Gears of War 3 Walkthrough
The wait is over. Gears of War 3 has taken cover behind a hefty chunk of concrete and blind-fired into your wallet with a slew of new content. Play through another explosive story as Marcus Fenix and the gang go on a jaunty trip through the horrible wasteland that is Sera. The Locust Horde is on the run as Lambency runs rampant, infecting good guys and bad guys a like. Can you discover the mystery behind Fenix’s mysterious father, while also violently murdering your way through five grisly acts of gameplay? Admit it, you’re going to need our walkthrough.
Whether you’re looking to navigate a tricky gameplay sequence, or find all of the game’s many Easter Eggs, this walkthrough will provide all the information you need. If you’re looking for the game’s achievements or a collection of cheats, there are pages for them as well.
Subscribe to our YouTube channel directly.
Text and Video Walkthrough (In-progress, check back for more!)
ACT ONE
The Prologue
The game itself will kindly walk you through the prologue. Simply keep killing off locust until the Corpser appears, kill a few more, and you’re done.
ACHIEVEMENT: Finishing the prologue is worth 5 points under Marcus, It’s Your Father.
Return to the Main Walkthrough Page
Chapter One
Turn around for a note from Dom. Go to the end of the hall, and hang a left before you reach the guys doing technical work. Inside is a note from Baird. In the room with the woman you just met is Dom’s fitness report. Open the door immediately to the right from where you started to meet up with Dom and move on.
Now you get some character introductions, just follow the stars until the gate opens and you get your first contact with the Lambent mutants. Once the crawlers are clear, you’ll head upstairs to take out a few drones so the chopper can land. Follow the star directive to activate the landing platform, and on we go.
In case you can’t find your way, if you hold the left shoulder button, you can identify the star that shows you where to go.
Return to the Main Walkthrough Page
Chapter Two
After Prescott shows up, you’ll clear the landing area again, watch some more story, then kill off some more Lambent before heading downstairs. Pick up a fire extinguisher but be ready to drop it, as when you get into the next room you’ll come under fire. Head straight and to the right to reach your destination.
Now you’re off to free up some helicopters. You discover that Polyps are in the pipes, so you’ll be shooting low to begin with. Turn a corner and you’ll have to fight both low and high as Polyps swarm you while Drones fire from a distance. Teamwork helps if you’ve got a buddy. Most encounters on this level, including this one, end with Drudges. Get used to it.
Once you free the chopper pilots, you’ll head out onto the chopper deck. You can flank to the right side for a high firing position and some grenades. Watch for another Drudge. Fight your way across the flight deck, then head up the stairs to a catwalk that leads to the control booth. There’s a Drone in here, and you can throw the switch to launch the Raven once he’s toast.
Head out of the control booth and you can pick off the next few Drones from an elevated position. After that comes…a surprise. Fire away until it bugs off, then shoot the Drones that come up on your left. On the first level up, there’s a short hall with a Gorgon Pistol in it if that’s your kind of thing. Head up another set of stairs for another control room and your team will board the lift.
Now the deck is on fire and you have to hit three valves to put the fires out. Each valve opens up the path to the next one. No Polyps here, so just stay in cover and keep moving. You’ll need to grab a fire extinguisher to clear the path to the last valve and then you’re in for a surprise.
This is a small area, so grab cover and take out the Drones. After a fast and destructive cut scene you’ll have to deal with a big swarm of Polyps before a ramp allow you to continue on and find out the plan from Cole.
Run across the deck, to the maintenance hatch, throw the switch, and meet the Silverback. Hit B to stomp and fire as usual, but remember it’s a Troika-type machine gun, so use the right shoulder button to cool it off.
You’ll have to fend off the Leviathan a couple of times here, and each time you push it back, it’ll throw off Polyps and a Drone or two will show. The big gun is almost useless on Polyps, so get stomping. After you knock the big bad back a third time, Baird will finish him off.
ACHIEVEMENT: Swimmin’ in Glowie Gravy for beating the chapter, 10 points.
Return to the Main Walkthrough Page
Chapter Three
Meet the new crew! Follow the checkpoints to the second stranded base before things get hot. Follow the path to the grocery store, open the gate, and brace for action. Meet the Ultra Drudge. A well-placed grenade will get him out of your way, but now a tentacle comes in and you have to fight off a wave AND the tentacle. Find the tentacle’s weak spot to get rid of it before it releases too many more bad guys.
Next, there’s another Ultra, but a wave of Wretches. Remember these guys? They’re all glowy now, so they do extra damage if they pop on top of you. Follow the path and you’ll crawl through some razor wire to progress.
On the far side, a Lambent stalk will drop a bunch of enemies, so stay under cover and save a grenade for the Ultra. Otherwise, it’s easy to get to the grocery store and bust in.
