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* Game: Gears of War 2 *
* Type: FAQ/Walkthrough *
* For: Xbox 360 *
* Author: Brad Russell "TheGum" *
* Email: firstname.lastname@example.org *
* Web: www.thechaosuniverse.com *
Version 1.0 - finished walkthrough, will flesh out the remaining sections
over the weekend, I hope.
Version 1.2 - added the rest of it.
Table Of Contents
Use Ctrl + F to quick find in this guide.
1. A Brief Foreword
2. Controls ( CON2222 )
3. Starter Tips ( TIPS333 )
4. Walkthrough ( FAQ4444 )
Act 1: Tip of the Spear
Chapter 1: Welcome to Delta
Chapter 2: Desperation
Chapter 3: Rolling Thunder
Chapter 4: The Big Push
Chapter 5: Roadblocks
Chapter 6: Digging In
Act 2: Denizens
Chapter 1: Scattered
Chapter 2: Indigenous Creatures
Chapter 3: Disturbing Revelations
Chapter 4: Sinking Feeling
Chapter 5: Captivity
Chapter 6: Intestinal Fortitude
Act 3: Gathering Storm
Chapter 1: Dirty Little Secret
Chapter 2: Origins
Chapter 3: Rude Awakening
Chapter 4: Ascension
Chapter 5: Displacement
Chapter 6: Brackish Waters
Act 4: Hive
Chapter 1: Priorities
Chapter 2: Answers
Chapter 3: Hornets' Nest
Chapter 4: No Turning Back
Chapter 5: The Best-Laid Plans
Chapter 6: Royal Inquisitions
Act 5: Aftermath
Chapter 1: Escape
Chapter 2: Desperate Stand
Chapter 3: Free Parking
Chapter 4: Tenuous Footing
Chapter 5: Closure
5. Enemies ( GRUB555 )
6. Weapons ( GUNS666 )
8. Author Info / Copyright
* 1. A Brief Foreword *
What we should all appreciate about Gears 2 is that the devs did not make it
Gears 1 with more stuff. Instead of this game having five berserkers, 20
seeders, and a boss that was just Raam 2.0, the people at Epic said "Gears 1
was Gears 1, Gears 2 will be different."
Sure, it's mostly the same game with the cover fighting, but the pacing of
this game is 20 times faster than the last. You'll be deep underground one
moment, in a worm, in a haunted mansion-like place, up a snowy mountain, and
then fighting a water monster back underground in not a lot of time. There
is so much variety that some of it seems tossed in, not very hard, and more
than a bit unnecessary, but it does help the game fly along.
Gears of War 2 doesn't do anything new, sadly, but it's shooting mechanics,
story, and enjoyable gameplay make for a great example of a game that is just
fun to play. Not to mention the multiplayer is about as good as it gets.
* 2. Controls ( CON2222 ) *
A - cover button; hold for Roadie Run; pick up down enemy for shield
B - melee; hold for chainsaw with Lancer, or punch with other weapon
X - use or pick up something
Y - used for Y-look situations
LS - move
RS - look; click to zoom
D-Pad - change weapons
LB - bring up objectives
RB - reload; time correctly for Active Reload bonus
LT - aim, even in turrets
RT - shoot; with or without LT pressed
Executions - when you see an enemy crawling on the ground, press X for a curb
stomp, B for quick kill, Y for long kill, and A to take him as a shield; when
he is a shield he is either killed by gunfire, killed by you, or auto-killed
after a time.
Cover - press A to slip behind cover.
Mantle - simply move the LS us and press A to go over the object. Could double
press A while moving to quickly mantle.
Swat Turn - move the LS toward cover on the opposite side of your cover and
you'll simply change places.
Cover Slip - push up to slip in front of your cover, or to the side to leap
out of cover.
Dive - press A while moving to dive in that direction.
Roadie Run - just hold A to run forward and if you hit cover you'll take it.
Blindfire - simply press RT and you will start shooting in the direction your
camera is facing. Not useful if the enemy is behind cover. Best used for when
an enemy is charging at you and the closer he is the better the chances that
all your spray will hit him. You can toss frags this way and even charge up
the torque bow before aiming.
Fire without aiming - just press RT to start shooting without aiming. Good
against Wretches, Bloodmounts, and Tickers. Of course for enemies close if you
are behind cover and don't have time to aim.
Crawling - you can crawl faster by tapping A. If someone is trying to kill you
in multiplayer and you have a frag, press RT to take him out with you.
Chainsaw Duel - when you and another player run at each other with chainsaws,
if you attack at the same time you'll go into an honor du-el. Just mash B to
win, so long as you're faster than the other guy. Put it on your leg and just
* 3. Starter Tips ( TIPS333 ) *
#1. Active Reload is the difference between an easy battle and one that drags
on forever. Press RB after you've spent some bullets and under the weapon icon
you'll see a meter and a marker that goes from left to right, and somewhere in
the meter is a shaded area. If you press RB in this shaded area you will reload
faster; if you hit the white of this area you will not only reload even faster,
you'll also get "hot" bullets. These are more powerful. If you miss the whole
shaded area and press RB, you'll take a lot longer to reload. You could also
not press RB and let the normal reload time go, but that's no fun.
#2. Cover, or course, is the next key. You don't need to always use cover,
especially with tickers around or when a reaver lands, but most battles are
the pop and fire gameplay we've all come to love. You simply stay behind
cover, pop up when the enemy is hiding or shooting elsewhere, and then fire
at him, simple as that. Changing cover or position or even where you fire from
behind cover can help confuse the enemy.
#3. When hurt, stay behind cover to heal, or just run to regain health.
#4. Blindfire and blind tossing frags is best for when your enemies are
close. Frags go as far as you look up or down.
#5. You can cooldown turrets with RB, and you can aim in them. Trust me, I
played most of this game before I realized both of those.
#6. The Lancer needs to always be with you. I never use the hammerburst, and
the shotgun is only good if you are against wretches, and never mind the lancer
can be just as good. I like the Lancer, Longshot, frags, and Boltok weapon set,
but again, always keep the lancer, unless it's completely out or something.
#7. You shoot the mortar by holding the shoot button and releasing it as the
bar in your crosshair raises. An outline of the last bar stays so you can help
judge where to aim.
#8. To drop the mulcher or mortar, press B.
#9. You know a fight is over if you hear that twanging of the guitar. Most
times if you don't see any enemies and the music is still playing, probably
someone is crawling around.
#10. If crawling enemies are around healthy enemies, they will be revived. If
they are revived when no enemies are near them, that means a Kantus is
somewhere. So kill Kantus first and maybe even shoot crawling enemies just to
make sure they don't get up again.
* 4. Walkthrough ( FAQ4444 ) *
Gears Of War 2 Walkthrough
Act 1: Tip of the Spear
Chapter 1 - Welcome to Delta
You can start by choosing training or to skip ahead. If your first game, choose
the training of course. There is the first collectible as you move up the road,
it's a newspaper in the middle of the street.
You learn to move, check your objectives, take cover (A button and then move
the LS to have different "jump out" moves), you learn to fire, aim and fire,
switch guns, and hopefully you pay attention to the active reload feature. To
reload to the most benefit, press RB, then as the slider is moving down, try
to press RB again when it's in the shaded area to reload quicker; hit the
tiny white sliver and you'll reload in a snap and have stronger bullets for
a bit. If you miss the sliver and the shaded area and still try to active
reload, your gun will jam for a few seconds, so learn to hit it at the right
time. Hold A to run, called Roadie Run.
Then you'll look at something (Y) before you climb over a barricade; you
just take cover, move the LS up, and then press A again. X is your "pick up
and open" button. Grab the grenades, of which you can carry 4 at a time and
each pick up has 2, and then toss one into the building when the Wretch
appears. After the rook messes up, revive him and Dom with the X button.
Press B to use the chainsaw on the boards in your path, then go up. In the
corner is some ammo, then take the ladder out. Go right for a paper in a desk,
then come back and down the road. The scene ends the training - much shorter
than the first game's.
Chapter 2 - Desperation
Take the side door to meet Tai, a new ally. Follow him to the ambush point,
and after talking with Anya you should take cover by the window; just press A
to duck, even though it's not much cover. Wait for them to get toward the
middle of the room, and when they all seem to be near the explosive tanks,
shoot them with a good spray to blow the whole group up; otherwise you'll
be in for a much more difficult fight.
Take the left path and down the hall there is an open room on the side that
has a journal. Continue to some ammo and then go into the next area. Take cover
behind a column as Locust move under you. Now, if you're new to this game, or
gaming in general, you should know you can take cover and then press LT to
aim from behind cover. You're still hit-able, but at least you're protected a
bit. Three enemies will head for a door, and then one straggler; hit as many
as you can with headshots.
Once they are gone, head left and take cover in the narrow stretch, or you
could anticipate the enemies opening the door and take them out from here.
Either way, clear them out. Dom and Tai will be told to take the lower path
as you go forward down the hallway. First you can grab the Hammerburst, a
powerful gun that doesn't allow as many shots as the Lancer, but it's few
shots may be slightly more accurate for you and more powerful, just depends on
how you like to inflict damage. Grab it and the ammo along this narrow strip,
then go down the hall.
*NOTE: Sorry if I didn't cover this properly, but this game is all about pop
and fire shooting. That means you hide while the enemies attack, then you
pop up for a while and either attack them as they are firing elsewhere or
wait for them to pop up. You can guess where they will pop up, but that
usually doesn't work well. You're best move is to let them attack someone
else, then pop up and fire. Of course on normal you can take a lot of damage,
so do whatever works.*
At the corner you'll be fired on by a few enemies in the room. You can blind-
toss a frag by just holding it and pressing fire; it should go in the general
area you're looking at. Do so and then finish off the other guy. If one guy
starts to crawl away, you can go up and pick him up with the A button. He is
now your meat shield and will absorb most of the damage you would take. There
is one more guy on the side of this room, so hopefully you can test out the
shield aspect on that dude. Once the shield is of no more use, just press X to
*NOTE: If you don't want the shield, and sometimes you may not, press X while
he's on the ground to curb stomp, B for a quick kill, and Y for an extended
kill. It's purely for your own amusement, so please, keep a focused mind when
in the heat of battle.*
Grab the ammo around and head down the stairs to the next area. Take cover,
probably on the left doorway, and kill the two enemies in here. Go in for a
paper at the desk, then out the door on the right; the back doors just lead to
one grenade in the dead-end hallway.
