--------- Copyright --------- This guide and all of its contents are copyright to David Hughes � 2011. The Gears of War franchise is copyright to Epic Game Inc. Feel free to use any of the information in this guide, however please do give credit where due. ----------------- Table of Contents ----------------- 1. Introduction [INT] 2. Enemies [EFQ] 3. Boss FAQ [BFQ] ��3a. Brumak [BRU] ��3b. Berserker [BER] ��3c. Gunker [GUN] ��3d. Lambent Zerker [LB] ��3e. Reaver Team [REA] ��3f. Savage Corpser [SAV] 4. Fortifications [FOR] ��4a. Barriers [BAR] ��4b. Decoy [DEC] ��4c. Sentry [SEN] ��4d. Turret [TUR] ��4e. Silverback Robot [SIL] 5. Weapon Cost FAQ [WCF] ��5a. Grenades [GRE] ����5a-1. Frag Grenade [FRA] ����5a-2. Incendiary Grenade [INC] ����5a-3. Ink Grenade [INK] ��5b. Other [OTH] ����5b-1. Boomshot [BOO] ����5b-2. Digger [DIG] ����5b-3. Hammer of Dawn [HOD] ����5b-4. Mortar [MOR] ����5b-5. Mulcher [MUL] ����5b-6. OneShot [ONE] ����5b-7. Scorcher [SCO] ����5b-8. Torque Bow [TOR] ��5c. Pistols [PIS] ����5c-1. Boltak Pistol [BOL] ����5c-2. Gorgon Pistol [GOR] ��5d. Rifles [RIF] ����5d-1. Longshot [LS] 6. Money Making Guide [MMG} ��6a. Experience [EXP] ��6b. Beastiary [BST] ����6b-1. Bosses [BOS] ��6c. Spotting [SPT] ��6d. Wave Bonus [WBS] ��6e. Revivng Team Mates [RTM] ��6f. Challenges [CHA] ����6f-1. Manned Turret [MAN] ����6f-2. Headshots [HST] ����6f-3. Retro/Lancer [R/L] ����6f-4. Quick Kills [QCK] ����6f-5. Survive [SUR] ����6f-6. Boom The Tank [BTT] ����6f-7. Execute [EXC] 7. Tips and Tricks [TAT] ��7a. Bosses [BSS] ����7a-1. Beserker [BES] ����7a-2. Gunker [GKR] ����7a-3. Savage Corpser [SVC] ����7a-4. Reaver Team [RVT] ����7a-5. Brumak [BMK] ����7a-6. Lambent Zerker [LAM] 8. FAQ [FAQ] 9. Credits [CRE] ------------------ Introduction [INT] ------------------ Welcome one and all to my first FAQ, this was a colaborative effort between a few people, whom are thanked in the credits, although I would like to say a special thanks to Nescobar here. Nescobar was the person who originally wrote this FAQ, and without him it would not exist. As this is my first FAQ, bear with me if the layout or format is a little dire. Any and all feedback you have is more than welcome, just drop me an email at: [email protected] Without further ado, on to the FAQ. Horde mode, originally introduced in Gears of War 2 has made a come back in Gears of War 3 and is better than ever before. This time Horde mode allows us to further increase our survivability with the help of fortifications like Turrets, Barriers, and even the Silverback Robot! You earn money each wave to allow you to build, repair, or upgrade existing fortifications. Think you can take on all 50 waves? -------------- Boss FAQ [BFQ] -------------- Every ten waves you are presented with a boss enemy to go along with the normal enemies. These boss enemies are harder than the average enemy, doing more damage, having MUCH more life, and are often more time consuming. A wise strategy is to take out all enemies before focusing on the boss. Later in waves, you�ll get multiple bosses. Brumak [BRU] ------------ Weak Spots - Fuel Tanks (Back), Chaingun (Arms), Faceplate (Face) An extremely larger enemy; the largest boss. This enemy also has a tank amount of life and is armed with rockets and a chaingun that�s deadly. Walks very slowly and turns slowly. May be spawned in an area that prevents it from moving, giving you basically a free kill. Concentrate fire on the chainguns which will greatly damage it once destroyed, then fire at the faceplate which will decrease its accuracy followed by concentrated fire directly on the fuel tanks on the back. Once all three are destroyed, the Brumak will go down. It causes a large explosion once killed. Stay away with caution. Berserker [BER] --------------- Weak Spots - Fire damage softens its hard skin, making bullets do normal damage. Extremely durable, but slow enemy. If it catches you in it�s senses, it will charge at you and getting hit by the charge will down you. At first, bullet damage barely works on it. Once set on fire, however, it will be stunned for a small amount of time, and bullet resistance decreases. Two are spawned at a time. Gunker [GUN] ------------ Weak Spot - Small sack on it's chest A large enemy that can be quite difficult to fight. If you stand too far away, it will lob a glob of Imulsion at you that has an area of effect and decent splash damage. If you�re close, it will hit you with a claw attack that will down you. The claw attack can go through cover so avoid staying too close. The glob attack goes at an arc, so standing under something can be quite helpful. Nothing more to really say, just concentrate fire on the small sack on its chest and roll away from incoming globs. Keep your distance. Lambent Zerker [LB] ------------------- Weak Spot - Exposed Chest Cavity This can be an extremely difficult battle and quite time consuming. The fight has three stages, which increases the battles difficulty each time. The first stage is much like a Beserker; it will open it's chest cavity, and then charge at you. The second stage, the Lambent Berserker will leak Imulsion onto the floor during it�s charges, it is also possible at this stage for it to do a jump attack. The third will leave Imulsion in the floor and in the air, often blocking off escape. Touching these will damage you quite fast. This is faster than the normal Berserker and more aggressive. Has three types