The grocery store is loaded with glowies, but it’s easy going. The Hammerburst is probably the best gun for this stretch, for its precision, especially when you have to target the mushy bits of a stalk. Watch for a couple of Ultras and you’ll know you’re in the right place when the chainsaws come out.
Proceed into the next room, where you need to destroy a crate to hit a switch. This reveals a loader mech. Use it to clear the locker, pick up the groceries, and bust out the left most door. Ditch it while you take out the stalk (aim for the sticky bits) and assorted glowies in the LZ, then take the food to the chopper. You’ll need to shove some cars out of the way while you make the trip.
ACHIEVEMENT: Get the supplies out for We Struck Gold Son worth 10 points.
Return to the Main Walkthrough Page
Chapter Four
You’ll come into a square with several stalks. Your teammates will remind you to shoot at the pods. You might be a bit busy, however with the Gunker. They take a LOT of killing. Running up and hitting one with a frag at point blank range is dangerous, but effective.
Once you’re done, there’ll be a cutscene, then follow your host, load up on ammo, and head out through the gate. Now you’ll meet two stalks and a Gunker. Remember, they can leave behind a snake-like part that lives on if you don’t keep an eye out. Between the stalks is an elevated platform and behind that is a Boomshot in case you need some help. Head to the garage door and get it open.
Reload as you move through this warehouse, then be prepared as you cross the bridge to the stadium. Two stalks will come up behind you, unloading a Gunker AND some Polyps, bless them. Hope you still have that Boomshot!
Return to the Main Walkthrough Page
Chapter Five
Meet the fans. High road or low road here makes no difference, you meet up quite quickly and face down two Gunkers. Ouch. Once you’re in the locker room, a dream sequence starts, and as far as I can tell, you don’t have to do anything.
As you move up the stairs to meet the boss, look out for a Boomshot. The boss lady will bitch you out, then it’s time for an elevator ride. You can keep cover and pretty much sit this fight out if you want, but there are tanks at the top to evaporate a lurking Gunker.
ACHIEVEMENT: For defending the Cougar’s stadium with the home team advantage you get 10 points.
Return to the Main Walkthrough Page
Chapter Six
From the zipline you can hit some fuel tanks, and watch out for another Gunker when you land. Get him and his cronies out of the way and then follow your directions. You’ll reach a big barricade and the first locust of the game. There is a double machine gun and a sniper dead ahead. Once they go down, a gunner to your right kicks in. He’s easy to take out with some nearby gas tanks. Then the attack comes from the opposite side. Once that’s all done, some Boomers come out. Easy solution? Drop the first sniper and heavy gunner, steal the gun position, and lay waste.
As you move on, you’ll reach another heavy machine gun emplacement, this one reinforced by tickers. If you have a good team, split your focus, otherwise, try to take out the gunner before you’re overwhelmed by popping tickers. Beyond that you’ll hit a roadblock with a boomer and some more grubs.
When you reach the bridge you’ll split up. Both points again meet up quite quickly, but the locust’s incendiary grenades on the lower path make it a lot harder to pass unscathed. ONce you meet together, you’ll find a box of tickers. Hit one or two and the rest will fall. Keep an eye out for more as you cross the bridge. Stay to teh right and go up and then DOWN to drop the mortar soldiers ahead. Then grab a mortar and preapre for the fireworks!
Then make your way further along the bridge, watching out for tentacles and Polyps. When you break out into the open, it’s snipers and a heavy machine gun to watch out for. BLow up a gas tank on a big truck to the left, and then look for the ticker box to give a nice shove to.
ACHIEVEMENT: Putting It Scientifically is yours for defeating the lambent leviathan and you net 10 points.
Return to the Main Walkthrough Page
ACT TWO
Chapter One
You start out underarmed because of the shipwreck and immediately bump into the naked tickers, who will eat unclaimed arms and ammo! As you head toward the ship, you’ll have an opportunity to reclaim most of the guns you had, including the option of a Longshot if you want one. With the fight coming up, it might come in handy.
Old school grubs, drones, try to pin you down. Instead of emergence holes you need to close, they simple explode up through the ground! Their distance from you makes the Longshot handy. Watch out for those new weird tickers while you’re at it, then move on. Head up and over the hill for another small encounter. After this encounter, if you go off to the left instead of on the main path, you’ll find a helicopter crash and a collectible.
When you reach the next area, you’ll get a cutscene and then you have your next assignment. And you come under attack. Of course. This is one of the first really brutal bits of the game. You encounter a new enemy,the Digger, which sends actual grubs which bury through the ground after you and then explode (stay down and get away!), along with drones and snipers. There is a Longshot to your right on your side of the barrier. It’ll help.
Head up along the right path, where more drones will pop up from the earth, and then arc back up to the left if you want to claim a digger gun for yourself. Once you reach the top of the next hill, expect stuff to get weird. Kill the drones to move onto the next step. Use the siege engine to take out the other two, then the Brumak.