Outside is a fight with a few enemies, so take cover and fire. Then a Reaver
with some mounted dudes will drop in, so you can stay behind cover and wait for
them to arrive; shoot at the mounts a little to drive it away. There is a
Boltok Pistol no the bench, which is basically a revolver type gun, and picking
it up does replace your Snub Pistol. The Boltok also has a slight zoom function
if you click the RS. Be sure to comb the area for ammo, with one box to the far
Proceed into the next building and down and around the corner are two Drones.
Attack them through the window, then come back a bit for ammo and frags in
the surgery room. Move along for a call from Anya and take the path on the
left. The first door on the right will be into the cafeteria area where the
enemies wait. However, you can run straight up this path to a doorway at the
end and from here flank the enemies as your guys move up the main portion.
On this side is a door you can kick open for some ammo, then go back a bit for
a tiny room with open doors; a letter is in the desk. Now move up the main
area and at the end you'll see a chopper fall through the skylight. Two enemies
then appear on the upper area, so either take cover in the middle and act as
the decoy, or you go to the right and attack them from the side; or anything in
between of course. There's ammo on the left on the ground if you need it.
Go up the stairs and through the door. There is a frag on the left and ammo and
another paper on the right. Head down and take cover in the middle reception
desk on the right side (from where you entered), and wait for the Locust on
the right. Kill three, and maybe you'll be lucky enough for one to get close
and crawl when beaten, then use him as a shield to handle the rest and the
three that come from the other side. Kill, collect ammo, box in the left hall,
and then out the door.
Fight the Drones and the riders from cover down this middle stairway. Once
it's clear, go to the right and by the wall are some tags. Head down to the
open and take cover so you're protected from the right. A chopper will clear
up some of the enemies, then make your way up the road. To the left is a store
you can jump in and from here flank the enemies. Clear them out, grab any
necessary ammo, then go into the open and be ready for one more fight as you
continue down the road. Clear out the last few enemies and the chapter is
Chapter 3 - Rolling Thunder
As it starts, turn around and a paper is on the wall. After you watch a lot
of friendlies go down, it will soon be time to defend your rig; it's after you
collide with a rock. I know there is a turret you can man, but just stay put
and use the Lancer to shoot down the mortars as they fly in. So you had best
stand back and try to hit them when they are near. There are about 8 or so
that all come from the right side, the direction of the trail.
After that, get on the turret and look to the left to shoot down a Reaver,
then shoot at any others you see. Then it should be smooth for a bit.
Once you are off, quickly run left for a paper and some ammo, and be sure to
pick up those frags. Take cover and then start taking out the enemies that have
come out of emergence holes. To close these you need to put a frag in them, but
for now there are too many enemies. You could toss both to the left and right
of the middle of the group and hope you get them closed, but the enemies seem
to stop coming after a few come out. Then you need to take out the enemies to
the right of you and up high. Soon after more emerge from the ground where the
first came, but you'll be able to run to the rig shortly, so do that.
Chapter 4 - The Big Push
So after the stuff hits the fan, get on that turret and start mowing down
anything not a human. The majority of this ride is you attacking enemies on
the opposing rig, but at a few points some enemies will climb on your rig, but
you can hit them from the turret or your friends slice them up for you; just
keep an eye on the area under you. So you can basically just keep looking to
the right and shooting in the general area of the other rig's deck. When you
get near the bridge, shoot at the rig's driver and that's that.
This next bit I believe is mostly for show, but stay on the turret and shoot
any Brumak in the head/gun area. Drones will be on the ground, more Brumaks
will appear, and a few Corpsers toward the end that I don't think do anything
to you. The last Brumak does require your attention, but you just aim the
turret at his head and fire.
Chapter 5 - Roadblocks
Some ammo up ahead, then enter the building on the left. Ammo behind the
counter and then go up stairs for a paper and more stuff. Come back down and
move into the next room and to the right and outside will come about six
Tickers. You could use the shotgun, but I say use your Hammershot or Lancer
for more bullets. When you step outside the doorway, should have two more
attack from both sides. Ammo in the corner of the room and around the wall.
Move down the alley where there is a Lancer if you swapped out yours; did I
mention you have a shotgun? You could swap that out too if you don't like
close combat. Break the barrier and then you can take cover behind the sand
bags, or fire at the tickers like normal, but from the sandbags you could
blindfire with success; blind fire is pressing fire without aiming while behind
cover. Then grab the ammo and move on.
*NOTE: Blind fire in combat can help when you don't want to stick your head
out and you want to fire and nearby enemies. The close the enemies, the better
the chance your blind firing will be effective. From a distance blind fire is
just a scare tactic.*
Go around the right corner for an inscription and some frags. When you move up
the hill, there will be a ton of Nemacysts above you. Feel free to start
blowing them out of the sky, but soon a Troika gunner appears atop a roof, so
take cover. When all the mortars are gone, though others will keep coming,
advance up the cover to get close to the gunner, then take him out. But there
are more enemies in front of the gas station (Imulsion station to be more
accurate). Take them out and then just stay behind cover from the second
gunner on your left as some buddies will assit you. You remember Cole, right?
At the back of the station is a paper. There's also a Boltok behind the
barrier to the right of the station, in the snow. Jump over the opening and
head into the tunnel.
It seems that the Tickers keep coming, so just keep moving up and if you see
any sign of movement in the darkness, fire. Ammo as you start, and be sure to
keep an eye to your left if aiming to the right because chances are no one
will see the ones on the left coming. Keep moving and once you hit the spot
with some doorways on the left, take the first one for a COG Tag in a tiny
*NOTE: For any close attack, but especially if a Ticker gets close, you can
press A while holding back or to the side to leap away from harm. You can
leap forward, but I fail to see the purpose of lunging forward to avoid
Go through the main room, hitting the two Tickers that come out the hole, and
then get back in the tunnel; ammo behind the car. Remember, move up slowly so
the rig can follow and at least keep the light on you. Just two more spots of
Tickers, then you should be able to run for daylight. A Reaver will of course
spoil your exit, so take cover and shoot its mounts and then aim for the head;
a few grenades may speed this up.
When you move forward you must choose between the rooftops or buildings. For
now, let's go with the rooftops on the right. You can help your friends on the
left if you want, but when you get around the corner you will take cover and
handle the two on your side; blind fire helps, or run up and slice one up.
Take the ladder around the corner and kill the mortar dude up here.
Grab it and firing it is tricky. You place it down with LT, and fire with RT,
but to change the distance you fire you'll need to hold down RT as the "bar"
on the cursor goes up - the farther up it goes, the farther the mortar travels.
After each shot the bar will keep an outline of where you had it last so you
can gauge where the next shot needs to go. When you grab the mortar, set it
down, look over the street to the blocked door, aim the cursor over the door,
hold down RT, and let go when it's about three away from the top. That should
blast the door for them, then you can go down and help out.
*NOTE: You can keep that one with lots of ammo for the duration, you don't need
to toss it or anything, it will be down the ladder if you jump down.*
When that is over, go to the blocked door by the ladder and your droid opens
it. Run through and take out the two Drones here. Pick up the mortar and take
cover behind a sandbag barrier, but from the left as a Brumak comes from the
tunnel to the right. Should be about the same distance as the door shot, and
he's stationary, so you're three shots should be enough, and you only need one
good hit to take him out.
Chapter 6 - Digging In
You have a fresh mortar next to you, as well as an ammo box near you and to
the back. This battle gets pretty chaotic quickly. You can start off by using
the mortar to bomb all the Drones, maybe even toss around your frags to see
if you can hit that e-hole. A few may climb onto the back of the rig too,
allowing a good chance to use the chainsaw. Don't forget about that ammo if you
need it. And no turret for this fight.
Keep an ear out for when the enemy mortars appear, then use your mortar to
blast them all away. Next comes a few Boomers, who can be made short work of
with mortar rounds. Lastly will be two Reavers on the left and right, so
hopefully have can finish them off with your last mortars, easy if you had
some from the previous area and the one on this rig. If not, just take cover
and use perfect reloads of the Lancer to carve up the beasts to end this act.
Act 2: Denizens
Chapter 1 - Scattered
You can go left, since Dom takes the ladder behind you and goes right. When
you see Alpha 7 drop, turn around an go up to see another grinder drop. Keep
following this path and you'll hear and see that Carmine is under attack. Run
to the vines and cut through them, then take cover and use your Lancer, Boltok,
and frags to clear out the enemies.
When they are gone, feel free to swap out your shotgun for a Hammershot and get
all the ammo, then go pick up the Lancer by the lift and ammo box as it has
full ammo, but DO NOT pick up the ammo box just yet.
Next comes a big fight with a ton of Drones and a few Tickers. I used the
Hammershot to take out enemies to the left, then switched to the Lancer when
the Tickers showed up.
After the fight, use the ammo box to refill, then send the lift on its way.
Follow it and then head down the ramp to the fight; and there are items by
most of the lifts. When you reach the sandbag barriers, take cover and start
shooting. There are two ammo boxes behind you if you need them, otherwise save
them. You should use the Lancer here as Tickers do show up. After you kill a
bunch of Drones, Boomers down the dark tunnel will approach, but take out
the closer enemies first. Pour rounds into the Boomers and the fight is over.
Collect ammo knowing that you're going to trade your hammershot for the
Boomshot they dropped. This is basically a grenade launcher. Lead your botany
club down the dark tunnel as that robot only now reveals he has a flashlight
on him. You finally meet the Wretches that charge down the narrow path. Pour
lead into them and be aware the some may climb up from the sides, which makes
good use of your chainsaw. Slay them and proceed through the vines.