of attacks, a charge, a jump attack that has a large area of effect, or swiping at you. It will expose it�s chest cavity before each attack. A scorcher avoids it�s armor and directly damages the chest cavity, but also causes the Lambent Berserker to open up and reveal the cavity. It�s charge also focuses on you, so roll out of the way. If it is to bump into an object, it will be stunned for a second while opening the center up. Open fire once that happens. Be sure to use fire to make it open it's chest cavity while other attack it. Reaver Team [REA] ----------------- Weak Spot - Stomach (Red area) Reavers often come in pairs, armed with a Beast Rider and a Torque Bow (Later waves it can be a boomshot), as well as laser sighted rockets, the Reaver can be difficult. It has the least amount of life compared to other bosses and can be taken down easily from concentrated fire. One thing to watch out for is after destroying the Reaver, the Beast Rider can survive and proceed to attack, so be careful as a Torque Bow shot (Or Boomshot) will kill you if you turn your back. Savage Corpser [SAV] -------------------- Weak Spot - Abdomen, Face Nothing really special about this battle. The Corpser will burrow underground and charge at you, as seen by the dust lines. Before coming up, it will attempt to attack you with it�s claw. Concentrate fire on the face. Before digging underground, it will make itself vulnerable to damage, then proceed to burrow underground. Simply keep your distance as it has no ranged attacks. -------------------- Fortifications [FOR] -------------------- Barriers [BAR] -------------- Barriers come in two different sizes, small and large. The small barriers cost $500 for the first level, and the large ones cost $1000. The following numbers are for the Large upgrades. Level 1 - Standard Spike Strip (Default) The default starting barrier. Slows down enemy while inflicting damage when stepped on. Level 2 (2000 experience to level up) - Repairs at 8% Cheaper for Standard Spikes. This level unlocks Decoys for purchase Level 3 (8000 experience total to level up) - Razor Wire (2,500 Credits to Upgrade). Upgraded from spikes. Inflicts more damage upon touching compared to standard spikes.) Level 4 (20,000 experience total to level up) - Razor Wire is 8% cheaper to repair. Level 5 (45,000 experience total to level up) - Electric Barrier (4000 Credits to Upgrade). Upgraded from razor wire. This upgrade directly stops enemy passage, compared to slowing it down like the past upgrades while inflicting damage. Starts off with 3 horizontal lasers, and as it is damaged, the lasers flare out from bottom to top. If an ally walks through the lasers, they shut off temporarily. Level 6 (75,000 experience total to level up) - Electric Barrier is 8% cheaper to repair. Level 7 (120,000 experience total to level up) - Laser Barrier (5,000 Credits to Upgrade). This upgrade adds fire damage as additional damage to the previous electric barrier, and adds more defense to the barrier. This further damages the enemy when touched. Same effects apply as it's damaged more and as an ally walks through. This upgrade also unlocks the Silverback for purchase. Level 8 (170,000 experience total to level up) - Laser Barrier is 8% cheaper to repair. Decoy [DEC] ----------- Unlocked by getting to Level 2 Barriers. Level 1 - Cardboard Cutout (Default, 500 credits to buy) A cardboard cutout of Cole Train. Attracts enemy fire only. Level 2 (2,000 total experience to level up) - Dummy (1,000 credits to upgrade)A plain dummy that can take more damage than the previous cardboard cutout. Attracts enemy attacks. Level 3 (5,000 total experience to level up) - Plain Dummy repairs are 11% cheaper. Level 4 (20,000 total experience to level up) - Red Paint Dummy (1,500 credits to upgrade). An upgrade to the previous dummy. Red paint and full legs has been added on to the dummy. Can also take more damage than the previous dummy, and far more the the original. Level 5 (75,000 total experience to level up) - Red Paint Dummy repairs are 11% cheaper. Level 6 (110,000 total experience to level up) - Boombox Dummy (2,000 credits to upgrade). The dummy has been armed with explosives that will denoate once enough damage has been inflicted. Can withstand more damage than the previous models. Level 7 (170,000 total experience to level up) - Boombox Dummy repairs are 11% cheaper. Sentry [SEN] ------------ Level 1 Light Sentry Turret (Default) A default turret. Inflicts small amounts of damage with limited range. Level 2 (15,000 total experience to level up) - Sentry repairs are 11% cheaper Level 3 (30,000 total experience to level up) - Heavy Sentry Turret (1,500 to upgrade). Turret inflicts more damage, with increased range and capable of taking more damage. Level 4 (90,000 total experience to level up) - Heavy Sentry Turret repairs are now 11% cheaper Level 5 (105,000 total experience to level up) - Static Sentry Turret (3,000 credits to upgrade). A further upgrade that is more durable, inflicts more damage than previous models, and comes with an attack that temporarily stuns smaller enemies. Level 6 (135,000 total experience to level up) Static Sentry Turret repairs are now 11% cheaper Turret [TUR] ------------ Level 1 Retro Lancer Turret (Default, $1,500) The first turret you begin with. It's strapped with four retro lancers. Inaccurate turret, that deals good damage. Level 2 (15,000 total experience to level