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Contents

  • Introduction
    • We’re All Stranded Now
    • About This Guide
  • Characters
    • Overview
    • Delta Squad
    • Supporting Cast
  • Basic Training
    • Overview
    • Controls
    • Campaign Modes & Difficulties
    • Navigating the Battlefield
    • Combat
  • Weapons
    • Overview
    • Assault Rifles
    • Power Weapons
    • Heavy Weapons
    • Pistols
    • Grenades
  • Enemies
    • Overview
    • Lambent
    • Locust
  • Campaign Walkthrough
    • Act 1
      • Prologue: Troubled Past
      • Chapter 1: Anchored
      • Chapter 2: Abandon Ship
      • Boss Battle
      • Chapter 3: Homecoming
      • Chapter 4: Helping Hand
      • Chapter 5: MVP
      • Chapter 6: Hanging by a Thread
    • Act 2
      • Chapter 1: Shipwreck
      • Chapter 2: House of Sand
      • Chapter 3: Forced Entry
      • Chapter 4: Trench Run
      • Boss Battle
      • Chapter 5: Hijack
      • Chapter 6: Airborne
      • Chapter 7: Touchdown
    • Act 3
      • Chapter 1: Unbreakable
      • Chapter 2: Rescue
      • Boss Battle
      • Chapter 3: Breakneck Run
      • Chapter 4: Ghost Town
      • Chapter 5: Brothers to the End
    • Act 4
      • Chapter 1: Ashes to Ashes
      • Chapter 2: Crater
      • Chapter 3: Hang ‘Em High
      • Chapter 4: Batten Down the Hatches
      • Chapter 5: Bon Voyage
      • Chapter 6: Watery Grave
    • Act 5
      • Chapter 1: Home Away From Home
      • Chapter 2: Blackout
      • Chapter 3: Shattered House
      • Chapter 4: Threshold
      • Chapter 5: Ascension
      • Chapter 6: Reckoning
      • Boss Battle
  • Multiplayer
    • Movement
    • Advanced Movement
    • Gears Concepts
    • Cover
    • Combat
    • Team Play
    • Weapons
    • Map Attributes
    • Multiplayer Modes
    • Multiplayer Arsenal
      • Weapon Spawning
      • Weapon Damage Table
      • Rifles
      • Shotguns
      • Pistols
      • Grenades
      • Power Weapons
      • Heavy Weapons
    • Horde Mode
      • Horde Basics
      • Base Building
      • Horde Quick Tips
    • Beast Mode
      • Overview
      • Waves
      • COG Forces
      • Fortifications
      • Cash
      • Beast Forces
    • Multiplayer Maps
      • Overview
      • Checkout
      • Drydock
      • Gridlock
      • Hotel
      • Mercy
      • Old Town
      • Overpass
      • Sandbar
      • Thrashball
      • Trenches
  • Collectibles
    • Act 1
    • Act 2
    • Act 3
    • Act 4
    • Act 5
    • Ribbons
    • Medals
    • Mutators
    • Weapon Skins
    • Multiplayer Executions
    • Multiplayer Characters
    • Avatar Awards
    • Achievements

Gears of War 3 Guide › Campaign Walkthrough › Act 2

Chapter 6: Airborne

Objectives

Destroy the Gas Barges attacking Dizzy.

Rescue Dizzy.

Collect guns and ammo.

Defend the depot from attacking Locust.

Reboard the Gas Barge.

Collectibles

Manifest

COG Tag

Marcus finally has his Gas Barge and, thanks to Baird’s quick thinking back at the crash site, they even have a navigation system to use. They’ve left the Seran Deadlands, but the route to Anvil Gate requires a lengthy flight across the Anvegad Plains. The Locust don’t seem to realize that one of their aircraft has been commandeered, but that’s all about to change.

Trading Depot

Destroy the Gas Barges Attacking Dizzy

The flight across the Anvegad Plains is uneventful up until Marcus overhears an SOS from Dizzy. He’s at a trading depot that’s under attack and needs assistance. Fortunately, the two Gas Barges attacking him are loaded with ammo and present rather easy targets.

The last thing a couple of Locust Gas Barges expect is to be attacked by one of their own!

You can use the mounted cannons to blast the Gas Barge out of the air, but it’s easier to use the Hammerburst or Lancer. Nothing shoots at you, so line up your sights and fire a few rounds into the stack of red ammo crates on each of the Gas Barges. The resulting explosions take them down.

The enemy Gas Barges are too focused on the trading depot to realize they have company. Detonate the stacks of ammo crates to knock them out of the air!
Rescue Dizzy

Dizzy is under extreme pressure from an army of Palace Guards. Baird sets down the Gas Barge just in time to join the fight. Quickly turn around and head down the alley to get additional ammo. Then rush forward to the bulldozer on the left, and open fire with your assault rifle.

