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LB's Gears of WarTM
A Lunabean.com Game Guide
1. Act I: Ashes

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1. Act I: Ashes

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0. Introduction
1. Act I: Ashes
2. Act II: Nightfall
3. Act III: Belly of the Beast
4. Act IV: The Long Road Home
5. Act V: Desperation


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1. Act I: Ashes





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Follow Dom (your rescuer) out to the right. You are presented with a choice: head left to immediately enter combat, head right to take a safer path which will train you. I suggest you take the training path. The combat path is quicker and you do learn a few things, but to really get the hang of the controls of the game, you need some training.

Training Path

The only difficult part of the training path is the room before the extraction, and the outdoor extraction area. These areas are meant to teach you to be patient while taking cover. You won't survive if you just run around like a maniac, so take your time, take cover and try to get head shots. In the outdoor extraction area, flank the enemies from the left by going up the small staircase to the slightly raised area.

Note, in the first room after you exit your cell, in front of the red "Gears of War" logo painted on a piece of debris, is a COG TAG (1 of 30). In the room where the grubs cut through the door, at the back left of it, under the balcony is a COG TAG (2 of 30). In the outdoor area, go up the left staircase (the way to flank the enemy as mentioned above). As soon as you go up the staircase, look to the left and you'll find a COG TAG (3 of 30) in the corner.

Follow Dom through the prison. Here are the moves you'll learn.

Points of Interest - To look at your squadmates or other points of interest, hold "Y".

Current Objectives - To review your current objectives, hold "LB".

Opening Doors - Go up to buttons and push "X" to open doors. You can also kick down some doors with the "X" button. You'll be prompted to do so.

Aiming - Pull "LT" to aim. If the weapon has zoom capability, click down on the right analog stick to zoom in while aiming.

Cover - To enter and exit cover, push "A". You'll automatically take cover behind the nearest cover (to be redundant). While taking cover, move the right analog stick in various directions to see where you can move next. Press and hold "A" while pushing the right analog stick in the direction you want to go in order to move from cover to cover. While standing behind cover, click down on your left analog stick to crouch.

Mantle (Climb Over Obstacles) - To get over obstacles, take cover behind the obstacle and then press forward on the right analog stick. You'll see the mantle icon show up. Press "A" to get over the object.

Picking up Ammo - Go up to a blue ammo crate and press "X" while over it to automatically grab ammo.

Shooting at Enemies - To shoot, pull "RT". To aim and shoot, pull and hold "LT" to aim, and then pull "RT" to fire. When taking cover, pull "RT" to "blind fire", meaning you'll just stick your gun out and shoot. To fire from cover, pull "LT" to poke out and aim. When doing this, your head is exposed, so be careful.

Active Reload - Reloading is fun in this game as there is a mini-game built in to it. Press "RB" once to reload. Upon so doing, you'll see a little bar move from left to right under your weapon icon in the upper right of the screen. Press "RB" again when the bar reaches the small white bar to reload faster and gain a temporary damage boost. If you miss and hit "RB" in the faded (larger) white area, you'll still reload quickly, but won't gain the damage boost. If you miss the white area altogether, you'll jam your weapon and will reload slowly.

Roadie Run - Aka, running. To run, hold "A" and push in the direction you want to go. This will make you crouch and run, thus making you a smaller target and harder to hit. On the training path, you have to push a button for a timed door and then run through the door before it closes.

Grenades - You pick up grenades just like you would ammo. Once you have grenades, equip them by pressing "Up" on the D-Pad of the controller. To toss one, hold "LT". You'll see a trajectory map appear. Use the right analog stick to move the trajectory and press "RT" to throw the grenade. If you are near an enemy, with the grenade equipped, press and hold "B" to place a grenade on the enemy. Run away before it blows. Note, during the training path, when the enemies are cutting through the door, you can toss a grenade when Dom says, "Get ready...hear they come," to kill the first grub as he comes through.

Reviving Squad Members - If a squad member dies, you can go up to him and press "X" to revive him. You can check the status of a squad member by pressing "LB".

