Multiplayer Guide / Walkthrough by qwertyuio
Gears of War 2 on SuperCheats.com
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			         *Gears of War 2*
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Gears of War 2 FAQ/Walkthrough
For Xbox 360
Version 1.0 (2/7/09)
Written by Filip Vrnoga "qwertyuio"
Email: filip.qwertyuio@gmail.com
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Contents:

1: Take Cover!

2: Hip Firing

3: The Chainsaw (Lancer)

4: Little Extra

5: Power Weapons

6:Booby Traps

7: Down But Not Out

8: Active Reload

9: TeamWork

10: Lancer

11: Hammerburst

12: Gnasher

13: Long Shot

14: Snub Nosed Pistol

15: Boltok Pistol 

16: Gorgon Pistol

17: Frag Greneade

18: Smoke Grenade

19: Ink Grenade

20: Mulcher

21: Scorcher Flamethrower

22: Torque Bow

23: Boomshot

24: Mortar

25: Avalanche

26: Blood Drive

27: Day One

28: Hail

29: Jacinto

30: Pavillion

31: River

32: Ruins

33: Security

34: Stasis


Flashback Map Pack Maps

35: Canals

36: Gridlock

37: Mansion

38: Subway

39: Tyro Station

Combustible Map Pack Maps

40: Flood

41: Gold Rush

42: Fuel Station

Modes:

43: Warzone

44: Submission

45: Wingman

46: Execution

47: Guardian

48: Annex

49: King of the Hill

50: Horde

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1: Take Cover!

It's become a cliché to say the Gears of War is all about the cover. While you should always have something between you and the oncoming bullets, staying huddled behind a convenient concrete slab all the time won't solve all your problems. In the vertical layouts of many levels, ducking behind obvious cover can still leave you exposed to fire - especially from those players Hammerburst-happy trigger fingers. Cover can often be shipped away a bit to expose more of the unlucky person behind it as well. Obviously, if you take any damage in cover, you should consider moving on. Although it's sounds arbitrary, the best cover is standing behind walls and columns, since you can often leap across the way to safety quickly.

2: Hip Fire

Shooting "from the hip" is geek lingo for "not pulling the left trigger to aim through sites." Its advantages are not immediately obvious with a weapon like the Lancer, which sprays every which way but at your enemy's exposed face when you don't aim. But with the Gnasher, the Hammerburst, and, to some extent the Longshot, the benefits are great. An entire Gnasher cult has evolved due to the futuristic shotgun's close-range damage and instant kill potential. How do you recognize these cultists? By the monkey-like moves they make - constantly rolling around until they score an explosive blast on an unsuspecting, chainsaw-revving dope. And you can be one too! While it takes some good ol' fashioned practice, and some serious analog trigger finesse, to be able to aim without crosshairs, there are some general rules: like always aiming a bit higher than you think, and shooting while you're turning instead of after you stop. Remember, this works from cover as well, so take aim around a corner and splatter away. In terms of the Longshot, a blindly fired round from the hip, followed by a melee hit, will down a nearby enemy with ease. The Hammerburst can also be effectively shot from the hip, but with all that trigger pulling, it's much more difficult to hit the target. Also: hand cramps.

3: Chainsaw (Lancer)

It's true. And it's awesome - unless you are on the receiving end and think you are hardcore, then it's totally n00bsville... or something. Anyway, the Lancer's chainsaw melee will initiate from body length or two away, which is a veritable football field in shooter terms, and short of another Lancer blade to stop it, it will result in gore most gruesome.Occasionally, your opponent will get the same idea as you and whip out his or her own Lancer. When crossing chainsaws, you'll be prompted to mash A. Whoever hits it the most times wins. Unlike the early days of Gears of War, this animation leaves you vulnerable, so a kill-for-a-kill is often the result of exposing yourself. That doesn't mean you shouldn't try!

4: Extras

The default settings on Gears of War 2 are not optimal for multiplayer matches. If you adjust your "Look Sensitivity" to High, you'll be able to simply turn faster. That's good for melee combat, and firing from the hip, but most of all it is good for rounding corners while sprinting. This is how all those people are getting to the Frags before you.

5: Power Weapons

Few people are content to use the default weapons in Gears of War, and that is apparent in the mad dashes that occur at the beginning of each multiplayer game. Once you know the locations of desirable items and have your route all planned out, there are a few things to think about. First of all, everyone knows what you are doing, so that leaves you open to ambushes. Centralized item locations mean you'll likely encounter enemies going for the same item as you.That means you should have your Lancer equipped and ready to rev, since it's the fastest way to kill someone straight out a sprint. You should also get used to blind-throwing your lone starter Smoke Grenade. Toss one of these between you and someone coming straight at you and you instantly have the upper hand. Finally, leaving a booby trap at the weapon location, a Frag Grenade or at least a Smoke Grenade which you can keep an eye on with your fancy new weapon, should be part of your initial dash.

