strong> a guessing game. Instead <strong>of</strong> simply throwing this grenade, it is attached to<br />

a chain and swung and thrown.<br />

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Another feature introduced in <strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 is the “parting gift,” which can be particularly effective during<br />

multiplayer matches. When you're down but not out, select the Frag Grenade and press the B button to detonate<br />

yourself when an unwitting foe ventures too close.<br />

SMOKE GRENADE<br />

Only available in the multiplayer mode. Thrown in the same way as a Frag Grenade, but releases a cloud <strong>of</strong> smoke<br />

upon detonation. As with the Frag Grenade, Smoke Grenades can also be stuck to walls, acting like proximity mines.<br />

The Smoke Grenade has been largely upgraded in <strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 in that it will now knock down characters caught<br />

in its blast. This feature can be used quite effectively, as a grounded character is left vulnerable to gunfire,<br />

chainsaws, and Frag Grenades.<br />

INK GRENADE<br />

A brand new addition to the game; the Ink Grenade is thrown just like a Frag or Smoke Grenade, but it emits a cloud<br />

<strong>of</strong> poisonous gas when it explodes. Ink Grenades can be stuck to walls and other surfaces, too.<br />

Remaining in the poisonous cloud will lead to a quick death, so if one lands nearby you'll want to quickly clear the<br />

area. Kantus carry these.<br />

HAMMER OF DAWN<br />

The Hammer remains unchanged from its predecessor in <strong>Gears</strong> <strong>of</strong> <strong>War</strong> 1. You'll only <strong>com</strong>e across this weapon once<br />

in the single-player campaign this time around.<br />

To use this weapon, hold down the Left Trigger to aim and the laser will show you where the beam will strike. You<br />

cannot move around too much while the beam is charging or it will cancel. Once it is deployed, however, you are<br />

free to move the beam with the Right Thumbstick. This weapon is primarily used in the single player campaign for<br />

killing Seeders and Berserkers.<br />

TORQUE BOW<br />

The Torque Bow is used by Theron and some Palace Guards. The bolt sticks into flesh and on many surfaces and<br />

explodes a few seconds after impact.<br />

To use the Torque Bow, hold the Right Trigger to charge the bolt, point the laser <strong>guide</strong> at a target, and release to fire.<br />

You can do charge a shot while behind cover, too. You have to hold RT for a long enough time because if you don't,<br />

the bolt will simply bounce <strong>of</strong>f the target and not stick. You can't keep the bolt charged forever, either. If you hold<br />

down the RT button for too long, the Torque Bow will simply launch the bolt by itself.<br />

BOOMSHOT<br />

All in all, this weapon is not too impressive, even still in <strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2. Splash damage is practically non-existent;<br />

nothing short <strong>of</strong> a straight-on shot will be effective. Your best bet would be to leave this weapon on the ground. The<br />

Torque Bow is a much better option.<br />

SCORCHER FLAMETHROWER<br />

This a devastating close-range weapon carried by Flamers and Flame Boomers. Though this is primarily a<br />

close-range weapon, it can be used effectively from behind cover to keep rushing enemies at bay. It can be<br />

blind-fired like other weapons, making it particularly useful when you're pinned down by enemy fire. Though it has<br />

a fairly limited range, achieving a perfect reload will greatly improve it.<br />

MULCHER<br />

This mini-gun is wielded by the Grinder class <strong>of</strong> Boomer. It is essentially a portable turret and can tear a target to<br />

pieces in a matter <strong>of</strong> seconds. As with the Chain Gun and Troika, the Mulcher eventually overheats when it's fired<br />

for an extended period <strong>of</strong> time. The bar in the top-right corner <strong>of</strong> the screen indicates the gun's temperature; it rises<br />

when the Mulcher fires, and lowers while it's inactive. Holding the RB button will quickly cool down the gun.<br />

The Mulcher can be picked up without having to discard either <strong>of</strong> your weapons, and can be mounted on the<br />

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ground or behind a piece <strong>of</strong> cover (hold LT while behind cover).<br />

MORTAR<br />

Like the Mulcher, the Mortar can be picked up without having to discard either <strong>of</strong> your weapons, and can be<br />

mounted on the ground or behind a piece <strong>of</strong> cover (hold LT while behind cover). This is a long-range weapon, useful<br />

for decimating large groups <strong>of</strong> enemies in the distance.<br />

To use this weapon, point towards your target and hold RT to start it up. You'll notice a meter that rises as you hold<br />

RT. This meter indicates how far the mortar strike will travel. It goes up to 150m, and can be launched at as low as<br />

25m. Occasionally, two white markers will appear on the meter; this indicates how far you must aim to clear your<br />

target. These markers don't always appear, so using the Mortar can sometimes be a bit <strong>of</strong> a guessing game.<br />

BOOM SHIELD<br />

The Boom Shield essentially acts as a piece <strong>of</strong> deployable cover; it can be set down by pressing the A button while<br />

holding LT. The shield can be used to block <strong>of</strong>f narrow stairways and other passages to prevent the big Locust<br />

(Bloodmounts, Boomers, etc.) from moving past it. The Drone-type enemies can kick the shield down, however, so<br />

setting it down won't keep you <strong>com</strong>pletely safe. While carrying the Boom Shield, you only have access to your pistol<br />

and melee attacks.<br />

Maulers carry Boom Shields and use them to ward <strong>of</strong>f gunfire, thus requiring a team effort to bring one down.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide<br />

Enemies<br />

DRONE<br />

These are the Locust that you will encounter most <strong>of</strong>ten. They are the standard, bipedal enemy present in any<br />

shooter. There several subtypes <strong>of</strong> Drone, and each uses a variety <strong>of</strong> weapons. The most <strong>com</strong>mon type <strong>of</strong> Drone are<br />

those that use the Hammerburst or Lancer Assault Rifle.<br />

Grenadier: Wield Gnashers and tend to throw Frag Grenades. Grenadiers are easily discernable from standard<br />

Drones due to their lack <strong>of</strong> chest armour and bulkier frame. Don't get too close to these.<br />

Sniper: Use the Longshot Sniper Rifle. They wear goggles and sometimes head armour.<br />

Bolter: Wields a Boltok Pistol and tends to charge at its target.<br />

Cyclops: Are discernable by their distinctive head armour. They wield the Lancer Assault Rifle and make use <strong>of</strong> its<br />

chainsaw bayonet to cut through enemies.<br />

Flamer: A Drone-sized version <strong>of</strong> the Flame Boomer. As its name implies, this class <strong>of</strong> enemy uses the Scorcher<br />

Flamethrower. If one <strong>of</strong> the two tanks on a Flamer's back is punctured, it will begin to emit fire and promptly<br />

explode, taking its user with it. Take advantage <strong>of</strong> this by always concentrating your fire on one <strong>of</strong> its tanks and then<br />

backing <strong>of</strong>f when fire begins to emit from it. one shot with the Longshot is enough is enough to ac<strong>com</strong>plish this.<br />

Troika Gunner: These guys man the Locust Troika emplacements. A well-thrown Frag Grenade or a headshot from a<br />

Longshot is enough to put an end to this enemy.<br />

WRETCH<br />

These small, mobile enemies use melee attacks to deal damage, and because they move very fast they can be quite<br />

hard to hit. Luckily, they are very weak, and can be killed with one melee attack in most difficulty levels.<br />

TICKER<br />

A small enemy with a sizeable explosive strapped to its back. Tickers explode when killed, and can also<br />

self-detonate if they're close enough to you or one <strong>of</strong> your allies. If you can't kill a Ticker from afar, the best way to<br />

deal with one is to melee it—which knocks them away from you and prevents them from detonating—and then fire at it<br />

from a safe distance. Don't melee a Ticker while it's down though, as that will just cause it to explode. Just make<br />

sure that you don't have your Lancer out before mashing that melee button because using a chainsaw on a Ticker<br />

isn't the best idea!<br />

SEEDER<br />

Seeders deploy Nemacyst, which is a slow-moving, flying enemy that explodes when it <strong>com</strong>es into contact with<br />

something<br />

BOOMER<br />

<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 introduces a number <strong>of</strong> Boomer subtypes, all <strong>of</strong> which are briefly outlined below.<br />

Standard: These guys are deadly. They use Boomshots, and if one manages to clip you, it's over. When you see one,<br />

take cover! They usually say "Boom" before they are about to shoot, so if you are aiming at one, duck back behind<br />

cover when you hear this.<br />

Grinder: Uses a Mulcher chain gun. They are discernable from the standard Boomer by their square-shaped helmet.<br />

Flame Boomer: Wields a Scorcher Flamethrower and moves about as fast as a standard Boomer. Can sustain more<br />

damage than a Flamer, but can also be killed quickly if one the tanks on its back is punctured by gunfire.<br />

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Mauler: Carries a flail and a Boom Shield. When the flail <strong>com</strong>es down, it will incapacitate any character within a<br />

certain radius. Maulers use their Boom Shields to ward <strong>of</strong>f gunfire, so take aim and fire at any visible portion.<br />

Butcher: A large Locust that carries a cleaver. These guys move very slowly and don't inflict much damage, so<br />

dealing with one is not much <strong>of</strong> a problem.<br />

KANTUS<br />

A tall, lanky Locust that throws Ink Grenades and carries a Gorgon Pistol. They are quite adept at dodging gunfire<br />

and have a large amount <strong>of</strong> health, making them difficult to take down.<br />

THERON<br />

An upgraded version <strong>of</strong> the Drone. They usually use Torque Bows so be very careful if there are any Theron around.<br />

If you notice that one is aiming a Torque Bow in your direction, get behind a piece <strong>of</strong> cover and wait until the<br />

Theron is forced to release the bolt.<br />

PALACE GUARD<br />

The toughest variant <strong>of</strong> Drone. They can wield a variety <strong>of</strong> weapons including the Gnasher, Torque Bow, and<br />

Hammerburst.<br />

REAVER<br />

You'll remember these guys if you played through the first <strong>Gears</strong> <strong>of</strong> <strong>War</strong>. Reavers are more <strong>com</strong>monplace this time<br />

around, however, and now have the ability to ground themselves on the battlefield. Reavers require a great deal <strong>of</strong><br />

gunfire to bring down, and can deal a considerable amount <strong>of</strong> ranged and melee damage. Most Reavers are<br />

controlled by a handler and may also carry a gunner.<br />

BLOODMOUNT<br />

Quick, two-legged creatures that are used as mounts by some Grenadiers. Bloodmounts are quite dangerous<br />

up-close, as they can deal a considerable amount <strong>of</strong> melee damage. Furthermore, its handler can <strong>of</strong>ten still hit you<br />

while you're behind low cover due to his elevated position atop the Bloodmount. Hitting the Bloodmount with rapid<br />

gunfire will cause it to teeter, both stopping it in its tracks and possibly knocking the rider to the ground. You must<br />

kill both the rider and Bloodmount separately.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Act 1: Tip <strong>of</strong> the Spear<br />

Chapter 1: Wel<strong>com</strong>e to Delta<br />

At the start <strong>of</strong> the game you're given the option to run through a few training exercises, though you can skip the<br />

training entirely and jump right into the action. However there are several benefits to choosing the training route.<br />

Firstly, the training session is very brief and will serve to familiarize you with the game's basic controls and <strong>com</strong>bat<br />

manoeuvres. Secondly, two <strong>of</strong> the 41 total collectibles in the game are found in the training area. Lastly, <strong>com</strong>pleting<br />

the training session unlocks the “Green as Grass” achievement.<br />

Collectible (1/2): Select the Training option at the start <strong>of</strong> the game and walk to the end <strong>of</strong> the alley once in the<br />

training area. Here Jack will continuously saw at the chain link fence until you take cover. Look for The Eagle<br />

Newspaper on the ground a few steps across from the dumpster and wooden fence in this area.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Act 1: Tip <strong>of</strong> the Spear<br />

Chapter 2: Desperation<br />

Pass through the blue double door to trigger a brief cutscene. Afterwards, follow Tai up the stairs to reach another<br />

double door. Upon entering the next room, proceed through the double door in the northwest corner. Grab the<br />

ammo box along the walkway and then take cover along the railing so that you have a clear view <strong>of</strong> the fuel tanks at<br />

the center <strong>of</strong> the lobby below.<br />

You'll want to keep your head down to avoid being spotted by the Drones entering the lobby. Stay down until you<br />

hear the order to detonate the fuel tanks, at which point take aim and fire at them until fire begins to shoot out. Once<br />

you've punctured a hole in one <strong>of</strong> tanks, just sit back behind cover and wait for the tanks to explode, ideally killing<br />

each and every enemy in the room below.<br />

There's a collectible in one <strong>of</strong> the rooms along the walkway, so don't pass through the double door with the ammo<br />

box in front <strong>of</strong> it just yet.<br />

Collectible (1/5): This collectible is in one <strong>of</strong> the rooms along the long walkway overlooking the lobby where the<br />

Drones swarm in. If the one open room along the side <strong>of</strong> the walkway you are on does not hold the collectible (if<br />

you see Frag Grenades, you're in the wrong room), go to the parallel walkway and look in the open room there. The<br />

collectible (Doctor's Journal) will be on the floor by some cabinets.<br />

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Collectible 1/5<br />

Doctor's Journal<br />

Once you're ready to move on, follow your squad through another double door. You'll meet some resistance along<br />

this walkway in the form <strong>of</strong> two Drones. Let your <strong>com</strong>rades deal with the enemies in the area below the walkway,<br />

and take cover behind one <strong>of</strong> the white chests to avoid taking fire.. Pick <strong>of</strong>f the two Drones and continue through the<br />

double door up ahead. You'll meet a pair <strong>of</strong> Drones in this hallway as well; just get behind cover and allied<br />

helicopter fire will soon take care <strong>of</strong> them.<br />

A couple <strong>of</strong> Drones occupy the room at the end <strong>of</strong> the hallway. Dart towards the standing table in the middle <strong>of</strong> the<br />

room, take cover against it, and then press the A button to have Marcus flip it on its side for use as cover. Take care<br />

<strong>of</strong> the Drones in this room from behind this cover. There are some Frag Grenades in the small room to the left <strong>of</strong> the<br />

table, so head in there and pick them up if you have space in your inventory. When you're ready, continue through<br />

the door at the opposite end <strong>of</strong> the room and head down the stairs.<br />

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Take cover by the side <strong>of</strong> one <strong>of</strong> the doorways at the bottom <strong>of</strong> the stairs and clear out the locusts in the room<br />

beyond it.<br />

Collectible (2/5): The collectible (Jacinto Medical Center File) is on the floor between the two circular desks at the<br />

center <strong>of</strong> this large room.<br />

Collectible 2/5<br />

Jacinto Medical Center File<br />

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Head through the single door on the wall adjacent to the door you used to enter and go through the double door at<br />

the end <strong>of</strong> the hallway you <strong>com</strong>e to. Take cover behind one <strong>of</strong> the benches at the bottom <strong>of</strong> the steps and help your<br />

allies pick <strong>of</strong>f the enemies in the courtyard. After the skirmish, walk across the courtyard, climb up the steps, and<br />

step through the double door there. Move along the hallway here and clear out the two Drones in the large room<br />

before stepping in. Follow your squad through the next door and turn right at the split.<br />

There are a few more enemies to deal with in the cafeteria. Luckily there is plenty <strong>of</strong> cover to choose from. There's<br />

an ammo box in the kitchen freezer that you can pick up if your ammo's low. Be sure not to miss the nearby<br />

collectible before moving on.<br />

Collectible (3/5): Enter the small room with the broken double door by the doors to the cafeteria and kitchen. The<br />

collectible (COG Letterhead) is on the floor here in front <strong>of</strong> the desk.<br />

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Collectible 3/5<br />

COG Letterhead<br />

Move past the serving counter at the far end <strong>of</strong> the cafeteria to enter another large room. After a King Raven<br />

helicopter crashes through the skylight, a few Drones will appear and fire down at you from an overlooking<br />

walkway. Take cover behind one <strong>of</strong> the shelves and either shoot back at them or lob a Frag Grenade onto the<br />

walkway to hopefully take them out. Climb up the stairs at either end <strong>of</strong> the walkway and head through the double<br />

door up top. Some Frag Grenades can be found to your left as you enter the main lobby. Be sure to pick up the<br />

collectible here before heading down the stairs.<br />

Collectible (4/5): Upon entering the main lobby, turn right and move to the very end <strong>of</strong> the walkway. The<br />

collectible (COG Proclamation) is there, next to an ammo box.<br />

Collectible 4/5<br />

COG Proclamation<br />

After you've picked up the collectible, take the stairs down to the main lobby and enter the formation <strong>of</strong> reception<br />

desks at its center. Drones will soon appear and attack from all sides, so you'll have to move from cover to cover to<br />

avoid taking fire. When the enemies have all been dealt with, head through the recently opened double door to<br />

meet up with Carmine. There is yet another collectible nearby, but be sure to kill the enemies up ahead before going<br />

for it.<br />

Collectible (5/5): Upon exiting the hospital through its main lobby, turn right and pass under the archway. Turn<br />

around and look by the column on the left to spot the collectible (COG Tag).<br />

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Collectible 5/5<br />

COG Tag<br />

When a good number <strong>of</strong> the enemies in the street have been cleared out and the collectible has been picked up,<br />

climb down the steps and grab cover behind the cement block there. A couple <strong>of</strong> Reavers will appear, but remain<br />

behind cover and let the allied helicopters deal with them. Once the way is clear, cross the street and hop through<br />

one <strong>of</strong> the store's rectangular windows. If you move to the other end <strong>of</strong> this room, you can take cover below the<br />

window there, likely giving you a clear view <strong>of</strong> the remaining enemies.<br />

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Grab the ammo box across from the window and leave the store when all visible foes have been taken care <strong>of</strong>.<br />

Continue down the street and take cover behind the cars scattered about if need be. You'll clear the chapter and<br />

unlock an achievement once the Locust attack force in the street has been eliminated.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Act 1: Tip <strong>of</strong> the Spear<br />

Chapter 3: Rolling Thunder<br />

Collectible (1/2): At the start <strong>of</strong> the chapter, turn around and you'll find the collectible (Grindlift Notice) posted<br />

next to the ladder at the back <strong>of</strong> the platform.<br />

Collectible 1/2<br />

Grindlift Notice<br />

You're job here is to defend Betty the assault derrick from the Locust as you move towards Landown. At first the fleet<br />

will <strong>com</strong>e under attack by a Nemacyst Mortar strike. Ignore the Chain Gun for now because it's much easier to shoot<br />

down the mortars with a Lancer. Position yourself by to the turret platform and hit the Nemacyst before they reach<br />

the vehicle. The assault derrick can only endure a few hits from the mortars, so your aim must be spot on if you're<br />

going to make it through this.<br />

[img=a1c3-1.jpg]<br />

When the Reaver appears, quickly climb up the ramp, hop on the mounted turret and fire at the handler and<br />

gunman aboard the Reaver that is flying along the left side <strong>of</strong> the assault derrick. Pay attention to the bar beneath the<br />

gun icon in the top-right corner <strong>of</strong> the screen. This bar signifies the turret's heat level; when it's full you'll no longer<br />

be able to fire until the gun cools down. Holding the RB button quickly empties the bar.<br />

Once the Reaver has been dealt with, the vehicle will <strong>com</strong>e to a stop. Something has gone wrong, so your next task<br />

is to protect Dizzy while he tries to repair the assault derrick. There's a collectible nearby and enemies are fast<br />

approaching, so you'll have to grab this one quickly.<br />

Collectible (2/2): As soon as you gain control over Marcus, turn left and move towards the ammo boxes and<br />

overturned truck in the distance. The collectible (Munitions Requisition Form) is nearby.<br />

Collectible 2/2<br />

Munitions Requisition Form<br />

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Pick up the Frag Grenades near the ammo boxes and collectible before taking cover behind the overturned column<br />

by the standing column up ahead. Lob a Frag Grenade in the first emergence hole to seal it up, and then quickly<br />

clear out the Locust that managed to climb through before the next hole appears. Another emergence hole will open<br />

up nearby, so use your last Frag to quickly close it.<br />

Be sure to steer clear <strong>of</strong> the standing column, as it eventually falls on its side and will squish you if you're standing in<br />

its path. When it does fall however, take cover behind it because some more enemies will than appear on the ridge<br />

across from it. Another hole will open up near the closed ones and unfortunately you lack a Frag Grenade to quickly<br />

close it. However by this time you should soon hear Marcus yell “Get to the rig!” at which point you can roadie run<br />

back to Betty to leave this area and <strong>com</strong>plete the chapter.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Act 1: Tip <strong>of</strong> the Spear<br />

Chapter 4: The Big Push<br />

Once you gain control over Marcus, get on the mounted turret and fire at the Locust emerging from the large hole to<br />

rack up some kills. Don't waste any time firing at the Brumak because he can't harm you.<br />

A hijacked assault derrick will soon pull up alongside your vehicle. Fire at the Drones onboard and try your best to<br />

keep the turret on their end clear. When the two assault derricks move apart, a few grapplers will climb aboard<br />

yours. Your allies will likely be able to take care <strong>of</strong> them, but blast any that you can reach with the Chain Gun.<br />