The Locust in the back-right corner present the primary threat when you first arrive.

Palace Guards are in the windows straight ahead and behind the stone blocks in the back-right corner. Take them out first, and watch for one to climb the ladders on the left—this connects to the room with the window. Try to shoot him before he gets to the top of the ladder.

A Reaver soon lands atop the roof straight ahead. Roll to cover in the middle, behind the car, and open fire on it with your assault rifle or Boltok Pistol.

Use the rusted-out car in the center for cover, and keep steady fire on the Reaver.

Reaver on a Hot Tin Roof

Taking cover near the bulldozer is but one approach to this skirmish. Another option is to flank around the cars to the right, to the building’s side entrance. Climb the stairs to the room directly below where the Reaver ultimately lands. You can shoot through a hole in the ceiling to hit the Reaver’s pink and tender weak point. This is a particularly useful tactic when you play cooperatively, as one player can stay outside to draw the Reaver’s attention.

Finish off the remaining Locust and join Dizzy. He confirms that Hoffman and he were heading to Anvil Gate and that Hoffman does have the disc in question. Now it’s just a matter of catching up with him before the Locust do.

Collect Guns and Ammo

This being a trading depot, it should come as no surprise that Dizzy has access to a massive armory. Top off your assault rifle ammo supply and give careful consideration to your power weapon of choice. It might be tempting to take the Torque Bow or Boomshot, but it’s wiser to pick up the Hammer of Dawn in the back-left corner.

Exit the armory and head straight up the ramp on the right to enter the building to the right of the large gate.

An impending attack features five Reavers, and the Hammer of Dawn makes very quick work of them. Load up on ammo and Frag Grenades, and pick up the OneShot on your way out. As with the Mulcher and Mortar, you can carry the OneShot in addition to your other weapons, though maneuvering with it is slow. Hold onto the Frag Grenades for later.

Defend the Depot from the Attacking Locust

Climb the stairs opposite the armory to the room where the Palace Guards were. Take cover near the windows looking out onto the road. A Reaver quickly lands and attacks with Boomshot-like projectiles. Conserve the Hammer of Dawn by killing it with the OneShot. Continue using the OneShot from the window to kill the first two Reavers and any Palace Guards for whom you can spare ammo. Switch to the Hammer of Dawn if you’re out of OneShot ammo, or if a teammate is using it elsewhere.

Fire the OneShot through the fuel truck to detonate it as Palace Guards pass.
On Hardcore difficulty, the Hammer of Dawn can kill a lone Reaver with its initial strike.

Arcade Tips

It’s best to use the OneShot here, as it racks up points very quickly and doesn’t require a target-acquisition period like the Hammer of Dawn does. The OneShot also comes with enough ammo to take out all Reavers and even a couple of Palace Guards. Avoid blowing up the large fuel truck with the OneShot when you aim at the Reavers in the street—save it for when the Locust smash through the rear gate, and then detonate it in their faces!

CO-OP TACTIC

By sharing the power weapons and duties, a team of coordinated players can make quick work of the Locust on the street outside the depot. Have one player take the OneShot down toward the open gate; stay within the depot and blast away at any Locust that try to enter the yard. Meanwhile, the player in the upstairs window can use the Hammer of Dawn to eviscerate foes further from the gate, primarily the Reavers. The player on the ground must be careful not to be overrun—clamber up the ladder to safety if the Locust breach the depot.

The third and fourth Reavers attack simultaneously in the street, just outside the depot. This is a great time to use the Hammer of Dawn. Fix the targeting system on one, kill it with the initial strike, and continue holding the trigger to sweep it along the street to the other Reaver. The initial Hammer strike consumes more energy than simply holding the trigger and moving the beam.

Multiple Grenadiers and Palace Guards attack immediately after you kill the Reavers. First, focus your attention on the Palace Guards with the Torque Bows, both down below and up above. Then help the squad finish off any enemies still standing.

[#8] Manifest

Descend the ladder from the upper walkway. Go through the gate, out into the street where the Reavers were landing. Make your way to the left end of the street, toward the crashed truck near the fire. The Manifest is on the street near the front of the truck.

[#9] Cog Tag

Ascend the stairs across the street to the upper landing, where the Palace Guards staged their attack. Walk behind the orange container to the right and up to the room straight ahead. Note the Crimson Omen on the wall. The COG Tag is on the floor just inside the room to the right of the Crimson Omen.

Reboard the Gas Barge

Baird and the others wait for you back down the alley, where you first joined the fight to save Dizzy. Take a moment to stock up on ammo in the armory before you join them. Consider taking either the Boomshot or the Torque Bow, along with a full supply of rifle ammo.

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