<HTML><META HTTP-EQUIV="content-type" CONTENT="text/html;charset=utf-8">_______________________________________________________________________________
_______________________________GEARS OF WAR 2_______________________________
________________________________FAQ/WALKTHROUGH________________________________
===============================================================================
*******************
***********************
*** TABLE OF CONTENTS ***
***********************
*******************
1. Introduction [INTR]
2. Hints and Tips [HNTS]
3. Story Walkthrough [WLKT]
3.1 Tip of the Spear [ACT1]
3.2 Denezens [ACT2]
3.3 Gathering Storm [ACT3]
3.4 Hive [ACT4]
3.5 Aftermath [ACT5]
4. Collectibles [CLTB]
5. Unlockables [UNLK]
6. Achievements [ACMT]
7. Verion History [HSTY]
*************************
*****************************
*** INTRODUCTION [INTR] ***
*****************************
*************************
This guide contains the following:
- Full walkthrough from Act 1-2 - Act 2-3
- Achievement List
- Small Hits and tips section
************************
****************************
*** Hints & Tips [HNTS] ***
****************************
************************
- Always use cover. You never know when a rocket, torque bow arrow or sniper is
going to come and knock your face off.
- Learn how to active reload, this will get you reloaded and back in the fight
almost instantly.
- Only melee as a last resort (excludes wretches)
- Try sticking grenades to walls near emergence holes
- Always press the 'Y' button to view points of interest, it will save you
from getting lost and give you an idea of what to do.
- If you are knocked down, crawl to your nearest team mate instead of staying
put.
- If you ever get lost in a level, wait a couple of seconds, and then follow
your squad
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
***If you have an interesting tip or tactic, let me know. If i like it, Ill put
***it in here and give you credit
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
************************
****************************
*** WALKTHROUGH [WLKT] ***
****************************
************************
This walkthrough will provide players with the fastest route for each Act from
beginning to the end.
Current Version: Walkthrough from Act 1-2 until Act 3-1
Achievement Listing
General Tips
A few of the collectibles (included in the walkthrough
for now)
************************************
*** Act 1: Tip of the Spear [ACT1] ***
************************************
<<<<<Chapter 1: Welcome to Delta>>>>>
<< 2 Collectibles >>
Coming soon!
<<<<<Chapter 2: Desperation>>>>>
<< 5 Collectibles >>
After a short story scene, you will gain control of Fenix inside a hospital.
After a short chat with Anya and Dom, proceed out the door with the green
light above it to the right of the office. Continue through the next room
and head up the stairs right of the blue sign on the roof. At the top of the
stairs, continue through the door that opens for you and into a room with some
patients in it. Go through either door here and shortly after Anya will warn
you of incoming hostilities. Make your way to one of the windows overlooking
the courtyard, there should be a big stack of fuel bottles below. Wait for
the locust patrol to venture close to them, blow them to bits. If you don’t
kill them all, finish off any stragglers and then doors at the end of the
hallways will open.
Continue through the door here and follow the balcony along to the left, as
you round the corner, you will be attacked by two grubs on the same level as
you and another couple on the ground floor below. Kill them and continue
through the door in front of you, here you will be attacked by another two
grubs, ventilate them and head through the door on the right. Push over the
table in front of you and take cover behind it, kill the grubs in the room and
keep going, through the open door. There are some grenades here for the taking,
so pick them up and continue down the stairs.
At the bottom of the stairs clear the room of the locust. Go through the door
on the right side of the room and exit the building through the door at the end
of the hallway. In the courtyard here, there are some COG soldiers in a gun
battle with some grubs, help them finish what they started and head towards
the stairs on the opposite side of the room. A Reaver will then land in the
courtyard. Defeat it or run up the stairs and enter the door to continue.
Follow the hallway and take a left at the end. Continue a short way down the
hallway and eliminate all the hostiles in the room on the left. Follow Dom and
Tai through the open door and take either hallway to enter a large cafeteria,
defeat the grubs and mosey on over to the circular garden in the adjoining
room. As you do, a helicopter will fall through the room and some more locust
will appear on the floor above you, head up the stairs or kill them and then
head up the stairs and take the exit.
After a short hallway, you will be in another large room with a conveniently
located statue and desks in the middle of it. Cruise down the stairs and enter
the central area. The power will go out and the door on the left will burst
open. Kill the grubs that enter from here and then another group will enter
the room from a door near the bottom of the stairs on the opposite side of the
room. Kill them and then wait for Jack to open the door.
Exit the building with your now completed team and take cover behind the
sandbags, kill whatever locust you can from here and then cautiously make your
way down the stairs. Eliminate the locust in the immediate area and a gunship
will come in to help you. Straight across from the bottom of the stairs is a
store with a white 'Buy, Sell Trade' sign above it. Enter through the window
and follow the room. From the windows, take out the grubs in the next area and
head back out onto the street. Follow the street to the end, killing anything
in the way to finish the mission.