There’s a nook off to your left where you can load up on ammo before you move on. Snipers await, so keep your head down. In case you haven’t noticed by now, a lot of your cover isn’t very sturdy, and damage can render it useless for you. Keep moving to avoid being exposed.
Around the next corner you get a chance to flank some grubs, press the advantage and you’ll reach your friends. Catching up with them starts a revelatory cutscene, which gives you your next mission, after you defend yourself, of course. For the first part of the fight, feel free to keep your distance, picking off the charging drones. Once the monster breaks out, though, it’s on.
The game will direct you here, to target the weapons before the beast. Even when the weapons are damaged, they will continue firing. After lots of his firing, he rests, as the weapons cool. That’s your time to strike and strike hard. Once he’s had enough, a reticule will appear on his head, and game over. Before you toast it entirely, if you retreat towards the waterline, you can find a COG tag.
ACHIEVEMENT: For finishing this chapter, you get Okay, Now Find Hoffman for 10 gamer points.
Return to the Main Walkthrough Page
Chapter Two
Load up on arms and move into the tunnel. On the other side you’ll see the dirigible you’re tracking and come under attack by a familiar, but smaller, friend. Let him attack your teammates and you can shoot his vulnerable parts. Otherwise, wait for him to attack you to expose himself.
Once you get through the gate, there will be a digger, some random drones, and then a grinder in an elevated position. As you move on, you’ll fall into an ambush as you move to the next gate. Look for the opportunity to pick up the Cleaver weapon.
In the next section you’ll have to run like hell to get to safety as you come under fire of a catapult. Drones will drop down to fight you, including a digger, and there’s a troika they can use if they’re feeling mean. You can flank to the left, but watch out for a late wave of tickers.
Climb the ladder, use the catapult to thin the herd and then move on. When you reach the top you’ll find a lot of ammo. Along the way, if you’re paying attention, you can get the fabled sawed-off shotgun. Once you clear the area, you get a cutscene.
Return to the Main Walkthrough Page
Chapter Three
You drop down on an elevator and now it’s a bit of a sneak attack. There’s one drone alone ahead of you and this is a perfect time to try a kill you can’t do in open combat. Shoot out his legs and tee off on his head. Once he’s down, watch out for tickers. When you reach a giant gate, wait until the sentry is all the way to the right and then shoot the yellow barrels. His replacement will appear, so drop him before he reaches the emergency horn.
By now you have your choice of weapons, the oneshot, the mortar, the Longshot, etc. I used the Bartok pistol to hit both piles of barrels on either side of the horn one-two. It was the fastest way to detonate both sentries in short order.
Once that’s done, the side entrance will open and three tough drones will come out. Drop them and enter the passage to open a gate into the base. Follow the path to the left, enter through another gate, and you’ll find yourself in an open area with lots of drones. Carve your way through them and blow up the pile of barrels in the center of the next room. Then man the turret to kill the two diggers who show up immediately. Enter where they exited.
In the next room take out the turret gunner ASAP, and the rest of the room will be easy. Proceed to the gate mechanism and open the door to move on.
Return to the Main Walkthrough Page
Chapter Four
Follow the creepy barge. Dodge from cover to cover, avoiding the bombs, and you’ll get a cutscene. Follow the path and you’ll engage some drones on catwalks. Tickers will show up as well. Once you’re done, find the gate to move on.
Welcome to the ticker zoo. The scariest thing you’ll face in here is a digger, but if you like, you can let the tickers out to play and use them against the enemies. Exit for a cutscene.
Welcome to the ticker mines! There’s a Theron guard in here, otherwise it’s business as usual. The tickers hanging from the ceiling can get in your way or be very handy, but you end in an elevated position over a bunch of grubs, so it’s not too rough.
In the next room you’ll be trapped with another baby corpser. Either fire after it opens itself up or flank it and you’re fine. Then the door opens and some heavy duty drones enter. Finishing them off isn’t too much of a challenge.
Now you’re in the corpser hatching grounds, which is just creepy as hell. Eggs start to hatch and you’d best believe they give you all that ammo for a damn good reason. Mama corpser comes in to settle her debt and she is PISSED. You need to hit her in the eyes, and you also need to keep moving, as babies are still running around AND every time you hurt her she calls in two adolescent corpsers and retreats. So the battle takes place over four phases. Fortunately, there’s a checkpoint after each!
Once her eyes are gone she freaks out and starts to tear the roof down. Your company will likely keep falling. Run to the exit signified by the star, just get the hell out as fast as you can. If you beat the clock, it doesn’t matter if your pals are dying. Cue cutscene.