6: Booby Traps
One of the greatest features in Gears of War 2 is its grenade surface-tagging. While Frag Grenades are always deadly when triggered (if there's no obstruction), Ink Grenades aren't quite as deadly unless paired with a Smoke Grenade. The Smoke knocks people down in the Ink long enough to die, voila! Smoke booby traps are useful in their own right, so long as you keep an eye on them and score a melee attack or some good shots on the stunned victim. They are also useful for covering entrances you can't see when you are camping.One of the best places to slap grenades is right on the ground where you picked them up. They are barely distinguishable from the spawn point; truly evil! Finally, a word of warning: enemy triggered traps of your own design can still harm you. Light fuse and get away!

7: Down But Not Out

There are a number of ways to kill a downed opponent, and even times when you shouldn't. Execution animations, like curb stomps and beatings, may be showy, but they are also slow and leave you wide open to fire. Often a point-blank Gnasher blast, or continued fire from cover is the smartest option.And there's always the Meat Shield route. While you are 50% protected with the Meat Shield, you are also 50% vulnerable (from the rear), and 50% slower. Additionally, unless you have a good pistol you'll have a seriously stunted defense capability. A Meat Shield and Actively Reloaded Boltok Pistol are a force to be reckoned with. The Meat Shield is the perfect finisher in a hectic, close encounter, since its quick and protects you immediately.In some modes, letting people bleed out is strategically advantageous since it will take longer for them to respawn. Check out our Modes section for more on that.

8: Active Reload

It's simple, really: active reloads make your bullets more powerful. Hit that little notch with the Right Bumper as you reload and you'll have a grace period of a few seconds to use your magic bullets. Some guns, like the Boltok Pistol (which seems to fire faster with an active reload) and even the Gorgon Pistol are astonishingly better with an active reload bonus to their ammo. You'll find that emptying rounds on purpose is a useful strategy, just so you can perform an active reload when in need.

9: Teamwork

If you were the ultimate pack hunter in Gears of War 2, you probably wouldn't be reading this guide. Sure, you can go it alone, but really teamwork is the only thing that will gain you bars next to your gamertag. Even if your team doesn't want to listen you bark orders, you can at least stick nearby in hopes of a revival.Get in the habit of pressing the Left Bumper to keep track of your team. At the very least, let others know where you are and where enemies are; and if they tell you to shut up then find someone else to play with. You can do better!If you're down, but not out, hit the Left Bumper and hustle to the nearest teammate (or Annex / King of the Hill ring) by rapidly tapping A. Who knows, this could be your lucky day! Also, if you are downed and happen to have a grenade in your hand (Frag, preferably) you'll get a prompt to slap that baby on a nearby enemy (with the Right Trigger) for a last-minute surprise.

10: Lancer

In Multiplayer modes you are given the option of choosing this iconic C.O.G. assault rifle or the Hammerburst. Although there will always be a debate over which is better (or option C: the Gnasher), both have obvious advantages. The Lancer's advantage is the chainsaw blade, which is an instant kill, and it's much easier to trigger in Gears of War 2 multiplayer. That said, the actual gun sprays uselessly from the hip, and isn't exactly the embodiment of accuracy when aimed. Its bullets are weak, and even with an active reload it just isn't a great long distance weapon.

11: Hammerburst

The Hammerburst is much more powerful and accurate than the Lancer. Sounds great, right? Well, it's not fully automatic, so that means you'll be pulling the trigger a lot to make it fire rapidly (it fires a steady, slower, stream if you just hold the trigger down), affecting your aim (not to mention the gun's inherent recoil). Nevertheless, it only takes a few well placed (or from the hip!) shots to down an opponent with this rifle. In terms of Melee attacks, it's no chainsaw; but a melee swing after a few shots from the hip is absolutely final. So who wins the battle of the assault rifles? Well, if you intend to make the Hammerburst your primary weapon, and you can tame it, then you'll be happy with its long distance power and workable melee ability (you can always switch to the Gnasher!). The Lancer is a sloppy gun, but it's a top-notch melee option, and perfect for people who don't want to invest the time and effort.

12: Gnasher

The Gnasher, a shotgun of sorts, is the weapon of choice for many Gears of War 2 players. Rolling around and firing from the hip is a deadly, if goofy-looking, strategy. Blind firing around a corner can also rack up some easy kills. Don't even think about firing this from anywhere but point blank. If you take the time to aim, chances are you'll find yourself lightly filleted by a Lancer.

13: Longshot

The game's sniper rifle has a hidden secret: it's an awesome melee weapon. One shot from the hip, followed by a swing, results in an instant kill. That doesn't mean you should run around the level smacking people with it; but in a pinch, this function is pretty useful. Obviously its zoom function makes this your go-to head popper. Try and get an active reload rhythm going for this rifle and your sniping will improve immensely. In cramped quarters levels like Ruins and Gold Rush, avoid this rifle like the plague. On expansive levels like River and Day One, this Longshot is indispensible.