When the bulletpro<strong>of</strong> glass protecting the driver <strong>of</strong> the hijacked vehicle cracks, direct your fire at the driver until you<br />

manage to knock him out.<br />

Get back on the Chain Gun immediately after the victory cutscene. Ignore the Brumaks alongside you for now. A<br />

Corpser pops up along the way, but it can't harm you. Shortly after the Corpser encounter, a Brumak will appear in<br />

your path; you must quickly kill it before it can gib you with its missiles. Focus your fire on the missile battery on the<br />

Brumak's back. When it explodes it will take the Brumak with it. Remember to cool down the Chain Gun when it<br />

overheats by holding RB. On the Hardcore difficulty setting Marcus can only take two missile blasts from the Brumak<br />

before he's blown to pieces, so keep your aim steady and cool down the Chain Gun immediately when it overheats.<br />

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You'll <strong>com</strong>plete the chapter and unlock an achievement once the Brumak is dead.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Act 1: Tip <strong>of</strong> the Spear<br />

Chapter 5: Roadblocks<br />

Give the door to the left a few kicks to open it. Take the Gnasher from behind the counter if you aren't already<br />

carrying one.<br />

Collectible (1/4): Hop over the counter and climb up the stairs behind it. The collectible (Jacinto Sentinel<br />

Newspaper) is on the floor in this room here.<br />

Collectible 1/5<br />

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Jacinto Sentinel Newspaper<br />

Grab the collectible, Frag Grenades, and ammo box in the room upstairs, and then climb back down the stairs, hop<br />

over the counter, and continue on into the next part <strong>of</strong> the bar to meet some Tickers. These enemies explode when<br />

killed, and can also self-detonate if they're close enough to you or one <strong>of</strong> your allies. If you can't kill a Ticker from<br />

afar, the best way to deal with one is to melee it—which knocks them away from you and prevents them from<br />

detonating—and then fire at it from a safe distance. Don't melee a Ticker while it's down though, as that will just<br />

cause it to explode. Just make sure that you don't have your Lancer out before mashing that melee button because<br />

using a chainsaw on a Ticker isn't the best idea!<br />

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Take cover beneath the opening in the wall and blast the Tickers with your Gnasher before they can reach the<br />

doorway. When the way seems to be clear, step outside, but keep on the lookout for stray Tickers. You'll know a<br />

Ticker is in the area due to the distinct ticking sound they emit. A wooden fence on the other side <strong>of</strong> the road will<br />

soon be blown open by a Ticker. Kill the final Ticker to <strong>com</strong>plete the current objective and then continue past the<br />

fence. Head down the alleyway between the two houses and use the Lancer's chainsaw bayonet to cut down the<br />

wooden planks in your path. If you don't have a Lancer, there is one in on the floor behind the houses, otherwise a<br />

few normal melee attacks can ac<strong>com</strong>plish the same.<br />

Take cover behind the sandbags here and fire at the Tickers that appear. You should be safe from their blasts from<br />

behind the sandbags, but just don't let one get behind the cover. They tend to self-detonate when they get close<br />

enough, even if you're on the other side <strong>of</strong> a piece <strong>of</strong> cover, so fighting these guys <strong>of</strong>f shouldn't be too much <strong>of</strong> a<br />

problem.<br />

Collectible (2/4): The collectible (Memorial Inscription) is in the small gravesite across from the start <strong>of</strong> the path that<br />

leads up to the Imulsion station. It is the plaque below the statue there.<br />

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Collectible 2/4<br />

Memorial Inscription<br />

Once you have the collectible, head towards the Imulsion station and take cover behind the cement block at the top<br />

<strong>of</strong> the slope to the right. A Troika gunner is soon revealed to be on top <strong>of</strong> the station. Wait until the gunner takes aim<br />

at one <strong>of</strong> your friends before popping up from cover and firing at his side. With the gunner down and out, sit tight<br />

until the tower to the far left with a second Troika gunner in it is demolished by an allied assault derrick.<br />

Collectible (3/4): Enter the small room at the back <strong>of</strong> the Imulsion station. The collectible (Truck Driver's Note) is<br />

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on the ground here.<br />

Collectible 3/4<br />

Truck Driver's Note<br />

After picking up the collectible inside the station, hop over the railing along the building next to the station and<br />

move through the gap at the other end. Make your way over to the giant tunnel in the distance and pass through the<br />

open fence at its mouth. This tunnel is full <strong>of</strong> Tickers, so switch to your Gnasher and melee away any that get too<br />

close for <strong>com</strong>fort. Your allies will fire at the Tickers too, which can be dangerous since they tend to detonate those<br />

nearby. For this reason your best bet upon spotting a Ticker is to simply back away and fire your Gnasher at it.<br />

Keep to the left <strong>of</strong> the tunnel and eventually you will <strong>com</strong>e to some steps. There's a collectible nearby, so don't head<br />

up those steps just yet.<br />

Collectible (4/4): A small room to the left <strong>of</strong> the steps along the sidewalk holds the collectible (COG Tag).<br />

Collectible 4/4<br />

COG Tag<br />

When you have the tag, continue up the steps, proceed through the doorway, and move through this area and out<br />

the doorway at its end. Blast the Tickers as you move down the remainder <strong>of</strong> the tunnel and take cover behind the<br />

car near the exit. A Reaver will soon appear and ground itself at the end <strong>of</strong> the tunnel; switch to your Lancer and fire<br />

at the Reaver until it falls. With the way clear, exit the tunnel and start down the street.<br />

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Partway down you're given the choice between the Hotel route and the Ro<strong>of</strong>tops route. For the sake <strong>of</strong> following this<br />

walkthrough, choose the Ro<strong>of</strong>tops path by pulling RT.<br />

Ro<strong>of</strong>tops Path: Get behind a piece <strong>of</strong> cover and kill <strong>of</strong>f the two Drones at the end <strong>of</strong> the way Climb up the ladder<br />

around the corner and use the Lancer's chainsaw bayonet to silence the Mortar Drone on the ro<strong>of</strong>top if he hasn't<br />

spotted you. Pick up the Mortar and move along the ro<strong>of</strong> until you have a clear view <strong>of</strong> the bombed out hotel across<br />

the street. Take aim at the ro<strong>of</strong> <strong>of</strong> the building at the far right end, hold the shot with RT until it reaches about 110m,<br />

and then release it to create an opening.<br />

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With that done, climb back down the ladder and wait while Jack opens the door across from it. Kick open the door,<br />

move through the building, and take cover behind the sandbags outside. Kill the Drones in this area and then take<br />

up the Mortar on the ground. A Brumak soon emerges from the tunnel; you must defeat it before it manages to<br />

destroy Betty with its missiles.<br />

It takes a solid three mortar hits to down this beast, but luckily from this position you're close enough to the Brumak<br />

to not have to worry too much about firing distance. Try to time the first mortar strike as the Brumak steps out from<br />

the tunnel; don't hold down RT for too long (75m-80m) because you don't need all that much distance. The Brumak<br />

will stand on the spot for a moment when it first steps out from the tunnel, so hit it with a mortar strike again here<br />

(70m-75m). When the Brumak is right up against your cover (the railing along the ro<strong>of</strong>top), you need only hold a<br />

mortar shot to 55m-60m to reach. If a third mortar strike doesn't bring the Brumak down, either try for another one<br />

or quickly switch to your Lancer and hope it's at least close to dying.<br />

The chapter ends once the Brumak falls.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Act 1: Tip <strong>of</strong> the Spear<br />

Chapter 6: Digging In<br />

Pick up the Mortar on the platform if you aren't already carrying one and take position along the railing at the front<br />

<strong>of</strong> the assault derrick. A large amount <strong>of</strong> Locust soon enter the gravesite below. You must defend the assault derrick<br />

from this attack until it can deploy the Grindlifts.<br />

While using the Mortar, make use <strong>of</strong> the white distance markers if it's visible, because it serves as an indication <strong>of</strong><br />

how far the mortar must travel to reach distant enemies. If the white markers do not appear, hold until anywhere<br />

between 70m-105m. Try to only launch mortar to wipe out clusters <strong>of</strong> enemies and not just one or two; let your<br />

teammates pick <strong>of</strong>f the strays. Watch out for grapplers as well, though your allies should be able to deal with them.<br />

The biggest threat here is the Locust Mortar crew that enters the graveyard from the right side <strong>of</strong> the screen. Be sure<br />

to save at least one mortar strike to wipe out these guys, as a single strike from them can gib you and your <strong>com</strong>rades.<br />

There may still be a Mortar in the middle <strong>of</strong> the platform if you didn't pick it up at the start <strong>of</strong> the level, so grab if<br />

need be and then return to position. The mortar crew will <strong>com</strong>e shortly after the grapplers <strong>com</strong>e onboard, so keep an<br />

eye out for them. If the crew manages to fire <strong>of</strong>f a mortar strike, immediately drop your Mortar by pressing a<br />

direction on the D-Pad and rush over to the far end <strong>of</strong> the platform in an attempt to avoid getting killed.<br />

After the mortar crew a group <strong>of</strong> Boomers will enter the graveyard. They can be quickly eliminated by a mortar<br />

strike. Once the Boomers have been dealt with, a pair <strong>of</strong> Reavers will appear and ground themselves at the back <strong>of</strong><br />

the graveyard. They're at the very back <strong>of</strong> the area, so you'll have to aim a bit farther if you hope to hit one with a<br />

mortar strike (around 150m to hit the Reaver across from your cover).<br />

You'll <strong>com</strong>plete the chapter and unlock an achievement when the all <strong>of</strong> the Locust in the graveyard have been<br />

wiped out.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Act 2: Denizens<br />

Chapter 1: Scattered<br />

At the start <strong>of</strong> this chapter, you can either climb up the ladder behind you or go down the trail to the right <strong>of</strong> it. Both<br />

paths eventually converge, so go whichever way you like. When you spot the falling Grindlifts continue down the<br />

path to the left. Continue moving towards the skirmish and use the Lancer's chainsaw bayonet to cut down the vine<br />

wall that you <strong>com</strong>e to. Grab some cover behind one <strong>of</strong> the rocks in the next area and gun down the Drones in the<br />

distance.<br />

Once you hear the battle end sound effect, start up the slope in the distance towards the two Grindlifts to meet up<br />

with Carmine. Pick up the Frag Grenades here and then quickly take cover along the ridgeline. A large number <strong>of</strong><br />

Drones, and eventually some Tickers, will appear in the area below. Be especially careful <strong>of</strong> the Tickers, as they tend<br />

to dart up behind cover and detonate themselves. Remember to melee them if you aren't using your Lancer,<br />

otherwise fallback or roll to avoid taking damage. Switch to your Gnasher if more than one Ticker manages to get up<br />

the ramp, then roll away and blast them. Also watch for enemy Frag Grenades landing behind your cover.<br />

When the last Drone falls, move towards the overturned Grindlift by the rock wall and hit the switch on its side to<br />

start it up. Afterwards, go through the tunnel that the Grindlift created and start down the path to the area below to<br />

assist your <strong>com</strong>rades. Pick up the two ammo containers strewn about, take cover behind the sandbags up ahead, and<br />

then start firing at the enemies in the distance. There are Tickers here too, so keep an eye out and roll away if one<br />

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manages to gets close to you. Two Boomers will enter the area near the end <strong>of</strong> the fight; just make sure you duck<br />

back down behind cover if one sends a Frag your way. It would be a good idea to pick up those Boomshots after the<br />

battle.<br />

Head through the rock archway after the battle and start down the lit path. There are Wretches along here, so switch<br />

to your pistol and use that beat them down when they get close. You'll eventually <strong>com</strong>e to another vine wall. If you<br />

swapped your Lancer out for another weapon and don't wish to pick up another one, a few normal melee hits will<br />

cut through the vine wall too.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Act 2: Denizens<br />

Chapter 2: Indigenous Creatures<br />

The Rock Worm here acts as a moveable cover, though it's not exactly reliable. It feeds on the glowing red bulbs that<br />

are strewn throughout the cave. Blasting one <strong>of</strong> these bulbs, thus dropping it to the ground, will lure the Rock Worm<br />

over to it, allowing you to take cover along its solid shell. Shoot the hanging fruit in this area to send the worm over<br />

to it.<br />

Collectible (1/2): After crossing a narrow rock bridge over a small body <strong>of</strong> water, keep an eye out for a vine wall to<br />

your left. Use the Lancer's chainsaw bayonet or some normal melee attacks to cut through the vines. The collectible<br />

(<strong>Gears</strong> Journal) is on the ground in front <strong>of</strong> the Grindlift here.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Act 2: Denizens<br />

Chapter 3: Strange Revelations<br />

Start down the path and eventually you will reach the entrance to a Locust stronghold. Be sure to pick up the<br />

Longshot that's on the ground just before the steps. Immediately take cover behind one <strong>of</strong> the pieces <strong>of</strong> railing to<br />

avoid taking fire. Look up in the left corner <strong>of</strong> the cave ceiling for a glowing fruit, and shoot it down to lure the Rock<br />

Worm into the area. There are some Tickers in this area as well, so don't let one get too close. When the Rock Worm<br />

is in view, hop over the railing and take cover somewhere along it.<br />

If you have one or more Frag Grenades, toss them into the two sectioned-<strong>of</strong>f areas on either side <strong>of</strong> the entrance to<br />

take out the grubs hiding there. Eventually the Kantus will <strong>com</strong>e through the front door sided by a group <strong>of</strong><br />

Wretches. Empty your Lancer into the Kantus until he falls, but divert your attention to the Wretches if they get too<br />

close. The Kantus was carrying a Gorgon Pistol, so be sure to pick it up before moving on.<br />

Collectible (1/1): Enter the stronghold once the Kantus has been dealt with and make a hard right. The collectible<br />

(Locust Emblem) is on the ground near the ammo box here.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Act 2: Denizens<br />

Chapter 4: Sinking Feeling<br />

Walk through the wreckage and pick up any ammo along the way. Take cover behind the broken wall on the right<br />

when you spot the first Bloodmount. These guys are tough; you don't want to let one get too close as they can deal a<br />

considerable amount <strong>of</strong> melee damage. Stay where you are and start picking <strong>of</strong>f the first few Drones until the<br />

Bloodmount <strong>com</strong>es closer. Unload your Lancer—or another weapon suitable for this range—into the Bloodmount and<br />

rider while it is preoccupied with your teammates. There's a Hammerburst and some Frag Grenades behind the<br />

overturned car on the right, so swap a weapon out for that Hammerburst if you lack a long-range weapon.<br />

Move on and eventually you will encounter another Bloodmount. Take him out in the same fashion.<br />

Collectible (1/2): Kill the remaining Drones and keep an eye on the right side <strong>of</strong> the street for a small area that<br />

holds an ammo box (it's just before the ash-covered sports car). Hop over the low wall here and you'll <strong>com</strong>e to an<br />

area with an upside-down car, some ammo, and a Gorgon Pistol. There are a couple <strong>of</strong> snipers in the distance, so be<br />

careful. The collectible (Ilima City Help-Wanted Ad) is on the ground next to the upside-down car.<br />

Collectible 1/2<br />

Ilima City Help-Wanted Ad<br />

Once you have the collectible, start towards the low road and brace yourself for a Reaver attack. Fall back if it<br />

appears too close to you, as its melee attacks can bring you down quickly. Unload your Lancer into the Reaver and<br />

handler, and remember to steer clear <strong>of</strong> its body when it falls.<br />

Afterwards, start down the low road and continue towards the smoke flare. Take cover behind the railing when the<br />

Corpser appears and fire at the Drones <strong>com</strong>ing down the bridge in the distance. There's a Longshot at the far left<br />

corner <strong>of</strong> the railing, so pick it up if you need ammo or swap it with one <strong>of</strong> your other weapons. Yet another Reaver<br />

will soon enter the fray, so if you haven't dealt with the Drones yet, divert your fire in an effort to bring down the<br />

Reaver quickly. With the Reaver out <strong>of</strong> the way, return to firing at the Drones in the ruined building across the street.<br />

The building will collapse when the final enemy falls.<br />

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Go down the slope, pick up the ammo box in the left corner <strong>of</strong> this area, and then cross the shoddy bridge over into<br />

the next building. Hop over the low wall and enter the mansion on the other side <strong>of</strong> the street. Some enemies<br />

immediately appear on the second floor, so roadie run through the doorway across from the desk and take cover by<br />

its side to avoid taking damage. Fight <strong>of</strong>f the Locust here until a cutscene is triggered.<br />

Collectible (2/2): After the cutscene, before leaving the building, go on the other side <strong>of</strong> the wall to the left <strong>of</strong> the<br />

exit and look for a COG soldier corpse. The collectible (COG Tag) is on the ground next to this corpse.<br />

Collectible 2/2<br />

COG Tag<br />

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Grab the ammo box by the doorway and exit the building when you're ready to move on. You'll encounter another<br />

Reaver in the gravesite through the arched gateway, so quickly take cover behind one <strong>of</strong> the gravestones and fire at it<br />

with your Lancer. Shortly after, some Drones and Tickers will appear on the bridge, so move up and take them out<br />

from behind cover. When the way is clear, cross the bridge to <strong>com</strong>plete the chapter.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Act 2: Denizens<br />

Chapter 5: Captivity<br />

Follow your squad until you reach the prisoner containers. Grab the ammo box in the upper-right corner <strong>of</strong> the first<br />

platform before moving on to the upper platform to trigger a cutscene. With Baird in your party, move on to the next<br />

area.<br />

Collectible (1/1): Upon entering the next area, make a hard right and follow the path there to its end. The<br />

collectible (Stranded's Journal) is in the corner here.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Act 2: Denizens<br />

Chapter 6: Intestinal Fortitude<br />

Collectible (1/2): At the start <strong>of</strong> the level, turn left and look for the collectible (Car Gold Magazine) in the corner.<br />

Collectible 1/2<br />

Car Gold Magazine<br />

Wade through the Riftworm's intestinal juices until you reach the large digestive teeth. The first couple are easy<br />

enough to make it past; just wait until right after the tooth has hit the plate before roadie running and rolling to the<br />

safe space between teeth. Do the same for the second tooth. The third tooth is placed on an angle, but don't try to<br />

cross its length. Stand in the corner and wait for it to chomp down, then roadie run and roll over to the next safe<br />

spot.<br />

To cross this next section you must roadie run continuously until you are at the other end. If you run into a wall<br />

you're mash, so steer clear <strong>of</strong> the low walls to avoid getting stuck. The next set <strong>of</strong> teeth aren't much harder to pass.<br />

For the first pair, rush through while they are opening, but do not try to pass the second just yet. Wait until the<br />

second tooth begins rising before dashing over. Do the same for the next two teeth to make it out alive.<br />

Once you're through, move on until a cutscene is triggered. Afterwards, stand at the top <strong>of</strong> the slope and gun down<br />

the white critters before they can reach you. Avoid touching the green spikes throughout this level, because you'll<br />

take damage while standing on them. Move further ahead to trigger a cutscene.<br />

Collectible (2/2): You'll have to move fast if you're going to escape the wall <strong>of</strong> debris. As soon as you gain control<br />

over Marcus, hug the wall on the left (but avoid the green spikes) and look for the collectible (COG Tag) in the corner.<br />

You should have just activated a checkpoint recently, so it's not a big deal if you don't find it before the wall <strong>of</strong> debris<br />

reaches you. If you do die after picking it up, there is no need to pick it up again.<br />

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Collectible 2/2<br />

COG Tags<br />

Roadie run away from the tumbling wall <strong>of</strong> debris until you reach the first flesh opening. Blast the flesh opening with<br />

gunfire and then roadie run through. Avoid the green spikes because they'll deal a large amount <strong>of</strong> damage when<br />

touched. Ignore the white critters, but melee them away with your Gnasher if they won't let you through. Use the<br />

Lancer's chainsaw bayonet to cut open the flesh wall you <strong>com</strong>e to and then quickly pass through.<br />

When you reach a dead-end, press the Y button to focus on the teetering vehicle up above. Hit it with gunfire to<br />

knock it down, creating a bridge over the poisonous spikes. When you reach the second flesh wall, cut it down with<br />

the Lancer's chainsaw bayonet to escape the wall <strong>of</strong> debris.<br />

In the next area, take the path to the left, move up to the first acid nozzle, and shoot it to disable it for a short period<br />

<strong>of</strong> time. The acid jet will soon <strong>com</strong>e back to life, so move past the patch quickly. There are two acid jets blocking the<br />

next patch; switch to your Gnasher and blast the two nozzles in quick succession, then roadie run over the acid pool<br />

to the next section. Do the same for the next four acid jets to make it across. Pick up the Lancer ammo by the corpse<br />

and proceed into the next area.<br />

You have to make it through the stomach fast, since there is poisonous gas in the air that will slowly kill you. The key<br />

here is to always head down the lighter path. When you reach the end, use the Lancer's chainsaw bayonet to cut<br />

through the stomach lining. Follow this next path to its end and cut open the flesh wall with the chainsaw bayonet.<br />

