GEARS OF WAR Solo Walkthrough by Cuzit Version 1.0 ----------------------------------------------------------------------------- |TABLE OF CONTENTS | ----------------------------------------------------------------------------- A. Version Udate (VERUP) B. Introduction (INT) 1. Who Am I? (INT1) 2. What Is This FAQ? (INT2) C. BASICS (BAS) 1. Controls (BAS1) 2. Taking Cover, and Why It's Important (BAS2) 2a. Basics to Taking Cover 2b. Exiting Cover 3. Enemies (BAS3) 3a. Locust 3b. Boomers 3b1. Boomer + Shotgun? 3c. Kryll 3d. Reavers 3e. Wretches and Luminous Wretches 3f. Bosses 4. Weapons (BAS4) 4a. Weapon Recommendations 4b. Other Useful Weapons 4c. Important Update 5. General Tips and Tricks (BAS5) 5a. Weapon-Related 5b. Enemy-Related 5c. Other D. Act 1 (A1) 1. Ashes Overview (A11) 2. 14 Years After E-Day (A12) 2a. Straight Into The Fight 2b. Tutorial 3. Trial By Fire (A13) 4. Fish In A Barrel (A14) 5. Knock Knock (A15) 6. Hammer (A16) 7. Wrath (A17) 8. China Shop (A18) 8a. Berserker (1) E. Act 2 (A2) 1. Nightfall Overview (A21) 2. Tick TicK Boom (A22) 3. Grist (A23) 4. Outpost (A24) 5. Lethal Dusk (A25) 6. Dark Labryinth (A26) 6a. Odd Location For A Propane Tank, No? 7. Powder Keg (A27) 8. Burnt Rubber (A28) 9. Last Stand (A29) F. Act 3 (A3) 1. Belly of the Beast Overview (A31) 2. Downpour (A32) 3. Evolution (A33) 4. Coalition Cargo (A34) 5. Darkest Before Dawn (A35) 6. Angry Titan (A36) 7. Tip of the Iceberg (A37) G. Act 4 (A4) 1. The Long Road Home Overview (A4) 2. Campus Grinder (A41) 3. Bad to Worse (A42) 4. Hazing (A43) 5. Close to Home (A44) 6. Imaginary Place (A45) 7. Entrenched (A46) H. Act 5 (A5) 1. Desperation Overview (A51) 2. Special Delivery (A52) 3. Train Wreck (A53) 4. Pale Horse (A54) 4a. General RAAM I. The Ending *SPOILERS!* (TehEnd) 1. The End (TehEnd1) 2. Questions, Theories, and Explanations (TehEnd2) 3. Script (TehEnd3) J. Co-Op (COOP) - REMOVED! K. Cog Tags (CGTG) 1. Basic Info (CGTG1) 2. Cog Checklist (CGTG2) L. Achievements (ACH) 1. List of Achievemnts, GamerScore Points Awarded, and Tips (ACH1) M. FAQs (FreqAsk) 1. Frequently Asked to All FAQ-Authors Questions (FreqAsk1) 2. Frequently Asked Emailed Questions (FreqAsk2) N. Review (7.6/10 or 8/10 or 38/50) 1. Gears of Graphics 2. Gears of Sound 3. Gears of Story 4. Gears of Gameplay 5. Gears of Difficulty 6. To Sum It Up O. Closing (CLS) 1. Thanks (CLS1) 2. Copyright Notice (CLS2) 3. Contacting the Author (CLS3) 4. Personal Good-bye Letter (CLS4) NOTE: If you are wondering what the letters in parentheses beside each thing in the list are, it is a little system set up to help you easily reach the information you want. Simply press CTRL-F on your keyboard, and type in the letters/numbers in parentheses beside the item you want to read. It should first highlight the item in the Table of Contents. Once it does, press next, and it should carry you to that item's place in the document. Cuzit, always helping his readers. NOTE: This game is rated "M" for MATURE. The FAQ may contain quotes from the game that are vulgar. However, I will try to refrain from using much vulgarity in my FAQ if possible. If a more serious curse word, like the "F" word is said and it is not a quote from the game, it will be censor- ed (i.e. "RAAM is a ****ing hard battle" or something along those lines) if possible. ----------------------------------------------------------------------------- |Version Updates (VERUP) | ----------------------------------------------------------------------------- This FAQ is version: 1.0 --------------------- |What's New? (VERUP1) | --------------------- VERSION 1.0 - Act 5, including RAAM, is finished. The ending script is wrote up. Some Achievements are edited. Various small additions here and there. YES! THE FAQ IS FINALLY COMPLETE! Now all that's left is finishing up some sections, wrapping things up, various errors corrected, etc. VERSION 0.9 - Various things added here and there. The main thing is the add- ing of Act 4. VERSION 0.8 - Added some notes here and there in the Achievements. I added a Thank You. The biggest thing of all, however, is the finishing of Act 3. VERSION 0.7 - BIG update! Where to start...? I updated the list of websites that have permission to host my FAQ. I updated the list of Achievements with Tips on Insane Achievements. Speaking of Ins- ane, I added some Insane Notes to the end of every Chapter already typed up and I plan to add them at the end of every Chapter coming. The whole FAQ is a LOT more organized now. And of course, the biggest update of all, the addition of Act 2. VERSION 0.6 - There are various updates throughout the FAQ, and little tid-bits added here-and-there. For the most part, I have received no e-mails about errors in the FAQ, which is good, although I'm suspicious of a few things here-and-there. This FAQ is at the halfway mark, or an estimated half-way mark, anyway. I have half of the main walkthrough written. My goal is to finish the whole FAQ in two days, but no later than four. I will then upload version 0.9 when that comes around, try to type up most of the sections that aren't somewhat complete (i.e. Co-Op) and then finally upload version 1.0. I can't wait for that day. =P VERSION 0.4 - Basic set-up is wrote. Some sections are wrote. First chapter is complete. Intros and Outros are wrote. A lot of the "meat" of the FAQ is not yet complete, but the FAQ is uploaded for what I do have complete. I am hoping to have it generally finished by the end of the week. ----------------------------------------------------------------------------- |INTRODUCTION (INT) | ----------------------------------------------------------------------------- ----------------- |Who Am I? (INT1) | ----------------- Hello, and welcome to my FAQ on the great Xbox360 title, Gears of War. I hope that you will gain something by reading this, as that is the reason I'm writing it. If there's anything mispelled, grammatically incorrect, incorrect info, or suggestions/tips (or anything GoW related) that you wish to contact me about, see the "Contacting the Author" section at the bottom of the document. My name is Matt Silvey, internet aliased, gamertagged, and nicknamed Cuzit (due to my long hair, but to go into detail about it is a backstory too long and unrelated for a game FAQ). I'm Southern. I enjoy video games, bothing playing and making them. I also rap (though not professionally, and whether I'm considered good or not, I do not know) and skateboard. I also enjoy writing, both novels and FAQs, though none have currently been accepted at GameFAQs due to "Formatting Error," so if you're reading this, that means I've finally gotten one accepted! I am not going to pretend I'm a professional at this game. The first few times I played on Live, I was slaughtered, and I'm still raped most of the time. I'm near beating it on Hardcore difficulty, and haven't even attempted Insane. I have beaten Casual. I still do not have most of the Achievements, though most of the ones I don't have or the XBox Live related ones (for example, A Series of Tubes). [UPDATE] I am glad to announce that I have finally completed Insane though. So now this should help out with even people playing Insane! But enough about me.... ------------------------- |What Is This FAQ? (INT2) | ------------------------- This FAQ is, of course, a walkthrough for the game Gears of War. Until I complete the game on Insane diffuculty, this FAQ will mostly apply for Hardcore and Casual difficulties. This is NOT a FAQ for Xbox-Live and multi-player, the exception being made with a small Co-Op chapter (that is NOT a walkthrough, in any means). This FAQ will not help you cheat or glitch your way through the game. This is just an honest, helpful Campaign walkthrough. I would also like to note that this FAQ is intended to be a step-by-step walk- through. There will be no spoilers, but any surprises (like an enemy popping out somewhere to surprise you, for example) will more than likely be ruined. If you don't like FAQs like this (if you don't know exactly what I mean, read Act 1: Ashes) then please don't send me any hate mail, just click the back but- ton on your browser and select another FAQ. And to add on to this - This FAQ will help you with the COG tags. There will be a checklist of them, but I will not have instructions on each one on this list. Instead, I will have a number in parentheses, similar to the chapter finder above. Hit CNTRL-F and type in that number, and it should take you to where in the guide you can find it. I will mention it during the course of the guide if there is one nearby. Therefore, if you follow the guide exactly, by the end of the game, you should have all thirty. UPDATE: After playing through the game on Insane, there will be a small section at the bottom of every chapter that has a small Insane walkthrough or notes on Insane mode or something of that sort. I hope some people find it useful. ^_^ ----------------------------------------------------------------------------- |BASICS (BAS) | ----------------------------------------------------------------------------- You have stumbled across the roots of the game, the basics.... Everything from Control to major elements of the game can be found in this section. ---------------- |Controls (BAS1) | ---------------- I suppose this is as basic as it gets.... For a diagram, look in the guide. I will simply have a chart here of the button and what it does when pressed. Left Thumbstick - Move Marcus, Dom, or your Multiplayer character Click Left Thumbstick - Crouch, only when covering behind a wall tall enough so Marcus stands up Right Thumbstick - Move Camera and Aiming Reticule Click Right Thumbstick - Zoom in with Weapons with Zoom Directional Pad - Switch Weapons (Up for Grenades, Left and Right for Heavy Weapons, Down for Pistol) A - Cover. More in the "Taking Cover, and Why It's Important" section. B - Melee. Hold down B with the Lancer equipped to rev chainsaw. X - Interact (i.e. Open Doors, Press Buttons, Switch Weapons, etc.) Y - See "Points of Interest" (things the game wants you to get a good look at, either something story related or something helpful, like the Bridge detach button during the last Berserker fight). It also shows you the location of the Squad Leader (during the First Act), Dom if in a Full Squad, or your other Teammate if the Squad has had to Split Up. Right Bumper - Reload. Press Twice with the Right Timing to "Active Reload." Left Bumper - Bring Up List of Objectives and Location and Status of Squadmates Right Trigger - Shoot. Throw Grenades. You've Played Halo.... Left Trigger - Bring Up Targeting Reticule -------------------------------------------- |Taking Cover, and Why It's Important (BAS2) | -------------------------------------------- In Halo, or almost any other shooter (even Goldeneye, but that games pretty old and basic now), you can stand still in one spot, take a horde of bullets and not die, while carefully picking off your enemies. While Halo kind of has an excuse for this (Master Chief's MJLONIR Armor), it is still unrealistic. While most games stories and themes are unrealistic, that doesn't have to mean the gameplay is unrealistic, right? Right. In Gears of War (henceforth called GoW, for my sake) Marcus Fenix can NOT withstand a barrage of bullets. A grenade hurled his way will not go shrugged off. A sniper round to the head is a one-hit kill. Hell, stand in the way of a turret, and watch Marcus get blown to blits, one arm flying to the left, a leg to the right. That, my friend, is why taking cover is important. That's right - half the time, the only thing standing between you and death is a turned over table, a bit of debris, or something similar (some of these can even be shot up, and where's your cover then?). If you don't want to just randomly spray (hold R while under cover while not holding L), then hold the Left Trigger. Get some shots in, but get back down quick; hold your head up too long, it's bound to come up missing. Let's start with basics. Almost anything can be cover. To get under cover, stand next to an object and press A. Marcus will duck behind it, stand behind the wall, or hide behind it in some way. You can move the left stick in the direction the object goes to move left and right underneath it; press opposite of the object, however, and Marcus will come out from cover, so if you're in a big firefight about to die, don't press the stick opposite of the object (this message brought to you by Common Sense, Inc. =P)! Press R while ducked behind something or while on the corner of a wall to spray bullets randomly. You cannot take injury while doing this (atleast from the enemies you should be aiming at; if one were to flank you, you would still sustain injuries). Press L to bring up the targeting reticule while under cover. Now you can get a good aim on your enemies... but so can they. Be careful. My advice to you (what I usually do, and it *usually* works) is to take aim and fire. Watch your health (the red circle that appears around your reticule). Once it's about half-full, get back under cover! Let the red completely dissolve from your screen, and then come out blasting again. Just to note, A will not always put you behind cover, so be careful. If you are moving and press A, Marcus will likely roll unless you are very close to something that can be used as cover. If you are moving and hold A, he will Roadie Run (remember this, now). And to add on to the Roadie Run: If you are going to try to make it from one bit of cover to the next, and its not within a short distance, its a good idea to Roadie Run, because Marcus crouches and is faster, making you a smaller and quicker target (and therefore harder to hit). Now, what about exiting cover? There are several different ways. When in the correct position to do a specific exit, an icon should appear at the bottom of your screen telling you how to do it. But because I know you're reading this section for the exits, here is the list and how to do them: While on the edge of an object, press Up on the Left Thumbstick and A to swing out from cover and dash forwards. Keep holding A to Roadie Run. This is useful for getting from one bit of cover to the next swiftly and hopefully cleanly. While in the middle of a small object that Marcus is crouched behind, press Up on the Left Thumbstick and A to jump over the object. Simple way to leave, but be warned that you are really exposed when hovering above the object. If in a firefight, its best used if there's cover nearby to quickly get behind. If I am not mistaken, that is everything. Everything about covering. Remember to stay covered as much as possible, as it is a core game mechanic, and ignoring that, you just die to quickly while out in the open to try not to take cover. So if you don't like constantly having to find cover, boo-hoo elsewhere and don't buy this game. Remember, this is not something you can read and master. I can give you tips and whatnot, but to actually master them you have to put them into play. By the end of the First Act (Ashes) you should be comfortable with taking cover. If not, get used pretty damn quick, because you'll need to later! --------------- |Enemies (BAS3) | --------------- This section will be under development. For now, let's go with the quick review of what you will be facing. ///LOCUSTS///////////////////////////////////////////////////////////////////// I cannot tell one from the other, to be honest. There are different types, sure, but they are all nothing special. One or two shotgun blasts at short range does them in, and the Lancer makes short work of them, both at long and short range. Unless you're stupid enough to stand in the open, you should have no problem for the most part. (Their firepower makes them somewhat difficult in groups, however). INSANE: These things can kill you with one punch on Insane. I have admittedly been in situations every now and then where I will shoot a Locust about five times at point-blank range with a shotgun and it not kill a Locust only to have him punch me and I die. Just don't let them get near you, and if they do, get away. Roll away shooting and find cover somewhere else or SOMETHING, just don't stand there trying to shoot (unless they are trying to chainsaw you, of course). ///BOOMERS///////////////////////////////////////////////////////////////////// The big bad baddies. These babies are large, in-charge, and almost as big as Cole. They carry with them the Boomshot, GoW's rocket launcher. In my opinion they are not tough at all. Hit them with a Torque Bow at later episodes from a distance (their size makes them an easy target) to watch them blow. On Casual and Hardcore, two clips with the Lancer will take them down (for the love of God, don't try to chainsaw them, though). Snipers to the head also take them down pretty quick. ///Boomer + Shotgun?