Unofficial Gears of War 3 Guide by CMBF for
Games like Gears of War 3 only come around every blue moon, because they must first be spawned from a highly regarded series, and even then they must receive the sort of preparation, care, and feeding that is required for a game to make it out of the average and into the special. Gears 3 has managed that with such an effortless appearing ease that it was clearly meant to be. Being picked to write the guide for this game is one of the high-points of my year, and though I suspect that there will be other games that are at least as pleasant to play and write about in the coming months, I suspect that very few will touch me the way that this one has. In the years of playing games from the series it is quite natural to become attached to the characters in it, and to view them as if not old friends, than at the very least, favorite people. And that is why this game was both a joy and a source of pain to play. It was executed with brilliance, it captivated and the process of suspending disbelief was near instant and gratifying, but as with real life, some things happened in the game that were not as one might have wished. So be it. I hope that you obtain as much pleasure from the game as I did in playing it to create this guide, and on that note, that you find this guide to be of great use to you. Care has been taken to provide a very clear track to the collectable items in the game, largely because otherwise a good many hours must be spent in play to find them, and chances are even so, you would miss a few without exact directions on how to find them. Considerably care has been taken in the writing of this to refrain from making outright spoilers so that you can use the guide along with your game play and not have to fear reading ahead too much -- but be warned, it was not possible to write this without at least SOME spoilers being included, and as that is the case, if you do not want to experience any of those, we suggest that you play through the chapter first BEFORE you read its section here, and then replay it using the guide to get what you missed. As always, I want to thank you for reading this, for using it, and for being part of the community at SuperCheats. And I want to thank Rich for putting this game on my list.
The Game Intro Scene
All the COG Tags are marked out throughout the walkthrough of this guide to Gears of War 3, but here is a handy quick list which marks out all of the COG Tags in the game and how to get them.
COG TAG #1 of 15: Act I, Chapter I Prologue -- After Anya gives you your kit and you suit up exit your cell and kick open the cell next door (facing the cells, it is the cell on the left) to find the first Tag on the ground inside.
COG TAG #2 of 15: Act I, Chapter I Anchored -- Look for the crate with the COG symbol painted on it, walk behind the crate and look up on the catwalk above to find a body hanging off the edge. Shoot the body to knock the Tag loose and pick it up off of the deck.
COG TAG #3 of 15: Act I Chapter III Homecoming -- In the small office in the corner after you use the loader suit to remove the barrier in the storage area of the grocery store.
COG TAG #4 of 15: Act I Chapter IV Helping Hand -- On the short pier on the left after exiting the warehouse area.
COG TAG #5 of 15: Act I Chapter VI Hanging by a Thread -- behind the divider in the center of the catwalk under the bridge.
COG TAG #6 of 15: Act II Chapter I Shipwrecked -- Behind the crate with the COG symbol on it.
COG TAG #7 of 15: Act II Chapter III Forced Entry -- On the ground by the crate.
COG TAGS #8 of 15: Act II Chapter VI Airborne -- Inside the shed with the plywood front up the stairs past the containers.
COG TAG #9 of 15: Act III Chapter II Rescue -- On the ground by the wall during the second Berserker battle.
COG TAG #10 of 15: Act III Chapter IV Ghost Town -- In the back room of the Deli.
COG TAG #11 of 15: Act IV Chapter I Ashes to Ashes -- In a wooden crate inside the building to the left of the Polyp Box.
COG TAG #12 of 15: Act IV Chapter V Bon Voyage -- On the ground behind the shipping containers on the lower level right-side.
COG TAG #13 of 15: Act V Chapter II Blackout -- Using the Silverback, kick down the red door on the left-hand side of Hall 3.
COG TAG #14 of 15: Act V Chapter III Shattered Paradise -- Down the right-hand branch past the Atrium.
COG TAG #15 of 15: Act V Chapter V Ascension -- Under the second stack of boxes, in the second room of the blacked-out area.
Here is a handy colletion check list, you'll also find all of these items marked in the walkthrough some with more descriptions on how to find them in case you are having difficulty.
(1) TWENTY DOLLAR BILL -- COLLECTIBLE 1 of 14: Act I, Chapter I
Anchored -- On the corner of the table in your room after you get out
of your bunk.
(2) DOM'S PSYCH REPORT -- COLLECTIBLE 2 of 14: Act I, Chapter I
Anchored -- After you enter the passage outside your room, enter the
compartment on the left and find the report on the table in the left
corner.
(3) REQUISITION FORM -- COLLECTIBLE 3 of 14: Act I, Chapter I Anchored
-- In the compartment on the left at the end of the hall after
collecting Dom. On the counter on your right inside the compartment.
(4) SILVERBACK MANUAL -- COLLECTIBLE 4 of 14: Act I Chapter II Abandon
Ship -- Find on the boxes on the left-hand side inside the Silverback
Storage Locker.
(5) JOURNAL -- COLLECTIBLE 5 of 14: Act I Chapter III Homecoming --
Inside the restaurant courtyard. Look for a breakfast poster and go
through the gate beside it, the item is on the ground ahead in the
courtyard.
(6) CHILD'S DIARY -- COLLECTIBLE 6 of 14: Act I Chapter III Homecoming
-- On the floor of the slide shed in the center of the playground.
(7) GROCERY LIST -- COLLECTIBLE 7 of 14: Act I Chapter III Homecoming
-- On the end of the checkout counter in the grocery store.
(8) CLIPPING, TIMES-TRIBUNE -- COLLECTIBLE 8 of 14: Act I Chapter IV
Helping Hand -- Look for the storage container with the COG symbol
painted on it inside the warehouse; look on the ground behind the
containers for this item.
(9) COUGARS SEASON PROGRAM -- COLLECTIBLE 9 of 14: Act I Chapter V
MVP -- On the ground inside the Stadium Gift Shop behind the counter.
(10) COUGARS PLAYER HANDBOOK -- COLLECTIBLE 10 of 14: Act I Chapter V
MVP -- On the ground near the vending machines to the right after you
pass through the East Gate of the Stadium.
(11) COLE'S CHAMPIONSHIP RING -- COLLECTIBLE 11 of 14: Act I Chapter V
MVP -- Near the corpse on the ground of the stadium pitch.
(12) TOLL BOOTH TOKENS -- COLLECTIBLE 12 of 14: Act I Chapter VI
Hanging by a Thread -- Approach the toll booth and look on the ground
by the right-hand side.
(13) BAYONET -- COLLECTIBLE 13 of 14: Act I Chapter VI Hanging by a
Thread -- behind the crate in the shipping container on the bridge.
(14) SIGHTSEEING BOOK -- COLLECTIBLE 14 of 14: Act I Chapter VI
Hanging by a Thread -- On the bridge walkway beside the stairs at the
pylon.
(15) TOMATOES: A BEGINNER'S GUIDE -- COLLECTIBLE 1 of 6: Act II
Chapter I Shipwrecked -- Inside the brown shipping container.
(16) OCTUS MEDAL DIPLOMA -- COLLECTIBLE 2 of 6: Act II Chapter I
Shipwrecked -- Near the crashed chopper on the ground.
(17) CAPTAIN'S LOG -- COLLECTIBLE 3 of 6: Act II Chapter I Shipwrecked
-- Shoot the crate on the rocks above to knock it loose and collect it.
(18) LOCUST HAMMER -- COLLECTIBLE 4 of 6: Act II Chapter IV Trench Run
-- Behind the crates in the trench.
(19) QUEEN'S SYMBOL -- COLLECTIBLE 5 of 6: Act II Chapter V Hijack --
In the corner on the floor to the right of the door facing out.
(20) MANIFEST -- COLLECTIBLE 6 of 6: Act II Chapter VI Airborne --
Next to the crashed tractor-trailer on the ground.
(21) ANVIL GATE PLAQUE -- COLLECTIBLE 1 of 7: Act III Chapter I
Unbreakable -- By the wall as the chapter starts.
(22) WATERCOLOR PAINTING -- COLLECTIBLE 2 of 7: Act III Chapter I
Unbreakable -- In a room on the right along the corridor.
(23) SAM'S FATHER'S MEDALS -- COLLECTIBLE 3 of 7: Act III Chapter I
Unbreakable -- Inside a small alcove off of the main path.
(24) JOURNAL -- COLLECTIBLE 4 of 7: Act III Chapter II Rescue -- On
the ground near the rounded breastworks during the second Berserker
attack.
(25) PANICKED NOTE -- COLLECTIBLE 5 of 7: Act III Chapter IV Ghost
Town -- Down the stairs on the landing below in the corner.
(26) MESSAGE -- COLLECTIBLE 6 of 7: Act III Chapter IV Ghost Town --
At the end of the left-hand hall after climbing the ladder.
(27) AIR RAID SHELTER SIGN -- COLLECTIBLE 7 of 7: Act III Chapter V
Brothers to the End -- To the left at the end of the dead-end hall
after entering the crypt.
(28) JOURNAL -- COLLECTIBLE 1 of 6: Act IV Chapter II Crater: Inside
the wooden doors down the slope to the right.
(29) FUEL ORDER -- COLLECTIBLE 2 of 6: Act IV Chapter III Hang Em High
-- Behind the metal sheds past the swimming pool.
(30) OLD MAGAZINE -- COLLECTIBLE 3 of 6: Act IV Chapter III Hang Em
High -- Under the couch in the burning room.
(31) TABLOID -- COLLECTIBLE 4 of 6: Act IV Chapter IV Batten Down the
Hatches -- To the right of Building 02 behind the cargo containers.
(32) BULLETIN -- COLLECTIBLE 5 of 6: Act IV Chapter V Bon Voyage --
Inside the room down the stairs in the Maintenance Area after the battle.