Quickly cut through the two arteries on either side <strong>of</strong> the Riftworm's heart and then run up the slope across from it.<br />

The chamber quickly fills with blood, so you'll drown if you're not quick enough.<br />

Unfortunately the Riftworm has four hearts, and you've only stopped one <strong>of</strong> them. You'll need to cut down the other<br />

three to kill this beast. Continue down the next path and cut through the flesh wall to reach the second heart. There<br />

are three arteries to cut with this one; waste no time moving on to the next, because the chamber is quickly filling up<br />

with the worm's blood. When all three arteries have been cut, move on down the path. Cut through the flesh wall to<br />

reach the final chamber which houses the last two <strong>of</strong> the Riftworm's hearts.<br />

There are white critters to contend with here, but waste no time with them once you've cut the first artery. As soon as<br />

the first heart has been stopped, move on to the next on the other side and cut its arteries as well to <strong>com</strong>plete Act 2.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Act 3: Gathering Storm<br />

Chapter 1: Dirty Little Secret<br />

Walk down the path and eventually you'll <strong>com</strong>e to the abandoned facility. Kick in the front door and step inside.<br />

Proceed through the doorway at the other end <strong>of</strong> the room and walk to the end <strong>of</strong> the hall to trigger a cutscene. After<br />

the cutscene, head through the doorway around the corner and start down the hall. Move through the next few<br />

rooms and you'll eventually <strong>com</strong>e across a Flamethrower. If you wish to pick up this weapon (it isn't really necessary<br />

here), be sure to keep your Lancer because you'll be needing it soon, and swap out your secondary weapon for it.<br />

Flip the switch in the next room to restore power to the warehouse.<br />

Head to the other end <strong>of</strong> the storage room and hit the switch to the right <strong>of</strong> the door to open it. Go up the stairs to<br />

reach the catwalk and a bunch <strong>of</strong> Wretches will spawn. Now's the time to put that Flamethrower to good use if you<br />

picked it up. Of course if you didn't pick it up you can also take them out with a normal melee hit or shotgun blast.<br />

There are a lot <strong>of</strong> them though, so if you are getting overwhelmed it might be a good idea to pick up the<br />

Flamethrower on the catwalk at the top <strong>of</strong> the stairs. Step <strong>of</strong>f <strong>of</strong> the catwalk just before the stairs and melee or scorch<br />

the Wretches as they <strong>com</strong>e towards you. If Dom is incapacitated, don't bother reviving him until you hear the battle<br />

end sound effect.<br />

After the Wretch onslaught, make your way to the other end <strong>of</strong> the room and use the handwheel to open the roll-up<br />

door. After the cutscene, carry the explosive charge over to the lift in front <strong>of</strong> the open roll-up door and wait for it to<br />

rise. Step into the room and wait for the Wretches to appear. If either you or Dom is incapacitated, you're toast, so<br />

you'll have to keep these Wretches <strong>of</strong>f <strong>of</strong> you.<br />

You're able to wield a pistol while carrying the bomb, so use it to either shoot the Wretches before they can get too<br />

close, or use it to beat them down while they're right next to you. When the door at the other end <strong>of</strong> the room opens<br />

up, stay put because more Wretches will <strong>com</strong>e through. When the way seems relatively clear, proceed through the<br />

open doorway.<br />

Once you're past the doorway, turn right and start down the hall. More Wretches will <strong>com</strong>e down from the ceiling,<br />

so don't move too quickly. Continue down the hall until you reach the vault door.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Act 3: Gathering Storm<br />

Chapter 2: Origins<br />

Collectible (1/3): At the start <strong>of</strong> the level, go through the blasted door, head up the stairs and turn into the small<br />

<strong>of</strong>fice on the right. The collectible (Inter<strong>of</strong>fice Memo) is in the corner on the right as you enter.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Act 3: Gathering Storm<br />

Chapter 3: Rude Awakening<br />

The Sires in the laboratory downstairs have been awakened. If you still have a Lancer Assault Rifle with you, fighting<br />

<strong>of</strong>f these creatures will be a cinch since the chainsaw bayonet can easily cut through them. Best <strong>of</strong> all, while cutting<br />

through one Sire you'll be immune to damage any others around you.<br />

When you're ready, head back down to the lab and walk <strong>of</strong>f to the right to trigger a brief cutscene. Ready your<br />

Lancer and slice through the first Sire. Move deeper into the lab to trigger more. Make your way into the next room<br />

and continue to walk around the cells and chainsaw the Sires as they pop up.<br />

Move on to the final section <strong>of</strong> the lab and make your way over to the gate. There is a handwheel on either side <strong>of</strong><br />

this gate, both <strong>of</strong> which must be turned at once to open it. Wait until the way is clear before grabbing one <strong>of</strong> the<br />

wheels. If you notice a Sire <strong>com</strong>ing up from behind while you're turning the wheel, tap the X button to get <strong>of</strong>f so you<br />

can chainsaw the creature. When the gate opens, go down the steps in this room and look for the terminal and lever<br />

<strong>of</strong>f to the left. Switch the lever to shut down the facility's security system.<br />

Afterwards, proceed through the doorway and head down the hall to enter the next area. A group <strong>of</strong> Locust burst<br />

through the wall here. Toss a Frag Grenade over if you have one to spare. Shooting at the tanks on a Flamer's back<br />

will cause it to explode. You'll know you've done enough damage to the tank once fire is shooting out from it. Just<br />

steer clear <strong>of</strong> the Flamer to avoid taking damage from the explosion that ensues.<br />

Continue on through the hole in the wall once the first batch <strong>of</strong> enemies has been dealt with. There is another<br />

auto-turret down this hall, so after stepping through the work area doorway, turn left and go through the doorway<br />

there to reach the switch that deactivates it. Hitting this switch brings up the turret in the work space across the way,<br />

likely wiping out the enemies covering there.<br />

Walk down to the end <strong>of</strong> the hall and grab the ammo box in the storage room on the left. Continue on into the next<br />

area to encounter even more Drones. Finish them <strong>of</strong>f and then kick in the double door to reach a circular room with<br />

a large skylight. Just sit behind cover and wait for the razorhail to break through the skylight and kill the Grinder and<br />

Drones in the center.<br />

As has just been demonstrated, standing in razorhail will get you killed. You're about to head outside, so you'll have<br />

to find a way to get to where you need to go while avoiding the hail. Walk around the area below the skylight to<br />

avoid the falling hail and head out the door at the other end <strong>of</strong> the room.<br />

Collectible (1/2): Once you're outside, turn right and roadie run and roll over to the building there. You'll take a bit<br />

<strong>of</strong> damage from the razorhail, but it won't kill you. The collectible (Doctor's Journal) is in the corner at the far end <strong>of</strong><br />

the building's interior.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Act 3: Gathering Storm<br />

Chapter 4: Ascension<br />

You're both driving the Centaur and manning the guns. Make sure you're familiar with the control scheme before<br />

proceeding.<br />

Drive down the path until you reach the first gate. Stop moving forward a few feet from the gate and blast the<br />

Boomers and Drones out front, and then destroy the gate. There is a Troika mounted on the small building on the<br />

right side <strong>of</strong> this encampment, so zoom in by holding LT and take out the gunner. You'll also encounter a Reaver<br />

here, so blast it with the Centaur's cannon before it can fire any missiles <strong>of</strong>f. Getting a perfect reload with the cannon<br />

allows for rapid fire and increased damage, allowing you to down Reavers in no time.<br />

If the Centaur be<strong>com</strong>es damaged, stop moving forward and Baird will repair it. You'll know that the Centaur is in<br />

need <strong>of</strong> repair when fire is visible. Plow through the camp when the Reaver and Troika are out <strong>of</strong> the way and<br />

continue down the road. You'll <strong>com</strong>e to another gate shortly. There's a Troika mounted at the left end <strong>of</strong> the<br />

archway here, so blast the gunner before he spots you.<br />

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Continue through the next archway and you'll then <strong>com</strong>e to another outpost that contains a Reaver, a couple <strong>of</strong><br />

Boomers, and another Troika gun emplacement on the building to the right. Don't just barrel through the outpost;<br />

stay just outside <strong>of</strong> the entrance and try to blast the Troika and Reaver from there. The Centaur can't sustain a whole<br />

lot <strong>of</strong> damage, especially from Troikas, so you definitely have to take it slow here.<br />

When the way is clear, head through the next archway and about midway down this road, press and hold the A<br />

button to activate the turbo and hit the ramp. The next obstacle in your path is a frozen lake. Nemacyst will blast<br />

holes in the ice as you cross, so don't just speed to the other side. Drive slowly and steer clear <strong>of</strong> the holes in the ice<br />

as they appear. You'll be greeted by a pair <strong>of</strong> Reavers when you make it to the other side. The next frozen lake is a<br />

bit more treacherous than the last. Make sure that you've taken care <strong>of</strong> the two Reavers before continuing on to the<br />

ice.<br />

This section requires even greater caution. When you spot the Reaver in the distance, stop where you are and kill it<br />

before proceeding. If there are still Reavers in the area firing at you, stop what you're doing, determine where the<br />

missiles are <strong>com</strong>ing from, and take them out. When you reach the end <strong>of</strong> the frozen lake, allow Baird to repair the<br />

Centaur before moving on.<br />

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Blast the Boomers by the outpost up ahead and then drive over the ramp and through the next archway. Continue<br />

driving through the next few archways, blasting the Reavers and Boomers in your path, and stop at the archway<br />

before the next outpost. Take out the Troika gunner on the smaller building to the right before moving on. You'll<br />

meet a couple more Reavers further down the road.<br />

Slow down after reaching the checkpoint. There are a couple <strong>of</strong> Seeders on the ridge in the distance. They fire<br />

Nemacyst which can severely damage the Centaur, so you'll want to keep your distance. Look for a short, round<br />

boulder along the left side <strong>of</strong> the road and position yourself there. Here you'll have a clear view <strong>of</strong> the Seeders on<br />

the ridge, while remaining out <strong>of</strong> their range. Blast the two Seeders until they fall from the ridge, and then continue<br />

down the road.<br />

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Position yourself here.<br />

Seeders<br />

You'll meet a pair <strong>of</strong> Reavers through the next archway, so slow down and blast them before moving on. When you<br />

<strong>com</strong>e to the bombed out bridge, drive <strong>of</strong>f to the right <strong>of</strong> it to spot a natural ramp. Back up to the building across from<br />

the ramp, then hold the A button to activate turbo boost and hit the ramp to cross the chasm.<br />

Continue up the slope and three Reavers will appear to block your path. Take them out from afar and then continue<br />

down the road to reach the final stretch. Remain on the ridge overlooking the final outpost and blast the Reaver and<br />

Boomers below. A Reaver and some Drones will likely be <strong>com</strong>ing up from the slope leading down to the outpost..<br />

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There's only one Troika here, which is on the ro<strong>of</strong> below the tower on the left end <strong>of</strong> the gate, but that's not the<br />

major obstacle here. As you go down the slope towards the outpost, you'll start being hit by machine gun fire and<br />

missiles from the tower and adjacent building. Unfortunately the only way to silence this fire is to bring the tower<br />

down, and doing so is a pain on any difficulty higher than Normal. Furthermore, the tower can only be damaged<br />

after Baird yells “Dom, hit the tower!” at which point you'll begin to be hit by gunfire.<br />

Before starting down the slope, first make sure there that are no Reavers or Drones left in the area. When you're<br />

ready, slowly descend until you hear Baird yell, and then quickly reverse back up the slope and out <strong>of</strong> range <strong>of</strong> the<br />

gunfire from the tower. Wait for the Centaur to be repaired and ready a full perfect reload with the cannon. With<br />

Centaur fully repaired, move ahead just enough to see the tower, and then blast its base until it falls. Afterwards,<br />

proceed down the slope and through the gate to reach the next checkpoint.<br />

Make your way through the cave and you'll eventually hit a ramp, after which the Centaur breaks down<br />

momentarily. Once power is restored to the vehicle, you'll be faced with three Corpsers. All you have to do is blast<br />

each one when it raises its claws. First the one on the right will raise its claws, then the one in the middle, and finally<br />

the one on the left. The Centaur will be crushed if one <strong>of</strong> the Corpsers manages to bring its claws down, so you<br />

mustS act fast.<br />

Continue <strong>of</strong>f to the right once the Corpsers have been dealt with and you'll soon meet three Brumaks. Keep your<br />

distance and try to dodge any missiles they send your way. Bring down the three Brumaks to <strong>com</strong>plete the chapter.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Act 3: Gathering Storm<br />

Chapter 5: Displacement<br />

Cross the bridge and make your way to the bottom <strong>of</strong> the slope. You'll soon encounter a Theron Guard, which is a<br />

tougher version <strong>of</strong> the Drone that carries a Torque Bow. The bolts from the Torque Bow stick into flesh and surfaces<br />

and then explode, so keep your head down if you spot a Theron charging a shot (you'll be able to see an orange<br />

glow at the front <strong>of</strong> the bow). The Theron will have to release the bolt eventually whether he hits someone or not, so<br />

use the time after he fires to move in closer or take him out. Bolts that explode near you still deal damage, so roll out<br />

<strong>of</strong> the way if one sticks into a nearby wall. You're safe if a bolt sticks into the front <strong>of</strong> your cover, though it may<br />

unsteady your aim when it explodes.<br />

Pick up the Torque Bow once the Theron's down if you wish, and then continue along the path. Some Grenadiers,<br />

Wretches, and Theron will ambush you up ahead. There's a gunboat in the nearby waters, but ignore it for now.<br />

Remember to stay down if you see a Theron charging a shot in the distance. Be ready to melee the Wretches away<br />

should they reach you.<br />

There's an ammo container at the back <strong>of</strong> the first part <strong>of</strong> this area, so be sure to pick it up before moving on. The<br />

next area contains a Flamer, some Tickers, and a Kantus. At this point you must destroy the Locust gunboat. Luckily,<br />

the gunboat appears to be transporting a cache <strong>of</strong> explosives for whatever reason, so hit one <strong>of</strong> the tanks to set it <strong>of</strong>f,<br />

and then watch as the boat is destroyed.<br />

Collectible (1/1): After destroying the Locust gunboat, look around the area for some steps. Climb to the top <strong>of</strong><br />

these steps and you'll <strong>com</strong>e to a bench. The collectible (Stranded's Journal) is on the ground below this bench.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Act 3: Gathering Storm<br />

Chapter 6: Brackish Waters<br />

This chapter consists entirely <strong>of</strong> a battle against the Leviathan, a giant sea monster that is intent on consuming your<br />

gunboat. Pick up the Lancer on deck if you don't have one already, as you'll need its chainsaw bayonet for this fight.<br />

You'll need Frag Grenades too, and luckily they continuously respawn on deck as well. When one <strong>of</strong> the Leviathan's<br />

tentacles clutches the boat, use the chainsaw bayonet to deter it.<br />

These tentacles can crush you if you aren't careful, so immediately after sawing through the first tentacle, position<br />

yourself right between the two crates at the back. Wait here until one <strong>of</strong> the Leviathan's tentacles clutches the boat,<br />

then dash over to it and use the chainsaw bayonet to remove it. Always stand between the crates at the back <strong>of</strong> the<br />

boat to avoid being chomped by the creature when it shows its face.<br />

After sawing through three tentacles, the Leviathan will rear its head and chomp down on the front <strong>of</strong> the boat.<br />

When this happens, get closer to the creature and shoot one <strong>of</strong> its eyes to cause it to recoil in pain, leaving its mouth<br />

wide open. At this point, roadie run and roll to the very front <strong>of</strong> the boat. If done successfully the creature will bite<br />

back down on the front <strong>of</strong> the boat, leaving you inside <strong>of</strong> its mouth.<br />

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While inside the Leviathan's mouth you must fight <strong>of</strong>f the six tentacles surrounding its throat to open it up. You must<br />

shoot a tentacle when its tip turns white and it starts wiggling around. If you're too slow, the tentacle will extend and<br />

swipe at you. It's best to shoot from the hip here, since you don't want to waste any time aiming. Just scan over each<br />

<strong>of</strong> the tentacles and immediately concentrate your fire on one when its tip turns white.<br />

After fighting <strong>of</strong>f the Leviathan's inner tentacles for awhile, the tract at the back <strong>of</strong> its mouth will open up. At this<br />

point, equip a Frag Grenade, take aim, and toss it into the opening. If done successfully, the creature will recoil and<br />

return to the water. If you fail to land a Frag into the opening, you'll have to fight <strong>of</strong>f its inner tentacles again. All the<br />

while, the Leviathan is consuming more and more <strong>of</strong> the boat, so you have to be quick. If you run out <strong>of</strong> Frag<br />

Grenades, two batches <strong>of</strong> them should spawn to your left and right.<br />

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Fallback to the space between the two crates at the back <strong>of</strong> the boat and wait for the Leviathan to land another<br />

tentacle onboard. Use the chainsaw bayonet to remove the tentacle, and then wait for the creature to rear its head<br />

again. Shoot it in the eye, roll past its teeth when it opens its mouth, fight <strong>of</strong>f the inner tentacles, and then toss<br />

another Frag down its throat.<br />

Toss one more Frag Grenade down the beast's throat to kill it and <strong>com</strong>plete the third act.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Act 4: Hive<br />

Chapter 1: Priorities<br />

Start down the path and you will soon reach a series <strong>of</strong> archways. Pass through the archways to trigger a cutscene.<br />

Afterwards, head through the archway up ahead, walk down the hallway, and hit the switch at its end to activate the<br />

lift. You'll <strong>com</strong>e to another lift at the end <strong>of</strong> this walkway, so hit the switch to take it down to the next area. Turn the<br />

handwheel to lower the floodgates in the middle <strong>of</strong> the room, then hop over the railing and take cover behind one <strong>of</strong><br />

the platforms.<br />

A group <strong>of</strong> Drones enter through the door at the other end <strong>of</strong> the room, and one <strong>of</strong> them immediately takes to the<br />

handwheel on the wall to your left. He's trying to open the floodgates. Kill this guy quickly to avoid being washed<br />

away. If you have a Frag Grenade on hand, just toss it over to take him out, and hopefully one or more <strong>of</strong> the others.<br />

Once he has been dealt with, duck back behind cover to avoid taking fire from the other Drones that came in with<br />

him. When the remaining enemies have been eliminated, make your way over to the other side and walk down the<br />

hall to reach another lift.<br />

There's a Longshot and a box <strong>of</strong> ammo straight ahead as you step <strong>of</strong>f <strong>of</strong> the elevator. When you're ready, head<br />

through the archway and take cover behind the pile <strong>of</strong> bricks. A few Wretches and a Mauler enter the area. Kill the<br />

Wretches and Mauler from afar, and then make your way to the other end <strong>of</strong> the area. Pick up the ammo container<br />

and Frag Grenades at the start <strong>of</strong> the bridge before taking cover. There is a Troika up ahead, as well as a few Drones<br />

and a Theron Guard. Try to blind-throw a Frag Grenade to take out the Troika gunner, and if you succeed, pick <strong>of</strong>f<br />

the others with the Longshot. One or more <strong>of</strong> the Drones may be packing a Lancer Assault Rifle, so back up to avoid<br />

being cut in half if one makes a beeline for you.<br />

When the enemies have been dealt with, pick up any ammo they left behind, and then pass through the archway <strong>of</strong>f<br />

to the left. Do not activate either <strong>of</strong> the terminals here just yet! One <strong>of</strong> them serves as a collectible, and if you<br />

activate the wrong terminal you'll have to restart the chapter to get it.<br />

Collectible (1/1): After passing through the archway, activate the Locust Terminal to your RIGHT. You'll know it's<br />

the collectible because the icon at the bottom <strong>of</strong> the screen will be a magnifying glass rather than a switch.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Act 4: Hive<br />

Chapter 2: Answers<br />

Move up and activate the first terminal you <strong>com</strong>e to. A bit further up you'll meet a Locust patrol group. You can<br />

either engage them, or remain behind cover and let them pass by. There's a Theron Guard among them, so it would<br />

probably be best to just let them pass unhindered.<br />

Collectible (1/1): Once the Locust patrol group is out <strong>of</strong> the way, activate the second terminal and then look to the<br />

left <strong>of</strong> the large transport vehicle. The collectible (Prisoner's Journal) is on the ground here.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Act 4: Hive<br />

Chapter 3: Hornet's Nest<br />

Collectible (1/2): At the start <strong>of</strong> the level, move to the end <strong>of</strong> the first room and head down the steps there. After<br />

climbing down the steps, turn right and follow this corridor to its end. The collectible (Locust Jailer Document) is on<br />

the ground around the corner.<br />

Collectible 1/2<br />

Locust Jailer Document<br />

Once you have the collectible, continue down the corridor and kick in the large door you <strong>com</strong>e to. After the<br />

cutscene, dash ahead and grab some cover below the walkway and leave Dom to deal with the Drones above. If<br />

you have a Longshot, sit here and pick <strong>of</strong>f the Drones that rush down the steps up ahead. There's a Theron Guard in<br />

the tower across the way; remember to keep your head down if you spot him charging a shot. More Drones will<br />

enter through the passage way to the left. Try to use the Locust Explosive there to your advantage by firing at it as<br />

they <strong>com</strong>e.<br />

When the way is clear, move out from cover and make your way over to the switch in the tower at the top <strong>of</strong> the<br />

stairs. A pair <strong>of</strong> Flamers and a trio <strong>of</strong> Theron <strong>com</strong>e through the door that the switch opens, so take cover along the<br />

stair railing. Remember, puncturing one <strong>of</strong> the tanks on a Flamer's back will cause it to promptly explode, taking the<br />

