Gears of War: E-Day Boss Guide — How to Beat Every Major Locust Threat in the Campaign

2026-06-10·Boss Guides

Boomer (First Encounter: St. Mary's Hospital, Day One)

Your first heavy Locust is a Boomer wielding a Boomshot rocket launcher. The hospital corridors are tight and his splash damage fills entire hallways. If you try to trade shots face to face you die. Simple as that. I tried it. Do not try it.

The Boomer has two attacks. The Boomshot fires a rocket that travels in a straight line and explodes on impact. The blast radius is roughly the width of a hospital corridor. His melee is a butt-stroke with the launcher that knocks you back and breaks your cover.

Strategy that works consistently, and I only figured this out after dying three times: let Dom draw aggro while you sprint to a flanking position. The hospital arena has multiple connecting corridors and one ventilation shaft you can crawl through. Use the crawl space to get behind the Boomer. His turn speed is slow. A full Gnasher magazine into his back (six shots, all pellets connecting) kills him on Normal. On Hardcore, follow up with a frag grenade after the Gnasher dump.

If you're playing solo and Dom goes down, don't panic-revive him immediately. Use the window while the Boomer focuses on Dom's body to reposition. Toss a smoke grenade if you have one to cover your movement. Revive Dom after you've secured a flanking angle.

In co-op, this fight is trivial. One player baits rockets while the other two circle behind. On Insane difficulty, the Boomshot becomes a one-hit kill regardless of health, so don't get hit. Period.

Drome (First Encounter: Kalona Streets, Day Two)

Dromes are the armored tick creatures. They're fast, tanky, and their charge attack breaks cover. They also have a leap attack that covers surprising distance.

The Drome's weak point is its glowing orange underbelly, exposed only during two animations: when it rears up before a charge, and when it's staggered after hitting a wall. Your damage window is roughly two seconds per cycle. Honestly it feels shorter when you are actually in the fight.

The rhythm goes like this: bait charge, dodge, shoot belly, reposition. Repeat about four times on Normal. Don't get greedy. If you try to get extra shots in after the two-second window closes, the Drome recovers and swipes you for heavy damage.

Weapon choice matters. The Gnasher is king for Drome fights because you're always at close range. The Gut Puncher grenade launcher (found Day Three, but available earlier if you explore thoroughly) embeds in the Drome and detonates regardless of armor facing. One Gut Puncher shot cuts the fight in half.

Dromes often appear in pairs on Hardcore and Insane. When there are two, do not split damage. Took me way too long to learn this. Focus one down completely before touching the other. A wounded Drome hits just as hard as a healthy one. Having two at half health with overlapping charge patterns is how wipes happen.

Corpser (First Encounter: Underground Transit Tunnels, Day Two)

Corpsers are the spider-like heavy Locust. They burrow underground and erupt beneath you. They also swipe with armored legs and spit a corrosive projectile from range.

The Corpser fight has a specific mechanic: it's immune to damage from the front. Its face and legs are armored plates. The weak point is the glowing orange abdomen, visible only when it rears up vertically. This happens after you dodge three consecutive emergence attacks.

The emergence pattern: burrow, chase your position underground (track the rumbling dirt), burst up. If you're standing on the emergence point when it surfaces, you get impaled and die instantly. Sprint in random directions during burrow phases, not in straight lines.

After the third emergence, the Corpser pauses with its abdomen exposed for about four seconds. This is your window. Gnasher shots to the abdomen do bonus damage. Explosives do even more. Plant a frag grenade on the ground where the third emergence will happen (the seismic rumble pattern becomes predictable by the third cycle) and the Corpser surfaces directly into it.

On Insane, the Corpser summons Wretch adds during the fight. Assign one co-op player to add duty. Solo players should use the Incinerator shotgun's fire damage to clear Wretch swarms quickly, as the burn damage over time kills them even after you switch targets back to the Corpser.

Armored Boomer (Multiple Encounters, Day Two and Three)

The standard Boomer gets an upgrade later in the campaign. Armored Boomers have reinforced chest plates that block all frontal damage. They wield Mulchers (heavy chainguns) instead of Boomshots, which means sustained suppressing fire instead of burst damage.

The Mulcher has a spin-up time of about one second before it starts firing. During spin-up, the Armored Boomer is stationary and vulnerable from the sides. Rush to flank during the audio cue (the chaingun motor winding up). Gnasher shots to the unarmored back plates kill in three blasts.

The danger with Armored Boomers is that they suppress you behind cover while Drones flank around. You can't peek out to shoot the flankers because the Mulcher will shred you. The solution: frag grenade over the Armored Boomer's cover to stagger it, breaking the suppression temporarily. Or have a co-op sniper eliminate the Boomer from an angle it's not facing.

Armored Boomers never appear alone after their introduction. There's always at least one flanking Drone squad accompanying them. Clear the adds first (I know, obvious in hindsight), staggering the Boomer with grenades as needed, then focus the Boomer.

Brumak (Final Boss, Day Three , Command Center Defense)

The Brumak is a towering Locust creature with dual chaingun arms, rocket pods on its back, and enough health to tank multiple magazines from every weapon you have. This is a three-phase fight with checkpoints between phases.

Phase one is the Brumak on foot in the command center courtyard. It alternates between chaingun suppressing fire and rocket volleys. The rockets have a red laser targeting indicator before they fire. When you see red dots on your position, sprint. Rockets land about 1.5 seconds after the targeting indicator appears.

The Brumak's weak points in phase one are the glowing orange joints on its legs. Shoot the knee joints to stagger it, exposing the chest core for bonus damage. The mounted Troikas in the courtyard do heavy damage but overheat quickly. Burst fire the Troikas in three-second intervals.

Phase two triggers when the Brumak is at roughly 60% health. It climbs onto a collapsed section of the command center and rains rockets from elevated position. You can't damage it directly during this phase with standard weapons. Instead, shoot the explosive barrels and fuel tanks scattered across the upper level. Three environmental explosions knock it back down.

Between barrel explosions, Wretch swarms and Drone squads spawn at ground level. Clear them fast. The Brumak's rockets are harder to dodge when you're distracted by adds.

Phase three is the final ground brawl. The Brumak is injured but more aggressive. Its chainguns fire faster, rockets come in larger volleys, and it adds a stomp attack that creates a shockwave. Jump over the shockwave (the new jump mechanic is essential here).

At about 20% health, the Brumak's chest core is permanently exposed. Dump everything. Gnasher, Lancer, grenades, Gut Puncher if you saved ammo. The Brumak topples in a scripted sequence that transitions to the ending cutscene.

Co-op role assignments for the Brumak fight: one player on Troika duty during phase one, two on leg joint damage, one on add clear. Phase two: two on barrel hunting, two on ground-level add defense. Phase three: all four focus the chest core, with the player who still has Gut Puncher ammo leading the damage. On Insane, the Brumak one-shots with rockets regardless of health, so dodging is non-negotiable.