/// However, whenever possible, I find it is easiest to use the shotgun on them. I have never died doing this (though I'm smart enough to know when), unlike when I try to use other weapons. Other people may disagree, but hear me out. If the Boomers are your only enemies, this is when it is time to break out the ol' shotgun. If there are other enemies, their Boomshot makes them powerful, so a smart idea would be to take them out first. If you get near the Boomers when they are surrounded by enemies, you will be quickly overwhelmed. If you have decided to get up close and personal with a Boomer, have the Shotgun already in hand. Once you get within a certain proximity of them, they will cease fire. Because of this, if you keep the right distance so they can't melee you, they won't fire on you (or they never have with me)! Hold L and aim for the face. Now give them hell. They should fall with about four shots on Casual, six on Hardcore. If you are fighting two Boomers, they tend to hang pretty close to each other. That being the case, if you're within Shotgun range of one Boomer, the other likely won't shoot at you, either! So take out the first Boomer, then go for his buddy. You're probably already in range. HOWEVER, I am the one who finds this easy for me and the best way to take out Boomers. Others may disagree, but if you find yourself in a particularly tight spot, why not try my method? INSANE: Most of the time I sniped these things on Insane, but if there was just one, I still went for my shotgun tactic, and it still worked just as fine, ignoring the fact that it just took a little longer. Some examples of places where this is perfect is at the gas station in Act 2 and the first Boomer after the Berserker in Act 4. ///KRYLL/////////////////////////////////////////////////////////////////////// I hate these, and you will soon, too. They only appear in Act 2 and 5. They are invincible and cannot be killed (with one exception). They will kill you almost instantly if they touch you. They look like bats, and if you go into the dark, they will instantly be upon you, and you will probably be dead. They do not like the light, so therefore, as long as you are in the light, you will not be attacked. Don't waste ammo on them, as they can't be killed. If you find yourself near light and being attacked by Kryll, you're best bet is to roll for the light. If you are any further than rolling distance, by the time it would take for you to hit the A button, you'll likely be dead. In Act 5, they form a shield for the final boss of the game, General RAAM. These make you hate Kryll even more, for they make a boss that would probably be really easy, really hard. For strategies on that, see the walkthrough for Act 5. In the Chapter "Burnt Rubber" at the end of Act 2, they can be killed. They are killed almost instantly. Relish this, as it is the only time in the game you can actually kill them. INSANE: You might not relish this so much on Insane, with the whole "trying-to- stay-alive" thing going on.... ///REAVERS///////////////////////////////////////////////////////////////////// Not so hard... on Casual. I usually try to unload a few clips on them with the Lancer and not get shot to death by them. They fly, and never come within shotgun distance, so that's about all you can do. Try the Torque Bow. They are easiest killed with the Turret, though you only get one opportunity with that. I've heard that sniping them is an easy way to kill them, as well. Always aim for the Locust riding it, because if you take it out, the whole creature dies. I believe they only appear during Act 5, near the end of it, at that. INSANE: Oh my god, I hated these things on Insane. I've always heard people say to snipe them, but I could not manage to do this because of how much and quickly they move. The torque bow is excellent for taking these down, but considering I never use the Torque Bow, I only pick it up around these areas if I can find them... and I usually can't. I'm going to say it now - and please excuse my language - but the part at the end of Act 5 with the Troikas and Reavers? It's a BITCH to beat. ///WRETCHES AND LUMINOUS WRETCHES////////////////////////////////////////////// So similar, yet so different. ///Wretches/// In my opinion, nothing special. A few bullets with the Lancer or a blast with the Shotgun, and they're toast. No biggie. You can sometimes even get them stuck behind a wall or something for an easy kill. ///Luminous Wretches/// Their brothers are the luminous version of them. When killed with anything except the chainsaw, they explode, so watch out! INSANE: Insane mode update yet again, lol. The Wretches go from a "minor ann- oyance" in Casual and Hardcore to "AAAAAARGH! **** YOU!"'s in Insane. Why? Try to hit kills. And when you can never get in on them faster than they can if they're jumping around your feet, it's an annoyance. On Insane, I found that most of the time if I got slashed once, I was dead. As for the Luminous Wretches - you will grow to despise them so much on Insane. On Casual, they are no big deal; blast them with a shotgun when they are near and that's about it; they're explosions don't hurt. ...that changes on Insane. If they explode underneath you, you blow up. If they explode within a certain proximity of you, that's half your health gone, which means if another one gets in to slash you or you kill another one and it blows up, you might get killed. They are so annoying. I found the best way to kill them was just to take the shotgun and get used to the timing so that one shot will kill them but they are far enough away from you that you can roll out of the way quick enough not to be hurt. If you just absolutely get stuck with these on Insane mode, I might be nice enough to show you how I do it if I have the time, but I ask that hundreds of people don't ask at one time - I'm nice, but I've got work to do and a life outside of GoW. ;) ///BOSSES////////////////////////////////////////////////////////////////////// Bosses will be covered in the chapters you encounter them in. For the.... Berserker (1)... hit CTRL-F and tpye "BERS1" Corpser... hit CTRL-F and type "CRPSR" BERSERKER (2)... hit CTRL-F and type "BERS2" BERSERKER (3)... hit CTRL-F and type "BERS3" GENERAL RAAM... hit CTRL-F and type "GRAAM" --------------- |Weapons (BAS4) | --------------- As this isn't an in-depth guide, there won't be much information here. Just basic info. ///MY PERSONAL SET-UP////////////////////////////////////////////////////////// NOTE: See the important update at the bottom of the page. When I say it's important, I mean it's important. My personal favorite set-up is as follows: Maxed out Bolo Grenades ^ | Shotgun <- ->Lancer | V Magnum Others may disagree and have their own opinions, but this is my reasonings: Shotgun is always handy. If an enemy strays to close, pop it out quickly and blast. This is better than the chainsaw because you don't have to wait for it to rev up, and then you don't lose the rev if shot (therefore, probably killing you in the end). Maxed out Bolo Grenades? Self-explanatory, really. There's only one type of grenade in this game, so why not have them maxed out, since this is the only weapon this slot is used for? Useful when near Locust Emergence Holes, because if you throw one in, the hole seals, and voila, no more Locust to deal with except the ones that have already crawled out. Also useful when you see a group of enemies huddled together.... Magnum? I never use the pistols anyway, so this slot really doesn't matter. The Magnum is just the most powerful pistol in the game (I believe, unless that one pistol with a zoom is more powerful, though off the top of my head, I don't believe it is), and that is why I put it. =P Very rarely do you see me use a pistol. Lancer is simple. It's fairly powerful and quickly reloads, so fast so that there is almost no break in your fire (if you master Active Reloads, that is). It's good at picking off enemies at a fair distance (I use it over the Longshot almost all of the time). And who can't say sawing up Locust with the chainsaw isn't the most fun you'll have in a while (be careful with this, though. It's not smart or at all wise to run into the middle of the battle with a chainsaw! You'll likely be killed before you reach your enemies, and even if you do reach them, by then you will be shot, and being shot starts over your rev. Constant- ly being shot at keeps your chainsaw lowered, and more than likely being about to die, you're screwed)? And that's about it. Other useful weapons are - ///OTHER USEFUL WEAPONS//////////////////////////////////////////////////////// Torque Bow - I only traded my shotgun in for these during the last chapter, though, because they are unbelievably useful against RAAM. To use them, hold R and then release it to fire. If you don't hold down R long enough, the shot will not be powerful enough to penetrate the enemies. Hold down R too long, and the bow will automatically fire the arrow. They explode, so watch out! Longshot - Sniper rifle. I usually avoid it if possible, but that's my preference, because I'm not a sniper person. However, if you are, then by all means go for it! It's really powerful, and almost required for the RAAM fight. Boomshot - Probably useful, I would imagine, considering it's a rocket launch- er, but to be honest, I've never used it. =P These are all my preferences and opinions. I find these the best weapons to use. If you have a fondness for a particular weapon set-up, email me, and I will consider putting it in the FAQ! NOTE - I do not include the Hammer of Dawn because to me, it is a worthless piece of crap. It is only usable at certian points of the game, and even then, it is usually just to kill a Seeder or Berserker or something that requires use of the Hammer of Dawn. Almost always when it is needed, you will find one on the ground somewhere, and I will mention where to get them when the time is needed. So unless I say otherwise, switch out the Hammer of Dawn with a shot- gun (or weapon of your choice) as soon as the enemy that requires it is killed. ///IMPORTANT UPDATE!!!///////////////////////////////////////////////////////// UPDATE: I have now completed the game on Insane difficulty. And let me tell you, if it weren't for the shotgun/sniper combo, I would NOT have been able to complete it. I haven't yet done it, but would imagine this combo would be even better on Casual and Hardcore because they are easier... but after playing Insane, I will be straight up when I say USE THE SHOTGUN/SNIPER COMBO! It makes the game SO much easier on Insane (though not easy by far). ------------------------------- |General Tips and Tricks (BAS5) | ------------------------------- Here you will find all tips and tricks in this game that apply to more than one area or apply more than once. It will be updated as emails are sent in or I come aware of them in some way or another. And better yet, it is finally organized! =P ///WEAPON RELATED////////////////////////////////////////////////////////////// Always aim for the head. The head kills faster than any other body part. With most locusts, a head shot with the Longshot is a one hit kill! Master Active Reloading. It is ESSENTIAL. It is also really easy. To do it, as soon as you hit the right bumper, look underneath your ammo guage. You will see a bar with a slider. When the little slider thing hits the white, press R again. If you do it enough with certain weapons, you may memorize when to hit it without looking at the bar. However, it doesn't take much to glance up there for the split-second it takes when you need to reload, and it helps out a lot. You should quickly get a grip on it, and probably never miss it afterwards. Be smart about the chain saw. I usually only use it if I am sneaking up on an enemy, or an enemy is sneaking up on me when I am shotgun-less. If you try to run into the middle of a firefight with the intent of chainsawing someone, think again. Throughout most of the game, you will most likely have a shotgun. If an enemy runs up to you but takes cover on the other side of your cover, whip out that shotgun (something I usually do if I see an enemy approaching, anyway) and press L. If you look down, you can aim directly at the enemy, and usually kill him with one shot. Sometimes you've got to wonder what these AI programmers are doing at their jobs, I swear.... See the Note in the Weapons section for the Hammer of Dawn. This is extremely useful. More firepower, man! Speaking of firepower, do not hesitate to use bullets. Never save ammunition unless it is mentioned, like saving Torque bows for RAAM or something. Usually you can spray everywhere without worry, because ammo pick-ups are plentiful. ///ENEMY RELATED/////////////////////////////////////////////////////////////// Keep in mind my Boomer tip if you just can't kill the Boomers. I find it useful, and I always have - even when I was a noob at this game (and I still sort of am). So it doesn't take a master to pull it off! I really don't see the point of shooting Berserkers when they glow red (the only time they are vulnerable to normal firepower), as they unglow and become invincible again very quickly - usually quick enough that you can't finish them off. There's no point in not just using the Hammer of Dawn again as soon as it recharges. When fighting RAAM, remember this: RAAM is a pimp, and you are his bitch. He can and will push him around, so the easiest way to win without glitching him is to just take him out from a distance with the Longshot. ///OTHER/////////////////////////////////////////////////////////////////////// Always plan ahead! Flank your enemies! Plan a route that puts you in a better position than your enemies! And if you can't do none of that, move with the cover and advance on your enemies, and don't let them overpower you! If you can't beat it your first time through, try playing it on a lower difficulty, and beat that first. Even on the lowest difficulty, the game is pretty hard, so don't hesitate to ask for help. Find someone willing to co-op the first few chapters with you and teach you the ropes if