14: Snub Nosed Pistol

I simply can't sing the praises of this boring pistol. Sure, an active reload helps, but the bottom line is it will take two clips to down an enemy. Grab another pistol if you intend to take some Meat Shield and you'll be much better off.

15: Boltok Pistol

The powerful Boltok Pistol is the game's Magnum equivalent; with a nice zoom function and its active reload bonus it's like a one-handed Longshot. This weapon can pop heads, and isn't that bad from the hip if you have a quick trigger finger. You may want to waste some rounds when you grab this then stash it, using an active reload when in need.

16: Gorgon Pistol

Slow, a bit inaccurate, but powerful, you'll have to keep the short burst of fire trained on an enemy to make this pistol effective. Honestly, this is a pretty deadly pistol, but you better have a Meat Shield or Boom Shield to even the odds.

17: Frag Grenade

Frag Grenades (reddish brown, come in pairs) are arguably the game's most useful pickup. While their blast radius is small, and its nigh impossible to hit enemies in cover, their usefulness as booby traps cannot be ignored: wall plant these in high traffic areas or weapon locations for instant, easy kills; use them to block off entries when you are camping; plant one on a grenade stash and it will be nearly indistinguishable from the spawned grenades. Just beware: if an enemy triggers one and you're nearby, you'll die too. Grenades can also be tagged on enemies (dive away!).

18: Smoke Grenade

Don't underestimate the usefulness of these default grenades. Their blast stuns anyone nearby for a few, dangerous seconds. You can plant one on a wall and wait for it to knock an unlucky person down, allowing you to move in for the kill, or leave one behind you as you outrun a pack of opponents to slow them down. A common use for these is blind throwing them as you run up to a contested item location (just pull the Right Trigger). Mastering this quick toss can be an invaluable asset.

19: Ink Grenades

Perhaps the least useful of your grenade otpions, Ink Grenades (dark purple, single grenade spawns) leave a cloud of noxious smoke in an area that slowly kills anything in it. Coupled with a smoke bomb to stun an enemy first, these can make decent mines. Otherwise, the best use of these is to flush out cover spots. Toss one of these in front of some sand bags and the whole area becomes deadly, forcing opponents to scurry for cover, hopefully weakened by the Ink.

20: Mulcher

The unwieldy Mulcher won't replace a weapon in your arsenal, it's extremely powerful, and there's no need to reload. Sounds perfect, right? Well, there are a number of problems with this weapon that make it ill suited for multiplayer. First of all, it will drastically slow your movement. You can mount it on cover or on the ground, but lugging it to a safe spot leaves you vulnerable. It takes a painfully long time to warm up before it starts firing, and then you'll have to make sure it doesn't overheat. Finally, when mounted, it can only be swiveled at a very small angle, shrinking your killing window. Pass!

21: Scorcher Flamethrower

The Scorcher is surprisingly good for blind firing from cover. Spray it over the edge of some sandbags at nearby enemies and they'll sizzle like steak. It's also pretty good at burning victims in cover who are slightly exposed. Unfortunately, when pitted against other short-range weapons, like the Gnasher, the Scorcher nearly always loses.

22: Torque Bow

The Torque Bow is a great weapon for multiplayer, with some caveats. You can set an arrow while in cover, draw the bow to the sticking point, and peak out to fire it, minimizing risk. The main problem with the Torque Bow is that everyone can see its glowing tip and hear it, so you won't be getting in any surprise snipes with experienced players. As soon as it starts winding up, it emits an all-to-recognizable sound, you're cue to duck into cover.

23: Boomshot

There are quite a few experienced Boomshot users out there, a testament to its power. It's good for instant kill, provided you score a direct hit, which isn't easy. Its projectiles are slow, and arch strangely, making Boomshot precision more of an art than a science. Splash damage seems minimal, but the Boomshot has a strange way of killing you if you use it in close quarters. Finally, the Boomshot has very limited ammo, and a painful reload time, so make sure that reticule turns red before pulling the trigger!

24: Mortar

The Mortar drops a cluster of instant-killing shells on anyone not under a roof. Aiming it can take some getting used to, but as soon as you figure out the reload / aiming rhythm, you can take out whole teams with this portable armory. Obviously, maps with ample places to cower in fear under overhangs aren't this weapon's specialty. But if you can get your hands on it, spam away and it will at the very least pin down your opponents for a bit. Beware though: this weapon will stun your own team. Like the Mulcher, picking up the mortar won't replace a weapon spot, and its hell to lug around. Unlike the Mulcher it has an incredible range. Coordinate Mortar fire with your team for the best results. One final note: the Mortar has a from-the-hip option that is useless, so don't waste your precious ammo.