Flamer with it. You'll know the Flamer's time is near when you can see fire emitting from the tank. Be sure to keep<br />

your distance to avoid taking damage from the explosion.<br />

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When the way is clear, head down the steps and proceed through the door below the stairway that the switch<br />

opened. Pick up the ammo container across from the doorway before taking cover behind the low wall to the left.<br />

Kill <strong>of</strong>f the Grenadier and Bloodmount that attack before moving up. Take out the Drone that storms through the<br />

doorway and then head through.<br />

In the next area, immediately pull the lever across from the doorway to bring up more cover at your end. A Drone<br />

soon appears over on the walkway to the right at the far end <strong>of</strong> the room (when the POI icon appears); he's going to<br />

pull a lever that will lower your cover, so take him out before he succeeds. If he does manage to pull the lever, just<br />

pull the lever on your end again to bring the cover back up.<br />

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You'll soon be faced with a Reaver, so try to take out the Drones at the other end <strong>of</strong> the room quickly. Keep behind<br />

the tall cover and concentrate your fire on the Reaver until it falls. After the first Reaver, another swoops by and<br />

knocks down the tower to the left, scattering rubble across the room. The pieces <strong>of</strong> rubble fall in a convenient<br />

pattern, allowing you to use them as cover.<br />

As the giant door at the other end <strong>of</strong> the room parts, two Grinders will step through. Move up to one <strong>of</strong> the closer<br />

pieces <strong>of</strong> cover if you haven't already. Before moving past the giant door, read the paragraph about the collectible<br />

below since you'll need to get to this one quickly.<br />

Collectible (2/2): After passing through the giant door, roadie run up the steps, and then turn right and continue up<br />

the steps there to spot another lowering door. Roadie run and roll to make it past this door before it closes. The<br />

collectible (Human Finger Necklace) is on the floor just beyond this door.<br />

You should have hit a checkpoint just before this area, so if you don't make it past the door, pause the game, reload<br />

from the last checkpoint, and try again.<br />

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Collectible 2/2<br />

Human Finger Necklace<br />

Once you have the collectible, hit the switch by the door and man the Troika there. Gun down the Butchers, Flamer,<br />

and Drones before stepping <strong>of</strong>f <strong>of</strong> the Troika and moving further up. Another group <strong>of</strong> enemies will enter the room<br />

from the back, so take cover behind one <strong>of</strong> the cement blocks.<br />

When you hear the battle end sound effect, proceed up the steps at the back <strong>of</strong> the room. Continue to the end <strong>of</strong> the<br />

hall and turn into the room on the left to find an ammo box and a couple <strong>of</strong> Frag Grenades.<br />

There's a Flamer on the bridge beyond arched doorway partway down the hall. If you can manage to shoot the tank<br />

on his back, it will explode, killing the Flamer and taking the bridge down with it. When the Flamer has been dealt<br />

with, head through the archway and crouch behind the railing to avoid taking fire from the enemies to the left. When<br />

you hear the battle end sound effect, get over to the other side <strong>of</strong> the walkway and go up the steps there.<br />

Grab the ammo container along the way and head through the arched doorway. Pull the lever up ahead, and then<br />

take the nearby Frag Grenades if you have room in your inventory. Move up to the mechanized cover and start<br />

picking <strong>of</strong>f the enemies in the distant fort. Once they've been dealt with, hop into the circular formation <strong>of</strong> cover to<br />

trigger a cutscene.<br />

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After the cutscene, quickly pull the lever to bring up some cover, grab the nearby ammo container, and then take<br />

cover along the fort and start picking <strong>of</strong>f the Drones in the distance. A Reaver soon enters the fray; immediately<br />

fallback if it waltzes up to your cover because it can deal a considerable amount <strong>of</strong> melee damage. Try to take out the<br />

Drones around the fort quickly, because you'll need some room to move around when the second Reaver shows up.<br />

After the first Reaver falls, another soon takes its place. Just keep switching from cover to cover as necessary to keep<br />

your distance from it.<br />

When the second Reaver falls, a Mortar Drone will appear at the gate behind the fort. Kill this guy <strong>of</strong>f quickly, but if<br />

he manages to launch a mortar strike, hop out <strong>of</strong> the fort and run <strong>of</strong>f to the side to avoid being gibbed. Kill this last<br />

Drone, pick up the dropped Mortar if you wish, and then make your way over to the lever in the distance. Pick up the<br />

Frag Grenades, pull the lever, and then take cover.<br />

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If you brought the Mortar along, launch a strike at around 80m, and another at around 90m to clear the enemies<br />

behind the cover up ahead. Be careful though, as there is another Mortar Drone among them. Finish <strong>of</strong>f any enemies<br />

that manage to survive the strike before moving up to the next set <strong>of</strong> cover.<br />

Pull the lever <strong>of</strong>f to the right to bring up some more cover. There is yet another Mortar user at the very last row <strong>of</strong><br />

cover on the far right here, so take him out with the Longshot if you're carrying one. Hit one <strong>of</strong> the Locust Explosives<br />

to set it <strong>of</strong>f, hopefully taking one or more enemies with it. Don't move too far ahead, because once the enemies in this<br />

area are all dead, the gate will lower and you'll be faced with two Grinders. Stay back behind the tall piece <strong>of</strong> cover<br />

with the lever behind it for best results. Keep an eye out for mortar strikes and Tickers as you battle the Grinders.<br />

Once the area is clear, continue up the steps <strong>of</strong>f to the right <strong>of</strong> the large door. Pick up the ammo container and Frag<br />

Grenades at the top <strong>of</strong> the stairs before pulling the lever next to the gate to <strong>com</strong>plete the chapter.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Act 4: Hive<br />

Chapter 4: No Turning Back<br />

As the draglift climbs higher, a few Reavers will fly by and attempt to dislodge it from its cable. Take these guys out<br />

quickly, otherwise it's game over for you. Luckily the Reavers don't take much to bring down, so just empty a clip<br />

into them with your Lancer. Keep an eye out for more Reavers as you ascend. Soon, another draglift will <strong>com</strong>e into<br />

sight with a number <strong>of</strong> Drones onboard. If you have Frag Grenades, toss one over, otherwise take cover along the<br />

railing and gun them down before the lift pulls up alongside yours.<br />

Hop over to the adjacent lift before yours gives way. Once aboard, hit the switch in the corner to continue your<br />

ascent. A couple more Reavers will attack from the sides, so be ready to fight them <strong>of</strong>f with a full clip. When the lift<br />

reaches its destination, head down the hallway up ahead.<br />

Collectible (1/2): At the top <strong>of</strong> the winding stairway in the next area, turn left and approach the object in the<br />

distance. This object serves as the collectible (Locust Calendar).<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Act 4: Hive<br />

Chapter 5: The Best-Laid Plans<br />

Move up to the top <strong>of</strong> the stairs and grab the ammo box to the left. Start towards the arched doorway to trigger an<br />

ambush. Drones and Palace Guards appear in the windows around the center platform, and unfortunately something<br />

will drop your cover. Hug up against one <strong>of</strong> the walls below the first set <strong>of</strong> attacking enemies and take cover behind<br />

the torch by the gate. After killing the enemies on one side, switch over to the pillar at the opposite end and take the<br />

others out as well.<br />

After the fight, follow your squad over to a path that runs alongside the palace. Eventually you'll encounter a<br />

Bloodmount, a Palace Guard, and some Tickers. Take cover behind something and clear the way before moving on.<br />

You'll then <strong>com</strong>e to a lift that brings a Kantus and Palace Guard up to your level.<br />

Palace Guards are the toughest variant <strong>of</strong> Drone and can wield a variety <strong>of</strong> weapons including the Gnasher, Torque<br />

Bow, and Hammerburst.<br />

Collectible (1/2): Before getting on the lift, continue down the path and look at the foot <strong>of</strong> the steps in front <strong>of</strong> the<br />

second gated door that you pass by for the collectible (Locust Invasion Map).<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Act 4: Hive<br />

Chapter 6: Royal Inquisition<br />

There is some ammo, Frag Grenades, and a fully loaded Mulcher straight ahead from this chapter's starting point, so<br />

grab what you need before continuing up the steps and through the doorway in this room.<br />

Collectible (1/1): When you enter the second room, turn left and walk all the way to the last column in the row.<br />

The collectible (Locust Tablets) is on the ground by the base <strong>of</strong> this column.<br />

Collectible 1/1<br />

Locust Tablets<br />

Pull the lever along the railing and you'll then have to choose between the Left Hall path and the Right Hall path.<br />

Again, you won't miss anything by choosing one path over the other, but for the sake <strong>of</strong> following this walkthrough,<br />

choose the Left Hall path.<br />

Left Hall Path: Move up and take cover behind one <strong>of</strong> the column bases. Kill the Mauler and Palace Guards that<br />

<strong>com</strong>e through the doorway up ahead before moving on. You'll encounter a couple more Palace Guards and some<br />

Tickers in the next room, so take cover behind one <strong>of</strong> the columns. The next room branches <strong>of</strong>f to the right, however<br />

there are some Torque Bow users across the pit, so you're going to want to take it slow here to avoid an early end. If<br />

you're carrying a Longshot, take cover along the railing and try to pick <strong>of</strong>f the Torque Bow users from your side,<br />

otherwise wait for Dom and Baird to kill them before moving on.<br />

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There are Torque Bow-wielding Palace Guards to contend with on your end as well, so once the other half <strong>of</strong> your<br />

squad have taken out the guards on their side, move up and take cover behind the wall before the corner. If you're<br />

carrying a Longshot you should have no problem taking them out from here, but just be sure to shift back behind the<br />

wall if one <strong>of</strong> the enemies is readying a shot. When the way is clear, move up, hop over the railing and head through<br />

the doorway at the far end <strong>of</strong> this area.<br />

Continue into the next room to reunite with the other half <strong>of</strong> your squad. When you're ready to proceed, step onto<br />

the lift and pull the lever. In the next room, step on one <strong>of</strong> the pressure plates to bring up a piece <strong>of</strong> mechanized<br />

cover and start firing at the Palace Guards on the other side <strong>of</strong> the gap. After the first encounter, move up to the next<br />

gap to trigger more enemies. Take cover and kill the Palace Guards on the other side to close the gap.<br />

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You'll encounter even more enemies at the next gap. The Palace Guards will likely head up the steps to the right and<br />

up onto the walkway there, forcing you to hide behind one <strong>of</strong> the pieces <strong>of</strong> cover along the side. Make sure you've<br />

killed the first batch <strong>of</strong> enemies on the other side <strong>of</strong> the gap before switching over, because otherwise you may leave<br />

yourself open to Torque Bow bolts.<br />

Kill all <strong>of</strong> the enemies to open the gap, then step onto the platform up ahead. Unfortunately the platform falls<br />

through the floor, leaving you surrounded by more enemies. The two ammo containers here spawn indefinitely, so<br />

take advantage <strong>of</strong> this to fill up your weapons.<br />

When the second batch <strong>of</strong> Palace Guards funnel through the doors across from the pillar and handwheel, get on the<br />

handwheel and turn it until the platform reaches to the floor above.<br />

This is it, there's no turning back now! Head up the steps and through the large door to confront the Locust Queen.<br />

Boss Battle - Skorge: At the start <strong>of</strong> the battle, Skorge will engage you in a chainsaw duel. Rapidly press the B button<br />

to win the duel.<br />

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Skorge has three different attacks. The first involves the use <strong>of</strong> his Gorgon Pistol and Ink Grenades; he'll run along<br />

one <strong>of</strong> the walkways on either side <strong>of</strong> the arena, firing his pistol and tossing Ink Grenades at you. First you must<br />

determine which side <strong>of</strong> the arena Skorge is on, and then hide behind a piece <strong>of</strong> cover to avoid taking damage.<br />

When the POI icon appears at the bottom <strong>of</strong> the screen during the battle, pressing it will show you where Skorge is.<br />

If an Ink Grenade lands near you, immediately shift over to one <strong>of</strong> the other pieces <strong>of</strong> cover to avoid getting caught<br />

in the poisonous fumes it emits. To make matters worse, Tickers also periodically spawn and romp through the<br />

Imulsion pools along the sides <strong>of</strong> the arena; you'll have to do a lot <strong>of</strong> shifting around during this fight to avoid an<br />

early end.<br />

Another method <strong>of</strong> attack Skorge employs is taking to the ceiling and cutting the stalactites there loose. If one <strong>of</strong><br />

these stalactites happens to fall on you, you're mush, so dash over to the opposite side <strong>of</strong> the arena when you spot<br />

Skorge up above. If you can see pebbles and sand falling around you, quickly roll to the side to avoid the falling<br />

stalactite. After he's cut loose one or more <strong>of</strong> the stalactites, Skorge will lob three Ink Grenades into the arena, or<br />

simply return to the walkway and fire at you with his Gorgon Pistol.<br />

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If he does toss the Ink Grenades, steer clear <strong>of</strong> these and head over to the opposite end <strong>of</strong> the arena to avoid Skorge's<br />

follow-up attack. After throwing a batch <strong>of</strong> Ink Grenades, Skorge will take to one <strong>of</strong> the pillars along the arena, cut it<br />

down, and send it falling towards you. These pillars won't just fall straight, so move as far away from the site as<br />

possible to avoid being crushed.<br />

Don't waste any bullets on Skorge throughout this entire fight, just avoid his attacks and wait until he drops down for<br />

another chainsaw duel. He'll also lower the cover in the arena by stepping on the switch at its center when he drops<br />

down for a duel, so be sure to bring the cover back up right after the duel by stepping on the switch.<br />

Best Skorge in three chainsaw duels to end this part <strong>of</strong> the fight. When he runs <strong>of</strong>f, head through the doorway to the<br />

right <strong>of</strong> the throne to reunite with Baird and Cole. Cross the gap when the bridge connects and roadie run over to the<br />

Reaver pen at the other end <strong>of</strong> this area to <strong>com</strong>plete Act 4.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Act 5: Aftermath<br />

Chapter 1: Escape<br />

This is an on-rails bit, so you're gunning. You have access to the missiles launcher at the Reaver's front, or the turret<br />

on its back which you can switch to either by shifting around with the Right Thumbstick or by pressing the X button.<br />

You can also swerve to the side to avoid enemy fire with the Left Thumbstick. As you fly by, keep an eye out for<br />

Locust and Troika along the way.<br />

You'll soon <strong>com</strong>e to a firefight between some Locust and <strong>Gears</strong>. Use the Reaver's missiles to blast the Boomers and<br />

Drones on the battlefield, and then look over to the left in preparation for the Brumak that will soon appear there.<br />

Blast the Brumak until it falls to trigger a cutscene.<br />

Afterwards, you'll be traveling down a tunnel with Skorge's Hydra in fast pursuit. Remain on the turret, fire into the<br />

beast's mouth when it gets close, and swerve out <strong>of</strong> the way when its missiles are fired. As with the Mulcher and<br />

Troika, the turret on the Reaver's back can be cooled down quickly by holding down the RB button.<br />

Once you're outside, fight <strong>of</strong>f the pursuing enemy Reavers and you will eventually encounter the Hydra again.<br />

Boss Battle - Hydra: When the Hydra grabs your Reaver with one <strong>of</strong> its claws, aim down at the claw and fire at it<br />

until it detaches. You only have a short amount <strong>of</strong> time to get the claw <strong>of</strong>f before it destroys the Reaver. Remember<br />

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to cool down the turret by holding the RB button before it overheats.<br />

While the Hydra is pursuing you, swerve to dodge the missiles it fires and shoot at its face with the turret until it<br />

speeds up and appears in front <strong>of</strong> you. At this point, you must hit its face with a missile before it collides with the<br />

Reaver. Repeat this pattern and eventually the Hydra will fall.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Act 5: Aftermath<br />

Chapter 2: Desperate Stand<br />

Grab some cover and take down the Reaver in the street below, and then follow your squad up some steps and grab<br />

the ammo box to the right. Head through the doorway, stand along the railing up ahead, and start clearing the<br />

Locust on the landing platform. When you spot the KR-36 helicopter shortly after the Reaver appears, duck down<br />

behind cover while it blasts the remaining enemies on the platform.<br />

Collectible (1/2): Head through the arched doorway to the right and down the steps there. Move around to the front<br />

<strong>of</strong> the gate where the ammo container is and look for the collectible (COG Recon Report) on the ground here.<br />

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Collectible 1/2<br />

COG Recon Report<br />

When you have the collectible, continue on to the right to the next landing platform. Take down the Reaver and<br />

then proceed through the now open doorway to the right. Move through this next room and you'll find yourself in a<br />

parkade overlooking some Drones in the street.<br />

There's a bunch <strong>of</strong> ammo in the corner here; a Longshot, two ammo containers, a couple <strong>of</strong> Mulchers, and some<br />

Frag Grenades. Grab a Mulcher, mount it along the railing, and start firing down at the enemies below.<br />

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Once all <strong>of</strong> the Locust in the street below have been killed, a bridge will extend to the parkade across the street.<br />

Cross the bridge, head up the steps at the other end, and make your way over to the satellite tower. Here you must<br />

kill six Reavers to prevent them from destroying the Comm-Sat Array. This task can be quite a challenge on anything<br />

higher than the Normal difficulty level due to what appears to be a glitch.<br />

As <strong>of</strong> this writing, there seems to be an issue with the Reavers never landing, instead continuously swooping around<br />

the tower and making things a great deal more difficult. If this is the case during your attempt, making it past this<br />

section on the Hardcore or Insane difficulty level will require a bit <strong>of</strong> luck. The Reavers are much easier to deal with<br />

while they're grounded, as shooting them out <strong>of</strong> the air can be tough on the higher difficulty levels due to their<br />

increased health. If only one or a couple land during the course <strong>of</strong> this assault, you're going to have a much harder<br />

time reaching the quota before the Comm-Sat Array is destroyed. Luckily you just hit a checkpoint, so you can try<br />

again if you fail.<br />

If you're having trouble shooting down the flying Reavers, try setting the Look, Target, and Zoom Sensitivity to High<br />

via the Xbox 360 Controller Settings menu in Options. Doing so will make it a bit easier to track the Reavers as they<br />

swoop by. The Chain Gun on the right side <strong>of</strong> the satellite tower seems to provide more coverage here, so<br />

immediately hop on and start firing. Always focus on killing grounded Reavers first, and remember to press and hold<br />

the RB button to cool down the turret when it overheats.<br />

Proceed through the open door to the right <strong>of</strong> the Comm-Sat Array once you have succeeded in killing six Reavers.<br />

Head through the gate here when it opens. Leave the Mortar up ahead alone for now.<br />

Collectible (2/2): Walk through the arched doorway at the far end <strong>of</strong> the walkway and go down the steps to the left.<br />

The collectible (COG Tag) is at the end <strong>of</strong> this platform, on the ground by the ammo container. Don't wait too long<br />

to grab this one; go and grab it when the Brumaks arrive if you haven't already.<br />

Collectible 2/2<br />

COG Tag<br />

After the Drones, Grinders, and Boomers have been taken care <strong>of</strong>, a pair <strong>of</strong> Brumak enter the fray. Grab the Mortar<br />

by the monitors and wait for them to get close before launching a few mortar strikes to take them out.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Act 5: Aftermath<br />

Chapter 3: Free Parking<br />

Take cover behind the sandbags and wait for the Drones <strong>com</strong>ing out <strong>of</strong> the archive building at the other end <strong>of</strong> the<br />

area to near. If you have a Longshot, start by taking out the snipers on the balcony, then stay where you are and start<br />

picking <strong>of</strong>f the other enemies in the area. If you don't have a Longshot, there's one by the barricade <strong>of</strong>f to the right <strong>of</strong><br />

the statue.<br />

When the first batch <strong>of</strong> enemies has been taken care <strong>of</strong>, Flame Boomers and Drones will enter the area through the<br />

two doors on the left and right side <strong>of</strong> the archive building. One or more <strong>of</strong> the Drones may be carrying a Lancer<br />

Assault Rifle; they can use the Lancer's chainsaw bayonet to score an easy kill if you aren't careful, so keep an eye<br />

out for rushing enemies to prevent this from happening.<br />

Once the outside is clear, enter the archive building through the door to the right <strong>of</strong> the main entrance. Clear the first<br />

floor and then take the stairs up onto the walkway. There's a Kantus up here, so be ready to dodge if it throws an Ink<br />

