<<

SKip cinematic/ See multiplaYer ScOrebOard Start/pauSe

aim ShOOt/thrOw grenade

See ObjectiveS and Squad StatuS relOad

MANUAL

fOr technical reference

Y pOint Of intereSt mOve uSe/interact

Switch weapOnS B melee/

A taKe cOver/ lOOK/clicK tO zOOm evade/mantle

reStricted

document no.:______Blood and Gore Intense Violence no change in class Strong Language name:______Jonathan Harper rank:______Sergeant 0808 Part No. X14-94452-01 Online Interactions Not Rated by the ESRB RESTRICTED CoGFM2 WARNING Before playing this game, read the 360® Instruction Manual and any manuals for important safety and health information. P-ToC Keep all manuals for future reference. For replacement manuals, see fOR TECHNICAL REfERENCE www.xbox.com/support or call Xbox Customer Support. COALITION OF ORDERED GOVERNMENTS field manual Important Health Warning About Playing Video Games Photosensitive Seizures CONTENT PAGE A very small percentage of may experience a seizure when exposed to certain visual images, including flashing lights or patterns that may appear in Introduction ...... 2 video games. Even people who have no history of seizures or epilepsy may have an undiagnosed condition that can cause these “photosensitive epileptic seizures” Where We Stand ...... 3 while watching video games. These seizures may have a variety of symptoms, including lightheadedness, altered Weapons ...... 4 vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion, or momentary loss of awareness. Seizures may also cause loss of Controller ...... 10 consciousness or convulsions that can lead to injury from falling down or striking nearby objects. Heads-up Display ...... 12 Immediately stop playing and consult a doctor if you experience any of these The Crimson Omen (Life) ...... 14 symptoms. Parents should watch for or ask their children about the above symptoms—children and teenagers are more likely than adults to experience Targeting ...... 15 these seizures. The risk of photosensitive epileptic seizures may be reduced by taking the following precautions: Sit farther from the screen; use a smaller screen; Active Reload ...... 16 play in a well-lit room; and do not play when you are drowsy or fatigued. If you or any of your relatives have a history of seizures or epilepsy, consult a Melee ...... 17 doctor before playing. Enemy Shields and Executions ...... 18 Cover and Basic Maneuvers ...... 19 ESRB Game Ratings The Entertainment Software Rating Board (ESRB) ratings are designed to provide Interaction ...... 22 consumers, especially parents, with concise, impartial guidance about the age- appropriateness and content of computer and video games. This information can Battle Options ...... 23 help consumers make informed purchase decisions about which games they deem suitable for their children and families. Co-op Campaign ...... 24 ESRB ratings have two equal parts: Multiplayer ...... 25 • Rating Symbols suggest age appropriateness for the game. These symbols appear on the front of virtually every game box available for retail sale or Multiplayer Game Types ...... 28 rental in the United States and Canada. Camera and Photo Mode ...... 32 • Content Descriptors indicate elements in a game that may have triggered a particular rating and/or may be of interest or concern. The descriptors appear Information ...... 33 on the back of the box next to the rating symbol.

ON BACK Credits ...... 34

VIDEO ™ Cartoon Violence Warranty ...... 36 GAME Mild Lyrics E Xbox Customer Support ...... 37

For more information, visit www.ESRB.org CoGFM2/P-3 RESTRICTED where we stand

[MESSAGE FROM CHAIRMAN PRESCOTT]

Video game designers ask a lot of their players. We had hoped the Lightmass bombing at Timgad would Beyond putting them in seemingly impossible situations with decimate the Locust Horde, but they survived, and overwhelming odds, we ask them to immerse themselves in the returned stronger than ever. They’ve brought with worlds that we craft. We ask them to believe the fantastic. them a force that can sink entire cities. Most importantly, we ask our players to drive the Even Jacinto, our last beacon of hope through all experience. To interact. And from that interaction comes a these dark days, is now at risk. Soon we’ll have tremendous amount of satisfaction and a connection to a nothing left to defend and that means we have only universe seldom seen in other forms of entertainment. one option: attack. This , ® 2, was designed around the Gears, what I ask of you now is not an easy thing, idea of cinematic action. We wanted the gameplay experience but it is necessary. If we are to survive, if we are to feel like a summer blockbuster where you, the gamer, are to live long enough to see the seasons pass, our the star. We built GEARS 2 to be an emotional rollercoaster children grow, and experience a time of peace that of a ride. One minute you’ll feel overwhelmed as the Locust we have never known, we must now take this fight to Horde is bearing down on you in the dark and the next the Locust. you’ll feel empowered as you send them back underground with your Chainsaw Bayonet. We will go to where they live and where they breed and we will destroy them. When you take control of ™ and Delta Squad, you’re fighting for humanity itself. This is a story that This is the day we take the battle to the heart of is both epic in scale and also immensely personal. Dominic the enemy. This is the day we correct the course of Santiago’s frustration with not knowing the fate of his human history. This is the day we ensure our survival wife is building to a head. Jacinto itself, humanity’s last as a species! stand, is threatened and it’s do or die for mankind. Soldiers of the , my fellow Gears, go forth and We’ve put a lot of love into this game and we hope you bring back the hope of humanity! enjoy the ride!