up) - Turret has increased accuracy, shot spread decreases, and repair cost 8% cheaper. Level 3 (50,000 total experience to level up) - Lancer Turret (2,500 credits to upgrade). An accuracy upgrade from the previous model. This model straps on 4 lancers and increases the accuracy. Increased capacity. Level 4 (90,000 total experience to level up) - Lancer Turret repair cost 8% cheaper. Level 5 (140,000 total experience to level up) - Troika Turret (4,000 credits to upgrade). Combines power and accuracy. Loses some of the capacity of the Lancer turret however, down to 400 rounds from 600. Level 6 (200,000 total experience to level up) - Troika Turret repair cost 8% cheaper. Level 7 (270,000 total experience to level up) - Armored Troika Turret (5,000 credits to upgrade.). Adds armor to the Troika turret. Back area is still exposed. Increased ammo, increased damage, and spread decrease. Level 8 (360,000 total experience to level up) - Armored Troika Turret repair cost 8% cheaper. Silverback [SIL] ---------------- Level 1 - Silverback Robot (Default, $12,500) A robot capable of melee attacks, running, with a Vulcan Cannon strapped to the arm that rips through enemies with great accuracy. Cooling system - Running and shooting requires cooling to prevent overheating. Capable of taking cover, which decreases damage. Level 2 (200,000 total experience to level up) - Silverback Robot repairs are 33% cheaper. ---------------------- Weapon Costs FAQ [WCF] ---------------------- There are many weapons available on each map in Horde mode, ranging from the Gorgon SMG Pistol to weapons such as the OneShot that will annihilate practically any enemy. Each weapon has a select cost and will be found in a specific location. Some weapons, for example, the Hammer of Dawn and the OneShot on Sandbar alternate spawns with each other. Meaning, if one of those two is spawning, the other will not and the weapon will always be in the same place. Grenades [GRE] -------------- Frag Grenade [FRA] � 500 Credits Upon exploding it damages everything in a medium sized radius around it. Can be attached to walls as a proximity mine or tagged directly onto enemies. Extremely useful for large groups of enemies, especially useful against bigger enemies. Incendiary Grenade [INC] - 400 Credits Upon exploding it damages a small radius around it and leaves fire on the ground around the area where it detonated. Similar to Frag Grenades, it can be tagged onto enemies or turned into proximity mines. Very useful for smaller enemies as they have low health, and the damage over time caused by the fire itself will damage them greatly. Also useful against Beserkers and Armored Kantus. Ink Grenade [INK] - 250 Credits Leaves a black mist that suffocates the enemy slowly when in the explosion range. Mist remains in the select area for a limited amount of time. Useful against infantry units such as Drones and Lambent Drones. Also temporarily stuns enemy if caught directly in the middle of the explosion. Other [OTH] ----------- Boomshot [BOOM] - 800 Credits Effectively a grenade launcher. Huge amounts of damage, a large area of effect, with one shot per reload. Shoots in an arc. Capable of killing multiple enemies at once. Best saved for bigger enemies, to help make quick work of them. Digger [DIG] � 500 Credits A unique grenade launcher. It has extremely long range, with a moderate sized area of effect, and one shot per reload. This gun shoots a grenade underground and will continue traveling until either an enemy is caught in it�s path or it reaches it�s end. The grenade will come out of the ground for a split second and then detonate. Useful for enemies that are taking cover, due to it's ability to burrow under cover and explode on the other side. Hammer of Dawn [HOD] � 800 Credits Extremely high damage, but with a limited ammo that cannot be reloaded. Requires enemy be under open sky, and so will not work if enemy is underneath anything, such as a roof. Best used against bosses. Will decimate just about any enemy, and has decent splash damage. Use sparingly. Morter [MOR] � 900 Credits Launches an explosive cluster shell in the sky, when it comes down, it splits into multiple shells, each causing a small explosion. Extremely useful for large groups of enemies, both behind cover and far away. The high damage also greatly helps against Bosses. Mulcher [MUL] � 900 Credits An effective minigun. Has a large rate of fire and good damage. Mulcher has a small spread compared to other automatic weapons, so it�s quite accurate in longer ranges. Effective best at closer ranges. Works good against all types of enemies. Be careful of the long start up and cool down animations when aiming and firing. OneShot [ONE] - 900 Credits Greatest DPS in the game. Guaranteed One Hit Kill for every type of infantry, all types of larger enemies, and greatly damages all bosses. Cannot run with it, and takes around 3 seconds to place gun down and focus. Contains only two shots. Scorcher [SCO] - 500 Credits Concentrated fire in a short range area. Best used against Berserkers, Lambent Berserkers, and Armored Kantus. Against Berserkers, it stuns them and weakens their armored skin, making them susceptible to gun fire. Against Lambent Berserkers, it forces it to open up it�s chest to reveal the weak area. Against Armored Kantus, makes him susceptible to gun fire. While boomshots, torques and grenades can knockdown & hurt the Armored Kantus, the