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Free Parking
There's no messin' around in this chapter as you run into a tough battle right away. We suggest going to the left and taking cover behind the tree planter there. A box on your right will offer you cover on a second side, which is key for this battle. Use your Longshot and start picking off enemies that you can spot, especially the two snipers on the upper level of the building across the street.
While focusing on the enemies straight ahead, also be sure to occasionally watch your left and right as some guys will slip past Dom and flank you from the side (usually the right). Be ready to meet them with a chainsaw kill, though don't be surprised if they counter with one of their own.
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As you near the end of the battle, two flame grenadier enemies appear, one at either far side of the street. Try to target their backpacks with the sniper rifle for quick kills on each, and do not assume that Dom will take care of one of them. He usually won't. When you've killed the flame grenadiers, the battle should end.
You can go either left or right around the building, and though the dialog between Marcus and Dom seems to suggest you need to split up it's not actually the case. Dom ended up going to the right while we were on the left side of the street in the previous battle, so we followed him to the right. There's an entrance to the building to the far right and just inside, behind a wall, is an open foyer with some locusts. Stay outside the foyer to fire on the locusts, especially with the flame grenadier shows up. Pop his tank.
When you've cleared the bottom of the foyer, go up the stairs and look for a couple more locusts which may be unaware of your presence (and ripe for a grenade). Kill them from the top of the stairs and then, before moving to their former location, look over the railing to the right. There's a massive foyer with stairs leading to the other end of the landing you're on now and a kantus present. Try to snipe the kantus from here or expect it to run in close to you via the stairway.
After killing the kantus, you should be free to move further onto the landing so you can pick of the many shotgun-wielding locusts in the massive foyer to the right. Make sure that none of them come up the stairs and catch you by surprise.
Once you think you've cleared the foyer, move out to the top of the main stairway (another locust may be waiting there for you). It's at this time that a grinder enters the scene, marching into the foyer from the far side. He doesn't seem to try to get very close, though, so just take cover and take a couple of sniper shots to his head to bring him down, then run across the foyer, grab his Mulcher chaingun, and move out to the courtyard for a checkpoint.
Immediately drop the Mulcher (you'll want it later) and instead opt for the Longshot sniper rifle as the courtyard beyond fills with enemies. Take cover to the left (not in the rounded lookout in the center of your deck) and shoot first for the locust behind the Troika turret in the very center of the courtyard.
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Next, try to pick out the kantus that's usually holding up the rear of the locust attack. Killing him early will prevent tickers from sneaking up beside you later in the fight. Systematically snipe through the remaining locusts and try to save some Longshot bullets for a pair of maulers that later appear.
The maulers come bearing wretches and each come from the far corners of the courtyard. Try to weaken the maulers from afar and ignore the wretches until they get close, at which point you can deal them melee attacks for quick kills (though remember than the Lancer's melee attack won't be effective). If the maulers get near, backpedal away and try to group them together for a grenade toss to take them out.
Now is when you want to grab the Mulcher chaingun you brought and carry it to the end of the rounded overlook we told you to avoid earlier. The doors at the far, far end of the courtyard open up as two bloodmounts charge in. Unload chaingun fire to destroy them from afar and avoid having them charge in close where you'll have a tough time with their one-hit kills.
Grab one of the mauler's shields and proceed across the courtyard and through the doorway the bloodmounts opened up. The hallway beyond opens to Cooper Street which is currently under locust attack. You can run down the stairs and make a sharp left for cover behind some ruined cars, but you won't have much of a view of the locusts on the street, which include a large grinder. Instead, we suggest planting your shield at the top of the stairs and using it as cover while you look right and snipe the grinder dead.
It should be easy enough to clear the rest of the street on your own terms. When the street is empty, look around a wall to the far right for the Jacinto Sentinel Newspaper. Go to the end of the street for a branching path and the choice to go left or right. Go right, into the garage.
Run upstairs and you may catch a locust by surprise that's sniping down at the street. Grab his ammo and continue through the building (we find no reason to waste ammo trying to help Dom below) until you hit the garage. Take cover quickly as a group of locusts collect on the other side of a chain link fence, including one flame grenadier. With the group so tightly packed, a single grenade can wipe 'em out (and yeah, a grenade goes through the fencing).
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Hop over the concrete barrier to the left and you can throw Dom a bone by kicking down a car that he can use as cover. Move to the end of the garage and a downward slope will let you hit the streets to regroup with Dom. Watch for any unkilled locusts, especially a pair that come from an alley directly across the street.
After dealing with the alley dwellers, look right for a grinder at the end of Cooper. Listen for the shriek of his heating chaingun and when it stops you know that the gun is overheated and you can peek out for a sniper shot to the grinder's dome. When the grinder's dead, go just past his corpse and look for the Hammer of Dawn weapon on the ground.
You immediately get a chance to check out the power of the Hammer. Take cover to the right and start zapping the petty locusts on the street. When they're dead, a reaver drops down to the right so start prepping the Hammer early so you can kill it quickly. With the reaver dead, a building at the end of the street collapses and in its smoky wake appear a number of new locusts.
Target the right first to take out a mauler that emerges from the rubble and then worry about the petty locusts elsewhere behind cover. When they're dead, move to the end of the street and through a hole in a building to your left for a checkpoint.
Just after the checkpoint, look to the left for a gash in the side of the building. In the newly-formed alcove is Cog Tag CSID:444526-MI2K9-3B. Go to the end of the street to trigger a cut scene that segues into the next chapter.