-- Design Director, , Inc. CoGFM2/P-4 CoGFM2/P-5 RESTRICTED RESTRICTED WeaPOnS pisTols One-handed firing capability makes these the weapons to use while handling enemy shields and Boomshields. lanCeR aSSaulT Rifle SnuB PiSTOl • The workhorse CoaliTion weapon • Fully auTomaTiC • inTended For midrange CombaT • deadliesT melee weapon • -issue CoaliTion sidearm • exCellenT baCkup weapon • zoom CapabiliTy To activate the Lancer’s Chainsaw Bayonet, press and hold B. This unique melee attack is designed to take Regular firing mode is a single shot. To increase the out most enemies in a single cut, but can also be used rate of fire, rapidly pull ^.

to clear certain obstacles. First rule of the Gears: Take cover or die. or cover Take Gears: the of rule First

HammeRBuRST aSSaulT Rifle GORGOn PiSTOl

• sTandard-issue loCusT drone weapon • powerFul medium-range weapon • more powerFul, aCCuraTe Than a lanCer • zoom CapabiliTy • dual-Clip aCTion • zoom CapabiliTy

Superior to the Lancer when it comes to firing, but Capable of firing four short bursts per reload. Deadly lacks the melee capabilities of the Chainsaw Bayonet. at close range, though its power is offset by a small Can be fired faster by rapidly pulling ^, though this clip and long reload time. also reduces accuracy.

GnaSHeR SHOTGun BOlTOK PiSTOl

• exCellenT sTopping power • eighT-round CapaCiTy • perFeCT aCTive reload yields FasTer raTe oF Fire • exTremely deadly aT poinT-blank range • devasTaTing single shoT • zoom CapabiliTy

Small ammo capacity, but its power more than makes up Greater accuracy than the Gorgon Pistol, but its for it. Can kill a Locust Drone in one shot at close six-shot capacity means every shot must count. Equally range, but is not nearly as powerful at farther effective at long and short ranges. distances. CoGFM2/P-6 CoGFM2/P-7 RESTRICTED RESTRICTED

SCORCHeR BOOmSHield flameTHROWeR

• porTable proTeCTion From gunFire and explosions • exCellenT For shooTing around or over Cover • Can be used in ConjunCTion wiTh any pisTol • perFeCT aCTive reload yields longer Flame

Protects its wielder but reduces speed and fires a concentrated flame that burns or kills. Targets maneuverability. To pick up, approach and press X. are often still dangerous while burning, so keep To plant in the ground for stationary cover, press and applying the heat to finish them off. hold ], then press A. Keep in mind that it can be kicked down by enemies. To discard, change weapons.

grenades Hand-thrown explosive devices ideal for clearing an area. Hold ] to view trajectory. Move C to alter this lOnGSHOT SniPeR Rifle projected arc, then press ^ to throw. • mosT powerFul zoom available • deadly even aT long range Tag onto enemies, walls, and objects by pressing B. • perFeCT aCTive reload inCreases headshoT, helmeT damage Grenades on enemies blow up in seconds, while grenades on walls and objects become proximity traps. Can kill most Locust with a single headshot. To activate the integrated scope, press and hold ], then click C to zoom. One shot per reload.

Let the explosion do the work fRaG SmOKe inK

Creates an Obscures an area Poisons an area, explosion that with a cloud of making it BOOmSHOT can down or kill smoke while hazardous for a • Takes ouT mosT enemies wiTh one shoT • doesn’T slow movemenT enemies. Can also delivering a short time. • perFeCT aCTive reload yields addiTional ClusTer explosions close e-holes. concussive blast Prolonged Effective against that knocks exposure leads Produces a large initial blast, followed by several multiple targets. enemies on their to death. smaller explosions. Its heavy firepower is offset by a backs. slow reload time. Don’t use at close range or in tight quarters--the force of explosion can kill you along

with your target. One shot per reload.

Heard you should aim the Boomshot near an enemy. enemy. enemy. enemy. enemy. an an an an near near near near Boomshot Boomshot Boomshot Boomshot the the the the aim aim aim aim should should should should you you you you Heard Heard Heard Heard CoGFM2/P-8 CoGFM2/P-9 RESTRICTED RESTRICTED

heavy weapons BOW Devastating firepower, but speed and maneuverability are reduced while using these weapons. • Fires high-powered, explosive-Tipped arrows • advanCed TargeTing reTiCle • eFFeCTive melee

Extremely accurate, especially at long distances, but requires careful aiming. Press and hold ] to enable, then hold ^ to aim and release to fire. If you hold ^ long enough, the arrows stick into the target before mulCHeR exploding. • high-Caliber maChine gun • large ammo CapaCiTy • CuTs Through mulTiple enemies aT onCe

Can be fired from the hip, but is far more accurate when mounted on a stable by holding ]. To fire, press and hold ^. Barrel spins, then gun begins HammeR Of daWn firing until you release the trigger, or until it overheats or runs out of ammo. To cool, press `. • imulsion-energized saTelliTe parTiCle beam • handheld TargeTing • quiCkly desTroys large enemies

IMULSION = IMULSION Requires a clear line of sight on the target and an open sky in order to fire. Press and hold ] to aim, then hold ^ to fire. Note that this weapon requires a few moments to lock onto a target before firing. mORTaR

• deals massive damage To mulTiple enemies From a disTanCe • Fully deployable • exCellenT againsT large enemies

Press and hold ] to deploy, then hold ^ to aim and TROiKa TuRReT release to fire. The longer you aim, the farther the shot goes. As the mortar shell approaches its target, • high-powered, TurreT-mounTed maChine gun it bursts open, releasing a hail of deadly explosives. • gunners proTeCTed wiTh shields and helmeTs Has a distinctive sound when fired, so head for safety if you hear it. Don’t use at close range or in tight An extremely deadly mounted weapon. Soldiers should quarters--the force of explosion can kill you along take cover and avoid its line of fire at all costs. with your target. Eliminating the gunner lets you take control of the weapon. Subject to overheating, but can be cooled by pressing `.