Chapter 2 - Indigenous Creatures
Move up to hear about the Rockworm, which is less harmful than you think. Just
shoot the red fruit up to the right and then run past him. Soon you'll see
vines on the left for ammo and a paper.
For the second worm, shoot the fruit and run by him for ammo and frags. Go
right and all you have to do is shoot down the fruit up high, take cover, and
then run when the worm goes after it. Take cover behind a block and from here
you can use your boomshot and lancer to clear away the waves of enemies. The
key to the fight is to take out anyone on the Troika turret, and you should
have enough boomshots to do so. Once there is a break and the music is still
going, run up to the ladder and be ready to slice up anyone else that jumps
Two boxes of ammo, but you shouldn't need to swap the boomshot for the other
guns. Go up the ladder and look to the right as the wall explodes and two
tickers run out; to the left is an ammo box. Take the blown open path and move
up to see another worm. The fruit knocks down on its own, and then some drones
come out of a hole further down. You may think you'll have to get into a long-
range fire fight with these guys, but you don't. You can take cover on the
worm, fire or toss a grenade to the enemies, then wait for one of your guys
to charge them and you follow behind, or just shoot from the worm.
Move along until you hear someone mention snipers. At the second drill lift
will be two Longshot rifles, but you may want to expend your boomshots before
you swap it out. The idea of this fight is to move down the path and take
cover behind a rockworm as it crosses the bridge. You will skirmish with the
enemies as you stay behind this moving cover, with the occassional reavers
flying over and by you. And when you get to the other side you can shoot an
orange thing to blow the enemy's position up. The alternative is to stay where
you found the Longshot and go through about 15 sniper rounds until everyone is
dead; takes a while, but it works.
*NOTE: FYI, you click the RS to zoom in the sniper rifle.*
After that, choose your next path, and we will go right again. Here you can
practice your sniping on some moving enemies below and a five that don't move,
then grab the ammo and move up. Up the ladder you need to take cover and start
tossing grenades towards the turrets. Your friends are on the right side, you
are on the left. All I did was use my Boltok, but you can toss the many frags
that are all over the place behind your cover. There are three turrets, but you
can just stay on this side and handle what you can see.
When you see the reaver, hurry and get on a Troika, the left one worked for
me, and mow it down. There should be a small pause in the action, then enemies
will bang on the gate to your side, so get on this left Troika and mow down
the diverse group of baddies, including the inaccurate Boomers. After that
feel free to collect frags, but behind this left troika is a box of ammo and a
Exit through the gate and you'll see some allies drop in, but they come under
heavy fire. From up here you could take out the troika and a mortar, or just
run down the path and do it up close, which is the best way. Then quickly get
on the troika and just mow down anything that isn't human; I guess ignore the
reavers that hit and run. Once your guys move up a bit, be more cautious of
where you shoot, then it will be over. After, box of ammo and then move along.
Chapter 3 - Disturbing Revelations
Keep going and there is some sniper ammo at the foot of the stairs. After the
scene, run up and take cover on the right as tickers will come from the left,
so let your boys handle them. The goal here is to hit the moving Kantus
Priest. You should only target him as he can revive dead drones, and since
killing him causes the enemies to retreat. If you need a better view of him,
follow your cover left and look up for a fruit to feed the worm, then use him
as cover. Killing the first priest brings out a second on the ground that has
a few wretches. Just chew the priest up and all the enemies retreat.
He drops an poison grenade that hurts anyone it hits, so if that doesn't sound
sexy enough to you, keep your frags. He also drops a Gorgon Pistol which I
don't like at all; it fires in forced bursts, so it's like four shots, and it
chews up the ammo quickly - just keep your Boltok. Go through the gate and
pick up some ammo and an emblem on the right.
Move along until you have a choice, choose left. Some ammo and then move up to
the room. Look out the right windows and hit the two fruit on the ceiling, then
go to the other opening and hit the third fruit. Now turn and be ready for a
big swarm of wretches, and remember you can chainsaw them.
Handle them and go out the door using the lever and take cover from the turret.
After Dom clears it up for you, take the ramp on the left and use the cover to
inch your way toward the worm, then make a run for his cover. Take out the
troika gunner and one or your friends will get on the gun. The rest is just you
fighting the Kantus and his guys, then a second wave with a Boomer from the
gate. No time to collect as you will hit a scene.
Chapter 4 - Sinking Feeling
Pretty epic stuff. Move up and grab the ammo, and keep going until you see a
new enemy type, the Bloodmount. Should just be two civilians for this fight
to not hit; and at the bottom of the slope is ammo to the right. Engage the
mount at the bottom by aiming low, which should knock the rider off and then
you take him out.
Move up and take cover as you engage the scattered enemies, some which are
snipe-able. Before you leave this narrow area, go right and take cover at a
barrier and snipe the sniper to the right. Should be a second bloodmount at
some point, so do the same; and keep your eye out for frags and ammo if you
need them. There is also a mortar if you want it on the left side.
Go around the middle part with the burning rubble and the ammo box and head for
the slanted area where there is an ammo box, a Gorgon pistol, and a statue in
a corner. Look on the ground behind a car for a wanted ad. Come around the
central debris and a reaver drops in. He will stay around where he lands, so
run back to where you fought all the enemies before and I took cover behind
a van. From there I just sniped the riders then the beast. Ammo all around as
you move up and around to get radio contact.
Sniper ammo on the ground where you get the message, shotgun if you want it
further up, and then an ammo box on the left. Move up to the next area where
a Corpser makes a path for some enemies, so snipe as many as you can, mainly
the Boomer, then go left to the corner with all the ammo. Snipe drones until a
reaver drops in to the right and pour ammo into him, then kill anyone left.
Go down and into the building for a scene. After that, turn around and hide
behind the broken wall as you fight off the ambush and just survive until an
old friend saves you yet again.
When inside, go left and around the building for a COG Tag by a body. Ammo and
then move out into the graveyard where a reaver drops in at the middle. Either
take cover at the foot of the hill or make a run for the top, just don't let
him smash you. Then make your way to the bridge where you'll fight off two
drones and then a Kantus. Ammo on either side at the top, then proceed.
Chapter 5 - Captivity
Follow the path until you meet another old friend. After getting him on your
team, move down the path and go right for a journal. Then move forward to
see a big beast with captives and Boomers. Hopefully you can snipe a Boomer's
head off, then kill the rest.
Get on the ride and you'll meet a Grinder who wields a Mulcher, basically a
chain gun. Take cover and take him out, then pick up the mulcher and take the
lift up. Pull a lever for nothing, then go up and kill the two enemies so you
can pull the lever up here. Once the barge is moving, you can man the troika
if you wish to handle the reavers, or do nothing and just sit at the back and
wait for you to touch the next barge.
*NOTE: You can set the mulcher on top of cover by pressing up when behind
cover, and you can press RB to cool it off from overheating, and it's best to
do so between bursts. Also know it takes a while to start shooting, so maybe
fire just before you intend to see the enemy.*
Kill the enemies on here and get on. Go below and pull the lever for a sad
scene. When back in control, set the mulcher atop a cover and start tearing
into enemies, mainly the other dude with a mulcher, the big guy. Then pick off
the remaining enemies to get on land. Grab the fresh mulcher and head out.
When you reach the objective, over the right side will be a troop of enemies,
but keep going to see a Kantus at a curve in the path. Set your mulcher on the
second long block. From here take out the Kantus, then avoid your own guys
as you mow down the bloodmounts and the rest.
Drop the mulcher since it will be low on ammo and head down the path - you
shouldn't have used much of your own ammo thus far. Down and around the bend
will be a mount and a Kantus who shouldn't be much of a problem. Head out into
the open for a very long fight.
Three to start, then go to the right for a Kantus and more. A reaver drops, so
stay with your group who will help you tear it up; you could take cover if you
go right, then turn and hop over a block to get into a half-building with ammo
and then handle the reaver. Move up with a box on the right by a fence, then
more enemies no matter if you go left or right. After you move up a little,
head left and down a small alley for a few enemies, then a few more in front
of the big building.
Head to the left corner of the building and go in for some ammo, then up the
stairs. At the top you have a little bit to get some ammo, but I suggest to
take cover inside this half-room with the ammo box near where you came in.
In a second there will be enemies all over, including a Kantus and friends out
through the stairs, so hopefully you can take cover here and then run in to
slice up the Kantus. Then just take cover by the broken wall and use your
Boltok to clear away bad guys as the chopper flies in.
Chapter 6 - Intestinal Fortitude
Yep, you are inside the Riftworm. As soon as you start, go left and up for a
magazine. Move along, and of course you fall into that stuff, then move up to
the digestive teeth; didn't we all learn about digestive teeth in biology, the
kind that digest Mario? Roadie run (hold A if you didn't know) the first two,
then slide to the left of the third to run a bit easier. For the next set of
teeth, just roadie run and don't stop or get caught because if you stand up
Ammo to the left, then move along once most of your team is with you. The next
teeth require patience for the vertical ones, but you must run through the
horizontal set. Up ahead will be some new creatures, so lancer them and then
move up for another sad scene. Then run up and keep following the path to a
valve. Shoot the opening and then run through. Avoid the barbs and swing around
to some tissue and cut it open.
*NOTE: Watch out for the things that stick up out of the ground and the acid
that's hard to see.*
Run through and shoot a second valve. Run along the water and at what seems
like a dead-end, look up to the right and shoot down the car to make a path.
Then run to the final membrane and cut it to be our of harm's way.
In the stomach, go up to the left and shoot the tip of the acid nozzle, then
run through. Then two, and for the rest you just need to get close, shoot them
one at a time, and run through. Ammo and then you hit some toxic intestines.
Just move straight, avoiding the black smoke paths, then take a left toward
a red area and keep moving to a membrane to get out before dying.