Maps -------------------

25: Avalanche

Avalanche's most prominent feature is in the name: about a minute after you spawn the hill on the high side of the level will dump snow into the middle area with the gazebo, thus changing the level's layout and weapon availability irreversibly. A siren precedes the snow slide. This element is disabled in modes like King of the Hill and Annex.Of note in the path of the snow (oh, it's deadly, by the way, so you'll need to stay out of its short path bisecting the level while it slides) is the level's only grenade stash in the gazebo that gets submerged. You may want to risk grabbing the Frags there, but not the Ink grenade on Cycle B. Afterwards, a previously unattainable Boomshot or Torque Bow can be had on top of the gazebo's roof.On the side of the level where the avalanche begins, you'll find some serious weapons: a Mortar or a Mulcher. This is a great vantage point for using either, so long as you're covered. Across the level from here are two buildings with pointy steeples that house either the Boltok Pistol or the Gorgon Pistol. Between these is a truck with a Boom Shield in its bed.

26: Blood Drive

At the heart of this level, set in an abandoned C.O.G. hospital, is a long hallway lined with flags that the level's symmetry is built around. At one end of the hallway you'll always find a Scorcher Flamethrower, while at the other lies a Torque Bow or Longshot. These columns make for great cover and many of this level's firefights will take place in this area while the teams vie for the powerful weapons.On either side of the hall are stairs that led up to a second tier of interior hallways. In one entrance to these are the grenade spawn locations, one on either side. Up the stairs from these is a where you'll find the Boltok Pistol or the Gorgon Pistol.You'll spawn on the upper level just opposite the rooms with these pistols, and you'll be able to grab these or the grenades on your way to the more powerful weapons below.

27: Day One

Day One is set at an intersection with an Emergence Hole at the center. This means that you can only move along the edges of the level, but, from the proper vantage point, you can hit nearly anything that's not under a roof. Thus, the two balconies, one above the arcade, and one directly across the level, are highly contested areas. Not to mention the fact that they house the Hammer of Dawn and Longshot on Cycle A, and the Mortar and Torque Bow on Cycle B.There is a Boom Shield in the arcade, and either the Boltok Pistol or Gorgon Pistol in the corners of the level without balconies. Making the level especially dangerous are ample explosive vehicles. Make sure you keep track of these if using them for cover - if they start to smoke, dive away.A Corpser will make a harmless cameo during some modes of play on this level.

28: Hail

Hail is a deceptively symmetrical level, with spawn points on either side of a central pavilion with ample goodies. The catch? Razor-sharp hail. The rain will increase for about half a minute, and then, following a crash of thunder and lighting, the skies will open up and you'll take damage if you aren't under a roof. You'll only last a few seconds in it, so make a beeline for the nearest train car or building if you happen to be caught. After 15 seconds or so of this, the sky will clear up and you'll have another lull before the cycle starts anew. This element is disabled in modes like King of the Hill and Annex.On either side of the pavilion are grenade spots, one on a bridge over the tracks, and one just down some stairs from the pavilion. These Frag Grenades switch position with the Ink Grenade each cycle, meaning both types are always available. After picking these up it's a good idea to slap them on the wall to mine these heavily trafficked areas. The pavilion features concentric rings you can take cover in, but they are exposed to the sky. It's best to grab the Boomshot or Mulcher here and get out.Also, up here there is a little path leading away from the rings and at the end is a Torque Bow or Longshot. This area is exposed to the unforgiving elements as well. The other Torque Bow / Longshot location is in a train car just down the stairs from the pavilion in the dead center of the level. At either end of the length of train track strewn with cars are the Boltok Pistol or the Gorgon Pistol, depending on the cycle. This means you have a choice on your hustle to the central pavilion: 'nades or pistol.

29: Jacinto

This level has a center line dividing the two spawn area perfectly. At one end of this center line is a helicopter landing pad with a Mortar in front of it. At the other is a Boom Shot or Hammer of Dawn. Above the helicopter pad is a little ramp with a Torque Bow or Sniper Rifle. Thus, there are plenty of powerful weapons you should make a dash for.On your way you can stop to hit the grenade spot up the stairs from where you start the level. You can take the stairs down from here towards the Boomshot / Hammer of Dawn location and hop the little one-way fence with a hedge (you can't hop back). Across the fence is a pistol spawning location under an overhang. Strangely, though this location alternates between a Boltok Pistol and a Gorgon Pistol, another location just spawns Boltok Pistols regardless of the cycle. This latter location is in a little protected corner above the stairs down to the helipad. Down these is another one-way fence that you can hop to get to the Mortar and the central tunnel.Due to this level's open expanses, the Mortar and Hammer of Dawn are especially useful. Although you can't see much of the action, sending Mortar fire at the slightest movement up above is an effective suppression strategy. The Longshot / Torque Bow spawn point is the most exposed, so getting to it may not be worth risking immediately. Instead, watch this area with some grenades handy and you'll be surprised how many kills you'll get.