= EXPLOSIVE CoGFM2/P-10 CoGFM2/P-11 RESTRICTED RESTRICTED COnTROlleR

< SKIP CINEMATIC/ START/PAuSE > SEE MuLTIPLAYER SCOREBOARD (OPTIONS)

SHOOT/THROW ^ GRENADE

] AIM RELOAD (SECOND, WELL-TIMED PRESS: ACTIVE RELOAD) _ SEE OBJECTIVES AND SquAD STATuS Y POINT Of INTEREST

X uSE/INTERACT

L MOVE B MELEE/TAG (HOLD fOR CHAINSAW)

TAKE COVER/ A EVADE/MANTLE (PRESS AND HOLD fOR ROADIE RuN)

NOTE: fOR ENEMY SHIELD SWITCH WEAPONS LOOK C AND EXECuTION CONTROLS, l (CLICK TO zOOM) SEE PAGE 18.

NOTE: TO CuSTOMIzE CONTROLS, SELECT XBOX 360® CONTROLLER fROM THE OPTIONS MENu. CoGFM2/P-12 CoGFM2/P-13 RESTRICTED RESTRICTED HeadS-uP diSPlaY Squad status and position. If it’s red, your squadmate is down. To revive him, get near him and press X.

Weapon in use. Current mission objectives. To display, Find the exit. press y. Ammunition status.

Weapon selector (shown here). To switch Active reload weapons, press l. indicator. To OR reload, press z; press again for an Crimson Omen (life active reload. indicator). (SEE PAGE 16.) (SEE PAGE 14.)

OR Targeting reticle. To activate, press w. (SEE PAGE 15.)

Ammunition picked up. Contextual maneuver or action indicator. An icon appears when a special move or

action is possible. (SEE PAGES 19–22.)

Would HAve gotten smoked in that battle without tHE ACTIVE RELOAD... RELOAD... RELOAD... RELOAD... ACTIVE ACTIVE ACTIVE tHE tHE tHE without without without battle battle battle that that that in in in smoked smoked smoked gotten gotten gotten HAve HAve HAve Would Would Would CoGFM2/P-14 CoGFM2/P-15 RESTRICTED RESTRICTED THe CRimSOn Omen TaRGeTinG

(life) AIMING To take aim, press Life is simple: When you see a target bleeding, it’s taking and hold ] and damage. Same goes for you. As you take damage, you’ll see move C. A reticle the Crimson Omen filling with blood to show your status. appears and turns red when aimed at an enemy. Note that when WOuNDED you take aim while in cover, you remain mostly in cover, but your head may be exposed.

zOOMING To magnify your aim, press and hold ], then click C. You can only DYING zoom with the Longshot Sniper Rifle, Hammerburst Assault Rifle, or the various pistols.

SHOOTING Move C until you have a target fROM THE centered, then pull ^ to fire. HIP This method of targeting is fast DOWN BuT NOT OuT/DEAD but inaccurate.

BLIND fIRE While in cover, pull ^ to fire around cover without exposing yourself to damage. This move sticks your gun out of cover and fires, but is even less accurate than shooting from the hip. If you avoid further damage when wounded or dying, you’ll regenerate (a chance to hone your cover-taking skills). When the Crimson Omen is full, you are down but not out, or dead. If down, use L to crawl towards help or you will bleed out and die. Rapidly press A to crawl faster.

PISTOL = CoGFM2/P-16 CoGFM2/P-17 RESTRICTED RESTRICTED aCTiVe RelOad melee To manually reload your weapon, press `. When an enemy is close, you can press B to melee attack him with your current weapon. Warning: If an enemy is To attempt an active reload, press ` a second time. this close, he can melee you as well. is a matter of timing and practice. There are three possibilities when attempting an active reload: There is one great melee advantage on the battlefield: the Lancer Assault Rifle. This weapon has an integrated, carbide-tipped, variable-torque Chainsaw Bayonet. If SuCCESS you’re holding this rifle, press and hold B to activate the Chainsaw Bayonet and dish out high-RPM death. few enemies can withstand this brutal assault.

NOTE: YOu CAN BE SHOT WHILE ATTEMPTING OR EXECuTING A CHAINSAW ATTACK. If you have a grenade equipped and press B to melee, you If you succeed, you reload faster. can tag the grenade onto a nearby opponent or onto a wall or an object to set a proximity trap. PERfECT Chainsaw duels If you attempt to chainsaw an opponent who is holding a Lancer and facing you, you’re in for a duel. To win, rapidly press B. If you are faster and more relentless than your enemy, you’ll win the contest and avoid dismemberment. If you achieve a perfect reload, you reload much faster and may gain a weapon advantage.

fAILuRE

If you fail, your gun jams and you will spend more time reloading than if you had let it automatically reload. Damn Tickers...at least a quick melee gets em off me CoGFM2/P-18 CoGFM2/P-19 RESTRICTED RESTRICTED enemY SHieldS COVeR and BaSiC and exeCuTiOnS maneuVeRS When an enemy is down but not out (crawling), you can use To move, use L. All special moves--evading, using cover, him as a shield or execute him with a finishing move. climbing over an obstacle (mantling), and roadie run--use the A button with L. To use a downed enemy as a shield, approach him and press A. This is an effective way to protect yourself while under fire or to an enemy position. Keep in GET INTO COVER mind that you can only fire pistols when using an enemy shield and that your shield disintegrates if it takes too much damage. You can also melee while using a shield by pressing B. To drop your shield, press X or switch weapons. Dropping a shield eliminates it from the battlefield.

use cover in combat or die. Move toward anything that looks like cover (column, doorway, etc.), then press A. To crouch while in standing cover, click L.

exiT Cover

To finish a downed enemy off with style, perform one of the following executions:

X CuRB STOMP B quICK KILL Y EXTENDED KILL

While a close-range kill may be gratifying, keep in mind that finishing your enemy from a distance is often far safer. To break cover, move away from the cover point.

