Gears Of War 3 Walkthrough - Guide for Gears of War 3

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Sorry folks, I spit this out kind of fast so it's a little messy BUT it does
have the entire campaign in it, which is what counts. I'll have more info soon
including all the collectables, the traditional search system and all that and
I appologize for not having the breaks in chapters in but they kind of went by
pretty fast but I'll fix that too. In the mean time, just try to find the
closest previous chapter by title if you can.

Version: 1.0
Date: Sept 21, 2011
Legal: Copyright ExtremePhobia (Brandon Fusco) 2011, all rights reserved. Until
I deem the guie complete, permission to host is only given to GameFAQs.
Contact: GuidesbyExtremePhobia


You start off in a cell. Go through the door and take a right. Go through the
door at the end of the hall. Once you get outside, run forward and take cover
behind the wall and start shooting the dream grubs. After the narative 
finishes, you will get a cutscene and the prologue will finish.

Act I: Chapter 1 Anchored

Good morning. Wake up, head into the hallway and listen to a lady mention Dom.
Then go to the next door on the right and open it. Go up the stairs and around
the table to go up the next flight of stairs. Take a couple of rights and talk
to Anya. Follow the objective marker (the star icon when you hit left bumper),
to watch poor Nash get attacked. Clear the polyps, one shot at a time, and then
turn right and got up the stairs.

At the top of the stairs you meet the Drudge. He's a complex piece because he
can mutate but for right now, just shoot him in his glowing belly. head to the
left, shoot the drudge by the edge and then go up the stairs just to your right
to activate the dock lift. Cutscene with Prescott. Then you'll be sent through
the gardens to find some place to watch your new movie.

Take your time crossing the deck because the lambent are not easy to deal with,
especially not when they start shooting at you. Just take cover and aim for the
glowing parts. once you've cleared them (with the help of a Raven), head for
the stairs up to the catwalk on the right. Go through the door at the end of
the catwalk. Cutscene

Now turn around and go back the way you came. Before you go back down the
stairs, use your height advantage to clear the area of lambent. Once back on
the deck, head back towards the lifts, clearing as you go. Once the area is
clear, a COG will raise the lift for you. Use the lift as a way across to the
other side of the deck. Cross and you'll find yourself where you first met the
Drudge. Go back down the stairs to where Nash met his untimely demise.

Pick up the extinguisher and put out the fire. They can be a little finicky
but just aim a little higher than you think you should and if it doesn't work,
readjust your aim. You'll come across some lambent as you make your way across
the next hall. Hang back and take them out. At the end of the hall, turn right
to save Prescott.

Act I: Chapter 2 Abandon Ship

Head strait down the hall and take a left at the end. Tip a table and take
cover. Stay back and take out the lambent from here. At the end, go right and
talk to the people moving the vending machine and through the door at the left.

The next room is rather open. You have quite a few lambent strait ahead. Find
some cover and try to pick a couple off but also watch the catwalk up above
and to the right. The left side of the room is a pretty save place to be and
gives you a good angle for flanking. Take out the Drudge and the lambent grubs
and drop down. Follow the path to come to the first Deck lift.

The Raven pilot will mention that you need to raise the lift and soon after
you will be attacked by glowies from the right. Unfortunately, they've got a
slight height advantage so you should try and get up the stairs as soon as you
can to get some good cover. Once they are cleared out, go past the door they
came through and up the stairs to the catwalk. Follow it to the control room 
to raise the lift.

Exit the control room and go down the stairs to your right. Just after you talk
to the next Raven pilot, the chopper gets destroyed and you have to shoot a
tentacle and defend against polyps. Destroy those and some glowies will bust
out of a door to your left (similarly to how they did by the other lift). Kill
them and head up the stairs again. Go to the control room and activate this
lift too. You'll get on the lift automatically.

At the top of the lift, you need to kill a drudge and then turn off a valve
behind him and to the right to clear the flames. Round the corner to the right
and take out the moderately sized lambent group. Just behind them is another
valve. Head back the way you came and take your first left across the area
that was just on fire. Watch the person get blown up and then use their
extinguisher to cross the flames.

After you get to look the Leviathan in the eye, you'll slide away and end up
in engineering. Follow the path and bust down the door. In the next room
you'll be attacked by some lambent grubs. Kill them and then the polyps after,
but don't bother with the tentacle. Keep killing glowies until a piece breaks
off from the upper level, creating a ramp upward.

At the top, go left to find a door. Go through the door, up to the deck and
then run as fast as you can across so you don't get smashed by the crates. Open
the door to your right to get a silverback. Just before you jump in, there is
a collectable on the table to the left. Take the silverback right and through
the gate. Move right along the deck to watch a guy get chomped on by the
leviathan. Start shooting him in the eye until it bursts. When it does, he'll
back off and you'll have to fight a wave of glowies. Kill them and he'll
return. Shoot him in the same eye you were shooting him in before. You'll get
another wave and then you'll have to dislodge him from the ship one more time.

And then he blows up.

Act I: Chapter 3 Homecoming

First, look at Carmine. Do you see what his second weapon is? It's a Torque
Bow and that is some serious homage right there.

Head towards the deserted outpost, hang a left around the car and then take
a right to end up on the road. At the end of the road you'll take a right.
In the alley, watch for a door on the left that you can kick in to lead to a
courtyard. Inside the courtyard, on the right is a collectable. Head back to 
the main path and keep going until you run into the stranded.

Afterwards just follow the path until you get to a playground. When you get
across the playground, you'll get attacked by stalks. Try and destroy the pods
that are releasing the drudges to kill the stalk quicker (this is like tossing
a grenade in an e-hole). Kill the lambent and another stalk will appear. Kill
that one and you'll be able to exit onto the next street. Here you'll bump into
more drudges and some lambent wretches. Take a couple of rights and then
squeeze through the razor wire. 

You'll come to the front door of the Grocery Store. A couple of stalks will
emerge. It'll bring mostly just lambent grubs and drudges. Stay back but watch
for the mutations because they'll end up with a pretty good amount of elevation
from which to shoot. Also make sure you kill those pods. After all is clear, go
to your right a little bit and you'll find a small path across the hole to
the grocery store.

Inside the grocery store, you'll need to fight your way through the aisles.
Just go up the left or right side by the walls rather than strait up the middle
and it should be pretty easy. Round the next corner and you'll find more
lambent. Use the small room to the right to flank and finish them off quickly.