Other Training Basics that Weren't Covered

Life Meter - When you are shot you will see a red ring appear in the middle of the screen. The more that ring fills in, the worse damage you are taking. If the circle fills in completely, you'll die. If you are being attacked, take cover until you see the ring disappear. There are no health kits or life upgrades in the game.

Chainsaw/Melee Attacks - Press "B" when close to an enemy to hit him. If the Lancer rifle is equipped, press and hold "B" to rev up the chainsaw. If you are near an enemy when the chainsaw is active, you'll slash the enemy to bits. If you are shot while the chainsaw is running, it'll stop and you'll have to re-rev it. If a grenade is equipped, press and hold "B" to stick a grenade to an enemy.

Squad Commands - In Act II you'll get the ability to issue commands. Press and hold "LB" to see your squad's status. While holding "LB", press "Y" to make your squad regroup on your location. While in combat, press "A" to make your squad aggressive. Press "B" to make your squad defensive.

Curb Stomp - In multiplayer, press "X" next to an opponent who has been grievously wounded to deliver this finishing blow.

Search for Alpha Squad

You begin in an outdoor courtyard, in front of a temple or courthouse building. Note that you now have the Lancer rifle. It is fully automatic and has a chainsaw attachment. Press and hold "B" to rev up the chainsaw. If you are near an enemy when the chainsaw is active, you'll slash the enemy to bits. If you are shot while the chainsaw is running, it'll stop and you'll have to re-rev it.

Go forward and head up the stairs. Follow the path to the outdoor area. Take out the three grubs. Locate the COG TAG (4 of 30) to the right of the red logo on the column. Follow the path to the next set of stairs. At the bottom is an ammo crate and some grenades. Stock up. Go up the stairs. Here you find the temple. Your squad tells you to flank them. It's usually a good idea to listen to them. Head to the left of the area and go up the small stairs on the left. From this slightly raised position, you can actually go all the way around and flank the enemy from behind. You'll soon learn about Emergence Holes.

Emergence Holes

These holes can open up anywhere. Enemies (locust) crawl out of them. You can seal them by tossing a grenade down the hole. The quicker you seal the hole the better. However, if you don't have an opportunity to seal a hole, don't worry. The enemies that come out are finite.

Once the area is clear, meet up with your squad at the wrought-iron gated bridge. Cross the bridge.

Check the bodies near the emergence hole.

Go through the large doors that open. You are now inside the temple. Fight your way toward the emergence hole (the hole opens under the statue, thus destroying the statue). When you near it, if it's not yet closed, throw a grenade down the hole to seal it. If you see any dead grub's rifle, pick it up. It should automatically fill in your fourth weapon slot. Continue forward by using the open path to the right of the emergence hole. Another hole will open. Again, fight your way to it, throw a grenade down it (if you don't have a grenade, keep killing enemies until a squadmate seals the hole...there are grenades in the corner across from where you entered). Before you move on, grab the COG TAG (5 of 30) in the grass behind the emergence hole, beneath a stained glass window. Continue forward to the outside.

Go down the stairs. Follow your squadmates to the suspected Alpha Squad member.

Take out the Troika gun emplacement.

See that nasty machine gun firing on you? It's a Troika. You'll be running into these throughout the game. Run across the area to the right. Use the ammo crate. Work your way up the right side until you see an opening on your left. From this opening, you can shoot the grub manning the Troika. Do so. Shoot any other grub who may be near it. Go through the opening.

Continue to search for Alpha Squad.

Here, you'll find an ammo crate. Make your way forward taking cover as you go. When you see the path open to the right, head right. Take out any grubs that you see. Use the ammo crate and then continue forward toward the statue. Hop into the middle ring of the statue. There are two grenades and an ammo crate. Stock up.

Seal the emergence holes.

In this area, there will be four emergence holes that open, one after the other. The holes open randomly, so the first one that opens one time may be the third one that opens after another load (if you die, that is). The best strategy here is to seal the holes as quickly as possible so as not to allow a ton of grubs to emerge. You can locate holes as they emerge by pressing "Y". If you need more grenades, face the statue and go to the back left corner of the area. Here you'll find two more grenades and an ammo crate. The grenades in the circle of the statue seem to regenerate, so you can always go for more there, too. After you seal the fourth hole, defeat any remaining grubs. When all is quiet, restock on ammo and follow your squad to the next area. Note, in the back left corner of the area you'll find a COG TAG (6 of 30).