<<<<<Chapter 3: Rolling Thunder>>>>>
<< 2 Collectibles >>
You will regain control of Marcus on top of a moving assault derrick aptly
named Betty, and you will be defending said drilling platform until the end of
the mission. There is a turret up the front of the vehicle that can be used and
a walled lower platform below.
Soon after leaving the staring area, the convoy will start getting hit with
mortars. After the derrick to the left is taken out and the helicopter in front
of you gets hit, Betty is next. So head up to the turret and shoot down the
incoming nemecyst before they hit the rig. If you take too much damage, the
mission will be over. After taking down around ten nemecyst, the rig in front
of you will be attacked and destroyed by reavers. Shoot them down as fast as
possible before they take you out too. Then you will have a few moments of
silence, leave the turret and go and pick up collectible (1/2) near the
unusable ladder on the rig.
As you reach the top of the hill the driver will lose control of the vehicle.
You have to make an emergency stop and repair. Following a quick scene, Delta
will be on the ground and tasked with defending the rig while it gets fixed.
As soon as you regain control, run over to the left for some ammo, grenades and
collectible (2/2).
Then head over to the debris in front of the rig. As you do, an emergence
hole will appear. Seal it up with grenades if you can and kill everything that
pops out of it. Soon after another emergence hole will appear to the right of
the first. Defeat these bad boys and yet another emergence hole will appear,
this time on the ledge above and to your right. As you are fighting these guys
one last emergence hole will make itself known right next to the first one. As
soon as Dizzy says its ready, run back to the ladder to escape the baddies
below.
<<<<<Chapter 4: The Big Push>>>>>
<< 0 Collectibles >>
When you start, get Fenix to jump on the turret. Kill as many locust as you
can as they stream out of the hole in the ground. Shoot the brumak too if you
like. As you are leaving the rocky area, you will be attacked by another rig
that has been hi-jacked. Use the turret to kill the locust as they appear on
the deck. Try and keep them off of the rigs turret as best you can.
After some time, the other rig will drift away from you, making it a little
harder to hit those on board. However, you will pass by a small raised area
from which a few grubs will jump on board, kill them as fast as you can and
when the rigs come back together again, you will now also have the threat of
grappling locust. Listen out for a distinct clanking sound, to signify a hook
has landed on the rig. Find and shoot the hook or a locust will climb up it
onto the deck. When the other rig ventures away, jump off the turret and deal
with hooks or locust on board Betty and when it is close use the turret to kill
those on the other rig.
After a lengthy battle with the scurvy crew of rig G53, Dizzy will spot a
bridge up ahead. But its too small for two rigs to cross. Now is the fun part.
Get back onto the turret if you are not already there and shoot those on the
deck. The rigs should come together pretty hard three times, each time; the
window at the very front of the other rig will become more damaged. After the
third, you will be able to shoot through the window and kill the grub piloting
the rig to send him and his crew plummeting to their doom.
Following the bridge, you will regroup with several other rigs and some
helicopters. Man the turret and listen out for the stomping coming from your
left. It’s a brumak! Shoot it until it is hit by an explosion and then turn
the turret forward, shoot at another brumak just further up the road on the
left. After you kill it, you should see a large group of locust running in
front of the rig. Shoot as many of these as you can. If you don’t shoot them
all, they will be using the hooks to climb up onto the deck. Kill off the
immediate threat and ignore the brumak, it will take out its anger on another
rig anyway.
Next up, a corpser will emerge from the ground in front of you, lay into its
face with the turret when it rears back and it should retreat back down the
hole from whence it came. A shot ways down the path another brumak will
approach the rig from the front shoot its face and guns with the turret to take
it down and continue on to the next mission.
<<<<<Chapter 5: Roadblocks>>>>>
<< 4 Collectibles >>
After the short scene at the start, follow your squad to the first building on
the left. Kick down the door and continue inside. You will quickly be briefed
about tickers, small spider-like creatures that are used as landmines. Head up
the stairs behind the bar for some ammo, grenades and collectible (1/4), which
is a newspaper on the ground beside the chair. Return downstairs and continue
into the adjoining room. A swarm of tickers will come from the street outside.
Take them out by shooting them or if you are up for a challenge you can melee
them. Either way, once they are dead continue outside.
Head straight across the street and through the broken fence opposite, head
around the building to the left and use your lancer to destroy the barricade
blocking your exit to the street. This is another open area full of tickers,
destroy them all to continue. Head down the street and instead of following it
to the left, turn right into a small memorial area, read the plaque to unlock
collectible (2/4). Turn around and continue down the street.
As you start to climb the hill, look to the sky to see massive numbers of
nemecyst. Shoot them down as fast as you can so they do not damage the rig.