you can't seem to do it for yourself. If you need help, I can help you the best I can on co-op if I'm free. See "Contacting the Author" for more details. When in a fight, always Roadie Run and roll. That way it will give your enemies a smaller and swifter target, and you will most likely not be hit. /////////////////////////////////////////////////////////////////////////////// That's all I can think of at the moment. I will constantly be adding these as I discover them, so check back often! E-mail me if you have a tip you think should belong here! ----------------------------------------------------------------------------- |ACT ONE (A1) | ----------------------------------------------------------------------------- --------------------- |Ashes Overview (A11) | --------------------- So, we're finally getting into the game! Yay for us! If you've read every- thing above, you're already well set to get into the game, so let's go! You play as Marcus Fenix. At the start of the game, you are in a prison. Why? Marcus is an inmate! A man named Dom releases you from the cell and tells you that you're back in the army. "...Shit." Through this chapter, you will fight your way through a bunch of buildings and a few outside locations. This chapter is nothing special, really. At the start of the chapter, your squad hunts for Alpha squad, and continues to do so throughout the chapter. You meet up with the famous "Cole Train" pretty early on, but it's not to the end of the chapter that you meet up with the rest of Alpha squad. This chapter ends in a boss fight, a pretty easy one, but against a pretty cool monster, if I do say so myself. Also, the lenghty cut- scene before the last chapter is pretty cool, in my opinion. If you care about the story, you're not skipping cutscenes (X button) anyway, but if you are skipping scenes, you might want to not skip that one. It's pretty cool. Anyway, on with the walkthrough.... --------------------------- |14 Years After E-Day (A12) | --------------------------- Finally, we begin with the game. Almost as soon as you exit the cell, you will be given a choice. Go straight with the fight, or take the tutorial. If it's you're first time through, you might want to take the tutorial. It will allow you to practice almost everything you've just read. If it is not your first time through, or you are feeling confident, proceed straight to the fight. Either way, upon exiting the hall Dom blocked, you will be in a big room. Head almost directly north and you will see something red on a wall. Look under- neath it for the first set of Cog tags (CT1). This is where this guide splits. ///LEFT PATH - STRAIGHT INTO THE FIGHT///////////////////////////////////////// If you picked the left path, after listening to the various Com transmissions and picking up the Cog tags, look to the left of where you came into the big room. There will be a door; press X to kick it open (scary!). Then immediately roadie run straight forward from the exit of the room with the hanging bodies. You should come to a low wall with two roof-holder-uppers (I forgot the name of them, sorry, but if anyone would care to email that to me I would appreciate it!). Take cover behind it. Two enemies should appear from the north, but on any difficulty, they should be no problem if you know when to pop up and fire and when to take cover. If they get too close for comfort, try your best to melee them. You have no shotgun or chainsaw at this moment. Pick up the four grenades as instructed and proceed into the next room. You will find many the enemy in this room.... Take cover immediately. No real strategy to this room, just pop out and shoot when your health is full. If you find yourself being injured even when taking cover and not shooting, you're probably in a bad position; some enemy has moved around the room so that they can see you even behind that wall. If they do this, quickly find new cover. Once you kill them all, Dom will say, "Let's get some ammo." If you need ammo, quickly get over to the ammo box underneath the hanging bodies. If not, then get behind one of the short walls facing the door. Soon, you'll hear a Locust laugh, and you'll see orange sparks around the edges of the door. Equip a grenade, and take aim, and hold down R, but DO NOT LET IT GO! You will have to find the right timing for this; I can usually get them all in one grenade by throwing a grenade about the time the door opens. Even if you take none of them out, switch to your gun and start blasting. It won't take long to kill them. When Dom says, "Let's get out of here!", don't follow him. Head towards the hanging bodies and face towards the door of the exit. Turn around 180 degrees and head straight until you reach a brown brick wall that Marcus will stand behind (instead of duck) if you press A next to it. When you head around that wall and go straight, you will see a table turned on its sides to your right. If you look right from the ammo box, you will see an ammo crate. Near this crate is the second Cog tag (CT2). Now head outside. NOTE: When the Locusts bust through the door, it seems like Dom always dies with me. Maybe he doesn't always, but everytime I've played it, he has. This leads me to believe that he's supposed to die so you can get the message saying that you can revive downed allies by standing over them and pressing X (a use- ful lesson, so don't let it slip your mind!). As soon as you exit, head up the stairs to your left. Immediately turn left at the top of the stairs. There you should see another Cog tag (CT3). Now pick off the enemies however you see fit. I personally like to take cover behind the small wall to the direct right of the door leading outside and pick off all of the enemies from there. Once that is completed, head listen to the radio chatter, but head north. The Raiven will soon fly over you and land. The gate will fall down. As soon as you touch that gate, a cutscene ensues. Chapter 1 of Act 1 completed, and if you were playing Co-op, you should now have the Dom- Curious Achievement. ///RIGHT PATH - TUTORIAL/////////////////////////////////////////////////////// After the radio chatter, head up the stairs to the right. You will be prompted to hit the button on the desk; it's not hard to miss. Do so, and proceed through the now open door. To open the next door, you will have to shoot the two small boxes with orange lights on them. One is right next to the door; the other is across the room directly to the left of the door. Take aim with L and shoot it. The door should now be open. Proceed into it. In this room are a bunch of small walls you can take cover behind. Have fun with that in here. When you're through, kick open the door on the other end of the room and pro- ceed through it. Follow the path forward and through a doorway on your right. Immediately head forward and take cover; my favorite place is the only low wall you can crouch behind. ...in fact, it's almost the only place. =P If this is your first time through, you might die a few times here. No worries. just load your last checkpoint. It's really not that hard, and there's no strateg- ies, really, except pop and shoot. Never let your health get too red. If he get too close for comfort, try to melee him, as you have no shotgun or chain- saw yet. This next part is a roadie run tutorial. Hit the switch on the wall inside the small building, and hold A to run forward before the door closes on you. In this room is a "scary" surprise. Go out the door and down the stairs to your right. Go through the door at the bottom and pile up on grenades. In the next room, you can play with them if you want, but in my opinion its easier to shoot them. Do whatever you want, just take cover and dispose of them all, and then follow the path right and down the stairs. NOTE: This is the same room you were in with the hole throw a grenade at the door thing above. Its the same thing as above, so follow it from mid-second paragraph down. Kill all the enemies, and don't forget to grab the Cog tag in the room. Head outside, grab the Cog tag up the stairs and to the left, take cover, and take out everyone in this room. Nothing complicated. Watch the last cutscene to finish this easy mission. INSANE NOTES ...well... not much to say here. I was surprised when I didn't die once during this act on my first playthrough. Just remember if this is your first time through Insane: YOU HAVE LESS HEALTH, AND YOUR ENEMIES HAVE MORE! So stay down! --------------------- | Trial by Fire {A13) | --------------------- After the lengthy cutscene, take cover behind the sandbags. I don't even think you have to fire at the incoming Locusts, as the chopper takes them out. If you want to shoot them, go ahead, though. After they are all dead, head up the stairs. Head through the door at the top, and make your way left into the next open area. Take cover behind the broken square (the second wall you see from exiting the hallway). Now pick off all the enemies that appear; it's not too hard, and if any get close, make them eat chainsaw. Speaking of which, if this is your first time through the game and you are playing Casual, now is a good time to test out the chainsaw. =P After killing everyone, if you remained in the position I told you to get in, hop over the short wall and then the next one. You should see a set of Cog Tags(CT4) on the ground. Pick them up; they are mentioned by one of your team- mates (and if you moved from where I told you to take cover, do NOT go up the steps, they are down in that small courtyard like thing; they are not hard to find). Now proceed up the next steps. Learn to love that short cutscene; if you die here a lot like I do (for some reason :S), you will watch it a lot - it is not skippable. NOTE: Pick up the grenades and ammo boxes if you need them. By now, I should not have to baby you; if you come across ammunition of some sort, check your ammo for your various guns and grenades, and if you need them, pick you up. I can't say, "Pick up this ammo box and that one, as by now you are low on ammo" because you may have better accuracy than I do and not need as much ammo, or you may need a ****-load more! So remember, come across an ammo box, check your ammo and pick it up if needed! Your teammates will tell you to flank the Grubs. Do exactly that. Start by taking cover behind the first pillar (the one with a small ammo box in front of it, to the left of the small wall most of your teammates will probably hide behind). Make your way around the pillar and to the next one. Looking around the corner, there is probably a Grub there. If there is, shoot him, and if not then don't! On harder difficulties, if the going gets rough, try to hide behind the pillars, but if they advance on you too much, by all means get the **** up out there and find some better cover a longer distance away! This is also a sort-of tutorial for Locust-holes. Basically, a locust-hole is a hole in the ground that can appear anywhere. Most of the times when you are outdoors, there is a a Locust-hole somewhere. If you chunk a grenade in it, it will close it up and stop the enemies prematurely, so yes, it can sometimes make the game easier. However, sometimes it is almost suicide to attempt to get up close enough to the hole to get a good aim on it, and should only be attempted in places where I tell you too (unless things get really desperate for you and you just can't beat an area). In this area, on Casual mode, go ahead and try to plug it if you want to (remember that the grenade has to go inside of the hole for it to close up, so look for the small blue circle on the end of the grenaes trajectory to see if the grenade is going to bounce some- where besides the hole. On Hardcore, I found it easier to just pick off the enemies from a distance with a Lancer, because the Locust will probably be hanging around near the hole, and will tear you up before you get a chance to plug the hole. However, if you just can't beat it and are getting desperate, you can try one of two things: A, fall back, and make your enemies come to you, picking them off with the Lancer, but remembering to duck NO MATTER WHAT if your health gets in the red, or B, try to plug the Locust-hole somehow. Of course, A is recommended, but it is your game, so do whatever you like. After killing all of the Locusts, head left of the Emergence hole. You will see a white collapsed pillar. Behind it is a box. To the left of that box is what looks like an open gate or something (to me) because of the two walls with the opening in the middle. Straight up from that opening is a small wall. This is my preferred cover for this part. Shoot them from afar if possible, and if they decide to get close, chainsaw them. Sometimes they will try to flank you; if this happens, chainsaw them before they get a chance. If you die here, I believe you have to start over from the staircase, so try not to die - it will get annoying! After killing them all, head directly north. There will be a bridge. Head over it; at the broken segment, press Y to see some Cog bodies. You will see a door that you can't go through; you have to wait for everyone to stop talking before Kim will open the door. Once he does, head inside. Hide behind the first small wall thing you see. It is a diagonal wall (by that I mean it is not facing perfectly left, right, up, or down from the entrance). Shoot everyone; usually they hide behind the pillars. When you here the Emergence hole, run to it (you will probably see the statue above it collapse) and plug it quickly and then hastily get back undercover to take out any remaining enemies. After eliminating everyone, head north from the first Emergence hole to go around the pillar. Try to plug the hole, something not too hard if you hide behind the short wall. Remain here and hide behind one of the two pillars be- hind you and take out any Locusts that climbed out of the hole. After eliminating them, don't head outside yet; look directly left of the exit to find another set of Cog Tags (CT5). Now you can go outside. Follow the steps, and head north towards the bodies. There are no surprises; just a cutscene when you reach them. That's the second chapter completed! INSANE NOTES Yeah... I surprisingly didn't die here either. I almost did, though. Flank them, but do what I did - if you see one coming towards you, RUN! It's kind of stupid, but a shotgun blast at point-blank range won't kill Locusts sometimes, but a punch from them will... so keep that in mind. Don't EVER let them get near you on Insane, or you WILL die! When the first Locust hole appeared, I plugged it with a grenade fairly easily by running up to it, chunking a grenade and ducking behind the first thing I could. Just be careful. ----------------------- |Fish In A Barrel (A14) | ----------------------- You are now facing your first Troika (a manned machine gun that will literally rip you to shreds if you let it). Excited? Happy? Nervous? Probably a mix- ture. Let me go ahead and say that, once again, flanking makes taking out the Troika a lot easier. And to that, just head to the right passageway instead of the left (the one the Troika is on). It is blocked, but a small passage allows you back to the left passageway right before it is blocked. Therefore, you can take out the Troika easily with your Lancer by simply shooting him (but fairly quickly, as he is not afraid to turn that Troika on you!). Take out all of his little buddies, too. Heading north, there will be more enemies. You have two choices here: A, try to lead them back towards the Troika, man it, and use that, or B, flank them. Either way works fine, but the easiest one for me B. To do that, look for a small passage on the right and head down it, head down to the end of the pass- age (into this courtyard where a big fight will soon occur) and back around behind the enemies. Shoot, shoot, shoot, and when you kill them all, head back where you came from (as in to the courtyard I just mentioned the fight). If you did not understand that, let me make it simple: after eliminating every- one, head directly north from where you started from. It will lead out to a courtyard. Can't get much simpler than that! Now, you see that big circular thing with a statue in a middle (can't miss it, it's the only thing like it in the area)? Get inside of it, and take cover. Pick up the grenades if you need them (they regenerate) because if you follow my strategy, you will need them! There are four Locust holes that (except the fourth one) seem to appear in a random order (atleast they do for me). If they don't, fine and dandy, if they do, then that is why this section is here. The four holes are: 1. Facing where you came from, directly left of the left-most passage (what would be the right coming from where the Chapter started). 