Then just follow the path to the heart. Cut two arteries on the side, then a
path opens up. A few crawlers along the way, which your buddies don't seem
too thrilled to help you kill unless they go after them. Ammo on the right
and then cut a membrane to the second heart. Go up the ramp on the left and
start cutting. A path opens up to the next heart.
Through the membrane you have a large chamber. Some ammo by the body (how did
he get here?) then go left to fight a few crawlers, and more will appear on the
right that your buddies handle. Then make your way up to the left of the heart
and quickly cut the two arteries, then hurry to the right side, maybe ignore
the three crawlers or quickly attack them, and hurry to cut the last two
bloodlines before you drown in blood. That's it.
Act 3: Gathering Storm
Chapter 1 - Dirty Little Secret
Go left and feel free to explore if you want, but as soon as you see the front
door, just go in. Inside, just empty rooms on the left, so go right and up
the corridor. Two rooms on the side, one with a shotgun if you are somehow out
of the other two guns, and then Boltok/Gorgon ammo in the second - get the
Boltok if you don't already. Approach the door for a scene.
*NOTE: The Gorgon ammo isn't such a bad idea since you'll get infinite ammo
for it in the part you'll use it. Still a bit hard to use though.*
Follow the path until you find the flamethrower, the Scorcher. Swap it for the
Longshot, then pull the lever at the back. Come back two rooms and look for the
switch on the wall on the right to open the garage door. Go through and you
should stay with Dom. The flame gun is good when Dom is not in front of you
and the enemies are at medium range, but it's a terrible gun up close. So
I'm saying that for the 20 wretches coming up, don't be afraid to use the
Lancer for long range and melee combat. The scorcher applies burn damage, so
you have to keep firing it until the enemy dies. There is ammo up top and
down low in this first part.
A few may get caught up in places, so look around until the music stops, but
save those ammo boxes unless you're out. In the middle area, find the valve and
turn it using the A button to simulate the actions it takes to actually turn
a valve. Go out.
Now the dramatic box carrying segment which will surely be a staple of gaming.
Move up and get on the lift in front of the door and you'll soon get up. You
can aim while holding this, so do that as you walk into a wretch ambush. Yes,
turning is hard, but you can do melee attacks; you could also try just shooting
while facing the enemies, that works a little. Approach the door across from
the one you just came through (not the way you came), and fight more wretches
before adjusting the box to carry through the corridor (you will not be the
only one slowly turning it to fit as the music plays in the background). A few
times wretches will fall from the ceiling, so be ready and take this bomb to
Chapter 2 - Origins
Move up until you hit the video screens, then go right for a memo at the back
of this tiny room. Go up to hear the guy again and there is ammo by the
window. After the talk, go right and in the back room is a shotgun you may
want to swap for the scorcher - depends on whether you want a flamethrower or
Go down and take a right. Through the door and turn on the turret system, then
turn it off. Go out and into the area and move up to the fork in the hallway
up ahead. Go right and on the right wall is a doorway which leads to another
memo. Come back and if you look left there is a turret. Of course it will shoot
you only if you get caught in the light beam. The turret to the left only
guards a frag in the room, if you want it. Otherwise continue right.
The first two rooms on the side have nothing but a scorcher in the first one.
This next hall has a turret, so let the light go by and hide bebind the block,
then shift over to the next. Then slide into the room and turn off the turret
using the switch on the wall.
Go left and in this middle section wait for the wretches to come after you.
There are two turrets, flame turrets, in the next room. You can slide around
the cover or just move normally and go to the right side. When you are lined
up with the doorway at the other end, roadie run under the beams and turn off
For the next area, just run to the cover, then get up and quickly come back to
kick open the door when the beam is away, go around, and turn off the switch
from the other end of the shower room when the beams are not close; I guess
you could jump over the cover in the hall and get the switch if you are in
that big a hurry.
Go through the next door and out to kill those damned wretches that have been
making all the noise. Approach the door on the right with your shotgun ready
and slice up the 10 or so wretches that rush you. Go in and at the corner is
a turret. You could roadie run into the room, then run back toward the turret
and into the tiny room for ammo and to turn off the turret.
In the kitchen you should post up on the first counter area as wretches will
busy the turrets that pop up, but be ready to blind fire your shotgun around
the corner for beasts that get through. Slide into the upper right corner
when the beam is to the left, then you can dive twice to the upper left corner.
Turn and face the path and roadie run over then and take cover. The switch is
in the hallway, but Dom will just run to you either way; flip it anyway.
Make your way to the room where the video guy talks to you, and to the right
is a switch to turn off the turrets. Flip it off, then flip it right back on
as wretches will come out of the doorway the turrets guard. Kill the six of
them and turn the turrets off. Go into the room behind the switch for a file.
The second turrets are easy to navigate around. Ammo behind the wall they
are on, then go down the stairs.
When you hit the hallway with a locked door, wretches will bust it open but
some will fall to the flamethrowers in the wall. When all is calm, run under
the beams. Keep going until you hit a fork, choose left, the control path.
This is more a co-op section as all you do on this side is keep flipping the
green switches and the other guy will move along. At the end, go through the
door and wait around as the talk goes on. After, head around the lab and into
the computer room. Flip the lever to end the chapter.
Chapter 3 - Rude Awakening
Head on down to the breeding ground and go left where you will meet a Sire.
These things will fall easily to the ground with shotgun blasts, so put your
sight on it while on the ground and don't stop shooting if it's red; should
be three shells. Go around the path and when you hit the opposite area four
more Sires drop in, two from near you and two more away, so work fast. Ammo
to the right of the door, then go through.
In the second chamber, two will attack as you enter, then slide your way to
the left corner, or right just stay to one side. Perhaps use the lancer's
chainsaw here as the enemies do run at you and all you have to do is hold
down B and they are dead, maybe shoot the ones farther away. Just work your
way up this side of the room, knowing that Sires could drop from all sides;
about 10 of them. In the corner is a scorcher you could swap for the shotgun,
and an ammo box. Take the corridor out.
The third chamber is a bit easier. You could just get in the middle area,
stand on the left, and just hold B and I'll bet you would live. In any case,
there are about ten that will jump out and come to you if you wait here, then
a few more as you move toward the door; ammo on the left side of the room.
Once things are quiet, you and Dom turn the valves to open the gate and get
to some safety. Go around the corner and flip the switch to turn off Niles.
Follow the path up and when you hit the office area, go right and turn on the
turret as some Locust bust in. Best to aim for the backs of the flame runners
as they explode. Clear the six or so enemies, then turn off the turret to go
into the next area and fight two more. Don't take the hall, instead go left; or
try to toss some frags through the windows on the right side. Either way, get
on the left side and clear out the other side with some blind fire or tosses.
Turn off the turret at the back to cross over, though another turret pops up
on the other side, so you can't get in there.
*NOTE: Yes, the enemies now carry some lancers too.*
At the corner of the hall there is ammo on the left, then in the next hall
will be a flamer and a drone. Then around the next corner is a room on the
left with some frags that will help you kill the enemies down the right. Once
they are dead, then take the door to the next room. Take cover and get ready
for a grinder to enter. Try to kill him quickly, but then you don't have to
be speedy on the rest as razorhail will fall and kill anything in the center;
hopefully the mulcher is somewhere you can grab it, no big deal.
Go outside and look right. Run into that first building and pick up a journal.
Go left and in the building is some ammo as you fight a single drone in the
train. Run to the train, the tops give you a little protection from the
hail, and get in. Pull the lever at the back and feel free to just sit under
some low cover as this ride goes down the tracks; feel free to chip in, mainly
on the grinder.
When you stop, get in the next area and directly in front of where you step
off an e-hole spits out snipers, so either swing around to the right and get
up close, or use the Boltok at long range. Once you take them out, follow the
path on the right through a car and follow the sidewalk into the back of a
garage. Fight the two enemies, then go to the wall and turn the valve. Either
post up by this valve and snipe, or snipe from the barriers just outside the
door you opened.
Jump over the barrier, from inside the building, and turn the next valve to
open the door. Follow the wall to another on the outside and turn it. Go in
to get to the door that faces the next train. Get close, but don't go in.
Instead, go right and follow the path into a building for ammo and some marks
you can look at on the wall. Then come back and get on the train.
Release the brakes and again, feel free to sit under the low cover, but the
Boomer on the left can hit you with his grenade shots. When you stop, get out
and just head to the back of the train and climb up the ladder. Almost outta
Make your way to the protective area and fight the first enemies, then hop
over to the next area for the next wave; boltok helped me. In the third roof
area you'll see Maulers slowly approach. These are boomers with a heavy melee
weapon and a shield. For now you can attack while they are using the shield
against the hail, but when they get close you'll have to use your friend to
distract their shielding, and aim for the head when exposed; they are not
that tough. There are two and a few other enemies.
Kill them and pick up the Boomshield, which is just a shield that you can
use for protection, but you'll only have your firearm. You can also press LT +
A to plant the shield for permanent cover, or pick it up again. Move up for
one more fight, basically just a fight to test the shield, and it does you no
good if you have on handgun ammo.
After that, return to the Centaur and you have an ammo box to help you fend off
two reavers, which both land to the left of your rig. Then it's over.
Chapter 4 - Ascension
This part sucks. Go right and take out the barrier and the turret. There is a
second turret up to the left, as well as two boomers at the corner. At the
bridge, aim for the group of enemies on the ground, the turret up the left on
the building, and then take out the reaver when it lands. Then go up the trail
and take a ramp on the right of the barrier, use A to boost. Stop when you land
and take out the two reavers, calmly now. Baird will repair your rig, but to
move left as enemies are behind you.
*NOTE: You have six shots, then a reload just like any other gun. Also, since
the controls are funky, reversing is your only tactic for avoiding a missile
or big round. Remember to force a reload between action, and when you are
firing and you don't fire, watch for the reload, that is why it takes so long
to start up.*
Tons of enemies, but you should only send two shots into a crowd of them.
You mainly want to focus on the two reavers and the one boomer on the right.