Scorcher provides a constant stream of it's weakness; fire. Torque Bow [TOR] � 700 Credits High damage from this bow to go along with it�s exceptional accuracy makes it a deadly weapon. Will kill most infantry in one hit and can be used to headshot bigger enemies such as Grinders and Boomers. Pistols [PIS] ------------- Boltok Pistol [BOL] � 300 Credits This pistol has a relatively low fire rate, although if you get an Active Reload, then the damage and rate of fire increase dramatically. Gorgon Pistol [GOR] � 200 Credits A small, automatic pistol that has an increased rate of fire but also a wider spread in comparison to the Boltak Pistol. Very useful for multiple weak enemies close-by, but loses effectiveness as distance between the enemy increases. Rifles [RIF] ------------ Longshot [LS] - 700 Credits An exceptionally strong rifle with one of the longest ranges in the game matched with extremely small spread and high damage. The downside is it�s reload time and exceptionally small ammo size. Originally has 4 shots when picked up, max of 24. Requires reload after every shot. Headshots have a big increase in damage, and usually requires only one or two hits to kill almost all types of enemies that can be headshot. ------------------------ Money Making Guide [MMG] ------------------------ Experience [EXP] ---------------- Experience in horde is a direct translation of your money with the exception of executions. How much experience you get for killing an enemy is the amount of money you get. For as an example: Killing a drone with a gnasher is 105 Experience, which in turn nets you $105. This is of course the same for all weapons; different weapons do not increase the experience gained. If you down and then kill an enemy, you get 91.42% of the XP you would get from a flat out kill. The Kills and Experience given is based on you killing them with no assists. If someone assists in the kill, then the full amount is shared between all that shot the enemy. This can cause you to lose out on 1-2 experience total, since the game tends to round down the amount of Experience you get. For example, instead of you getting 50.4 experience for your assist, you would get 50. Beastiary [BST] --------------- Name: The name of the enemy Faction: Either Locust or Lambent Experience: The amount of Experience (and thus Money) the enemy gives Weapons: The weapons that the enemy can use/drop Infantry: Whether or not an enemy is classed as an Infantry helps with the completion of certain Challenges Notes: Any other notes Name: Wild Ticker Faction: Locust Experience: 70 Weapons: N/A Infantry: No Notes: Wild Tickers can destroy fortifications very easily, and also eat up ammo that is on the floor. Name: Wretch Faction: Locust Experience: 70 Weapons: N/A Infantry: No Notes: Low health, but high spawn rate and sporadic movement can cause them to overrun you easily, try and keep your distance. They also have a screech that will stun you if you are too close. Name: Ticker Faction: Locust Experience: 105 Weapons: N/A Infantry: No Notes: Tickers are easily delt with, just put a few bullets from your Assault Rifle in them, and they will go boom. Letting them kill themselves nets you no money. Name: Drone Faction: Locust Experience: 105 Weapons: Hammerburst Infantry: Yes Notes: Standard Locust enemy, nothing special. Name: Grenadier Faction: Locust Experience: 105 Weapons: Gnasher, Frag Grenades Infantry: Yes Notes: They need to be closer to you than a Drone before they can pose any real threat, just keep your distance. Name: Savage Theron Faction: Locust Experience: 175 Weapons: Cleaver Infantry: Yes Notes: Savage Therons use Cleavers and thus need to get very close to attack you. Keep your distance from them, because they can easily trap you in a corner and the cleaver can kill quickly. Name: Savage Drone Faction: Locust Experience: 175 Weapons: Retro Lancer Infantry: Yes Notes: Watch out for the (rare) Retro Charge, and be weary of the high damage from an up close Retro Lancer. Name: Bolter Faction: Locust Experience: 175 Weapons: Boltok Pistol Infantry: Yes Notes: Boltok Pistols are very dangerous weapons to be getting shot by; at higher waves/difficulties they are like semi automatic Sniper Rifles. Bolters also have a tendancy to rush you more than most enemies. Name: Beast Rider Faction: Locust Experience: 175 Weapons: Hammerburst Infantry: Yes Notes: Found on top of Bloodmounts. They do not die simply from the Bloodmount dying, but instead have to be directly killed. Name: Reaver Rider Faction: Locust Experience: 175 Weapons: Torque Bow Infantry: Yes Notes: Found on top of Reavers. They will often die when the Reaver dies, but this is not a guarantee. For the most experience/money, it is suggested you kill the Reaver Rider before the Reaver. This will also make the Reaver easier to kill. Name: Sniper Faction: Locust Experience: 210 Weapons: Longshot Infantry: Yes Notes: Snipers are usually pretty easy kills, they have an incredibly slow rate of fire, and very rarely headshot. Name: Butcher Faction: Locust Experience: 210 Weapons: Cleaver Infantry: No Notes: Very slow, both in movement and attacks. Nothing you should worry about, just don't let one sneak up on you. Name: Grenadier Elite Faction: Locust Experience: 245 Weapons: Boltok Pistol, Gnasher Shotgun, Frag Grenades Infantry: Yes Notes: On earlier waves, all you need to worry about are the stray Frags. However, come later