In the next area, it's rather open. You can hang back and kill them off at
range. If you try to come up on them, you may end up running in circles. Also
watch out for drudges who's heads stretch out because when they die, their
head may come alive and chase after you.

After, you'll come to a smallish safe room with a bunch of boxes. Chainsaw
through the boxes and one will reveal a switch that will open the room to the
loader. Use the loader to get beyond the locker and then pick up the foot.
Head to the far left door and break it down.

Once outside, you may want to get out of the loader and kill everything, then
proceed to the green smoke to drop of the supplies. This is just assorted
lambent again except you'll need to use the loader to make a bridge of cars to
get across.

Act I: Chapter 4 Helping Hand

Head up and around the crates to the right and you'll have to walk across a pit
of immulsion. When you get out, walk towards the park area up ahead. You'll
find some assorted Lambent throughout the area but of particular interest is
the "Gunker" to the left. He's the big hulking thing (maybe formerly a boomer?)
that is lobbing immulsion at you. You want to aim for his chest and just unlead
as much as you can. DO NOT APPROACH HIM. If you get close to him, he has a one
hit melee and it's got quite a bit of range. Just shoot and dodge and continue.
Explosives can also work well here. Once he's dead, get clear of the big

Leave the area by the back left and watch Carmine get shot in the head. Stroll
through the stranded camp and at the end you'll find a nice heap of ammo. Grab
some and then continue on down the docks. Stalks will erupt from the water to
the left and you can flank right through some crates. Take your time and work
your way up. There's no rush and there's little chance of getting surrounded.
Go through the big door at the end. Run through the warehouse area and over
the bridge to get to the end.

Watch out for the stalks that come up behind you. Each one will drop a Gunker.
If you just focus on them, they will explode and take out the stalk they just
came from. Personally, I found the van to the left side to be excellent cover
because they couldn't shoot over it. Once done, enter the stadium.

Act I: Chapter 5 MVP

Get inside and get celebrated. Then stalks arrive as they do. Head to the back
and go high or low, it's really up to you. I preferred high because it gave a
decent vantage of the area. You can clear it out with relative ease. Once 
the area is devoid of lambent, head through the South Gate. If you hang right
as you go through the gate, you'll come to an ammo crate and a collectable on
the floor. Go through the double doors.

Watch the cutscene and then play Thrashball! It's pretty interesting even if
you only really need to steer. If you want to hit things, just run into them,
otherwise Cole will juke and tackle as needed.

Turn around and head back to where you picked up the bomb. By the front of the
bomb shed, there's a collectable. Go up the stairs into the stands and through
the door behind them. Meet up with the Stranded Boss and you'll end up on an
elevator. As you go up the elevator, don't worry too much about small enemies
but keep an eye out for the big red fuel containers, these will help you clear
enemies quickly.

Act I: Chapter 6 Hanging by a thread

Slide down the line and when you land, run around behind the car in front of
you for grenades. Then head away from the lambent some for cover. Really, this
is important for putting distance between you and the Gunker so he doesn't 
melee you. Once you've cleared them, move ahead a little bit to find out you
need to get through the stranded base to see the ship. You'll find out what
makes these Stranded so dangerous.

Be careful of the turret between the two doors to the fort. Clear out the 
ramparts first and then try and land a grenade in the turret bunker. Also be
careful because there may be a OneShot up above. Don't get too close because 
once everything is clear, more enemies will come through the doors, including
some Boomers and Butchers.

After that, head through the gate and enjoy the view. You'll actually be safe
until you get into the actual fort section. It's kind of hectic in here but if
you just hang back, they shouldn't be too much of a problem. When you move
ahead, watch for a turret in the back and some tickers. If the tickers get too
close, hit the B button to punt them. Climb up the slab of road that just fell
into the room to continue.

Just to your left is some cover. Get behind it ASAP because there will soon
be a lot of explosions going around. You'll get attacked by some Grenadiers
and Boomers. You may want to take out the Grenadiers first because they might
otherwise swarm you. Head further along and to the right. You'll head inside
to climb down some ladders. Once inside, you'll have to split up. Take the
low road.

Make your way up slowly and watch for turrets on the right side. There aren't
a whole lot of enemies but they will try and flush you out of your cover with
grenades so try and kill them in a timely manner. Watch out for a few grubs
popping up out of the ground to your left. Approach the big gate in the back
and you'll get to see the ship.

Yeah, that's right, Clayton just called them ladies. He's not shy like his
younger brothers. Move to the next area and you'll come to more tickers. They
shouldn't be anything too devestating. Run up the broken road to the next
area. You'll come under fire from a mortar. Use the empty shipping containers
for cover. Wait for a shot, then move. Try not to stay in one area too long
because with the mortars alternating, they can pin you down where you are.
Once you get to the end of the bridge, use your height advantage to take out
as many of the locust as you can.

A gas barge will come around and you're told to try and hit it with the mortar.
That's actually a little bit on the tough side. Give it a shot though and
if you can't, you can still bring it down with small arms. Kill it and then
turn around and head down further. Cross the lowest part of the bridge. The
tentacles that come through the walls will drop polyps so watch for them. At
the end of the section will be a couple of grenadiers. Kill them and exit
through the door on the right. Climb up the ladder.

Take a left and get back to the bridge road. Head up the road and watch for
the OneShot. Grab the LongShot hanging near the truck and use to clear the way.
Watch behind you as you progress because some grubs will jump up out of the
ground. Head over to the crate and drop the tickers.

Act II: Chapter 1 Shipwreck

Watch for the wild tickers ahead. They aren't inherently harmful but they will
eat ammo and weapons and since you don't have any right now, that's bad. You'll
find assorted weapons on the way to the first encounter and even if you don't,
charge ahead quickly and grab something from a downed enemy. Just when you
think you've cleared the area, more grubs will pop up out of the ground. Once
you've cleared those, the next area will open and more grubs will appear. Head
up the hill at the back left (Don't be afraid to use the Tac-Com to find where
you're going, especially not here). When you get to the top of the hill, a
handful of grubs will pop up out of the ground. Head left for a cutscene.

That is the Digger! Be careful, one shot can put you down. You'll want to treat
them like Gunkers. Watch for the attack, dodge and then get a few shots off.
The real difference here is that when they are dead, you can pick up a digger
launcher and use it against them. Make your way up the hill. This time it
might pay to rush a little bit so you aren't constatly dodging the diggers.
Head towards the bridge in the back to progress.

