Gears of War 2 - Full Strategy Guide!
- November 11, 2008 18:44 PM PST
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ACT III: GATHERING STORM
CHAPTER I: DIRTY LITTLE SECRET
[Explore the abandoned facility.]
While Baird and Cole guard the Centaur, Marcus and Dom get to do the fun stuff and look for this new intelligence report.
Once you're inside the warehouse, look around for some scattered weapons and ammunition. There's a huge metal door at the end of the long hall, but nothing else of interest. Of course, you'll be denied access and Jack won't be able to cut you a way in.
[Restore power to the warehouse.]
Head down the halls to find the power generator, and pick up the Scorcher Flamethrower for good measure. You're probably going to need it, and there will be plenty of ammunition coming up. Hit the switch and once the light goes up, start making your way out.
[Return to the Centaur for the explosive charge.]
When you get into the huge room, you'll find more of those Wretches that Marcus was anticipating. If you picked up the Scorcher before, now's as good a time as any to use it. Stay close to your teammate, since you'll be hard pressed to get a good shot from a high position.
Do an ammo sweep once you're clear of Wretches, and turn the crank on the large door to regroup with Cole and Baird.
[Carry the explosive charge to the secure door.]
Yes, you'll physically have to carry Baird's ridiculously heavy door bomb back inside, and you won't have the benefit of being able to switch guns while you're holding it. When you come across the next wave of Wretches, try to lead your shots and pop them off before they get close. If they get to cozy with you and the bomb, melee them mercilessly.
Once you're at the end of the hall, Marcus and Dom will drop off their clearance, blow the door and head deeper inside.
CHAPTER II: ORIGINS
[Search for data on the Locust stronghold.]
After the annoying Niles welcomes you to the New Hope Facility Center, grab an nearby office memo for your War Journal.
When Jack manages to unseal the door, start heading down the hallway to the right. Eventually, you'll get to a room of Wretches with attitude problems. If you don't feel like wasting your ammo, kick open the security door on the far right and activate the automated gun turret first. Once you see the hallway with the second automatic gun, head right and then right again to the first door. Kick it down and you'll find a memo for your War Journal on the rear shelf in the cramped office space.
The third automatic gun is blocking your only path, so use cover to dodge its fire, and stay out of the searchlight's way. Once you get to the next room of Wretches, hang back in the doorway and torch/shoot them. Luckily, the wall-mounted turret might catch some of these grubs in the crossfire, if you're lucky.
After the Wretches are dealt with, run past the guns to reach the deactivation switch and continue on to the right. Another set of turrets will block you, so head into the showers on the right. Deactivate the security system to give Dom a clear hallway, and get to your next checkpoint. As soon as you're in the open courtyard, take a second to reload your weapons -- some Wretches will burst through the door and ambush you. Make mincemeat out of them and continue into the next building. The kitchen area is also laden with security guns, but they'll also harm the next wave of Wretches headed in your direction.
After Baird radios you to complain about the weather, head into the surgery room while Niles makes another quip about cleanliness and filth. A room to the right holds a medical file that you can snag for your War Journal. Clear the room of Wretches and run on to the next checkpoint.
The Wretches that attack you in the next hallway will also get shot at by Niles's security system, so don't worry too much about using up your ammo. When Marcus gets another call from Baird, head down the stairwell to find a branching path. The left side will task you with shutting down the security turrets, while the right side will require someone to be bait for the gunfire. Whoever shuts down the turrets will only be able to do so one at a time, so work on your timing. If you're the bait, then take a low cover position against the wall of the spot where the lasers are shut down. Once you're through that hurdle, hit the switch at your respective door to move on.
In the room full of computer terminals, you'll see a switch on the central column -- hit it.
CHAPTER III: RUDE AWAKENING
[Return to the Centaur.]