Return to the Main Walkthrough Page
Chapter Five
Well here’s a familiar face. The glowy flying things are a bit like winged tickers. They pop nicely. Take the underground path to the left to stay undercover and let your team catch up with you. When the gate opens, prepare for a fight. There’s a twin gun in the distance, fliers between you and it, and a drone or two, and when you get closer, a digger shoes up. Good times.
Hug the left wall and go through the tunnel to get the drop on a few more Queen’s guards. If you need experience with the bow, now would be the time. Then, head to the gate which leads to the tower. Once inside, move to the elevator, hit the switch, and there you are.
At the top, the gas bag will drop several waves of Queen’s guards. Hold them off and it will dock, release a few more guards, and then it’s all yours. You sail off into the…sunset?
ACHIEVEMENT: You earn Oh Yeah, It’s Pirate Time for completing chapter five, worth 10 more points.
Return to the Main Walkthrough Page
Chapter Six
After hearing from an old friend, mount the gun at the front of the barge and aim for the ammo crates aboard the other two locust ships. Arc and lead your shots a bit. After that, your main mission will hold for a while as you go seek trouble.
Once you land, clear the deck of Queen’s guards, charge the stairs, and on the catwalk turn and kill the Reaver on the building behind you.
Dizzy will give you the chance to load up whatever the hell you like, including your old friend the Hammer of Dawn! Load yourself up because there’s a lot of reavers to kill. Boomers, the Hammer, and the oneshot are all gonna come in handy. After you’ve wreaked your havoc, return to the barge.
Return to the Main Walkthrough Page
Chapter Seven
Once in the air you will come under fire from other gas bags and some reavers. Sometimes an accurate Lancer shot is better for torching off the boxes of ammo than the mounted Boomers. The flying reavers won’t actually give you much trouble, just keep the other zeppelins away.
ACHIEVEMENT: Thanks For Flying GasBag Airways is worth 10 points.
Return to the Main Walkthrough Page
ACT THREE
Chapter One
More familiar faces! And a LOT of backstory. In case you’ve been bored up until this point, mentally prepare yourself. It’s about to get real. Grab some ammo, the Longshots are up on the catwalk, and note the position of the Troika as you follow the star path. You’ll be defending this force against enemy forces. Grab an emplaced gun on the wall and lay waste. When you start taking too much damage, release and drop back to heal instead of relying on your friends to revive you. If you’re playing with a partner. Feel free to stand in and have them revive you every time you drop, or trade places every time you get too much damage.
When the siege engine shows up, don’t even bother. It’ll puncture the walls. You’ll fall back to the next position. Shoot the hanging platform of gas tanks when there’s a lot of guys beneath to take out. Heavy guns start coming out now, Grinders and Boomers. When you are overwhelmed drop back to a troika at the next position and get dug in. Even when the next gate drops, stay here. There are a LOT of Boomers to come, keep aiming for the heads, keep cooling off your gun, and keep at it.
When the last resort kicks in, it’s a simple shot, and an epic cinematic, then a nice chat.
ACHIEVEMENT: You get the Anvil Gate’s Last Resort award for 10 points if you manage to defend the fort.
Return to the Main Walkthrough Page
Chapter Two
Now you have a choice, to truck or not to truck. Because I love you, I’ll tell you about both.
If you take the truck, you’ll ride out toward where your friends are pinned down. When you arrive, the first concern is a digger. Take him out and everyone else is a snap. Then a stalk will burst and you’ll have to run back the way you came. Haul ass, because you have a lot of ground to cover. You’ll be attacked by all sorts of stuff, including a lambent Beskerer, but just keep moving until you’re in the fort.
If you choose to cover the truck from the walls, it’s a bit easier. You can shoot guys, but until the truck flips, nothing seems to count. Once the team is recovered, the Oneshots are really handy. Once the Berserker shows up, it’s a waiting game until the Hammer kicks in.
And now it gets rough. The Beserker follows you in and in following with sci-fi conventions, opens its rib cage occasionally so you can shoot it in its vulnerable spot. Things get MUCH brighter when this happens, so it’s pretty obvious. You can shoot at it while it charges you and duck out of the way, or you can let it beat up on your friends and snipe when the opportunities arise. If you hit it hard enough, you can stop its rushing. Using a Longshot from the hip can be very effective. Once it’s really started to be damaged, it’ll start dripping emulsion, which will hurt you to touch. Luckily, once it drops you, it generally won’t keep after you, so your friends can help you.
ACHIEVEMENT: You earn Was It Good For You for 10 points for dropping the lambent Beserker.
Return to the Main Walkthrough Page
Chapter Three
Who missed vehicle levels? Anyone? Anyone? Well, tough, you get one anyway.
You get a 180-degree field of fire. This gun doesn’t cool down, rather it has to recharge to get more ammo. You’ll be dogged by Reavers and subjected to some very rough driving. Blow three imulsion pipelines in a row to clear your path.