(33) CONTRACTOR REPORT -- COLLECTIBLE 6 of 6: Act IV Chapter V Bon
Voyage -- In the control room towards the end of escorting the sub.
(34) PAMPHLET -- COLLECTIBLE 1 of 9: Act V Chapter I Home Away from
Home -- In the left corner past the main arch.
(35) ASSAULT PLANS -- COLLECTIBLE 2 of 9: Act V Chapter I Home Away
from Home -- Using the Silverback, break open the metal door and grab
this one inside that room.
(36) SCHEMATICS -- COLLECTIBLE 3 of 9: Act V Chapter II Blackout --
Press the button on the deck to open the safe behind the painting to
obtain this one.
(37) MONEY STACK -- COLLECTIBLE 4 of 9: Act V Chapter III Shattered
Paradise -- In a hidden compartment at the end of the hotel hallway by
the luggage -- wait for Dom to say "Hmm" and hit 'X' to reveal it.
(38) DIARY -- COLLECTIBLE 5 of 9: Act V Chapter III Shattered
Paradise -- On the table between the sofas near the angel statue.
(39) MEMORIAL ANNOUNCEMENT -- COLLECTIBLE 6 of 9: Act V Chapter IV
Threshold -- The marble bust at the end of the hall in the center.
(40) ANNOUNCEMENT -- COLLECTIBLE 7 of 9: Act V Chapter IV Threshold
-- Inside the left-hand lift after getting off the right-hand one;
just push the button again!
(41) BROCHURE -- COLLECTIBLE 8 of 9: Act V Chapter V Ascension --
Behind the pillars in the hall on the floor below after riding the top
of the lift up.
(42) FENIX RESEARCH -- COLLECTIBLE 9 of 9: Act V Chapter V Ascension
-- On the table by the telescope in your dad's room.
The Chairmen Arrives
-- Prologue --
Your adventure begins with a dream-sequence that is part flashback, part nightmare, as you are freed from prison to rescue a father you thought was dead, and then relive the scene of his death and the decision that caused you to be imprisoned for life in the first place.
After you get your kit back from Anya, and you armor up, DO NOT immediately follow her! Instead exit your cell and step to the right, turn and kick the next cell door in (the cell to the left of yours when you are facing them) and pick up the (COG TAG #1 of 15 -- COLLECTIBLE 1 of 19) first!
Thankfully you eventually then wake up on board your new floating home to a call on the 1MC for you to appear in the CIC with your team.
Note about Collectables: Each of the Acts has a set number of collectables scattered throughout each of its chapters. To help you with keeping track these include a count for each listing -- for example the first collectable above is the 1st of 15 missing COG Tags, as well as the 1st of 19 collectables for this Act, so it has both counts appended to it. The other collectable items only have the second count for the Act.
-- Chapter One --
The 1MC wakes you up -- you are to report to CIC, but before you do that, stand up and turn to the left and look on the corner of the table here for the glowing (TWENTY DOLLAR BILL -- COLLECTIBLE 2 of 19) and pick it up as soon as the game will let you. Note, collection items always glow and flash dimly -- they are easy enough to find that you will not need a video guide to locate them, just follow along with this guide and you will get them all!
Leaving your compartment head up the passage where a female crew member will ask if you are looking for Dom? Follow her into the compartment on the left, and go to the back left of that, and on a table you will see a file -- pick it up (DOM'S PSYCH REPORT -- COLLECTIBLE 3 of 19) to score your third collection item!
To hook up with Dom, leave this compartment and continue down the hall to the hatch on the right -- open that and you find Dom, who is in his compartment tending to his plants, and who clearly would rather not come but you convince him to... There is nothing in there for you to get but if you want go look at his plants, you might have been eating those radishes!
Continue down the hall and enter the open hatch on the left -- walk straight in and on your immediate right is another collectible (REQUISITION FORM -- COLLECTIBLE 4 of 19) for you to grab! Now exit the compartment and go up the stairs at the end of the passage, walking around the center to hook up with Jace, who is trying -- and failing -- to get an ancient packet of mints out of a vending machine. If you want go ahead and slam your elbow into the candy machine -- you will succeed in getting the mints to fall LOL.
Head up the stairs now and if you like, go ahead and play the piano ahead -- yeah, you are not very good at it -- then enter the passage to the right to meet up with Anya, and learn that the former Chairman, Prescott, is evidently not dead! He is arriving by chopper in just moments...
After the CS with Anya ends, head down the hall and, when the hatch opens battle off the Polyps, those spider-like Lambent who are coming out of the ventilation pipes! Take out the small number of Lambent on deck out and, as you approach the open pit for the landing lift pad do not miss your chance to do a chainsaw attack on the last Lambent here!
Now what you need to do is go into the control hut here and throw the switch that raises the pad so that the chopper can actually land. On your way in notice the AMMO BOX -- you should grab that. Use the switch inside to raise the platform so that the chopper can land and you get the CS with the Chairman. Prescott is his same old bossy self, but on his way to meet with the Captain he hands you a data disc, commenting that you will want to see it, and then disappears below.
As you head for your next destination to view the disc there are some more Lambent to be dealt with, and the mini-tutorial for picking up objects to resupply and change weapons for you to master. As you move through the area towards your objective, look out for the crate with the COG Symbol spray-painted in red paint. This is an important spot for you, as it will take you to the last Collectible for this chapter -- the only one that is actually semi-hidden.
At the crate with the COG Symbol all the way forward on the far left you will see that it is in front of a scaffold you can walk under, and when you move around to the back and look up -- you will see that there is a corpse hanging over the edge of the top. Shoot this to knock down a collectible (MISSING COG TAG #2 of 15 -- COLLECTIBLE 5 of 19) from the deck.
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Achievement Note: You are probably wondering why the first Achievement (Collector) did not unlock when you picked up the COG Tag here. The reason that it did not unlock is that it considers the entire collection of 15 COG Tags to be part of their OWN collection.
Note that the Achievements descriptions are for 5, 20, and 42 Campaign Collectibles and these basically are the items that are NOT the COG Tags. If you actually count them individually there are 57 in total, not 42, but when you deduct the 15 Tags and count them as their own collection (they have their own Achievement) the total matches up. So no worries, your game is not bugged!
- - - - - - - - - - - - - -
When you get to the CIC and play the disc you learn your father is actually alive -- or he was when he made that disc anyway... He tells you he is the prisoner of the Locust -- who have a solution to take out the Lambent -- and he needs your help. You only get to see part of the message, so you do not know what it is that he actually wants you to do, but just knowing that he survived and that he might be alive is enough to cause you to vow to rescue him!
The attack on deck intensifies, and the now self-styled Chairman Prescott begins calling out for help from the Captain's Cabin, where the Captain has been wounded and the Lambent are attacking. Of course you run to help -- it is what you do after all -- and that means battling your way to the cabin.
-- Below Decks --
As you approach the hatch to go below someone on the 1MC announces that there is fire below -- so when you get down you need to grab the fire extinguisher on the right and put out the three fires on the deck ahead of you -- but mind the Lambent who attack as you are putting out the third fire, right?
When you reach the cabin you find that the Captain is dead, and Prescott, though slightly wounded, is still giving orders. And he needs you to defend the choppers from attack and get them launched -- which you realize you need to do anyway, his opinion not included! Ordering him to remain in the cabin you head out to do your duty.
Dealing with the Leviathan
As you enter the next frame you are confronted by waves of Polyps (the spider-like Lambent), and after you defeat the waves and head to the other side of the frame, you find the door to the Supply Compartment and force your way in.
There is ammo here, so do not forget to grab it, and a Boltok Pistol (if you want that). Jump over the crate and talk to the pilot, and then battle your way to the chopper to learn that it needs you to raise the lift. So battle your way to the control room and do that now!
Another chopper is pinned down on a nearby pad, so work your way in that direction being sure to grab the ammo crate on the way, and just as you reach the controls for the pad lift a Leviathan attacks and destroys the chopper, and you tell the team to take it out. In the middle of that more Polyps arrive, so hey, beauty! More targets!
Battle your way to the lift controls and raise the lift to reach the deck, and you hear the abandon ship orders. The deck is on fire and the fire control system is offline -- you need to locate and activate three irrigation valves to get it back online, and that means battling your way across the deck to each of the valves and using 'X' to engage, and tapping 'A' to turn them on.
Just as you are ready to get the 3rd valve open having put out the fire with the extinguisher the Leviathan starts eating and bashing the ship apart! You end up falling through the deck several decks below, and find yourself in the Engineering Section...
Working your way along what is basically the only path you come to a full frame that has been broken open from above -- and after a tussle with some Lambent the Leviathan puts in an appearance and, eventually, does enough damage to drop a plate into position that you can use as a ramp to get up to the deck.
When you arrive you will find a pair of Silverbacks in a storage locker on deck -- when you enter the locker look to the left-hand side for a stack of small boxes which have a the only collectable for this chapter (SILVERBACK MANUAL -- COLLECTIBLE 6 of 19).
Using a combination of their Gatling guns and rockets, you need to break the Leviathan's grip on the ship free three times to maneuver it into the right position for the plan, which is to drop a container of bombs on it?!
While that plan actually works as intended -- the Leviathan's dead -- so is the ship, and you find yourself abandoning ship in a less orderly but more expedient fashion: you jump overboard!
This ends the chapter and unlocks the Achievement 'Swimmin; in Glowie Gravy' (10 GP). Good on ya, there's your first story line Achievement! Actually it is your second but since the first one (Marcus, It's your Father 5 GP) was for having a nightmare, well, it doesn't count.
Scrounging for Food and Supplies
As the chapter begins you are notified that it depicts events from an hour before -- meaning that they took place prior to the battle on the ship -- and as you can see, it concerns the team from the chopper that came back early with Prescott.
