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    FAQ/Walkthrough by Shotgunnova

    Updated: 11/25/08 | Printable Version | Search This Guide

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