Next is a section with lots of Corpsers. Honestly, unless you’re playing on a very challenging difficulty, while cinematic as all hell, this section isn’t too challenging. You drive over as many of them as you kill. Mama shows up, blast her, you move on.
In the next section, you’ll be jumped by a junior corpser and have to drop a couple of Reavers. Then you’ll be pinned down and have to fight off a couple of waves or drones and a few riders, but with your big-ass gun it’s not too tough.
The final run includes a LOT of explosive barrels, which help, but mostly unless you really let the team down, you’ll be fine for the home stretch.
ACHIEVEMENT: You get 10 points for the Lost Your Good Driver Discount.
Return to the Main Walkthrough Page
Chapter Four
It’s quite…too quiet. As you proceed, you’ll be notified of an almost emergency. Move up to the object and simply interact with it to defuse the situation. No problemo. More charges will come up as you move along. You will need to defuse them in a timely manner. When you hit the third one, you’ll get a cutscene.
Follow the star path and you’ll reach another cutscene. Aaaaand then you get to face some creepy, although easily killed, bad guys. A shotgun is useful against them, but don’t melee them, as when they pop, they’ll do damage if you’re close. Once you kill all the freaks, a door will open that lets you lower a ramp to escape.
Next is a nice big open courtyard, so you know what’s coming. At the far end is a Vulcan machine gun, but unless you have a buddy to keep you loaded, stick with your lancer, since the Lambents only require a shot or two. There are two ammo boxes for reloading anyway. A wave comes from the left and then the right and when you’re clear you can ascend. Follow your new host for a cutscene.
Kill the invaders, follow the path, and when you’re done clearing the courtyard, another group of attackers will come from the tower. Once they’re gone, enter where they came from and face right to cut down a new wave. Follow the path to a gate and a cutscene.
Follow the path, enter the church grounds, and you’ll identify the pump mechanism to activate another cutscene. When you’re done, you’ll have to clear the church. Once you’re done, clear the barrier, drop into the tunnels, hit the elevator, and throw the switch.
ACHIEVEMENT: You get the Brothers To The End achievement, for 10 points, for completing this mission.
Return to the Main Walkthrough Page
Chapter Five
Well holy crap. Batten down the hatches kids. First, you’ll face a wave of drones from beneath you, including a number of Boomers. Then they’ll try to come up to you. THEN a wave will come from behind, including Lambent zombies, THEN two stalks pop up on you. There’s plenty of ammo lying around, and a shotgun is pretty handy around here when things get close. Get the killing done, and you get a cutscene. And things get really ugly.
Return to the Main Walkthrough Page
ACT FOUR
Chapter One
The path you have to follow is easy to navigate. If you want a bonus ACHIEVEMENT, do NOT under any circumstances touch or disturb any of the ash bodies. Your teammates may bother them, but you can’t. You’ll come under attack a couple of times, but it’s building tension, you’re not in any real danger. A large group of Polyps will pop up, but your team can take care of them without you, fall back to keep from hitting any ash folks. Then open the door.
Move through the new section, where there are a couple of more traps, but nothing big to worry about. Once you reach the end of the road, it’ll say you need to survive the attack. Stay BACK as soon a stalk is coming, with lots of Lambent to kill.
Once you’re inside the base, on the way to meeting Griffin, look for a cage door on the right, with a woman and arms inside. If you didn’t hurt any of the ash bodies, it’ll open and you get a secret weapon stash!
ACHIEVEMENT: Respect For The Dead is yours for 5 points and some extra armament!
You’ll arrive by elevator and have another chance to grab some ammo.
Return to the Main Walkthrough Page
Chapter Two
Progress down the hill and when things open up a bit, get ready for a fight, announced by the arrival of some Polyps. Two stalks will appear, and a lot of glowies. If you’re in co-op, you can split up and flank to both sides. The path up to the left offers lots of cover and an elevated attack position.
The next big encounter starts with a couple of Polyps again, and takes place on a split level. Stick to the right and you’ll be above much of the fight. It ends with a drone dropping in on things on a cargo container. Then you’ll want to keep moving and start running.
Once you reach the end of the trail, you’ll be at the tower, and here comes a stalk! If you stay under cover and bang away with heavier weapons, you’ll be fine, but keep hitting those pods, as there are several waves of reinforcements to face down.
Once you get inside, follow the star path to turn the elevators on, then prepare for a challenge. Each elevator deposits a load of those lambent zombies, easy to kill, but there is a LOT of them. Once that’s done, you find an alternative way up. On this elevator, you’ll be joined by a Gunker. Lucky you. I happened to still have a torque bow, which helped a lot. Otherwise, keep moving around him!
Return to the Main Walkthrough Page
Chapter Three
Follow the path to the cable car and hit the button. It’s stuck, so head through the barbed wire barricade on the far side. Follow the path through the station, facing down the zombies on the way, cut the cable, then return to the car. Easier than it sounds, however. Grab yourself some ammo before getting close to the car, as it will start a cutscene and put you onboard.