Be careful because more grubs will pop out of the ground. When you finally get
to the top, you'll see the siege beast. Clear the grubs and then take control
of it to destroy the other two catapults. Once they're dead, you'll be
attacked by a Brumak. He's not as tough as he could be with the Siege Beast.

In the next area, the grubs should be pretty easy to deal with. However, watch
for a sniper up ahead. Keep heading down the hill until you make it to the
beach. You'll meet some resistance on the beach but they won't be anything too
significant. After the cutscene, you'll get attacked but a decent number of
Miners. Hang back and try to take them out at range because there's enough of
them that they might be able to swarm or flank around you if you move up too

Just when you think you've won, you'll come to another Brumak. Aim for the
Rocket Launcher on his head or try and circle around behind him to attack the
pack on his back. Soon he'll start leaking fire from his pack and not long
after, he'll die. Just be careful because his does deal and take a considerable
amount of damage. I found that the empty storage crate was useful for cover.

Act II: Chapter 2 House of Sand

At the moment, it's a relatively safe, quiet path ahead. When you get to an
open desert looking area, you'll meet a new enemy. The Corpser Hatchling will
dig under ground and try to attack you with one of it's claws. When it does
this, try to dive to the side. You need to wait for it to come out of the
ground and try to shoot it's face when it attacks you or it's backside if you
can get behind it. Shooting it's face is preferable but it's hard to get an
angle where your shots land and you don't get hit. Personally, I find the
digger launcher to be pretty useful against these guys. 

Head through the gate once he's dead. Watch out for tickers and grenadiers 
from up above. Be careful of the Digger and Grinder when you finally climb up.
Watch out for the ambush and by that I mean it's part of a cutscene so there
isn't much you can do. You'll encounter some grubs and butchers and once clear
head through the door at the back.

On the otherside of the door is some artillery. Immediately start running to
the left and loop around to the artillery position. You'll come to Miners and
eventually Diggers and Tickers. Be careful with all the explosions. Dodge first
then shoot. Make your way to the top of the hill and climb the ladder. Right
near you is a turkey (siege beast). Unfortunately, it's not all that easy to
see but just lob some to the back and you'll probably clear the area a little.
Of course, you'll get some Miners popping out of the ground so you can't
completely clear the area until you move ahead. Head towards the gate at the
back of the area. Grab ammo and end the chapeter.

Act II: Chapter 3 Forced Entry

If you go slow, you can usually sneak up on the enemy. If you tip them off,
you can maintain your stealth approach as long as you don't allow any grubs to
get near the giant horns in whichever area you are in. This section is just
a strait forwards crawl. I recommend picking up the LongShot or OneShot (or

Head forward and clear the first area. You should have no problem taking him
out before he blows the horn. The next area won't be so easy. Keep an up on
the gates because you will get enemies with turrets or snipers shooting at you.

Once you've cleared the area of grubs, you'll get attack by a Corpser. You've
got plenty of room to run around but you won't always be able to see the 
corpser when he comes up because of all the extra cover around here. If you can
get ahold of a Digger, it'd be mighty useful here. Once you've kill him, head
through the big gate in the back and the big door behind that.

You'll come to small area with a gate ahead. If you shoot the middle section
above the gate, the wall will fall off and reveal the lever that will open the
gate. Kill the two grubs up above as well. On the other side of the gate is a
two level open area and some theron guards. They shouldn't be packing torque
bows just yet. However, there are quite a few turrets around here. Clear the
bottom level, then make your way to the top and clear that. You'll get attacked
by reinforcement at this point but nothing too serious. If you can't proceed
through the gate then aim towards the center of the area and blow that up by 1
shooting the explosives caged in on the bottom floor.

The last are of this chapter is a little bit smaller with a turret. Clear this
out and head up the ramp. Turn around and activate the lever to lift the gate.

Act II: Chapter 4 Trenchrun
After seeing the barge, follow the path downward. When the barge returns, run
strait into the bunkers. turn 90 degrees left to find the next bunker. Wait
for Dom's signal and then run for the next bunker. Once there, turn around and
look about 30 degrees to your left (the tac-com will actually list the next
bunker). Run through the opposite side of this bunker during the next pause to
get beyond the range of the barge. Walk out of the bunkers for a


Of course he can do it! What kind of question is that? Did you see his hair? If
his IQ was any higher, it'd be over 9000! Anyway, follow the path a little bit
for reinforcements (them, not you). They attack from the left and the path
splits in two with a strait and then an elbow path to the left which has ammo
and a good flanking position. At the far side of the bridge, follow the path
down and open the big door.

You'll enter a wild ticker pen. You can open up the cages with handles to set
them free but I don't really see any point. As you walk across the room, you'll
run into something rather unique. A grub is actually walking across the room
carrying an ammo crate. Kill him and the locust that come in behind him,
including the Digger. Feel free the kill the tickers if you'd like, or not.
There's no actual reason to.

Next you'll be in an open room with tickers hanging from the ceiling. You can
shoot the tickers down and have them explode or just cause them to explode 
where they hang. If you manage it, the former is more useful. Cross on either 
side. If you're playing with the AI, they'll probably just follow you but this
would work pretty will splitting up on co-op. Once on the other side, you'll 
see enemies advancing below you. Use your height advantage to take care of 
them. There will be some Therons but they'll only be rocking hammerbursts. 
However, it is a rather large group, so be careful. Once you are finished with
them, head down the ramp to the right.

Now that you've gone down a ramp, go up the hill and you'll come to a grub who
thinks he's hot s*** for closing you in a room. You'll actually be attacked by 
a Corpser Hatchling. Remember, Diggers work wonders as do the Retro, Gnasher 
and Lancer. Once it's down, watch behind you for two grubs and a butcher. Drop
back and shoot and they should be no problem. Go through the door they came in
(what was the point of locking you in...?) and follow the hall. You'll come 
across a pretty nice assortment of weapon. You want to pick up whatever you 
feel most comfortable taking corpsers with because you get a few in the next 
section. Don't be concerned with ammo.

Continue on into the next room. You see all those things on the ground? Those
are Corpser Hatchlings. And you get to fight them ALL. Ain't they cute? Ok, 
that aside, you will get attacked by a Mama Corpser who is actually a little 
tough without a pool of immulsion to toss her into. First you will fight the 
babies, then she will appear and you need to aim for her eyes. You ideally want
to bait her with one character so that the others can take aim at her eyes. 
After you destroy each eye, you will be attacked by babies and then by the 
actual Corpser Hatchlings that you've been fighting up to this point. If at 
any point you need ammo, there's plenty on either side of the room, along with 
assault rifles for shooting the eyes. After the fourth eye, rather than 
releasing more hatchlings, she will go berserk and start running around the 
room. Try to avoid her as you make your way to the exit. Only one person 
actually needs to make it to the exit even if someone has been downed (dead is 
a different story). 