Decision time. It doesn't matter which route you take. I suggest you take the left path. Either way, you can help your fellow squadmates by shooting their enemies when you see holes in the wall which allow you to see into their room.

Left Path

Make your way forward, up the stairs, and into the room with the furniture. In this room, locate the boarded up hole in the wall. Shoot through it. You'll see a grub manning a troika. Shoot him to help your squadmates advance. Continue through the bathroom, pressing the green button to proceed. Here, you meet back up with your squadmates.

Right Path

Go up the path and wait for the other squad to take out the troika. You can help the other squad if you get to the side room quickly enough where you can fire through the boarded-up hole in the wall. When the troika grub is killed (or disturbed) by your squadmates, go into the main hall toward the troika. Kill any grubs. When you get behind the troika, you'll be told to watch your back. Man the troika (go up to it and press "X") and kill any grubs coming at you. Then, press the green button to go through the door. Here, you meet back up with your squadmates.

Continue to search for Alpha Squad.

Locate the next "nest" where there is a troika firing down on you. Face it. Head to the side room to the right. Enter it. Grab the ammo. From here, you can see another grub firing down on you (the "spotter") from a window. Run forward to this grub's position. There is a door. Kick it open and go up the stairs with your chainsaw blazing. Take out the spotter. If the chainsaw-a-blazin' method doesn't work for you...kick open the door. Wait at the bottom of the steps. Throw a grenade up to where you think the spotter grub is located. Switch back to your rifle. If the grenade doesn't get him, then he'll probably run down the stairs where you are waiting to shoot him.

You are now where the spotter grub used to be. You can look across at the grub manning the troika. Shoot him and any other grub that you see. Head back downstairs and carefully make your way to the troika. There is most likely at least one grub hiding behind a column. When you get to the troika you'll be told of an emergence hole.

Man the troika. Shoot anything that moves. Note that the grubs will come straight forward through the main path and will also come from the left side, through the side rooms. If they take cover in the side rooms, just aim for their muzzle flash. When they're all dead you'll hear your squadmate say, "Good job men. Now let's go find...". At this point, DON'T RELAX! There is a surprise. Unman the troika and take cover behind the sandbags behind the troika. Aim at the door. You'll hear a grub growl and then he'll kick open the door and charge you. Shoot him. Now you're safe. Go around and pick up ammo, then head through the door that the grub just kicked open. Go down the hall and kick open the next door.

Gain entrance to the House of Sovereigns.

Search for Alpha Squad.

Kick open the door to the outside. Move forward and up the stairs toward the fountain. (Note, to the left of the stairs you'll see a white van. There is a COG TAG (7 of 30) located to the left of the van.) Take cover behind the sandbags until you see a door on the right open. When it does, shoot the grub that exited from it and then go through that door. You are now inside a narrow hallway. Cautiously make your way forward. Take your time here as there are about five to seven grubs. If you stay out in the open too long you'll quickly be shot. When they're killed, move forward and look to the left to locate the grub manning the troika. Run up to him with your chainsaw and slash him.

After the cutscene where you lose a squadmate, man the troika and shoot the oncoming grubs. When they're all dead, restock your ammo by running around and looking for ammo (you are back in the circular area) and then locate your squadmates who went through the large door. They'll most likely become incapacitated. Be very careful here, because if you die, you'll have to restart from before the troika...meaning you have to shoot everybody again. From the circular area, take out the grubs that you can see just inside the doorway.

Cautiously enter the doorway and be aware that you'll have enemies firing on you from both the left and the right. Revive your squadmates if you can, but don't take any chances. Instead, go back to the troika doorway and shoot the grubs from behind the barrier (you can shoot through the small gaps in the barrier). Once that side is cleared out, re-enter the doorway where your squadmates are and move left.

You will most likely find a Shotgun here, dropped by one of the grubs. Don't get rid of your Lancer assault rifle, but you can trade the shotgun for your grub rifle, if you want. It's good for close encounters.