2. Facing where you came from, in between the two passages. 3. Facing where you came from, to the right of the right-most passage (what would be the left coming from where the Chapter started). 4. Facing where you will leave (turn directly around from where you came from, and look north-east). There's nothing to say here but TRY TO PLUG THE EMERGENCE HOLES! Makes it a LOT easier! Take careful aim and chunk a grenade. Otherwise, you have a lot of enemies to kill here! For the first three holes, it's best to stay in the circle thing, but for the last one, it seems easier to me to get out and hide behind all of the chunks of wall scattered about (though people's opinions differ; if you die here, try staying in the circle, or mayhaps try somewhere else). There is a Cog Tag in this location (CT6), although I am not 100% sure I've got the location right. I know there is one in this area, though, and I apologize if I have the wrong location. Just look and do not start the next chapter by leaving the area! I believe it is northwest of the circle thing (facing away from the way you came into the area) near some grenades. Head over that way and pick the grenades up (you will probably be low) and there should be a Cog Tag nearby. After picking up the Cog Tag, head towards the exit. Not much here except for what I believe is a funny quote. "I use to have nightmares about those things when I was a kid." "Shit.... I still do." This starts the next chapter. INSANE NOTES I hated this part.... The part facing off against the Troika was easy, just flank him. The courtyard section wasn't nearly as easy. My advice? Cross your fingers. After sealing two holes with grenades, I hid behind the little wall in between the two long roads you came from (look in that direction in the middle; you'll probably see what I'm talking about). It made it easier (on the holes that came from far away; use your common sense, people!). ----------------------- |Fork In The Road (A15) | ----------------------- You will immediately have to split up in this chapter. Let me say this: the left path, in my opinion, is by far the easiest. I, for some reason, have never made it through the right. That is why I recommend that you pick the left path and stick with it, as I will not do a strategy for the right path. Feel free to pick it, if you wish, for they both converge again at the same room (and I will mention it where they do). If anyone would like to write a small FAQ for the right path and email it to me, I will edit it into the FAQ; otherwise, stick with the left path. Follow it up to the doorway. Take cover to the left or right of the door; my preference is the right. They have the height advantage on you here, but for some reason, in my experiences, they don't want to use it; they will come charging down at you. If they do, chainsaw them. Otherwise, I can't really tell you anything to do other than shoot and take cover before you get shot up. The next room will likely be empty if all the locusts decided to run down into that little pathway thing. If not, hide behind a couch and shoot! Before you move on, do your pals on the right path a favor and shoot through the boarded window and kill the Locust manning the Troika. Follow through the... bathroom? and press the button on the wall to proceed into the next room, which is the room you meet up in. Now, instead of trying to attack the Troika head on, what do we do, kids? That's right, flank his ass! You have been listening! Roadie run directly ahead of the door you just left. Pick up the ammo box if you need it and head out the door to your left at the end. Head north out this door and take cover behind the big round thing (that looks to me like a very large propane tank). Let your health recharge if you were shot up, and then duck around it and head directly north again, towards the door. Kick it open, and run upstairs. If the guy up here doesn't notice me, I like to chainsaw him. No matter how you do it, kill him, and then kill the Locust manning the Troika (who will probably hop off of it when you start shooting at him) from the window. Upon killing him, head out the door and take cover behind where- ever seems the smartest based off of the enemies' locations and wrap it up. When you think you've killed everyone, you haven't. More locust appear. The game tells you to man the turret; do so, and pick off everyone. You can zoom in a little bit by holding down L. There will usually be some Locusts who do the very smart thing of taking cover behind the small windows of the small hallway you followed before you took out the guy manning the Troika earlier. If this happens, I find it much easier just to get off the Troika and run up to them to take them out. At any rate, once you kill everyone from that Emergence Hole, head back up to the Troika and look behind it. You will see a door, and in a few minutes a Locust will kick it open. Kill it (I chainsawed him when he kicked it open on Hardcore, but on Casual I just stood near the Troika and opened fire when I saw him). Proceed down the next hallway and kick the door open. Proceed through it, and say hello to the next chapter. INSANE NOTES This part really wasn't that fun, either, but I managed.... In fact, I did the exact same thing as is mentioned in the normal walkthrough, so just have at it. ------------------ |Knock Knock (A16) | ------------------ Proceed down this long hallway (long only because you haVE TO ****IN' WALK DOWN IT!!!!) and kick open the door when you can. Now time to nab the next Cog Tag (CT7). To get it, head from the door towards what I assume is a little ticket stand (or one of those things you have to pay to get by on highways) and then head slightly northwest from that. Let me correct myself; directly northwest from that. You should run right in to a van with a red GoW symbol on it; look around the van for the tags. Now, from the van, head northeast towards the northernmost sandbags on this side (head here from the Checkpoint, too, if you die). When the guy from the middle door appears, try to shoot him before the guy in the rightmost door appears. Basically, here is a map: -------------------------------------------------------------------- / | | | | \ /\_____| |______| |______/\ / TROIKA GUY TO KILL BEFORE... HE APPEARS \ / \ / \ Crude drawing... but you should get the point. If you don't kill him, don't worry, although you may be near dead if you haven't killed him yet. You can probably kill the Locust that appears on the right from the position you are in. Run through the door (the rightmost one both in the game and on the map). As soon as you enter, head left and take cover behind the small wall. You probably won't see it but you will hear an Emergence Hole appear. Try to plug it if you want, otherwise shoot all of the enemies. This wall you are behind should be effecient enough, but if it's not cutting it, hop over the wall and try somewhere else. Head north (to your left should be the middle door; check here, because sometimes it will turn out that you didn't kill this Grunt or another one will take its place; it will usually kill you if you miss it and proceed forwards). Head north pass the Emergece Hole and look left. Chainsaw the guy on the Troika if you can (or in some way, kill him, doi). Now hop over the sandbags in front of the Troika and watch the cutscene. After the cutscene, turn around. You are now, facing away from the entrance (from the hall where you were forced to walk) on the left side of the area. Head down the steps; you should see a set of sandbags with two sets and direct- ly behind it more sandbags but with three sets. Take cover behind these. Shoot anything and everything that moves, and once again chainsaw if someone gets too close. Other than that, there's not much strategy to this section, as if you keep heavy fire on te Locusts, they probably can't advance enough to flank you (if they do, of course, move). After killing everyone, a "Point-of-Interest" icon will appear on your screen and you will hear a Locust scream. A door that was previously closed is now open; take cover and take out! As soon as you hear that little guitar sound thing that means you've killed everyone, head outside, find a shotgun, and switch out your non-lancer for it. There were atleast three Locusts I believe in this fight with a shotgun; find their weapons and pick up their ammo. You are now ready to proceed to the next chapter. INSANE NOTES I didn't have nearly as much trouble with this as I thought I would have. Whatever. I did everything the exact same, except for after the cutscene you watch after killing the Troika that involves a sniper, at that part I just stayed back further. ------------- |Hammer (A17) | ------------- This section actually starts a little later, but it made sense to cut off the last chapter where I did. So meh; sue me. Anyway, head back inside the building from your shotgun hunt and to the left. A previously closed door is now open. Head inside it; to your right is some stairs that, of course, you must walk up. As soon as you get to the overhang (where you can see Cole shooting out with Locusts below you) turn right. There is another locked door that you must wait for Kim to open. In the meantime, take cover next to the door (as I don't believe he'll open it until everyone is dead if you don't stand near it, but I may be wrong) and shoot people until the door is open. When it is, head downstairs, out to the left, revive Cole if he died (which is extremely likely on anything other than Casual) and finish every last thing in the room that moves off. Head back into the staircase-hallway thing-ma-bob and to the left, which will lead you up to an overhang on the opposite side of where you came into the room. Up these steps and to the left, on your right in the middle of the room is yet another door Kim must open before you can proceed (you can kick open any other ***damn door in this game but these... ohhh, no! Make us ****in' wait!). Let us all hope that in GoW2, Marcus gets his $20. XD Head into the hallway and to the right. OMFG did you see that?! What was it? Annoying little buggers called Wretches is what it was. The Wretches are GoW's answer to Halo's... um... (it's been so long since I played the Halos!) Grunts. Small in stature, they blindly run towards you to attack you. This is where the shotgun will come in handy, so equip it. You will hit a checkpoint, and will be introduced to Jack who will have to open the door. While he cuts it open, you must defend him. They will first come from the end of the hall opp- osite of Jack. Head down about halfway down there and blast any Wretch who gets too close. After a few of them are killed, they will come from the hole that blocks the hallway near Jack. Head up there quick, or Jack might die!!! (That's a joke, by the way, considering your objective is to "Protect Jack" and he... you know... CAN'T FREAKIN' DIE!) Anyway, once you are up there, blast any Wretch who gets too close. Funny how they seem to concentrate on attacking solely you, even though there are plenty of other humans shooting them, isn't it? When all the Wretches are dead, head down the hallway on the end where the Wretches first appeared and look for another Cog Tag (CT8). The door is now open so proceed through it. Directly north of the entrance (in front of the first window on the right of the door you will soon leave from) is an ammo box and a weapon that looks to me a bit like a pistol, though you must replace one of your two bigger weapons for it. Switch your shotgun for it, but don't expect to have it too long. This new weapon is the Hammer of Dawn, the strongest weapon damage-wise in GoW. It's not really a gun, more so a reticule. Basically, you aim at something and let it lock on to get a satellite to basically, as Carlos Mencia says, blow **** up. However, it is a weapon that can NOT be used at any time you want to, only when the game lets you. And this brings me to the golden rule of the HoD: WHEN THE GAME LETS YOU, YOU WILL FIND ONE NEARBY! That means after you use the HoD, switch it back for whatever weapon you replaced it with and carry on, because the next time you need it, you will find one nearby! Now, when you have the HoD in your possession, stand in the corner between the first window and the door right in front of the HoD. You can see the Seeder from here! Target it, and you can actually kill it before you can even go out- side! Another benefit of this is that you can not be hit by the little things that it spits out that home in and you and blow up! After it dies, switch out your weapon for the shotgun and go outside. Wait for the bridge to be lowered by Kim if it is not already. Cross over it with your shotgun and pick off Locust or stay on your side of the bridge and pick them off with the Lancer. NOTE: To make this one of the easiest parts of the game, as soon as you go out- side have your grenades equipped. Aim for the open part of the wall on the other side of the bridge and chunk one. If you are semi-lucky or are a good aim, you will take out any Locusts crawling out of the hole and plug it! Head right towards the giant hole the Seeder crawled out of. There are a few ammo boxes around here. Pick them up if you want and head around the "U." There is *sigh* yet ANOTHER door you must wait for Kim to open here.... To save myself pointless discriptions, keep heading north until you see a Seed- er below you. Look directly right; there is an ammo box and the Hammer of Dawn here. Switch out your shotgun for the HoD, take aim, fire twice, kill the Seeder, and switch back the HoD for the shotgun. If any Wretches decide to join the fight, give them a good punch (B). Most of the time, atleast on Casual, the Wretches will fall with a good whack. If on a harder difficulty and the Wretches kill you, just don't be so hasty in your switch for the HoD. Use the shotgun to take out any Wretches first and then switch for the HoD and take out the Seeder (just don't forget to switch back!). On Casual, your teammates may take out all the enemies other than the Seeder for you! On anything harder, pick a path and head down it with the shotgun, blasting. Wretches will drop on you. Try to take cover if your health gets too low. The right side is easier for me, but that's out of habit (I don't believe I've ever took the left side - but it's just that way; take a path more than twice on various playthroughs and for some reason somehow it seems that that path's easier, even though it may or may not be). Anyway, head through the door once it is open. You must take the stairs to the left. There will be two Wretches at the bottom so have your shotgun ready. There are some grenades on the right side of this hallway if needed. Proceed through the hallway until you come across the Seeder you just killed. Head to the left of it and through this hallway. When you enter what I call the church take cover not behind the overturned bench or table or whatever it is but be- hind the first row of seats. Use your Lancer until someone gets too close, in which case switch to the shotgun. There are a few Wretches mixed in with the normal Grunts here. Head up the stairs, through the door, and down the stairs. Here you will stumble upon Rojas's body. Greusome. Back to the stairs and still facing Ro- jas, look to your right. There is a small gap in the wall concealing some Cog Tags (CT9). To the left of Rojas body is *sighs heavily* ANOTHER FREAKIN' DOOR THAT YOU HAVE TO WAIT FOR KIM'S SLOW ASS TO OPEN (perhaps I'm impatient?)