Shooting the nemecyst will also alert some grubs in the next area to your
presence and they will proceed to fire at you with a troika and whatever else
they can get their hands on. Take cover and kill the remaining nemecyst, then
slowly make your way up the hill and take out the troika on the roof and the
grubs at the gas station here. Shoot the gas pumps for an easier time taking
down the locust on the ground level. Now take cover from the troika on the
left. After it is destroyed head inside the gas station, and enter the back
room for collectible (3/4).
Return outside and make your way to the rest of your squad. Jump the wall here
and exit through the broken fence. Follow the fence round to the left and head
through the large, ajar Iron Gate to enter a bitch-black tunnel. Dizzy will
follow you in with the grind lift and will provide a limited light source. Move
slowly through the tunnel and fight off all the tickers that appear in here.
You should hear them before you see them, so when you do here move back closer
to the rig so that you can see them earlier. Another option for this tunnel
section is to turn brightness up in the game options all the way to the max to
make things a little easier.
After fighting off quite a few tickers you should see a set of stairs on the
left. Before you head up these, check out the small tunnel on the left just
before the stairs for collectible (4/4). Continue through the door at the top
of the stairs, kill the tickers that appear in the hallway then exit the room
to the right back into the tunnel. Dizzy should move up to give you some more
light, so keep moving. Soon after this, you should see the light at the end of
the tunnel, kill the remaining tickers and head for the exit.
As you reach the end a reaver will enter the tunnel and attack you. Kill the
two locust on its back and then shoot its face until it blows up. Exit through
the now open gate . You will be given a choice to go through the hotel or onto
the rooftops.
Route 1: The Hotel
Head inside and run up the stairs. Kill the grubs here then exit onto the
rooftop and kill two more here. Wait until the squad on the other side
finishes up fighting and they will blow the door to the next area open for
you. Head inside and to the end of the hallway. Kick the door down and kill
the locust here. Kick the door on the right of the room open and clear the
balcony. Marcus will then radio Dizzy to bring him through.
Route 2: The Rooftops
Head up the stairs directly in front of you and turn left at the top, follow
the wall round the corner and kill the grubs here. Take a right at the end
of the passage and climb the ladder at the end. Kill the mortar guys on the
roof and then pick up the mortar. Dom will tell you to mortar the building in
front of him. The building you are mortaring should be to your right and have
a large hole in the roof. Aim at the hole with the mortar launcher and fire
at about range 135 to open the door for Dom. Go back down the ladder and Jack
will unlock the door to the next area. Kick the door down and run straight
through the room and exit from the other side. Hang a left and clear the
roof of baddies to continue.
As Marcus calls Dizzy to give him the all clear, a brumak will emerge from the
tunnel. Kill it using the mortars that are on both rooftops to make it quick.
<<<<<Chapter 6: Digging In>>>>>
<< 0 Collectibles >>
You will begin the mission atop the grind lift again and after a brief
introduction, an emergence hole will appear and locust will start attacking
from the front. Get onto the turret and star blasting away at all the enemies
as they make their way forward. After a minute or so, a locust mortar crew will
appear and start hitting the rig with mortars. At this point it is likely that
the turret on the front of Betsy will be destroyed. Luckily there are mortars
on the deck for you to pick up. Destroy the mortar crew and continue plugging
away at the locust swarm.
Soon after, a group of boomers will join the party; take them out using the
mortars if you still have some. Next up are a pair of reavers, destroy them,
once again the mortars are the best cure for these things. Once they are dead
you will have completed Act 1.
****************************
*** Act 2: Denizens [ACT2] ***
****************************
<<<<<Chapter 1: Scattered>>>>>
<< 0 Collectibles >>
From the start, there are three different paths to take. You can go down the
ramps to the left or the right of the start area or turn around and head up the
ladder behind you. No matter where you go, you will need to make your way to
a bridge that leads across the middle part of the area. After crossing the
bridge take the ramp upwards. If you are going the right way you will see some
grind lifts appear in the distance and then another fall through the ground in
front of you.
Continue past the hole left by the grind lift and you should reach a
checkpoint. Continue though the pillars here until you can see gunfire. Cut
down the vines blocking the doorway here and enter the room. Carmine will be
on the raised area at the back of the room so you need to help him kill all the
locust. Once they are all eliminated, head up the hill and talk to Carmine.
After the short cut-scene jack will start to repair a grind lift, in the
meantime a few squads of grubs decide to show up. Defend Jack until the grind
lift is ready to go. Emergence holes will appear to the left and the right of
the platform and after killing a few grubs, they will start spitting out
tickers as well, so listen out for their telltale clicking noise and use it as
a warning to move if they get to close whilst you are on grub patrol. Once you
have exhausted the locust opposition in the room, Jack will finish up with the
lift.
Head up and press the button on the grind lift, it should start digging through
the wall in front of it. Follow it through the passage it makes and exit into
the cavern on the other side. As you emerge from the hole, you will see two
reavers fly past and you will receive a distress call from farther in the cave.