Search for Alpha Squad.

Go up the stairs. At the top, before you head through the opening, go along the left hallway to find a grenade. Then, go through the doorway. You'll see an ammo crate on the left. You'll also see an Alpha Squad member below. When he becomes incapacitated, you are tasked with helping him.

Save the Alpha Squad soldier.

Wait for the large doors on the right to open. Go through them and down the stairs. Kill the grubs. Cole will be revived. Cole is now part of your squad.

Destroy all seeders.

Follow your squad up the stairs and into the next room. Large doors will open. Go through. You are now in a hallway. Follow the footprints to the left. They lead to a COG TAG (8 of 30). Meanwhile, Jack the flying robot, will come to help you open the door. There is an ammo crate and a shotgun to the right of the door that Jack is working on. Grab the shotgun.

A new enemy will attack. Wretches! Wretches can crawl on walls and ceilings. They charge en masse and will slash at you. Help your squad mates attack the oncoming wretches. When you hear them say, "Fall back...they're behind us," turn around to see more wretches coming from the other side of the hall.

This fight can be chaotic. First, if a squadmate goes down, quickly revive him as the more fire power you have the better. Second, you can try the shoot from the hip (don't go into aim mode) rifle approach, the shotgun approach, or the chainsaw approach. I had the best success using the rifle on the distant ones attacking from the left. Then, when the closer ones began attacking from the right, I switched to the shotgun and blasted them at close range. Be conscious of your ammo situation. You don't want to be caught reloading when they are all around you. Reload when you have brief pause. After five or six come from the right (close) side, Jack will have successfully opened the door. Go through.

Hammer of Dawn

You are in a library. Go up to the Hammer of Dawn weapon laying on the ground near your squadmates. Pick it up in exchange for the shotgun. This is an extremely powerful beam weapon that can level buildings. In order to fire it, it needs a clear line of sight with a satellite overhead (in other words, it can only be used outside). The weapon you are holding is really only the aiming device. The beam itself emanates from the satellite. In order to use it, hold "LT" to aim. Then, pull and hold "RT". A red laser targeting beam will appear. Aim the beam at what you want to destroy. When over the intended target, simply keep holding "RT" and in a few seconds, the beam from above will come raining down like so many of God's thunder bolts (well, kind of).

Go out onto the balcony. You are amongst some canals. There are grubs firing on you from across the canal. To the right is a huge spider locust, a Seeder. Go to the right side of the balcony and use the hammer of dawn on the Seeder. If you are getting attacked, take cover until you recover, and then attack the Seeder again. Keep this up until the Seeder dies and sinks into the water.

Concentrate on the grubs across the canal from you. By this time, a bridge across the canal has been lowered by your squadmates. Take out the grubs and then cross the bridge. To the left of the bridge is some ammo. Continue to follow your squad (there is more ammo behind a barrier and even more on the wooden dock) around the canal, back inside, to the other side of the library.

Go through the open door and you'll soon come upon another Seeder. This one is below you, in a courtyard. First, kill the wretches. Then, target the Seeder and take it down using the Hammer of Dawn. When its dead, clear the rest of this square balcony area and then regroup on the left side, near the door.

Go through the door. In front of you is a small balcony overlooking the inside of a church. To the left of you are stairs going down. Take the stairs. Kill the two wretches. Follow the path to the courtyard where you'll find the dead Seeder. Here, you'll get some radio communication.

Head into the church (pews) area. Kill the wretches and the one grub. Continue forward. Here, you'll come upon Rojas...well, what remains of Rojas...remains! Ha! Sorry. Near Rojas' body is a small set of stairs you just came down. To the right of those stairs (if coming down the stairs) is a COG TAG (9 of 30). Continue through the door and up the stairs.

Destroy all seeders.

You are in the room with two couches and four chairs. Move forward and take cover behind the central column. Two grubs will attack. Kill them and go forward to the balcony. There is a Seeder below. You know what to do. When it's killed, take out any remaining resistance. Most likely, the Seeder, upon it's death twirl, will have done that for you. Now that the Seeders are dead, you have radio communication with Alpha.