The crew includes a very hot Aussie girl -- just so you know, other than girls from Holland, Australia has the hottest women in the world, and I am not saying that just because I am an expat Aussie married to a Dutch girl... OK, yes I am, but still...
After you hop off the chopper and start working your way through the area you will notice the empty husks and one of your mates will worry about Polyps. From there you head up the street and turn to the right, following that cross-street. Stay to the left side and, as you work your way along on the left you will spot a white wall with a sign next to a green gate advertising brekkie -- head inside and, just past the corpse on the ground ahead you will find the next collectable item (JOURNAL -- COLLECTIBLE 7 of 19) that also happens to be the 5th collection item in the first Collection, so picking it up unlocks the Achievement 'Collector' which is worth 5 GP. Good on ya mate! Well done!
Before leaving the courtyard pick up the FRAG GRENADES over by the opposite wall, and then exit through the gate and continue to the left, where you are confronted by some of the locals, who put you in the spotlight and read you a ration of shit. They are willing to trade food for a go at your female teammate but Cole does not roll that way. Good man, Cole!
-- The Playground --
Go through the alley to the plaza and cross it to the playground gate, which you have to kick a few times to get open since you don't have Jack with you... Move across the playground to the dilapidated slide shed near the center to trigger an attack -- during the attack you need to blow the pods off of the pair of stalks in order to halt the Lambent from spawning, but first you need to take out that nasty one with two tentacles... Eeesh!
Once you succeed in ending the main attack the other gates blow open but, before you leave the playground through those gates, back up to the dilapidated slide shed thingy in the middle and go inside, where you will find the next collectable item -- (CHILD'S DIARY -- COLLECTIBLE 8 of 19). Now mate, before you do anything else, once you have read the diary, you know you have to slide down the slide a few times, right? Of course you do! The only thing that would make this any better would be a fairy floss machine and some lemonade... I am just saying...
Working your way down the street you come to a blocked-off section with Razor Wire -- in the alley to the right are some FRAG GRENADES if you need them. Head through the Razor Wire and down the street to the store parking lot, where you take on more Lambent and shoot out the pods on the three stalks that are here...
-- The Store --
First be sure to collect any ammo that you find here, and then smash the crates in the nearby corner for a GNASHER SHOTGUN and AMMO BOX. Break through the boards covering the doorway and take out the Polyps, working your way along to the far side of the store past the Photo Department, where another stalk spawns and you kill more Lambent.
Now here is the thing -- when you reach that point, instead of heading to the left towards the well-lit area, which if you do it is understandable, head right into the shadows and around to the other side where you will find the checkout counters, and on the very end of the first counter, your next collection item! The (GROCERY LIST -- COLLECTIBLE 9 of 19) has a rather mixed list on it, indicating that the person who made it had no clue how bad life was about to get for them....
Success at the Store
At the far end past the vending machines is an AMMO BOX, you will want to grab that, and then backtrack to the better lit area, taking out the Lambent you encounter on the way through.
Behind the counter where the Lambent was shooting from is an audio display for a product that Cole evidently endorsed before the world went to crap -- funny to play it right? Also there is a LONGSHOT on the floor nearby if you want that...
Be sure that you take out the pods on the stalk ahead, and the Lambent, before you cut through the chained door in the very back and through a second door inside that area. Smash the crate to use the switch to raise the gate, then go inside and man the loader suit. Head out into the main room and kick the case out of the way, and then exit the suit by pressing 'X' for a moment.
In the corner over your right shoulder is an office, and inside the office there is an AMMO BOX, as well as a collection item (COG TAG #3 of 15 -- COLLECTIBLE 10 of 19) on the desk that you should get now. Good on ya! That is over half of the collectable items for this Act!
Now head back to the suit and get in, grab the pallet of food and take it outside through the door on the far left -- though you can smash the others so that your mates can engage the enemy outside easier first. Outside you will need to boot some vehicles out of the way -- the suit is pretty good armor, so you can actually attack the enemy you encounter by stomping them as you move through the area to the drop point, which is marked by green smoke!
Delivering the pallet of food to the chopper ends the chapter, unlocking the Achievement 'We Struck Gold, Son!' (10 GP) which you get for finding the food.
Securing More Ammunition
Now that the food has been delivered to the chopper it is time to head to the stadium and check it out -- remember Cole used to be a professional athlete and this is both his home town and where he played sports -- so it is more than just a scavenging expedition for him, you see?
As you move forward you spot locals at the stadium defending themselves from a Lambent attack and you come to their aid. Move around the left side of the area and take out the Lambent and the pods on the stalks here, until you hear one of your team call out all-clear, then move towards the building marked for your destination and approach for a CS. Remember to scavenge ammo on the way to the gate.
-- The Survivor Base --
Cole gets recognized and you are invited in to trade, so follow the leader into the building and through a set of doors and a small area, then another set of doors into a larger area. In this area look right sort of behind you for the shipping container with the white COG Symbol painted on it and walk around behind that to the other side of the rusted container that is past it, and you will find a newspaper laying on the ground here. Pick it up (CLIPPING, TIMES-TRIBUE -- COLLECTIBLE 11 of 19) to add the first of two collection items for this chapter to your collection!
Inside the rusted container is a BOOMSHOT if you want it, and when you rejoin the leader there is a GNASHER and an AMMO BOX immediately to the right before you go through the gate she opens. Outside again, she leads you to a rolling pallet that is just loaded with lots of ammo -- sweet! You call in the chopper to pick up the ammo stash, and Cole declares it is time to check out the stadium.
At the end of the dock area is a gate that the surviors open to let you out -- when you exit head to the left to the small broken pier where you will find a body with the second collectable item for this chapter (COG TAG #4 of 15 -- COLLECTIBLE 12 of 19) which you really should grab!
Take out the pods on the two stalks that spawn ahead, then clear away the Lambent that arrived with them before you continue along your way, forcing open the gate ahead and entering the warehouse. At the far end you can get some LANCER AMMO and a BOOMSHOT if you want it, and then exit the warehouse on the left side through the open door.
-- The Stadium --
As you are about to open the gate, some stalks pop up through the bridge you just used -- you know the drill by now, take out the pods, then the Lambent, and finally opening the gate to end this chapter! Sweet!
As you make your way through the stadium you will be asked to choose the route that you take -- you want to choose the high route (Upper Level) because it leads to your next collectable item...
On the right-hand side as you reach the T-Juction ahead is the old Gift Shop, and inside is an AMMO BOX, FRAG GRENADES, and your next collectable item, (COUGARS SEASON PROGRAM -- COLLECTIBLE 13 of 19) so pick that up!
As you head down from above you face some Lambent, including one of the ones with the long punching arms that goes nuclear when it dies that is standing at the East Gate. Once you have it dead enter the East Gate and immediately turn to the right and walk along to the vending machines, where you will find an AMMO BOX, and your next collectable, (COUGARS PLAYER HANDBOOK -- COLLECTIBLE 14 of 19) that you should pick up. Wow, you really make this look easy mate, I should play with you more often!
Most Valuable Player
Smash open the two sets of doors to trigger the CS in which you talk to the leader of the survivors who have made the stadium their home. Cole checks out his old locker, which has his old helmet in it, and he gets a flashback to better days. Except it is not so much a flashback as it is a psychotic break!
You run down the field, killing the enemy with blocking moves and grab the bomb, then you run the bomb up the field and plant it, pretty much thinking you are playing a game it seems. I have to admit that this was a humorous and special diversion from the bleak existence in the game, and it was rather enjoyable to be playing as The Cole Train in his glory. Still, I am glad we did not end up dead, right?
Now before we go looking for the leader, there is something we need to retrieve off of the pitch while we are here -- if you head back down the pitch near where you grabbed the bomb there is a woman's corpse on the ground, and beside that a box (COLE'S CHAMPIONSHIP RING -- COLLECTIBLE 15 of 19) that you need to grab before leaving the area to talk to the leader, since you will miss it otherwise.
With the ring now safely in hand, head towards the marker and open the gate to trigger a CS, only to find yourself confronted by a crazy lady... She blames you for the fresh Lambent attacks though that is just crazy... And you decide to head for the bridge even though she suggests that is suicide.
When the lift gets to the top you get attacked by one of the nuclear Lambent -- and you need to kill it before it smashes the cables, and the lift plummets with you in it to your death! To keep that from happening, when your teammate yells "Gunker!" move to the outer edge and use the 'Y' vision button to see the gas tanks you need to shoot -- then shoot them to kill it and save the day!
Doing so ends the chapter, unlocking the Achievement 'My Turf! Cougars Territory!' (10 GP) that you get for completing this chapter!
As the previous chapter ends the CS puts you on a long wire, sliding down towards the bridge deck, so enjoy the ride and the view, because when you get to the bottom you have a nasty bit of battle to do!
-- The Bridge --
Once you take out the nuker and a few lesser Lambent you move along the side to trigger a CS, and your team shares its opinions on how to proceed... Really! Ahead of you is a set of Locust toll booths you will need to get past, and they have turrets! So be careful...
One thing to note -- Locust do not explode when you kill them, like the Lambent do -- do looking for them to explode to confirm they are dead well, that does not work. Head-shots work pretty good though!
The Locust Bridge
Hop over the center divider and pick-off the Locust on the bridge above, then carefully approach the toll booth ahead, killing the pair of Locust here, and spotting the collectable item on the ground near the booth, which you will pick up (TOLL BOOTH TOKENS -- COLLECTIBLE 16 of 19) to add to your collection.