Move down the ramp to your left, as you reach the bottom, you will encounter a
gun battle already in progress. Join the fighting and kill the grubs as they
appear. From time to time, reavers will fly over head, stay in cover at this
time or they will hit you with their rockets.
Make your way forward slowly. You will see the locust are coming into the area
from a pair of tunnels straight in front of you at the end of the room.
Continue to kill the grubs as they appear and then the tickers when they
appear. After a short amount of time, a couple of boomers will make his way
into the room. These guys have grenade launchers, so as soon as you here them
say the word 'BOOM!' get back into cover until you hear the explosion. After
you have defeated the boomers, head to the end of the room and through the rock
archway into the left hand tunnel.
At the top of the ramp here, walk to the pillar in front of you and turn left,
follow the trail of glowing beacons to continue. As you reach the second bunch
of 'glowy things' a large group of wretches will appear, take them all out and
follow the path in the direction that they came from. If you don’t have a
lancer, pick up the one at the end of the tunnel and use it to cut through the
vines in front of you to complete the chapter.
<<<<<Chapter 2: indigenous Creatures>>>>>
As you enter the room, you will see a giant worm made out of rock. It is
impossible to kill, but you can use it to take cover behind. They are attracted
by the glowing red fruit you often see hanging from the roofs and we will be
using them quite a bit from now on until the end of Act 2.
Shoot the glowing fruit above the small tunnel in front of you to move the
rock worm. Take the ramp next to the pillar nearby down to a new area, to the
left here is another grind lift in a room with some ammo behind a vine wall.
Return to the main room and continue through it. About halfway down, a rock
worm will appear. Shoot the fruit from the ceiling a little further down the
passage way to move through and continue on to yet another grind lift sitting
in front of a pillar.
Here you will split up with Dom and either head down the bottom or take the
high road, no matter which way you go, you will have to do exactly the same
thing - eliminate the locust checkpoint here. As you get closer to the room,
a rock worm will appear; you can then run up and use it as cover whilst
attacking the checkpoint to make it much easier to take out. When the
objective is completed, head up the ladder behind the sandbags.
When you reach the top, turn right, a few tickers will come to get you so sort
them out and the blockage here should collapse. Continue down the runnel here
killing any tickers you see on the way and enter into a larger room. Anya will
contact you here and then an emergence hole will show up. Run up and take
cover behind the rock worm, kill the locust and seal the hole. When this is
done, continue past the hole into a tunnel.
Follow the passage around to the right and Dom will warn about snipers. Run up
to the grind lift behind the sandbags and pick up a sniper rifle. Use it to
eliminate the sniper on the bridge and the locust troika gunner and snipers on
the small outcrop to the right of the bridge - use this only for sniping
practice though as there seem to be an unlimited number of enemies here.
Venture down the path, hugging the wall. As you do a rock worm will appear and
walk down the path to grab some fruit. Get in cover behind it and walk with it.
As you do, shoot the glowing yellow barrels on the platform with the snipers to
the right. They should disappear and some reavers will fly out of the tunnel at
the back of the platform. Ignore them and run to the end of the bridge.
At this point you can take either the left or right fork. It doesn’t matter
which way you take, they both empty out onto the same platform at the very top
of a tall rock structure. The different routes will exit on different sides of
the area, making it easier to flank and kill the enemies here. Be careful here
and stay in cover as there are a couple of troikas here which can chew through
your health in no time at all. After you have eliminated the lot of them a
reaver will land and try to give you some grief, take it out to continue.
Quickly pick up some ammo and then take cover in front of the very unnatural
looking stone door. After a few moments the door will open and several
wretches, a few tickers and a couple of boomers will head out to greet you.
Eliminate all of them and then head through the door, follow the path to the
end and down the ramp to the right. When you reach the bottom you will see
some locust raining mortars and troika fire down on another grind lift squad
below. Kill the baddies here and then assist the squad in defeating the waves
of enemies that come from the right side of the platform they ar on.
Defeat all the enemies to complete the objective. Continue up the path and
vault the wall in the middle and end the chapter.
<<<<<Chapter 3: Disturbing Revelations>>>>>
Follow your squad and go down the ramp to the right, enter the water and
continue straight ahead through the mushroom filled room until you find a set
of stairs cut into the rock heading upwards. Climb the stairs for a cut-scene
and afterwards, take cover at the top behind the wall sections here. In front
of you is what appears to be the entrance to a locust stronghold. On the upper
level is a Kantus Kill him first using the sniper rifle, and then shoot the
fruit from the roof to make a rock worm appear. Use this as cover to get close
enough to shoot the horde of locust on the ground level with standard weapons.
After killing enough enemies, the rest will retreat and you are able to enter
through the door in front of you. Follow the tunnel here until you reach a
ladder leading upwards. Here the game will give you two options.