Search for Alpha Squad.

Head back into the couch/chair room. More grubs will attack. When they're dead, enter the hallway and take a right. You'll make visual contact with Alpha through the window. Climb over the boulder/obstacle and continue down the hallway. Turn the corner and keep going (you'll pass an ammo crate, it may be hidden in a wooden trunk and the Magnum pistol. Pick up the pistol).

You'll get to a classroom (lecture hall) with desks. Take cover behind the desks and kill the two grubs. Continue through the classroom and into the next hall. Kill the grubs (note in a side room to the right an ammo crate) and continue along the path until you come to the hallway with the troika firing on you.

Enter this troika hallway and quickly go to the right side path. Head up the stairs, kill the wretches, and then continue down this hallway with the planters lining the middle of it. Kill the grub at the end of the hallway (there's also grenades here) and then go down the stairs to the left, thus flanking the troika from behind.

Man the troika and shoot the oncoming wretches. Watch out for more wretches from behind. When they're all dead, continue down the hallway to the right of the troika. At the "T" intersection, head down the stairs to the right for an ammo crate. Then, go back up and continue along the path. Head down the stairs and you'll get to a room with more grubs (it also has a statue and couches). Before you enter the room, you can grab more ammo on the right, and then head left, to a side hallway, thus flanking the grubs. In the room itself is more ammo and grenades.

Head back to the left hallway you were just in. There is another hallway going off of it...it's where your squad is waiting for you. Head up the stairs and you'll enter a large circular room (modelled after the Roman senate). Head up the stairs from this room and you'll find the troika that is firing down at Alpha Squad. Kill the grub.

Secure the landing zone for evacuation.

Hop onto a troika. Shoot anything that moves until you get a cutscene.

Find another way out.

Lure the Berserker outside the tomb.

You have been introduced to the Berserker. No, this is not a song sung by a german guy from the movie "Clerks". Instead, it is a mean, nasty, blood thirsty monster who, although blind, can smell and hear you. The game advises that you move slowly so as not to make much noise. Instead of running, it's best to walk. Gently push the left analog stick to walk.

Go around the corner where you saw your friend die. Near the fire and debris is a COG TAG (10 of 30). Head around the other corner and follow the hall. (If you don't have the Hammer of Dawn, there is one laying on the ground at the corner; pick it up.) You'll come to an open room with lots of arches. There is a side room off of the left and right of this room and a door across from where you entered. The left side room has a grenade. Continue forward, and exit the room. Follow the hall and the Berserker will smash out from behind a wall.

To the right of it is an open door. Go through the door. You are in a room with lots of columns. Run to the door on the opposite end. It is locked, yet it is a Smashable Door. Guess who has to smash it? Stand in front of the door and face so that you can see the Berserker as it enters the room (if it can't find you, fire some shots toward it). The Berserker will enter and charge straight at you. When it gets near you, push left or right on the left analog stick and press "A" to dive out of the way. The Berserker will have smashed the door open for you. Thanks, Berserker! You get such a bad rap.

Go through the now open door (avoid the Berserker). There's an ammo crate on your left. Head to the next smashable door. Lure the berserker to you with some gun fire. Get it to charge you and dive out of the way again, so that this door is smashed. Note that at this point, you also have a countdown clock with 7 minutes. Do this one more time to the next door and you'll be able to enter the circular courtyard. Before you exit to the outside, look to the left of the door to find a COG TAG (11 of 30).

Kill the Berserker.

Before you go after the Berserker, you may want to go after a cog tag. Enter the courtyard and hang a left. Stick to the outside wall and follow it until you see the red gears icon on the wall. The COG TAG (12 of 30) is on the other side of the block.

Now in the courtyard, wait for the berserker to stop moving. Then, blast it with the Hammer of Dawn. If it doesn't stop moving on its own, you'll need it to stun itself. To do so, stand near the low circular wall that surrounds the pagoda of the courtyard. Get the Berserker to charge at you. Dive out of the way. It'll run into the wall and be temporarily stunned. Use the Hammer of Dawn on it. Note, you can also get it to run into one of the stone blocks in the courtyard with the same effect.

Introduction | Act II


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