There are some RETRO LANCERS on the ground in front of the closed gate if you want one, and then as your team finishes making observations, the gate opens and you have some Locust Heavies to take out. Once you have them dead go through the gate and walk towards the open shipping container on the right-hand side of the bridge ahead. Go inside and smash the crate to reveal the next collectable item, which you should pick up (BAYONET -- COLLECTIBLE 17 of 19) to add to your collection.
As you move forward you are ordered to flank them and get a vision point -- head to the van and you will see a ladder leading down -- take that, and follow the path along the decking until you reach the middle where there is a low divider -- on the other side of it on the deck is your next collectable item, (COG TAG #5 of 15 -- COLLECTIBLE 18 of 19) so be sure to grab that before you continue to the next ladder and head up!
-- Bridge Part 2 --
After you climb up you will need to heal one of your wounded teammates who was incapacitated by an exploding skitter Locust -- then continue along the bridge and up the ladder, over the catwalk and through the upper deck area, effectively flanking the enemy! Team-pass through the Razor Wire and you will be on the other side of the deck, where you find yourself following the pedestrian walkway.
Once you reach the point where you see the CS just inside you are asked to choose your route -- you want to choose the Lower Deck (trust me on this), not the Catwalk. You now see the Leviathan that is attacking the ship -- and you get to play out the other side of the previous level! Sweet!
Baird wants to drop Tickers on them -- the exploding skitters -- but first you have to defeat a few waves of them yourself, and then you get attacked by a Locust Mortar Crew! Fun! You need to take out the Crew and steal their Ticker stash -- easy-peasy lemon-squeezy! So head through the open container to your left and, moving from container to container to avoid the mortar attacks, make your way to the end of the bridge and pick-off the Mortar Crew!
The Locust Bridge
With that done, drop down and then take out the flying Locust gun platform (a gas balloon thingy) before making your way back to the other end of the bridge via the lower deck, with the aid of the Leviathan who smashes obstacles like the van blocking your path out of the way!
When you get to the other end enter the pylon and head up the ladder there and out onto the deck above, where you will find you are back on the pedestrian walkway! This is good, because there is something that we want there in addition to the Tickers -- so when you exit out onto the walkway turn left to trigger the CS that shows you the Tickers, and THEN reverse direction and go to the stairs on the other side of the Pylon, where you will find (SIGHTSEEING BOOK -- COLLECTIBLE 19 of 19) the final collectable item for this chapter. Very spiffy indeed!
Now that you have that secured, head in the direction of the Tickers, which the Locust have thoughtfully crated up, and after you defeat the final Locust, drop the container on the ship to unlock the Achievement 'Putting it Scientifically' (10 GP), which you get for completing the chapter -- which you have! Not only that, you have also finished Act I of the game, so double-grats to you!
And now for something completely different -- you find yourself on the ground in a swampy area and you need a weapon -- but luck is with you, there is a weapon ahead... The question is, will you get to it and pick it up before the wild Tickers eat it? Yes! Or at least I hope so...
Before you head out into the open area that is strewn with wreckage see that brown shipping container? Kick in its door and grab yourself (TOMATOES: A BEGINNER'S GUIDE -- COLLECTIBLE 1 of 9) and you have officially started the collections for Act II!
As you move into the next area you will drop down a small ledge and get a checkpoint, followed by a fresh Locust attack. After you defeat them continue to the right and you will see three containers and a crashed helo -- near the helo is your next collectable item, (OCTUS MEDAL DIPLOMA -- COLLECTIBLE 2 of 9) so grab that now!
Ahead you get another checkpoint and a CS in which the rest of the team is brought current on events, and then you dispatch part of your team to help Anya with Prescott, and suddenly face a pair of Boomers who you need to kill because hey, that is what you do mates!
Finding Answers from Prescott
-- The Siege Beast --
The route that you will take basically goes up the slope, and as you progress you will be facing Locust defenders until you arrive at a small ledge you must drop down. Despite the fact that it is not a high ledge, this is a point-of-no-return so make sure you have the first two collectable items before you drop down and, if you need the ammo in that AMMO BOX you should grab it before dropping down, though there is a second AMMO BOX ahead if you failed to do so.
Take out the crew around the Seige Beast ahead and then, using the Siege Beast, take out the other two Siege Beasts to your left and right, and the mammoth Brumak Locust to the left when it appears. Easy-peasey Lemon-squeezy!
Now before you go brazenly ahead, there is a rather tricky collectable item you need to get so carefully follow the right-hand side of the path, sticking close to the rocks and you will encounter an alcove in the rocks where there a trio of Locust will pop up for you to kill and there is a LONGSHOT laying on the ground. If you stand there and look up to the right you will see a crate above you on the rocks -- shoot that to knock loose the book -- and then pick up (CAPTAIN'S LOG -- COLLECTIBLE 3 of 9) number three for the Act.
This is the Captain's Log and, interestingly, the ship is named the Bounty... You should read this, it has some interesting info in it.
When you reach the area where Jace and company are dug-in there will be a few more poppers appearing, so once you take them out and watch the CS in which you talk to Prescott (and who finally does die), and a massive battle ensues, with one of those huge monster Locust at the heart of it. Here is the thing -- winning that battle ends the chapter, and there is still one collectable item you need to get before you can do that...
So head towards the crate with the COG symbol on it that you were shown from above and, behind it pick up (COG TAG #6 of 15 -- COLLECTIBLE 4 of 9) another Tag for that collection, and then defend yourself!
Finishing the battle triggers a CS and ends the chapter, unlocking the Achievement 'Okay, Now We Find Hoffman' (10 GP).
After the rather lengthy CS's we find ourselves near the wreckage of the airship we shot down earlier, and while we are looking that over, spot another in the distance. Now clearly the plan is to steal it, but as we are about doing that, I want to address the one sole collectable item in this chapter, which is (so far) one of the more complicated to get. In fact, unless you are really lucky or already know where it is, the chances of you finding it are pretty low to start with.
As you move ahead you have to deal with the Corpser that attacks as you reach the cage tree -- now pay attention -- there are other weapons in the area and you may be tempted to swap out your Longshot for one of them -- DO NOT. You need to keep that particular weapon for later. Killing the Corpser just means hitting the soft squishy bits not its legs and claws, which are armored and which it uses quite well as its shields.
Tracking the Airship
Once you have it dead, grab the AMMO BOX and proceed to the bend ahead where there is a second AMMO BOX and a LANCER if you still need ammo. You drop down a ledge and battle some Grubs ahead, and then work your way up and around to the next ledge and open a door, where you are confronted by an artillery attack!
This is actually fairly challenging -- make your way along the path to the left running the whole way until you encounter the turret and take out the crew manning it and defending it. After that move to the ladders ahead and go up, using the catapult to take out the mobs ahead -- or as many as you can in three shots. Do not forget to grab the AMMO BOX just past the catapult, and the LONGSHOT which you can swap for your shotgun.
Your immediate goal is to defeat the reinforcements, and once you have accomplished that goal, to continue along the path to the end where there is a LOT of AMMO. Fill up! If you did not get the LONGSHOT before -- or even if you did -- grab the one here since it will add ammo.
Now continue along the path to trigger the CS that ends the chapter! Note that there were no collectable items in this chapter -- but there is one in the next and it is one of the more difficult to find in the game...
Before you get too far into this chapter be aware that in order to gain access to the area where the collectable is here, you must NOT allow a guard to sound the alarm. That means taking them out quickly and carefully, from a distance. And that is why grabbing the Longshot earlier was important.
So what you need to do is unlimber your Longshot and spot the guards near the alarm horns, and take each out without alarming the others because if you do, they sound the alarm, and you fail this part. So if you ended up with an alarm you really have no choice but to restart at the last checkpoint.
Now, the first one is ahead, take him out quickly with whatever weapon you prefer. There are two guards ahead on the upper section to the left of the alarm horn there, and there are two on the upper section to the right as you advance. You must find and kill them before they can sound the alarm amd to do that you MUST make your reload successfully because if you fail the last guard will sound the alarm before you can stop them.
Some Coordinated Sniping
You may be tempted to use the ONE SHOT that is here, but the reload is much longer on it, so you may find that a problem if you are not playing multi-player...
Your best bet is to work from right to left on the first pair. The second pair is really difficult because both are close to the horn but on either side of it... Try not to let your own team distract you... This is probably the most frustrating level in the game to do single-player, so if you have trouble it is likely a good spot to take a break and come back or better yet, get someone to join your game (either online or local) and do coordinated sniping like in the video here.
With the guards down all that is left is to take out the patrol that emerges -- thus opening the door for us -- and then go inside. Stick to the right-hand side and you will notice a blinking item on the ground ahead by the crate, so go pick up (COG TAG #7 of 15 -- COLLECTIBLE 5 of 9) which is the only collectable item in this chapter!
All that is left is for you to clear out the stronghold. When you have killed the last Locust inside, simply throw the switch to end the chapter and trigger the CS that starts the next chapter! Good on ya!
We start out this chapter inside a trench that runs through the Locust base -- and above us is the airship, but sadly it is not landing, instead it begins to bombard us! Running from cover to cover we follow the trench, making sure to be undercover with each attack, and eventually we reach a raised gate. When you do, you will pass some crates on your right before the gate (don't go through the gate yet). Go behind the crates and grab (LOCUST HAMMER -- COLLECTIBLE 6 of 9) to add to your set.
Now head through the gate and you trigger a CS that reveals your next objective. Baird seems to have covered the basics, so all that is left is getting to the tower, right? Right!
The team votes to sneak around the main base, so you go through a gate only to discover that it is the skitter storage area! Once you reach the next checkpoint you learn how Tickers are made, and then you battle your way through the factory only to be trapped by a Locust who has set a Corpser loose to kill you! Well, there is nothing for it, you will have to take out the Corpser!