! Once it is (finally) opened, head through it. I actually believe I passed the last chap- ter, so I'll leave you with my slow-Kim rant above. =) INSANE NOTES: Do the exact same thing as the walkthrough says. Just on the second Seeder, remember the Wretches. ------------ |Wrath (A18) | ------------ After the room with Rojas's body, head up the stairs and around the statue into a couch-littered room. I could easily shotgun anyone in this room, but if you die, by now you should know the drill. After killing everyone, look at the ground right before the exit to the outside ledge. There should be a HoD on the ground; switch out your shotgun for the HoD. Now take cover on the first short wall. You should barely see the Seeder, but you are free from fire here. Kill it and switch the HoD back for your shotgun. Now head back inside. To the right of where you came into the room (before you took out the Seeder; that entrance) there will be a couch and a blocked door. Take cover behind the couch and wait for the door to open. Take out anything and everything inside; I used the shotgun and passed it fairly easily. After everything that moves moves no longer, proceed down the hallway to your right and over the rubble blocking the path. "Alpha, we have visuals on your location." "We would like to have your AMMO on our location right now!" Lol. Anyway, proceed onwards down the hall. When you reach the next check- point, take cover immediately behind the nearest desk. Use the same Lancer-at- a-medium-to-long-distance-and-shotgun-at-close-range strategy we've been using to get by this part (this applies for the hallway you proceed down after the room full of desks, as well). Proceed down the aftermentioned hallway and shoot everything. Hell, shoot the wall a few good times if it makes you feel better. =P To the right is an ammo box if needed. When you hit the checkpoint, you should be in or near a hall with a Troika. Of course, we're going to flank it. To the immediate right of the entrance of the hallway with the Troika is another hallway (sorry if this FAQ ever gets confusing, but hell, what am I supposed to say? They're all hallways!). Proceed into it armed with the shotgun. In this next room are several Wretches and a few Grunts. Kill everything with the shot gun and proceed down the stairs at the other end of the hall. Take a left. I like to chainsaw him if he doesn't notice me, but don't be stupid; if he turns around at any point, get out that shotgun and make him eat led! Now, hop on the Troika. You are about to be attacked by Wretches. They are nothing special; aim for the ones on the ground. Your teammates will get most of the ones on the roof, and the ones they miss will probably fall in your line of fire (and if not, your teammates will probably get it, but if they don't and you start dying, get off the Troika and get your shotgun!). Once they stop coming, you can now head down the hall to the right of the Troika. At the end of this hall is an ammo box to the right and another long-ass hall to the left. Of course, the long-ass hall is the one you have to go down, but luckily there are no enemies (though this hall will be hated if you keep dying, because you will be constantly going down this hall). Head down the steps, pass the pic- ture, and down more steps, and take cover. Now head down the hallway to your left to flank them, but otherwise, you're following the same procedure as al- ways here. If you flanked left, you will have probably took cover behind the low wall on the first right. Across from this is a set of steps that you must walk up. In this next giant room of what I suppose is a court room you must walk across. Do so and head up the stairs. You will see a Locust on a Troika. He will never turn around unless you shoot him so you can almost always chainsaw him if you wish. Now this next section you can do whatever you want to kill all the enemies on ground. You will probably not be hurt. You can man the Troika, pick them off with the Lancer, or pick them off with the HoD, what I usually do. To find the HoD, look for the body to the right of the guy you just killed and you should find it. However note that you can not get your shotgun back when you pick this up; however, you don't need to.... For a quick explanation: When you kill everyone, a cutscene appears that, to leave out spoilers, moves you to a different location. However, you HAVE to use the HoD for that sequence, too. That is why you shouldn't fret about losing your shotgun. Even if there were a shotgun to switch to at the end of that level, you will be re- located again as soon as you kill all of the enemies. You will now start the next Act with a Lancer and Hammer of Dawn if following my FAQ. You will soon (very very soon) stumble across a dead body with a shotgun in front of it. Switch out the HoD for this shotgun with full ammo! Anyway, once you kill everyone, a very lengthy, very cool (in my opinion) cut- scene starts. You will then start the next chapter.... ISANE NOTES Again, same as the normal walkthrough. The little flying things at the end are now one hit kills, so be careful of them. I used the HoD for the end. ----------------- |China Shop (A19) | ----------------- ///BOSS!/////////////////////////////////////////////////////////////////////// ////////BERSERKER - BERS1////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// Before we start this basically boss strategy (as this is all this level is), let me say this: from where you start, head straight forward and turn the corner to the right. You will not be massacred (poor guy, R.I.P. :`( - he was too young)! There is a Cog Tag (CT10) here, and you should now get an Achieve- ment if following this FAQ from start to finish. Now head out into the other hallway. Head forward, head forward.... When the Berserker bursts out of the wall and you get a checkpoint, you know you are heading the right way. But before we get into the fight, let us all learn something about Berserkers. They can only be killed with the Hammer of Dawn. There will always be one nearby, except for on the last Berserker fight. They take two blasts to kill. When running towards you, they will kill you instantly if they touch you, so always roll out of the way! They supposedly can "smell" you, although I've never had one locate me before from smell, and I was standing right next to it.... They find you by your noise. If you walk, they will not find you. If you run, either Roadie or normal, they will find you. If you are far enough away from one so that it does not hear you running, take a pistol and shoot it to draw its attention. Now that all of that is out of the way, let's proceed with what you should do.... After it bursts through the wall, look right. There should be a door around here. You're first task is to lure the Berserker into this door. Not much of a problem; just get there quick, and shoot at the Berserker with a pistol until it follows you in there. Wasn't hard, was it? Now, Roadie Run directly north of that door. Just get to the other end and turn around. If the Berserker isn't running towards you, shoot it until it is. Hold your ground at that wall, and get it to run towards you. When it is near hitting you, jump out of the way. It will not hit you, but it will hit the wall and tear it down. Now head through here and lure the Berserker in here. Your task is now the same as before, but with a smaller room. After going through this door, DON'T LURE THE BERSERKER IN YET! Go to the door that you are about to have to have it burst through, and look left. You should see a set of Cog Tags (CT11). NOW lure the Berserker in here and have it burst through the door. Head outside... finally, with the Hammer of Dawn, you can kill it. BUT NOT YET! From the exit outside, head left, and keep heading in this gen- eral direction. I'm sad to say that I already picked up all of the Cog Tags, so I don't remember exactly where it is, but it is a good bit down the wall here and hidden behind one of these square-shaped objects. It shouldn't be too hard to find, and you do have about six minutes to stumble upon the last Cog Tag (CT12) in Act 1. After picking it up, it's a simple matter of targeting the Berserker with the Hammer of Dawn twice, a task that I don't think is very hard. The best time to aim is after it runs into something and is temporarily stunned, or anytime it stands still in general. You now have completed Act 1. INSANE NOTES I died a lot during this... I don't know why. It's exactly the same, so just follow the guide, but REMEMBER THIS! It now takes three bursts with the HoD to kill the Berserker, so don't cut off the beam halfway through the second burst like I did, expecting her to die! Keep the beam going until it needs to recharge, and then blast her a third time! ----------------------------------------------------------------------------- |ACT TWO (A2) | ----------------------------------------------------------------------------- ------------------------- |Nightfall Overview (A21) | ------------------------- To pretty much sum up the goals of this chapter, at first Dom says to get to the Stranded Outpost. Once here, you will find out that one of the Stranded owes Dom a favor, and he's about to hand it in in the form of Marcus and Co. borrowing his Junker, a giant vehicle. In this chapter, you will proceed to- wards the Junker and try to obtain it, drive it (for one Chapter - the only time in the game), and then end the Chapter with a huge shoot-out! You are introduced to two new enemies in this Chapter: Boomers and Kryll. Boomers are large large Locusts that carry Boomshots and have a load of health. Kryll are just annoying sons of *****es. Throughout the chapter, you must shoot propane tanks to procede through the level. If you don't, the Kryll will soon eat you alive. Remember something for this Act - IF IT'S DARK, DON'T STAND IN IT! IF IT'S LIGHT, STAND THE HELL OUT OF IT! Remember that and you should do okay. Other than that, standard procedure. --------------------- |Tick Tick Boom (A22) | --------------------- As soon as the chapter starts and you gain control of Marcus, run forward and hop over the low wall. As you come to the first corner and turn right, there will be a dead body on the ground. Next to this body is a shotgun with full ammo. Anya tells you the Hammer of Dawn is offline, so you might as well switch it out for something useful now. Pick it up, and head forward. Marcus will now inform the group that they have to split in two.... Really, it doesn't matter much, although many people will say the right path is easier. Either way, they both come out at the same place, so pick whichever you prefer. ///LEFT PATH/////////////////////////////////////////////////////////////////// Keep heading forward on your path until you see an opening in the wall on the left. Go inside here. In the little closet like thing inside is some grenades if you need them. When he says something about trying to find another way inside the building, wait for the cutscene to start. I believe it starts when Dom and co. gets up the stairs and get inside on their path. Watch the cut- scene, and read up on Boomers in the enemy section if you want. Here's how I beat it - throw one or two grenades, bust out the shotgun, and make him eat lead. If you don't want to do that, try to find a good place to take cover and start blasting with a Lancer (as its really your only option left). I hate the Boomshot, and I really wouldn't recommend picking it up (feel free to do so if you wish). When the Boomers appeared, they blew a hole in the wall. After killing them both, head through this wall that they blew open. It is a hallway; head down it until you can't go down it anymore. You'll see a Corpser. You don't have to fight it until Act 3, if that's even the same Corpser. Anywho, head down the path to the left of the giant Emergance Hole (with the Corpser) and you will enter a large room with a lot of low walls. Heading straight, you should quickly see the exit hallway (I mean, it's not like it's hidden, lol). There is a Locust that so kindly opens the door for you. Give him a taste of your shotgun and head through the door he opened. Head through this room until you get to the room with a lot of rusted shelves. Behind one is some grenades if you are low; if you through even one at the Boomers earlier, it wouldn't hurt to go ahead and pick them up. Head through the one door on your level that's not the way you came in. In this alley, to your right is a small ammo box if you need it, and to your left is where the fight begins. Immediately take cover behind the first small wall. Look at the big hole in the wall directly north of you. Keep your Lancer trained there and wait for a sniper to appear. Take him out first. Now you can concentrate on the ones outside; it's standard procedure - Lancer if there a good distance from you and shotgun if they decide to get close. Before you head inside, help out your pals across the fence if it looks like they're struggling. Once you head inside, head directly right and come around this way. There are two Wretches in here and one will probably come at you right about now. Shot- gun him. Take cover behind anything and start shooting on harder difficulties; on Casual, I just went through here with the shotgun. This is where the left and right paths meet up, so look underneath the right path for the "Afterwards" segment. ///RIGHT PATH////////////////////////////////////////////////////////////////// Head along this long alley; I recommend Roadie Running. Coming around the corner, you will see in the distance what (to me) looks like a broken refridge- rator door. Once you get up on it, you should see that it is simply some brok- en cement. Even if it was a refridgerator door, head up it. To your immediate left is a pillar that will fall down and give you a checkpoint. Head over the pillar and up the stairs into this room. Watch the cutscene, and do whatever you gotta do to take out the Boomers. I used the Lancer and a grenade or two. After you kill the last one, look to the left of the staircase you came