waves their Gnashers will feel like they are shooting you with Longshots, so be careful. Name: Flame Grenadier Faction: Locust Experience: 245 Weapons: Scorcher Infantry: Yes Notes: These are the Flamer that can be downed. Shoot the tank to kill them a lot easier and quicker. Name: Shrieker Faction: Locust Experience: 245 Weapons: Gorgon-type gun (Does not drop upon death) Infantry: No Notes: Quite possibly the most annoying enemy in the game. They are a very rare occurance, but when they do spawn, you will want to kill them quickly. Name: Theron Guard Faction: Locust Experience: 280 Weapons: Torque Bow Infantry: Yes Notes: Although the Torque Bow has a very slow and visually and audioably obvious firing animation, if you are caught on the wrong end of a well placed shot, you will be in trouble. Name: Flame Boomer Faction: Locust Experience: 315 Weapons: Scorcher Infantry: No Notes: Almost impossibly to distinguish from a Flame Grenadier. Cannot be downed. Similiar to the Flame Grenadier, shoot the tank for an easy kill. Name: Boomer Faction: Locust Experience: 385 Weapons: Boomshot Infantry: No Notes: Very slow moving, but the Boomshot is fantastic at taking out Fortifications, and the splash damage and long range can be problematic. Name: Savage Boomer Faction: Locust Experience: 385 Weapons: Digger Infantry: No Notes: What they lack in range compared to the Boomer, they make up for in being able to get you from behind cover. Name: Bloodmount Faction: Locust Experience: 420 Weapons: N/A Infantry: No Notes: Once you shoot them in the face a few times, they will stop and knock their face mask off. Once they do this they will charge at you. Use that time to fill them with bullets. They have a Beast Rider on top of them. Name: Kantus Faction: Locust Experience: 420 Weapons: Gorgon Pistol, Ink Grenades Infantry: No Notes: They have a screech much like the Wretch, except that it can also heal other Locust, and summon Tickers. Definitely an enemy to take out first. Name: Mauler Faction: Locust Experience: 525 Weapons: Boomshield, Flail (Won't drop) Infantry: No Notes: Although the Mauler can charge, usually once you start shooting it, it will hunch down behind the Boomshield and advance very slowly. Try and get a high ground position on it, to avoid the shield blocking your aim. Name: Grinder Faction: Locust Experience: 525 Weapons: Mulcher Infantry: No Notes: Grinders are very slow, but with a lot of health. The Mulcher takes a few seconds to get going, but is devastating if you get in the path of one currently shooting. Name: Giant Serapede Faction: Locust Experience: 525 Weapons: N/A Infantry: No Notes: Giant Serapedes can be very annoying, their only weak spot is the Blue/Green glowing tail, as you shoot the tail, it will break pieces off, and eventually when it gets too short, it will die. Name: Armored Kantus Faction: Locust Experience: 700 Weapons: Dual Gorgon Pistols Infantry: No Notes: The Armored Kantus is one to be very careful around, not only is it hard to kill, but it has a roll attack that will instantly down/kill you. The quickest way to kill one is to use a Scorcher, or other Fire based weapons. Name: Polyp Faction: Lambent Experience: 105 Weapons: N/A Infantry: No Notes: Tiny little explosive Spiders, they are small and come in large numbers usually. They die easily but jump about a lot and so can be hard to hit. Name: Lambent Drone Faction: Lambent Experience: 105 Weapons: Hammerburst Infantry: Yes Notes: Exactly the same as a normal Drone. Shoot their glowing area around the stomach for extra damage. Name: Lambent Wretch Faction: Lambent Experience: 140 Weapons: N/A Infantry: No Notes: Exactly the same as a normal Wretch, but with the added ability to explode when it dies. Name: Former Faction: Lambent Experience: 140 Weapons: N/A Infantry: No Notes: Easy to kill, but fast and spawn in huge amounts. Name: Lambent Drone Faction: Lambent Experience: 245 Weapons: Gnasher Infantry: Yes Notes: The Grenadier Elite of the Lambent world. Shares the same name as the Drone version. Name: Druge Faction: Lambent Experience: 280 Weapons: Hammerburst Infantry: No Notes: Although they cannot be downed, they can be chainsawed. Has a chance to mutate in to a different enemy instead of dying. If this happens you get no Experience from the Druge, but instead get extra from the Mutation. Name: Druge (Stationary mutation) Faction: Lambent Experience: 420 Weapons: N/A Infantry: No Notes: They can shoot imulsion at you, and also have the ability to spawn Polyps. The Polyps they spawn only give 17 experience instead of the full 105. Name: Druge (Head Snake Form) Faction: Lambent Experience: 420 Weapons: N/A Infantry: No Notes: They do not always mutate into a form with a Head Snake; some times only the arms mutate. They can shoot imulsion at you, and fire little globs of imulsion from their hands. When they die, the Head Snake will spawn on the floor for you to kill, so long as their head mutated. Name: Head Snake Faction: Lambent Experience: 175 Weapons: N/A Infantry: No Notes: Moves like a snake. They are easy to kill, and shoot imulsion when close. Bosses [BOS] ------------ For notes on each Boss, check the Boss FAQ section (BFQ). Name: Gunker Faction: Lambent Experience: 700 Weapons: N/A Infantry: No Name: Savage Corpser Faction: Locust Experience: 875 Weapons: N/A Infantry: No Name: Reaver Faction: Locust Experience: 875 Weapons: Laser Guided Rockets (Does