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Contents

  • Introduction
    • Twenty-Five Years Later…
    • About This Guide
  • The Next Generation
    • The Squad
    • Supporting Cast
  • Basic Training
    • Controls
    • Campaign Modes & Difficulties
    • Navigating the Battlefield
    • Combat: The Finer Points
  • Campaign Arsenal
    • Primary Weapons
    • Heavy Weapons
    • Grenades
  • Enemy Forces
    • DeeBees
    • Swarm
  • Campaign
    • Act 1
      • Prologue
      • Chapter 1: The Raid
      • Chapter 2: In and Out
      • Chapter 3: New Friends
      • Chapter 4: A Few Snags
    • Act 2
      • Chapter 1: The Prodigal Son
      • Chapter 2: Geared Up
      • Chapter 3: Plan B
      • Chapter 4: The Great Escape
    • Act 3
      • Chapter 1: Almost Midnight
      • Chapter 2: Night Terrors
      • Chapter 3: At the Doorstep
      • Chapter 4: Do Not Go Gentle
      • Chapter 5: Elevator to Hell
      • Chapter 6: Origins
    • Act 4
      • Chapter 1: Get Out
      • Chapter 2: No Detours
      • Chapter 3: Knock, Knock
      • Chapter 4: Powerless
      • Chapter 5: Storm Warning
    • Act 5
      • Chapter 1: Convergence
      • Chapter 2: Killing Time
      • Chapter 3: Gate Crashers
      • Chapter 4: Release
  • Multiplayer
    • Multiplayer Basics
      • What’s New to Multiplayer?
      • Getting Started
    • Multiplayer Arsenal
      • Overview
      • Pistols
      • Assault Rifles
      • Submachine Guns
      • Shotguns
      • Marksman Rifles
      • Explosive Weapons
      • Grenades
      • Heavy Weapons
    • Multiplayer Modes
      • Team Deathmatch
      • Dodgeball
      • Arms Race
      • Escalation
      • Guardian
      • Execution
      • King of the Hill
      • Warzone
    • Multiplayer Maps
      • Overview
      • Dam
      • Fallout
      • Forge
      • Foundation
      • Gridlock
      • Harbor
      • Impact
      • Lift
      • Reclaimed
      • Relic
  • Horde 3.0
    • Overview
    • Classes
    • Enemies
    • Fortifications
  • Appendices
    • Level Progression
    • Ribbon Awards
    • Cards
      • Overview
      • Emblems
      • Multiplayer Characters
      • Weapon Skins
      • Horde Class Skills
      • Horde Class Skill Cards
      • Horde Bounty Cards
      • Versus Bounty Cards
    • Achievements
      • Overview
      • Campaign Mode
      • Horde Mode
      • Campaign or Horde Mode
      • Versus
      • General Achievements

Gears of War 4 Guide › Campaign › Act 5

Chapter 2: Killing Time

Collectibles

Speyer Scavenger List

Situation Overview

The squad reaches the radio tower in Speyer and help is on the way. Unfortunately, while Marcus was inside calling his mysterious friend, a massive contingent of Swarm surrounded the facility. Marcus may have expected as much and dragged a Fabricator out onto the porch.

Speyer

Objective: Defend the Radio Tower

The Shock Sentries leave room in the budget for a Dropshot or Torque Bow.

The squad has two minutes to fortify the radio tower in preparation of the first wave of attack. The fortifications available at the Fabricator are more effective than those encountered previously, but they also cost more. Either purchase two Shock Sentries or two MG Sentries—the choice is yours—and place them in the corners overlooking the stairs leading up from the street. Place them far enough back so that enemies can’t get to them easily. There are plenty of Frag Grenades scattered around the area for you to scavenge, so you shouldn’t need to purchase any.

Fabricator Options: 20,000 Initial Power
Item Category Power Cost
Barrier LV 3 Fortification 5500
Shock Sentry LV 3 Fortification 8000
MG Sentry LV 3 Fortification 10000
Frag Grenade Weapon 4000
Lancer Weapon 2000
Gnasher Weapon 1750
Dropshot Weapon 4000
Torque Bow Weapon 3750

The wave begins with an explosion in the building across the street from the radio tower. Man the turret and open fire right away! Ignore any Juvies that appear and focus on the Drones and Scion that emerge from the doors of the burning building.

Kill the Scion before he finishes upgrading the Drones.

