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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 › Multiplayer Maps

Hotel

Versus

Hotel is almost two discreet maps. The hotel’s interior is largely separated from the street outside, so it’s possible to have two running firefights with little crossover. Power weapons appear both inside and outside the building, so your only decision should be which your team prefers: precision inside with the Longshot and Torque Bow, or explosives outside with the Boomshot and Digger.

A team can hole up inside the hotel and establish a defensive perimeter with grenades. So, if you’re assaulting it, be sure to use Smoke Grenades to clear out any proximity bombs before you charge inside. It’s also important to hit the inside from multiple directions at once whenever you can. Split your team and tackle two entrances at once.

If you’re defending the interior, be aware that you’re ceding control of the Boomshot or Digger to the enemy team. Expect to be hit, possibly by grenades as well, depending on whether your team holds down the front entrance.

Horde

Command Post Southwest, APC Spawn Side

Just a single turret and two sentries on this side, though the turret is in a decent location. This side has almost as many walls as the southeast point. And just like the other point, you need to be very selective about which barriers you bother to upgrade. Be sure to position someone to watch the hotel’s western entrance, as the turret doesn’t have great coverage thanks to obstructions in its view.

Command Post Southeast, Garden Spawn Side

This outer area is distressingly exposed, but it does have a wealth of defensive emplacements: three turrets, two sentries, a decoy, and a ton of potential wall emplacements. Concentrate on the turrets first, particularly the southern one, which has line of sight to the southern hotel doors, and the northeast one, which can cover the eastern hotel doors.

Once those are online, you can either get the third turret going or focus on the decoy and the two sentries. Don’t even try to upgrade all of the walls. Instead, focus on the outermost walls, especially the ones closest to the hotel doors and the front of the hotel leading west.

Command Post North, Lobby

One of the stronger Horde defensive positions. This interior Command Post has a single turret with excellent coverage, two sentries to cover the hallways and rear elevator spawns, and a perfectly placed frontal decoy to draw incoming fire.

The only serious problem with defending the hotel is that dangerous boss waves or large enemies that penetrate the perimeter can cause problems, as your turret gunner is forced from his position. Be sure to upgrade the turret first, then the decoy, and follow up with crucial barrier locations and sentries to cap off your defenses.

Beast

The open streets outside the hotel are rough. Turrets out in the open enjoy lots of clear sightlines. And perish the thought of a possible Silverback.

Try to approach the outer COG bases by moving through the hotel or using the front steps. This should provide at least some cover for your assault. You need grenades as soon as possible to deal with this map’s turrets. Approaching them is too dangerous if the COG base is outdoors. Use the Kantus’ and Savage Grenadier’s grenades, as well as the Boomer to remove turret threats. This should help your other forces get within striking distance of the COG.

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