Working your way to the Tower
Once it is defeated some reinforcements show up, kindly opening a door you can exit through, so you kill them and do that. There are a variety of weapons as well as an AMMO BOX to grab, so doing that would be smart. Once you are as supplied as you like, continue along the path to the ladder and climb it. This leads to the Corpser nursery and a battle with first the young and then, once you wake her up, the Mommy!
This is actually a multi-stage battle that is basically controlled by your success in taking out her eyes. You take a few and then you face waves of hatchlings and young Corpsers -- take another eye, face another wave, and so on. Once you get the last eye she goes nuts and starts bashing through the supports holding the ceiling, and you get a timer and the need to get to the door before it runs out!
When you reach the door you trigger a lengthy CS that gets you up the lift and outside, where you encounter the Queen herself, riding on a flying bug! Now you know that she is not dead, and while you don't really know it in the sense that your character knows, we get to hear the Queen issue orders, so we (the player) know that something else is going on here.
The CS ends the chapter, so good on ya mates! It is time to head into the next chapter!
The chapter starts with you and Delta on the ramparts, facing those floating air Locust and a few odd regulars -- killing your way through them as you move along the ramparts, passing through a gate with a tower on the right. Now, before you do anything else, go around to the front of the tower and kick the door in!
Working your way up the Tower
Grab the AMMO BOX and whatever else you want from inside, including the (QUEEN'S SYMBOL -- COLLECTIBLE 7 of 9) that is in the corner to the right of the door facing out. Now that you have that, and as it is the only collectable item in this chapter, you can take your time clearing out the rest of the enemy and moving along the path towards the next gate, which you open triggering a CS.
Inside you move to the lift and head up, the nearby barge begins attacking you with strafing runs, and drops Locust down to attack you. Once you have defeated them the barge docks, and you can go on and take out the last of its crew, triggering a CS and unlocking the Achievement 'Oh Yeah, It's Pirate Time' (10 GP) and wrapping up the chapter! Well done!
In spite of our destination being on the other side of the planet, it seems like we are there in no time at all! Air travel is so convenient! As you arrive you hear radio chatter and it is someone you know! Dizzy! And he needs a rescue...
Take out the pair of gas barges with the mounted weapon on yours, and then you land and battle your way to Dizzy -- which means taking out a Reaver but hey, why not? Clearing the enemy triggers a CS, and you have a reunion with your mate Dizzy.
Inside the storage area are a variety of weapons -- including a HAMMER OF DAWN that allows you to call down death from above -- take what you want and begin to work your way back to the barge -- and shortly you will be ambushed by Locust. This is good, because it means we are almost to the point of another collectable item!
Reunited with Dizzy
After you fight off the ambushing force go into the door that they came from and you will find yourself facing a fairly large number of enemies including a wave of Reavers! The best way to deal with them is to get up above by climbing the ladder by the gate and fighting them from the catwalk above. Once you have the Reavers managed you can start picking off the regular Locust.
When you get the all-clear for completing that task head down and through the gate, and follow the road all the way to the left where there is a crashed tractor-trailer next to which you will find (MANIFEST -- COLLECTIBLE 8 of 9) which also unlocks the Achievement 'Pack Rat' (10 GP) for recovering 20 collectable items.
Now turn around and look for the yellow container -- orange container on the left with stairs next to it. Go up those stairs, then up the next set and you will see an open shed with a plywood front. Inside on the left you will find (COG TAGS #8 of 15 -- COLLECTIBLE 9 of 9) which is also the final collectable item for this chapter and the Act! Excellent!
Backtrack to the barge now and it will trigger a CS in which you get schooled by Baird and continue your journey as the chapter ends. One last chapter to go and Act II is complete!
Any landing you can walk away from is a good landing
This is a pretty short chapter as it takes place on the gas barge -- basically you get some dialogue and then you are attacked by gas barges and other flying enemy -- including the Queen! You do your best to defend the barge but you are going to get shot down, because that is how the story goes. Sigh.
The Queen's bug has a beam weapon and it does a fair job on your barge, which crashes. But you luck out as you crash right beside the road that the Colonel is patrolling on, so you are able to catch a ride to the base! Good for you!
That lengthy CS ends the chapter, and Act II, unlocks the Achievement 'Thanks for Flying GasBag Airways' (10 GP) and there you are! Welcome to Act III!
The Act and Chapter begin with the expected Grub attack but, before you get into that, when the game starts if you need to go ahead and grab some ammo from the AMMO BOXES near you, then turn around and look at the nearby wall that was behind you to spot the glowing (ANVIL GATE PLAQUE -- COLLECTIBLE 1 of 9) and to grab that now.
Now head into the room and up the stairs on the right, following the path to a room on your right inside of which you will find (WATERCOLOR PAINTING -- COLLECTIBLE 2 of 9) which is large and difficult to miss!
Your current objective is to hold the gates -- when you arrive at the gates turn and go back up the stairs there, following the path to the small alcove (watch the video, this is tricky), and grab (SAM'S FATHER'S MEDALS -- COLLECTIBLE 3 of 9). Now run back to the gate and start killing Grubs!
Defending the Gate and a Trio of Collectable Items
-- Defending the Gates --
You are not actually expected to defend the gate, really it is a holding action because eventually they will overwhelm you and the gate will be taken, at which point you fall back to the next gate, then the next, and finally you assist in detonating the last ditch defense, a large fuel tank that burns out the last of the attackers!
At this point you trigger the CS that ends the chapter and award you with the Achievement 'Anvil Gate's Last Resort' (10 GP) for competing the chapter. Not too bad really!
The chapter begins with news that Anya and Sam are in trouble and pinned down outside of the base -- and they need a rescue. That would be you!
As you head out for the rescue mission you are asked to make a choice -- Left Trigger to provide covering fire from the fort walls, or Right Trigger, to go out in the truck to rescue Sam and Anya. It really does not matter which that you choose in terms of game progression and obtaining the collectable items, so go with what your gut says... They both reconnect in the same place, the second Berserker Battle, so no worries, mates!
-- RIGHT TRIGGER --
This starts out bad and gets worse, since as you arrive the Locust take out the truck, and you get to watch as one of the men gets his arm ripped off before taking out the Locust that did it. Now once you have defeated the enemy here you will be prompted to head for the fort -- but that really means to a second battle area in front of the fort where a Berserker will appear. Take out the pods on the Lambent stalk that appears -- huh? The Lambent are here too... Then proceed to the new area to spawn the Berserker.
Baird gets the Hammer fired and you run into the fort to avoid being killed by it because it is not as controllable as you would like!
Saving Sam and Anya
-- LEFT TRIGGER --
You cover from the walls but still see some of the same CS action. Most of your work is defending and this is by far the easiest option...
Here is the rub, you have to collect the items before the Hammer Strike or you end up getting killed. So first thing is head along the left side of the area to get the
-- SECOND BERSERKER BATTLE --
As you gather inside the fort the CS plays and then a second Berserker appears, jumps over the wall, and you scatter like roaches. This is the part where you have access to the collectable items, but you need to get them prior to fulfilling the objectives so start by heading to the wall where you will find (COG TAG #9 of 15 -- COLLECTIBLE 4 of 9) and then head to the round breastworks where you will find (JOURNAL -- COLLECTIBLE 5 of 9).
The trick here is to not get dead, but even if you have to replay this part after you snag the collectable items, well, that is worth the hassle. So grab those (the video shows you where they are) and then take out that Berserker!
To kill it you aim for the glowy spot on its chest when it is glowing -- it does take a but of effort, but once you kill it it triggers a CS that shows you the results of Baird's hacking and you unlock the Achievement 'Was It Good For You?' (10 GP) and the satisfaction of finishing another chapter and getting information you did not have before! How about that?
Don't you just love a good car chase? Well too bad! This is not a car chase, it is a mad-dash all-out run for our destination, and we are doing it through whatever they throw at us, which in this case is some Reavers, exploding roads and, oh yeah, some pipes we have to shoot to get past them!
After that we approach a roadblock -- did I mention this is purely a rail-run? Well it is.
One Wild Ride
The next few sections include lots of the baby Corpser's and a Mama, grubs, Reavers and a missile-shooting Brumak! But once you are through all that on this wild ride you somehow manage to reach your destination alive -- and good on ya!
Your arrival triggers a CS, ends the chapter, and unlocks the Achievement 'Lost Your Good Driver Discount' (10 GP).
When you arrive in Mercy you discover it is abandoned and the pumps are shut down, so you decide that you need to check out the town. As you progress along the path you meet no resistance until you discover a motion-activated bomb set on the pipeline! Well, there is nothing for it but to defuse it, so go ahead and do that, but don't set it off, right?
As you progress there are more charges to disarm and then you get attacked by and meet a madman -- who tells you about a fever that is in the town. Well that explains the missing residents!
From inside you will head down a short flight of stairs and, if you follow the path you turn right, but you are not going to do that just now... Instead head down the stairs to the far corner on the landing below and grab a (PANICKED NOTE -- COLLECTIBLE 6 of 9).
Now head back up the stairs and along the designated path and exit the building to get a view prompt for the Deli ahead -- break down the boards blocking the path and then, before you continue on, go into the room behind the counter and, in the immediate left corner grab (COG TAG #10 of 15 -- COLLECTIBLE 7 of 9).
Delta makes a horrible discovery
Following the path takes you into the sewers where you find the body of the crazy old man and trigger a CS. Well, now you know what the fever is! Lambent Humans! Not good news.
Continue along the path lowering the ramp, and then follow it into a courtyard where there is a building with a pair of ladders that you cannot reach -- yet. On the ground is a chaingun and you should get it because you are about to be attacked by a bazillion Lambent Humans! After you fight them off, someone inside yells for you to come in, and drops the ladders. Take the left-hand ladder up and, when you get to the top, head left.