Listen for any alerts indicating that the Swarm have ascended the stairs. If they do, leave the turret and assist your squad in defending the fortifications you purchased. Return to the turret as soon as the deck is clear, as Pouncers will begin showing up any moment. Look for two to leap down from the balcony of the burning building.

The turret’s shield will catch the brunt of the Pouncer’s quills, so long as you’re facing it straight on.

The second wave begins just 1:30 after the first wave is finished. You’ll regain 15,000 power units to build what you can. We recommend an MG Sentry and a Torque Bow. Place the MG Sentry near the turret, angled toward either side so as to assist the Shock Sentry from the first wave. Ideally, you’ll be able to keep these three sentries operational until the third wave. Use the remaining time to plant a pair of Frag Grenades on the walls and cover leading toward the radio tower and to collect some ammo from the street. Return to the turret and start the next wave.

The second wave begins with an assault from the left. Drones, Juvies, and a Scion attack from the building across the street to the left. Use the turret to cut down the Drones as they appear, then focus on the Scion with the Buzzkill. Don’t be afraid to use the turret against any Scions with Buzzkills, as the shields will protect you. The same is not true for any Dropshot-wielding enemies you encounter.

A pair of Scions attack from the right next, both of which are equipped with Buzzkills.

Take out the Scions and Drones that attack from the right, then take aim on the upper balcony of the building directly across from the turret. Two Hunter Drones are about to move into position. Take them out!

Leave the Last Man Standing

One of the classic Horde gameplay tips works well during this battle, and that is to leave a stray Drone or Juvie alone so you have time to replenish ammo, adjust fortification positions, and gather up weapons from the battlefield. Your sentries will eventually kill it, but always try to ignore the final enemy as long as necessary to give yourself time to make preparations.

Snatchers appear from both sides. Pick one and open fire on it with the turret, but listen for the attacking cry of the other. If you hear the attack scream and don’t see the Snatcher you’re facing preparing an attack, release the turret and roll away. It only takes one shot from the Snatcher’s quill to be downed and you don’t want to take any chances.

An MG Sentry near the turret can help protect those sentries on the wings.

Retreat to the door leading inside if the two Snatchers manage to climb the stairs and get close. Take cover behind the walls that flank the Fabricator and lob Frag Grenades under the bellies of the Snatchers. Try to slip past the Snatcher and return to the street so as to lure it away from your fortifications. A Snatcher can destroy an MG Sentry LV 3 in one strike and you’re going to need it for the third wave.

Fight the Snatchers in the street so your sentries can be spared until the third wave.

Depending on how much you spent in the second wave, you should have enough to purchase two MG Sentries for the third and final wave. Consider placing one near the turret and another behind the Fabricator, near the door, so they might catch enemies in cross-fire. Gather up any remaining Frag Grenades and ammo from the street and start the wave once back on the turret.

The more blue coverage you see when placing a sentry, the better protected you’ll be.

Look to take the Buzzkills dropped by the Scions and the Torque Bow from the nest before beginning the wave. Once the wave starts, you need to stick close to the squad and avoid venturing out onto the street.

A Scion and several Drones and Juvies attack from the building to the right, near the van. Gun them down with the turret, then swing around to the left to intercept an identical group moving in from the other side. These Scions are armed with Dropshots, so you had better be ready to leave the turret at a moment’s notice, else suffer a fatal headshot from above.

The wave culminates with two Carriers attacking simultaneously from either end of the road. Man the turret for as long as you can to soften up the Carrier coming from the right while trusting your allies to keep the fiery projectiles off your back from behind. The turret will deflect most incoming projectiles from the Carrier, but it helps to shoot them out of the sky when you can, as it will help protect your squad.

Focus on one Carrier at a time while they’re still in the street.

Aid your sentries in attacking the other Carrier once the first one is destroyed. Continue lobbing Frag Grenades at it whenever it opens its chest cavity. If necessary, retrieve one of the sentries that isn’t being utilized and reposition it so it can be of greater help.

Reposition the sentries after the first Carrier has been defeated so they can finish off the second one.

Objective: Get to the Drop Zone

Marcus spots a smoke signal down in the valley to the right. Leave the radio tower and head down the hill to the right, and through the building behind the doors on the left. Snake your way through the building to the alley on the other side, comfortable in the knowledge that it really is clear of Swarm, despite Del’s worries. Cut the chain on the gate and proceed to the rendezvous point to reunite with some old friends.

[1] Speyer Scavenger List

Exit the building via the window and look to the open garage up ahead. This collectible is on the workbench inside the garage with the blue barrels. This is the final collectible that you’ll have to search for before completing the campaign.

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