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Part 25
Gears Tactics

Part 25

Complete walkthrough for Gears Tactics Part 25, 'Entrenched (A46)'. Includes strategies for Casual, Hardcore, and Insane difficulties, focusing on enemy encounters and APC escape.

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Complete walkthrough for Gears Tactics Part 25, 'Entrenched (A46)'. Includes strategies for Casual, Hardcore, and Insane difficulties, focusing on enemy encounters and APC escape.

Walkthrough
  1. 1
    In the room where you kicked the door open, turn around. Head up the first set of stairs and take cover behind the first pillar on your left. Wait for the grenade to land at the gate's door and blow it open. Snipe or Lancer the Locusts coming through. If they get too close, use the shotgun. If desperate, run into the water and take cover. Wait for Locusts to come to you or poke their heads out. If one remains, explore the basement until you find him.
  2. 2
    When the door opens, head back inside. After the cutscene, head back upstairs. In the hallway, watch out for two Wretches. Take either path back, picking up respawned Longshot ammo if needed, and take out the Locusts at the door. Head upstairs.
  3. 3
    To prepare for the Wretch fight, head into the hallway just far enough to make the Locust shut the door. Wretches will emerge from four holes in the room where you chainsawed the desk for the Cog Tag. You can fight them there or retreat to the room with the wheel to open the gate to the basement. Stand at the door with your Gnasher and eliminate any Wretches that attempt to enter. Once all Wretches are dead, snipe the Locust who opens the door from the hallway or use the Gnasher or Chainsaw up close.
  4. 4
    Head through the hallways without surprises. In the main hall, go upstairs and to the right, towards Dom and Cole.
  5. 5
    Snipe any outside Locusts if desired. A Boomer will appear and blow the door open.
  6. 6
    Weapon/Difficulty Strategy:
    • Lancer on Casual: Take cover next to the door (not the one blown open). Use shotgun or Lancer. Retreat if necessary.
  7. 7
    Lancer on Harder difficulties: Stay upstairs and pick them off from mid-distance, or take cover on the staircase pillars. Use the shotgun if they get close.
  8. 8
    Longshot on any difficulty: Take cover upstairs on a pillar or rafters and snipe them as they come through. Plenty of ammo is available upstairs. Watch out for Theron Guards.
  9. 9
    If the Boomer is the last enemy, avoid using the shotgun due to close quarters. Lancer or snipe it instead, which can be done before killing all other Grubs.
  10. 10
    After receiving a radio transmission from Baird, load up on ammo and head downstairs. Another door will be busted open by a Locust, best dealt with by Chainsaw. Eliminate him and go to the back of the house. Try the locked door. Head upstairs, dodge debris, and kick open the door at the end of the hallway. Take cover behind a window and start sniping, or throw a grenade into the Emergence hole. After everyone is dead, shoot the planks holding the door below shut. Pick up ammo and return to that door, which should now be open. Snipe the Locust with a magnum that enters.
  11. 11
    Head inside the door the Locust came out of. You have thirty seconds to get to the APC. Two Boomers and an Emergence hole stand in your way. The timer starts when the Emergence hole appears or one Boomer falls.
  12. 12
    Casual/Hardcore APC Escape: Head outside through either door and make a run for the APC. If you are fast enough, you can reach it before the Emergence hole appears.
  13. 13
    Insane Mode Strategy: This part requires patience and luck. Head out to the right and take cover. Sacrifice yourself once to estimate how many Longshots it takes to kill a Boomer. Repeat, using one less bullet. Get close to the halfway mark that triggers the Emergence hole and shotgun a Boomer until it falls. Run along the cover on the right side, aiming for the APC. This may take multiple attempts.
  14. 14
    For the rest of the level on Insane, the Longshot strategy is recommended.

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