CoGFM2/P-20 CoGFM2/P-21 RESTRICTED RESTRICTED manTle swaT Turn

To jump over low cover, move L in direction of the While in cover, minimize exposure in reaching a nearby jump, then press A. Note that you must be in cover cover point with a SWAT turn. Move L toward adjacent before you can mantle. cover, then press A. You can interrupt a SWAT turn by holding down A. evade roadie run

Tap A while moving L in the direction you want to Part crouch, part run that makes you harder to target. roll. If there’s no cover, you dodge and roll. You can To roadie run, press and hold A and move L while out also evade or roll out of cover. of cover. You cannot fire while roadie running. Holding A while moving in cover increases movement speed. Cover slip Crawl

To quickly slip around the corner of cover without When you are down but not out, move L to crawl to having to back up first, move L in the direction you safety or to a squadmate who may be able to revive you. want to slip, then press A. Rapidly press A to crawl faster. use ^ to call for help while crawling. If you’re downed while holding a = COVER grenade, you can use ^ to detonate it. CoGFM2/P-22 CoGFM2/P-23 RESTRICTED RESTRICTED inTeRaCTiOn BaTTle OPTiOnS To use items and perform context-sensitive tasks not from the main menu, you can select from the following associated with targeting and movement, press X. An icon options: appears when this function is available (for example, when you stand near ammunition). solo Campaign Begin a new solo campaign or continue an existing one. PRESS X TO: WHEN NEAR: To change to a co-op campaign on the fly, send an invite Pick up/swap weapon Dropped weapon over Xbox LIVE® or enter split-screen mode. Pick up ammo Ammunition cache or weapon Co-op Campaign Begin a new co-op campaign or continue an existing one Pick up shield Boomshield (see page 24). Revive squadmate Downed squadmate Curb stomp enemy Downed enemy Training grounds Learn multiplayer rules and hone your skills against Man turret Mounted weapon computer-controlled bots. Kick open door functional door (see . 1) mulTiplayer use lever or switch Operable lever or Create or join a party and compete with other players in (see fig. 2) switch multiplayer matches (see page 25). Engage valve Working valve horde Press button Operable button fight waves of Locust enemies in an epic battle. Climb Ladder Play co-operatively with up to four other players (see page 31). war journal Access your achievements, collectibles, leaderboards, photos, and unlockables.

NOTE: TO VIEW YOuR fRIENDS LIST AND INVITE PLAYERS TO A GAME, ACCESS THE WHAT’S uP MENu BY PRESSING _.

= HUMANS ABOVE CoGFM2/P-24 CoGFM2/P-25 RESTRICTED RESTRICTED CO-OP CamPaiGn mulTiPlaYeR When you select Co-op Campaign from the main menu, you When you select Multiplayer from the main menu, you enter have the following options: the Multiplayer Party Lobby. Start a party by picking a match type from the options below: hosT Co-op Campaign Host a co-op campaign, beginning with a new campaign or xbox live (publiC or privaTe) continuing from any unlocked act, chapter, or save point. fight alongside and against other players on Xbox LIVE. Public Xbox LIVE matches are ranked and feature Public and private games allow you to play with a friend matchmaking. Private Xbox LIVE matches feature additional over Xbox LIVE. Selecting Public Xbox LIVE allows anyone customization options and allow friends to join on the to join without an invite. Selecting Private Xbox LIVE fly. Both options require an Xbox LIVE Gold account and a allows only your friends to join without an invite. high-speed connection. Both options require an Xbox LIVE Gold account and a high-speed Internet connection. (privaTe) System link allows you to play with a friend on a local Compete with others on a local area network (LAN). area network (LAN). join Co-op Campaign loCal (privaTe) Compete against another player on the same Xbox 360 Join a campaign to play co-operatively. You have the console in split-screen mode. option of joining a public campaign or playing in split-screen mode. NOTE: fOR MORE DETAILS ABOuT STARTING PuBLIC AND PRIVATE MATCHES, SEE PAGES 26-27. NOTE: PLAYERS CAN JOIN IN OR DROP OuT Of A CAMPAIGN AT ANY TIME, AS LONG AS THE HOST REMAINS. spliT-sCreen Campaign Play with a friend on the same Xbox 360 console in split-screen mode.