At the end of this hall you will find (MESSAGE -- COLLECTIBLE 8 of 9) so go ahead and grab that and then follow the marker to the next plaza and battle your way through the Lambent until you trigger the next CS and the chapter ends.
After the CS ends you work your way to the church and head in, get a CS of Dom visiting the grave of his wife's family, and then locate the valve for the fuel, turning it on.
You battle a wave of Lambent Humans and then Dom tells you the best route is through the crypts under the church -- it used to be an air raid shelter. Well, there is nothing for it, head into the vaults!
When you get inside the path turns right but you want to go left, and then to the end of that short dead-end (no pun, really) where you will find the (AIR RAID SHELTER SIGN -- COLLECTIBLE 9 of 9) which nicely wraps up the collectable items for this Chapter and this Act!
Wrapping up the collection for Act III
Dizzy warns of an impending Grub attack and you take the lift nearby to get to the plaza when all hell breaks loose. Lambent Humans, Lambent Lambent, Stalks, a massive attack. Everything starts to go wrong and, when you are about to be overrun Dom makes a desperate decision...
On the off-chance that you are reading this before you actually play the game, I am not going to say anything about this other than it is one long CS and it is heartbreaking.
At some point you will unlock the Achievement 'Brothers to the End' (10 GP). It wasn't worth it.
The mission to Mercy was a total failure, obviously, and a tragedy, very obviously. Now we are in Char, and we have some work to do: obtain fuel, get to the shipyard. Right.
After the CS ends head up the path and you will quickly encounter dead people who were carbonized by the Hammer Strike. While Epic does not usually go into the whole Secret Achievement thing, they did for one -- this one -- so move along the path but do not damage ANY of the bodies in order to unlock the Achievement '
As you enter the first building someone tries to drop a piano onto you! Be aware of accidents, as the boss says and continue along the path, where you will experience a firearm trap and an explosive trap, followed by having a box of Polyps dropped on you! Now, this is where we make a side-trip, but be sure not to damage any of the Ash People, right?
Head to the building on your left from the Polyp Box and inside, where you will find a wooden crate turned on its side, and inside is (COG TAG #11 of 15 -- COLLECTIBLE 1 of 8), so be sure to grab it as it is the only one in this chapter.
Continue across the plaza, open the gate and go inside, and follow the path around to the outside on the highway deck for a second Polyp attack! Shortly after that you arrive at the ramparts of their base and they attack again!
In the middle of this a Lambent Stalk appears and you have to battle off that attack as well, and then you get a CS with the Ash Man, who tells you that you are not welcome. Well duh?!
Another chance at getting Fuel
-- Seeing Griffin --
The Ash Man lets you onto the lift and briefs you as it rises, and then escorts you into the stronghold. Now BEFORE you follow him to see the Chief (Griffin) after the guard opens the door move inside and down the hall to the barred door to the right to meet the acolyte of the weapon stash. If you did not damage ANY of the Ash People she will reward you with access to the stash, telling you to take what you need -- which basically means a BOOMSHOT or a TORQUE BOW -- and the Achievement 'Respect for the Dead' (5 GP) will unlock.
I just want to say good job on that one. A lot of the blokes I have played Ranked Versus with and then later compared Achievements with did not manage to unlock this, so getting it is sort of special. Well done!
Now it is time to go to see the Chief, who is sitting in his office and... Wait! Whaaaaaaaattt?! Ice T?! No Freakin' Way! Iced Freakin' T! Well how about that?
Griffin explains what he wants -- a quid-pro-quo deal: You get his fuel back and you get to keep some. But he is holding Dizzy and the truck hostage to make sure you keep your end of the deal!
Back on the lift you head down and find AMMO BOXES so go ahead and resupply now. Use the gate to end the chapter. That is one more down!
As the chapter begins you find yourself outside and looking at a devastated landscape. The Hammer attack on Char really did a number on the city, and Anya has a personal stake in the guilt over that, as you now discover...
Ahead and down the slope to the right you will spy a wooden set of doors -- head over there and go inside, where you will find (JOURNAL -- COLLECTIBLE 2 of 8) which also happens to be the only one in this chapter, so good on ya!
Heading for the Tower
Now continue along the path and defend against a major Lambent attack, then get through the low structure before it collapses on you and as you reach the tower, defeat another Lambent and Stalk attack. The thing is, this Stalk is a little different -- for one thing it spawns MORE of the pods after you take out the initial ones, and it spawns the higher-level Lambent -- so have fun!
Once you finish off the pods and their spawn, use the gate to get into the tower, grab the AMMO BOXES, and then go in search of a generator to power the lifts! Now calling the lifts gets them to your level, sure, but they are filled with Lambent Humans and it is battle time! Oh yeah! Now fortunately they had the decency to break open the doors to the stairs for you, so now you have a way up!
In the stairwell you find an old-fashioned lift designed to use a car as the counterweight and so bonus! A way up without walking. Oh, but not so bonus... You see the crate on the lift? Yeah, Big Ugly Bug-Eyed Lambent Monster inside! Once the lift reaches the top, you have also reached the end of another chapter!
Now that we are at the top of the tower and within a stone's throw of the cable car -- and it has the fuel on it -- we are all set, right? Well, sort of. Head for the cable car but, when you arrive and pull the switch, it does not work. You need to cut loose the safety cable -- so go through the car to the other side and keep going through the fence following the path until you reach another swimming pool. Pass it on its left side and move past the metal shed, down the alley at the end of which you will find (FUEL ORDER -- COLLECTIBLE 3 of 8).
Now head in, cut the cable and return to the cable car to learn that the queen is attacking!As you cross over a gas barge attacks the cable car -- just hold it off as best you can until you get to the other side, then battle your way upstairs to save Dizzy and Griffin!
Back to Save Dizzy
Eventually you will reach a set of ladders that will take you to the roof level, and you will go into a burning room -- look to the right of the counter in the middle of the room and you will see a couch -- using your shotgun blow away the right half (when facing the front) to reveal the (OLD MAGAZINE -- COLLECTIBLE 4 of 8). Excellent!
The rest is a cakewalk to Dizzy and the CS that has Griffin freaking out! Griffin's motor-mouth nearly causes Marcus to melt down, and Griffin decides that a retreat is in order, vows revenge, gets on his other cable car and, flipping you the bird, cables off! You unlock the Achievement 'Think You Can Handle That?' (10 GP) and another CS with the Queen. Love that Queen!
That ends this chapter -- and I just want to say, good job getting all the collectable items up to now and unlocking the various Achievements! Well done!
Our arrival at the port does not go unnoticed... But by now we should be used to being attacked by the Locust and the Lambent. Flanking the Locust in the gun platform is the best way to deal with them, and as you continue deeper into the shipyard, battle your way to the entrance to Hanger 1 and go inside.
As you exit Hanger 1 and begin to approach Hanger 2 you will find out what made those white webs -- you did not think you were going to get past here without having that experience did you?? Centipedes? Something like that! Now, your job is not to battle the Centipedes, it is to take cover in the rear of the area and pick-off the Sniper Locust as they appear, so hopefully you picked up a decent weapon for that purpose -- the HAMMERBURST works fine for that, just use its iron sights.
Checking out the Port
After you have dealt with the enemy, see the '02' painted on the building ahead? Head towards that but to the right a little and you will see a blue shipping container -- go behind that and in the corner to your immediate right pick up the (TABLOID -- COLLECTIBLE 5 of 8) to add to your growing collection of stuff. Now that you have that, you have the only collectable item for this chapter, so no worries about looking for more just now.
Opening the door and entering the Hanger ends this chapter.
As this final chapter for Act V begins you will be prompted to make a choice -- search for the rotor or look for fuel -- you want to choose Right Trigger, Look for Fuel. Trust me on that...
After the ambush head towards the back of the Hanger and up the stairs, then left and you will see a red shipping container with the COG spray painted on in red -- head down to that and look in the corner where the red and blue containers meet to find (COG TAG #12 of 15 -- COLLECTIBLE 6 of 8). Now head to the gate where your team is waiting and go through.
As you enter the next cargo marshaling yard Jace points out the Silverback Storage shed in the nearby wall -- go ahead and grab that and have some fun with it -- in my opinion there are not enough of these in the game or enough opportunities to use them! If you like you can even use it all the way onto the ship with the fuel since as you are mounted your team will pull the switches that need pulling. And how cool is that?
After you have your fun with the Silverback head into the control room and use the crane to unload the fuel, then fight off the new attack, and head into the Sub Hanger. Easey-peasy Lemon-squeezy! Entering the hanger triggers a CS of the fuel being loaded, and a new objective -- finding the rotor. Note the pile of AMMO BOXES on your right -- resupply as needed.
Two More Collectables
-- Finding a Rotor --
After you go through the door and down the hall and enter the machine area, you get attacked by a combination of Wretches and Tickers -- battle them off and you will move outside. Now there are two ways you can do this: Audie Murphy balls-to-the-wall assault, or you can use your Hammerburst iron sights and simply pick-off the turret gunners from a safe distance. I say pick-em-off!
Once you get the all-clear head to the marker and through the doors into another machine area -- use the lift to go up and head outside for another epic battle -- the MULCHER that you get from dropping a Locust here is really effective at handling Part-2 of this battle, I am just saying...
You get a View Prompt to head into the Maintenance Bay -- score! So head in and you will find yourself looking at another minor battle. Once you finish that continue on the path down the stairs and immediately to the left there is an open door -- go inside and look to your left to find (BULLETIN -- COLLECTIBLE 7 of 8).
-- Moving the Rotor --
Your next task is to move the Rotor from the Maintenance Bay to the Sub -- to do that you need to grab the loader mech and carry the Rotor with it. When you get through the second gate you will be attacked and you need to protect the Rotor at all costs, so park the loader behind some cargo where it cannot be targeted and hop off, then start fighting -- but stay close to the loader because eventually an enemy will try to run up and smash it and you need to take them out!