And just when everything seems to be going as planned, of course it isn’t. You’ll cross via cable car, and a barge approaches on either side, filled with Queen’s guards. A grenade or two is very handy. Once you’re on the other side, follow the radar, kill the grubs, and keep going. You’ll fight through the burning building, mostly just more guards, a few of those creepy flying tickers, and get to Dizzy.
ACHIEVEMENT: You earn 10 poitns for Think You Can Handle That? for completing this chapter.
Return to the Main Walkthrough Page
Chapter Four
You’re in a shipyard now, looking for a submarine, of all things. An attack comes almost immediately. Take cover in the containers on the right side of the screen, as more attacks will come from the left, including a barge that drops off a Boomer and a handful of Therons.
Another batch of Therons and a Boomer will be guarding the hanger when you get there. Kill them off and enter. And of course you didn’t expect it to be that easy did you? Follow the path to hanger number two.
They call these monsters serapedes, and against gaming logic, you have to blast them away from the ass on up, instead of aiming for the head. Once they’re clear (and the snipers that will try to kill you at the same time) head off to the right to reload before entering the next hangar.
Return to the Main Walkthrough Page
Chapter Five
Now you have two fetch quests to get the boat back on line. The maintenance bay for a part or the dockyard for fuel.
When you enter the dockyard, you get a chance to load up on ammo first. Take advantage of it. Once you’re through the door, there’s a number of heavy grubs, including one on a Troika, and once the action heats up, some tickers join the party as well. Stay back, and if you’re smart you’ll bring a Longshot.
Once the room is clear, load up on guns, bring your friends, and head into the next room. Here you’ll reach the docks themselves, where you’ll face a lot of grubs, including some mounted ones, before assaulting the ship. You’ll need to run to the far end of the dock to throw a switch to move the rap to board the ship. Once on board, clear it out, and move to the crane control room in back.
Now the bad guys will attack you on the ship, so the mounted gun comes in very handy. Two more mounted drones are gonna join the fun, as well as two reavers and a set of guards. On the harder difficulties, this will be brutal, but on normal it’s not too rough. Then return to the room next to the crane control to get the gas into the sub.
Before you get the rotor you need, load up again. A shotgun might come in handy. As soon as you’re into the next room, there’s a very heavy wave of Wretches, so don’t actually enter the room. Stand in the space before the warehouse opens up and pick them off. Some tickers are thrown in for good measure. Then look right, as the warehouse doors open, and things get hot.
There are a few guards, and after them you’ll see two turrets. There are two conveniently placed artillery carts that you can shove to take out the turrets, and some floating tickers will get thrown into the mix. Move down the ramp and through the door on the left. Inside is an elevator that will take you to the top.
As soon as you’re off the elevator, the space on your right will need your attention. There’s a big selection here, including a Boomer, a Grinder, a Kantus up top, lots of guards, and just when you get them all mopped up, a gas bag moves in with more guards. If you’re on the spot, one or two grenades will take out most of the guards as they drop in from the air, as they all land close together.
Jace will point out the maintenance area, so follow his lead, and there you’ll find a drydocked ship. On it is a Berserker and a couple of guards. When they’re out of the way, another wave comes. Up on top of the ship is the rotor and the loader for carrying it. Pick it up, head toward the door, and then through another door.
Out here you come under attack by a few guards and another Berserker. Then a reaver drops in. Fortunately, there’s a boomshot just sitting around, so he’s easy to drop. Then, return to the loader and head for the next door. One more door and you meet up with Dizzy.
Now you have to escort the sub forward. You’ll come in on a catwalk on the left side, with a guard or two, and you’re in a great position to drop the Boomer and Grinder on the floor. Once that’s clear, now it’s your turn to cover the floor, and your teammates will go up on the catwalk to your right.
Clear the next area, which is a bit less challenging, and then through the last door, you get a nice big fat array of heavy drones. Some flying tickers and a reaver join the party for good measure. Up in the office on the top left is a Vulcan, and on the catwalk in the middle of the space is a Oneshot. Both are very helpful at this point. There’s also a decent amount of ammo lying around. And you’ll need it.
If you didn’t use the Oneshot, bring it with you. Because now you face the armored Kantus. That means he can ressurrect the guards you kill, and he’s only vulnerable to explosions. A boomshot or a bow will help to no end. They run, the roll, and they use double Gorgon pistols. More guards, another serapede, and one more for good measure. But that’s all. No problem by now, I’m sure!
ACHIEVEMENT: For retrieving the sub, you get the Baird’s Favorite Kind of Toy achievement for 10 points.
