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Gears of War 4 eGuide
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Contents

  • Introduction
    • Twenty-Five Years Later…
    • About This Guide
  • The Next Generation
    • The Squad
    • Supporting Cast
  • Basic Training
    • Controls
    • Campaign Modes & Difficulties
    • Navigating the Battlefield
    • Combat: The Finer Points
  • Campaign Arsenal
    • Primary Weapons
    • Heavy Weapons
    • Grenades
  • Enemy Forces
    • DeeBees
    • Swarm
  • Campaign
    • Act 1
      • Prologue
      • Chapter 1: The Raid
      • Chapter 2: In and Out
      • Chapter 3: New Friends
      • Chapter 4: A Few Snags
    • Act 2
      • Chapter 1: The Prodigal Son
      • Chapter 2: Geared Up
      • Chapter 3: Plan B
      • Chapter 4: The Great Escape
    • Act 3
      • Chapter 1: Almost Midnight
      • Chapter 2: Night Terrors
      • Chapter 3: At the Doorstep
      • Chapter 4: Do Not Go Gentle
      • Chapter 5: Elevator to Hell
      • Chapter 6: Origins
    • Act 4
      • Chapter 1: Get Out
      • Chapter 2: No Detours
      • Chapter 3: Knock, Knock
      • Chapter 4: Powerless
      • Chapter 5: Storm Warning
    • Act 5
      • Chapter 1: Convergence
      • Chapter 2: Killing Time
      • Chapter 3: Gate Crashers
      • Chapter 4: Release
  • Multiplayer
    • Multiplayer Basics
      • What’s New to Multiplayer?
      • Getting Started
    • Multiplayer Arsenal
      • Overview
      • Pistols
      • Assault Rifles
      • Submachine Guns
      • Shotguns
      • Marksman Rifles
      • Explosive Weapons
      • Grenades
      • Heavy Weapons
    • Multiplayer Modes
      • Team Deathmatch
      • Dodgeball
      • Arms Race
      • Escalation
      • Guardian
      • Execution
      • King of the Hill
      • Warzone
    • Multiplayer Maps
      • Overview
      • Dam
      • Fallout
      • Forge
      • Foundation
      • Gridlock
      • Harbor
      • Impact
      • Lift
      • Reclaimed
      • Relic
  • Horde 3.0
    • Overview
    • Classes
    • Enemies
    • Fortifications
  • Appendices
    • Level Progression
    • Ribbon Awards
    • Cards
      • Overview
      • Emblems
      • Multiplayer Characters
      • Weapon Skins
      • Horde Class Skills
      • Horde Class Skill Cards
      • Horde Bounty Cards
      • Versus Bounty Cards
    • Achievements
      • Overview
      • Campaign Mode
      • Horde Mode
      • Campaign or Horde Mode
      • Versus
      • General Achievements

Gears of War 4 Guide › Campaign › Act 1

Chapter 3: New Friends

Collectibles

DeeBee Safety Notice

Situation Overview

With the Fabricator in their possession, the squad returns to Oscar triumphantly, only to find him tied up by DeeBees. Apparently it was safer for Kait inside, after all! But just when things appear to be going from bad to worse, a mysterious transport cart arrives with instructions for them to get in. There’s no telling who sent it or where it will take them, but right now they’re in no position to question this stroke of good luck.

Settlement 5

Objective: Defeat the Attacking DeeBees

JD and company get knocked from their transit cart as a Condor deploys multiple DR-1 robotic soldiers. These upgraded DeeBee units are far more resilient and wield far deadlier weaponry. Stay behind cover, target the nearest enemy, and focus your firepower on it until it is destroyed. DR-1 units don’t utilize cover. Instead they simply march straight toward their target, using thrusters to either side-hop or leap up and over cover. DR-1 units have been programmed to be purely offensive and will not seek self-preservation like the Shepherds.

Eliminate the first pair of DR-1 robots with concentrated firepower, then rush forward and swap the Shock Enforcer out for the Overkill. Duck behind cover as another Condor swoops low overhead and deploys a second wave of DeeBees.

Take cover off to the side and allow Kait and Oscar to draw the DR-1s’ attention.

DR-1 Self-Destruct

The more menacing DR-1 will run a self-destruct sequence if critically damaged but still mobile. It will quickly stride toward the nearest member of your human squad and detonate like a grenade. Dash away or, better yet, put another round into the DR-1’s head before it gets too close.

The Overkill is a semi-automatic shotgun that fires large-diameter projectiles with each pull—and release—of the trigger. Although it can only load four shells at a time, each shell can be fired twice. The Overkill has tremendous kick, so aim low, especially if you wish to squeeze rapidly for a high firing rate. It only takes a few shots from the Overkill to down a DR-1, but ammo is limited so make your shots count! Each wave deployed by the Condors also contains a pair of Shepherds. These lesser foes will hang back, behind cover, while the DR-1s march forward. Don’t target the Shepherds until after the DR-1s have been eliminated.

Use the Overkill dropped by the first DR-1s to destroy those in the second wave.