Now back on the loader and head for the Sub Hanger -- and a nice CS!
A Final Collectable
-- Escorting the Sub --
Our next challenge is to escort the sub to the water -- but it seems that the Locust have figured that out and have salted the route with soldiers, so we will need to clear the way! Working your way along through the doors, take out the Locust that you encounter, and when you pass through the second door you find yourself facing a squad of the Queen's Guard!
After you battle them, run up the stairs on the left and through the door of the room marked with the big '1' and, inside on the left you will find (CONTRACTOR REPORT -- COLLECTIBLE 8 of 8) which is, of course, the final collectable item for the Chapter, and the Act! Well done! There is also AMMO here so grab that, and then go out and finish this battle!
Use the VULCAN here to make short work of the enemy, and then head outside to face Mr. Nasty himself! We have never faced this armored thing before and there are three or four for us to kill. Your best tactic is to use the grenades you have to take out the first one, then pick up the FRAG GRENADES from the AMMO CACHE on the left and take out the second one. Finally pick up the BOOMSHOT on the right and take out the last armored Locust, and then switch to your regular weapon and take out the Centipede and any resistance that remains.
After you kill the last of the them you issue the order to flood the dock and get on the boat! Opening the valve triggers the CS and you see yourself boarding the sub as Anya radios in and talks to Cole, who is not aware that Dom is dead. They arrange the meeting and that concludes the Chapter, unlocking the Achievement 'Baird's Favorite Kind of Toy' (10 GP).
The Chapter opens with us on the sub, manning the gun pods -- as we progress through the sunken city we get the chance to test-fire our pod's flechette guns on the obstruction ahead before Dizzy powers them back down and we move through a mine field!
As we progress we spot some Lambent whales?! And they attack so you have to take a few out before you end up going dark and deep to avoid them... Only to end up facing something worse: a Leviathan!
The trick to dealing with this thing is to target its mouth -- though that will not become important until after you go through the first arch, but once you do, immediately and aggressively target the thing in the mouth and keep doing so until you reach the checkpoint and it is gone! In the midst of your battle with it you will pass into the minefield, and you will need to take out the mines that are ahead of you... Fail to do that and you are sunk. Fail to target its mouth and you are sunk. So don't get sunk!
Entering the Base
After you deal with the Leviathan you end up sucked into a rip tide -- target the mines that are in the rip tide with you to protect the sub, and eventually Dizzy will battle the sub clear of the tide and you will start to surface, thinking you are through the bad bits and then -- yes! More attacks only this time from the automatic defenses that were laid out to protect the facility!
You need to take out the torpedoes before they hit you and the turrets that are launching them, and then the door to the facility. Inside is another pair of turrets that you need to take out as well as the torps they launch, and when you finally do take them out, there is a brief CS and you unlock the Achievement 'Welcome to -redacted-' (10 GP) and you have completed yet another Chapter and another Act! Good on ya!
As you arrive you end up sailing through a pool of dead bodies, and then you get off the sub, ordering Sizzy to submerge just in case it is attacked since it is your only way out of here. Heading along the docks you should spot some arches ahead -- after you battle your way up the main stair of the center arch take a quick look in the left corner to find (PAMPHLET -- COLLECTIBLE 1 of 12).
Continue the battle up to the train station platform and take out the reinforcements that arrive on the train -- sadly that means taking out the train itself, as well as the enemies. You then get a CS in which you chat with Adam Fenix! Amazing! It seems that there is a timer ticking here -- the Doc needs to get the emulsion destroyed -- and he knows about the Lambent Humans.
You need to take out the Maelstrom -- the Doc opens access to the tunnels for you and you head inside... The Doc advises you to find a Silverback, and you should, but we need to talk about that for second...
Home Away from Home
The Silverback is absolutely critical for you to get the next collectable items. You have to get it through the upcoming battles and onto the beach, then into the cavern still functional. You can NOT leave it in the tunnel and come back for it because when you go out onto the beach the tunnel gate closes, so you have to (1) get the Silverback, and (2) keep it from getting badly damaged until you reach the door you need it to break open in the cavern on the other side of the beach and the other doors in the next chapter. Are we clear on this? OK!
Now head into the tunnel and grab the Silverback in the left-hand alcove by throwing the switch that releases it from its service mount. Climb in and head in to the tunnel through the gate that opens ahead, and be careful as you engage the enemy to target the ones that can hurt you the most.
As you come out onto the open area of the beach there will be a Reaver attack from the left -- that is the direction that you want to go in, and sticking to the left to avoid the mortar attacks, head into the cavern on the left and using the Silverback, kick down the metal bar door, go inside and pick up (ASSAULT PLANS -- COLLECTIBLE 2 of 12) now! That takes care of all of the collectable items in this chapter!
Now mount the Silverback and continue along the designated path, only to find that the door into the next cave is blocked by an obstruction that the Silverback cannot penetrate -- so you have to keep searching the caves and a pair of Boomers will open a gate you can use to get in! Take them out and head inside!
-- The Train Station --
The gate leads to the train station -- use the lever to open the track gates and then follow the track to the next station, where you have to get off to avoid the oncoming train! It is critical that you get the Silverback to the platform and off of the tracks so do that FAST. Head up the stairs behind you and down the other side to flank them, and get a mini-CS that ends this chapter! Be sure to keep the Silverback with you when you do this!
As the lift arrives you realize you are not on the top level -- exit the lift down the hallway that is marked with the '3' and enter the alcove on the left, using the Silverback to kick down the red door here, and enter the room beyond it, to get (COG TAG #13 of 15 -- COLLECTIBLE 3 of 12). Mount the Silverback and head the rest of the way down Hall 3 and into the next area, take out the flamethrower Locust and wait while one of your team pulls the switch to turn the lights on! Much better!
Backtrack to the lift and follow the marked path down Hall 1, all the way to the end, where you find the ladder. Sadly this is the end of the line for your friend Silverback, as you must abandon them here!
Outside you suffer a Reaver attack, and head into the rainy night, take out another Reaver and get a CS showing the generator. Battle your way along the path and take out a pair of the armored Locust before hopping onto the lift to head for the first of the three generators you need to turn off.
When you enter the office, after the battle approach the desk in the center of the room from behind and push the button, then look for the painting that opened and the safe that also opened, go to it and get (SCHEMATICS -- COLLECTIBLE 4 of 12).
Blackout
Head into the next room to trigger a CS that shows you the generator -- your dad tells you how to shut it down. The end of that CS was a little on the spooky side wasn't it? Did you see the bottle of emulsion next to the syringe? Wonder what that is all about?
And now for something really strange: when you fight your way down the hall and take out the two groups of flamers, go into the room on the left and you will find a football game -- use the controls on both sides to hear someone familiar -- Cole!
Now back on the path, as you reach the switches you get rat-packed, so fight them off and throw all three switches to shut the first generator down! Entering the control room triggers a CS in which the Doc tells you it did not work. He tells you to go cut the coolant supply to shut down the generators -- there are 5 valves to close.
The first pair of valves are on this level and turning them off is easy -- the third you need to go one level down to do, but it is guarded by an armored Locust, as is the last two another level below that. The easy strategy is to let your mates deal with them and keep them occupied while you turn the last pair of valves, at which point you get a timer and you need to run like hell!
When you reach the office from earlier you get a CS, the generator blows, and you find yourself in a nice sunny day at the beach! Anya makes contact with Baird, and Cole, and you see them arriving! Oh yeah, Jack's back! You break the news to the team that Dom is dead, and you send the rest of your non-team members back to the ship to brief the reinforcements. The rest of this op is a Delta Op.
You unlock the Achievement 'Look at That, Instant Summer' (10 GP).
Now to be fair considering what you are up against, restricting the Op to just Delta core is a good idea... With KR-06 providing air support follow the path ahead and you will encounter resistance. The air support was nice while it lasted, but...
Taking over the Catapult, destroy the three gas barges to learn that there are more Catapults deeper into the base that you have to take out. Now, this hall you are in? Head to the end and carefully search around the left side until you get a "Hmmm" from Marcus, then use 'X' to reveal the hidden compartment and the (MONEY STACK -- COLLECTIBLE 5 of 12).
Shattered Paradise
Head through the area and out the big door into the courtyard, battle your way around to the Catapult and use that to destroy the dam, which will take out the other two Catapults which leaves only one more that you need to take out thus clearing the way for reinforcements to finally land.
You now enter a room with a large marble angel statue in the middle -- look on a table between to of the sofas here to grab (DIARY -- COLLECTIBLE 6 of 12). Now head out of the doors into the large atrium and head down the right-hand branch of the center raised hallway you will find (COG TAG #14 of 15 -- COLLECTIBLE 7 of 12). That is the last one for this chapter, so no more hunting around!
Finish the battle and head down the main hall and through the gate to find the last Catapult! Finish off the last of the defenders and then push the Catapult into the ocean to end this part of the mission -- but lookout there are some surprises awaiting! Lambent stalks!
Making it into the building ends this chapter.
Threshold
As the new chapter starts follow the marked path down the long hall, at the end of which you will spot the blinking marble bust (MEMORIAL ANNOUNCEMENT -- COLLECTIBLE 8 of 12). Once you have that follow the path to the lift and press the button, calling the lift. Watch the CS and then when you get off on the upper floor, turn around and press the lift button again, calling the left-hand lift and go inside. On the wall is a poster (ANNOUNCEMENT -- COLLECTIBLE 9 of 12), That is the final collectable item for this chapter, so no more hunting around!