Grenade your way. There may also be Tickers up here. When the way is clear, turn the corner up ahead and be<br />

ready for a rush <strong>of</strong> Grenadiers. When you spot the Grenadiers running up the steps, fallback to avoid being blasted<br />

apart by their Gnashers.<br />

After the Grenadier rush, a Grinder will enter through the door on the first floor. Take cover behind the railing and<br />

kill the Grinder, then head down the stairs and through the front door. Be sure to grab that Grinder's Mulcher on<br />

your way out.<br />

In the courtyard, position yourself behind one <strong>of</strong> the statues by the stairs. If you have a Longshot, use it to pick <strong>of</strong>f the<br />

Troika gunner in the center. There are some Drones, Tickers, and Kantus to deal with initially. Afterwards, some<br />

Wretches and a couple <strong>of</strong> Maulers will spawn. Remain on the platform and fight <strong>of</strong>f the Wretches when they climb<br />

the stairs, and then prepare for the Maulers.<br />

A couple <strong>of</strong> Bloodmounts spawn once the Maulers and Wretches have been dealt with. Take cover behind the crates<br />

in front <strong>of</strong> the door and use the Grinder's Mulcher to quickly down the Bloodmounts when they <strong>com</strong>e up the stairs.<br />

If you're out <strong>of</strong> Mulcher ammo, switch to your Lancer or Gnasher, but don't hesitate to retreat if the Bloodmounts get<br />

too close. Kill the two Bloodmounts and their handlers to secure the courtyard.<br />

Head up the steps at the other end <strong>of</strong> the courtyard and get on one <strong>of</strong> the handwheels in front <strong>of</strong> the gate. Turn the<br />

handwheel to raise the gate, and then move up to the cover in the street. There's a Grinder to your right, and a<br />

bunch <strong>of</strong> Drones scattered about.<br />

Collectible (1/2): When the street is clear, move past the wall <strong>of</strong>f to the right where the Grinder was and turn right<br />

once you pass by the columns. The collectible (Jacinto Sentinel Newspaper) is on the ground by the rusted car,<br />

covered by some leaves.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Act 5: Aftermath<br />

Chapter 4: Tenuous Footing<br />

Pick up the Longshot before making your way over to the crane. Move the platform down and over to the left so<br />

Dom can get on, and then shift it over to the building on the right. When Dom steps <strong>of</strong>f, head over to the left. The<br />

crane on the other side soon collapses, creating a bridge for you to cross. Before crossing, however, use the Hammer<br />

<strong>of</strong> Dawn to clear the ro<strong>of</strong>tops <strong>of</strong> Locust.<br />

When the ro<strong>of</strong> appears to be clear, cross over the bridge, but don't head down the ramp just yet. Use the Hammer <strong>of</strong><br />

Dawn to kill the grapplers below, and then walk down the ramp to face a Mauler. Retreat back up the ramp and use<br />

the Hammer <strong>of</strong> Dawn to eliminate the Mauler. A Reaver will then appear at the other end <strong>of</strong> the ro<strong>of</strong>top, so hit it<br />

with the Hammer.<br />

Head down the ramp and walk along the building. Kill the Tickers, Flamer, and Drone that appear around the<br />

corner, and then proceed through the two doorways. Blast the Tickers along the way and proceed down the wooden<br />

ramp connected to the nearby ro<strong>of</strong>top. Take cover behind the pipes to the right and use the Hammer to fry the<br />

grapplers as they <strong>com</strong>e.<br />

Collectible (1/1): After the ro<strong>of</strong> collapses, jump through one <strong>of</strong> the windows and look in the top-right corner <strong>of</strong> the<br />

floor. The collectible (Stranded's Journal) is on the ground here. That's the last one!<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Act 5: Aftermath<br />

Chapter 5: Closure<br />

This is the last stretch, and luckily you have the strength <strong>of</strong> a Brumak on your side. The Brumak can take quite a<br />

beating, but he isn't invincible, so you'll have to keep an eye out for Boomers, Troikas, and Reavers. When you<br />

reach the first gate, use a melee attack to throw it open, and then blast the two Troikas in the towers on either side <strong>of</strong><br />

the room.<br />

At the end <strong>of</strong> this area you'll <strong>com</strong>e to a Corpser. All you have to do here is mash the B button and the Brumak will<br />

kill the Corpser. Use the Brumak's machine guns to blast any explosives you see, otherwise just use your missiles to<br />

wipe out the large groups <strong>of</strong> enemies.<br />

After destroying the torture barge, bash open the gate and kill the Reavers and Seeder here. Use the Brumak's<br />

missiles to destroy each <strong>of</strong> the three support columns. Zoom in with LT if you're having trouble spotting the last<br />

column.<br />

After the cutscene, just keep your Hammer <strong>of</strong> Dawn trained on the giant creature for as long as possible. There's<br />

nothing to it.<br />

You've <strong>com</strong>pleted <strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 and unlocked the Insane difficulty level! Now just sit back and enjoy the ending<br />

cutscene!<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide<br />

Act 1 Collectibles<br />

Chapter 1: Wel<strong>com</strong>e to Delta<br />

Collectible (1/2): Select the Training option at the start <strong>of</strong> the game and walk to the end <strong>of</strong> the alley once in the<br />

training area. Here, Jack will continuously saw the chain link fence until you take cover. Look for the collectible<br />

(The Eagle Newspaper) on the ground a few steps across from the dumpster and wooden fence in this area.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide<br />

Act 2 Collectibles<br />

Chapter 2: Indigenous Creatures<br />

Collectible (1/2): At the start <strong>of</strong> the chapter, after crossing a narrow rock bridge over a small body <strong>of</strong> water, keep an<br />

eye out for a vine wall to your left. Use the Lancer's chainsaw bayonet or some normal melee attacks to through the<br />

vines. The collectible (<strong>Gears</strong> Journal) is on the ground in front <strong>of</strong> the Grindlift here.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide<br />

Act 3 Collectibles<br />

Chapter 2: Origins<br />

Collectible (1/3): At the start <strong>of</strong> the level, go through the blasted door, head up the stairs and turn into the small<br />

<strong>of</strong>fice on the right. The collectible (Inter<strong>of</strong>fice Memo) is in the corner on the right as you enter.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide<br />

Act 4 Collectibles<br />

Chapter 1: Priorities<br />

Collectible (1/1): This collectible is at the very end <strong>of</strong> the chapter. After crossing the bridge with the Troika gunner,<br />

Drones, and Theron on it, do not activate either <strong>of</strong> the terminals beyond the archway. One <strong>of</strong> them serves as a<br />

collectible, and if you activate the wrong terminal you'll have to restart the chapter to get it. After passing through<br />

the archway, activate the Locust Terminal to your RIGHT. You'll know it's the collectible because the icon at the<br />

bottom <strong>of</strong> the screen will be a magnifying glass rather than a switch.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide<br />

Act 5 Collectibles<br />

Chapter 2: Desperate Stand<br />

Collectible (1/2): After the KR-36 helicopter blasts the Reaver on the landing platform, head through the arched<br />

doorway to the right and down the steps there. Move around to the front <strong>of</strong> the gate where the ammo container is<br />

and look for the collectible (COG Recon Report) on the ground here.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide<br />

Unlockables<br />

Insane Difficulty - Complete the game once on any difficulty level.<br />

The following 5 characters can be used in multiplayer matches once they have been unlocked:<br />

Character: “Dizzy Wallin” - Complete Act 1 on any difficulty level.<br />

Character: “Kantus” - Complete Act 2 on any difficulty level.<br />

Character: “Tai Kaliso” - Complete Act 3 on any difficulty level.<br />

Character: “Flame Grenadier” - Complete Act 4 on any difficulty level.<br />

Character: “Skorge” - Complete Act 5 on any difficulty level.<br />

To unlock the three following characters for use in multiplayer matches, you must sign into Xbox Live with a<br />

gamertag that has the corresponding achievements from the Xbox 360 version <strong>of</strong> <strong>Gears</strong> <strong>of</strong> <strong>War</strong> 1:<br />

Character: “Anthony Carmine” - Have any <strong>of</strong> the “Completed Act 1” achievements from <strong>Gears</strong> <strong>of</strong> <strong>War</strong> 1.<br />

Character: “RAAM” - Have the “A Dish Best Served Cold” achievement from <strong>Gears</strong> <strong>of</strong> <strong>War</strong> 1.<br />

Character: “Lt. Minh Young Kim” - Have the “Time To Remember” achievement from <strong>Gears</strong> <strong>of</strong> <strong>War</strong> 1.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide<br />

Xbox 360 Achievements<br />

<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 features a total <strong>of</strong> 50 achievements. Each achievement that you unlock contributes a certain amount<br />

<strong>of</strong> points to your overall gamerscore. You can acquire a grand total <strong>of</strong> 1000 points by playing <strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2.<br />

1. Green as Grass<br />

Choose and <strong>com</strong>plete the Training path at the start <strong>of</strong> the<br />

game.<br />

10 points<br />

2. It's a Trap!<br />

Complete Act 1, Chapter 2.<br />

10 points<br />

3. Escort Service<br />

Complete Act 1, Chapter 4.<br />

10 points<br />

4. Girl About Town<br />

Complete Act 1, Chapter 6.<br />

10 points<br />

5. That Sinking Feeling<br />

Complete Act 2, Chapter 4.<br />

10 points<br />

6. Freebaird!<br />

Complete Act 2, Chapter 5.<br />

10 points<br />

7. Heartbroken<br />

Complete Act 2, Chapter 6.<br />

10 points<br />

Complete Act 3, Chapter 3.<br />

10 points<br />

9. Tanks for the Memories<br />

Complete Act 3, Chapter 4.<br />

10 points<br />

10. Water Sports<br />

Complete Act 3, Chapter 6.<br />

10 points<br />

11. There's a Time for Us<br />

Complete Act 4, Chapter 2.<br />

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10 points<br />

12. Better Wrapped in Beacon<br />

Complete Act 4, Chapter 3.<br />

10 points<br />

13. Have Fun Storming the Castle<br />

Complete Act 4, Chapter 6.<br />

10 points<br />

14. And the Horsey You Rode in On<br />

Complete Act 5, Chapter 1.<br />

10 points<br />

15. You Are the Support, Son<br />

Complete Act 5, Chapter 2.<br />

10 points<br />

16. Brumak Rodeo<br />

Complete Act 5, Chapter 4.<br />

10 points<br />

17. Does This Look Infected to You?<br />

Complete Act 5, Chapter 5.<br />

10 points<br />

18. Tourist <strong>of</strong> Duty<br />

Complete all campaign acts on Casual Difficulty.<br />

25 points<br />

19. Guerilla Tactician<br />

Complete all campaign acts on Normal Difficulty.<br />

50 points<br />

20. Artist <strong>of</strong> <strong>War</strong><br />

Complete all campaign acts on Hardcore Difficulty.<br />

75 points<br />

21. Suicide Missionary<br />

Complete all campaign acts on Insane Difficulty.<br />

150 points<br />

22. Collector<br />

Recover 5 collectibles (any difficulty).<br />

5 points<br />

23. Pack Rat<br />

Recover 20 collectibles (any difficulty).<br />

15 points<br />

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24. Completionist<br />

Recover all 41 collectibles (any difficulty).<br />

30 points<br />

25. One-Night Stand<br />

Complete 1 chapter in Co-op on any difficulty (Marcus or<br />

Dom).<br />

10 points<br />

26. Open Relationship<br />

Complete 10 chapters in Co-op on any difficulty (Marcus<br />

or Dom).<br />

30 points<br />

27. Friends with Benefits<br />

Complete all acts in Co-op on any difficulty (Marcus or<br />

Dom).<br />

50 points<br />

28. Crossed Swords<br />

Win 10 chainsaw duels (any mode).<br />

10 points<br />

29. Pound <strong>of</strong> Flesh<br />

Use a meatshield to save your life 10 times (any mode).<br />

10 points<br />

30. Organ Grinder<br />

Kill 30 enemies with a cover mounted Mulcher (any<br />

mode).<br />

10 points<br />

31. Shock and Awe<br />

Kill 30 enemies with the heavy Mortar (any mode).<br />

10 points<br />

32. Said the Spider to the Fly<br />

Kill 10 enemies with a planted grenade (any mode).<br />

10 points<br />

33. Crowd Control<br />

Melee 10 enemies down with the Boomshield equipped<br />

(any mode).<br />

10 points<br />

34. Smells Like Victory<br />

Kill 30 enemies with the Scorcher Flamethrower (any<br />

mode).<br />

10 points<br />

35. Once More, With Feeling<br />

Perform 30 perfect Active Reloads (any mode).<br />

10 points<br />

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36. Takes a Licking<br />

Melee 30 Tickers (any mode).<br />

30 points<br />

37. Variety Is the Spice <strong>of</strong> Death<br />

Kill an enemy with every weapon in the game (any mode).<br />

30 points<br />

38. Kick 'Em When They're Down<br />

Perform all 11 unique executions on a downed enemy.<br />

10 points<br />

39. Seriously 2.0<br />

Kill 100,000 enemies (any mode).<br />

50 points<br />

40. Photojournalist<br />

Submit a spectator photo.<br />

10 points<br />

41. Standing Here, Beside Myself<br />

Win 3 matches <strong>of</strong> Wingman (public).<br />

10 points<br />

42. Beat the Meatflag<br />

Capture 10 meatflags in Submission (public).<br />

10 points<br />

43. It's Good to be the King<br />

Win 10 rounds <strong>of</strong> Guardian as the leader (public).<br />

10 points<br />

44. You Go Ahead, I'll Be Fine<br />

Win 3 matches <strong>of</strong> King <strong>of</strong> the Hill (public).<br />

10 points<br />

45. Back to Basic<br />

Successfully <strong>com</strong>plete the 5 lessons <strong>of</strong> multiplayer<br />

Training Grounds.<br />

10 points<br />

46. A Parting Gift<br />

Kill 10 enemies with a grenade while down but not out<br />

(any mode).<br />

20 points<br />

47. Party Like It's 1999<br />

Play 1999 rounds <strong>of</strong> multiplayer (any mode).<br />

30 points<br />

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48. Around the World, Again<br />

Win a multiplayer match on each <strong>of</strong> the 10 shipped maps<br />

(any mode).<br />

30 points<br />

49. Dirty, Dirty Horde<br />

Survive the first 10 waves <strong>of</strong> Horde (any difficulty, any<br />

map).<br />

20 points<br />

50. Hoard the Horde<br />

Survive all 50 waves <strong>of</strong> Horde (any difficulty, any map).<br />

30 points<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide<br />

Multiplayer Overview<br />

Below is a brief overview <strong>of</strong> each multiplayer match type in <strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2.<br />

<strong>War</strong>zone: The basic Team Deathmatch mode. Anything goes.<br />

Execution: Similar to <strong>War</strong>zone, but downed enemies can only be finished <strong>of</strong>f at close-range. Firing at a downed<br />

enemy from afar will result in no damage. Players can get back up after being incapacitated (the process can be<br />

quickened by mashing the A button), however there is a limit to the number <strong>of</strong> times one can get back up.<br />

Wingman: Up to five teams <strong>of</strong> two. Uses Execution rules. The first team to reach the score limit wins.<br />

Annex: Teams fight to gain control over a point zone that constantly shifts around the map. Each team accumulates<br />

points by capturing a zone and holding it for as long as possible. The team that reaches the point limit first wins.<br />

Players on both teams respawn after being killed.<br />

King <strong>of</strong> the Hill: Similar to Annex, but with a single, static point zone that at least one player must stand in to<br />

accumulate points for their team. Players on the team that is not in control the hill do respawn, while players on the<br />

team in control <strong>of</strong> the hill will not respawn until after the other team captures the hill. The team that reaches the<br />

point limit first wins.<br />

Submission: Similar to a One Flag gametype, but with a human “meatflag” that fights back. The meatflag wields a<br />

Gnasher and will attack both teams. When the meatflag has been incapacitated, teams must take him hostage and<br />

then bring him over to their spawning area to win the round.<br />

Guardian: One player on each team is appointed as the “guardian” at the start <strong>of</strong> each round. Both teams must kill<br />

each other's guardian player to win the round. The player who kills the opposing team's guardian will be their<br />

team's guardian the following round. Furthermore, non-guardian players will respawn while their leader is still on<br />

the battlefield.<br />

Horde: A co-operative game type that pits a team <strong>of</strong> up to five players against wave after wave <strong>of</strong> Locust. The Locust<br />

Horde's strength, accuracy, and health stats are boosted after every tenth round.<br />

The human players must kill all <strong>of</strong> the enemies on the map to progress to the next wave. A bar in the top-left corner<br />

<strong>of</strong> the screen indicates the number <strong>of</strong> Locust left to deal with. Dead players respawn at the start <strong>of</strong> every round.<br />

Teammates can help each other up after being incapacitated, but this can only be done a certain number <strong>of</strong> times.<br />

Public Horde matches do not allow the team to restart a failed wave, while Private Horde matches do. Furthermore,<br />

in Public Horde matches the difficulty level is set to Normal, while the difficulty level in a Private Horde match is<br />

selected by the party leader.<br />

There are 50 waves total.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Multiplayer Maps<br />

Multiplayer Tips<br />

Although it is impossible to craft an unbeatable strategy for besting any opponent due to variations in circumstance<br />

and play style, here are five tips to keep in mind when considering the multiplayer portion <strong>of</strong> <strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2.<br />

The Golden Rule: Take cover or die. <strong>Gears</strong> <strong>of</strong> <strong>War</strong> is not a “run-and-gun” shooter, but rather a “stop-and-pop” affair.<br />

Running at your enemies with guns blazing is a good way to get cut down; you’ll have to use your surroundings as<br />

cover if you’re going to survive on the battlefield. Know when to keep your head down and when it is ok to pop up<br />

and fire (ex., if there’s a sniper across from you, or if there’s an enemy is charging a Torque Bow bolt, stay down).<br />

You first must learn how to use the cover system effectively to really excel.<br />

Be a team player: One <strong>of</strong> the worst types <strong>of</strong> player in any team-based shooter is the Rambo; you know, the guy who<br />

goes <strong>of</strong>f on his own at the start <strong>of</strong> the match seemingly convinced that he can single-handedly dismantle the entire<br />

opposing team. More <strong>of</strong>ten than not the lone wolf doesn’t succeed and is quickly killed <strong>of</strong>f, leaving his team down<br />

one for the remainder <strong>of</strong> the round.<br />

Teamwork is essential in <strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2. A team won’t get very far if they all head <strong>of</strong>f in different directions at the<br />

start <strong>of</strong> a round. Support each other. Communication is a must if a team is to work as efficiently as possible. Tell your<br />

allies when you spot an enemy; tell them where you saw this enemy, and what weapon they were carrying if you<br />

can. If you’re going to split <strong>of</strong>f from the group to pick up a weapon, let them know that you no longer have their<br />

back.<br />

Of course, a team that travels in a tight formation leaves itself open to total obliteration from a well-aimed Boomshot<br />

round or other explosive. For this reason, efficient formation is key; when you reach a chokepoint, spread out so you<br />

can hit your enemies from multiple directions. Be sure that one or more players are actively watching back entrances<br />

to avoid being blindsided by a cunning enemy.<br />

Know the maps: Knowing the layout and weapon locations <strong>of</strong> each map is an important aspect <strong>of</strong> any <strong>com</strong>petitive<br />

shooter. If need be, spend time away from ranked play to explore each map, taking note <strong>of</strong> the available weapons<br />

and where they spawn.<br />

Knowing where you need to go to get your hands on some firepower is not the only benefit <strong>of</strong> memorising the<br />

weapon spawn points; it can also help you pinpoint an enemy’s location. A notification will appear in the<br />

bottom-left corner <strong>of</strong> the screen when an ally or enemy picks up a weapon, so you can determine the whereabouts<br />

<strong>of</strong> an enemy if you know where all <strong>of</strong> the weapons spawn.<br />

This <strong>guide</strong> contains a section devoted to the weapon spawn locations on each and every map available as <strong>of</strong> this<br />

writing. Check out this section to better familiarize yourself with the weapons available on each map and their<br />

locations.<br />

Know the hazards: There’s little worse than meeting an early end not by the hands <strong>of</strong> another player, but by an<br />

environmental hazard. Several maps have such hazards, which can easily quash players unfamiliar with the territory.<br />

The aptly named “Avalanche” is a good example <strong>of</strong> this; random avalanches will occur during some game types.<br />

