GEARS OF WAR 3: Game Walkthrough and Guide
Act I. Prologue: Restless Past.
We look at the introductory video and follow the ane. Selecting outwards, begin to fight back from the enemies before the arrival of assistance. Mechanics are the former, since the first part. Click on the shelter by pressing “A”, for quick recharge, press the “RB” button and again when the slider is in white or gray segments.
Chapter 1: Anchor.
Wake up and follow the house. Hold “LB” to display goals on the screen. Open the door with the “x” button. Take James and go to Ana. For the review of particularly important incidents held by “Y”. After the cat scene, proceed to stripping deck. We destroy the minor first, then large enemies. Activate the bridge across the control room and meet Prescotta. We receive a disc from it, to view which we go to the control center. Go forward, separated with opponents. We use the entire arsenal: a shotgun will fit in the near distances, and for smashing the lambents due to shelters – grenades. After watching the record in which we see the father of Marcus, we return to the cabin of the captain. Let’s go down the fire from the fire extinguisher and help Prescott.
Chapter 2: Leave the ship!
Go to hangar to helicopters. We continue to kill enemies. If we “hit”, then the partners will definitely come to the rescue. We are moving through warehouses, where, by the way, you can detect a gun more powerful, then activate the elevator to be a helicopter to be on the surface. Another helicopter needs help, but he cannot be saved from the tentacle. Fight from attacks of small creatures and other enemies that appeared from another room. Activate the bridge and choose to the surface. Deck covered fire, which, of course, must be extinguished. Twist the valves, thereby opening the way. The brave fighter dies from the explosion, we select the fire extinguisher and Gasim flames. Fall down and looking for a new way to the upper deck. We protect the crow’s nest from polyps. Soon an improvised bridge will appear, which is chosen on the deck. Cleash the “A” button and quickly run behind the allies, otherwise we will be broken with containers. Open the gate and get access to loaders. Consider one of them and move forward. Getting to destroy Leviafan. We shoot the eye, shifting it closer and closer to the desired position. From the polyps, fight down, pressing “B”, from simple enemies just shooting them. Finally, in Leviathan, they dump a whole bunch of lights and destroy.
Chapter 3: Return. An hour earlier.
Play for Cowla. Get to exile, which are not too friendly. Next, go to the shopping center. On the way, come down on the enemies. Talking with long hands are killed first to prevent the revival of the lambents. Break down to the parking lot and clean it. Then we enter the store and proceed to the search for the supplies. Here we also continue the battle against the lambents. The box tanned the way, so we destroy the wooden boxes nearby and activate the switch. We use the loader and remove the large box from the road, close to it and pressing the “B” button. We take food, we give out the gate. Only one of the three gates will allow you to get out (extreme on the left). We continue to move towards the landing point, destroying enemies. Clean the car and van from the road. Labents can be pressed by pressing “B”. It is not necessary to approach particularly large, let the allies are shared with them. Come to green smoke and reset food.
Chapter 4: Helping Hand.
Go to the warehouse. Go through the streets of the city. We observe the battle of exiles and lambents. Our main goals are large opponents, throwing fiery balls. Hurt for high shelters so that we could not hit the bunch of flames. It’s not necessary to fit closely, otherwise these creatures begin to attack long tentacles. By destroying everyone, we meet with the head of the camp and follow her. Eating, as it turned out, they do not have, but then take the cartridges, I do not want. Take as much as we need and go to the stadium. Shoot enemies, penetrate the warehouse. From there we go to the bridge and proceed to his defense. Cress down to shelters in front of the bridge. Left lie ammunition. Watch the minor creatures not to get to us.
Chapter 5: IRK.
We meet with exiles, and immediately the enemies break into the stadium. We choose one of the paths – top or bottom. In this case, the lower. We clean the lobby of the stadium. Kill the lambents and at the end of a larger opponent. We go to the meeting with the leader of the exile. We get into the locker room and plunge into the memories of COUL. We run to explosives, bypassing enemies, then lay it into the stem. Waking up, get to the leader, who is clearly dissatisfied with our presence. We enter the elevator, and while we go to the roof – we defeat. Do not forget to shoot tank with flammable.
Chapter 6: On Honest Word.