Now follow the path to trigger another CS and an encounter with more Locust. Take out the Stalk Pods and then defend the door while Jack cuts it open and then you get another CS and go inside.
This ends the chapter. Now are you stoked or what?
With the Lambent on your heels and the Locust out for your blood, you still need to get to your Dad! So head along the path and work your way along to the lifts. They are snafu'd but you tell Baird to fix it and get a CS with your Dad...
While Jack is fixing the lifts you need to deal with a Lambent Stalk attack and all that that entails. Your best strategy is to concentrate upon taking out the Pods you can hit (there are more than two per Stalk) and then, when the lifts arrive, bail.
You split up into different lifts and head up -- you end up jumping to the top of the other lift when yours gets fubar'd and so you arrive a floor above the others. Following the path would take you up the circular stairs but BEFORE you do that, head down to the floor below using the stairs your mates came up and, look in the hallway behind the pillars and planters for (BROCHURE -- COLLECTIBLE 10 of 12).
Now head up the stairs again and then up again and as you battle who should arrive but the Queen herself! Whoa! Just keep going up the stairs until you get another CS of her telling you which way up is, and then do your best to cut the three cables to crush the Queen and her bug!
Once you manage that you get another CS and you get in the lift. When you get to the top you will spot the access hatch and have Jack stop the lift. Open the hatch and go inside -- it is dark here so use the Left Bumper to see -- ahead are some boxes and a barrel and, if you shoot them up you will find a weapons rack you can resupply Ammo at.
In the next room are more crates you can destroy to reveal (COG TAG #15 of 15 -- COLLECTIBLE 11 of 12) the taking of which will also unlock the Achievement 'Remember the Fallen' (15 GP) which you get for finding all 15 COG Tags. Good on ya! That was no easy hunt!
Ascension
-- The Rest of the Way --
Now follow Jack up the hall and to the stairs, and then up the stairs... The Grubs are not expecting you to arrive from this direction so when you go through the door, quickly ambush the ones here. Take out the rest and the turret and then you reach the door but it is protected by a security grid. The controls are in the rooms on either side -- so head in to the one on the right, take out the defenders, and use the console to shut that side down, then do the same on the other side.
When you arrive at your Dad's lab you find... Your Dad! Yay! Now enjoy the CS.
By the way that your Dad is talking something is clearly wrong here -- he seems to be saying all the things you say when you think you are not going to be around long... And then he unloads the information about E-Day and totally freaks Baird out. More answers... Answers...
Before you leave walk over to the small table by the telescope and pick up the last collectable item (FENIX RESEARCH -- COLLECTIBLE 12 of 12) to unlock the Achievement 'Hoarder' (15 GP) for finding and collecting all 42 items in the series. Wow, you really did that! Good on ya mate! Well done!
Now, less talking and more walking indeed!
Using the turret take out the Pods on the Stalk and then the attacking Lambent, and when they are all dead, head down the hall to the lift and get in, unlocking the Achievement 'OK. Faith. Yeah. Got It.' (10 GP) for competing the rescue of your father and this chapter! Good one! Now there is just one small chapter left...
The idea is to buy your dad time to get the device running -- so take out the Lambent and then target her Bugs mouth with conventional weapons until you weaken it and it falls to the ground, then use the Hammer of Dawn to damage it. You will need to do that three times, using three full Hammers to finally take the Queen and her bug out, and once you do that will unlock the Achievement 'You're Dead! Now Stay Dedad!' (10 GP).
You then get a CS and learn that your Dad pretty much committed suicide to find the solution to the problem... His solution sadly required him to die -- but right in front of your eyes? That has to really twist your noggin, eh?
You're Dead! Now Stay Dead!
Well, that is all she write -- the Lambent and the Locust are history, the Queen is dead, and Delta walks away mostly unscathed... Or so it seems... But then she gets up! But hey that works out well for us because we have Dom's knife, and we know he would appreciate it if we shared it with the Queen -- and we do!
That triggers the final CS of the purifier sweeping over the world and killing the Locust and the Lambent, as we watch. Yeah, good ending!
Depending on what the difficulty was you will get some Achievement unlocks when it is finished. You will probably notice that despite doing all of the things you can in the Campaign you have unlocked slightly less than 300 GP or so -- that is because the bulk of the Achievements are actually on the multi-player side of the game, which means you still have some work cut out for you if you are going to unlock some more of them!
There are a total of 50 Achievements in Gears 3 worth a total of 1000 GP.
-- Ain't My First Rodeo (50 GP) Complete all campaign Acts on Hardcore Difficulty (Standard or Arcade).
-- All for One, One for All (10 GP) Earn the Bronze "Force Multiplier" medal.
-- Anvil Gate's Last Resort (10 GP) Story Progression in Act 3 Chapter 1 (Standard or Arcade).
-- Award Winning Tactics (25 GP) Earn at least one Onyx medal.
-- Baird's Favorite Kind of Toy (10 GP) Story Progression in Act 4 Chapter 5 (Standard or Arcade).
-- Brothers to the End (10 GP) Story Progression in Act 3 Chapter 5 (Standard or Arcade).
-- Collector (5 GP) Recover 5 Campaign Collectibles (any difficulty, Standard or Arcade).
-- Enriched and Fortified (10 GP) Complete all 50 waves of Horde mode (any difficulty, any map).
-- First Among Equals (25 GP) Earn the Silver "Number 1" medal.
-- Hoarder (15 GP) Recover all 42 Campaign Collectibles (any difficulty, Standard or Arcade).
-- It's All About the Loot! (25 GP) Earn the Bronze "Loot Courtesan" medal.
-- Judge, Jury and Executioner (10 GP) Get a kill with every possible execution finishing move (any mode).
-- Lambency (50 GP) Execute an Epic employee, or someone who already has Lambency, in Versus multiplayer (any mode).
-- Level 5 (5 GP) Reach level 5.
-- Level 10 (10 GP) Reach level 10.
-- Level 15 (15 GP) Reach level 15.
-- Level 25 (25 GP) Reach level 25.
-- Level 50 (50 GP) Reach level 50.
-- Look at That, Instant Summer. (10 GP) Story Progression in Act 5 Chapter 2 (Standard or Arcade).
-- Lost Your Good Driver Discount (10 GP) Story Progression in Act 3 Chapter 3 (Standard or Arcade).
-- Marcus, It's Your Father (5 GP) Story Progression in Prologue (Standard or Arcade).
-- My Fellow Gears (50 GP) Complete all Campaign Acts in Co-op (any difficulty, Standard or Arcade).
-- My Turf! Cougars Territory! (10 GP) Story Progression in Act 1 Chapter 5 (Standard or Arcade).
-- Oh Yeah, It's Pirate Time (10 GP) Story Progression in Act 2 Chapter 5 (Standard or Arcade).
-- Okay Faith. Yeah. Got It. (10 GP) Story Progression in Act 5 Chapter 5 (Standard or Arcade).
-- Okay, Now We Find Hoffman (10 GP) Story Progression in Act 2 Chapter 1 (Standard or Arcade).
-- Pack Rat (10 GP) Recover 20 Campaign Collectibles (any difficulty, Standard or Arcade).
-- Putting it Scientifically… (10 GP) Story Progression in Act 1 Chapter 6 (Standard or Arcade).
-- Ready for More (50 GP) Complete all campaign Acts on Casual or Normal Difficulty (Standard or Arcade).
-- Remember the Fallen (15 GP) Recover all 15 COG Tags during the Campaign (any difficulty, Standard or Arcade).
-- Respect for the Dead (5 GP) Your respect for the dead earned you access to Griffin's special weapons stash.
-- Seriously 3.0 (100 GP) Reach level 100 and earn every Onyx medal.
-- Socialite (70 GP) Earn the Onyx "War Supporter" medal.
-- Swimmin' in Glowie Gravy (10 GP) Story Progression in Act 1 Chapter 2 (Standard or Arcade).
-- Thanks For Flying GasBag Airways (10 GP) Story Progression in Act 2 Chapter 7 (Standard or Arcade).
-- That's Just Crazy (75 GP) Complete all campaign Acts on Insane Difficulty (Standard or Arcade).
-- The Versus Sampler Platter (10 GP) Complete one match of all six Versus game modes (Standard or Casual).
-- Think You Can Handle That? (10 GP) Story Progression in Act 4 Chapter 3 (Standard or Arcade).
-- Wait, What Time is it? (10 GP) Earn the maximum Consecutive Match Bonus in Versus multiplayer (Standard or Casual).
-- Was it Good For You? (10 GP) Story Progression in Act 3 Chapter 2 (Standard or Arcade).
-- We Few, We Happy Few... (50 GP) Complete all Campaign Acts in 4 player Co-op (any difficulty, Standard or Arcade).
-- We Struck Gold, Son! (10 GP) Story Progression in Act 1 Chapter 3 (Standard or Arcade).
-- Welcome to Arcade Mode (10 GP) Complete 5 Arcade Campaign chapters in co-op (any difficulty).
-- Welcome to Beast Mode (10 GP) Survive all 12 waves of Beast mode (any difficulty, any map).
-- Welcome to Horde Mode (10 GP) Survive the first 10 waves of Horde mode (any difficulty, any map).
-- Welcome to - redacted - (10 GP) Story Progression in Act 4 Chapter 6 (Standard or Arcade).
-- Welcome to the Big Leagues (0 GP) Demonstrate your skill in Casual Versus multiplayer.
-- Welcome to Versus (10 GP) Kill 10 enemies in Team Deathmatch (Standard or Casual).
-- Wreaking Locust Vengeance (10 GP) Get a kill with every Locust monster in Beast mode (any difficulty).
-- You're Dead! Now Stay Dead! (10 GP) Story Progression in Act 5 Chapter 6 (Standard or Arcade).
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