When snow starts falling and the screen begins to shake, you’d better be in one <strong>of</strong> the spawning areas or on the main<br />

road to avoid being buried in the snow.<br />

A yellow flash indicates that razorhail is on its way on the “Hail” map. Quickly get beneath some shelter to avoid<br />

being torn apart by the razor-sharp shards <strong>of</strong> ice. The laser grid in “Security” will dismember any player that it <strong>com</strong>es<br />

into contact with. The freight train that travels through the middle <strong>of</strong> “Tyro Station” is not just for show; stand in its<br />

way and you’re mush. The rising Imulsion levels in “Flood” will force players to seek higher ground to avoid being<br />

burned alive by the corrosive substance.<br />

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Choosing the wrong piece <strong>of</strong> cover can also lead to an easy kill for an opposing player; taking cover behind a truck<br />

that is carrying a fuel tank is not the brightest idea.<br />

Get some experience: Even if you’ve played the prequel extensively, immediately hopping into an online multiplayer<br />

match after first opening <strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 may not be in your best interest. The new weapons and features introduced<br />

in the sequel have altered the multiplayer experience considerably. For this reason, it’s best to play through the<br />

campaign mode first to better familiarize yourself with the new weapons and features before delving into the<br />

multiplayer mode. It’s much tougher to learn how to use something in the heat <strong>of</strong> battle.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide<br />

Multiplayer Maps<br />

<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 ships with 10 multiplayer maps on disc. The location <strong>of</strong> every weapon on each one <strong>of</strong> these maps is<br />

described below, as well as any environmental hazards that may be present.<br />

Note that some weapons share spawn points, meaning when you find the location, the weapon there could be one<br />

or the other.<br />

Read on through the following pages for details and images from each map.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 - Multiplayer Maps<br />

Avalanche<br />

Note: Random avalanches will occur on this map in certain game types. Rumbling and snow falling indicates that an<br />

avalanche is soon to occur. The only safe areas to be during the avalanche are either <strong>of</strong> the spawning areas or on the<br />

road. If you are in the area at the center <strong>of</strong> the map, or in the area with the turreted platform, flee quickly when you<br />

see signs <strong>of</strong> an avalanche to avoid being buried in the snow.<br />

Available Weapons: Gorgon Pistol, Boltok Pistol, Frag Grenades, Ink Grenades, Mortar, Mulcher, Boom Shield,<br />

Boomshot, Torque Bow.<br />

Boltok/Gorgon Pistol x2: There are two <strong>of</strong> these spawn points on the map. A Boltok or a Gorgon Pistol can be<br />

found in the two enterable buildings on either end <strong>of</strong> the road.<br />

Boom Shield: The shield spawns in the back <strong>of</strong> the truck that is parked in the middle <strong>of</strong> the road.<br />

Mulcher/Mortar: One <strong>of</strong> these weapons will spawn in the middle <strong>of</strong> the raised platform behind the turreted<br />

buildings. There are stairs on both sides <strong>of</strong> the platform.<br />

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Frag/Ink Grenades: Grenades spawn inside the gazebo in the area at the center.<br />

Boomshot/Torque Bow: This weapon spawn is only acquirable after a random avalanche occurs and fills up the<br />

area at the center <strong>of</strong> the map. The weapons spawns on a ro<strong>of</strong>top there.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Multiplayer Maps<br />

Blood Drive<br />

The two spawn points are at the north and south ends <strong>of</strong> the map. For the purpose <strong>of</strong> following this walkthrough, if<br />

the exit <strong>of</strong> your spawning area is on the left, you are at the north end. If the exit <strong>of</strong> your spawning area is on the right,<br />

you are at the south end.<br />

Available Weapons: Gorgon Pistol, Boltok Pistol, Frag Grenades, Ink Grenades, Scorcher Flamethrower, Longshot,<br />

Torque Bow.<br />

Boltok Pistol/Gorgon Pistol x2: A Boltok or Gorgon Pistol can be found at the end <strong>of</strong> a small corridor across from<br />

the exit <strong>of</strong> each team’s spawning area. Either weapon is a nice substitute for the Snub Pistol each player is initially<br />

equipped with.<br />

Frag/Ink Grenades x2: Either Frag or Ink Grenades can be found through the doorway after the first set <strong>of</strong> steps on<br />

either side <strong>of</strong> the map. Look for the entrance to the hospital at the left or right end <strong>of</strong> the platform as you go down the<br />

stairs. Once through the doorway, turn right (if the doorway was on the left) or left (if the doorway was on the right)<br />

to spot the grenade spawn by the window.<br />

Scorcher Flamethrower: The Scorcher can be found by the three stacked, concrete blocks in the area at bottom <strong>of</strong><br />

the steps that are on both sides <strong>of</strong> the map. The blocks will be below the east end <strong>of</strong> the track if you spawned at the<br />

north end <strong>of</strong> the map, or below the west end <strong>of</strong> the track if you spawned at the south end <strong>of</strong> the map.<br />

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Longshot/Torque Bow: A Longshot or Torque Bow spawns in the area at the bottom <strong>of</strong> the steps that are on both<br />

sides <strong>of</strong> the map. The weapon spawn will be below the west end <strong>of</strong> the track that runs above the area if you<br />

spawned at the north end <strong>of</strong> the map, or below the east end <strong>of</strong> track if you spawned at the south end <strong>of</strong> the map.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Multiplayer Maps<br />

Day One<br />

The two spawn points are at the north and south ends <strong>of</strong> the map. For the purpose <strong>of</strong> following this walkthrough, if<br />

the “Playland” arcade is visible on the left side <strong>of</strong> the street when you spawn, you are at the north end <strong>of</strong> the map. If<br />

you spawn by two long, chain link fences, you are at the south end.<br />

Available Weapons: Gorgon Pistol, Boltok Pistol, Hammer <strong>of</strong> Dawn, Mortar, Longshot, Torque Bow, Boom Shield.<br />

Bolotok/Gorgon Pistol x2: These weapons occupy two different spawn points on the map. A Boltok or Gorgon<br />

Pistol will spawn in the fenced-in, sheltered area across from the stairs that lead up to the arcade building’s awning<br />

and the two parallel fences at the southern spawning area.<br />

The other pistol spawn is in the sheltered area across from the “Family Fun Center” sign at the front <strong>of</strong> the Playland<br />

arcade building, so this spawn is closest to the northern spawning area.<br />

Boom Shield: The shield can be found in front <strong>of</strong> the counter in the “Playland” arcade, which is closest to the north<br />

spawning point.<br />

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Hammer <strong>of</strong> Dawn/Mortar: One <strong>of</strong> these weapons will be in the middle <strong>of</strong> the walkway that can be reached by<br />

climbing the steps alongside the building with the large fluorescent “REGENCY” sign attached to it.<br />

Longshot/Torque Bow: Either a Longshot or Torque Bow will spawn at the end <strong>of</strong> the awning attached to the<br />

“Playland” arcade. There are some steps alongside the building that lead up to the awning.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Multiplayer Maps<br />

Hail<br />

The two spawn points are at the north and south ends <strong>of</strong> the map. For the purpose <strong>of</strong> following this walkthrough, if<br />

you spawn in a large room with a high-ceiling, some columns, and a curved stairway, you are in the northern camp.<br />

If you spawn in a small room with a low-ceiling and some crates, you are in the southern camp.<br />

Note: When you are outside and see a yellow flash, this is an indication that razorhail is on its way. Seek cover<br />

quickly to avoid taking environmental damage.<br />

Available Weapons: Gorgon Pistol, Boltok Pistol, Frag Grenades, Ink Grenades, Boomshot, Mulcher, Longshot,<br />

Torque Bow.<br />

Boltok/Gorgon Pistol x2: These weapons occupy two different spawn points on the map. A Boltok or Gorgon Pistol<br />

spawns outside by a car nearest to the southern starting area. If you spawn in the southern camp you’ll be able to see<br />

the car beyond some steps when you first step outside.<br />

The other pistol spawn is just outside <strong>of</strong> the northern starting point. If you spawn in the northern camp, head through<br />

one <strong>of</strong> the square archways at the bottom <strong>of</strong> the steps and look by the car to your right to spot the weapon.<br />

Frag/Ink Grenades x2: Grenades occupy two different spawn points on the map. The grenade spawn closest to the<br />

southern camp is at the end <strong>of</strong> the covered bridge at the top <strong>of</strong> the curved stairway in the spawning area.<br />

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The second batch spawns in the warehouse that is connected to the southern starting room. If you spawn in the<br />

southern camp, head through one <strong>of</strong> the doorways that lead into the warehouse and look for the grenades by the two<br />

tables at the top <strong>of</strong> the second set <strong>of</strong> steps.<br />

Longshot/Torque Bow x2: These weapons occupy two different spawn points on the map. Either a Longshot or<br />

Torque Bow can be found inside <strong>of</strong> the middle trailer along the street outside.<br />

One <strong>of</strong> these weapons also spawns above the southern starting room. If you spawn in the southern camp, enter the<br />

warehouse attached to the spawning area, head up the stairs to reach the platform with the fountain in the middle,<br />

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and walk over to where the starting area is below to spot the weapon.<br />

Boomshot/Mulcher: One <strong>of</strong> these weapons will spawn in the broken fountain (with the tall pedestal and statute<br />

protruding from it) on the raised platform at the center <strong>of</strong> the map.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Multiplayer Maps<br />

Jacinto<br />

Available Weapons: Gorgon Pistol, Boltok Pistol, Frag Grenades, Ink Grenades, Boomshot, Hammer <strong>of</strong> Dawn,<br />

Mortar, Longshot, Torque Bow.<br />

Frag/Ink Grenades x2: Grenades spawn in the towers at the top <strong>of</strong> the three sets <strong>of</strong> steps outside <strong>of</strong> the spawning<br />

areas on both sides <strong>of</strong> the map.<br />

Boltok/Gorgon Pistol x4: There are four pistol spawn points on this map. A Boltok or a Gorgon Pistol spawns in the<br />

small room at the top <strong>of</strong> the first two sets <strong>of</strong> steps outside <strong>of</strong> the spawning areas on both sides <strong>of</strong> the map.<br />

The other two pistol spawn locations are on either end <strong>of</strong> the courtyard in the small, sheltered areas.<br />

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Boomshot/Hammer <strong>of</strong> Dawn: One <strong>of</strong> these weapons spawns in the gated structure at the back <strong>of</strong> the courtyard.<br />

Longshot/Torque Bow: A Torque Bow or Longshot can be found on a platform in the area between each team’s<br />

spawning points at the northeast and southeast ends <strong>of</strong> the map.<br />

Mortar: This weapon spawns in front <strong>of</strong> the helicopter landing site.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Multiplayer Maps<br />

Pavilion<br />

Available Weapons: Gorgon Pistol, Boltok Pistol, Frag Grenades, Ink Grenades, Boomshot, Mulcher, Mortar, Boom<br />

Shield.<br />

Frag/Ink Grenades x2: Grenades spawn behind the large statue at the bottom <strong>of</strong> the steps in both <strong>of</strong> the starting<br />

areas.<br />

Boltok/Gorgon Pistol x2: These weapons occupy two different spawn points on the map. A Boltok or Gorgon Pistol<br />

will spawn in both <strong>of</strong> the small rooms on either side <strong>of</strong> the large building outside.<br />

Mulcher: The Mulcher spawns in the sandbagged gazebo on the upper level <strong>of</strong> the outside area.<br />

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Mortar: The Mortar spawns inside <strong>of</strong> the gated gazebo on the lower level <strong>of</strong> the outside area. There is a switch on<br />

the side <strong>of</strong> the gazebo that opens the gate, allowing the weapon to be collected.<br />

Boom Shield: The shield spawns in the small, boxed-in area behind the headless statue outside. It can be reached<br />

through the half-circle doorway in front <strong>of</strong> the large building that is visible in the background.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Multiplayer Maps<br />

River<br />

Each team spawns on a different side <strong>of</strong> the river. The weapon placement on the two sides <strong>of</strong> this map is identical.<br />

Available Weapons: Gorgon Pistol, Boltok Pistol, Frag Grenades, Ink Grenades, Boomshot, Longshot, Torque Bow,<br />

Mortar.<br />

Frag Grenade/Ink Grenade x2: Grenades occupy two different spawn points on the map. The grenades closest to<br />

the southern spawn point are found in the cabin on the right side <strong>of</strong> the road.<br />

The grenades closest to the northern spawn point are also found in a cabin on the right side <strong>of</strong> the road.<br />

Boltok/Gorgon Pistol x2: One <strong>of</strong> these weapons can be found on either side <strong>of</strong> the river. The pistol spawn closest<br />

to the southern camp is at the north end <strong>of</strong> the road on the east side <strong>of</strong> the river, between the two army vehicles on<br />

the right side <strong>of</strong> the road.<br />

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Likewise, the pistol spawn closest to the northern camp is between the two army vehicles on the right side <strong>of</strong> the<br />

road, at the south end <strong>of</strong> the road on the west side <strong>of</strong> the river.<br />

Longshot/Torque Bow x2: One <strong>of</strong> these weapons can be found in each <strong>of</strong> the bombed out buildings at the north<br />

and south ends <strong>of</strong> the roads on the east and west sides <strong>of</strong> the river. Head up the stairs in either building and you’ll<br />

find the weapon at the end <strong>of</strong> the walkway by the broken section <strong>of</strong> the wall. Always watch out for a sniper in the<br />

building across the way before moving in to pick up the weapon.<br />

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Mortar: This weapon spawns in the middle <strong>of</strong> the bridge that connects the two sides <strong>of</strong> the map.<br />

Boomshot: A Boomshot can be found underneath the bridge that connects the two sides <strong>of</strong> the map. There is a<br />

decline on each side <strong>of</strong> the map that leads down to the stream.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Multiplayer Maps<br />

Ruins<br />

The weapon placement on the two sides <strong>of</strong> this map is identical.<br />

Available Weapons: Gorgon Pistol, Boltok Pistol, Frag Grenades, Scorcher Flamethrower, Longshot, Torque Bow,<br />

Boom Shield.<br />

Scorcher Flamethrower: The Flamethrower spawns in the middle <strong>of</strong> the bridge that is accessible on both sides <strong>of</strong><br />

the map.<br />

Boom Shield/Frag Grenades x2: Either a Boom Shield or some Frag Grenades spawn below the bridge on either<br />

side <strong>of</strong> the map. When you reach the start <strong>of</strong> the bridge, go down the steps on the right instead and walk along the<br />

side <strong>of</strong> the bridge until you reach the opening that leads into the small space beneath it.<br />

Boltok/Gorgon Pistol x2: These weapons occupy two different spawn points on the map. Each spawn point is in<br />

the lower areas on the west and east side <strong>of</strong> the bridge that splits the map. A Boltok or Gorgon pistol can be found in<br />

the upper-right corner <strong>of</strong> both areas (next to the blocks by the arched doorway).<br />

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Longshot/Torque Bow x2: There are two different spawn points for these weapons on the map. A Longshot or<br />

Torque Bow can be found through the arched doorways at the end <strong>of</strong> the lower areas on the west and east side <strong>of</strong><br />

the bridge that splits the map.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Multiplayer Maps<br />

Security<br />

The two starting areas are in the southwest and southeast corners <strong>of</strong> the map. If there is a wall to your left when you<br />

first step outside, you spawned at the southwest camp. If there is a wall to your right when you first step outside, you<br />

spawned at the southeast camp.<br />

Note: The two laser grids on this map will kill any player that <strong>com</strong>es into contact with them. Active laser grids can<br />

be deactivated by pressing one <strong>of</strong> the two switches on the map when it is green. (One <strong>of</strong> the switches is on the<br />

column across from the sandbags on the platform at the top <strong>of</strong> the map, the other is on the balcony across from the<br />

flamethrower in the hallway between the two starting areas.)<br />

Available Weapons: Gorgon Pistol, Boltok Pistol, Frag Grenades, Ink Grenades, Scorcher Flamethrower, Mulcher,<br />

Mortar.<br />

Frag/Ink Grenades x2: Grenades spawn on both ends <strong>of</strong> the walkway that is connected to the main platform with<br />

the sandbags and Mulcher. The steps that lead up to the walkway are straight across from each starting area. Head<br />

up these steps and turn left if you spawned at the west end <strong>of</strong> the map and right if you spawned at the east end <strong>of</strong> the<br />

map to spot the grenades.<br />

Boltok/Gorgon Pistol: Either a Boltok or Gorgon Pistol can be found on the grate in the middle <strong>of</strong> the map. It is<br />

across from the main steps that lead up to the sandbag formation on the center platform.<br />

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Mulcher/Mortar: One <strong>of</strong> these weapons spawns behind the sandbags on the middle platform (the one surrounded<br />

by the three laser grids) at the top <strong>of</strong> the map.<br />

Scorcher Flamethrower: The flamethrower spawns behind the laser grid in the indoor area next to each team’s<br />

starting area. The switch on the balcony outside lowers the laser grid.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Multiplayer Maps<br />

Stasis<br />

The weapon placement on both sides <strong>of</strong> the map is identical.<br />

Available Weapons: Gorgon Pistol, Boltok Pistol, Frag Grenades, Ink Grenades, Boomshot, Longshot, Torque Bow,<br />

Mulcher.<br />

Frag/Ink Grenades x2: There is a grenade spawn on both sides <strong>of</strong> the map. After exiting your spawning area, look<br />

in front <strong>of</strong> the pipe gateway to spot Frag or Ink grenades on the ground.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Multiplayer Maps<br />

Flashback Map Pack<br />

The Flashback Map Pack <strong>com</strong>es free with every new copy <strong>of</strong> <strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2. A card inside <strong>of</strong> the game’s case<br />

contains a code for the pack to be used on the Xbox Live Marketplace along with instructions on how to download<br />

it.<br />

You will need access to Xbox Live to download these maps (an Xbox Live Silver membership will suffice).<br />

As <strong>of</strong> this writing, the only way to obtain these maps is to buy a brand new, sealed copy <strong>of</strong> <strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2.<br />

The pack contains updated versions <strong>of</strong> five classic maps from the first <strong>Gears</strong> <strong>of</strong> <strong>War</strong>. These updated versions stay true<br />

to their predecessors for the most part, however some <strong>of</strong> the weapons introduced in the sequel have been added to<br />

weapon spawn point cycles.<br />

The location <strong>of</strong> every weapon on each one <strong>of</strong> these maps is described below. Note that some weapons share spawn<br />

points, meaning when you find the location, the weapon there could be one or the other.<br />

Read on for full details <strong>of</strong> weapons on each <strong>of</strong> the individual maps.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Multiplayer Maps<br />

Canals<br />

Available Weapons: Longshot, Boltok Pistol, Gorgon Pistol, Frag Grenades, Ink Grenades, Torque Bow, Boomshot.<br />

Longshot x2: A Longshot spawns on each <strong>of</strong> the bridges closest to the teams’ starting areas.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Multiplayer Maps<br />

Gridlock<br />

Available Weapons: Longshot, Torque Bow, Boltok Pistol, Gorgon Pistol, Ink Grenades, Boom Shield, Boomshot.<br />

Ink Grenades/Boom Shield: A Boom Shield or Ink Grenades will spawn in the middle <strong>of</strong> the ring <strong>of</strong> wrecked cars<br />

at the center <strong>of</strong> the map.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Multiplayer Maps<br />

Mansion<br />

Available Weapons: Boomshot, Longshot, Boltok Pistol, Gorgon Pistol, Frag Grenades, Ink Grenades.<br />

Boltok/Gorgon Pistol x2: Both <strong>of</strong> these spawn locations are in the corners <strong>of</strong> the small patches between the gates<br />

and the walls on both sides <strong>of</strong> the courtyard.<br />

Boltok Pistol: A Boltok Pistol can be found inside <strong>of</strong> the mansion, between the two statues below the second floor<br />

walkway.<br />

Frag/Ink Grenades: The grenades spawn on the platform right outside the mansion’s main entrance.<br />

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Boomshot: This weapon spawns behind the piece <strong>of</strong> concrete beyond the statue in the courtyard.<br />

Longshot/Torque Bow: One <strong>of</strong> these weapons can be found in the middle <strong>of</strong> the mansion’s second floor walkway.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Multiplayer Maps<br />

Subway<br />

Available Weapons: Frag Grenades, Ink Grenades, Scorcher Flamethrower, Torque Bow, Mulcher, Longshot.<br />

Scorcher Flamethrower: Spawns by the notice board across from the main stairs in the subway.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Multiplayer Maps<br />

Tyro Station<br />

Available Weapons: Torque Bow, Longshot, Boltok Pistol, Gorgon Pistol, Frag Grenades, Ink Grenades, Hammer <strong>of</strong><br />

Dawn.<br />

Longshot/Torque Bow x2: One <strong>of</strong> these weapons spawns on both sides <strong>of</strong> the tracks at the end <strong>of</strong> the walkway.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Multiplayer Maps<br />

Combustible Map Pack<br />

The Combustible Map Pack is available on the Xbox Live Marketplace for 800 Micros<strong>of</strong>t points as <strong>of</strong> this writing.<br />

The location <strong>of</strong> every weapon on all three maps included in the download are described below, as well as any<br />

environmental hazards that may be present. Note that some weapons share spawn points, meaning when you find<br />

the location, the weapon there could be one or the other.<br />

Read on for full details on all the weapons available in each <strong>of</strong> these maps.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Multiplayer Maps<br />

Flood<br />

Note: Standing in Imulsion (the bright, yellow substance) causes damage and will eventually lead to death. Imulsion<br />

levels rise throughout each round, but will reset at the start <strong>of</strong> the next round. The screen shaking is an indication<br />

that the Imulsion is rising, so seek higher ground if you’re standing near the substance.<br />

