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Gears of War 3 eGuide
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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 › Multiplayer › Beast Mode

Fortifications

Fortifications are present in Beast mode just as they are in Horde. But in this mode, you go up against the COG’s fortifications rather than using them to help your team. Decoys aren’t a threat to your well-being. However, destroying decoys gives a huge time and point boost, so they’re almost always worth getting.

Time Bonus

Damaging any fortification grants your team bonus time. This makes putting a teammate on destruction duty a perfectly valid tactic. Several Beasts are good at taking down fortifications, and you usually need at least one to break open a path through barriers to reach COG personnel. Beyond the need to break through barriers, several areas on a map usually have fortifications but little or no COG presence. You can destroy fortifications in these areas at your leisure, building up time for your team.

Barriers

Barriers are a constant nuisance in the early waves, and they become a major obstacle in the later waves. You can move through the first two barrier levels (spikes and razor wire) at the cost of slowed movement and suffering damage. The third and fourth barrier levels (electric fence and laser fence) stop passage completely, and they inflict damage if you walk into them. The only good thing about the high-level barriers is that they deactivate if a COG trooper moves near them. This can allow you to sneak inside.

Several Beasts possess attacks or abilities specifically designed for taking down barriers, and those that can mantle can often bypass them completely. Don’t waste your time trying to destroy every barrier in a given wave. Instead, pick an attack route, destroy the barriers along that path, and move in with your team.

Turrets and Sentries

Turrets and sentry guns both represent serious threats, with turrets being the more dangerous of the two. Turrets are extremely dangerous, especially when a Hero operates them. They can down almost any Beast in seconds, so you must deal with them quickly. As with barriers, several Beasts have attacks or abilities ideal for dismantling turrets. Once turrets start to appear, be sure to have someone on your team prepared to take them out.

Sentry guns, on the other hand, are less of an immediate threat. They can still cause problems for weaker Beasts. They can also make an otherwise favorable approach more difficult when nearby COG forces accompany them. Remember that you can destroy sentries and turrets with concentrated fire. As long as you aren’t under fire yourself, you can take them down with patience from cover or a distance, assuming you’re playing the right type of Beast.

Fighting the Silverback

The Silverback is the most dangerous of all COG defenses. It can easily kill all but the toughest Beasts in seconds. A Silverback manned by a Hero is the single greatest threat the COG forces can present. There are several methods to handle the Silverback:

Use Ink or Frag grenades to incapacitate the driver.

  • Distract it from the front, and attack it from the back.
  • Use the Digger, Boomshot, or Mauler smash to destroy it quickly.
  • If you have no other option, destroy it with concentrated Retro Lancer fire from a distance.The Silverback must be dealt with, and it’s usually a better idea to tackle it sooner rather than later, before it takes down too many of your teammates, wasting valuable time.

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