Option 1: Left Path
Continue up the path into a room with a large pillar in the middle and
windows overlooking the room with your squad mates below. Go up to the
first set of windows and shoot the fruit to summon a rock worm. Wait for
Dom and co to take cover behind it, and then run to the third set of
windows. Shoot the fruit down here so that they can progress further into
the room using the rock worm. Next, head to the window directly opposite
the tunnel that you entered from and shoot one, last piece of fruit. As
you do, you will be attacked by a pack of wretches, take them all out and
then pull the lever beside the door to exit the room. Immediately you will
be fired upon by a troika. Either snipe the gunner or wait for Dom to take
him out, and then continue on down the ramp to the left.
Option 2: Right Path
You will regain control just inside the gate. Turn around and pick up some
ammo and grenades if you need them and then continue down the path. As you
enter the room, you will be attacked by two troika set ups on the bottom
floor of the building to the left. To continue through the room run up and
take cover behind it. As Dom shoots down the fruit, the worm will continue
to move forward towards the next one. Traverse the room using the worm and
when you reach the corner with the entrance inside, detach yourself from
the worm and clear the troika room. Pull the switch next to the door on
the right of the room. Continue through the tunnel and climb the ladder at
the end. Take out the troika gunner and head to the end of the platform and
go down the stairs.
Take out all the enemies in this area and both groups will be reunited and
you can continue on through the door to complete the chapter.
<<<<<Chapter 4: Sinking Feeling>>>>>
From the start, head forward down the path in front of you, after a little
team talk, you will see a helicopter crash down nearby. Keep following the set
path and soon you will see your first blood mount. It should run away before
you get in range. Keep moving into the next area with lots of burnt out cars.
As you approach a stranded man will run past you telling you to run.
If you run past him you will meet some resistance, several drones and the blood
mount we saw earlier will come and attack. To kill a blood mount, try and keep
your distance, they are fast and will try to get close to you. If they do get
close they can do a lot of damage. Kill either the rider or the mount, and the
other will come at you. Kill both to make sure of the death. After you kill it
and clear the remainder of the immediate area of locust, continue n pat the
concrete road blocks. You will encounter another blood mount and a few more
drones.
As you attack these enemies a reaver will also come in to land. Kill everything
(the drones, reaver etc.) to proceed. When you reach the giant pit with the
burning car inside it, turn right to see a collapsed building flanked by
streets on either side. Go up the right street to pick up some ammo and a
gorgon pistol. Turn around and look between the flipped car and the concrete
block close to the edge to find collectible (1/2). Head back to the building
again and this time make your way down the left street.
As you do, stay in cover as much as possible. On the ridge up ahead is a pair
of snipers. Kill them and you will receive an assistance call over your radio.
Continue on the path and you will reach a balcony area overlooking a courtyard
opposite the burnt out skeleton of a building. As you enter the balcony, a
large wooden walkway will descend from behind the building and a group of
drones will run down it and attack you from the building.
As you engage in gunplay with these guys, a reaver will swoop down nearby and
attack you. Ignore the drones for now and get rid of the reaver, trying your
best to stay in cover of course. Finish off the drones and part of the
building will collapse. Move down the ramp at the end of the balcony area and
cruise through the remnants of the building to the left of the pit. On exiting
the building, take a sexy right turn down the street and head into the door to
your left just in front of the van.
After a quick scene showing us a bit of situational awareness, you will be
ambushed. When you regain control move as quickly as possible into cover. All
the enemies will be on the second floor of the building. Fend them off and
after a minute or so you’ll get a re-enforcement to help you out. After the
cut-scene, watch where Dom goes. Instead of heading straight to him, walk over
to the part of the room next to him, but on the other side of the wall from him
on the left. Examine the body here for collectible (2/2). Head back to Dom to
continue with the mission.
Follow the path around the building and exit the gate into a graveyard area.
Moving about halfway up the hill in this area will invite a reaver to come and
attack you. Teach him not to diss your flavor and continue on to the bridge at
the top of the hill. As you approach it drones will start running across
towards you. Kill them as fast as you can because if you take too long, a few
tickers will come over the bridge too to bother you while you’re fighting the
drones. Once everything lies in pieces, continue across the bridge to complete
the chapter.
<<<<<Chapter 5: Captivity>>>>>
Follow the giant tunnel up until you find a fog-covered room through a smaller
entrance to the left enter the area and take the left path. Walk up the ramp
and you will see a bunch of giant blue containers, go past these and up the
hill to a second area filled with the same type of containers, you will hear
someone talking from within one of the pods here, so go and investigate it.
After the cut-scene follow the squad through the exit and carry on down the
ramp into another large prison-like area. Ahead of you, you should see
something Baird refers to as a 'beast barge'. This is our next target. Head
forward through the prison area towards where you saw the barge. As you reach
its location, it will stop and a couple of drones and a boomer will disembark
and head down the ramp in front of you. Kill these and then run up the ramp and
board the barge.