not drop) Infantry: No Name: Beserker Faction: Locust Experience: 1400 Weapons: N/A Infantry: No Name: Lambent Beserker Faction: Lambent Experience: 2100 Weapons: N/A Infantry: No Name: Brumak Faction: Locust Experience: 2800 Weapons: Gatling Guns on each arm, Rockets on it's back (Neither drop) Infantry: No Spotting [SPT] -------------- Spotting is a good way of building extra money in horde. While spotting your own enemy and killing it doesn�t increase the amount of money you receive for the kill, spotting for a friend does. The reason behind this is when you spot, you are assisting your fellow teammates and thus the game rewards you for doing this. After a short amount of time, if no one has killed your spotted enemy then the game removes the spot and allows another player (or yourself) to re-spot that enemy. Re-spotting the same enemy multiple times does not increase the amount of points you get for your assist (18Xp/$18 for assist). Wave Bonus [WBS] ---------------- In horde, if you survive a wave and do not die, you are awarded with $250 each wave (Even if you survive Boss Waves it is still $250). Now if you die you will not be rewarded the 250 for surviving the way but there is still a way to get money from the afterlife. If you die and the wave is not over, go into ghost cam and start spotting enemies. For every enemy that you spot and the living team member kills your spotted enemy, you instantly get the 18xp($18) for that enemy while you�re dead. The number of people in your game of Horde, and the number of those that survive has no affect on the amount you get for surviving; it is always $250. Reviving Teammates [RTM] ------------------------ Whenever a fellow teammate is down he/she instantly loses $100 (No actual Xp is lost to your overall status). This is your time to capitalize on his/her lost. When picking up your fallen teammate you then take the $100 that they in turn lost. So the moral of the story is always pick up a teammate because it's not cool letting free money go to waste! Challenges [CHA] ---------------- Every so often you are presented with a challenge for the wave that you are in. Some of these are easy money makers like �All team members must survive the round� and such. Here is a clear description of all those challenges and the best method of executing them: Manned Turret [MAN] ------------------- Goal: Kill 7 Infantry with a Manned Turret It goes without saying, to complete this challenge you will need to build Manned Turrets. If the wave starts and you don't have any built you instantly fail the challenge. All you have to do is kill Infantry with the Manned Turrets, pretty simple, just refer to the Beastiary section for which enemies are classed as Infantry. Headshots [HST] --------------- Goal: Get 7 Headshots in the round This goal is pretty simple, just get a total of 7 headshot kills during the round. This can be on any enemy that can be headshot'd, including things like Grinders and Boomers. One thing that most people forget, and which will help you out a lot in completing this challenge is that you do NOT need a Sniper to get a headshot. Gnashers can get headshots, as can Boltoks and Snubs. The best method I found when short on Longshots is to down Drones and other Infantry, and then switch to your Snub and one shot to the head will make it go pop. Retro/Lancer [R/L] ------------------ Goal: Get 6 kills with either a Retro Charge or a Chainsaw You will know when you are about to get this challenge, because on of each the Lancer and the Retro Lancer will spawn. Take note, both weapons will spawn at a Command Post, so if you have multiple command posts set up, they could spawn at any one of them. This is one of the challenges that you really need to be careful with; on Casual it is really easy, just run around and execute enemies with the chosen weapon. However, on the higher difficulties trying this will quickly find yourself on the losing end. Only try this when you are 1v1 with an enemy or better. Quick Kills [QCK] ------------------- Goal: Get 10 kills within a 30 second period This is a lot harder than it sounds. The 30 seconds does not start until you kill your first enemy, so what I find helps is waiting a few seconds after the wave starts, that way you can make sure a few enemies have spawned and you and your team can get in place to kill them as quickly as you can. I have noticed that Formers and other high spawn enemies have a much higher chance of appearing when this challenge is in effect. Retro Charging Formers is easily the quickest way of completing this challenge, but very rare is a viable option unfortunately. One of the great things about this challenge however, that make it more bearable is that even when the timer hits :00, it doesn't reset your 10 kills, instead it just adds a few seconds on to the timer, and increases the kills you need by 1. What this means is that if you are really close to getting the last few kills you need, then running out of time doesn't mean all hope is lost. As you can imagine, the more people you are playing with, the easier this round becomes; if you are doing a 5 person Horde run, then this challenge is basically free money, however, if you are on your own, you will need to plan very carefully to make sure you complete it. The best advice I can give is to take your time to spot the best way of killing enemies quickly before you start. Survive [SUR] ------------- Goal: Have no player die during the wave Probably the simplest of all the challenges. All you need is for every player to survive the wave without dying. Make sure that everyone takes their time and takes extra care when they are on their own. If possible then you should always be in at least pairs, so that if anyone goes down, they can quickly be revived. This is the kind of challenge which works well in to your standard practice of every round - Not to die. Boom The Tank [BTT] ------------------- Goal: Kill 2 Flame Boomer/Grenadiers by shooting their tank There are two different types of Flame enemies that have tanks - Boomers and Grenadiers. It can be very hard (maybe even impossible) to tell the two apart. All you need to do to complete this very easy challenge is simply just aim for the tanks on their backs. Once you see a flame coming out of the top of the tank, they will start to run around in a manic manner, and then explode. 2 kills is all it takes and you are done. Easy. It is worth noting, that Flame Grenadiers can be downed first, and then have their tanks blown up. Ultimately it won't make a whole lot of difference and could lead to you accidentally killing a Boomer, trying to down it (they cannot be downed). So I would suggest treating them all as Boomers and just go straight for the tank. Execute [EXC] ------------- Goal: Get 8 executions If you have a Lancer or Retro Lancer as your rifle of choice, then this round is basically just a longer version of the Retro/Lancer one. However, this round also includes other executions as well. Down an enemy and then kill it with an execution for this challenge. Take note though, although it shows up with the execution symbol when you shoot a Flamer's tank, it doesn't count towards this challenge. --------------------- Tips and Tricks [TAT] --------------------- Bosses [BSS] ------------ Bosses are one thing that were added to Gears of War 3 to enhance the experience in horde. Every tenth wave is a Boss wave. Each boss wave has a chance of spawning any of the Bosses; it is completely random. However, if you fail a boss wave, you will usually get the same Boss again, for the first 2-3 retries. I am going to give you tips and tricks to make this experience as easy as possible. Remember guys that this is opinionated information and should be treated as such. First let me describe the bosses I find easiest to hardest and explain why followed by the best method on killing these guys! Berserker [BSR] --------------- Though it is a bigger, stronger locust than most, this creature is very easy to defeat on all waves on horde. You know that you are facing Berserkers/Lambent Zerkers when at the beginning of the Boss wave, the stage indicates where your scorchers are. Defeating this monster is easy, simply focus on all other enemy types on the field and leave the Berserkers and the scorchers for last. Though you are focusing on killing all the other enemies, make sure to have a good ear and eye for when the berserker is around you and is roaring to charge at you. When all other enemies are defeated, then focus on the berserker. Pick up the scorcher and hit the berserker with it, to lower it's natural resistance to Bullet damage. Note: Bullets do still damage Beserkers normally, however unless first set on fire, the damage they do is greatly reduced. Gunker [GKR] ------------ Gunkers are big deformed lambents who emit imusion and release it in �Gunks� to where ever you are at the time they throw it at you. Gunkers are also very slow but what brings them a notch above Berserkers is that they fight very well up close. If you tend to be too close to the Gunker, it will lash out at you with a pointy limb that (depending on the wave) will bring you down or kill you instantly! Be careful because this will go through cover as well. This is what makes the Gunker just a bit higher than the Berserker due to its ability to fight well up close. Just shoot from far, aim for it's glowing sack on its chest and you're as good as gold. Savage Corpser [SVC] -------------------- Usually spawned in two�s, the Savage Corpser is a determined locust who makes it a mission to seek and destroy all COGs. Their sneakiness on the battlefield allows them to attack when you least expect them but these creatures are fairly easy. Simply draw them out and expose their body. Once out and in the open, draw fire on the creature until it exposes its face. A good way to do this is with scorcher or incendiary grenades as it has a good reaction with it. Another way of attacking it is from behind when it is exposed as the creature has barely any armor protect it there. If you shoot it in the armor however, you will do no damage. Explosives and other splash damage weapons are a good idea. Reaver Team [RVT] ----------------- Just like wolves, these guys come in packs and they aren�t afraid to attack at all. Individually, both these enemies are not difficult but when you put them together, man can they be annoying. Best bet is the obvious, kill the Reaver itself and not the rider (though you do get more XP/Money if you kill him first then the Reaver). Reaver riders can also switch between having Torque Bows or having Boomshots (Harder waves get boomshots sometimes) so be on the lookout. When you kill the Reaver, there is a 50/50 chance that the rider will survive the explosion/fall or die with the Reaver. Though one may not be a problem to take out remember