Objective: Get the Fabricator Out of the Settlement

Del and Oscar carry the Fabricator, leaving JD and Kait to lead the way. Advance toward the smoking debris in the distance, while keeping to the right-hand side of the street. A DR-1 bursts through the brick wall on the left, but it’s not alone. Target the Trackers by its side with the Overkill to quickly detonate them next to the larger foe.

Enter the building, kick open the double doors, and proceed to the courtyard out back. As always, make sure your weapons are reloaded before exiting.

Checkpoint Saving

Watch for the brief message that appears on the lower left corner of the screen whenever you reach a checkpoint. Checkpoints bookend major fights. Let them be your cue that the action is about to heat up if you’re enjoying a brief reprieve from combat.

Multiple drop-pods are deployed by another Condor as soon as you reach the exterior. Stick to the porch to maintain an elevated position and use any grenades you have with the Overkill to beat back the DR-1s. Slip out of cover and down the steps to the right to eliminate any Shepherds moving alongside cover on that side of the garden so you can flank the remaining DR-1s. The larger foes will likely be distracted by Kait and the others, giving you a chance to open fire from their blindside.

The Shepherds emerging from the pods will fall back, making it better to focus on the DR-1.

Circle around to the right to get the drop on the remaining Shepherds. There’s an ammo crate atop the steps to the right of the brass statue should you need it. It is probably much safer for you to get this crate than to try and salvage any Overkill ammo from the center of the garden.

Stay behind cover on the far right side of the area to have a clean shot at the DR-1 with the Tri-Shot.

A lone DR-1 armed with a Tri-Shot attacks last. Use the available cover along the periphery to flank it. If forced to contend with it head-on, stay in cover and blind-fire the Overkill one shot at a time to ensure you don’t waste ammo. Don’t poke your head out for any reason! Swap to the Gnasher and finish off any remaining Shepherds.

Grab the dropped Tri-Shot as another Condor approaches and mount it atop the wall near the ammo crate. Take aim toward the large bronze statue and wait for the DeeBees to come marching into your line of fire.

Behold the Tri-Shot!

The Tri-Shot may resemble the Mulcher in form, but it functions a bit differently. The larger-diameter shells pack a greater punch, but not without a penalty. Fire in short bursts to keep the unique crosshairs on your target. It also helps to aim a little low when first targeting an enemy, so you can use the weapon’s rise to pepper the torso and head of a foe with each burst. Like the Mulcher, you’ll need to allow the weapon to cool off periodically. Monitor the temperature gauge near the ammo count and note that each of its three barrels can overheat independent of one another, so vent frequently.

[1] DeeBee Safety Notice

This collectible is beside the bench in the near-left corner of the courtyard where you get the Tri-Shot. Loop around the obstacles in a counter-clockwise direction after defeating the third wave to find it atop the right side of the bench.

Lead your squad through the hole in the wall and kick open the double doors across the road to enter the next construction pit. Retreat to the upper walkway once multiple Trackers enter from the pipe and the area above it. Don’t waste any Overkill ammo on the Trackers; use the Snub Pistol and melee attacks instead. Keep the Fabricator between you and the Trackers for added protection.

Continue through the utility corridor to the next construction site, grab the Overkill leaning against the crate, and get ready. More Trackers and DR-1s are inbound. Use the bin of pipes and the vertical beams up ahead for cover. One final enemy will burst through the wall up ahead—that’s your way out!

Use the containers of pipes in the center to play keep-away from the charging DR-1s.

JD alerts the squad to DeeBee Snipers up ahead. Take cover behind the taller piles of construction materials and use the Hammerburst or Markza Mk1 to take them out from afar (obtained from the Fabricator). If this proves too difficult, sprint to the taller cover nearest the Snipers and use the Overkill or a grenade from that position. Multiple Trackers drop into the pit after you destroy the Snipers, so stay on guard. Swap out the Overkill for the EMBAR Sniper Rifle dropped by one of the Snipers and gather up the other rifles for additional ammo. Don’t leave this area without it!

The Hammerburst and Markza Mk1 are your best option against Snipers. Get them from the Fabricator.

Eliminate Wooden Cover

Shoot any wooden crates or stacks of pallets in the area so that the Shepherds that deploy on the ground can’t take cover behind them.

Ascend the ramp to reach the crane and use the Snub Pistol to shoot the hook holding the suspended platform. This drops a bridge into place for your squad to cross. Don’t target the other hooks just yet!

Target the hooks on the crane to drop the building materials atop the DeeBee security force.

Take cover at the base of the crane, wait for the DeeBees to come forward, then shoot the second hook to crush several of them. Shoulder the EMBAR Sniper Rifle and take aim at the DR-1s that attack next. Hold the trigger to charge a shot, wait for the reticle to tighten, and release the trigger with the crosshair fixed on a DR-1’s head. You only have a brief period to fire the shot, else the EMBAR will vent the current one and require you to charge up another shot. Don’t worry if this happens, as it doesn’t waste any ammo.

Wait for the additional snipers to move into position along the upper walkway on the left, then, once they’ve advanced to the corner, shoot the hooks on the other cranes to crush the Snipers with the building materials. Pick off the remaining DeeBees and approach the gate.

Stay in cover behind the crane and use the EMBAR to snipe the DR-1 carrying the Tri-Shot.

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