30: Pavillion

Pavilion is another perfectly symmetrical level. You'll start on either side of a central area that everyone will tend to gravitate towards because of the big guns. There is always a Mulcher in the gazebo, and a Mortar down in the lowest area of the level overlooking the bay.The Mortar is locked away in a cage, and you'll have to hit the button on the side of it to access it, thus locking the opposite entrance. The Mulcher in the gazebo seems like it isn't worth the effort, since you'd have to haul it out of that easy grenade trap to make it useful, and that takes a long time. Toss a grenade in there while someone is Mulching and their toast.You can grab the grenades on either side of the level just down from the spawn points indoors. In some game modes there is an additional set of doors open just next to the spawn point - so watch your back if you camp by the grenades. At the highest point of the level are little enclosures on either side with either the Boltok Pistol or the Gorgon Pistol. Between these, just behind the statue, is a Boom Shield.

31: River

River is another one of the more creatively named levels since its main feature is, indeed, a river. Starting the level at a pretty good distance from your enemies, there are a places to Roadie Run to for the best loot. You could head down into the river and grab the Boom Shot, a highly-contested piece of equipment that isn't abnormally useful in this level but for some reason attracts all the kooks.Otherwise you could hit the first cabin for an Ink Grenade or Frag Grenades and move on to the larger cabin in the corner of the level. Both banks of the river are the same. As you make your way to the large cabin, which houses the Longshot or Torque Bow, you can grab a Boltok Pistol or a Gorgon Pistol on the way, between the trucks just outside the entrance. This large cabin is a great place to camp, especially if you've booby trapped the doorway with a Frag. At the top is a great sniping point, and there's only one entrance.On top of the bridge is a Mortar, but it's going to be tough to lug it to safety. From the popular sniping points on the second level of the cabins remember that many of the vehicles are explosive too. Watch out for the sniper across the way as well.

32: Ruins

Ruins is a cramped, confusing level, but there are really only a few important features to familiarize yourself with. Near the spawn point is a branching path: you can go up and over the central bridge to the Scorcher Flamethrower, down under the bridge to the grenade / Boom Shield spawn point or around the outside of the level.If you choose the latter you'll come across a Boltok Pistol or Gorgon Pistol immediately on your right. When you come out to the pool, you'll find a Torque Bow or Longshot, depending on the cycle (there are two spots these appear, across the Imulsion from one another, and they exchange locations each cycle). The aforementioned path below the bridge either will contain Frag Grenades or a Boom Shield, depending on the cycle.Since the sniping weapons are hard to use here, most battle will be fought in close quarters with a lot of rolling and diving, shotgun-wielding antics and corner surprises. The embattled Scorcher is actually somewhat useful in close quarters, especially with all the blind firing around corners you'll be doing here, so grabbing it is not a bad idea. Finally, watch out for the little cover spots, since they tend to retract into the ground just when you need them the most.

33: Security

Security is not as secure as you'd think - its laser-protected areas can be deactivated, albeit temporarily, with the push of a button. It features two laser-protected zones, one accessible via a button and the other only briefly accessible at the opening of the level. The latter contains a Scorcher Flamethrower and is in the hallways where you spawn. Just across the hall from this is the button to deactivate the large secured area (which you can see from across the level).Smack the button and you'll have access to the Mortar or Mulcher in the large secure area. Remember: those lasers are instant-kill deadly, so when you hear the warning and the alarm, don't pass through them. You can let yourself out of the secure area via another green button.There are grenade spawn points down two alleys on either side of the large secure area. A Gorgon Pistol or Boltok Pistol is on the ground in front of the large, secured area. Some people have reported the ability to pass through the lasers by detonating a smoke grenade nearby and flying through the beams while temporarily invincible. Try at your own risk.

34: Stasis

You'll begin this level in a loft above the main killing floor. Getting quick about getting to the good stuff below is an essential strategy for this cramped, but interesting, level. As soon as you hit the ground floor you can grab the Frag Grenades or Ink Grenade depending on the cycle right in the center of the level between the stairs up to the spawn point. Immediately using these grenades to hit the powerful weapon spawn points nearby above and below in the center of the level is a good idea.Alternately, you can stick to the wall and find a Gorgon Pistol or Boltok Pistol in a nook on your way to the staircases that lead to the catwalk above the level. Up here you'll find the Boomshot or the less useful Mauler, which doesn't have a good range from the high vantage point of this level.Below the catwalk is a bridge over a pit with the level's central column. Here the Longshot or Torque Bow spawns. Just know that this is the most visible spot in the whole level, so immediately heading for these weapons is not the safest strategy.

35: Canals

This level was built for sniping, and as evidence of this you'll find not one, but two Longshot spawn locations on either side of this long, narrow level. From the ends of the level point, head on top of the first bridge you come to nab one.Otherwise, you can follow the frozen river under the bridges to the central bridge. Under this is the Torque Bow or Boomshot. As you head up to the top of this bridge, you'll find a Gorgon Pistol or Bolktok Pistol on the way up behind some sandbags.On top of the bridge is the grenade spawn point, with Frag Grenades or an Ink Grenade depending on the cycle.