Available Weapons: Boltok Pistol, Gorgon Pistol, Ink Grenades, Frag Grenades, Boomshot, Torque Bow, Mortar,<br />

Hammer <strong>of</strong> Dawn.<br />

Boltok/Gorgon Pistol x2: One <strong>of</strong> these pistols will spawn in front <strong>of</strong> the two arched doorways at either end <strong>of</strong> the<br />

map.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Multiplayer Maps<br />

Fuel Station<br />

Note: The trucks carrying large, blue fuel tanks will emit a large explosion when destroyed, stunning or gibbing<br />

players in the vicinity.<br />

Available Weapons: Boltok Pistol, Gorgon Pistol, Scorcher Flamethrower, Mulcher, Mortar, Frag Grenades, Ink<br />

Grenades.<br />

Boltok/Gorgon Pistol: One <strong>of</strong> these weapons will spawn in front <strong>of</strong> the low clearance gate in the parking lot next to<br />

the fuel station.<br />

Frag/Ink Grenades: Spawn by the fuel truck left <strong>of</strong> the Imulsion station entrance<br />

Mulcher: Spawns in front <strong>of</strong> the Imulsion station entrance.<br />

Scorcher Flamethrower: Spawns on the Imulsion station ro<strong>of</strong>top. There are stairs along the back <strong>of</strong> station that lead<br />

up to the ro<strong>of</strong>. The lift inside the station can also be used.<br />

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Mortar: This weapon spawns on the side <strong>of</strong> the high road across from the front <strong>of</strong> the Imulsion station.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Multiplayer Maps<br />

Gold Rush<br />

Available Weapons: Longshot, Boomshot, Mortar, Torque Bow, Gorgon Pistol, Boltok Pistol, Frag Grenades, Ink<br />

Grenades.<br />

Boltok/Gorgon Pistol x2: Pistols spawn in the areas at the top <strong>of</strong> the steps at both ends <strong>of</strong> the upper level.<br />

Frag/Ink Grenades: The grenades spawn at the back <strong>of</strong> the lower level, behind the machinery there.<br />

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Longshot/Torque Bow: One <strong>of</strong> these weapons will spawn behind the machinery near the center <strong>of</strong> the upper level.<br />

Mortar/Boomshot: One <strong>of</strong> these weapons will spawn on the platform near the center <strong>of</strong> the lower level.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - All Fronts Collection<br />

All Fronts Collection<br />

Dark Corners is the fourth downloadable content released for <strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2. It includes seven new multiplayer<br />

maps, as well as an additional chapter for the campaign mode, titled “Road to Ruin.” This deleted scene begins after<br />

Marcus and Dom find Maria and then set their sights on the Locust Hive. The pair must decide whether to take the<br />

cautious route and sneak past the locusts between here and there, or to go about it like they always do—with guns<br />

blazing.<br />

To <strong>com</strong>memorate the success <strong>of</strong> <strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 and the <strong>Gears</strong> <strong>of</strong> <strong>War</strong> franchise, Micros<strong>of</strong>t Game Studios and Epic<br />

Games have released the <strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2: All Fronts Collection. This bundle contains the Dark Corners DLC (which<br />

includes the “Road to Ruin” deleted scene), as well as the Flashback, Combustible, and Snowblind map packs. If<br />

you’re a fan <strong>of</strong> the game and have yet to purchase any <strong>of</strong> the previous map packs, the All Fronts Collection is a deal<br />

you shouldn’t pass up.<br />

This <strong>guide</strong> contains a walkthrough covering both the guns blazing option and the stealth option <strong>of</strong> the Road to Ruin<br />

deleted scene. To give you an edge over your opponents online, we’ve also included text descriptions and images <strong>of</strong><br />

the weapon placements on every new multiplayer map. As well, you’ll find a <strong>com</strong>plete listing <strong>of</strong> the added Xbox<br />

360 achievements.<br />

Notes: This <strong>guide</strong> was written based on the HARDCORE difficulty setting. The strategies and instructions contained<br />

within will still apply to a playthrough on any other difficulty level, however the difficulty level affects the amount <strong>of</strong><br />

damage your character and your enemies can sustain. All control <strong>com</strong>mands mentioned in the text refer to the <strong>Gears</strong><br />

<strong>of</strong> <strong>War</strong>s 2 DEFAULT control style.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - All Fronts Collection<br />

About Dark Corners<br />

The <strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2: Dark Corners DLC contains the “Road to Ruin” deleted scene, which was cut from the original<br />

release <strong>of</strong> <strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2, as well as a brand new map pack consisting <strong>of</strong> seven new multiplayer maps. This content<br />

is available for purchase on the Xbox Live Marketplace for 1200 Micros<strong>of</strong>t Points ($15.00 USD).<br />

<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2: Dark Corners includes the following:<br />

*Road to Ruin deleted scene (campaign chapter).<br />

*Dark Corners multiplayer maps – Allfathers Garden, Memorial, Sanctuary, <strong>War</strong> Machine, Highway, Way Station,<br />

and Nowhere.<br />

To <strong>com</strong>memorate the success <strong>of</strong> <strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 and the <strong>Gears</strong> <strong>of</strong> <strong>War</strong> franchise, the <strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2: All Fronts<br />

Collection has been made available. This bundle contains the Dark Corners DLC (which includes the “Road to Ruin”<br />

deleted scene), as well as the Flashback, Combustible, and Snowblind map packs—all for just 400 points more at<br />

1600 Micros<strong>of</strong>t Points ($20.00 USD). If you have yet to purchase any <strong>of</strong> the previous map packs and enjoy the<br />

multiplayer, the All Fronts Collection is a deal you shouldn’t pass up.<br />

<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2: All Fronts Collection includes the following:<br />

*Dark Corners – Road to Ruin deleted scene (campaign chapter). Allfathers Garden, Memorial, Sanctuary, <strong>War</strong><br />

Machine, Highway, Way Station, and Nowhere multiplayer maps.<br />

*Flashback Map Pack – Canals, Gridlock, Mansion, Tyro Station, and Subway multiplayer maps.<br />

*Combustible Map Pack – Flood, Fuel Station, and Gold Rush multiplayer maps.<br />

*Snowblind Map Pack – Courtyard, Grind Yard, Fuel Depot, and Under Hill multiplayer maps.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Road to Ruin Walkthrough<br />

Guns Blazing<br />

Choose the “Go in Guns Blazing” option following the opening cutscene to approach this chapter as you would any<br />

other in <strong>Gears</strong> <strong>of</strong> <strong>War</strong>.<br />

Objective: Proceed through the next set <strong>of</strong> gatehouse doors.<br />

Climb up either <strong>of</strong> the ladders on the sides <strong>of</strong> this area and pull the lever at the top. Dom will automatically climb up<br />

the opposite ladder and pull the lever on that side to open the gate below. With that done, drop down the ladder<br />

and Roadie Run to one <strong>of</strong> the pieces <strong>of</strong> cover beyond the gate.<br />

You’re outfitted with a Lancer, a Gnasher Shotgun, a Snub Pistol, and two Frag Grenades. Use your Lancer to blast<br />

any Drones visible from your cover, and then move up to one <strong>of</strong> the torches. There’s a Flamer among the enemies in<br />

this area; he’s likely to charge your cover, so gun him down before he can get close enough to roast you, falling<br />

back if necessary. Aim for the tank strapped to his back if possible; by doing so, you can puncture the tank, causing<br />

it to eventually explode.<br />

When all <strong>of</strong> the nearby Drones have been dealt with, move up to the container just beyond the first torch. You’ll<br />

have to kill the Drone on the Troika emplacement in the middle <strong>of</strong> this area to move on. Ensure that there aren’t any<br />

Drones nearby before moving up to the second torch up ahead. Whilst the gunner is not focusing on you, move<br />

again to the container just up ahead. From here, you should be able to land a Frag Grenade just below the Troika on<br />

the platform. With any luck, the launched Frag Grenade will blow the gunner apart when it goes <strong>of</strong>f.<br />

Lob a Frag Grenade below the Troika on the platform to blast the gunner to pieces.<br />

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With the gunner down, proceed past the platform to trigger the appearance <strong>of</strong> another group <strong>of</strong> enemies from the<br />

gatehouse at the opposite end <strong>of</strong> the area. Though you can climb up onto the platform and man one <strong>of</strong> the Troika<br />

emplacements yourself, doing so may not be in your best interest, as there’s a Boomer among the enemies, and you<br />

would be a sitting duck if on the platform. Take cover behind one <strong>of</strong> the containers further up, and hit the Boomer<br />

with a Lancer while he’s reloading. If you have a Frag Grenade left, you could throw that, too. Keep an eye out for<br />

Bolters.<br />

Once the Boomer and ac<strong>com</strong>panying Drones have been taken care <strong>of</strong>, strongly consider swapping your Gnasher for<br />

the Boomshot, and proceed through the first gatehouse door at the far end <strong>of</strong> the area. When you reach the door,<br />

climb up the ladder to your right and pull the lever at the top. Look around for a box <strong>of</strong> ammo before dropping back<br />

down. If you head up the opposite ladder, you can find some Frag Grenades as well.<br />

Objective: Cross the river to the next set <strong>of</strong> gatehouse doors.<br />

When the door opens, gun down the standing Grenadier further ahead, and then Roadie Run to the stack <strong>of</strong> bricks<br />

on the right. You don’t want to go in too deep yet, as there’s a Flamer behind the railing further up. Use your Lancer<br />

to kill the Flamer and Drones behind the railing up ahead. There should be a Grinder <strong>com</strong>ing up the steps by the<br />

time you’ve dealt with them, so if you picked up that Boomshot in the previous area, switch to it now and blast him<br />

when he gets a bit closer to your cover.<br />

Use your Boomshot to take out the Grinder.<br />

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Once the area is clear, look around for the Longshot dropped by one <strong>of</strong> the Drones and swap it with your Boomshot.<br />

When you have the Longshot, pick up the ammo container to the left <strong>of</strong> the stairs. Make your way over to one <strong>of</strong> the<br />

low walls further down the steps and use your Longshot to pick <strong>of</strong>f the Drones across the river. When the stairs at the<br />

other end are clear, move down to the Turn Wheel at the bottom <strong>of</strong> the steps. Grab hold <strong>of</strong> the Turn Wheel and use<br />

it to raise a bridge across the river.<br />

Before crossing the bridge, head back up the steps and pick up the Grinder’s Mulcher. Then, cross the bridge to<br />

trigger another batch <strong>of</strong> enemies. Two Bloodmounts, a Grinder, and some Drones will <strong>com</strong>e through the gatehouse<br />

door. Not a good <strong>com</strong>bination. Rather than continuing up the steps to face them, fall back to the other side <strong>of</strong> the<br />

bridge and take cover behind the low rock wall across from the Turn Wheel. Hold LT to mount the Mulcher on the<br />

cover, and wait for the Bloodmounts to appear. Continuously fire at the Bloodmounts while they descend the stairs<br />

and attempt cross the bridge. Keep an eye on the bar in the top-right corner <strong>of</strong> the screen and be sure to press and<br />

hold the RB button before the Mulcher gets too hot.<br />

With the Bloodmounts out <strong>of</strong> the way, you can either wait for the Grinder to appear so you can use the last bit <strong>of</strong><br />

Mulcher ammo to kill him, or move up to a closer piece <strong>of</strong> cover and take him down from there. If you have any<br />

Longshot ammo left, use it to pick <strong>of</strong>f the Drones from across the bridge.<br />

Use the Mulcher to kill the Bloodmounts before they can cross the bridge.<br />

When the stairs are clear, make your way to the top. Before heading through the gatehouse door, turn left to spot a<br />

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lever. Pull the lever to lower a piece <strong>of</strong> cover that was blocking the way into an area with an ammo container. Grab<br />

the ammo container, and then proceed through the door, climb up the ladder to your right, and pull the lever at the<br />

top. You can find a Boltok Pistol up here as well.<br />

Objective: Proceed through the locust torture area to the next set <strong>of</strong> gatehouse doors.<br />

After pulling the lever, drop down the ladder and wait for the door to open. Then, immediately Roadie Run to one <strong>of</strong><br />

the pieces <strong>of</strong> railing beyond the door. Use your Lancer to gun down the Drones in the opening area, and then switch<br />

to your Longshot. Head back to the start <strong>of</strong> the area, turn right at the door, and look across the Imulsion; you should<br />

be able to spot some Drones across the walkway, particularly a Flamer. Hit the tank strapped to the Flamer’s back<br />

with your Longshot to set it <strong>of</strong>f.<br />

Keep your Longshot equipped and use it to pick <strong>of</strong>f the Drones across the section <strong>of</strong> the walkway further up. You’ll<br />

likely be able to spot an approaching Butcher, but don’t waste any ammo on him, as he can be dealt with easily<br />

enough using the Lancer once he’s close. When there aren’t any enemies in sight, proceed down the walkway.<br />

Remain vigilant, as there may be one or two you’ve missed. As you move down the walkway, look around for the<br />

Flamer’s Scorcher; when you’ve found it, swap it with your Longshot. There are a couple <strong>of</strong> ammo containers along<br />

the way, so keep an eye out and pick them up to fill your Lancer.<br />

Continue down the walkway, keeping an eye out for any Drones, and fall back when you spot the Bloodmounts and<br />

Boomer <strong>com</strong>ing from the door to the left <strong>of</strong> the next gatehouse. Head back down the walkway and be ready for them<br />

with your Lancer equipped. Try your best to knock <strong>of</strong>f the two Beast Riders from before they get too close, ideally<br />

while they’re preoccupied with attacking Dom. Alternatively, if you have a Frag Grenade, you could try throwing<br />

one as they approach.<br />

Roast the Bloodmounts with the Scorcher.<br />

If one or both <strong>of</strong> the Bloodmounts get dangerously close, switch to the Scorcher and use it to roast the creature.<br />

Continuously back away to keep out <strong>of</strong> range <strong>of</strong> the Bloodmount’s swipes. On the Hardcore or Insane difficulty<br />

levels, a single slash from a Bloodmount is enough to do you in, so be especially careful. Killing a Bloodmount with<br />

a Scorcher is significantly more difficult if the rider is still in place, as he will fire at you incessantly while you back<br />

away. However it doesn’t require much fire from the Scorcher to kill the mount, and once the rider is on the ground,<br />

you can fry him, too.<br />

With the two Bloodmounts out <strong>of</strong> the way, take cover along the walkway and wait for the Boomer to appear, if he<br />

hasn’t already. Equip your Lancer and hit the Boomer with blindfire from behind cover to bring him down. Swap<br />

your Scorcher for the Boomshot, and continue to the gatehouse door at the other end <strong>of</strong> the walkway.<br />

Both Dom and Marcus must pull the levers on the Locust emblem panels to open the gate. Unfortunately, a Drone<br />

appears from the outlook above, and pulls a lever to drop the two into the Locust jail below.<br />

Objective: Fight your way out <strong>of</strong> the Locust jail.<br />

While Jack works to unlock the door, take cover below the barred window on the right and fire at the Butcher and<br />

Drones when they appear. If you have a Frag Grenade, you can throw it through the bars as well. Once Jack has<br />

unlocked the door, make sure the cell block is clear, and then kick it open. A group <strong>of</strong> Wretches will appear, so<br />

equip your Pistol and use your melee attack to beat them down. When the way is clear, be ready with your<br />

Boomshot equipped, and head up the curved steps. If you don’t have a Boomshot, Frag Grenades will suffice.<br />

Fire at the Butcher and Drones through the barred window.<br />

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When you reach the narrow corridor, fire the Boomshot at the Drones <strong>com</strong>ing down the stairs at the other end. With<br />

any luck, the shot will have taken out two or three <strong>of</strong> them. More are on their way, so take aim with the Boomshot,<br />

or be ready with a Frag Grenade. Once all <strong>of</strong> the Drones have been dealt with, head up the steps and wait for Jack to<br />

unlock the door. Kick open the door, and then proceed into the next area.<br />

Objective: Get past the Brumak on the bridge.<br />

Start toward the bridge; as soon as you see the door at the other end <strong>of</strong> the bridge begin to open, turn back and take<br />

control <strong>of</strong> the nearby Troika. Aim at the Brumak’s face and continuously fire until the bar in the top-right corner <strong>of</strong><br />

the screen is nearly full. At that point, release RT and hold RB. While holding RB to cool the Troika, hold down RT to<br />

start it up to begin firing again immediately after. Continue doing this, and you should be able to bring the beast<br />

down before it sends a barrage <strong>of</strong> missiles your way.<br />

The Brumak’s corpse is blocking the way, so you’ll have to find another way around. Head down the curved steps at<br />

the other end <strong>of</strong> the walkway. Move through this empty area and you will eventually encounter an ally.<br />

After the brief cutscene, pick up the Mulcher by the doorway. Proceed through the doorway, and take cover behind<br />

the barrier. Hold LT to mount the Mulcher, and fire at the Drones and Wretches <strong>com</strong>ing down the walkway. Take<br />

the time to shred the Wretches crawling along the ceiling, as you’ll have to get out <strong>of</strong> cover to kill them if they<br />

manage to get behind the barrier. When all <strong>of</strong> the enemies on the walkway have been dealt with, turn back to the<br />

door your came through. Use what’s left <strong>of</strong> the Mulcher to kill the Butcher and Drones that appeared, and then<br />

follow your allies to a ladder.<br />

Objective: Follow the Locust highway.<br />

Once up the ladder, move closer to the Drones in the distance and get behind cover. Use your Lancer or other<br />

weapon to clear away the Drones, and then look among the bodies for a Longshot. Swap your secondary weapon for<br />

the Longshot, and proceed into the next area. Take cover behind one <strong>of</strong> the columns along the corridor, and use<br />

your Lancer or Longshot to pick <strong>of</strong>f the Drones at the other end.<br />

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Fight your way to the next area.<br />

When the corridor is clear, move to the other end, and pull the lever to lower the barrier blocking the way. Pick up<br />

the ammo container along the way, and continue into the next area. Pick up the ammo container and Frag<br />

Grenades, and then pull the lever to lower the tall pieces <strong>of</strong> mechanized cover.<br />

Objective: Fight your way into Nexus.<br />

Pull the lever up ahead to raise the cover nearby, and hang back here with your Longshot. Pick <strong>of</strong>f the Drones as<br />

they pop out from the cover at the other end <strong>of</strong> the area. Soon, a Kantus will appear. At this point, you’ll have to<br />

watch out for the Tickers he summons, as they’ll most likely make a beeline for you. When a Ticker is nearing,<br />

switch to your pistol and bat the creature away with a melee attack. Then, shoot the overturned Ticker to set it <strong>of</strong>f.<br />

Once the first batch <strong>of</strong> enemies has been cleared, another Kantus and a couple <strong>of</strong> Drones will appear from the<br />

doorway on the far right. The Gnasher-wielding Drones may take cover along the railing across from your cover<br />

giving them a clear shot, albeit with a weapon that’s inaccurate at long-range.<br />

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Hang back with your Longshot and kill the enemies by the gatehouse in the distance.<br />

When there is only one or two enemies left, move up to some cover closer to the gate. A sizeable group <strong>of</strong> enemies<br />

will appear when the large, adjacent door opens. You’ll need to pull the lever to bring the cover back up, as all <strong>of</strong> it<br />

will lower once that door opens. There are two Bloodmounts among the enemies; if you’ve taken cover far enough<br />

from the gate, you should be able to take them out with your Lancer. As soon as they appear, concentrate your fire<br />

on one <strong>of</strong> them and don’t let up, as they will likely be distracted by your allies. If you’re low on Lancer ammo, an<br />

ammo container can be found in the area to the left <strong>of</strong> the gatehouse.<br />

As the reinforcements dwindle, a Reaver will appear and land in the middle <strong>of</strong> the area. Get behind one <strong>of</strong> the low,<br />

mechanized pieces <strong>of</strong> cover and blindfire at the Reaver with your Lancer equipped. With your allies’ gunfire<br />

<strong>com</strong>bined with yours, the Reaver should fall in no time.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Road to Ruin Walkthrough<br />

Stealth<br />

Select the “Use Stealth” option following the opening scene to sneak your way through this chapter. Marcus and<br />

Dom will don Theron Guard armour, allowing them to pass through the Locust ranks undetected. Drones have a<br />

strong sense <strong>of</strong> smell, however, and are able to distinguish human from Locust by scent, so you’ll have to keep your<br />

distance throughout.<br />

Choose the “Use Stealth” option to sneak through the proceeding areas.<br />

Important Note: To unlock the “My Way or the Highway” achievement, you must remain undetected until a certain<br />

point. If you are detected and wish to unlock this achievement, you’ll have to pause the game and revert to the last<br />

checkpoint. Eventually, you’ll be forced to go in with guns blazing; as long as you have made it undetected up until<br />

this point, the achievement should be yours upon <strong>com</strong>pletion <strong>of</strong> the chapter.<br />

Objective: Proceed through the next set <strong>of</strong> gatehouse doors.<br />

