Prima Games eGuides
primagames.com Browse Redeem a code Help
Gears of War 2 eGuide
Sign in My Guides

Sign in or create an account

We'll email you a link. No password needed, and if you don't have an account yet, the link makes one.

By creating an account or signing in, you agree to our Terms of Service and Privacy Policy.

Have a password?

Had an account on the old eGuides site, or a code from a printed guide? Help and troubleshooting

Sign in with a password

By signing in, you agree to our Terms of Service and Privacy Policy.

Check your email

A sign-in link is on its way. It works once and expires in 15 minutes. Open it and you're in, with an account if you didn't already have one.

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 5: Captivity

Beyond the ruins of Ilima, an unpleasant discovery waits to greet you. The Locust are capturing human prisoners for unknown reasons.

As you make your way through another cavern, you have to free some captured Gears before you can reach an evacuation point for a Raven to pick up your team.

Caution

Encounter 01

ENEMY PRESENCE: None

As you enter the cavern, you run into some holding pen areas filled with strange containers. It quickly becomes apparent that humans are the cargo.

You can hear Baird shouting from within one of the containers. Get him out to add another combat-worthy Gear to your squad. Then move on, deeper into the cavern. Don’t miss a collectible just around the corner to the right after you free Baird.

C19 Stranded’s Journal—Jennifer

Just after you release Baird from his prison, find the Stranded’s Journal to the right, in a small rocky alcove.

Freebaird!

Free Baird from his captivity in a Locust cell.

Encounter 02

ENEMY PRESENCE: Drones, Boomer

Make your way down the trail, and you soon encounter an unusual sight: a massive Locust creature fitted as a sort of mobile barge.

You have to hitch a ride to move deeper into the cavern. But first you need to deal with the Drones and the Boomer who really don’t want you aboard their vessel.

You may want to take the Boomshot with you for the next few encounters. A nasty new Boomer type is coming up.

Encounter 03

ENEMY PRESENCE: Grinder

Once you get on the barge, a Grinder comes down a lift from the barge’s middle level. The Grinder is a Boomer variant that wields the mighty Mulcher instead of a Boomshot. Be ready for it to unload when you hear it yelling “GRIND!”

Take it down to secure its Mulcher, and then use the lift on which it came down to get into the heart of the barge.

Mulcher

An incredibly powerful heavy weapon, the Mulcher is a chaingun that can unleash a blistering hail of bullets on any unlucky target in your path. Furthermore, rather than reloading, you must simply cool the barrel (by pressing the Right Bumper) periodically to continue firing.

Encounter 03

ENEMY PRESENCE: Grenadiers, Reavers

Inside the barge, you can pull a lever to open the prison doors on the sides of the room, but there’s no one in them. Head up to the barge’s top deck, where you encounter several Grenadiers and a Troika.

Take down the Grenadiers and then pull the lever in the middle of the top deck to get the barge moving. As soon as it does, man the Troika to deal with the Reavers.

Inside the barge after you push the button, head up top and kill Drones. Then man the Troika to fight off the Reaver wave. Watch out for the Troika on the other barge nearby—there’s a Locust Explosive beside.

Encounter 05

ENEMY PRESENCE: Drones, Grinder

After a short trip, you slam into another barge. Kill the Drones atop it and then board the barge. Pull the lever inside to reveal a gruesome discovery. Then proceed down into the barge to make your way back to solid ground…well, mostly solid.

As you leave the barge, you face a Locust defense of the docks comprised of more Drones and another Grinder. Use the barge for cover to take down the Grinder. Then secure his Mulcher and move on, toward an exit from the caverns.

DEV TIP

The bridge leading up to solid ground drops about ten seconds after the fight begins. You can either stay behind cover on the barge, or you can use it to close with the Locust on the ledge above you.

—Ken Spencer

Encounter 06

ENEMY PRESENCE: Bloodmounts, Kantus, Drones

As you make your way through the tunnels, the now familiar shriek of a Kantus announces his presence. More Drones and a pair of Bloodmounts join the party.

Lug along the Mulcher from the Grinder at the barge dock—it makes this encounter a snap. Mow through the Kantus and the Bloodmounts. Save the rest of the ammo for the next encounter.

Encounter 07

ENEMY PRESENCE: Bloodmount, Kantus

As you approach the exit from the cavern, another Kantus attacks with a Bloodmount (on Normal difficulty). You may still have ammo for the Mulcher to take care of them quickly. If you don’t, just hang back and engage them at long range before they can close with you.

You do have plenty of squad support in this fight, so let your men fight for you. They make better bullet sponges than you do.

Encounter 08

ENEMY PRESENCE: Drones, Kantus

Once you leave the cavern, a handful of Drones oppose your entry into Ilima’s ruined remains. There are several at the entrance to the ruins. A few more are to the left, where you can also find some Frag Grenades and a large ammo crate.

DEV TIP

The encounter here changes slightly depending on which way you go around the building. If you go left, you encounter a few more Drones. If you go right, you run into Drones accompanied by a Kantus. The left path is definitely the safer of the two on the higher difficulty levels.

—Ken Spencer

Encounter 09

ENEMY PRESENCE: Reaver

Once you make your way around to the right side of the building in the middle of the street, a Reaver slams down and engages Delta.

If possible, try to come at it from the entrance to the ruins. That is to say, go right where you first came to the split around the large building in the street. Doing so gives you a bit more room to back off. If you come at the Reaver from the left side, it lands nearly on top of you.

Once you dispose of the Reaver, don’t miss the large ammo crate to the right.

Encounter 10

ENEMY PRESENCE: Drones, Ticker

A pack of Drones blocks a potential evacuation point for the Raven to pick up your team. You need to clear your path. Then you can head into the large building at the end of the street, either through the left or the right entrance.

Take down the Drones and then check the area. There’s a large ammo crate in the doorway on the left side of the large building. You may also want to go around the right side to pick up some Frag Grenades on the way in.

It doesn’t matter which way you take to the rooftop, but investigating both ways gets you a bit more ammo.

Encounter 11

ENEMY PRESENCE: Drones, Kantus

DEV TIP

Although only the last thirty seconds are displayed on a visible timer, you have to hold out for a minute and a half. Don’t overextend—you only need to survive!

—Ken Spencer

The final fight here is simply an endurance test. Waves of Drones assault your position. You must hold out until the Raven lands.

There’s plenty of ammo and a few Frag Grenades on the rooftop, but you don’t want to get caught out in the open as Drones come from all sides.

Instead, hole up in the small, mostly ruined room where most of Delta usually ends up.

The major threat in this fight is the Kantus that comes up from the left staircase (where you entered if you came in on the left side from the street).

Try to take out the Kantus quickly. It’s frustrating to kill Drones from a distance only to have them stand up again.

A meat shield is very useful during the fight. The extra bullet soaking it provides makes enduring the seconds until the Raven arrives that much easier.

Affix grenades to the walls near the entry points. There are a lot more Drones than you have grenades, and exposing yourself may not be worth the trouble. Nevertheless, you can at least cover the entrance nearest the ruined room with a few grenades.

Once the timer on the Raven’s arrival counts down to zero, Delta is picked up and this chapter is complete.

Keep reading with a free account

The first 3 sections of Gears of War 2 are open to everyone. An account opens the rest of it, and every other guide in the archive. It's free, and there's nothing to buy.

Bought guides on the old Prima Games site? Your account and every guide you own moved here, so there's nothing to buy again. Sign in.

Create a free account Or browse our free guides

PreviousChapter 4: Sinking Feeling NextChapter 6: Intestinal Fortitude