NOTE: IN BOTH CO-OP AND SPLIT-SCREEN CAMPAIGNS, EACH PLAYER CAN SET THEIR OWN DIffICuLTY . CoGFM2/P-26 CoGFM2/P-27 RESTRICTED RESTRICTED publiC maTChes privaTe maTChes Public matches are ranked and offer limited customization Private matches are unranked but offer more customization. to ensure consistency in leaderboard stats. Also, They require a minimum of two players and can include matchmaking groups you with players of similar skill bots. Players can join or drop out of a match at any time. levels. Ten players are required to start a match (five players for Horde), and no one can join a match in start a private match progress once matchmaking begins. Select Private Xbox LIVE, System Link, or Local under Match Type in the Multiplayer Party Lobby. start a public match Select Public Xbox LIVE under Match Type in the unlike in public matches, the party leader of a private Multiplayer Party Lobby and then determine the playlist. match can select the game type and customize game options. This choice dictates which game types (see page 28) are Available options vary according to game type, but may available to players in a pregame lobby. include Total Rounds, Round Time Limit, Number of Bots, Weapon Spawning, and more. The party leader also has the Players on your friends list can join a party, and anyone option to select the map or leave it open to voting. in the party can invite other players. After the party has gathered and the playlist has been chosen, the party Once a game type and the corresponding options are set, leader presses > to initiate matchmaking. Other players the party leader presses > to enter a pregame lobby. cannot join the party once matchmaking begins. Because there is no matchmaking in private matches, players can join at any time in either lobby or throughout During matchmaking, additional teammates are added as the match, and bots can be used in place of players. necessary to make a full party of five, which is then matched with opponents. for example, a two-person party In a pregame lobby, players can switch teams by Y is first matched with a three-person party. The exception pressing . The map is chosen either by the party leader is Wingman, where the party can only be two people. or by voting, depending on the leader’s preference. Players cycle through different playable characters with Once matchmaking is complete, players enter a pregame ] or ^ (except in Wingman) and choose a default weapon lobby where everyone can vote for game types and maps. using _ or z. The party leader determines how long Players cycle through different playable characters with players have to select these options, pressing > to ] or ^ (except in Wingman) and choose a default weapon proceed to the next option and finally to start the match. using _ or z. In public matches, you have a limited time to make these selections. Once all options are Players return to the Multiplayer Party Lobby at the end selected, the match begins. of each match. Players return to the Multiplayer Party Lobby at the end of each match.

NOTE: CHECK LEADERBOARD STATS IN YOuR WAR JOuRNAL OR AT WWW.GEARSOfWAR.COM.

GENERAL CoGFM2/P-28 CoGFM2/P-29 RESTRICTED RESTRICTED submission mulTiPlaYeR In this twist on , players must down a Stranded character, capture him as an enemy shield, and Game TYPeS carry him inside a ring located on the map. When a player delivers the “flag” to this ring, his team must hold the warzone flag there for a set amount of time to win the round. If A COG team is pitted against a Locust team. The goal is the “flag” escapes before he’s taken to the ring, then simple--eliminate all members of the other team before the team must recapture him. Beware: The Stranded they eliminate you. Note that you cannot respawn in this character is armed and dangerous, so capturing him can be mode, so if you’re killed, you have to wait until the a deadly challenge. Locust... as easily as kill can Weather next round begins before you can play again. exeCuTion guardian This game type is similar to Warzone, but instead of In this mode, one player from each team is selected to dying after you are knocked down and bleed out, you automatically revive. The only way to kill an opposing act as the leader. The goal of the leader is to stay sometimes. worse, alive for as long as possible, because if the leader is team member is at close range or with a one-shot kill. killed, that team loses the ability to respawn. Protect the leader at all costs! wingman up to five two-player teams compete against each other until one team reaches a set amount of points. The only way to kill an opposing team member is at close range or with a one-shot kill. Points are awarded for kills and for winning a round, so players don’t have to win every round in order to win the match. In the event of a tie, the match is settled with another round. You and your teammate play as two versions of the exact same character, so any other character is the competition.

= AMMO CoGFM2/P-30 CoGFM2/P-31 RESTRICTED RESTRICTED annex Players win by retaining control over fixed capture locations (rings) long enough to collect a winning number of points. Every map has multiple locations available for capture, with one location available at a time. If a location is held by the enemy, enter it to break possession and defend it to gain control. Players killed while defending a capture location cannot respawn. Once all the points from one location have been collected, a new location appears. The first team to reach the target score wins the round. Note that target scores are adjustable in private games. horde king oF The hill Horde is a new mode of arcade-style combat exclusive to . up to five players can join together to Players must gain control of a fixed capture location fight against waves of various--and increasingly (ring) on the map and retain control long enough to difficult--Locust Horde enemies. collect a winning number of points. To keep collecting points after a capture, at least one player must remain At the beginning of each wave, enemies from various within the location to defend it. Players killed while points of the map. Your team needs to clear the map of defending a capture location cannot respawn. all of the enemies in order to progress to the next wave. When the last enemy is killed, fallen players respawn and Execution rules are in play here, so the only way to begin fighting again in the next wave. kill an opposing team member is at close range or with a one-shot kill. King of the Hill has only one location per Each successive wave is more difficult than the last, round, instead of the multiple locations found in Annex. so it is essential that players work together and form strategies to avoid being overwhelmed. Players will NOTE: TO REVIVE A DOWNED SquADMATE, remain in their current position when each wave ends, so APPROACH HIM AND PRESS X. be sure to take note of where you and the other players are before the next enemy onrush begins. The ammo in certain weapons refreshes at the beginning of each wave. Ammo containers located throughout the map also refresh, but players should take caution--it’s easy to become separated from your team once the enemy begins attacking. If all players are killed in the same wave, the game ends. CoGFM2/P-32 CoGFM2/P-33 RESTRICTED RESTRICTED CameRa and xBOx 360 PHOTO mOde infORmaTiOn After you’ve died in a multiplayer match, you can view the battle in various ways. xbox live Play anyone and everyone, anytime, anywhere on Xbox LIVE. To cycle through the battle cameras, press ] and ^. Build your profile (your gamer card). Chat with your These cameras track the action from fixed positions friends. Download content (TV shows, trailers, HD movies, throughout the map. game demos, exclusive game content, and Arcade games) at To cycle through the player cameras, press _ and `. Xbox LIVE Marketplace. Send and receive voice and video These cameras show a third-person view of each living messages. use LIVE with both Xbox 360 and Windows®. Play, teammate. You cannot view an enemy’s camera. chat, and download on both your PC and your Xbox 360. LIVE gives you ultimate access to the things you want and To activate the ghost camera, press X. This camera allows the people you know, on both your PC and your TV. Get you to roam freely around the map by moving L and C. connected and join the revolution! To toggle names on and off, press A. ConneCTing To take a photo while spectating, press B. You can view Before you can use Xbox LIVE, connect your Xbox 360 your photos in your War Journal and upload them to console to a high-speed Internet connection and sign up www.gearsofwar.com. Your photos are scored based on to become an Xbox LIVE member. for more information about number of enemies, explosions, and more. connecting, and to determine whether Xbox LIVE is available in your region, go to www.xbox.com/live. Family seTTings These easy and flexible tools enable parents and caregivers to decide which games young game players can access based on the content rating. And now, LIVE family Settings and ® work better together. Parents can restrict access to mature-rated content. Approve who and how your family interacts with others online with the LIVE service. And set time limits on how long they can play. for more information, go to www.xbox.com/familysettings.