At this point you will be attacked by a new type of flying machine gun enemy
called a Shrieker. They are pretty easy to dispatch at range so take them out 
and make your way down the path. kill the enemies there and then move forward 
but not down. When you get closer to the rail, you'll see the barge unload 
Theron Guards. These are packing torque bows, as per usual so be careful when 
taking these out. If you are quick, they all get off the barge right near an 
exploding barrel which can help you out. Kill them and then head down either 
ramp. A door will be open to the left with more locust and a Digger. Take them 
down and head through the door.

Head down the hill and you'll come to a turret. Take out the turret but before
proceeding, look back towards the hill you just came down. Just to the left of
it is a room with a gate door. Go break the door down and inside you'll find a
boomshot, some ammo, and a collectable on the left side of the floor. Turn back
towards the gun emplacement and then you can go through a tunnel just to the
left which will bring you out behind the gun emplacement. Clean up any 
remaining locust and then head towards the back and through the door.

Follow this path to the elevator at the end, grabbing the Retro on the way. At 
the top, you'll be attacked by the Gas Barge. It will shoot rockets as it 
circles and it will close in to drop of Theron Guards in groups of two. Once it
lets the first two off, you will know where they are being dropped each time.
Assuming the top platform is a clock with the first drop point being 12, the
next drop will be at 6 and then it will drop at 12 and then 6 again. It never
drops them at 3 and 9 and always drops when it passes 6 and 12 until 
eventually, once you've killed enough enemies, it will dock and you can board 
it (with resistance).

The next section is short and you just have to shoot down a couple of barges
with the turrets. Aim high and it shouldn't be a problem. Once you've done 
that, you'll drop down to the ground for a rescue. If you turn around and 
follow the path, you'll find a full ammo crate if you need it. From where you 
dropped, you'll be attacked from directly ahead and from above the gate on the
left. Eventually you'll be attacked by a Reaver on the building ahead and left.
Kill the Theron directly in front of you. They should drop torque bows which 
will be helpful for killing the Reaver. Take out the Reaver and if that doesn't
trigger the cutscene, sometimes theres a Theron hiding in the building up the 


Grab ammo and whatever weapons you need. You can fill up on ammo, grab grenades
and there's your choice of Retros and Longshots on one wall with hammerburst,
torque bow and Boomshot on the other. When you're ready, grab the one shot
leaning on the crates and head out. The big gate that was previously closed is
now open. Try and save the OneShot because it should actually take out the
Reavers in one Active Reloaded shot (if not a regular). There should be 5
Reavers over the course of the encounter in the next street so make sure you
save enough for them. Once that next area is clear, just head back to where the
barge dropped you to continue on with the on rails section.

Act II: Chapter 7 Touchdown

This section is actually a breeze. Just hop on to which ever turret and fire at
the nearest enemy. The only difficulty is that each gun covers 90 degrees and
that's all. The upside is that your AI teammates are smart enough to jump onto
a turret of their own accord and will just off as you approach them so you 
don't have to wait.

Once you've cleared everything from the sky, there will be a cutscene and then
you'll be attacked. Did you see the objective that said "Survive the attack?"
That's exactly what you want to do. Don't worry about attacking, just wait it
out and don't catch on fire.


Act III: Chapter 1 Unbreakable

Load up on ammo and just make your way up the ramparts to the Gate of Anvil 
Gate. Jump on the turret and start blasting away. Keep tearing through enemies
until eventually a catapult will show up. After a couple of shots, it will take
down the main gate and you'll have to fall back to the main court yard. Most of
your allies will assemble at the catwalk so if you just move back just a little
you will find a small area that sticks out. This is a perfect flanking spot.
Just keep hammering the enemies in the court yard and they'll likely pay little
to no attention to you. If you need ammo, there is a full box if you go back
to the ramparts and some more closer to the catwalk.

When the Maulers arrive, there's actually a OneShot at the ammo cache near the
catwalk. grab that and use it to take them out. An perfect reload will actually
pack enough punch to destroy even the Mauler shields. Eventually you'll have to
retreat further. If you follow the path they give you, there is a turret at the
very end to use. The grubs will start trying to use their grappling hooks to
climb up and you can shoot these off just like in Gears 2. They are a little
tough to target however since they actually attach to and clip through the
ground a little.

The final phase takes place when the Boomers blast through the doors to the
garage. From there, just hold them off until they tell you about the "Last
Resort" and when they tell you to, focus your fire just behind the grubs.

Act III: Chapter 2 Rescue

When I heard Bernie over the radio, I didn't think her voice fit the image I
had of her but after seeing her, I think it works pretty alright. Choose to 
ride out, it's the more fun option. It's not really all the complicated. The 
first part is just an on rails section for about 15 seconds, then you jump off,
fight on foot for a quick spell and then head back to the Fort. You'll get 
attacked by lambent on the way back so fight them off. Eventually you will meet
the Lambent Zerker. You can't do anything about it now, just try to make your 
way to the base and when they say run for the gate, do so. If you saw the E3 
2010 demo, this is pretty much it and it really hasn't changed.

Once inside, the fight continues. The Lambent Zerker is not completely immune 
to regular weapons which has a plus and a minus. You don't need the Hammer of
Dawn to kill it but the only part that you can actually cause damage to is her
heart. She only exposes her heart when she's charging so you aren't just 
leading her someplace and then killing her any more. This is more about 
playing chicken. After she's sustained enough damage, she'll start leaking 
immulsion which will cause burn damage if you walk over it. So then you are 
still playing chicken but you also can't go back past where she's been so you 
need to be efficient about your space usage. Continue to shoot her heart when 
she charges and you'll get a cutscene and she'll die.


Act III: Chapter 3 Breakneck Run

This is another on rails section. This weapon, the Vulcan, operates a little 
differently. It Shoots like normal but it doesn't over heat. It uses ammo which
regenerates slower than it can be used. As long as you don't waste it though, 
it seems more forgiving than the regular turret. It actually requires two 
people to use which doesn't matter now but will later when used on the ground.