Then go up and to the left for a ramp. This fight is just drones and turret
up high. Blast the barrier and move up to the building where you got drones,
a reaver, and a turret. Then head on down the path which ends in a ramp, so
hold that A button.
At the bottom you have a frozen lake. Get on slowly and turn to the left as
a mortar makes a hole. So you will go left, up, right, up, right some more,
avoid the hole to the top right, then boost to the ramp, should work, just
don't stay on the narrow pieces of ice and you won't fall; yes, you do slide
so anticipate it.
Go right and fight two reavers, then get on the second lake. Head right but
then angle to the middle as you'll have to go around a massive hole. You can
follow this hole's side, but not too close. Kill a reaver on the ice and once
he is dead floor it to ground. Four boomers on the right, by the building and
behind the trees.
*NOTE: Be sure to avoid the jagged edges of the trail up ahead, they make
your car go crazy.*
Ramp up the right path for reavers and then drones and a turret. Follow the
trail and fight three reavers and then you will hit some Seeders way up high
on the cliffside. You need to halt when you first see them, or have the Y
thing, and just sit back and fire rounds at them until they both fall. Then
move up the path for two more reavers under the bridge.
Make your way to the next bridge and it's broken. To the right of it is a
ramp, so just boost over it. Follow the trail and under a rock bridge that
will collapse, so please go quickly. Two more reavers, then one up on the
rocks to the right. At the pass you will see a barricade. Kill the reaver, go
down the trail and kill the infantry, then get close and fire some shots at the
tower to send it crashing. Then go inside.
Follow the path until it's too dark to see, then the lights come on and a
Corpser appears; I would avoid his dirt patch if I were you, who knows. Keep
going along and some icicles will fall, so watch out. When you hit a ice
barrier go left and follow the path and fall to see a Brumak. Keep following
the path until there is just a big drop, so fall.
When you are in control, it goes middle, right, left, one shot apiece. Then
proceed until you hit a lighted cavern, then you fight two Brumaks on the left
and right. Basically just camp out, fire at their top parts, and hope they
die before you, or maybe try to reverse, but it's hard to move around otherwise
in this thing.
Chapter 5 - Displacement
Head down the path until you hit some ruins and fight a Theron Guard who
wields a Torque Bow. Either go right and get up close, or post up and use your
longshot to out-snipe him. Either way, go right for a bow and then pick up
his if you can find it; swap out your longshot since this is a long range
weapon. There is also a path on the left side that goes under and behind him
if you need to do that, but the path has frags and ammo too.
*NOTE: In the flat ruins, Dom like to glitch up and yo-yo to you when you
aim or something, I don't know. Best to not use the bow because of this.*
In the next area, take cover and just try to stay out of sight of the boat
on the water. Handle the enemies who like to throw frags. After a while,
wretches come at you from the side, just a few. Then move up to the ruined
building and pick up the ammo and frags. To disable the boat, either shoot a
bow to the orange containers or shoot bullets at it. Hitting those will make
it crash onto land and maybe take out some enemies on the ground.
There is a journal atop the steps. Go over the boat and take cover until the
gunboat leaves. Hopefully Dom doesn't go suicide on you, but do try to move
up the cover to be with him just in case. Kill the enemies, a Kantus, and
then a bloodmount. At the dock area, more enemies and a Kantus, so watch out
for those tickers.
*NOTE: You can charge up the bow from cover, then aim so you don't have to
charge up all the way while aiming.*
Get on the pier and a gunboat will drop some baddies at the end. Kind run up a
bit as they run to you. Take out the rushers, then sit back and snipe the
grinder from long range. Kill him, collect ammo as you move up, and grab his
mulcher. Get on the rowboat, maybe.
Now get this gun on a box and start chewing up the enemies. Once they are
cleared from the first boat, look around for a second and start in on them.
Survive to the imulsion waters for some calm. When the boat is rocked, look
for a gunboat to reappear, kill the flamer, and get on. Now you have two
gunboats on the left, so aim for the back guys and work your way up. Another
to the front-right that you can use your troika on. Refill at the infinite
ammo on here and it's smooth sailing into the tunnel.
*NOTE: Did I mention you can cooldown turrets? And you do know you can aim
in a turret, right? Just like any other gun.*
Chapter 6 - Brackish Waters
New items, somehow. Then stand to the back and wait for a tentacle to appear
on the left. When it smashed down, go and saw it off. Then another on the other
side, so watch where it goes up as it will land directly in line on the ship.
After a third, get to the back and be ready to shoot its eyes, twice. After
the second time, get to the front of the ship so you're inside its mouth. You
will shoot the blue tentacles before they hit you, and when you hit enough
the thing will roar. At this time you get a frag and toss it in the open mouth.
Once you're out, restock on ammo and frags. You will do this two more times
and that's that. Easy. If you don't know, you don't aim completely up, just at
the mouth and in the middle so you are more likely to get a frag in there.
Restock on ammo as the fight ends too.
Act 4: Hive
Chapter 1 - Priorities
Just follow the path to a cutscene. Follow the little crybaby to a lift and
press the button, then make your way to the opposite lift to go down. Turn
the valve until the gates are all down, then quickly get into the waterway
and take cover about two trenches up. To the left they will try to turn their
valve to flood your position, but you just need to keep the guys away from that
side. Go up a trench and toss a frag or two, then finish off the rest and get
over there. Should swap the bow for the longshot, then take the next lift down.
Get the longshot for the bow and grab the ammo. Outside there are wretches to
the left and a mauler to the right. Hit the mauler, but look to where Dom goes.
Get to the opposite of Dom, which is most likely to the right side, so that
someone will be able to hit the mauler. Take out the wretches or the big guy
first, don't try to do all first. Some ammo if you want it and you can use
the boomshield for the next fight.
Across the small bridge will be a pretty difficult fight. If you brought the
shield, I say plant it between the cover and then just stay here as you toss
frags to the troika. Then you'll need to take out the drones on the ground
before aiming at the snipers on the sides. It's hard if you try to move around
holding the boomshield, trust me.
After, ammo to the back right and the guns dropped, then go to the left side
where you see a yellow terminal. DO NOT use the one in the middle, go to the
one by the wall that has the magnifying glass when you're close, that one
has a collectible. Then use the one in the middle.
Chapter 2 - Answers
Then follow Dom to a second terminal. When you move up, take cover and wait
as the patrol passes by. Then head toward the terminal, but before using it
go left and find a journal by the wall, then use the computer.
Move up and basically you just follow Dom and take cover when he does, and if
he runs up to a spot you can too because no matter how close you are to the
patrol, they won't spot you. Use the terminals until you get the right one,
which I believe is three terminals up.
Take cover after the scene and get ready for a wave of a few wretches and a
bloodmount from the right side. Again, pick to either aim for the beasts or
the big target first, not both at once. Then another wave to the left which
should reach you quicker and perhaps a few wretches from the first wave. Then
to the right will be a grinder and drones, dood to snipe and toss frags. The
last wave to the left will be Theron Guards and drones with shotguns, so snipe
the guards from behind cover, the one near the terminal, and it shouldn't be
too hard if you aim is good. Then it's scene time.
Chatper 3 - Hornets' Nest
Pull the lever, I guess, and there is ammo in the corner up here; I'll let you
choose if you want a torque bow or your longshot, I prefer the longshot. Go
down the step and to the right for a document, then keep going, just in a
square path, to a door you need to kick open.
Get out your sniping gun and take out the enemies, with a Theron up in the
tower. When you get on the ground there is ammo to the left, then take cover
in the circular cover on the right as enemies appear above you and on the
ground. There is a drum of imulsion on the ground, what little good it does
you, then just snipe the remainder. There is ammo in the other circular cover.
Go up to the tower and pick up the Boltok, then throw the switch. Come out and
go left and try to take out the flamers before they get up, but Dom will
probably be an idiot and be right with them. Stay up here and try to use the
side-wall as cover from the Therons below. Take them out and there are some
frags up here, that's it. Go down and swing around the lower part of the tower
and go through the door.
Ammo and then go up and take cover behind the first barrier and be ready for
a bloodmount and a guy that will rush you. Take them both out and then the
two drones on the left side. When you approach the door a single enemy will run
out. Inside, down some stairs on the left for some frags then come back up and
through the doorway.
Quickly look right and aim for the orange tanks to cause some damage, then go
to your left for a lever that brings up cover for both sides, so perhaps you
don't want to pull it. A reaver will drop in so retreat to the higher cover
and shoot at the drivers from the top of the cover so the reaver can't hit you.
A tower will fall, and when you try to cross over two grinders will come out,
so toss frags in their way. Finish them off, hopefully with Dom's help as
either a decoy or when you are their target, then stock up on ammo.
Go in and after you hit the checkpoint, roadie run into the room, up the stairs
to the right, and under the gate before it closes. There is a necklace to the
right on the ground - of course reload the checkpoint if you fail to get in
on time. Pull the lever at the end and get on the troika to assist Dom;
remember you can cooldown this thing. Please, Dom is your friend, and even
though he may run around the field like an idiot, don't hurt him. Take out the
first group of enemies, then the second at the back.
There is ammo all around, and when you get toward the other side two more
enemies will pop up. Just FYI, but there are dead rockworms to the left in
this trenches, whatever that means. Go out and up to a hallway. To the first
left is the path out and you'll see a flamer up high, but first go to the
second doorway for some ammo and frags. Come back and snipe the back of the
flamer, then go out and take cover behind the first pillar as you handle the
enemies across the way, including two Butchers that slowly make their way to
you; you can easily kill them first.
Wind around the path to the outside. Pull the lever and pick up the frags, then
take cover up the steps and engage the squad of enemies in the middle of the
area. Kill them, move up when it's over, and then a scene.
Be ready for some enemies, but more importantly are the tickers. First, pull
the lever to give yourself some cover, then just half-attack the drones as
you want to focus on the tickers, and keep in mind you can use them as bombs
against the enemy, but just shoot them no matter what. A reaver will drop in,
so retreat further back to the side, and there is a cover spot by the wall.