in from (looking to the left means as if you were facing the staircase, not coming up it). There is a small hallway that you must head down. You will see a retreating Corpser that has no meaning to you, unless of course it is the same Corpser you fight at the end of Act 3. After watching it retreat if you did so, head left down this hall and take cover behind the small wall. Keep your shotgun in hand. Eventually, a Locust should take out the door and come out. Shotgun blast, anyone? Head through the room the Locust came out of. Emerging on the next walkway reveals an ammo box to your right, so pick it up if you need it, and head out the door on the left wall. Head down the steps, and once you reach the ground, look behind the steps for some grenades if they are needed. Head forward and you should encounter two Locusts.... Even on Insane, I used the shotgun on them, but if for some reason that isn't working, take cover and use the Lancer. Before you take out the Locusts on the ground, though, it might not be a bad idea to use your Lancer on the sniper that appears in the giant hole in the building. After they are dead, head inside the building. I recommend immediate cover behind the last wall you encounter before running out of walls to hide behind, not counting the pillar. If you are just reading this, it might not be a bad idea to point out there's a Troika. ^_^ Now, there are two Wretches. One always comes after me right about now, but if one doesn't now, both will come after you in a minute. Now try to get behind the pillar while taking out one of the Wretches that is usually around the pillar. Another will usually come; take him out, too. By now, usually Dom or Cole will get near the Troika for me and make the Locust manning it get off of it, which is a good thing. If not, flip around the pillar and take cover behind the couch. Now you are within shotgun distance. Happy hunting, lol. Again, I'll repeat what I said for the Left Path. I went through here with the shotgun on Casual. If that doesn't work for you, simply take cover and use the Lancer. It's not that complicated stuff; just remember not to poke your head out for too long if you don't want to end up dead. This is where the left and right paths meet up, so look underneath this section for the "Afterwards" segment. ///AFTERWARDS////////////////////////////////////////////////////////////////// Kick down the door to the left of the Troika (facing the Troika from the Right Path). You can't; Jack has to come cut it open. This is the only time in the game Jack cutting a door open isn't a signal for an Emergence Hole. Just stand near the door and listen to everyone while Jack goes to work, and head through the door when he gets it open. Head through here until you get to the stairs that's behind the small wall you have to jump over. Immediately head down the stairs to your right until you reach a dead end. There is a couch down here; chainsaw it to reveal some Cog Tags (CT13). Head back the way you came. Now head through the door on what would be your left coming from the hallway. Thus starts the next chapter.... INSANE NOTES The Right Path is by far the easier path to take. Other than that, not much to say here; it's a fairly easy chatper. ------------ |Grist (A23) | ------------ As soon as you get outside, head left. There are two small walls; one is a thick block (the first one you encounter) and the next one is really thin (the second one you encounter). The thin one is the one you want to take cover behind. Now, this is one of the times you DON'T want to attempt my Boomer trick, for the simple reason that there is too many enemies in the area to get up close to the Boomer. However, because of the Boomshot, the Boomer should be your first target, ALWAYS. So... whip out the trusty old Lancer, and get to firing. If you ever, EVER here the Boomer shout, "BOOM!" duck down. I don't care what you are doing; duck down. It will always hit you and instantly kill you if you are not moving fairly quickly or are behind cover. Just keep the pressure on the Boomer, and whip out the shotgun for any Locusts who get too close (and keep a watch to the right, too; sometimes they like to flank). After the Boomer falls, the rest of this section depends on your difficulty and skill. If you are playing on Casual and are fairly confident with the Shotgun, feel free to run-and-gun all enemies in this area with it. If you are playing on Casual and are, no offense, a "noob," then stick with my Insane strategy. If you are playing on Insane, stay where you are (maybe moving up to the low wall in front of you) and pick off enemies with the Lancer. Always keep an eye out to your right. When you proceed, no matter what difficulty it is, hop over the wall you're behind, the one in front of it, hide behind the truck to take out any enemies in this little area, and head up the stairs across from the truck. There are usually about two enemies up here that are easily taken out with a shotgun if you didn't take them out earlier with the Lancer. To your left (coming up the stairs) is a large ammo box, and to your right is where you need to go. Now, take cover behind the low wall or the block and shoot everything mid-range with the Lancer and close-range with the shotgun. Note that there is a sniper in the building in front of you; I recommend taking him out first. After killing everyone, there will be one more that comes through the door that leads out of this area. Kill him and move on through that door. Inside, head up on the catwalk (I believe that's what it's called, although I'm not sure). Where you get to the T-section where the right side falls, head left. Around this corner, make sure you have the shotgun ready as a few Wretches come after you here. Now head through the door, but take it slowly. Outside, there are several Wretches that come at you from the roof hanging out over the stairs and some on the ground that come up the stairs. This is not hard at all, even on Insane. Just wait for them to get a little too close and make them look down the barrel of your shotgun. ;) When you get to the bottom of the stairs, STOP and turn around. Underneath the staircase is a set of Cog Tags (CT14). Now head back to the staircase. Directly across from the staircase and behind a wall is a large ammo box if you need it. Now head down the alleyway and take cover once you go around the next corner. There is a Boomer here that appears as well as some Locusts. Take out the Boomer first with the Lancer and the other Locusts later if you can. Either that or go at them with the shotgun, but I recommend killing the Boomer first. Now head down to the right of where the Boomer was. There is a low wall; hop over it. When you pass the broken fence almost as soon as you hop the wall, there is a car. Take cover behind it. You will notice a symbol at the bottom of the screen that looks like a man pushing a block with an X beside it. Push that car! Keep pushing it until you can't push it no more. To the right of the where the car stops moving is a block. Take cover behind it. Now equip your grenades (if you don't have genades, there are some right where you take cover to take him out) and chunk one up on that platform. I ALWAYS kill him... maybe there's not enough room for him to get off the Troika or something, but I always kill him. You should be able to, too. Take cover behind one of the three blocks. Now kill any thing that comes near you, including some Wretches. Use the Lancer to kill everything that usually hides behind the low wall. When you kill everything and the hole seals, you can finally move on. Now just keep moving through the areas until you get a little Point-of-Interest icon to pop up. When you do, don't head towards the gate yet. Head straight from where you come into this area until you see some mailboxes in between two trees. Behind this is a Cog Tag (CT15). Now move toward the point of interest and it should activate a cutscene and the end of this section.... INSANE NOTES Well, if you take my advice on the last section, you should have no trouble, and I told you specifically what to do in the earlier section with the Boomer on Insane. This wasn't really that hard of a section for me on Insane, except for the first part with the Boomer, and that was because I kept hiding behind the car... beat it first time when I hid behind the wall. Shouldn't be that hard if you know what you are doing (which if you've beat Hardcore and Casual, you should know decently what you are doing, lol). -------------- |Outpost (A24) | -------------- This is the easiest part in the game. Literally. Don't believe me? Walk forward until the cutscene starts. INSANE NOTES If you have trouble on this part.... I will bitchslap you. You are THE WORST GAMER EVAR! ------------------ |Lethal Dusk (A25) | ------------------ When you start, head down to the very end of this section to the fire and kick open the door on your right. Head through here and keep heading through this old house until you get to the end of a hallway with a door you can kick open. There are no enemies. When you kick open the door, immediately head STRAIGHT FORWARD until you get to the low wall and hide behind it. Equip your shotgun because there is ALWAYS someone who runs right up to me here. Once you kill him, take your pistol and shoot the propane tank in front of the door of the little shack thing directly in front of you. Get your Lancer out, hop over the wall, run up to the door of the shack, get the chainsaw revved up, and go in there and kill the sniper (alternatively, use the shotgun; I just like to do this because it's the last time in the game I will chainsaw someone if I can avoid it). Now I recommend switching out the Lancer for the Longshot, but feel free to keep the Lancer if it is on Casual. If this is Insane, it's almost like an requirement to get the Longshot, lol. Now's your earliest opportunity. Anyway, whether you pick up the Longshot or not, head to the right of the shack (right as in facing it coming from where you came into the area). At the little block that has a tree in the center is usually one last Locust with a shotgun hiding for me. If so, kill him. Now proceed forward, hugging the wall until you get to some stairs. Head down them. Now when you get to the bottom of the stairs, look for a little wheel that you can hop on and turn. Start turning like mad. I never kill anything, but if you keep dying because of Dom's incompetence, hop off every now and then and kill some people. If your health ever gets dangerously low, just hop off and take cover until it goes back up and then hop back on and keep turning until you reach the end. They all die when you reach the end. Head up the stairs and forward until you get to the two guys that say, "Stay there! We're coming over! Stay under the light!" Now head in the shacks to the right and start stocking up on ammo. There is a Longshot in this shack if you didn't pick it up earlier and wish to do so. Proceed through the house, kicking open doors. There are no enemies. Once outside, there are two propane tanks. One is directly in front of the car and the other is way over to the right of the car. Shoot them both. Get into a position of your choice; I like the car in front of the propane tank to the right of the first car. Shotgun anyone close and snipe any far. NOTE: I will be saying "snipe" for now on. That is because the sniper/shotgun combo is WAY better than any other combo in the game, even if it does take you a small amount of time to get used to. If you decided to stick with the Lancer/shotgun combo, when I say "snipe," use the Lancer. Once everyone is dead, head forward until you get to where it's dark and you can't proceed any further. Look to your left and you should see a shed in the darkness. There is a propane tank there. Shoot it. If you go in here, you will find a Cog Tag (CT16). Now turn around and shoot the propane tank to the left of the car. Take cover behind the car. Now if you have the Longshot, try to snipe the Troika. If you can't snipe it or you have the Lancer, run forward and shoot all Propane tanks (if you take cover behind the cabinet and look in the indent in the wall to the left, there is one and to the direct right of that one is another one) and then chunk a grenade at the Troika. On the left side is an opening. There's a pointless propane tank there (the Kryll never come after me here, so don't shoot it unless you want to). Head through here. Head through the building here. The last door before you leave the building (or correction: door to the last hallway before you leave) has a Wretch that bursts out, so have your shotgun ready. Now leave the area and hit the checkpoint. In this area, head straight forward. Head around the bend with your shotgun ready. Don't go outside. Wait for the Wretch to come in, blast him, and head outside. Take cover behind the small wall to the right of the door across from where you came in. Use the Longshot to take out everyone. In door to the left of this small wall is some grenades. When everyone dies, a propane tank blows up and one or two Locusts will come out. If you're really close to them, shotgun them. If not, Longshot them from a good distance. Head in this area and around this bend. Outside, take cover behind the burnt out car. Now start pressing X rapidly until you hit the end of how far you can push the car. Now get out and dash for the guy that is almost always hiding behind the small wall here with your shotgun. I did this on Insane mode, too, and lived, just with little health. Let your health come back up on Insane mode, and head inside. Now take cover beside the door and flip around it to the left side of the door. Chunk a grenade in there and start shotgunning. When they all die, keep heading down the hallway and look out the window at the end. See a propane tank behind a dumpster? Shoot it. Now head outside, and look up to your left. If you haven't killed him already, he's probably going to be dead soon, if you know what I mean. Of course, the Longshot is the easiest weapon for the job. Now head down the alleyway and through the door. Head through this building; it's really straightforward. Listen to Anya. When you hit the door you can kick open is where the real fight starts. Kick open the door. If you have the Longshot, don't even go outside yet; snipe the two Locusts. If you don't have the Longshot, it's standard procedure you're probably used to by now. From the left of the small wall Dom always hides behind is an archway. Head through here and duck behind the first small wall. This is the first place you will really wish you had got the Longshot if you didn't. If you have the Long- shot, all I have to tell you is this: shoot s**t up. If you don't, I always used the pistol (this was Casual, mind you) until I ran out of ammo and then switched to the Lancer... aimed... and shot. Either way, when everything is dead, there is a small ammo box behind you, which I always need. Directly in front of the small wall you hid behind is a dresser. Shotgun it or grenade it and shoot the propane tank behind it. Now move across to the area where the Locusts appeared was. Head down the street, shooting propane tanks. To get the first one, go all the way to the darkness and look left. There is a mail- box. Stand to the left of it and look to the right behind the rubble. Now from the small rock look left behind the rubble and shoot it. Once you get down to the small wall, stay