Once you are on board take cover as soon as possible. At the front end of the
barge, a grinder will come down a lift with a mounted mulcher (a very heavy
machine gun) and will drill you if you are in the open. Dispatch him, and then
take the lift upwards. When you get off, press the switch on the pillar
directly in front of you and then head up one of the sets of stairs at the back
of the room.
On the top deck, kill the two grinders and a reaver will fly in. If you picked
up the mounted mulcher, you will finish it off in seconds! When everything is
dead or dying, grab some ammo and move towards the opposite end of the deck.
You see a troika turret here, do a quick 180 degree turn when you reach it and
pull the lever to start up the barge. As soon as you start moving, mount the
troika and kill any incoming reavers.
After a short, but sweet ride, you will stop next to another barge.
Unfortunately for us, this one is filled with locust soldiers. Eliminate the
drones on the top deck of the adjacent barge, and then board it. Make your way
to the front part of the deck, and descend the stairs. Activate the switch on
the pillar in this room for a quick cut-scene.
Following the cut-scene Fenix will be on the bottom deck of the barge and there
are some bad guys shooting at the squad from a rocky outcrop to the left. After
a few seconds, the wooden boarding platform will drop down. Once everything up
on the platform is dead, climb up the platform. Follow the passage here around
to the right and continue along the path until you reach a large column to the
right of the path. Around this area you will get attacked by drones and a
grinder heading up the ramp. Fight your way down the ramp killing everything in
your way.
At the bottom of the ramp, Marcus will contact Anya and report the situation.
After said conversation, head through the prison area here until you see a
wooden ramp in a vertical position. Ignore it and continue round the corner
here to the left and into the fog-shrouded passage way. Follow this and you
will be attacked by a kantus and some drones. As you get closer some tickers
will also get involved, so be careful. Defeating these enemies lets you
continue on until you reach another area filled with ruined buildings.
Take cover behind the damaged car and kill the drones that come at you. Polish
them off and move up to the concrete barriers blocking the street. Kill the
kantus and drones further down the street and then head down the street towards
their corpses. Take a left at the first intersection and kill the reaver that
comes in to pay you a visit. Take the right hand path here under the destroyed
overpass and clear the area of locust. Continue past the burning gas station
in front of you to a large building resembling a hotel. We will now be using
the roof of this building as an extraction point.
Head around the right side of the large building and scale the stairs at the
back, take the first left and vault over a fallen concrete block. Continue up
the stairs behind it and run to the centre of the rooftop to get a checkpoint.
After which Carmine will lay down some green smoke to signal a helicopter for
evacuation. Unfortunately, it summons a huge number of locust at the same time.
Now all you need to do is hold of the locust for about a minute or so until the
helicopter arrives. All you need to do is stay alive! When the countdown
reaches zero you will complete the chapter with a cut-scene.
<<<<<Chapter 6: Intestinal Fortitude>>>>>
Welcome to the inside of the rift worm. From the starting spot, head forward a
little way and look to the left of the slanted steel support for collectible
(1/2). Regroup with the squad and head down into the ramp, through the water
and up the other side. At this point you will see some giant teeth gnashing
together in front of you. Wait for them to come down and then run across as its
going back up to avoid being crushed. Continue past the second tooth and then
sprint across the longer third set of teeth, jump to the right as soon as you
can whilst crossing it.
The next area is a little tough, there are a long series of teeth and you must
run (hold the ‘A’ button) the entire way through, but do not stop until you
reach the end. Whilst you are running you are crouched so if you stop you will
stand up and perish. Make sure you avoid the broken walls along the route here
if you get caught on them while you are running you will die. When you reach
the end follow the rest of the squad to the right.
Follow the passage around the corner until you reach some more teeth. This
time, our first challenge is a set of horizontal teeth, much like the vertical
variety, the best bet is to wait for them to shut, then run through as they are
opening. Traverse the two sets of vertical teeth and exit the room via the
last pair of horizontals. Follow this pathway until you see a short cut-scene.
After the cut-scene you will be attacked by a number of small spiders that
erupt from the floor. Destroy them all and carry on through the room. After
another short cut-scene you will be chased through the area with a giant ball
of debris chasing you. You want to avoid touching the glowing grass-like
sections of the worm as they will damage you. From the cinematic, run forward,
then around the corner and up the ramp. Hang a left at the top and follow the
path down to a sphincter. Dom tells you to, 'Concentrate your fire on the
opening' So do it! Shoot the sphincter and it will open, allowing you through.
After the sphincter, take the left path and follow it around to the right as
the death grass cuts you off. Head to the wall here and look around for a
flimsy mucus membrane and use your lancer to chainsaw through it. Follow the
path to the left, until you reach another sphincter. Repeat the previous
process to open it and head through, run along the set path and when you reach
a dead end, listen out for a car alarm. Look up and shoot the teetering car.
It will fall down to your level. Use it as a bridge and continue over to the
left, follow the path until you reach a dead end. Once again, find the mucus
membrane and cut through it to end the chase.