Just coast through blasting Reavers as they appear. Try to be prompt about it,
particularly for any that appear to be heading to land in front of you because
when they explode, they can cause damage if your nearby. After a few rounds 
with the Reavers, you'll see immulsion pipes that you need to shoot in order 
to continue. Do so. There are maybe four of them and you don't really get 
attacked during this section.

After you get past the pipes, you'll get attacked by Hatchlings but they are no
match for the turret. Plow through them and then you'll come to a Corpser. 
Shoot out her eyes just as you did last time. This shouldn't be too much of a 
problem because you basically get parked inside her fingers/claws. 

Soon you'll be jumped by a mini corpser (small but with real armor). You can
shoot him but I don't think it does anything. Soon he'll get ripped off by
a sign and a little bit more driving you'll actually get stuck in sand. You 
have to hold off waves of grubs while Jace tries to free up the truck. This is
the only tough part really. You'll be attacked by enough grubs that it'll 
actually put a little bit of a strain on your ammo supply. Watch for grubs 
popping up out of the sand and for Blood Mounts coming down the hill. It should
still not be too difficult. Soon you'll be free and wish Jace would drive in a
strait line. You'll run into a Brumak (see what I did there?) and then you get
a cutscene.


Act III: Chapter 4 Ghost Town

Hey, it's a Double Date! You know, it's saying something that I really don't
mind that they did that.

Go through the double doors and out the back of the building. When you get to
the intersection, there's Gnasher ammo to the left but otherwise, go right.
Continue on until you come to a pipeline section that's been rigged. The motion
sensor will be triggered and then you'll have to turn it off. Quick Time Event!
Just kidding! You just need to hit the X button to turn it off. This part is
rather linear so just keep going and you'll trigger another sensor. Shut that
off and then make your way to a little clearing. Head through the gate the just
shuttered and on the left, through the window is some ammo. Head back out and
go up the hill. You'll trigger another bomb so turn that off.

Then get shot at! After you deal with him, you'll find yourself in a room with
ammo on the left and a loft area to the right. Go to the loft and if you go 
down the stairs you'll find a scorcher. Head back upstairs and follow that guy.
Up the stairs and through the small open area, you'll find a barricaded 
building. After you wonder how the guy got inside there himself, break the 
barricade and then head right. You'll pass through a back room, behind a 
counter and out behind the building to find COG tags in a pool of blood.

Backtrack and go through the hole in the wall to the left. Eventually you'll
walk into the sewers and have a couple of cutscenes. Then you'll be introduced
to an interesting new enemy. They're rather frail melee enemies but they move
pretty fast and can be surprisingly hard to hit. More interesting is what you
hear if you listen to them groan. Anyway, pretty much anything works but you
could easily stick with your lancer and you'll have more ammo at the end.

Go through the sewers and let them break down the wall. Inside the room is a
wheel to turn and lower the draw bridge. Go up that and open the door. Once
outside, go up the stairs to the plaza. Pass the empty fountain and you'll be
attacked as you approach the building. On the front porch is a Vulcan Cannon 
for you. Use that to clear out the enemies then turn around and climb that 
ladder. At the top, turn left and at the end of the hallway is a collectable.


After the cutscene, you get your pick of a decent selection of weapons. I
would recommend picking up the retro lancer. It takes 2-3 shots to take out an
infected (yeah, they remind me of L4D) and it comes with 210 rounds. Should 
last a while. Clear the next open area and through the building to another. 
Just keep backpeddling and then when they are clear, head through the door. 
The next few areas are actually empty so just follow the path and you'll come 
to a cutscene.


In Gears 2, that cutscene would have been down right scary. After the cutscene
hold off the attack coming from the church, then enter it. Grab the lancer then
go off to the left side and break through the barricade. Once through the 
barricade, turn left and climb up (take cover and then mantle) and on the wall
will be a collectable. Turn back and go down the ramp and out of the tunnel.
You'll get a quick cutscene and then have to get rid of some locust. As you
clear the locust below, you'll be attacked from behind by lambent. Kill what 
you can of the stalks and pods. Keep fighting and when it starts to get bad 
you'll get a cutscene

*Epic Cutscene*

Act IV: Chapter 1 Ashes to Ashes

Welcome to Char. For the most part, you're in a pretty quiet area. Just keep
going until weird stuff starts happening. The first time you get shot at, just
duck and cover until it stops but otherwise just follow the path. When you get
shot at by a sniper and he misses poorly, take a couple steps back. After that,
you'll enter an area with a kids park. Off to the left side of the door to exit
the area is a single room building and in the middle of it are COG tags.

Go through the big door and in the next room, on the left will be a room with
ammo and just before you leave the building, if you turn around there will be
a shut door with ammo, frags, and a longshot. As you exit, watching falling
objects and step back until Jace finishes yelling. Then continue on and you
hear the baby crying, investigate slowly. Continue to follow after the Ash Man
and watch out for a falling cart and some polyps.

When you finally start getting shot at for real, you can close in a little but
not too far because you'll have stalks coming up in the middle of the area.
Clear that out and then you'll get to meet the Ash Man.

After a cutscene, a casual stroll, and another cutscene, you leave through the
bottom of the tower. You'll be dealing with Lambent wretches and drudges so
take a variety of weapons from the supply room. I recommend going with the
Hammerburst and Retro lancer.

The next room isn't too bad, just flank up the left side, spraying as you go.
After some chat about Dizzy, you'll come to an area that I find rather similar
to the "Subway" multiplayer level. You can go into the subway tunnel or you
can stay up above. I recommend staying on top because it'll give you better
access to the pods on the stalks and set up to flank pretty well. Whichever
way you go, when you get beyond the second train car there will be an ammo room
on the left side. Bust down the door and you'll have a Retro lancer, ammo crate
and a sawed off.

Keep on trucking until you get blocked off from behind and you'll have a small
group of Polyps to deal with. You'll come around the corner to find the second
of Griffin's towers. THen you'll be promptly attacked. This area is a little
tough. You'll be attacked be wretches and drudges from the front (make sure to
kill the stalk) as well as being flanked by drudges from behind. Stick to the
earlier part of this area where it's somewhat enclosed (or perhaps even pull
back some). Nothing special here, just a lot of enemies. Now climb up to the 
building and enter through the big door.

There's plenty of ammo scattered around here. If you hug the left wall you can
bust down a door for a mulcher and if you hug the right wall you'll find the
door that leads to the generator. Once the power is on, flip the switch for one
of the elevators. And this is Gears so then you back up and aim at the door.
As soon as you clear the elevator of the Fallen, immediately turn back to the 
rest of the room because they'll start pouring out of the vents as well. Soon
you'll hear other elevators coming down. If you hit the Y button, it will warn
you as to which elevator is next. The last group will open a door in the back.
Grab more ammo and go up the stairs.