Well, shoot. Now that the disgusting and dangerous Sires are awake, getting out of the facility in one piece won't exactly be a walk in the park. If you've still got a Lancer equipped, abuse that chainsaw for all it's worth if the Sires rush you. You'll only survive the stasis rooms if you stay close to your partner. The best way to handle the waves of Sires is running straight through them, keeping your back to walls and dead ends. Eventually, you'll get to a door with two wheel cranks. Once you get a breather in the fighting, open it up to get to the next checkpoint.
Shut down Niles for good, and load up all your guns. Some Locust will literally come crashing through the walls in the next room, so take cover around the nearby office space. If you're quick enough, head to the room adjacent of the explosion to activate the security system and have Niles's guns do your work for you.
There's plenty of Locust with Scorchers up ahead, so if you don't want to get cooked, blast them from long range before they can get in your face.
[Avoid the razorhail.]
We hope you saved a few grenades, because the Flame Boomer in the wide, circular room won't go down easily to plain gunfire. At some point, the ceiling will break open, and that razorhail will kill off the attacking Locust. That's the good news. The bad news is, you'll have to make it back to Centaur while dodging razorhail and fighting Locust simultaneously.
Get to the train and throw the switch to get past the next section. Use the car's walls for some cover, and make sure to clear your path before running ahead. Run through the second train and open up the garage doors to give yourself an overhead shield from the razorhail.
Be careful when you get to the third train and activate the brake release, since Drones and Boomers will attack you on both sides of the car. Take down the big ones as fast as possible, and aim for headshots to do the most damage. Baird will contact you again, so keep grinding through the Locust while doing ammo sweeps whenever you get a breather.
[Defeat the Mauler Boomers.]
Maulers will start to advance on your position, so fire away and steal their useful Boomshields for yourself. If you're not getting any good shots in, fire at their legs and feet. It really works! At this point, the hail will turn back into normal rain, so no more worrying about keeping your head covered. Do an ammo sweep and head for the Centaur ASAP.
[Defend Baird while he repairs the Centaur.]
If you're still carrying that Boomshield, drop it and let loose with your big guns. After taking down the Reavers, you'll barely get out of the facility alive, only to head into the mountains. Out of the frying pan, into the freezer.
CHAPTER IV: ASCENSION
[Find the road to Mount Kadar.]
While the Centaur should be easy enough to control, you want to follow the various arches to find the best paths. The Centaur can also get stuck on rocks and trees if you're driving haphazardly, but you can use your own firepower to propel yourself back on track -- just don't get stuck in the middle of a firefight. You can ignore or kill the smaller Locust Drones at your own risk, but don't ignore any turret guns, Boomers or Reavers that cross your path.
[Cross the frozen lakes.]
If you try to rush through the next two lakes, you won't have enough time to react to the explosions that will sink your tank. Proceed cautiously, and only use your boost when you spot a clear lane after an incoming mortar shell drops. At the second lake, destroy the Reaver blocking your path as quickly as possible, or you'll fall off the narrow trail of ice into the deadly water.
[Continue up Mount Kadar.]
More Reavers will pop up on the road ahead, and you'll also have to deal with a few Seeders on the way to the bridge.
[Find another way across the chasm.]
Hmm, looks like that bridge won't be able to carry you across. Fortunately, there's always an alternate path. Take the rock ramp immediately to the right and hit the boost as soon as you roll onto the rocky ridge.
[Ascend Mount Kadar.]
[Destroy the Locust outpost.]
After some more Reavers try to block your progress, you'll see a Locust barricade up ahead. Let the grubs come to you and pick them off one by one. When you're clear on the slope, hit the turret gun to the left of the tower, and then destroy the tower itself to bring the barricade down.
[Search the cave network for the Locust stronghold.]
As you head deeper into the mountain, you'll start seeing some larger Locust, but just focus on getting through the tunnel system. A Corpser will block your path initially, and later down the road, you'll lose power after dropping off a high ledge. When Baird gets the power back on, shoot the three Corpsers in front of you with solid accuracy.