Take out one, then another, and probably best to just aim for the beasts'
heads rather than aim for the riders. Soon a mortar will appear from an opened
gate to the right, and after taking him out the objective should be met. But
feel free to finish the job by taking out the remaining enemies and grabbing
that ammo box in the center.
*NOTE: To avoid mortar fire, just look up to see where the shell is falling
and move away from it, at least ten feet from the line it will bomb or you
will take a lot of damage. Hiding behind cover will not work, or being still.*
Go through the opened gate, pick up that mortar, and pull the lever. Now we
are in for a long grinding fight. When the wall opens, plant behind cover and
aim for the back, about halfway up the targetting bar, to close the e-hole and
take out the enemies. In next part is a mortar, and a ton of bad guys. Since
the mortar is behind cover, I just pulled the lever to bring up the cover and
slowly made my way up close to him to blindfire all my frags. Take out the rest
and the final wall will open. You have a bunch of tickers to take out first,
then focus on the grinders before sniping the mortar at the back. You have some
support for this final fight, so just stay alive.
Grab a mulcher and go up the stairs on the right to rejoin your team, grab the
ammo, pull the lever, and go through.
Chapter 4 - No Turning Back
Some lancer ammo, then set up your mulcher on the left side as you prepare for
four reavers to charge at you. After that, look to the front of the thing
for another lift and spend the rest of your mulcher attacking the guys on it.
Toss frags when it's close and clear it. Jump over to that lift and press the
button at the back. Now a reaver comes in to the right side, so shoot your
lancer when it's within good range. One more from the same side and then
you are free.
Get off the lift and head left. To the left of the stairs is some ammo and then
go up and to the left is a calendar to look at. Go down the stairs and you'll
see a group to the right. You can go left for ammo and then snipe from here,
taking out the Kantus first. After that, head over there and grab the ammo.
Press the button and you have a choice to man the turret or take the stairs.
Despite what seems the better choice, take the stairs.
Go down and you'll see an ammo box, but go past it and use this perch to help
take out the enemies below, then grab the box. Go down and around and pull the
lever. Around the stairs and take cover from the boomers, and again take out
the Kantus priest, but watch out for his tickers from your back. You can get
the boomshots if you want to. Go around to the side and pull the lever, then
down the stairs to use this perch to take out the final group of baddies.
After the fight, wait for the door nearby to be opened by your team and then
Head to the next area, ammo box at bottom of steps, and start firing on the
bad guys below. To the right of the door are frags, then go to the right side
of this room for ammo and some plans on the ground. Pull the lever here and
the cover below will fall, and some stairs nearby will start to rise up.
Take them down and head for the middle of the room. After the scene, run to the
right and take cover behind the blocks in the wall and snipe the grinders -
some serious doors for two grinders. A smaller door opens on the side of the
room and a guy will run out. Pick up whichever mulcher you think has more
ammo and head through that door; you don't really need a mulcher, but if you
can manage it you should take one.
In the next fight your guys can handle it, as the mulcher can't aim down, and
by the time you haul the thing down below the fight should be over, so helping
is optional. Head through the door at the back and when you get to the bottom
look right for enemies to pop up. You can back up a bit and take cover from the
ramp at the entrance, or set up shop and start mowing down enemies if you
brought a mulcher. Sadly, there are so many strong enemies you may be too slow
with that gun, so drop it if things get too hot for you. All you have to do is
kill all the enemies, and if you do so before anyone dies the chapter will be
*NOTE: The new enemy types are called Palace Guards, FYI.*
Chapter 5 - The Best-Laid Plans
Go up and save the ammo for after. Go to the doorway and it closes and you
are ambushed from above. Try to kill them before all your cover is gone, then
focuse on the ones to the other side. Now pick up the ammo and now the gates
back a bit will lead you to the alternate path; and we will go down the left
one facing the palace, though I'm sure either would work. You will engage a
few enemies and a bloodmount along the way. When you get to the back and fight
a Kantus, after the battle go to the right of the lift and look on the second
steps along the wall for by far the most paper that goes the farthest off-topic
in the game.
Get on the lift and take it down to the bloodmount holding area. Some frags on
the right side, then go pull the lever for a choice; choose left, the upper
path. Go up and look out of any of the openings on the right and assist your
decoys down below as they fight the good mix of enemies below, and a grinder
up high. Follow the path to a room with a switch on the ground and step on it.
There is ammo where the battle was and two outside in an open area. Your team
gathers atop some stairs you would go down, but instead take the stairs behind
them and find an artifact at the end by some ammo. Come back and head down the
I say just run down the steps and slice up the enemies you see with your
chainsaw, much easier than a shootout. There are two guards, then three guards
and four tickers, then one, and the rest is just pairs of guards at a time; so
mix in chainsaw slices with bullets and you shouldn't have much trouble. At
the big room will be guards scattered around, and then some tickers. Grab ammo
before the scene hits.
Chapter 6 - Royal Inquisition
Ammo at the doorway and a mulcher, along with tons of stuff all around, but
you really just need the ammo and the gun. Go into the next area and in the
left corner are some tablets on the ground. Go pull the lever and choose the
left path, and I'm fairly certain both sides are the same.
*NOTE: Now is a good time to remind you that when a mauler has his shield up,
aim for the legs.*
The mulcher is good for the first fight for the enemies on your side that
come through the door; then toss it as it can get in your way. This whole fight
is just you moving, fighting enemies on your side, assisting the other guys
on the opposite side, and really just watching for maulers and tickers. I like
jumping over the wall on the side and following this ledge up the path, as it
is a bit eaiser to funnel enemies and to assist the other side. At the end are
two maulers, but the bane of these guys would be jumping over a wall as they
Once your teams are rejoined, take the lift down. In the chamber four guards
will appear, so go left for an ammo box and if you didn't realize by now,
stepping on the pressure pads shoots you up some cover, so step on one and use
it to hide. Toss frags and take these guys out, then go right for a mortar and
carry it up with you. Take cover in the second fight area and use the max
range of the mortar to hit the enemies, and do so for all of them; just aim
forward and straight down the line.
Head up to the third fight and this one requires you to aim to the right, at
the stairs, and I would apply the distance bar to the halfway point. Yes,
if you aim too far right the shell may hit the top of the ceiling, so you
have to aim for the steps, and just keep doing so as enemies will pour in for
a good while, let your team handle the guys along the side. After the fight,
pick up the ammo box and then drop the mortar. Then move up for a scene.
This fight can be much harder if you let it be. First, take cover and handle
the enemies to the left. Toss any frags and then just blindfire until there
are just a few left, then finish anyone else. Then guys will appear at the top
of the room, but you are not here to kill these guys. Since they are to that
side, to to the center pillar and start turning the wheel to get yourself up.
Sure, the first couple of turns leave your teammates without cover, but just
stay with it and soon you'll be out of their fire and on your way back up and
to safety. I have no clue what happens if you let the fight keep going, it's
probably waves from all sides.
More ammo and go into the room for a scene. To start, you'll need to tap the
B button to out-duel him, and tap it as fast as you can. If done right you
will break his staff. Then comes a segment that will repeat. You need to locate
him on a side, duck from his gorgon fire, leap away from his poison frags,
kill or avoid the tickers, and when you hear cutting you need to look for dust
falling as a spike may fall on you. Then he will proceed to cut down a pillar.
No matter where you are the pillar will fall on you, so you will need to leap
away as it is falling. Once you do, Skorge will jump at you and all you need
to do is tap B. Repeat this once more and the fight is over.
Your weapons have changed, somehow. Take either side door to your team, then
just roadie run straight down the bridge to the end.
Act 5: Aftermath
Chapter 1 - Escape
You are the gunner, and all you have to do is shoot rockets and avoid rockets.
You use RT to shoot, LT to zoom, LS to lean away from rockets, and X to
turn around. You start with just some drones, then you'll see a turret up
ahead. Shoot it down, then you'll go past a Brumak or two and hit another
turret. Then you have more turrets and Brumaks on the side, so hit those
turrets quickly or you're dead. Up the waterfall you will hit a Brumak, then
you land and will assist troops, who low and to your right, so hit the guys to
the left. A Brumak crashes in to the left, so be ready.
Next is the Hydra sequence in which you must gun the back and fend off the big
monster, not the reaver which is your ally. When it gets close aim for the
turret as it fires at you, and the second time you'll need to aim for the
tongue when you see it; remember, RB to cooldown the turret. You then will
need to move your reaver from side to side to avoid the missiles which will
allow holes for you to hide in in their line of fire.
The second missile part is hard when he's out of sight and you can't see the
rockets as they get close, so do your best. And shortly after the fight is
The next part is fairly easy. You just aim for the red reavers and try to hit
the driver just atop the beast to bring the whole thing down. It's best when
they are just to your side, then you can get a good read on the driver. When
they go in front, should be easy to hit with the cannon. It's not a hard fight
if you know where they are.
Then it's round two with the Hydra. This fight is pretty simple too. When it's
up close, aim for the top of its head and the sides of it's back plating. When
it's up in front, try to shoot it down and be sure to hit it when it's coming
after you, these are the main hits. Now when it goes behind you, you'll need to
damage it, avoid rockets, and shoot off arms that grab you. For the next two
times he goes in front of you, you'll also need to avoid two sets of rockets,
then hit him as he comes in. Get three hits as he charges in and the fight will
Chapter 2 - Desperate Stand
Kill the reaver in the front, which shouldn't be hard at all, then follow your
team to the platform. Just use the lancer from a position and after a reaver
lands, a chopper will clear it out.
After that, go right and when you see some steps on the left, follow them to
some ammo and a report. And from here you can attack the reaver and drones on
the second platform. Follow your team to a part where you mow down enemies
below. There are frags and mulchers behind you at the wall, if your position
allows you to aim low with them. Otherwise just use the lancer, hot bullets,
and the ammo to clear it out. When reavers land to the left, just hide as a
raven takes them out.