Get on the lift and move the car off. As the elevator climbs, there will be 
some chat and then an interruption in the form of a Gunker (the ones that throw
immulsion) who will fall strait through the middle of the ceiling. Just start
hammering his heart. It's hard to miss it but he's also going to put you down
in one hit so be quick.

Act IV: Chapter 3 Hang'em High

Make your way over to the car and get on. Then, when nothing happens, get off
and head towards the razor wire. On the otherside of that will be more lambent
and if you follow the platform around you'll come to a dead man and a 
collectable. Go inside and watch for more lambent, particularly from under the
half open doors. Follow the path around to the back and cut the safety cable.

Once done with that, follow a similar path around back outside and you'll be
back just after you got off the lift where you started this chapter. Get on the
gondola and start heading back to Tower 1. And now it's back to the locust!
While on the gondola, you'll be attacked by a couple of barges, just clear them
off to stay alive, no need to actually take them down. Once you get into the
tower, you'll be attacked by a few Theron with Retros and some more of the
shriekers we saw earlier. Continue climbing the stairs taking down shriekers as
you go. You'll get to another room with some theron guards and once you clear
them, you can drop down on the right side. Drop down and climb the ladders you

At the top, follow the patio around the side of the building. Kill the 
shriekers as you pass by. Enter the building and you'll come across some theron
guards which, with any luck, may not even be facing you. Clear them and you'll
cross Griffin's office. Go out into the hall and up the little ramp on the 
left. You'll move down a corridor with cover and fight more therons and 
shriekers. This will let you out back onto the roof. Follow the patio again and
you'll find Dizzy and Griffin.


Act IV: Chapter 4 Batten Down the Hatches

You get dropped right in the thick of the action. Fight through the locust here
and watch out for the troika and boomer in the back left. Just past them is a
large open area with the dock in the back. We have another troika and some more
boomers but they are all the way in the back. There are some Theron guards with
Torque bows. They are your major concern. Work your way slowly up one of the
sides and you should be all set. Go through the door.

Looks like that ship is in bad shape. Make your way through the area and into 
the next and you'll be ambushed. Watch out for the Guards above but don't
worry about them too much, they seem to be pretty terrible shots. Of more
import are the giant Serapedes. To kill these, you need to shoot the glowing
tail end of it. It seems like it's lambent to some degree but it's also
controlled by the locust? Anyway, try and clear these out. Be careful because
they can deal a lot of damage very quickly if you're not paying attention.

At the back right of this area is ammo and back left is the exit. Watch the
cutscene then choose to find the rotor. There's a Lancer and some ink bombs 
to the right, and a door on the left. You'll come out into a warehouse and be
attacked by wretches. Just normal ones this time. Then go out the back door and
you'll fight a group of therons and shriekers with a couple of troikas at the
end. When you get closer, you'll see carts filled with old warheads. If you
push them (before the explode), they will hit the wall at the end and destroy
the troikas. Once cleared, exit to the left of the troikas.

Take the elevator in the warehouse (after stocking up on weapons). Outside 
you'll find an open area with a control room in the middle. On the roof of
the control room is a Kantus, to the right of it is a Grinder. Scattered around
are theron guards and shriekers. Try and clear out the Kantus and Grider first,
then quickly get rid of the shriekers as best you can and get to where the
Grinder was. A barge will or has already dropped of a rather large group on the
far side of the platform and around the control room is a really good area to
work from. Once you've cleared the area, make your way over to the maintenance

Inside the Maintenance Bay, you'll find a half open ship with a Kantus on top
and a Mauler inside and crawling with Theron guards. Again, kill that Kantus
first. clear the Mauler and the Theron, then grab the boomshield and use it to
progress through the ship. Towards the other end you'll find stairs leading up.
Take them, clear the last few theron from up here and then jump in the Loader.
Use that to grab the rotor.

Use the Loader to open the next couple of doors and when you get outside you'll
be attacked. Leave the loader back as far as you can and jump out. You'll have
a variety of locust coming at you including a mauler (who will knock you out of
the Loader) and eventually a Reaver. You need the Loader to survive. Hang back 
a ways and kill anything that moves and be sure to unload into the Reaver when
it appears. Once clear, use the loader to open the next door. Continue on and 
Dizzy will take the rotor and send you to fetch fuel.

Grab the sniper and fill up on ammo. Then head through the door and the next
hallway. When you get to a big open area, stop and take cover at the corner of
the hall. The first thing you want to do is pop the troika gunner in the head.
Then look WAAAAAY in the back and get the Kantus. After that, the area should
clear pretty easily. Climb over the island in the middle and then immediately
right and loop back behind the shipping containers. You should find a COG tag.
Go back and head out through the big door.

You'll come into a rather full shipping dock. After you encounter a couple of
enemies, Jace should point you to a Silverback station. Check it out and jump 
in the Silver back. Use it to make your way up the dock. To move the ramp, 
you'll actually have to get out of the silverback for a second. After that, 
you can get back in and take it right up on the ship. There are to Kantuses 
here. Make sure you kill them first because the silverback has a habbit of just
downing the other enemies and in the rush to get them as fast as possible, they
might not die and then be revived. Once you've cleared the ship, you can cross
it and go to the control room to activate the crane.

Once that's done, grab the hammer of dawn that's sitting on the floor by the
mainframe. Head back outside and you'll be attacked by Guards and some Reavers.
Save the Hammer for the Reaver. Once the Bloodmounts come out, feel free to use
it on them too if you can get a lock. Otherwise, just wait for them to come up
and shoot their mask. It will stun them temporarily and you can usually kill
them and then their rider if your quick. Let them come to you though because 
the only way they can get up to the boat is over the ramp, use it as a choke

Now you just have to get back to the sub. Well sort of. The sub has fuel but
you need to get it to the Dock. That's actually not too bad because the teams
split up and one group always has a great view point for flanking. First your
team will start high, then you will go down and through the big doors and the
other team will be up high. Then you can go up on the left side and into a 
control room with ammo for the last set of doors. In here immediately to the
left of the door is a collectable on the ground and an infinite supply of ammo.
By the window is a Vulcan Cannon. Use this and you'll clear the room very

The next area is rather tough. There's an ammo on the left side between the
two sets of cover. You will have to fight a couple waves of Theron guards,
Serapedes, and Armor Kantuses. There are four Armored Kantuses and they come
one at a time. Marcus will recommend Explosives but you won't have enough if
you use only explosives. What you need to do is hit him with a grenade to wound
him. Then, when he stands up, he'll shout and his mouth will glow. That's when
you want to shoot him in the mouth. It'll take about half a clip of lancer ammo
before he goes down but provided you're not too far away, it should be almost a
sure thing. And the Therons are carrying Torque bows if you're interested.