Roll down down, passing the tanks in places of cluster of enemies. We clean the landing zone. As soon as they land, we move back and hide behind the metal barriers. We go further and watch the cat scene. Our old good friends appear – locust. We clean the zone of the control post, first of all, separated with snipers. Then destroy the machine gunner in the center. And one more machine gunner on the right, just shoot along the tank next to him. We finish the remains of the lockers, soon a new party will appear. On the bridge we celebrate almost all types of locusts. But they are an order of magnitude weaker lambents. We go further and climb the stairs. Next, go on and down the stairs again. Choose the path – the lower deck. Clean the path and open the gate. After the cat scene, very carefully pass forward. We are separated with explosive enemies dropped from the upper deck. We choose to the top level and run forward so that the shells of the mortar could not hit us. In the extreme case hiding in scattered containers. Killing mortarmers and take their weapons. Shoot on the barge, targeting her flight. Go down and moving forward, separated with small twars. Finally, we get to the container with tickers to reset them right on Leviathan lambents. Before doing it, we are divided with all the enemies, in particular with a machine gunner and sniper.
Act II. Chapter 1: Shipwreck.
We select our weapons if you have time, because it can eat wild ticks. We go to search for a crow’s nest. We destroy the saurance detachments. We find a broken helicopter, but its passengers Markus and the house turned out to be integer and unharmed. Play for Marcus. Wild bomers appear on the horizon. Very dangerous opponents who know how to use shelters and attack their grenades from under the ground. We try, come to them as close as possible and shoot. On the right there is a passage that controls the sniper on the bridge at the top. Do not stay long in one place, since the caustic fire grenades corrosive our skin. Next, we get to the siege mound and shoot it. Then take control of them in your hands. We destroy with the help of the other siege mandes. Enough to aim and make one accurate shot. At the same time we are divided with Brumak. It is necessary to produce two shots. We go to the aid of Anna and James. Prescott dies, but has time to report information. Cole interrupts our conversation, and we go to destroy saransch. Next are divided with Brumak. We shoot on its machine guns on hand until complete destruction.
Chapter 2: Sand House.
Noticing Bartz, proceed for her. We are moving through the cave and we will be in the open space. Corpsor’s cubser attacks from under the ground. To destroy it, you will need to trace his way and when it comes to shoot on the soft parts of the body, t. E. Head. Next, we are divided with ordinary opponents and pass through the gate. On the opposite side was a siege mound. Run down that there is forces. Get to Crank and Clean the Area. Then use it for reproducing a locust. Collect the right amount of ammunition.
Chapter 3: Invasion.
Barge landed and now you need to capture it. We move to the fortress, without raising anxiety. Quickly kill the first opponent. Go on, we select a sniper rifle near the boxes until the ticks were eaten. We look at the top where locusts are located. Kill patrol, accelerated pace reloading sniper and kill the second. We pass on. The same thing, but now a little more complicated. Kill the first when the second is as far away from the signaling pipe. Quickly recharge and kill the second until it activated an alarm. We are afraid of opponents who got out of the side gate. Penetrate the fortress, open the gate, pulling the lever. We spend stripping fortress, separated with opponents. Activate the switch and moving on the trenches.
Chapter 4: Running on Canyon.
We collect ammunition and watch the barges. She does not go to the landing, but she fits us! We overcome from one shelter to another, following by partners. We choose from the bunker and go further. We are separated with enemies, come down again in bunkers. We shoot with suspended tickers to destroy the accumulations of enemies. We fall into the trap and fight with Corpser. As in the case of a young, attacking head. We try to pay attention to our allies, as it is useless to attack in the frontal. Seveled with him, kill a couple of lockers and choose the stairs upstairs. We destroy dozens of cubsser. Soon the korpser’s mother will appear. We shoot her one eye and re-reflect the attacks of a young. We continue these actions until they shoot all the eyes, but there are only four of them. Next to the torches are ammunition. Next, the Kopser will scatter and start rays to run there and here. At this time we must shy away from her Tarana. Seeing the countdown on the screen, running through the opened gate.
Chapter 5: Hijan.
On the surface we meet the queen and her servants. Weakened with flying enemies that are quickly killed, but it is very prompt. Also destroy the servants of the queen and ordinary lockers. Go to the landing tower through the bunker. Climb upstairs on the elevator. Reflect the attacks of the lockers descending with the barge soaring above us. Soon she landed, and we can climb on board.
Chapter 6: In the Air.
Capturing a locust barge, fly ahead. Next, we go to the aid of Dizzy, destroying other barges. Shoot in red objects on their sides. Go down and continue to crawl off locust. From the warehouse we take away the weapon and ammunition to them. It is advisable to take crossbow against river. Successfully defending the warehouse, return to Bartz.
Chapter 7: Landing.
In the air are divided with dumping barges and rivems. Shoot in red objects on their sides. The main work will be fulfilled allies, so you can relax at all. When the temptra appears, do nothing, because we will still be worse.
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