= BOAT Nick Atamas, Shane Smith, Sr. IT Manager Robin Atkin Downs: EPIC GAMES Sound Design Web Design Production Matthew Nomura (Excell) Dustin Sewell Engine Programmer Minh Young Kim, Biz Joey Kuras Chris Furniss (S&T Onsite) Nick Raines (Excell) (Hewlett-Packard) Design Director Derek Cornish, Dr. Michael Capps, President Henny, Chaps, Niles, Cliff Bleszinski Jamey Scott Shohn McCarter (Excell) Justin Spiegelberg Sr. Engine Programmer Mark Rein, VP Marketing Locust Kantus, TEST Sr. Producer Soundelux Design Music Shaun Martin (Volt) (Hewlett-Packard) Laurent Delayen, Jay Wilbur, VP Biz Dev Boomer, and Sires Test Managers Group Andrew Warthen (Volt) Sr. Gameplay Programmer Jay Andrews, General Counsel Dee Baker: RAAM, Theron Fred Norton Prerendered Cinematic Audio Ja’min Wilmey (Excell) xNA LIVE Lead Programmer Jeff Farris, Sarah Asby, Guard, Locust Drone, Sires Daland Davis Mixes Jeremy Silvis (Excell) Lead Ray Davis Sr. Gameplay Programmer Joe Babcock, Controller Carolyn Seymour: Myrrah Natahri Felton Dave Templin Technicolor Interactive Dylan Power (Aditi) Lead Level Designer Mike Fricker, Dana Cowley, PR Manager Jamie Alcroft: Victor Hoffman Lead Software Development Program Managers Dave Nash Services Peter Tran (Volt) Sr. Engine Programmer Sheri Christie, IP and Peter Jason: Dizzy, Hanley Engineers in Test (SDETs) Steve Dolan Art Direction James Golding, Charles Cioffi: Chairman Mocap Animation Cleanup Contracts Administrator Project Test Lead BUSINESS Benjamin Steenbock Chris Perna Sr. Gameplay Programmer Prescott, Adam Fenix Cinematic Facial Animation Anne Dube, Office Manager Chris Hind DEVELOPMENT Stephen Yong Sr. Gameplay Designer Joe Graf, Technical Director, Kimberly Lucas, HR Director Nolan North: Jace Stratton, Technicolor Creative Services Single Player Test Lead Business Managers Development Manager Lee Perry Unreal® Engine 3 Richard Nalezynski, Gamma 3 Soldier, Voiceover Recording Chris Henry Kevin Geisner Brian Spanton Art Wesley Hunt, UDN Support Manager KR Pilot #3 and Editing Multiplayer Test Lead Brandon Morris Lead Developer Chris Bartlett, Sr. Artist Sr. Engine Programmer Beth Rosenberry, Leigh Allyn Baker: KR Pilot #2, Voice Casting Director Diana Antczak Ed Kalletta Raymond Arifianto Mike Buck, Sr. Artist Josh Markiewicz, Executive Assistant COG Medic #1, Chris Borders Software Development Finance Manager Hiroki Kobayashi Shane Caudle, Sr. Gameplay Programmer Special Thanks Centaur #1 David Hampton Rob McLaughlin, Wally Wingert: Omega 1 Engineer (SDE) Lead Developers Technical Art Director Melissa Batten, our thoughts GAME Daniel Berke Scott Dossett, Sr. Animator Sr. Gameplay Programmer and prayers are with her and Soldier, Charlie 6 Soldier, J McBride MARkETING Keith Newton, COG Medic #2 STUDIOS Software Test Engineers Ted Howard Peter Ellis, Sr. Artist her family. David Burke, Global Group Product Joel Wiljanen Jeremy Ernst, Animator Engine Programmer Nick Cooper, Paul Jones, Paul Chris Cox: Beta 4 Soldier, Scott Sedlickas Manager PRODUCTION Test Manager Bill Green, Artist Matt Oelfke, Mader, Amitt Mahajan, Jeff Centaur Driver #2 Sajid Merchant Dan Amdur Executive Producer Anibal Sousa Matt Hancy, FX Artist Gameplay Programmer Morris, Steve Polge, and KR Pilot #1 Nathan Clemens Global Product Manager Laura Fryer Test Lead James Hawkins, Ron Prestenback, Sidney Rauchberger. Courtney Ford: Maria Mike Yurka Guy Welch Gameplay Programmer Producers Dan Bell Randy Santossio Sr. Concept Artist And an extra special thanks to Actors—Motion Capture Deanna Hearns Andrew Scheidecker, Tiffany Walsh PUBLIC RELATIONS Testers Pete Hayes, Sr. Artist all of our friends and family for Patrick Downey Mike Forgey Sr. Engine Programmer Scott Lindberg Global Public Relations Isaias Formacio-Serna Aaron Herzog, Sr. Animator their patience, understanding Kit Fitzsimons Erika Carlson Jay Hosfelt, Lead Animator Dan Schoenblum, and love, all