Don't miss too often, or your tank will get chewed up. It seems that the best way to survive this little confrontation without dying is to shoot the Corpser's arms, and then shoot it in the face to put it down entirely. Try performing an active reload to give your bullets some more punch.
[Kill the Brumaks.]
Once the tunnel starts to lighten up, an enthusiastic party of Brumaks will welcome you in a wide cavern. Try an active reload and start backing up while firing off rounds. The Brumaks are packing some fierce heat, but a few shells to the face should take of them.
Now that the Brumaks are dead meat, Marcus will show off some crazy driving, getting you to the next checkpoint more or less in one piece.
CHAPTER V: DISPLACEMENT
[Find a route to Nexus.]
Run down the ramp once you've updated Control and you'll come across a Theron Guard with a ridiculously dangerous Torque Bow. Be careful even when you're taking cover; that weapon fires quickly when given the chance, and one shot will be enough to mortally wound you.
[Disable the gunboat.]
Head up the stairway to the right to grab some ammo and an addition to your War Journal.
The gunboat will have a lot of firepower behind it, so if you've got any long range weaponry, find a good cover position and clear out every Locust rushing you. Instead of trying to hit the grubs on the boat, aim for the yellow explosive canisters. A well-placed shot will send the boat crashing to the shore, as well as killing the onboard annoyances.
[Get to the boat at the end of the pier.]
Almost every kind of Locust you've killed in the game so far will make an appearance here, so go for headshots and smart kills to keep yourself from getting pressured. Do as many ammo sweeps as you can, and it's also not a bad idea to snatch some Locust weapons since you'll find more ammo for them all over the place.
After a few gunboats full of enemies you will finally be able to make your way to the end of the pier; just make sure to grab the Mulcher when you continue onward.
[Defend the raft.]
Now you're trapped with nowhere to run, but that Mulcher should even the odds. Kill off a few more gunboats full of Locusts, and the odd creatures pulling the rigs will steer you into a cloud of Immulsion fumes. No time to worry about that now, though, 'cause your little raft is about to go bye-bye.
[Board the enemy gunboat.]
You'll only have a short time to do it, so kill the enemy Locust and run over to the other boat immediately.
[Defend the gunboat.]
Even though it doesn't look like the turret is positioned to be of much help, use it anyway to help Dom mow down the other Locust on the ramming boats. Make sure to watch both sides of the boat, especially for the grubs using the turret gun on their own gunboats. After killing off your pursuers, you'll get nudged into a narrow tunnel... and off a waterfall. Man, these Gears can never catch a break, can they?
CHAPTER VI: BRACKISH WATERS
Boss Fight: Lake Creature
Welcome to your first proper boss battle, boys.
The giant lake creature isn't going to let you go without a fight, so load up all the weaponry you've got. First, the crature will try to drag your gunboat under the water with its tentacles. Don't get caught in their path, or you'll die instantly. Dodge away, and when the tentacles clamp down on the boat, use your Lancer to saw through them.
After a few rounds of this, the creature will surface to bite down on your ride, up close and personal. When this happens, shoot it in the eyes to buy yourself some time. Listen to Marcus's advice, and run into the creature's mouth when given the chance. Shoot down the blue, waving tentacles around its toothy throat, and be careful that they don't kill you.
When the throat is fully exposed after you've shot the blue tendrils, aim carefully and lob a grenade into the hole to finish off Mr. Big and Ugly once and for all.
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Comments [17]
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- Nov 07 2008 at 08:39:55:AM PST
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Got to play it briefly last night....... I really, REALLY hate work right now!
Can't wait to fire it up again tonight......
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It's a fun title -- I must say that I'm impressed beyond belief I could enjoy such an overthetop bloodfest.
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Nice feature, even if I have to question some of the scores. You guys like rank the pistols 1) Snub 2) Boltok 3) Gorgon? Come on now...
I guess it also boils down to what guns you're good and comfortable with.
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