36: Gridlock

This classic level is almost identical to its original form. At the center of the level is a large building with all the goodies nearby. Up the stairs and inside is the Torque Bow or Longshot and this building is as good as any to camp in with either weapon.In front of this building on the street is a ring of cars. At the center is an Ink grenade or Boom Shield, depending on the cycle. Across the street from the large building is a stone archway with the level's most desirable weapon: the Boomshot.On either side of the Boomshot location are buildings. Follow the stairs up from the Boomshot and turn left and you'll find the Gorgon Pistol or Boltok Pistol in the shadows.

37: Mansion

This level's cramped quarters and lack of wide open spaces means its all about the close-range combat. As you head into the house via one of the side doors and go upstairs, you'll find yourself in the upper area of the mansion's entrance hall. Here is a torque Bow or Longshot, neither of which are especially useful unless you use them to hit enemies below.Just down the stairs is a Boltok Pistol (regardless of the cycle). Head outside and you'll find the Frag Grenades or Ink Grenade before you head down into the yard. Just down the stairs you'll find a Boltok Pistol or Gorgon Pistol, depending on the cycle.In the center of the yard, across from the doorway, is a statue. At the base of this is perhaps the level's most contested weapon, the Boomshot.

38: Subway

This level has two tiers, with derelict subway station below the small outdoors area. The main entrance to the subway is surrounded by great sniping windows that overlooks the station below, and there's conveniently a Longshot / Torque Bow spawn point hidden behind the structure. Facing the main entrance up top, you can flip around and find a small staircase to a platform with Frag Grenades or an Ink Grenade.Heading down the stairs into the station, you'll notice a Scorcher Flamethrower immediately in front of you, and just past it an Ink Grenade (regardless of the cycle).To the left of the main staircase as you reach the bottom is a train car. Inside is a Mauler or Torque Bow depending on the cycle. There are two other entrances to the lower area on either side of the level, near the spawn points above.

39: Tyro Station

This map's central feature is a deadly train that comes about every 13 seconds or so. If you are anywhere on the tracks at this point you will be instantly killed. Beneath the tracks is a location that spawns Frag Grenades or an Ink Grenade, from there you'll find a path up to the center of the tracks. The tracks can also be accessed by stairs on either side of the level. Why would you want to go out on the tracks? Well, there's a Hammer of Dawn out there for starters.Alongside the track is a walkway on either side with a Longshot or torque Bow at the end. Nearby this location is a break in some sandbags that overlooks the track. If you wait here for the train to pass and hop down to grab the Hammer of Dawn, then keep running to the passage down the stairs in the center, you'll have the best chance of making it out alive before the train's appearance.Many people rack up Death by Environment counts by attempting to snag the Hammer of Dawn by peeking up out of the central stairwell and running for it. There just isn't enough time to do this unless you are ultra quick - not to mention the fact that you are a sitting duck while waiting in the stairwell. Finally, on the landing halfway up the stairs to the tracks is a Gorgon Pistol or a Boltok Pistol.

40: Flood

Flood is another aptly named map. The already-cramped quarters begin to slowly shrink after a grace period of about 30 seconds due to rising Imulsion. After that, every time you hear a rumble, be ready to reassess the map's boundaries. The Imulsion won't instantly kill you, but a few seconds in the liquid will roast you like a Scorcher.At the top of the level is a Hammer of Dawn or Mortar, perfect for clearing out the shrinking area below if your team can capture it. This level is more of a race to the peak than anything else, since the Imulsion will eventually erase all solid ground, and weapons, below.Gaining vertical ground is essential in this level, but there are a few places you can stop to pick up goodies on your way to the top. First off you'll come across a Gorgon Pistol or Boltok Pistol just outside the central area of the level. The central area is a broken strip of highway, with a spot that spawns Frag Grenades or an Ink Grenade at the bottom in a corner. Also at the bottom of this is an area that juts out over the Imulsion with a Boomshot or Torque Bow on it.

41: Fuel Station

Fuel Station is a largely explosive map, with gas pumps, cars and tanker trucks among the destructible and deadly environmental features. The fuel station itself is at the center of the level, and features a Mulcher under the overhang with the pumps. Inside is a garage with a door that can be opened and closed from the inside and an elevator that can be taken to the top of the building. You can also reach the roof via a staircase around the back.Up top is a Scorcher Flamethrower, not to mention a great vantage point for general destruction. Behind the fuel station along the side of the map there's a Boltok Pistol / Gorgon Pistol spawn point. In front of the station is a tanker with a pair of Frag Grenades or a single Ink Grenade next to it. Slap a Frag on the tanker for team-clearing booby trap.On the opposite side of level from the fuel station is a raised area with a Mortar at one end which serves as a great counterpoint for enemies camping on the roof of the fuel station.

42: Gold Rush

Despite its flashy name, Gold Rush is the dullest of the Combustible Maps. It's small, but it has two tiers, with some big weapons above and below.Between the two stairways to the upper level is a Frag Grenades / Ink Grenade spawn point, while on a little ramp nearby is a Boomshot or Mortar.If you head up the stairs you'll find a Gorgon Pistol or Boltok Pistol on both sides. In the center of the upper area is a Longshot (not very useful) or a Torque Bow.