Then go across the bridge and up the stairs, no need for a mulcher, and take
point on the second turret; I think the first turret causes a glitch, not
sure. Anyway, on here just kill the reavers that land, and you can try hitting
the ones that don't either, they count too. Kill four and then head to the next
There is a mulcher, but first go all the way right, down the steps, and pick
up the COG tag. Save that mulcher for later, or save a lot of its ammo if you
want to use it, and just use the lancer on the drones below. Perhaps use some
of the mulcher ammo on the grinders, but you really could let your team take
them out. Now use the mulcher when the two brumaks appear, and remember to aim
high at their guns.
Chapter 3 - Free Parking
Start by taking cover, and hopefully you still have the longshot. Use it
on one of the two snipers up high, then take out the other. Lots of drones on
the ground, so snipe them, then on the sides will come flamer boomers, so
take them out before they get close. Ammo up at the front of the building.
Enter through the right side with Dom and kill the flamer and the drone who
first meet you, then go up the stairs for two more enemies. Stay here and a
Kantus and friends will make their way up to you. Kill the Kantus, then look
over the side and pelt the enemies as they come up the steps. A grinder will
emerge from the door below, and if you pump enough lancer ammo into his head
as soon as he walks in, you should get him before he can do you real damage.
Frags and ammo, then go down the stairs. Take his mulcher outside. You don't
have to start off with it, maybe press B and leave it in the middle walkway.
Get on this center bastion and use it to take out the troika gunner, then
the rest. Then comes a wave of maulers and wretches, so snipe the big guys
to the left and right, then handle the little ones when they get close. Lastly
is the hardest wave of two bloodmounts. You should use the mulcher here and
take at least one out before it gets close, otherwise just use the lancer, not
the longshot. Take them out and if one gets close you'll have to leap around or
try to run away and hope Dom assists you.
Ammo near the entrance and on the left, then make your way to the other side
and use the wheels to get through. The next area has a grinder and some
drones on the right. You could go left and shoot them from afar. There are
frags on this side and some ammo. After they are out, head past the wall and to
the right is a newspaper in some leaves. Then go to the street and select the
left path, the streets.
Dom should take out the guy in the building, then look to the left and shoot
the tank on the wall to take out the guys in the building and make cover on the
street. Snipe a few enemies, then move up to get the reaver to land, so take
cover in the building and blindfire the thing. Snipe your way up and toward the
middle you should see a second tank on the right to use as an explosive. Move
up and Dom will help you clear the guys on the other side of this trench, and
then Dom will meet up with you. He takes cover behind a barrier, so should you
as a grinder busts though; just blindfire him.
Switch to your other gun besides the lancer and swap it out for the Hammer of
Dawn on the ground. This gun requires you to aim, hold, and then the beam fires
down. Use it on the two enemies up the road, then a reaver, then a mauler and
some drones; you can lead the beam around as long as you are aiming, and the
laser decides where the beam goes.
Go up to the corner of the street, and after the checkpoint, turn around and
a cog tag is on the ground. Then just move up.
Chapter 4 - Tenuous Footing
Head down to the crane, ignore the longshot, and get in. You use the LS to
raise and lower it as well as turn. Just move it left, lower it, get Dom on
it, then lower him on the flat roof below you. Then get out and use the hammer
on the enemies all around. Take the crane over and help him clear the place
out, using the hammer and lancer; the hammer needs a clear shot, FYI to why
it won't hit anywhere.
Get on the lower roof where a mauler comes from the right, so hammer it, then
a reaver on a roof to the left (put the laser right on it). Head down the ramp
and kill a flamer and some tickers, then one guard. Head to the roof for a few
more tickers, then get on the bridge thing and you could just use the hammer
as the drones try to rappel up. If a hook is on the railing, you can hit them
and when there are three hooks you can still get all three by moving the laser
around. Pretty simple. Step on the roof after and it will fall.
Take cover at the windows and be ready to toss a frag at a flamer and company.
If your frag took out the furniture, get over and grab the final item, a
journal in the corner. Stay in this corner and shoot the enemies on the other
roof, then get over there and collect any ammo. Then cut some cables holding up
a tower and use the hammer on the enemies at the other end. Cross over to
Use the hammer on the kantus and rappelers around the corner. Get in and then
a Brumak attacks, but you cannot attack back. Just stay low and it will play
out. Then follow Dom to a door and press the button to get through. It's a
surprisingly calm ride up a burning, fallen building. Get out and run across
the line of fire. Follow the path and kill the guy who is apparently the pilot
of that thing.
Chapter 5 - Closure
Yeah, unexpected to say the least. You press X to unleash rockets, but you
have normal chain guns with RT. Kill the drones and then more on the side. Hit
the bottom and take out the boomers, then three reavers, then one more when you
near the door. Get close and press B to smash it.
Aim for each and every tower you see to down them, with one to the right. Move
forward and three reavers land, and there are boomers around the right corner,
up on the structure. Then a Corpser pops up, so just keep mashing B until you
Nemacysts fly at you, gunners on the right, then reavers come and land. Take
them out and go smash the door. Then a structure to the right with boomers
below, turrets down the middle, guys all over, and reavers appear when you move
up, so shoot any direction something is shooting you. Go up and kill a
barge to the right with two rocket salvos, then go left and break the gate.
Go through and hit the first column with two rockets. Then look left and
mow down any nemacysts coming at you. Fire two more into the second column.
Then fire as many as it takes through the rock spires to the third column way
down the cave.
It's Biollante, a Godzilla monster! To fight it, All you have to do is aim your
hammer up high on it and the beam will fire without being still. Pretty simple
way to end this game, good job. What's up with that random love angle thrown in
at the end? Oh well.
* 5. Enemies ( GRUB555 ) *
The Locust Horde
1. DRONE - Just the basic enemy that comes in many flavors: normal, rusher,
and sniper. Normals carry hammerbursts or lancers, rushers will rush with
shotguns or pistols, and snipers of course have the longshot.
2. WRETCH - These are melee-only enemies, but they travel in packs so it's hard
to kill them all before some get close. That's why the lancer's chainsaw is
best against these guys for easy kills.
3. BOOMER - Big Locust with a boomshot. They are kill-able with headshots, so
they can be very easy. Varients of this guy are as follows, and all of them
4. GRINDER - Basically a Boomer with a mulcher. These are perhaps the hardest
enemies to down, but like most, aiming for the head kills them quicker.
5. MAULER - A Boomer with a Boomshield. Either aim for the legs or you and a
friend get on either side of him to get clean shots. He carries a flail that
explodes when it hits you, so run when he's close.
6. FLAMER - These can be drones or boomers with scorchers. It's best to aim for
the flame pack on this back to kill him quickly, but watch out as he'll run
toward you and try to take you with him.
7. BUTCHER - A boomer with a cleaver. I believe there are only two in the game.
8. REAVER - Flying Locust with rockets and riders. Once they land you need to
get away from their walking distance or they will crush you. Blindfire and hot
bullets help kill them if all you have is the lancer. Gotta stay out of sight
because of those rockets.
9. BLOODMOUNT - These are your worst nightmare if they get close. Two swipes
and you're crawling around for help. Not only that by they also have a Palace
Guard that will be shooting as well. So when fighting these you need to aim
for the beast's head to slow it if not kill it.
10. TICKER - Tiny critters that are fast and only want to explode next to you.
If they do get close, leap away, don't try to shoot them.
11. SIRE - These guys only have melee attacks, so just hold your lancer, hold
B, and you win. Easy.
12. SEEDER / NEMACYSTS - In this game you only encounter about five seeders,
and you only need to kill two. They are big and spit out nemacysts. The
nemacysts fly in the air and charge at you, so shoot them of course.
13. ROCKWORM - Mostly harmless, so just shoot the purple fruit and they become
your cover. I don't think they attack at all.
14. CORPSER - You only fight four in this game, three you shoot in the Centaur
and one you fight at the end. Both times are easy. It was an easy boss in the
last game, so no surprise here.
15. THERON GUARD - Not many in this game. They usually bring torque bows and
are extremely tough to kill.
16. PALACE GUARD - Basically a Theron with different weapons and come in bigger
packs. They aren't as tough as Therons, I believe.
17. KANTUS - The strongest infantry enemy. These carry gorgon pistols, ink
grenades, can revive downed enemies, and can send tickers after you. Kill these
guys before anyone else if you can.
18. BRUMAK - Not too tough, just aim for the guns on their head.
19. RIFT WORM - Not really a boss you fight, just a long level like something
out of Mario, complete with a moving wall even! You cut blood vessels and fight
little creatures that apparently have no name.
20. LEVIATHAN - For this boss you cut the tentacles that get on your boat,
then shoot his eyes when he bites, and then get in his mouth. Inside you shoot
the blue tentacles then toss a frag into the thing's roaring mouth. Repeat
three times for a victory.
21. SKORGE - You simply out-mash him with B three times. In between you leap
away from his poison frags, avoid the tickers, hide from his gorgon bursts,
avoid the stalactites that fall when you hear sawing, and then dive away as the
pillar falls on you; the pillar will always fall on you, so you must dive away.
Then tap B when he leaps at you.
22. HYDRA - Simply a rail fight in which you must shoot him when he is in front
and about to charge you. You need to avoid his missiles, which usually change
their path. The first part has you shooting his tongue when it's exposed or his
gun when it fires at you. The second encounter has you shooting his top, his
arms if he gets close, then hitting his front three times as he charges.
23. LAMBENT BRUMAK - Just point the Hammer at him and hold down the fire
button, nothing hard about it.
* 6. Weapons ( GUNS666 ) *
1. SNUB PISTOL - It's stronger than it looks, fires decently, but the Boltok
2. BOLTOK PISTOL - Easily the best, and can be used in close fights to provide
headshots without using the longshot. Bit hard to aim though.