Head up the ramp to the left and stop before the green acid on the floor. Shoot
the green piece on the end of the dangling bits to turn them off temporarily.
When the acid nozzle is inactive, you need to sprint over the green acid pool
on the floor until you are on safe brown ground again. Repeat this process
until you reach the big pool of acid at the end, continue along the narrow path
around the acid here and then continue up the hill. You will now enter the
intestines, this bit is a bit like a maze and is filled with gas, meaning you
need to get through it quickly or you will die.
Head forward and continue on through the small gap in front of you, take a
left when able and you’ll see a tunnel leading farther into the intestines.
Follow this to the end and you will come across another mucus membrane, use
your lancer to chainsaw your way to safety.
After the cut-scene head up the slope and follow the path until you reach
another mucus membrane, lancer it again and head through to find a heart. Use
the chainsaw to sever the artery and the vein attached to the heart and a
passage will open. Exit through here, then climb up the ramp and carry on
along this path. You will be attacked twice by the little spider enemies we
encountered earlier, they are easy so just exterminate them and keep on going
until you reach another membrane. In this room is another heart. Head over to
the left side of it and cut the arteries and veins as you head up the ramp.
There should be three. When you are done another passage should open for you.
Proceed along this path until you reach one final membrane. Cut it and head
inside. As you enter, you will be attacked by some of the little spiders
again, kill them and head to the far end of the chamber. Here is the heart.
You will have to cut four blood vessels this time, two on the left and two on
the right. As you approach the heart and as you cut the arteries, you will be
attacked by the spiders, ignore them as best you can and focus on the blood
vessels. Kill them all and you will complete Act 2.
**********************************
*** Act 3: Gathering Storm [ACT3]***
**********************************
<<<<<Chapter 1: Dirty Little Secret>>>>>
From the start, turn right and circle around the building until you find a path
leading up some stairs into a door below a large bulbous sculpture. Kick in the
door and head across the lobby area here and into a long hallway. Follow it to
the end and you will be greeted by a security system controlled door.
Following the brief cut-scene you will be in a dark room with Jack providing
some basic light. Follow him through a couple of tunnels and a storage room
and he will stop moving in another, smaller room afterwards with a flamethrower
sitting on the floor. Head into the adjacent control room and use the power box
on the wall to reactivate the power. Head back to the storage room and turn
right, use the control panel next to the door here to open it.
Head into the room and you will be attacked by a bunch of wretches. This is a
good opportunity to test out the flamethrower if you picked it up. Once the
wretches have all been dealt with, continue down the left side of the room
until you find a door that has a wall mounted wheel next to it. Head back
outside and talk to Baird and Cole.
Now for the most annoying part of the level, Marcus and Dom will have to carry
the explosive charge between them. This means they are linked together and
their movement is encumbered by not only the wieght of the box, but also each
other. Cruising around at walking speed not as easy as it was a few minutes
ago. You will still be able to use your pistol which is better than nothing.
Move forward to the door that you just exited from; there should be a loading
elevator directly in front of it. Take it up to the door and continue inside.
After entering the room, the door will slam shut behind you and a group of
wretches will move in for the kill. Shoot them or melee them to death and Jack
will open another door directly in front of you. Follow Jack through the door
into the lobby area, defend your self from some more wretches and then make
your way into the long tunnel back to the security door. As you move down the
tunnel five or six wretches will break out of vents in the ceiling and drop
down to attack you. Eliminate them and take the box to the door at the end of
the corridor to complete the chapter.
<<<<<Chapter 2: Origins>>>>>
<<<<<Chapter 3: Rude Awakening>>>>>
<<<<<Chapter 4: Ascension>>>>>
<<<<<Chapter 5: Displacement>>>>>
<<<<<Chapter 6: Brackish Waters>>>>>
************************
*** Act 4: Hive [ACT4] ***
************************
<<<<<Chapter 1: Priorities>>>>>
<<<<<Chapter 2: Answers>>>>>
<<<<<Chapter 3: Hornets’ Nest>>>>>
<<<<<Chapter 4: No Turning Back>>>>>
<<<<<Chapter 5: The Best-Laid Plans>>>>>
<<<<<Chapter 6: Royal Inquisition>>>>>
*****************************
*** Act 5: Aftermath [ACT5] ***
*****************************
<<<<<Chapter 1: Escape>>>>>
<<<<<Chapter 2: Desperate Stand>>>>>
<<<<<Chapter 3: Free Parking>>>>>
<<<<<Chapter 4: Tenuous Footing>>>>>
<<<<<Chapter 5: Closure>>>>>
************************
****************************
*** Collectibles [CLTB] ***
****************************
************************
************************
****************************
*** Unlockables [UNLK] ***
****************************
************************
************************
****************************
*** Achievements [ACMT] ***
****************************
************************
************************
***Story Achievements***
************************
Green as Grass (10G)
Requirements: Train the rook (any difficulty).
It's a Trap! (10G)
Requirements: Story progression in Act 1, Chapter 2.