Game Types--------------------------------------------------------------------

43: Warzone

 In Warzone your only goal is to eliminate the every member of the opposing team in a given time. You score one point for each win, until the pre-determined number of points is met. While all sorts of team strategies may be implemented to great effect in Warzone, it most often breaks down to a race to the most desirable weapons, thus, knowing your maps is an important part of getting good at Warzone.You are immediately presented with a choice in Warzone: do you go for the goodies, or stake out the big weapon spots for a kill? Most likely, there are people doing both at the beginning of every match. It's just as effective to get comfortable with your starting weapons instead of going for the big guns, and some of the best players scoff at the mere idea of using anything other than the Gnasher (shotgun). Also, when you are playing with strangers, you don't want to be competing with your own teammates for the powerful weapons, as that just distracts you from the real task at hand: killin'.For beginners, basic techniques like leaving Frag Grenades as booby traps in highly trafficked areas (like grenade spawn points) can land your team easy kills. Sometimes these matches end up with one member of one team running for his or her life until the clock winds down and it will take some coordination to end the round in a timely manner. If you are in the last man standing, and you don't feel comfortable directly confronting the other team, try to lead them into a booby trap and even the odds. If you die, you're out for good until the next round, so that's all the more reason to stick near your team for quick revivals.

44: Submission

Submission plays out a lot like Capture the Flag, but there's only one, neutral flag, and it can shoot you in the face. The "flag" is a Stranded dude named Franklin, recognizable by his scrappy appearance (in comparison to the hulking C.O.G. and Locust behemoths) and is indeed armed with a Gnasher. A point is scored by dragging him to a ring of light that appears at a weapon spawn location somewhere in the level after he's captured. Luckily, there's no way to kill Franklin, so you don't have to be delicate. After a bit of damage he'll fall to his knees and you can press A, when prompted, to grab him. A picture of the Franklin's face and a compass showing his direction will appear on you HUD in Submission.There will most likely be a battle surrounding Franklin, not to mention the fact that he'll be fighting for his life - he won't hesitate to deal out executions either. As soon as Franklin is captured, he conveniently becomes a Meat Shield. When you have Franklin in tow, use him! That usually means walking backwards, and getting your team to cover you at all costs. If your teammate has nabbed the Stranded, don't get distracted, just cover his exposed butt. If the opposing team gets him, try to shoot around the Meat Shield and down the enemySince everyone will respawn infinitely until the point is won (or the clock runs out), it's a good idea to leave downed enemies to bleed out if there's no one nearby to revive them. This will give you a bit more time with fewer threats.It's not a bad idea to grab a Gorgon Pistol or Boltok Pistol before going for Franklin, as you'll be able to pull your own weight (and his) better with a good, one-handed gun. If Franklin is dropped, he will recover and start shooting right away, so watch out! Once a team drags him all the way back to the highlighted ring, a point is won. The match ends after the pre-determined number of points is reached by one team.

45: Wingman

In Wingman, forget about color, race or teamwork; the only person on your side is your Wingman. He or she is the only person that can revive you too, and once your down you won't be respawning until the match is over. Here, unlike in Warzone, kills count. You have a time limit too, so get killin'! You can only die via an Execution: Chainsaw melees, Execution moves (curb stomps, etc.), headshots from the Longshot and Boltok Pistol, and detonation (Frags, Torque Bow, Mortar etc.). Otherwise, you can be revived by your Wingman indefinitely.Camping is always a good strategy on Wingman, and if you can find a spot with a good weapon (Mortar, Frag Grenades, Torque Bow etc.) out of the way from the fray then you can pick other teams off one at a time. Booby trap some entrances with grenades and cover your Wingman, reviving each other when in trouble, and with any luck you'll come out ahead.

46: Execution

In Execution more than any other mode you should stay near you team since they can revive you if you fall. Otherwise, this play out like Warzone but with an emphasis on melee combat and powerful weapons.Here is a list of ways to Execute your unfortunate opponent: Direct Boomshot fire; Stuck Torque Bow shot; Frag Grenade tag, booby trap and throw; Hammer of Dawn fire; Mortar fire; Executions (curb stomp, beating and various weapon animations); Meat Shield grab; Chainsaw melee; Point blank Gnasher (shotgun) shot; Longshot headshot; Boltok Pistol headshot. In short, anything that splats or decaps will do!

47: Guardian

In Guardian mode each team has a "Leader" who is the magical source of infinite respawning for your team. If you are the Leader, the game will say so and you'll have a star next to your ammo meter. You also have a directional compass pointing to where the opposite team's leader is, and you can always check where your leader is with the Left Bumper. In order to win a match you'll have to take down the other team's leader in order to get them to stop all that pesky respawning. After that, you'll still need to clear the rest of the team outA lot of responsibility, then, falls on the Leader, whose priority should be survival – and they most likely can't accomplish this on their own. So Leaders: don't go running for the Boomshot. Holing up with some grenade boobytraps is not a bad idea if your team isn't in to defending you. This mode can take coordination to keep the leader protected in addition to hunting down the other team, and you may have to delegate duties.