of which were Matt McGrath Caitie McCaffrey Manager Scott Grant Wyeth Johnson, Sr. FX Artist Sr. Engine Programmer necessary to finish Gears Rachel Pedersen DEVELOPMENT Rahsaan Shareef Rob Semsey Malia Guerrero Kevin Johnstone, Sr. Artist John Scott, of War 2. Katie Shutrump Development Manager Brad Catlin Legal and Corporate Affairs Dustin Rector Kevin Lanning, Sr. Engine Programmer Ryan Stevens Relja Markovic Ferdinand Schober Don McGowan Will Sheehan Sr. Character Artist Scott Sherman, EPIC SHANGHAI Gabe Wood Software Development Allyn Iwane (Excell Data Alan Bruggeman Documentation Manager Art Manager Services) Michael Stahl Greg Mitchell, Sr. Engine Programmer Cinematic Rigging Engineers (SDEs) Zhang Lei Anthony Ervin (Volt) LOCALIzATION Sr. Cinematics Director Niklas Smedberg, Nina Fricker Greg Snook Documentation John Holes (Excell) International Program Mark Morgan, Sr. Artist Sr. Engine Programmer Art Music Mark Mihelich Andrew Graff Lou Huderski (Volt) Maury Mountain, Artist Lina Song, Tang Jing Jing Music Composed by Brandon Burlison Manager (NW Connection Services) Shane Pierce, Sr. Engine Programmer Hu Jin Wei Brian Fetty (Excell) Lief Thompson Customer Support Stephen Superville, Liu Yun ART Matthew Skirvin (Volt) Ronn Mercer Sr. Concept Artist Orchestrators MGS COMMUNITY WEB Aaron Smith, Sr. Artist Sr. Gameplay Programmer Deng Yi Le Art Director SDEs Penka Kouneva Site Manager Mikey Spano, Sr. Artist Tim Sweeney, Zhao Lu Danail Getz Tim Dean Brant Schweigert Special Thanks Technical Director Ming Ya Jun Matthew Call Misty Thomas Kendall Tucker, Sr. Artist Copyist Media Production Director Shane Kim, Mike Delman, Phil Jordan Walker, Texture Artist Martin Sweitzer, Zhang Jin Curtis Neal Dan Price Lead Developer Spencer, Bonnie Ross Ziegler, Junko Tamura Sam Conn Chris Wells, Sr. Gameplay Programmer Liao Zhi Gao Artist Tim Woodbury (Excell) Ken Lobb, Kevin Browne, Matt Tonks, Wang Teng Teng Music Preparation Developers Sr. Character Artist Bonnie Lavine Mike Kihara (FILTER) Test Multiplayer Reserves Kudo Tsunoda, Matt Barlow, Gameplay Programmer Chen Xiao Brick Baldwin Alex Whitney, Robert Puff Reserve Team Leads Charlotte Stuyvenberg, Greg Sr. Animator Daniel Vogel, Wang Wei Jia GAME DESIGN Craig Marshall Kelly Stump B. Jones, David Shaw, Ben Lead Engine Programmer Liu Chen Lin Additional Arrangements Lead Design Director Bob Kruger (Excell) Audio Pieter Schlosser Mark McAllister Cammarano, Ryan Wilkerson, Mike Larson, Audio Director Joe Wilcox, Biz Chris Esaki Joe Djorgee Chris Barney (Siemens Justin Korthof, Josh Atkins, Sr. Engine Programmer Paul Meegan, CEO Remote Control Productions Design Directors TJ Duez Business Services Inc) Rich Wickham, Steve Schreck, Level Design Mixed by Jeff Biggers Michael Reinhardt (VMC Andrew Bains, Daniel Wright, Lu Zhi Gang, President Christopher Blohm Reserves Testers Yasmine Nelson, Matt Whiting, Assisted by Katia Lewin Consulting Corporation) Sr. Level Designer Engine Programmer Special Thanks Greg Murphy David Hoar (Excell) Keith Cirillo, Guy Whitmore, Skywalker Sound Laura Ryder (VMC Consulting Adam Bellefeuil, Sam Zamani, Liao Jun Hao William Hodge Daniel Monroe (Volt) Dana Fos, Matt Gradwohl, Corporation) Sr. Level Designer Sr. Engine Programmer Score Recording Justin Ireland (Excell) James Coliz, JoAnne Williams, AUDIO Pavan Kurimilla (Insight Global) Jim Brown, Sr. Level Designer Quality Assurance Leslie Ann Jones Kyle Jacobsen (Volt) Jason Graf, Jason Reiner, Audio Director Ryan Brucks, Level Designer Jess Ammerman, Game Tester Project Manager Assisted Score Recording Nico LeBrun (Excell) Test Michael Cahill, Craig Davison, Piotr Krzywonosiuk Caesar Filori Phil Cole, Sr. Level Designer Prince Arrington, Dann Thompson Raymond Estrada (Volt) Arif Yayalar (Volt) Steve Beinner, Dan Cornelius, Grayson Edge, Sr. Game Test Manager Additional Multiplayer Level Judy Kirschner Audio Production