Escort Service (10G)
Requirements: Story progression in Act 1, Chapter 4.
Girl About Town (10G)
Requirements: Story progression in Act 1, Chapter 6.
That Sinking Feeling (10G)
Requirements: Story progression in Act 2, Chapter 4.
Freebaird! (10G)
Requirements: Story progression in Act 2, Chapter 5.
Heartbroken (10G)
Requirements: Story progression in Act 2, Chapter 6.
Longitude and Attitude (10G)
Requirements: Story progression in Act 3, Chapter 3.
Tanks for the Memories (10G)
Requirements: Story progression in Act 3, Chapter 4.
Water Sports (10G)
Requirements: Story progression in Act 3, Chapter 6.
There's a Time for Us (10G)
Requirements: Story progression in Act 4, Chapter 2.
Better Wrapped in Beacon (10G)
Requirements: Story progression in Act 4, Chapter 3.
Have Fun Storming the Castle (10G)
Requirements: Story progression in Act 4, Chapter 6.
And the Horse You Rode in On (10G)
Requirements: Story progression in Act 5, Chapter 1.
You Are the Support, Son (10G)
Requirements: Story progression in Act 5, Chapter 2.
Brumak Rodeo (10G)
Requirements: Story progression in Act 5, Chapter 4.
Does This Look Infected to You? (10G)
Requirements: Story progression in Act 5, Chapter 5.
Tourist of Duty (25G)
Requirements: Complete all campaign acts on Casual Difficulty.
Guerilla Tactician (50G)
Requirements: Complete all campaign acts on Normal Difficulty.
Suicide Missionary (150G)
Requirements: Complete all campaign acts on Insane Difficulty.
Artist of War (75G)
Requirements: Complete all campaign acts on Hardcore Difficulty.
**************************
***Killing Achievements***
**************************
Seriously 2.0 (50G)
Requirements: Kill 100,000 enemies (any mode).
Variety Is the Spice of Death (30G)
Requirements: Kill an enemy with every weapon in the game (any mode).
Kick 'Em When They're Down (10G)
Requirements: Perform all 11 unique executions on a downed enemy.
Crowd Control (10G)
Requirements: Melee 10 enemies down with the Boomshield equipped (any mode).
Said the Spider to the Fly (10G)
Requirements: Kill 10 enemies with a planted grenade (any mode).
A Parting Gift (20G)
Requirements: Kill 10 enemies with a grenade while down but not out (any mode).
Shock and Awe (10G)
Requirements: Kill 30 enemies with the heavy Mortar (any mode).
Smells Like Victory (10G)
Requirements: Kill 30 enemies with the Scorcher Flamethrower (any mode).
Takes a Licking (30G)
Requirements: Melee 30 Tickers (any mode).
Organ Grinder (10G)
Requirements: Kill 30 enemies with a cover mounted Mulcher (any mode).
*****************************
***Collection Achievements***
*****************************
Collector (5G)
Requirements: Recover 5 collectibles (any difficulty).
Pack Rat (15G)
Requirements: Recover 20 collectibles (any difficulty).
Completionist (30G)
Requirements: Recover all 41 collectibles (any difficulty).
******************************
***Multiplayer Achievements***
******************************
One-Night Stand (10G)
Requirements: Complete 1 chapter in co-op on any difficulty (Marcus or Dom).
Open Relationship (30G)
Requirements: Complete 10 chapters in co-op on any difficulty (Marcus or Dom).
Friends with Benefits (50G)
Requirements: Complete all acts in co-op on any difficulty (Marcus or Dom).
Back to Basic (10G)
Requirements: Successfully complete the 5 lessons of multiplayer Training
Grounds.
Party Like It's 1999 (30G)
Requirements: Play 1999 rounds of multiplayer (any mode).
Around the World, Again (30G)
Requirements: Win a multiplayer match on each map (any mode).
Dirty, Dirty Horde (20G)
Requirements: Survive the first 10 waves of Horde (any difficulty, any map).
Hoard the Horde (30G)
Requirements: Survive all 50 waves of Horde (any difficulty, any map).
Standing Here, Beside Myself (10G)
Requirements: Win 3 matches of Wingman (public).
You Go Ahead, I'll Be Fine (10G)
Requirements: Win 3 matches of King of the Hill (public).
Beat the Meatflag (10G)
Requirements: Capture 10 meatflags in Submission (public).
It's Good to be the King (10G)
Requirements: Win 10 rounds of Guardian as the leader (public).
************************
***Misc. Achievements***
************************
Crossed Swords (10G)
Requirements: Win 10 chainsaw duels (any mode).
Photojournalist (10G)
Requirements: Submit a spectator photo.
Pound of Flesh (10G)
Requirements: Use a meatshield to save your life 10 times (any mode).
Once More, With Feeling (10G)
Requirements: Perform 30 perfect active reloads (any mode).
===============================================================================