48: Annex

In Annex, rings of gray appear in the level that can be capture by either team. While a ring is captured, it gives a point per second to the team that captured it. You don't need to stay in the rings after you capture them, but you do need to stay in them long enough to capture them. The more people in the ring, the faster it will be captured. A symbol of your team (C.O.G. or Horde) will appear in the gray circle on your HUD and it will fill with your team's color when it's being captured. If you step into a ring that's been captured by the opposing team, they'll have to be out of its boundaries before you start "draining" their color, and replacing it with yours. Once the 60 points are drained from a ring, it will disappear and reappear, unclaimed, at another location. The round ends when the pre-determined number of points is attained by one team.These rings always appear on spawn locations of weapons, and the HUD display will reflect which weapon spot the ring is at (the weapon image in the circle on your HUD). This little circle on the HUD actually gives you a lot more information than that: the direction the Annex ring is from your location (the arrow); who is currently winning points (the color); and how many points are left to win (the number). Know a given map's weapon locations (see our Maps section) and you'll be able to quickly move to the new spot when it appearsOnce you capture a ring you can leave and take up a good position to defend it - it's a good idea to leave a grenade behind as a booby trap, just in case. Also, it's a good idea to mine known ring spots (weapon spawn locations) if you have a spare Frag Grenade, since the location will likely switch to that spot and you may as well get the jump on the opposing team. You can capture rings when you are bleeding out, so some quick crawling can make all the difference!Once your team captures a ring, you can take up a snipe point while your points accrue, or hide on a corner with a shotgun -- anything to keep the enemy at bay. The ring can go back and forth several times until its points are drained. If there are just a few points left in a ring, it's probably not worth fighting for anymore and you may better spend your time hustling towards a possible location or picking up grenades / weapons. When the chime starts, that means the last several points are being accrued before a victory. Everyone will respawn indefinitely in this mode.

49: King of the Hill

Classic King of the Hill rules apply here: there's a ring that's the "hill" in one place - a weapon location as indicated by the compass on your HUD. You'd do well to learn these locations for maps so you can get to them as fast as possible. At least one member of your team must remain in the Hill once it's captured or you lose it. While in possession of the hill, your team will win a point per second.The person in the hill can be bleeding out - it doesn't matter. You can even capture a hill whilst bleeding out. You may want to leave the hill to take a defensive point, but you should coordinate that with your team. If you all step out you'll have to recapture the hill - or some OTHER team might...If you down enemies near your hill, consider not killing them unless they will be revived or enter your ring. This is because they will just respawn and come anew, so you might as well rack up some points in peace while they bleed out. Conversely, if you are bleeding out near a ring, head for it, you never know what may happen - you could be the one to retake the ring. Basic strategy applies to defending the ring, remain in cover, conserve ammo, and stick close to your team so they can revive you. The first team to the set number of points wins -- a chime will sound for the last few points. Also, the more people in a ring, the faster it will be drained of enemy color/filled by yours. So don't go it alone.

50: Horde

In Horde mode, you'll be confronted by all manner of sub-boss Locust. Each wave is harder than the last due to increasing numbers and added types of enemies. Although there are 50 waves total, there are actually only 10 waves of enemies that repeat 5 times. Each set of 10 waves progressively heaps bonuses on the enemies though, improving their Accuracy, Health and Damage, and making them that much more formidable. The first few levels will feature Wretches, Drones and Grenadiers, in addition to various Boomers, like Butchers (which melee attack). Added in for the mid-levels are Flame Grenadiers, classic Boomers, Kantus (with Ink grenades and explosive Tickers that count as kills), Sires (the difficult to kill zombies) and Theron Guards (with Torque Bows). The final wave adds in Bloodmounts (the Grenadiers riding monsters).The best strategy for Horde is to get as many people together as possible to fight - going it alone just isn't a viable option. Take advantage of this unique co-op mode by taking on the horde with a group of people and you'll find it more satisfying - and less brutally difficult. Horde is all about letting the enemies come to you. That doesn't mean you shouldn't have a sniper. Luckily, wherever you hole up, ammo for the Longshot and Torque Bow will have a tendency of finding its way to you, due to the bum rushing Locust. But items like Frag Grenades, the Hammer of Dawn or the Mortar that can really help take down the swarm are harder to come by.Thus, holing up near a heavy weapons spawn point is a great idea. If one person stays on the Mortar, one snipes with a Longshot or Boltok, and the others defend the immediate environs with Gnasher or Lancers, you have a pretty good chance of survival. And sticking together makes revivals easier - once you're down you'll have to wait until the round's over to rejoin the fight. Of course, with the hectic nature of Horde, any strategy can devolve quickly. You'll want to keep an eye on the bar at the top left, which tracks your remaining kills. When you have less than 5 left, it will be revealed in numerals. The largest horde has about 25 enemies, while the smallest has about 10. Good luck!

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