Return to the Main Walkthrough Page
Chapter Six
Who’s excited about another vehicle level? Hooray! This time you’re in a gun pod on the submarine. Eventually the undersea creatures get a bit uppity, and you need to fend them off. As with similar levels in the prior GOW games, the sub can only take so much damage. Your pod can rotate 360 degrees, so be sure to cover all angles. Cool the gun off just like a Troika. Your teammates will call out things like “dead ahead” to help you out as well.
After you encounter the next giant critter, you’ll start to enter mine fields. Shoot the chains, not the mines, or else you can damage the ship. Once you’re in the tunnels, the game will keep reminding you to shoot the critter in the mouth.
Next you’ll hit some current, and there are mines in it that you need to shoot to keep them off the sub. After that, just to mix things up a bit, you’ll encounter automated torpedo turrets. Keep a steady stream of fire makes it easier to shoot down the torpedoes, but you also have to destroy the turrets. Finally, you’ll reach a door you need to shoot open. Once inside you will face a big wave or torpedoes and then the two turrets firing them. Welcome to Azura.
ACHIEVEMENT: Or, more specifcally, Welcome to -redacted- according to the achievement. You get 10 points for finding something that is not supposed to exist.
Return to the Main Walkthrough Page
ACT FIVE
Chapter One
Proceed forward, and look to your left for a group of guards. After that, move straight ahead. There will be a group of guards reinforced by wretches. When you reach the top, a train will arrive with more guards. A well-placed grenade can take out most of them, but there’s a machine gunner to your left, so keep to cover. Once the enemies are dispatched, the train will explode.
After a chat with your dad, proceed along the path. To your left when you go down some stairs is a Silverback. Immediately to the right of it is a switch that will deploy it. Hit it and climb in. Remember to keep your gun cooled off.
As soon as you move into the next space, there’s a guy to kill. After that are two guards and a Reaver that you can make short work of. Once in the suit you can lay a lot of waste. Proceed toward the star path, killing guards along the way. You’ll encounter some wretches and a boomer along the way. One more Reaver will show up, but with your heavy gun, he’s easy. As you proceed, more guards, more wretches, and another boomer, but nothing should be too tough.
Your father will direct you back to a huge door you already passed, and two boomers are behind it. Finish them off and follow the path. You’ll reach a train station with some guards, and once it’s cleared, ditch the silverback to cross the tracks and throw the switch. Proceed down the tracks, and clear them when you hear the train coming (dur). Head up and over the tracks, clear a few guards and two boomers, and you’re on to–
Return to the Main Walkthrough Page
Chapter Two
Jump into the elevator and hit the switch. When the elevator stops, run out to your left and prepare for a wave of wretches. When they’re done, head straight forward, following the star path, and prepare for a few guards. Follow the radar to a set of ladders you can take up.
Once you enter the next section, be prepared for two Reavers in a row, plus assorted other guys. Heavy guns help to no end. As you move around the bend, you’ll see the Maelstrom tower and a new group of enemies. They’re not a challenge, but they end with an armored Kantus, so remember the explosives! When you’re done you’ll hit another elevator.
As soon as you get off the elevator, there’s a few guards to deal with. Unfortunately there’s little enough space there that your crew can get in your way. When they’re down, a flamethrower boomer will come in from the right.
In the next section, you’ll face some drones and two flamers, and around the corner another drone and ANOTHER flamer. Aim for the tanks to save yourself some hassle. Keep moving and you get to turn off the Maelstrom generator. There are three switches. One is right head of you. One is far past that, and one is deeper in the guts of the generator. Two flamers are in here, too, in addition to some other guards, so be careful. Once the generator is down, follow the star guide.
Now it’s time to kill the coolant to the generator. Once you reach the top of the stairs, prepare for some sneaky BS. There’s a guard hiding in the steam ahead of you. The first valve is right behind him. Once you move to the right, another group of guards will break open the windows and fire at you. One good grenade can clear them. Move around the circle and a grinder will show up and when he’s done, there’s another valve behind you.
When you move to the stairs to go down, more windows will crash open with guards, so stay at this elevated position to clear them both. Then head down to find more valves. On the middle floor, you meet an armored Kantus and there’s just one more valve. Head down again for the final valves and two more Kantuses (Kanti?). You might want to grab the boomshot on the middle level before heading down.
After the two armored guards, there’s two valves on this level, and then you get a cutscene. After that, RUN! Follow the stars and get out of the facility. There’s a surprise grinder at the end in a library like space, but as soon as you drop him, it’s all over and you made it.
ACHIEVEMENT: Completing this level nets you 10 points for Look At That, Instant Summer.
Return to the Main Walkthrough Page
Chapter Three
Hey, look at that, Jack’s back! Head up the hill and prepare for some old school GOW action. The chopper will give you cover, and first you get a wave of Wretches, and then more guards than you’ve seen to date, including lots with bows, so keep your head down. The chopper helps a lot, and the guards are spaced out enough that you can keep moving. There’s a grinder between you and success as well. Once you near the top, gas bags will be inbound.