Sneaking through this first area is simple. Just follow Dom, take cover when he takes cover, move up when he moves<br />

up, until you’re at the gatehouse door. Once you’ve made it to the door, pull one <strong>of</strong> the levers, and Dom will<br />

automatically pull the other to open the door.<br />

Through the first gatehouse door, climb up one <strong>of</strong> the ladders on either side <strong>of</strong> the room, and pull the lever at the<br />

top. Dom will automatically climb up the ladder and pull the lever on the opposite side, opening the second<br />

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gatehouse door.<br />

Objective: Cross the river to the next set <strong>of</strong> gatehouse doors.<br />

There are too many Drones patrolling this next section to sneak through, so you’ll have to find some way to cause a<br />

distraction. Once through the door, turn right to spot a Turn Wheel. Grab hold <strong>of</strong> the Turn Wheel and use it to drop<br />

the ornate stone that’s hanging from a chain nearby. When the stone hits the floor and breaks, the Drones patrolling<br />

the area will run over to investigate, allowing you to slip by.<br />

A Grinder sits at the bottom <strong>of</strong> the steps beyond the first batch <strong>of</strong> guards. As the Grinder climbs up the steps, hug the<br />

side opposite and duck behind one the railings partway down to allow him to walk by. He may get a scent, but if<br />

you passed by quick enough, he should lose interest and continue up. Once past the Grinder, grab hold <strong>of</strong> the Turn<br />

Wheel by the river and use it to raise the bridge.<br />

Wait for the Grinder to pass by before heading up the steps across the bridge.<br />

Cross the bridge, and approach the steps on the other side. A Grinder is on the way down, so take cover behind the<br />

railing next to the steps and wait for him to pass. Then, move back onto the steps and make your way to the top.<br />

While heading up, hug the left side to avoid alerting the patrolling Drones.<br />

At the top <strong>of</strong> the steps, take cover behind the stack <strong>of</strong> bricks. A patrol group will <strong>com</strong>e through the first gatehouse<br />

door. Stay behind cover until they pass by, and then Roadie Run through the open door. Climb up one <strong>of</strong> the ladders<br />

on either side <strong>of</strong> the room, and pull the lever at the top. Dom will climb up the opposite ladder and pull the lever<br />

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there, opening the second gatehouse door.<br />

Objective: Proceed through the Locust torture area to the next set <strong>of</strong> gatehouse doors.<br />

When the second door opens, move up and take cover by the end <strong>of</strong> the railing on the left. Wait for the Drone<br />

patrolling this section <strong>of</strong> the walkway to pass by, and then follow Dom to the next piece <strong>of</strong> cover. After witnessing<br />

the man being struck, turn left and Roadie Run to the Turn Wheel at the other end <strong>of</strong> the walkway. Grab hold <strong>of</strong> the<br />

Turn Wheel and use it to drop the stone slab that’s hanging from a chain nearby. The slab will hit the table below it<br />

with a loud bang, effectively distracting the patrolling Drones in the area.<br />

Slip past the Drones and take cover behind the stacks <strong>of</strong> bricks further up. Wait until the Butcher moves further down<br />

the walkway, and then move out and take cover behind one <strong>of</strong> the low walls further up. When you’re just short <strong>of</strong><br />

the door, wait until the Butcher moves <strong>of</strong>f to the side, and then get out <strong>of</strong> cover and Roadie Run to one <strong>of</strong> the levers.<br />

Pull the levers with Dom to open the door and proceed through. Head up the ladder on the left side <strong>of</strong> the room,<br />

and pull the lever at the top to open the second gatehouse door. There’s a Torque Bow up here as well; swap your<br />

Gnasher for it, as you’ll be needing it soon.<br />

Objective: Get past the Brumak on the bridge.<br />

The Brumak can be taken down using the Troika emplacement nearby, but it would be best to move past it.<br />

Continue down to the end <strong>of</strong> the walkway, past the bridge, and head down the curved steps there. Once you’re past<br />

the Brumak, make your way through this empty area and you will eventually encounter an ally.<br />

Once Frankie is in your party, discard any notion <strong>of</strong> being stealthy.<br />

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After the brief cutscene, stealth mode is <strong>of</strong>f; it’s guns blazing from here on out. Pick up the Mulcher by the doorway.<br />

Proceed through the doorway, and take cover behind the barrier. Hold LT to mount the Mulcher, and fire at the<br />

Drones and Wretches <strong>com</strong>ing down the walkway. Take the time to shred the Wretches crawling along the ceiling, as<br />

you’ll have to get out <strong>of</strong> cover to kill them if they manage to get behind the barrier. When all <strong>of</strong> the enemies on the<br />

walkway have been dealt with, turn back to the door your came through. Use what’s left <strong>of</strong> the Mulcher to kill the<br />

Butcher and Drones that appeared, and then follow your allies to a ladder.<br />

Objective: Follow the Locust Highway.<br />

Once up the ladder, move closer to the Drones in the distance and get behind cover. Use your Lancer or other<br />

weapon to clear away the Drones, and then look among the bodies for a Longshot. Swap your secondary weapon for<br />

the Longshot, and proceed into the next area. Take cover behind one <strong>of</strong> the columns along the corridor, and use<br />

your Lancer or Longshot to pick <strong>of</strong>f the Drones at the other end.<br />

When the corridor is clear, move to the other end, and pull the lever to lower the barrier blocking the way. Pick up<br />

the ammo container along the way, and continue into the next area. Pick up the ammo container and Frag<br />

Grenades, and then pull the lever to lower the tall pieces <strong>of</strong> mechanized cover.<br />

Objective: Fight your way into Nexus.<br />

Pull the lever up ahead to raise the cover nearby, and hang back here with your Longshot. Pick <strong>of</strong>f the Drones as<br />

they pop out from the cover at the other end <strong>of</strong> the area. Soon, a Kantus will appear. At this point, you’ll have to<br />

watch out for the Tickers he summons, as they’ll most likely make a beeline for you. When a Ticker is nearing,<br />

switch to your pistol and bat the creature away with a melee attack. Then, shoot the overturned Ticker to set it <strong>of</strong>f.<br />

Once the first batch <strong>of</strong> enemies has been cleared, another Kantus and a couple <strong>of</strong> Drones will appear from the<br />

doorway on the far right. The Gnasher-wielding Drones may take cover along the railing across from your cover<br />

giving them a clear shot, albeit with a weapon that’s inaccurate at long-range.<br />

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Target the Bloodmounts with your Lancer to kill them before they get too close.<br />

When there is only one or two enemies left, move up to some cover closer to the gate. A sizeable group <strong>of</strong> enemies<br />

will appear when the large, adjacent door opens. You’ll need to pull the lever to bring the cover back up, as all <strong>of</strong> it<br />

will lower once that door opens. There are two Bloodmounts among the enemies; if you’ve taken cover far enough<br />

from the gate, you should be able to take them out with your Lancer. As soon as they appear, concentrate your fire<br />

on one <strong>of</strong> them and don’t let up, as they will likely be distracted by your allies. If you’re low on Lancer ammo, an<br />

ammo container can be found in the area to the left <strong>of</strong> the gatehouse.<br />

As the reinforcements dwindle, a Reaver will appear and land in the middle <strong>of</strong> the area. Get behind one <strong>of</strong> the low,<br />

mechanized pieces <strong>of</strong> cover and blindfire at the Reaver with your Lancer equipped. With your allies’ gunfire<br />

<strong>com</strong>bined with yours, the Reaver should fall in no time.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Dark Corners Map Pack<br />

Dark Corners Map Pack<br />

The Dark Corners Map Pack is available for purchase on the Xbox Live Marketplace for 1300 Micros<strong>of</strong>t points at this<br />

writing, but is also included in the <strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2: All Fronts Collection, which is priced at 1600 Micros<strong>of</strong>t Points.<br />

Be<strong>com</strong>ing familiar with the layout and weapon locations <strong>of</strong> each map is important in any <strong>com</strong>petitive shooter.<br />

Knowing where you need to go to get your hands on some firepower is not the only benefit <strong>of</strong> memorizing the<br />

weapon spawn points; doing so can also help you pinpoint an enemy’s location. A notification will appear in the<br />

bottom-left corner <strong>of</strong> the screen when an ally or enemy picks up a weapon, so you can determine the whereabouts<br />

<strong>of</strong> an enemy if you know the weapon spawn points well.<br />

The location <strong>of</strong> every weapon on all seven multiplayer maps included in the download are described in the<br />

following sections. Note that some weapons share spawn points, meaning when you find the location, the weapon<br />

there could be one or the other, and will change to the other weapon the following round.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Dark Corners Map Pack<br />

Allfathers Garden<br />

Available Weapons: Boltok Pistol, Gorgon Pistol, Boom Shield, Frag Grenades, Ink Grenades, Torque Bow,<br />

Boomshot, Scorcher Flamethrower, Longshot.<br />

Boltok/Gorgon Pistol x2: These weapons occupy two different spawn points on the map. One <strong>of</strong> these weapons can<br />

be found through the archway across from each spawn point, behind the headless statue.<br />

Boom Shield x2: The Boom Shield occupies two different spawn points on the map. One can be found through the<br />

archways across from each spawn point, behind the headless statues and Boltok/Gorgon Pistol spawns.<br />

Frag/Ink Grenades: In the enclosure at the center <strong>of</strong> the map.<br />

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Torque Bow/Boomshot: One <strong>of</strong> these weapons can be found in the area between the two Boltok/Gorgon Pistol<br />

spawn points at either end <strong>of</strong> the map. Look on the platform at the edge <strong>of</strong> this area.<br />

Scorcher Flamethrower: This weapon can found in the area between the two Boltok/Gorgon Pistol spawn points at<br />

either end <strong>of</strong> the map. Look across from the platform where the Torque Bow/Boomshot spawn point is.<br />

Longshot x2: This weapon occupies two different spawn points on the map. Each rifle can be found up the steps<br />

across from either side <strong>of</strong> the Frag/Ink Grenade spawn at the center <strong>of</strong> the map. Once up the steps, head straight to<br />

the end <strong>of</strong> the walkway to find the rifle.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Dark Corners Map Pack<br />

Memorial<br />

Available Weapons: Boltok Pistol, Gorgon Pistol, Frag Grenades, Ink Grenades, Mortar, Boomshot, Hammer <strong>of</strong><br />

Dawn, Longshot.<br />

Boltok/Gorgon Pistol x2: These weapons occupy two different spawn points on the map, both near the player<br />

spawns. At the top <strong>of</strong> the steps at each player spawn area, turn left or right (depending on the side <strong>of</strong> the map you are<br />

on), and head through the archway there. Continue straight past the sandbag and look at the bottom <strong>of</strong> the circular<br />

steps to spot one <strong>of</strong> these weapons.<br />

Scorcher Flamethrower/Boomshot: At the top <strong>of</strong> the steps at each player spawn area, turn left or right (depending on<br />

the side <strong>of</strong> the map you are on), and head through the archway there. Continue straight past the Boltok/Gorgon Pistol<br />

Spawn and follow the path here to reach the weapon.<br />

Mortar/Hammer <strong>of</strong> Dawn: Behind the small, bulbous-ro<strong>of</strong>ed structure beyond the steps at each player spawn point.<br />

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Frag/Ink Grenades: At the bottom <strong>of</strong> the steps across from the small, bulbous-ro<strong>of</strong>ed structure beyond the steps at<br />

each player spawn point.<br />

Torque Bow/Longshot: At the top <strong>of</strong> the steps at each player spawn area, turn left or right (depending on the side <strong>of</strong><br />

the map you are on), and head through the archway there. Continue straight past the Boltok/Gorgon Pistol Spawn<br />

and follow the path here to the Scorcher Flamethrower/Boomshot spawn. Head up the steps behind the weapon, and<br />

then to the second set <strong>of</strong> steps. One <strong>of</strong> these weapons can be found by the tall statue along the walkway at the top <strong>of</strong><br />

the steps.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Dark Corners Map Pack<br />

Sanctuary<br />

Available Weapons: Boltok Pistol, Mortar, Frag Grenades, Ink Grenades, Mulcher, Boomshot, Torque Bow,<br />

Longshot.<br />

Boltok Pistol: By a statue along the trench. If your team spawns by two sets <strong>of</strong> steps, turn left and head straight to spot<br />

the weapon and the statue.<br />

Mortar: Between some sandbags along the trench. If your team spawns by a single set <strong>of</strong> steps, turn right and head<br />

straight to spot the weapon.<br />

Frag/Ink Grenades: By a tree in the middle <strong>of</strong> the trench. If your team spawns by a single set <strong>of</strong> steps, turn right and<br />

continue heading in this direction until you reach the grenades. If your team spawns by two sets <strong>of</strong> steps, turn left<br />

and continue heading in this direction to reach the grenades.<br />

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Mulcher/Boomshot: By the statue between the two walkways on the top level <strong>of</strong> the map.<br />

Torque Bow/Longshot: In the building at the center <strong>of</strong> the map on the mid-level.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Dark Corners Map Pack<br />

<strong>War</strong> Machine<br />

Available Weapons: Frag Grenades, Ink Grenades, Boom Shield, Torque Bow, Boomshot, Longshot, Mulcher.<br />

Frag/Ink Grenades x2: Grenades occupy two spawn points on the map. At the bottom <strong>of</strong> the steps, turn left or right<br />

(depending on the side <strong>of</strong> the map your team spawned on) to spot the grenades on the platform.<br />

Boom Shield: On the center platform, across the tracks from the middle section <strong>of</strong> the walkways on both sides <strong>of</strong> the<br />

map.<br />

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Torque Bow/Boomshot: On the center platform, next to the Boom Shield.<br />

Longshot: In the sandbag enclosure at the end <strong>of</strong> the center platform.<br />

Mulcher: On the outlook in the middle <strong>of</strong> the upper walkway. To reach the walkway, head down the steps at the<br />

bottom <strong>of</strong> your team’s spawning area and turn left or right (depending on the side <strong>of</strong> the map your team spawned on)<br />

to spot some steps.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Dark Corners Map Pack<br />

Highway<br />

Available Weapons: Boltok Pistol, Gorgon Pistol, Mulcher, Mortar, Scorcher Flamethrower, Boomshot, Frag<br />

Grenades, Ink Grenades, Longshot, Torque Bow.<br />

Boltok/Gorgon Pistol x2: These weapons occupy two spawn points on the map. Head up the steps near either player<br />

spawn point and look along the walkway to spot one <strong>of</strong> these weapons.<br />

Mulcher/Mortar: Look for one <strong>of</strong> these weapons behind the low piece <strong>of</strong> cover along the upper walkway. The piece<br />

<strong>of</strong> cover is across from the two sets <strong>of</strong> steps that lead down to the area at the center <strong>of</strong> the map.<br />

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Scorcher Flamethrower/Boomshot: Below the bridge between the two sets <strong>of</strong> steps that lead down to the area at the<br />

center <strong>of</strong> the map.<br />

Frag/Ink Grenades: On the floor at the center <strong>of</strong> the map.<br />

Longshot/Torque Bow x2: This weapon spawns in two different spots on the map. One <strong>of</strong> these weapons can be<br />

found on both <strong>of</strong> the platforms across from the Frag/Ink Grenades spawn. Both platforms are across from the two sets<br />

steps that lead down to this area.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Dark Corners Map Pack<br />

Way Station<br />

Available Weapons: Frag Grenades, Ink Grenades, Scorcher Flamethrower, Mulcher, Boltok Pistol, Gorgon Pistol,<br />

Torque Bow, Longshot.<br />

Frag/Ink Grenades x2: Grenades occupy two different spawn points on the map. They are beyond the archways<br />

across from each team spawning area. Once through the square doorways beyond the archway, look for a small<br />

alcove (to your left or right, depending on which side <strong>of</strong> the map your team spawned) to spot the grenades.<br />

Scorcher Flamethrower/Mulcher: On the platform at the end <strong>of</strong> the rail line. Head up the steps at the end <strong>of</strong> the rail<br />

line to reach the platform.<br />

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Boltok/Gorgon Pistol x2: One <strong>of</strong> these weapons will spawn in two different spots on the map. Look in either <strong>of</strong> the<br />

far corners on the upper level at the other end <strong>of</strong> the map. Head up the steps at the end <strong>of</strong> the rail line to reach this<br />

area.<br />

Torque Bow/Longshot x2: These weapons occupy two different spawn points on the map. Head through the archway<br />

next to the steps at the other end <strong>of</strong> the rail line; one <strong>of</strong> these weapons will be on the ground in this area.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Dark Corners Map Pack<br />

Nowhere<br />

Available Weapons: Boltok Pistol, Gorgon Pistol, Frag Grenades, Ink Grenades, Mulcher, Mortar, Torque Bow,<br />

Longshot.<br />

Boltok/Gorgon Pistol x2: Grenades occupy two different spawn points on the map. One batch can be found behind<br />

counter in the Auto-Tire Center shop. The other can be found behind the counter in the shop that has a “Dead End”<br />

sign above the door.<br />

Frag/Ink Grenades: In the middle <strong>of</strong> the small clearing at the center <strong>of</strong> the map.<br />

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Mulcher/Mortar: On the ro<strong>of</strong> <strong>of</strong> the Diner along the side <strong>of</strong> the road, across from the Frag/Ink Grenades spawn. A<br />

ramp along the side <strong>of</strong> the building leads up to the ro<strong>of</strong>.<br />

Torque Bow/Longshot: Behind the large, steel structure across from the Diner and Frag/Ink Grenades spawn.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Snowblind Map Pack<br />

Snowblind Map Pack<br />

The Snowblind Map Pack is available for purchase on the Xbox Live Marketplace for 800 Micros<strong>of</strong>t points at this<br />

writing, but is also included in the <strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2: All Fronts Collection, which is priced at 1600 Micros<strong>of</strong>t Points.<br />

Be<strong>com</strong>ing familiar with the layout and weapon locations <strong>of</strong> each map is important in any <strong>com</strong>petitive shooter.<br />

Knowing where you need to go to get your hands on some firepower is not the only benefit <strong>of</strong> memorizing the<br />

weapon spawn points; doing so can also help you pinpoint an enemy’s location. A notification will appear in the<br />

bottom-left corner <strong>of</strong> the screen when an ally or enemy picks up a weapon, so you can determine the whereabouts<br />

<strong>of</strong> an enemy if you know the weapon spawn points well.<br />

The location <strong>of</strong> every weapon on all four maps included in the download are described in the following sections.<br />

Note that some weapons share spawn points, meaning when you find the location, the weapon there could be one<br />

or the other, and will change to the other weapon the following round.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Snowblind Map Pack<br />

Courtyard<br />

Available Weapons: Mortar, Longshot, Boltok Pistol, Gorgon Pistol, Torque Bow, Boomshot.<br />

Boltok/Gorgon Pistol x2: These weapons spawn at two different locations on the map. One <strong>of</strong> these weapons can be<br />

found by the headless statue at the bottom <strong>of</strong> the steps on either side <strong>of</strong> the map.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Snowblind Map Pack<br />

Grind Yard<br />

Available Weapons: Boltok Pistol, Gorgon Pistol, Frag Grenades, Ink Grenades, Mulcher, Boomshot, Scorcher<br />

Flamethrower.<br />

Boltok/Gorgon Pistol x2: At the top <strong>of</strong> the ramps across from the elevated cabins just beyond the team spawning<br />

areas.<br />

Frag/Ink Grenades: Between the two pieces <strong>of</strong> cover across from the space below the elevated cabin in the middle <strong>of</strong><br />

the map.<br />

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Mulcher/Boomshot: In front <strong>of</strong> the elevated cabin in the middle <strong>of</strong> the map. There are a couple <strong>of</strong> ramps that can be<br />

taken up to the cabin.<br />

Scorcher Flamethrower: At the top <strong>of</strong> the ramp across from the space below the elevated cabin in the middle <strong>of</strong> the<br />

map. The ramp is just beyond the Frag/Ink Grenades spawn.<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Snowblind Map Pack<br />

Fuel Depot<br />

Available Weapons: Boltok Pistol, Gorgon Pistol, Longshot, Torque Bow, Frag Grenades, Ink Grenades, Mortar,<br />

Hammer <strong>of</strong> Dawn.<br />

Frag/Ink Grenades x2: Grenades occupy two different spawn points on the map, both <strong>of</strong> which are near the team<br />

spawning areas. If your team spawns outside, grenades can be found near the gas station up ahead and <strong>of</strong>f to the left.<br />

If your team spawns inside <strong>of</strong> a warehouse, grenades can be found in the space that’s surrounded by the piping on<br />

the machinery (turn right upon exiting the warehouse).<br />

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<strong>Gears</strong> <strong>of</strong> <strong>War</strong> 2 Guide - Snowblind Map Pack<br />

Under Hill<br />

Available Weapons: Frag Grenades, Ink Grenades, Boltok Pistol, Gorgon Pistol, Scorcher Flamethrower, Boom<br />

Shield, Longshot, Torque Bow.<br />

Frag/Ink Grenades x2: Grenades occupy two different spots on the map. Look for grenades across from the steps that<br />

lead up to the tunnel entrance.<br />

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