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Gears of War 2 eGuide
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Contents

  • ACT I: Tip of the Spear
    • Chapter 1: Welcome to Delta
    • Chapter 2: Desperation
    • Chapter 3: Rolling Thunder
    • Chapter 4: The Big Push
    • Chapter 5: Roadblocks
    • Chapter 6: Digging In
  • Cog Intel Archive
    • War Journal
    • Achievements
  • ACT IV: Hive
    • 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
  • Locust Databank
    • The Locust
  • ACT II: Denizens
    • Chapter 1: Scattered
    • Chapter 2: Indigenous Creatures
    • Chapter 3: Disturbing Revelations
    • Chapter 4: Sinking Feeling
    • Chapter 5: Captivity
    • Chapter 6: Intestinal Fortitude
  • ACT III: Gathering Storm
    • Chapter 1: Dirty Little Secret
    • Chapter 2: Origins
    • Chapter 3: Rude Awakening
    • Chapter 4: Ascension
    • Chapter 5: Displacement
    • Chapter 6: Brackish Waters
  • ACT V: Aftermath
    • Chapter 1: Escape
    • Chapter 2: Desperate Stand
    • Chapter 3: Free Parking
    • Chapter 4: Tenuous Footing
    • Chapter 5: Closure
  • Multiplayer Warfare
    • Tactics
    • Playing With Others
    • Multiplayer Modes
    • Avalanche
      • Overview
      • Reconnaissance
      • Team Strategies
    • Blood Drive
      • Overview
      • Reconnaissance
      • Team Strategies
    • Day One
      • Overview
      • Reconnaissance
      • Team Strategies
    • Hail
      • Overview
      • Reconnaissance
      • Team Strategies
    • Jacinto
      • Overview
      • Reconnaissance
      • Team Strategies
    • Pavilion
      • Overview
      • Reconnaissance
      • Team Strategies
    • River
      • Overview
      • Reconnaissance
      • Team Strategies
    • Ruins
      • Overview
      • Reconnaissance
      • Team Strategies
    • Security
      • Overview
      • Reconnaissance
      • Team Strategies
    • Stasis
      • Overview
      • Reconnaissance
      • Team Strategies
  • Cog Armory
    • Overview
    • Large Weapons
    • Heavy Weapons
    • Pistols
    • Grenades
  • Downloadable Content
    • Overview
    • Canals
    • Gridlock
    • Mansion
    • Subway
    • Tyro Station
  • Welcome Back!
    • Overview
    • What’s New?
    • Controls
    • Cover

Gears of War 2 Guide › ACT II: Denizens

Chapter 3: Disturbing Revelations

As you penetrate deeper into the Locust complex, you encounter a new and disturbing type of Locust: the Kantus. There’s more to this unfavorable discovery; one might characterize these holy figures’ impressive powers as “commanding,” as they employ their voices to potent effect.

Encounter 01

ENEMY PRESENCE: Kantus, Drones, Wretches

As you meander your way through the tunnels, Carmine speculates on the origin of the Locust. There’s not much time to discuss his wild theories though. Pick up the Longshot on the way up the distinctly unnatural staircase, and you are shortly introduced to a nasty new variety of Locust: the Kantus Priest.

This Locust holy figure can actually raise downed Drones, simply with the sound of his voice. Not only that, but his howls can also knock you down if you try to move in for the kill. He can summon Tickers and he’s armed with the potent Gorgon Pistol and the very nasty Ink Grenades.

The room in which you engage him has several Drones in the battlements of a small fortified gate. Luckily, a convenient Rockworm meanders into the room from the right side.

Shoot the hanging plant on the ceiling to make the worm move across the room for you, thus providing extra cover. You need to take out the Kantus on the walkway above. Doing so causes the doors to open and a second Kantus to come out, along with a few Wretches.

Once you kill the second Kantus, the remaining Drones in the side battlements flee the scene. This leaves you free to head through the doors, where you can grab Collectible #16

C16 Locust Emblem

Find the Locust Emblem on the other side of the doors past the first encounter. It’s just to the right, by an ammo crate.

Gorgon Pistol

The Locust burst pistol is a powerful weapon, though its lengthy recycle between eight-shot bursts and its relative inaccuracy beyond close-to-medium range make it a tricky weapon to master.

It’s a nice weapon when you’re using a meat shield though. It can deliver solid damage up close when you don’t need to worry about your own safety.

Ink Grenades

Ink Grenades are often carried by Kantus, and they are amazingly useful against enemies behind cover. The Nemacyst Ink cloud produced by an Ink Grenade’s detonation completely envelops an area, causing blindness and inflicting toxic damage over time.

Encounter 02

RIGHT PATH

ENEMY PRESENCE: Drones, Troika

If you follow the right branch here, you have to crawl behind a Rockworm as it makes its way across the cavern floor. Your partner guides it from the ledge above, shooting plants down into the Rockworm’s path, goading it to move.

You have to crawl behind the Rockworm because a pair of Troika covers the cavern. They’ll tear you to pieces if you abandon the cover of the moving worm.

Once you reach the end of the Troika’s line of sight, you can leave the cover of the worm and engage the Drones manning the turrets from the side.

After they’re dead, pull the lever to open the door into the next room.

Encounter 03

LEFT PATH

ENEMY PRESENCE: Wretches

The left route is fairly simple, and you also get the benefit of a Longshot and an ammo crate if you take this path.

All you have to do is shoot down the dangling plants to move the Rockworm along below as Dom hides out behind it. Then move into the room containing a lever to open the door.

However, a pack of Wretches attacks before you pull the lever. Take them out first, and then use the lever to open the door into the next cavern room.

Encounter 04

ENEMY PRESENCE: Drones, Troika

This encounter varies slightly depending on which path you took at the preceding branch.

If you come in from the right branch, you have to move along the ridgeline and ambush two Troika gunners from their flank in order to clear the path for your companion.

On the other hand, if you took the left path, you wind up facing the area where Encounter 5 begins. However, you have to wait for your companion to clear the Troika that are covering you.

Encounter 05

ENEMY PRESENCE: Drone, Grenadier, Kantus, Boomers, Troika

A Kantus and several Drones are down on the cavern’s ground floor. Take them out, preferably targeting the Kantus first. The doors at the end of the cavern then open, revealing a pair of Boomers and a pack of Grenadiers.

If you’re on the ledge, you can turn the lower Troika to face the sandbagged cavern floor below. If not, hide out behind cover to deal with them at a distance. There isn’t much else in the way of armament nearby.

Once you dispatch the last wave of Locust, this brief chapter is complete, and a discovery of sizable proportions awaits you.

That Sinking Feeling

Completing Disturbing Revelations awards this Achievement.

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