Director Tyler Wolfe (Excell) James O’Rourke Eric Baca, Mike Stout, Jon Ken Kato Sr. Level Designer Scott Bigwood, Design Robert Gatley William Hales (Volt) (Insight Global) Rooke, Jaime Limon Letcegui, Dave Ewing, Game Test Supervisor Adrian Chmielarz Pro Tools Operator Sr. Sound Designer Scott Shields (Volt) Writer/Video Producer Peter Suzdalev, Cees Lengers, Lead MP Level Designer Karlo Cedeno, Game Tester Pawel Dudek Andre Zweers Peter Comley Brandon McCurry (Volt) Scott Kearney (The Lux Group) Hans Reinarz, Hugo Velasco Stuart Fitzsimmons, Roger Collum, Lead Tester Bartek Kmita Score Performed by The Sound Designer Curtis Marmolejo (Excell) Community Web Site Content Blanco, Niklas Linden, Thomas Level Designer Ben Chaney, Lead Tester Dariusz Korotkiewicz Skywalker Symphony Keith Sjoquist (ROMPUS Jack Moore (Volt) Manager Grasslober, Andrea Giolito, Bastiaan Frank, Alex Conner, Game Tester Wojciech Madry RECORDINGS INC) James Brown (Excell) Kelly Bell Tobias Egartner, Violeta Joshua Fairhurst, Game Tester Rafa Maka Michael Bottemiller (Volt) Xanthouli, Merthan Kaleli, Sr. Level Designer Conductor STORY AND USER GAMESIT Josh Jay, Level Designer Jerry Gilland, Game Tester Michal Nowak Tim Davies Brandt Massman (Volt) Aman Sangar, John Press, Drew Griffin, Game Tester Andrzej Poznanski ExPERIENCE Program Managers Warren Marshall, Orchestra Contractor Craig Prothman (Volt) Andrew Jenkins, Tom Hunt, Sr. Level Designer Steven Haines, Game Tester Bartek Roch Writer Jacob Weatherspoon (Excell) Michelle Cohen Felicia Lim, Alan Chou, Cary Janet Ketchum Demond Rogers, Justin Hair, Game Tester Krystian Stefanski John Thomas (Volt) Kyle Emtman Chen, Anna Chow, Kay Kim, Brett Holcomb, Engine Tester Concertmistress Editors Database Engineer Sr. Level Designer CONTRACTORS Kay Stern Michael Durkin (Volt) Sanjoy John, Eli Friedman, Aaron Jones, Engine Tester Melanie Henry Antonio Mora (Excell) Ken Adamson Taylor Smith, Tracy Sullivan, David Spalinski, Actors—Voiceover Vocals Performed by The Josh Keller, Game Tester Wynn Rankin (Volt) Eric Town (Excell) Network Justin Kirby, Aaron Elliott, Jamie Level Designer John Di Maggio: Marcus Fenix, Chris Lavalette, Game Tester Skywalker Chorus Heidi Hendricks Jeffrey Ankrum (Excell) Robert Cornwall Davies, Henry Liu, AKQA, T.A.G Ken Spencer, Franklin John Liberto, Game Tester Conductor Jeffrey Brown (Excell) Tavi Siochi at McCann, Digital Domain, Sr. Level Designer Carlos Ferro: Dominic USER RESEARCH John Mauney, Game Tester Ian Robertson Primo Pulanco (Excell) Support BLT, Mark Van Lommel, Natalie Alan Willard, Santiago Nick Hillyer Matthew Montague, Contractor Viet Pham (Volt) Jeremy Hall Edwards, Cliff Jin, Farm Sr. Level Designer : , Kevin Keeker Game Tester Deborah Benedict Tim Daniels (Volt) Peter Zorer (Hewlett-Packard) Saechou, Chrystina Elaine Production Tai Kaliso, Locust Drone Matthew Sorrell, Game Tester Soprano Soloist PRINT/WEB DESIGN Ross Little (Excell) Woody, Craig A. Carlson, Cindy Tanya Jessen, and Boomer Engineering Jon Taylor, Lead Tester Mitzie Kay David Foster (Volt) Tom Putnam Tompkins, Jill Eppenberger, Sr. Associate Producer : Design Lead Craig Ushry, Game Tester Assistants to Dana Ludwig Lewis Liaw (Excell) Scott Thomas Christine Zhang, Jeff Sanborn, Chris Mielke, Nan McNamara: Anya System Administration Pieter Schlosser Sarah Bowman (Volt) Gregory Shay Martin Duggan, Pheng Pheng Art Production Manager Michael Gough: Anthony and Print Production Woody Ent, Doug Clow Jesse del Rosario (Excell) (Hewlett-Packard) Chew, Jeff Baran, and the Programming Benjamin Carmine Chris Lassen Josh Adams, Systems Technician Additional Music Rick Achberger (S&T Onsite) Ray Chow (Volt) Infrastructure localization teams in Dublin, Sr. Engine Programmer Warren Schultz, Doug Startzel (The Lux Group) Chris Chappell (Excell) Nairn Walker Japan, Korea, China, and Sr. IT Manager Chris Mathews (Excell) Taiwan