this: they don�t travel alone! Brumak [BMK] ------------ Brumaks�what is there to say about this creature. The mere size of him is intimidating! He alone has the capabilities to wipe out your entire team but just like most bosses, there is a method to his mayhem! Brumaks have a lot of power backing them up but that doesn�t mean that he can�t be taken down. I would recommend to start with the gauntlets on his arms. I have done this battle too many times and I see that when the gauntlets are destroyed, it brings down the creature�s defense thus making it easier to destroy everything else. Not only that but without the Gauntlets, it cannot fire it's Gatling Gun at you. I would follow up by going to the Faceplate. When you destroy the Faceplate, it loses some of its accuracy; it will shoot in your general direction but its accuracy becomes very sloppy so definitely follow up with this. Lastly the fuel tank. To be honest, hitting the fuel tank or hitting the Brumak (once you�ve destroyed the gauntlets and faceplate) don�t seem to make much difference. I have tried both theories and it seems that hitting the fuel tank, you�ll end up killing it just as fast as if you were to hit it anywhere else. Just make sure you hit it dead on! Lambent Beserker [LAM] ---------------------- Who says the Lambent can�t party? Try dancing with this girl and you�ll have a good ol� time! Why is this boss the hardest in my opinion? She is downright annoying and exhausting. Though you are provided with two scorchers (this open�s her chest cavity), she has solely that one weakness - the chest cavity. Unlike the Brumak, Gunkers, Reavers, etc�Lambent Zerker is a creature that you have to be fairly up close to expose its weakness. Now you can Active Reload a scorcher to get some distance and open its chest cavity but remember, this girl releases imusion. To top things off, she can jump high distances and make a splash with her imusion which can hurt/kill you (depending on the wave). You may find yourself sometimes running out of bullets simply trying to kill her even if you are hitting her weak spot but no worries. I�ve got a simple game plan for you guys: First make it a priority to kill everything else on the field except for her (She walks just as slow as the Berserkers so you can out run her!). Once you have everything else on the field, proceed to pick up the scorchers that the game has provided you with. If with a teammate(s): take turns using the scorcher and shoot only enough to open its chest cavity. This is allow you guys to conserve the scorcher and making it a faster process to open its weakness. When the Lambent Zerker begins to release imusion, begin to step back alittle as she tends to show her weakness more and more�but also leaves a trail of imusion that stays quite a while and is very damaging! Sad to say but once she begins to �leak� its all about waiting for the opportunity to shoot and doing exactly that. This is why I think this character is the hardest/annoying boss character of them all. BE CAUTIOUS WITH YOUR AMMO! Or you may not have anything left to kill her with. Unfortunately the quickest way to kill her is also the most dangerous; getting good at jumping out of her charge path at the last second. --------- FAQ [FAQ] --------- Q. Will my levels reset if I exit Horde mode at any point? A. No, once your levels are saved they remain that way. Q. I can only use barriers currently! How do I unlock the other fortifications!? A. To unlock Decoy, get to Level 2 barriers. To unlock Sentry, get level 3 Decoy. To unlock Turret, get to level 4 barriers. To unlock Silverback, get to level 7 barriers. Q. I died and want to buy back! Why is it so expensive? A. The buy-back increases every 10 waves. It originally starts off as 1,500 credits but then goes to 3,000 credits, 4,500 credits, 6,000 credits, and finally 7,500 credits. So try not to die as much in the later levels! Don't forget when you are dead you can still Spot enemies in Ghost Camera mode and earn extra cash! Q. How much does each command post cost? And what's the max amount of them? A. The starting one is free and is required to commence the first wave. After that, they increase by 2,000 credits each time up until you have 5. So the second will cost 2,000 credits, third will cost 4,000 and the final one will cost 8,000. Be sure to choose wisely where to place the first one! It's all about positioning! Q. Why is the ammo box sometimes 500 credits and sometimes 1,000? A. If you have any picked up weapons, the ammo box is 1,000 credits or if all your ammo is gone. Q. Is it better to down and execute a drone or just run up and chainsaw them? A. If you have the option to kill it when it goes down or instant kill, always instant kill (Chainsawing or Retro Charging are considered as such). It is the most amount of Xp/Money you can get. (See Money Making Guide for chart of enemy Xp/Money). Q. Are you going to update this FAQ with the new fortifications when the DLC hits? A. Of Course. I like Horde so much that I plan on keeping up with this FAQ until the last of the DLC�s come out (Its such a fun game type!). Looking forward to all the new upgrades and little adjustments they do to Horde to make it that much interesting. ------------- Credits [CRE] ------------- IGN - Previously constructed guide on fortifications NYGFan2008 - Without him this guide would be impossible Nescobar - For practically writing the entire guide.