Grab the catapult to drop three zeppelins coming in on your left. Then you’ll head inside for some walking and exposition. Load up on the ammo you see around you in the hotel. Once outside again, there’s a host of guards, including some reinforcements who drop in, between you and the next catapult. Once you reach that, you’ll drop a reaver and then have to take out the dam.
In the next section, you’ll get hit hard. Therons will drop in from the roof, there are grenadiers to your right, a boomer and a berserker to the left, and once they’re through, the door will bust open with another group of guards and mounted grubs. A couple grenades or the boomer’s boomshot will help a lot.
In the next section, you can see the seige beast, but there’s a fleet of guards and two more armored Kantus between you and it. Hope you’ve still got some explosives left. Once they’re cleared, reinforcements will arrive from the left, including another berserker. After that, grab the catapult and drop the barge to end the chapter.
Return to the Main Walkthrough Page
Chapter Four
COLLECTIBLE: As you move up the stairs, look for a bust at the end of the entry hall.
Move into the lobby and hit the elevator button. Once you’re at the top head outside for a cutscene. The next fight is rough. There are guards, two blood mounts, and an armored Kantus to round things out at the end. The really tough part is that you will be under constant mortar fire. This both helps and hinders you. If you’re caught in it, you go down fast. On the plus side, it’ll thin the herds pretty quickly.
The mortar grub is on the central platform, and easy to take out once you’re at the top of the stairs. Just go get him. Then head for the area with the sandbags and dig in because the lambent are coming. It’s all the usual suspects, making this chapter basically a greatest hits of all the previous levels’ enemies.
Return to the Main Walkthrough Page
Chapter Five
Now the grubs throw just about everything at you. There are THREE boomers coming down the stairs, and a posse of guards. After that, on the next level, there are two blood mounts, a fistful of guards, and everything ends up with a reaver. Good times. Fortunately there’s plenty of cover and ammo.
When you’re done, head to the far end to activate the elevator. Once that’s taken care of, stalks will enter the area, and you’ll have to hold off the lambent till the elevators arrive. You can’t win this fight, just keep them at bay. Kill the pods as soon as you see them to keep the waves of enemies down. Keep it up, and the elevators arrive.
You’ll need to defend the elevator against grapnels and watch for a grinder. Then you’ll face an emergency and a quick jump to safety. Once you arrive at the top, you’ll see a number of guards, and there’s a Kantus running around too, so take him out first to prevent ressurection. There’s a Longshot off to the left as you get off the elevator.
Once you’ve cleared the area, head upstairs, face a few more guards, and then the Queen shows up. Her bug breathes fire, so stay under cover and run up two more levels. Once at the top, her weakness is revealed, so stay under cover again until the fire stops, then charge and cut the cables, which are marked with the stars. One-two-three and splat.
COLLECTIBLE: There are cog tags behind some boxes you can destroy off to the right when you come out of the elevator shaft.
Once out of the maintenance spaces, you’ll sneak out on some grubs, including a grinder. A quick application of a grenade is idea. A berserker is across the way, so grab the Mulcher and cut him down. At the end of the hallway to your left is a turret, block the way to your dad. Between you and the lab is another grinder and some more guards.
Off to both sides of the lab are rooms with security panels you need to deactivate. The one on the left just has guards, the one on the right houses a grinder, as well. When they’re both turned off, return to the lab.
After the cutscene, a stalk will show up, so man that Troika and show the lambent what’s what. When the coast is clear, go back down the hall to the elevator.
ACHIEVEMENT: Ok. Faith. Yeah. Got it. This achievement is yours for completing the chapter. 10 points.
Return to the Main Walkthrough Page
Chapter Six
Clear the roof. It sounds a bit easier than it is, but the baddies are also all fighting each other, grub to lambent, which helps. Once the roof it clear, Dad will run to activate his weapon.
Here comes the giant bug. You will need to take cover behind the arches, and move from arch to arch when it does. It deals a ridiculous amount of damage, so be careful, but when it’s between firebreathing rounds, it’s vulnerable and has a pretty big mouth to shoot at.
Once it goes down for the first time, your dad will change some stuff around and you can grab a Hammer of Dawn. Now, this only works the first time, and then you need to switch back to your regular guns. After that, the monster will be vulnerable to the Hammer again. If you run out of juice, return to where you got it in the first place. Stay under cover and keep at it.
You’ll repeat the process several times, and reinforcements will show up while you do. On the easier difficulties, you can rely on your team to take them out while you focus on the giant beast. Keep reloading the Hammer and reload your other weapons when necessary.
ACHIEVEMENT: Right about now you’ll get 10 points for You’re Dead! Now Stay Dead!
Return to the Main Walkthrough Page