still until you get the Point of Interest sign pointing to the Spotlight. Everytime I move ahead, Dom always moves with me and gets killed by Kryll unless I wait for the cutscene in which Marcus tells Dom to stay in place is over. At any rate, head inside the building. There are no enemies. When you get to the top, man the spotlight. It is very similar to a Troika. Your goal is to keep the spotlight on Dom as long as possible. It's not that hard. When you finish your goal, equip your shotgun and head outside. There are two Wretches you will meet on the way. Head outside and to the right where Dom is. IF YOU WANT THE COG TAG IN THIS AREA, point the spotlight slightly right of the small wall Dom is nearby before the whole move-Dom-across-the-area thing. Now when you go outside, instead of going right where Dom is, head to the left and pick up the Cog Tag (CT17). When you get to Dom, kill any left over enemies and head up this street. Here is what I always do, but if you want to stay in the street, feel free to. To the left of the burnt out car is a doorway. Head through here and take the right door. Run to the window, shoot the propane tank, switch to shotgun, hop out, kill anything nearby, and take cover behind the small wall. Do this all quickly. Now kill anything nearby or running towards you and chunk a grenade in the hole. Now snipe off the rest of the enemies and move down the street, shooting the one propane tank as you go, until you reach the cutscene that starts the next chapter and finally ends this long one. INSANE NOTES If you didn't pick up the Longshot like I told you, this will be really hard. Most of the game is made so much easier with the Longshot/Shotgun combo, so why didn't you pick it up? Ignoring that, I can't really help you. I played the Lancer/Shotgun combo on Casual and Hardcore, so any tips apply to that, not Insane. But for the most part, it is the same, except for the last fight where you hop out of the window. I did that but had so much trouble doing it. I had more luck blindthrowing a grenade around the small wall as it usually went near the hole and plugged it then standing up and taking aim because when you do that you lose health. Yes, for the most part, everything on Insane is the same as Casual, you just have to try it a lot more. This chapter's not that bad, though, compared to others. --------------------- |Dark Labryinth (A26) | --------------------- There are two large ammo boxes to the left and right of you. Pick them both up or one per person if you are playing co-op. Head through the one door in this room and make a left where the light starts flickering. Now, on Casual, feel free to go ahead into the door here. The light will come on, and then the Stranded will play a really "funny" prank on you, but you'll live. I die every time I let him prank me on Insane, so just stay behind until the light comes on and stays on. Anyway, once it does, head through this room and into the oppo- site hallway. Get your shotgun ready. About halfway down the hallway, three Wretches come after you. Shotgun them all and then head into the room they came out of. If you've got the Lancer, chainsaw the cabinet here so you can move forward. If you have the Shotgun/Longshot combo, you'll have to waste a few shots on the cabinet. Do so and move forward in the kitchen across the hall. Take cover on one of the sides of the door here, because about five more Wretches will come after you; shotgun them into oblivion and head through the door they came out of. Head out across the room. To your right is a small ammo box if it is needed and to your right is the outside. Head outside. Hang an immediate turn around the wall here to pick up a set of Cog Tags (CT18). Now to move on to the next chapter, shoot the propane tank in the car. It will start rolling down the hill. Run along with it. Chapter complete. You can also quickly stand in front of it after shooting the propane tank but before it starts rolling for a smooth ride down. And that's it; Chapter comp- lete. ///Odd Place To Put A Propane Tank, No?//////////////////////////////////////// This is NOT required, I just thought I'd mention it, because when I posted about this and my discovery, no one had heard of it, or atleast no one that replied. If anyone emails me saying, "OMG this is cOLD! I am SO the discover- er of this!" it's too late; everyone seems so keen to jump into a topic when someone says they discovered something saying "cOLD! cOLD!" and no one did it for mine, and now it's too late to proove any different. So now that that's out of the way..... I happenened to notice an odd propane tank one day while playing the game - I believe it was on my first Insane playthrough. I had turned around for what- ever reason from the car and spotted a propane tank. I couldn't shoot it in time to get over there without getting killed by Kryll, what with it being so far away and my light source (car) rolling away from me. Curiousity killed the cat, so I let the car roll away and I ran back over to the door that I came out of. I took aim with a grenade about where I thought the propane tank would be and threw a grenade. I luckily hit the right spot the first time. I ran over there to find... nothing. Just a hidden, blown-up propane tank. As far as I can tell, no easter eggs, no secrets, no cog tags, no anything. WTF? So what is the point of this propane tank being here? Was you originally supposed to go over that direction to go to the gas station or something? There's a Cog Tag in the area, perhaps it was originally over there but it was moved for whatever reason? My thoughts: It was the original, moved location of the Cog Tag in this area. Either that or it hides a secret or easter egg, either removed or one I'm over- looking. To see it: 1. Stand at the doorway to this area 2. Chunk a grenade in its general direction and hope it hits - you may have to set the car on fire and run over there and turn around to see the propane tank and get an estimate. It is behind a lot of rubble directly behind the rear bumper of the car. 3. If you hear the sound of a propane tank igniting, good! Quickly Roadie Run over there - on Insane, where I discovered it, I had literally half a second or so before the Kryll would have killed me, so be careful. 4. Have fun. Look around and see the sights, lol. If you get tired and want to move on with the game, "snipe" the propane tank in the car with your pis- tol and Roadie Run over to the car when it ignites. If you discover anything, please e-mail me, as I would like to know! INSANE NOTES Really, this part is easy. You fight, what, eight Wretches? Come on, man! Remember not to go into the first room where the Standed pranks you or you will die, and if you experiment with my hidden propane tank, the Kryll have a good chance of killing you before you can get over there, so be careful. ----------------- |Powder Keg (A27) | ----------------- Head over to the gas station. Wait for the gasmanperson (lol) to tell you that he didn't fill the Junker up. Head over to the place the Point of Interest indicates and start spinning the wheel until the gasmanperson tells you it's full and that there's ammo in the back. If you want a Longshot, there is one, some grenades, and some large ammo boxes. Stock up, and when you hear a Locust shout, you know it's about to go down. Here's two different strategies, depending on your choice of weapons: SHOTGUN/LONGSHOT Simply take cover in the doorway of the little gas shack thing and snipe off all of the enemies with the Longshot, except of course for the ones that decide to get a little close. When they all die, get out your shotgun. To the right of where these enemies were is where a Boomer and several Wretches appear. You will want to use your shotgun to take out all the Wretches while keeping an eye out for where the Boomer shoots his Boomshot. When all Wretches are dead, use the Boomer/Shotgun tactic to kill off the Boomer. Now duck behind the small wall most of the first Locusts that appeared hid behind and snipe off all the rest of the Locusts that appear. Shotgun them if they get close. The gasmanperson has a magnum and he actually helps out a lot, atleast more than Dom. Quickly run inside and pick up any ammo you haven't already before the cutscene starts and you leave the area. SHOTGUN/LANCER There is a really small wall in front of the longer small wall the Locusts like to hide behind. Take cover behind it and pick off Locusts with the Lancer. Shotgun any that come close, and a lot of them will. When they die, pull out your shotgun. A Boomer and several Wretches appear to the right of your posit- ion. Shotgun all Wretches, being wary of the Boomer's location and where he fires his Boomshot. Upon all of their deaths, take cover somewhere, anywhere, if it is Insane and try to pick off the remaining Locusts that appear with the Lancer. On Casual, I simply ran around with my shotty. ^_^ After they all die quickly run inside and pick up any ammo that you want to get before the cutscene starts and you leave the area. INSANE NOTES I don't care if you are 100% against the Shotgun/Longshot combo, pick up the Longshot inside of the shack and follow the strategy above for it. If you want your precious Lancer back, grab it when you run back inside before the cutscene starts. It seems to me that the hardest part is the first, so if you are careful, after beating the first part, you've got this one in the bag. ------------------- |Burnt Rubber (A28) | ------------------- A driving Chapter, AWWW YEAAAAH! ...actually, I really hate this chapter, and if you are playing on Insane, you really will, to. Let me give a quick summary of where you drive: On the highway, down (literally) an off-ramp, around a small section on a normal road, up an off- ramp, and on the highway again. On this second highway, simply run; that's what I did, and it works most of the time. However, I really recommend not trying to run through the whole Chapter, or you will die. Anyway, the Junker can only fire the UV Turret or drive at one time, not both. To switch between them, press X. So, if you were driving along and you see some Kryll, press X and then fire and then press X again to drive around some more. Got it? Good. As soon as you round the first corner, some Kryll appear out of a giant thing that reminds me of a clocktower. Kill them and move on. You will hop a small broken section and go right around some rubble and some more Kryll will burst out of a building a little bit ahead of you and on your right. Fry 'em. Some more are on the right; kill them too. I had some more hit me from behind when I sat there long enough. I think they are supposed to hit you later but I sat there for a while, lol. Either way, kill them. You will hit a part where you HAVE to smash through some rubble and then a part where you can go around the right followed by a jump off of a small broken section. The one building you can probably easily concentrate on directly ahead of you is swarming with Kryll all around it. FRY. THEM. ALL! A LOT more come from behind you, as well. If you have killed all in front, when the gasmanperson says, "SIX O' CLOCK!" turn directly around and fry the first thing you see moving. Directly ahead of this is an off ramp to the right. Head down it... and down... literally. Now make a left and follow this small road forward until you can't anymore. Make a right. You will hit a small tunnel-like-thing and some more Kryll will burst out of a building ahead of you and to the left. Just fire and you should take them all in one go. Take a right, another right, another right, and you are now back up on the highway. This is the part where I booked it straight for the end. If you want to kill everything, fine. I'm not telling where they appear because it's just easier to run. Smash through all rubble in your way. Hit jumps. La la la. Until you get to the very end and start the cutscene that ends this annoying (on Insane) chapter. INSANE NOTES You will hate this chapter... HATE IT! Kill EVERYTHING during the first high- way and normal road trips, and then RUN on the second highway! If you are like me, you will always finish so deep in the red it makes you sweat... you just wonder how you managed to scrape through that.... ----------------- |Last Stand (A29) | ----------------- Move towards the battle. Heading down the walkway there is a doorway on your left (with a burning toilet inside). In there is several regenerating ammo boxes and a Longshot. Pick up the Longshot. There are no short-range enemies here; only long-range that are a b***h to hit with the Lancer. You could use the turret at the very end of the walkway, but don't. It's too hard to hit everything and you lose health really fast. At the very end of the walkway is a broken wall with an Longshot and grenades behind it. To kill the first few enemies and Emergence Hole, shoot out of one of the two windows inside the room with the burning toilet. I do not believe any of the Locusts shooting out of the windows can be killed, so deal with it. Now head outside. There are two Locusts on the roof directly ahead of you. They are not that hard to spot if you zoom in with the Longshot. Use the Y button to locate the next Emergence Hole and simply snipe from outside behind one of the long low walls. If you get low on Longshot ammo or run out, run inside the building or to the end and pick up some ammo; they regenerate. To the left slightly of the emergence hole in a hole in the wall is a sniper. You can shoot the roof and make it cave in on him... or you can snipe him. When they start coming from the buildings on the far right side, hide behind a low wall, or preferably the broken wall (if that prick Dom hasn't took it... *grumbles*). Snipe them. Pick up ammo when done. When you hit the second checkpoint of the area, a Boomer appears. Head- shot him a few times until he falls and then kill all his minions that hide in he buildings. Snipe, snipe, snipe.... When the Boomers appear behind you, look for a giant rolling barrel to fall and start spilling what looks like gas or maybe that Exulsion stuff. If you look underneath it, you will see a propane tank.... Shoot it, and watch the Boomers get crushed.... INSANE NOTES None. Use the Longshot, and this is easy. ----------------------------------------------------------------------------- |Act Three (A3) | ----------------------------------------------------------------------------- ---------------------------------- |Belly of the Beast Overview (A31) | ---------------------------------- Say goodbye to the Kryll... finally. While you see them in this chapter, they don't hunt you, finally. No more effin' propane tanks. :) However, you now have to deal with the Lambent Wretches... annoying SoBs, truly. Learn the distance to shoot them with the shotgun so they don't hurt you when they blow, and fast. The magnum helps a lot for the long-range ones, too. After the first parts, you will go underground in the Locust mines and face WAY more Luminent Wretches than Locusts. That will suck in the long run, atleast on Insane. At the very very end of this Chapter you will be introduced to Theron Guards, upgraded Drones. They are more armored and take more shots to kill... two Longshot bullets on Casual and Hardcore and three on Insane! They also carry Torque Bows and they have deadly accuracy with them. You can survive an arrow or two on Casual, but if you see yourself getting stuck with one on Insane... say