Once you've worked through that, head back and use the valve to flood the dock.

Act IV: Chapter 5 Watery Grave

We have another on rails section on our hands. You'll get a moment to try out
the new guns before you're required to use them. When you do, pay attention to
the blue arrows that pop up on the screen. That's the sonar and will tell you 
where they're coming from. Usually you only need to concern yourself with the
front and right sides.

After you enter a cave and a short cutscene you'll end up being chased. Shoot
for the face. Eventually you'll make it out of the cave. Keep trying to shoot
for it's face when you get the chance and watch out for mines. Soon, you'll be
told to just focus on the mines. Do so. I found it was easier to just look
for the chains and shoot those out rather than looking up and down as well as
left and right to find the balls to shoot.

Once you get beyond the mines, the Leviathan will return, first you're going to
want to shoot it in the fact. After you run through the cave, you want to
just aim for the tentacles. A strong currently will sweep you up. At that point
just try and aim for the mines. For the most part you want to look forwards for
this part. And then you'll be attacked by torpedoes. You want to take out both
the torpedoes and the turret. It might take a few tries to get the turret so
take your time. As for the torpedoes, it's usually easier to just lead them and
shoot a few shots than trying aim directly at them. Most of the torpedoes will
come from the right side.

Blow open the front door and when inside, keep an eye open for torpedoes but
really just keep your eyes forward and keep firing as soon as you see 
something. Soon you'll come to a couple of turrets and a whole lot of 
torpedoes, blow them up and you're home free.

Act V: Chapter 1 Home Away From Home

*I'm going to cover the Gears method*

Once you are on the dock, head up the steps to the first area and take cover.
Wait for the patrol to pass by and they will form a pretty strait line. You
can unload on them and kill most of them pretty quickly. Head up the right side
and you'll approach the subway. Just clean up the locust on the way up to the
platform. When you finally get rid of the last grub (all Theron actually), a
train will arrive. Kill the passengers and there will be a troika at the back.
Shoot the red tanks next to the troika to destroy it.


Head through the newly opened door and after a bit you'll be told to look
for a silver back. You'll find it to the left. Hop in, go through the door and
follow the grassy tunnel. You'll eventually get to a Reaver, and beyond that, a
beach. Make your way along the beach taking the low or high road. Watch out for
the boomer at the far end. Kill the boomer and when you are told about the
mortars, turn left and head into the tunnel. Follow the tunnel killing enemies
as you go. You will come out of the tunnel and have a few more grubs to kill
but when you come out of the tunnel, try and stay left and you'll move into
some trenches.

In the trenches you'll encounter some grubs and a boomer. Just after the boomer
will come a group of wretches. They'll be very close so remember that the
Silverback can melee. After the wretches you'll come to a dead end. Turn around
and head back the way you came. As you come out of the trenches, a couple of
Boomers will open a door for you. Kill them and you'll come to another subway
section. Wait for the train to go by, then kill the Kantus if you can find him.
Try to kill as much as you can with the Silverback. You'll have to hop out to
open the gate on the tracks.

Walk up the tracks and a train will come toward you. You can try and keep the
Silverback but I ditched it here. Come up, out of the train tracks and you'll
get attacked from the other side of the tracks. If you run up the stairs on 
this side of the tracks, it will bring you down on the other side of the tracks
to flank them. Clear them out, including a couple of Boomers.

Act V: Chapter 2 Blackout

This chapter starts immediately. You'll be told to take an elevator at the back
of the room. You'll manage to go up one floor... and get stuck. Follow hallway
#2. You'll come across wretches and some flamethrower grubs. Destroy them on
your way. You'll eventually come to a control room of some kind and in the back
of the room you'll see the ladders to upstairs.

You can stay inside and flank right but it only helps you with a single Reaver.
Do it anyway, then go outside and fight the Guards. After you kill a few of
them, another Reaver should appear. He'll land basically right on top of you.
He's kind of a tough bugger for some reason. It just seems the space was made
for him. But if you head forward a little more, you'll find grenades on the
ground which you can use to great effect against him.

Once that's dead, head down the stairs, turn left and left again, then go up a
different set of stairs. You can see the control tower in the distance.
You'll also get attacked by a swarm of shriekers, some therons and an Armored
Kantus. If you have no grenades, some spawn just before the last set of stairs
on the right side. Take out the shriekers first because they'll come to you,
clean up any theron guards that have moved forward and then go for the Kantus.
Hopefully you can take him out quickly and possible finish the guards with a
grenade aimed at the Kantus.

Once they're all done, head through the single open door and hit the switch to
go down. When you get to the bottom, two guards will be waiting for you.
Dispatch them and a flamethrower will come out from the right side. Once clear,
go to the first desk and around the back side, on the left is a button that
opens a safe on the dead end side of the room. Inside is a collectable. Go
through the open door.

After the cutscene, continue down the next hallway. The side rooms contain some
ammo but nothing more. However, they can be used to great effect for flanking
if used at the right times. Watch out for Scorchers and follow the hall around
the bend and downstairs.

Once you get downstairs, there are three switches to hit. The first is
immediately to your left. Go around the generator on the right side and you
will see the second switch in the same position on the right side of generator
two. The last switch is on the left tip of generator three. This will bring you
to a new control room and another cutscene. After that, you'll be depositted in
a tunnel.

There's nothing in the tunnel, but at the end you will find the what you are
looking for. The first valve is on the central unit directly in front of you.
It's not a normal switch but a strange square switch. There is another in the
same spot on the opposite side of the unit. That's two switches down. In the
mean time, be careful with the Theron running around and shooting at you from
the side windows.

More grubs will appear in the windows as you go down the stairs at the end.
When you get to the next level down, you'll find an Armored Kantus who is
much alone aside from the grubs in the windows. Take him out and flip the only
switch on this floor, then proceed down to reach the last two. However, on the
bottom floor there are two Armored Kantuses and they are pretty close to each
other. If you're fast though, you can catch the first one apart from the second
one and take him down before they can cause too much of a problem. If you need
grenades, there are some just as you come down the stairs on the left side. 
Once you flip the second switch, run down the stairs right next to it and out 
the door. The game will constantly give you new waypoints to lead you out. You
have 60 seconds to do so and just before the end there's a grinder. You should
have time to take him out if you hurry, otherwise just run strait through. to
the back right corner of the room.

