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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

Waves

Wave Increments
Wave Heroes Others
1 0 5
2 1 6
3 2 6
4 2 7
5 4 5
6 4 7
7 6 4
8 6 6
9 8 4
10 8 5
11 10 3
12 1 15

There are only 12 waves in Beast compared to the 50 in Horde, but Beast plays out under intense time pressure; you have limited time to defeat the COG forces. Each wave, the number of COG forces increases, and the level of their fortifications scales up as well.

The opponents in every wave are slightly randomized. So, the Stranded may have different weapons, and you may face a different mix of Heroes and generic COGs each round.

Speed is the Key

Individual waves in Beast mode are never meant to be extraordinarily difficult. It’s all about speed and bettering your time between matches. If you fail a wave, you basically ruin your chance at scoring well.

Hero Forces

‘Heroes’ are the named characters from the Gears world: Anya, Baird, Cole, Dom, and so on. All Heroes have Execution rules active at all times. You can kill them only at close range or with an instantly lethal attack. Heroes also have increased accuracy, better awareness, and more lethal weapons than the generic COG soldiers or Stranded that you face. They are priority targets—mark them and eliminate them quickly!

The last wave is always the same. You face Chairman Prescott with the Hammer of Dawn and his Onyx Guard. All of the Onyx Guard are considered Heroes, so you must defeat them with Execution rules, just like the named COG.

If you fail to complete a wave, you are allowed to retry it, keeping any accumulated score and tier unlocks. This means that, with enough attempts, you can always get through all of the waves. As your team improves, you should be able to get farther without dying.

Dangerous Heroes

Watch out for Cole, Baird, and Anya. Cole is always equipped with the Boomshot, which can cause your team major problems. If you hear Cole’s telltale ‘Woo!’ in the distance, watch yourself. Similarly, Baird uses the Torque Bow, so try to avoid being in the open for long if you hear it cranking up. Anya uses a Mortar. Again, listen for the launch and look up at the sky to track the trajectory. You need to take her down quickly, or you risk your entire team getting pulped by a single shot.

Wave Tips

The first three rounds are fairly easy, with mostly Stranded and few Heroes to face. Use these early rounds to build up your score, and try to avoid dying. From waves four through six, take advantage of the Kantus/Mauler combination to smash defenses and heal your team.

Past the first six waves, the first tier of Beasts becomes less effective, though you can still take down enemies with the Savage Drone if necessary. During waves seven through nine, make sure you have a few Boomers around to shell COG fortifications and personnel from a distance. Waves ten through the end, use the Kantus, Boomer, Digger, and finish the fight with the Berserker.

In all waves, you can use the other Beasts to good effect—these are just the ‘core’ forces you want to have around. A Kantus is always valuable for the ability to keep your forces standing and inflicting damage. The heavier ‘siege-breaker’ Beasts are vital for smashing fortifications and taking down enemies from long range.

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