bye bye. If you see two vertical glowing orange lights and/or hear something "charging up," duck down behind something, no matter what you are doing, or get up out of there, or you will die. You also finally fight the Corpser at the end of this chapter. I don't know if it's the same one from earlier or not, but you fight it, and I will say that it is THE easiest boss EVAR. --------------- |Downpour (A32) | --------------- Literally just head straight forwards through the woods until you reach a buil- ding and see a door ahead of you. Just go there and watch the cutscene that splits your team up. After the checkpoint, equip either the Shotgun or Magnum and head forward, picking up ammo as you go if needed. At the end, make a left and fight your first Lambent Wretches. Magnum them at a distance or shotgun them from afar. If you are playing on Insane, try to magnum most of them before they get near enough to make you have to worry about shotgunning them. Move across this area. Through the doorway is some more Lambent Wretches. Magnum them from afar or Shotgun them when they get close. Hang left around the next corner and then, after the first building and on the second, right. Go around the corner and at the end of the long dock is a set of Cog Tags (CT19). Now come back up and keep making your way around the building. On the left is an elevator that the power is out of, so make a right and go to the very next building on the right. Inside is a button you can press that will turn the power back on. Now go back to the elevator room and ride the elevat- or to top. Cross the small planks that serve as a bridge, run across the roof- top, and hop through the window. One chapter down.... INSANE NOTES The Wretches will give you a HARD time here. Just try to magnum them before they all get close to you. You will likely die a lot when you first have to fight them; I did. Just use the time to practice and learn the correct distance to get if you wish to shotgun them. Practice this, and learn this skill, or you will never make it through this act. And now seems as good a time as any to learn.... ---------------- |Evolution (A33) | ---------------- Pick one of the hallways and go down it. When you press the button, the door will jam. Now go to the other hallway you didn't pick and press the button to go through. Head through the hallways until you see the cutscene with the Wretches killing everybody. Head left and press the button on this door to activate another cutscene where a Stranded with a shotgun temporarily joins your team. Head right from where you came into this room and wait for him to open the door. Head around the walkway into the next room. The Point of Interest is... Baird and Cole in the sewer system. "Hi boys!" "I can smell you two a mile away!" "Screw you, man. You get down here and see how much you like it. There's room for one more. It's a fucking party down here." Whoo, lol. Anyway, the door opens, head through it. Follow the stranded guy. Around the first corner is a door to the left. Inside is an ammo box if you need it, but be warned that a Wretch jumps out to attack you on your exit of this room, but only if you entered it in the first place. Follow the stranded down the stairs. Stop when he steps onto the wooden place. He will fall through the floor and get killed. Your objective is to get to the other side, but certain boards fall. It is random every time, so you will just have to be careful. If you hear creaking, back off of that board quickly and find another route! On the far right side in the corner is a set of Cog Tags (CT20) so pick them up before moving on. If you fall, don't waste ammo. Facing the exit to the room, the way out of the area is in the southwest corner. Climb the ladder quickly, bust down the door, and be more careful! Proceed through the room and pick up the ammo if it is needed. Open the door and go inside. On the floor is a Lancer you can switch with if you want to. On Casual, this is what I used here and it was fairly easy. On Insane, I was paranoid about losing my shotgun or longshot and not being able to get it back for a long time, so I never switched them. I don't believe the door will close so you can switch if you want to, but this is what I did. Hang a left around the pillar in front you. When you hear some glass shatter or some kind of Locust grunt or something, turn around and head back to the room you came out of. Along the way some time, you should see a cutscene which causes the Laminent Wretches to invade the room. On Insane, this is "Uh-Oh!" time. Get in that room, back against the wall, get your shotgun, and wait. Dom may or may not run in here. Let him take as many as he wants out, he will usaully come running towards you by the end, though. Any Wretch that gets in the doorway will be shot. On Insane where you die REALLY easy from these things either hitting you or blowing up near you, this is a lifesaver when they start coming from all sides. In this room, you can't be overtaken unless you let yourself become overtaken. When the "danger song," as I call it, stops playing, move out of the room and up towards where the Wretch that screamed in the cutscene was. Head through the door and right down the hall. A Lambent Wretch will jump out, but just one so it's not that much of a problem. Head right through the next door and start turning the wheel. Two doors will open on either end of the hall. The right one holds a small ammo box and a pistol. The right one holds stairs and the rest of the level. Heading down the stairs, there are several ammo boxes. You may think you're at a dead end here since you can't turn the wheel to open the door, but you are not. Dom just takes his sweet damn time sometimes, and he has to be down here to activate the arrival of Cole and Baird. Now the thing blocking the wheel rises so you can turn it and proceed into the next room. You will immediately be alerted to a Lambent Wretch crawling along the ceiling. Using your magnum, shoot it. Switch to your shotgun and go to work, using the Longshot to take out the one or two Drones that appear if they don't come right up to you. There is a small hallway where most of your enemies will come from. Head down it. There are lots of Lambent Wretches down here, but you now have three teammates helping you so it shouldn't be a problem at all. Just take them all out. At the end of the long hallway on one side is a door. Kick it open. Marcus can't, so Jack must. This signals an elevator appearing with a Boomer and a Drone with a Shotgun. Get a grenade and throw it over the small opening in the top of the gate when the elevator is low enough so that the grenade sits on the floor of the elevator. Since there is no room to escape, this takes out the shotgun-weilder. It also takes out a good chunk of the Boomer's health. When the door opens, head in with the shotgun and make short work of it. If you killed everything before trying to open the door (which is the smart thing to do) you will just have to worry about him, and if you shot- gun him fast enough you don't have to worry about getting hit with a melee or his Boomshot. When you kill him, Jack gets the door open. This place is LOADED with ammo. Pick everything you can up. You're leaving the area and won't be coming back, anyway. There's a Cog Tag (CT21) down at the bottom. Head down the stairs all the way until you get to the carts and then look to to your right. It's over there. After pickng that up, or if it is your second time through the game and you already have it, head upstairs. Heading upstairs, the room you would need to go in would be on your left. There is a computer in there. Press the button and head downstairs to get on the mine carts and end this chapter. INSANE NOTES The part after the falling board part with all the Lambent Wretches was EXTREMEMLY HARD for me. Until I got the idea to go inside that little room with the shotgun. It makes it really easy. This works because most of the time the Wretches can't run right in the room, so they have to skid to a stop and turn to go through the doorway. When they are stopped, they are within range of a one-hit shotgun kill and not moving, so they won't slide into you and hurt you. However, there is more than one clips worth of Wretches, so when you have to reload, make sure you Active Reload, because I almost got over- powered here because I missed my reload for some reason (and the two times I did it the whole game, to, it had to be here and during the RAAM fight!). After that room, you will cry at how easy the Lambent Wretches are in the next scene, what with more room to move around in and four members on your team (including you). ---------------------- |Coalition Cargo (A34) | ---------------------- NOTE - I think by default Marcus always grabs the first cart. This is the one I'm writing the tutorial for. Maybe at a later date I will add a strategy for the second cart in the co-op section. You are now on a mad mine cart ride through this level. It isn't even that hard. Let me say this now - just like the Burnt Rubber chapter, I'm going to tell you where the enemies are. Use the shotgun on Casual and Hardcore, as the Lambent Wretches don't do enough damage to kill you when they blow. However, on Insane mode, you should use the Magnum and try to shoot them early enough that they blow up before your cart even crosses over them. If you try to shot- gun them, they seem to fall in your cart a lot, and since you can't move out of the cart, on Insane, that means instant death. I would imagine the Lancer would be a lot better here than the magnum (but not on Casual), but since I use the Shotgun/Longshot combo, I wouldn't know from experience. There's a bunch of Drones on your right as you start this. Don't bother shoot- ing them; just stay down. When Anya reroutes to stop you from going into the fire, keep your shotgun/magnum out. There are about three Wretches that come from the ceiling, all coming from a hanging rooftop that comes from the right or left, so watch out for those, because they usually mean a Wretch will come from one of those. When you get outside, there are two Locust Drones on a platform far to the right, but if you stay down they can't damage you so don't bother with them. When you head inside again, wait for the cart to stop. Quickly eliminate any Wretches coming toward you and look to your left. There will be a Locust standing there that you have to kill before moving on. You are within shotgun distance. Now it's the same as the first "hallway," with about three Wretches coming at you from low-hanging ceilings leading off to the left or right. You will go down an elevator at the end of this hallway. You will keep going along until you see a Boomer. The Boomer will not harm you if you stay down. The next hallway has no foes. Pick up the ammo box if it is needed and head through the door. In here, you may or may not have to fight a Wretch. One comes out, but either on your side or Dom's side. Shoot it if it comes out on your side or try to help out Dom if it comes out on his side and head through the door. You are now in a LONG hallway. There are several Wretches that appear on your way. Just keep the Shotgun in hand and walk slowly, and be careful. When you enter the "core room" where you are on a walkway hanging high in the sky (not in the sky-sky, if you know what I mean, but pretty damn high) walk to the end. Get out your Longshot/Lancer and start unloading into the Boomer that appears on the plat- form below you. If it doesn't die by the time the platform raises, do your best to avoid any Boomshots flying around and move in with your shotgun. Help out Dom a little bit with his Boomer with your Longshot, if you want to. Yep, that's the end of this chapter. INSANE NOTES I already mentioned what to do on Insane during the mine cart ride, and if you follow it, it shouldn't be too hard. Just try to kill the Wretches as soon as you possibly can. Don't waste ammo on anything that I didn't tell you to, and be careful with the Boomers. Those Boomshots hurt. -------------------------- |Darkest Before Dawn (A35) | -------------------------- During the cutscene where you descend into the mine, the game likes to glitch up for me on co-op. The mine doesn't load quick enough or something, and it looks like you're descending into nothingness. Weird. It's fine on one-play- er, however. Anyway, head down the solitary path until it reaches an intersection. Keep heading straight forward to the very end to reach a set of Cog Tags (CT22). Now turn around and take the one other path at the intersection. As you head down it, there will be Lambent Wretches that come after you. They aren't that hard to take out, especially if you chain their explosions, but still, be care- ful. If they start to overtake you, retreat and let the AI handle them. Move on. When you get to a slightly steeper slope with a flat opening at the bottom, you will encounter more Wretches. Same tactics apply. Walk to the end of this section to slide down a waterfall. Pick up the ammo box if it is needed and move forward. There are a lot of Locusts down here; Longshot everyone. Most of them won't try to come up close to you, which is odd since most of them are packing Shotguns. Enter the area where the enemies were. To your immediate left is small section that has some Cog Tags (CT23). Up the stairs and inside the building is an ammo box. Proceed straight down the path. The Point of Interest is a collaspable stalagmite-stalactite-like thing joined together. If you have the Lancer, shoot it. If you have the Longshot, simply snipe the Locust Sniper and move on, with your shotgun equipped. As you move down the path and out of the enclosed area, you will be ambushed by more Lambent Wretches. Shotgun them all. This is fairly easy as they all come from one direction and there's no flanking or anything (if you don't move too far down, that is). Head down the path. It splits up for literally about two seconds, with no differences whatsoever. As you reach the bottom (the area with the two small walls on either side with a small opening in the middle), you will get a checkpoint. At about the time the path splits, a group of Lambent Wretches will make their way towards you. Try not to move too far forward and take them all out. The left path contains some large ammo boxes if you need them but no other attractions. The right path has some more Wretches, a Boomer, and your destination. Take cover behind something and take out all of the Wretches before sniping the Boomer. Move down to the pillar really close to the Boomer to Lancer it if you don't have a Longshot. Now head to the path off to the right. At the checkpoint, you will fall again... great. In this room, there are a LOT of Lambent Wretches. This area is a b***h on Insane, I swear. The way I managed it was by standing as far over north of where you start as possible. Turn around and shotgun any Wretches who get close to you. After killing them all, one explodes and makes an exit for you. Head out that exit to get a checkpoint and a split path... great. ///LEFT PATH/////////////////////////////////////////////////////////////////// Gamespot says to take the right path, I say to take this one. I dunno, it seems easier, but it may just be me. Anyway, head forward, shotgun in hand. Take cover behind the small wall to the left of the ammo box. Wait for some Wretches and blast 'em when they get near. There is a Locust or two up top to Longsh