Act V: Chapter 3 Shattered Paradise

Head up the stairs (after the cutscene) and take out the theron on the ledge.
Watch out for the wretches that come out of the door to your left. Once you are
clear, head inside. If you head strait across and then right, you'll actually
come up on the left flank up ahead. You should have nice easy pickings of 
the theron from there. Kill them, follow that patio around and back into the
shade. Stay in the shade unless you absolutely need to come out and it'll take
you right up to a Mauler and then some catapults. Take one and start shooting
down the Gas Barges.

Once you've gotten rid of the Barges, you'll be taken inside a hotel. This is
just a sight seeing tour. Follow it around until you see the tree, then head
outside. Either play the stealth game or just head left and steam roll the
locust there. The path will loop around until you come to the catapult that was
originally on your right. Take that and use it to take out the Reaver on the
two buildings. Then use it take out the dam. Once that's destroyed, you'll be
back in the hotel. Head up the stairs and through the door.

In the next area of the hotel, you'll have to fight. It's mostly theron guards
with a mauler. Once you kill them, there are stairs leading up to your right.
If you take those, you will have a good vantage point for the locust about to
bust through the door. The only problem is the range so if you don't have a
Longshot, this position might be useless for you. Take out the guards and the
bloodmounts and head through the doors.

You'll come to big outdoor plaza. There will be an Armored Kantus here but you
will be too far away to do any good at the moment. Flank up the left side and
pick up grenades if you need them. Then try and land a grenade from there.
Hopefully it will take out some theron so you can rush and shoot the Kantus in
the face. Kill him and a few more theron guards will come out of the two small 
towers flanking the Seige Beast. Clean them up and use the catapult to take out
the Barge and then push it into the ocean.

Act V: Chapter 4 Threshold

Head strait into the building, turn the corner and at the end of the hall is a
bust on a pedestal, it's a collectable. From there, turn left and enter the big
foyer. At the other end, hit the elevator switch. At the top of the elevator,
turn left twice and you'll end up outside by a giant fountain area. Take the
stairs down and right. You'll have some theron guards to deal with on the way 
up the stairs. At the top is an Armored Kantus and some mortar teams so it's
important you get up the stairs as quickly as possible. The Mortar will
be on the part of the top floor that overlooks the rest of the fountain area.

When you get near the door, stalks will come up and one of them will bring a
gunker (and drop it right in front of you). You need to eliminate the lambent 
here before proceeding. It's your choice whether you go for the Gunker or
the stalks first. The gunker never respawned for me so it might be easier to
kill him first and then the stalks. Either way, deal with the lambent and 
you'll be taken inside.

Act V: Chapter 5 Ascension

Once inside the hotel, head left. Head up until you hear a warning of grubs.
Wait for moment and then you can attack. You'll know when. Two boomers will
come down the stairs, try and take them out first. Then clean up the theron
here. After that, head up the stairs they came from. Watch out for the Blood
Mounts up here. They will at you from the giant windows. There are quite a few
torque bows around here. After you've dealt with the theron and the blood 
mounts, a Reaver will crash through the window. Use the torque bow on him. Once
everything is cleared, head towards the window, restock on ammo and grenades 
and use the elevator.

The elevator will take a little while to get here. You don't actually need to
kill everything, just survive for a certain amount of time (I believe). You'll
probably run low on ammo though, remember that there is ammo by each elevator.
That also means that it might be useless to destroy the pods, though it might
slow down the rate at which the come at you. Keep destroying them as they come
for you, don't worry so much about the distant enemeies. You will automatically
jump on the eleveator as soon as you can so don't worry about positioning.

While on the lift, you will be attacked. It won't be anything too threatening.
Just melee the anchors off when they try to graple up and shoot anything at a
distance. Eventually your lift will get hit and you need to mantel over to the
other lift. Do so.

After you do that, the elevator will climb to the top and let you off. There
will be some enemies, a Kantus amongst them. Once you go up a level or two
though, you'll get to the boss fight. The Locust Queen will try and blast you
with Tempest (that thing she's flying). Just keep moving in between blasts.
Before she blasts, put something between you and her and you'll be fine. When
you get to the top floor, just be careful when you move and stay behind cover
as much as possible. Just cut the three lines in between blasts she's done.

Once you're done you will find yourself on an elevator. You will stop and get
off at a maintenance hatch. To the right side you'll see a pile of boxes by the
Omen symbol. Destroy the boxes to get COG tags, then continue left. Grab
anything you can find, then smash through the door and clear this section of
the room. Then look down the hall to the left. That's where you need to go.
Work your way down. Kill what you can and use grenades to clear the troika if
you have to.

When you get to the end, you'll have to choose to go left or right. Go right.
You'll enter directly into a room with a few theron and a grinder. Take out the
grinder and lob a grenade into the back of the room and hopeful you can thin
them out pretty quickly. The security terminal is in the left part of the room.
Return to the hall and go through the other door. It's really the same room
without the mulcher. Clear this, flip the switch and then go into your dad's

Good thing you made it down that hall. Now you need to make it back out. But
first, grab the collectable by the window in the middle of the room. Then head
out of the room. You could get on the troika or even just get behind some cover
and just keep shooting. This section is pretty satisfying because there are a
lot of lambent in a small space so they set each other off or you can kill many
of them in row. Once you've cleared the hall and killed the stalk, get back to
the elevator.

Once you are on the roof, just start shooting. There are lambent and locust
everywhere but you have decent cover and they will fight each other too. Once
they are clear, you will have a different problem to deal with. As the rule of
thumb goes, aim for the mouth. In between blasts, get behind cover. The cover
of the outer ring of the roof will be damaged and eventually be destroyed but
the inner ring of cover won't be destroyed. Eventually you will be told to use 
the Hammer of Dawn. Use the Hammer while she's down on the ground. After taking
too much damage she will run and attack from the side of the building. Stay
away from her at this point. When she starts flying, attack it's mouth. Rinse
and repeat.

After a few rounds, Tempest will climb up onto the machine and try to destroy
it. It's back plates are open and you can shoot it. Eventually you will knock
it off. Then you just need to shoot it in the mouth and hit it with the hammer
of dawn one more time...

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