3. LANCER - THE weapon in this game. Never toss it, even if it is empty. All
around good: decent range, fast fire, big clip, and the coolest melee weapon
since the Small Chainsaw in Dead Rising. Hold B to use it.
4. GNASHER - This is the shotgun, I just never call it this in the guide. It's
okay, and the range has been increased a bit, but I still don't like this gun
very much, just because most fights are at a distance.
5. LONGSHOT - Due to the zoom, I like this over the torque bow as a long
range weapon. Sure, it's one shot and kinda hard to aim, but if you work on
your aim it is quite effective. Headshots, of course.
6. BOOMSHOT - It's a grenade launcher and very powerful, but the slow reload
and one shot make this a success or fail gun. A hot shell yeilds more clusters
after the initial blast.
7. HAMMERBURST - The red-headed-step-child of the Lancer. Shoots in bursts,
and I hate burst-shot weapons. If you really get desperate for guns, I guess.
(that description was made for Gears 1, and it still holds true)
8. TORQUE BOW - A bow gun with an explosive at the end. It fires quickly, but
since it's hard to see where the sight is at range you better hope it at least
sticks in the wall behind the target so you get some damage on them.
9. HAMMER OF DAWN - This was my favorite gun to close out the campaign. Set the
sight on the ground, be still, and the enemy is soon dead.
10. FRAG GRENADES - I tossed these while aiming very seldom. Mostly I blind
tossed them to great success. Their range seems to be farther than the last
11. GORGON PISTOL - Powerful, but there are only four bursts and this thing
hemorrhages ammo like you wouldn't believe.
12. SCORCHER - It's one of the better flamethrowers I've seen in any game, but
it's still a flamethrower.
13. BOOM SHIELD - Pick this up and you can only use your pistol. Hold LT to
move with the shield held up, and you can press A to plant the shield for
14. SMOKE GRENADE - I'll be honest, I didn't know this existed until I read
the booklet. But then again, not hard to imagine it leaves smoke, and I guess
it knocks enemies down too.
15. INK GRENADE - These leave a little poison cloud that damages you if you
stay in it.
16. MULCHER - It's basically a turret you can carry anywhere, and when in
cover you'll set it up on the cover. For it's brutal power it also slows you
down, requires you to set it down, and takes a wind up to start firing.
17. MORTAR - Just hold and the shells go as far as you hold. Use the bar on
your crosshair to determine distance.
18. TROIKA TURRET - Okay, it's not new, but worth mentioning. Same as the
mulcher, only this is set in place.
* 7. Collectibles *
Act 1: Tip of the Spear
1. The Eagle Newspaper
Of course you need to go through the training for both of these. This one is
down the road as you start, near the fence and directly in your path.
2. Ambulance Driver's Log
After you climb down the ladder, go right and look in a desk.
3. Doctor's Journal
After the first fight, take the left side for
4. Jacinto Medical Center File
After briefly splitting up from your team, just a few areas after the last
paper, this one is in the middle of a reception desk.
5. COG Letterhead
At the cafeteria area, in the lower left area is a tiny room with the doors
blown open. The letter is in the desk.
6. COG Proclamation
Shortly after the cafeteria, on the second level and just through the door
into a wide open area, go right for a paper by some ammo.
7. COG Tag: Private Dylan Murphy
Just after the ambush and meeting the rook, go out the doors, fight some
enemies, then go right and in the corner are these tags.
8. Grindlift Spec Sheet
Soon as this level starts, turn around and look on the wall.
9. Ammo Requisition Form
After you are off the rig, go left to find this near the ammo.
10. Jacinto Sentinel Newspaper
In the first building, up the stairs.
11. Memorial Inscription
After the second Ticker wave, go around the right corner for this on the wall.
12. Landown Delivery Driver's Note
At the back of the Imulsion station.
13. COG Tag: Private Samuel Lee
When you hit the source of the Tickers in the tunnel, take the first room on
the left for this tag.
Act 2: Denizens
14. Gear Journal
After you distract the first Rockworm, cut the vines on the left of the path
to find this by a lift.
15. Kantus Scroll
When you reach the drone defense with three turrets, this scroll is behind the
left one by some ammo. Baird, that name sounds familiar.
16. Locust Emblem
When you go through the door after the first fight, look to the right.
17. Ilima Help Wanted Ad
When on solid ground, follow the wall around to the right and you'll be in a
corner with a statue and ammo. Look on the ground for a paper behind a car.
18. COG Tag: Hank Bissell
After Cole saves you, go left and around the wall for this one by a body.
19. Jennifer's Journal
After freeing Baird, go down the path and take a right.
20. Car Gold Magazine
Soon as the chapter starts, go up the left and look on the ground.
21. COG Tag: Ben
After you find Carmine, go up a little and look on the ground by the wall and
you should see this kinda in your path.
Act 3: Gathering Storm
22. Interoffice Memo
When you first hit the video guy, go right for this in the room.
23. Dr. Sato Memo
After the turret part, or the first wretches, go up and hang a right in the
hallway and on the right wall is a doorway. Kick the door open for the memo.
24. New Hope Medical File
When you find the room with just two ceiling turrets, after the fight, go
into the room behind the switch for the file.
25. Doctor's Journal
When outside in the hail, look right and run into the small building for the
26. Captivity Marks
When you reach the second train you need to ride, follow the walkway to the
right for these on the wall of a building.
27. Stu's Journal
Atop the steps of the ruins when you take out the boat.
Act 4: Hive
28. Locust Terminal
After the fight in front of the gate, go left and use the second lighted
computer, by the wall, for this one.
29. Harper's Journal
When the patrol goes by, look to the left of the terminal for this by a wall.
30. Jailer Document
Go down the steps and take a right as the level starts to find this on the
31. Human Finger Necklace
After the two Grinders, and from the checkpoint, roadie run up into the room,
to the right up the steps, and through the doorway before it closes. After you
help Dom by using the troika in here, pick up this necklace at the back, on
the ground. *If you miss it the first time, reload the checkpoint and try again
32. Locust Calendar
After the gondola segment, up the first staircase and look to the left.
33. Locust Defense Plans
After the turret elevator segment, in the room where you are shooting the
enemies below, the right side of this top part has the plans by an ammo box.
34. Locust Invasion Map
When you find the lift in the alternate path, look at the wall for steps and
this will be in the second one to the right side.
35. Trinity of Worms Artifact
After your team splits and rejoins, they gather atop some stairs. Behind them
are more stairs, so follow these to the other side where you find this on the
36. Locust Tablets
In the second room, look for these in the left corner.
Act 5: Aftermath
37. COG Recon Report
After the chopper clears the first platform, go right, take the first steps on
the left, and this is by some ammo.
38. COG Tag: Devon Jackson
After the turret segment, in the next area go right and down the steps to find
this on the ground.
39. Jacinto Sentinel Newspaper
After you meet a grinder and friends outside, go behind the wall and to the
right for this in some leaves.
40. COG Tag: Jonathan Harper
After you use the hammer of dawn, go up to the checkpoint at the corner, turn,
and the tag is on the ground inside the building.
41. Russell's Journal
After the roof falls, kill the enemies and destroy the debris in the next area
to find this in the corner. You're done.
* 8. Author Info / Copyright *
Gears Wiki - for enemy names
Please contact me if you need any help, if you want to praise me, if you want
to talk, or if you want to ask a question. All help is appreciated, but that
doesn't mean it will be included in the guide.
Flamers may or may not get a response, most likely not. Please, I'm not here to
hate on people or start fights, so even if you disagree with me but aren't
looking to flame, just be polite.
My email: email@example.com
Title of your email should be: Gears2
Extra points for good spelling. So anything you want to send, email away.
PS - To GameFAQ's users, if you like the guide, click "recommend" at the top
of the guide, but only if you like it.
I have other guides floating around too. They are:
Resident Evil 4
Gears of War
Rainbow Six Vegas
TES IV: Oblivion
Knights of the Nine
HL2: Episode One
HL2: Episode Two
Call of Duty 4
Advance Wars: Days of Ruin
Sam & Max Episode 203
Devil May Cry 4
God of War: Chains of Olympus
Rainbow Six Vegas 2
Grand Theft Auto 4
Condemned 2: Bloodshot
Metal Gear Solid 4
Alone in the Dark (360)
NCAA Football 09
Call of Duty: WaW
I've also been published in GamePro magazine, June 2007. Pretty cool if you ask
me, and all because I write these little guides.
Also, I am in the October issue as well, which should be out at the time of
this guide's release. At least I ain't a one hit wonder.
In a nice surprise, I didn't even know I was in the March 2008 issue of
GamePro, but I am. Maybe I'll be in more I don't know about...
Look to Gamerhelp.com for a slew of other articles written by me in the
featured article section.
Here is my list of sites:
GameFAQs (main host site)
and more here and there, too many to keep up with
and even a few foreign ones too!
*NOTE: There are many more with single guides, and then others with a few, and
some that I just don't keep track of.*
All other sites must ask permission if they want this. All I ask is that the
guide be ad-free and in this text format.
And if you want to make a donation at my site for hosting a guide, that is
Here is my website:
You'll find all my other guides here too and perhaps something else you may
Since I have decided that I will make a focused effort to cover the hard modes
for all games, this guide-making business has become much more than just a
nice little hobby, it's become like a job. A job with no pay. I'm not slaving
to work away at playing video games, but it's not as easy as making a
walkthrough and being done with it.
Before I could just cover the game and assume everyone realized the hard mode
would be the same thing but harder, but I think people really need help with
these difficulties, especially with so many people hungry for achievements and
So enough of my sad story, here is the link to my donation page and you can
give whatever you like. Seriously, $1 adds up over a few people. And I saved
you $20 on an over-priced, overly-long, overly-complicated picture guide that
doesn't update and you would never use it again.
I'm not out to make money, but it sure would make this weird thing I do much
more acceptable to the family if I got something for my effort. There aren't
many people who CAN do what I do.
Thanks to anyone who at least would like to give, even if they can't.
This guide may 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 advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
Copyright 2008 Brad Russell