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Gears of War 3 eGuide
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Contents

  • Introduction
    • We’re All Stranded Now
    • About This Guide
  • Characters
    • Overview
    • Delta Squad
    • Supporting Cast
  • Basic Training
    • Overview
    • Controls
    • Campaign Modes & Difficulties
    • Navigating the Battlefield
    • Combat
  • Weapons
    • Overview
    • Assault Rifles
    • Power Weapons
    • Heavy Weapons
    • Pistols
    • Grenades
  • Enemies
    • Overview
    • Lambent
    • Locust
  • Campaign Walkthrough
    • Act 1
      • Prologue: Troubled Past
      • Chapter 1: Anchored
      • Chapter 2: Abandon Ship
      • Boss Battle
      • Chapter 3: Homecoming
      • Chapter 4: Helping Hand
      • Chapter 5: MVP
      • Chapter 6: Hanging by a Thread
    • Act 2
      • Chapter 1: Shipwreck
      • Chapter 2: House of Sand
      • Chapter 3: Forced Entry
      • Chapter 4: Trench Run
      • Boss Battle
      • Chapter 5: Hijack
      • Chapter 6: Airborne
      • Chapter 7: Touchdown
    • Act 3
      • Chapter 1: Unbreakable
      • Chapter 2: Rescue
      • Boss Battle
      • Chapter 3: Breakneck Run
      • Chapter 4: Ghost Town
      • Chapter 5: Brothers to the End
    • Act 4
      • Chapter 1: Ashes to Ashes
      • Chapter 2: Crater
      • Chapter 3: Hang ‘Em High
      • Chapter 4: Batten Down the Hatches
      • Chapter 5: Bon Voyage
      • Chapter 6: Watery Grave
    • Act 5
      • Chapter 1: Home Away From Home
      • Chapter 2: Blackout
      • Chapter 3: Shattered House
      • Chapter 4: Threshold
      • Chapter 5: Ascension
      • Chapter 6: Reckoning
      • Boss Battle
  • Multiplayer
    • Movement
    • Advanced Movement
    • Gears Concepts
    • Cover
    • Combat
    • Team Play
    • Weapons
    • Map Attributes
    • Multiplayer Modes
    • Multiplayer Arsenal
      • Weapon Spawning
      • Weapon Damage Table
      • Rifles
      • Shotguns
      • Pistols
      • Grenades
      • Power Weapons
      • Heavy Weapons
    • Horde Mode
      • Horde Basics
      • Base Building
      • Horde Quick Tips
    • Beast Mode
      • Overview
      • Waves
      • COG Forces
      • Fortifications
      • Cash
      • Beast Forces
    • Multiplayer Maps
      • Overview
      • Checkout
      • Drydock
      • Gridlock
      • Hotel
      • Mercy
      • Old Town
      • Overpass
      • Sandbar
      • Thrashball
      • Trenches
  • Collectibles
    • Act 1
    • Act 2
    • Act 3
    • Act 4
    • Act 5
    • Ribbons
    • Medals
    • Mutators
    • Weapon Skins
    • Multiplayer Executions
    • Multiplayer Characters
    • Avatar Awards
    • Achievements

Gears of War 3 Guide › Campaign Walkthrough › Act 1

Chapter 1: Anchored

Objectives

Get Dom.

Get Jace.

Meet Anya.

Meet Prescott on the helipad.

Secure the deck.

Raise the deck lift.

Head to CIC to view Prescott’s message.

Defend the Raven’s Nest.

Get to the captain’s quarters.

Use the fire extinguisher to put out the fires.

Collectibles

Twenty Dollar Bill

Dom’s Psych Report

Requisition Form

COG Tag

The sinking of Jacinto brought a temporary triumph in the war against the Locust, but not without significant cost. The surviving citizens, along with the remaining members of the Coalition of Ordered Governments, abandoned their homes to relocate to the island of Vectes, beyond an ocean trench too deep for the Locust to burrow under. The island’s naval base and obsolete fleet of Raven’s Nest warships helped ensure a safe exodus from the Sera mainland. Not all of these newfound Stranded took to dry land, however. Some, including Marcus and the surviving members of Delta Squad, moved into permanent residence aboard the CNV Sovereign, a rusting helicopter carrier nearly fifteen years past its expiration date.

CNV Sovereign

Get Dom

The Sovereign has entered hazardous waters, and a crew is needed for watch duty: Marcus Fenix, Dominic Santiago, Anya Stroud, and Jace Stratton. Naturally, it’s up to Marcus to wrangle up the others. Exit the cabin and turn to the right. Dom’s cabin is adjacent to Marcus’s cabin, as indicated by the sign above the bulkhead door.

adam’s award

Marcus’s cabin has a container for his father’s Octus Medal. Perhaps you’ll get a chance to find the artifact that belongs in this container later in the campaign…

[#2] Twenty Dollar Bill

The first collectible in this chapter is inside Marcus’s cabin, on the edge of the table. It’s a twenty dollar bill. Coalition Reserve currency may not do him any good now, but the cash reminds him of better times…and bets made with Dom.

[#3] Dom’s Psych Report

Enter the infirmary across from Dom’s cabin. The write-up on Dom’s mental state is attached to the clipboard in the back corner, near the chair and sink. Few members of the Sovereign’s crew have had it as hard as Dom…

[#4] Requisition Form

Step inside Baird’s cabin on the left before you lead Dom up the stairs. Baird is currently out on a supply run, but he filled out the form on his workbench before he left. It has to be hard to keep Jack in working order when you’re stranded at sea.

Get Jace

Lead the way up the stairs to the recreation room on deck two. Jace is off to the right, banging away on the Candy Striper vending machine in hopes of getting its last pack of gum. Note the desiccated Lambent Stalks out the window, and round the column to meet up with Jace. Give the machine a swift kick to show the corporal how it’s done.

Interact with the Thrash Ball arcade game to hear Cole Train’s most popular catchphrases. Whoo!
Meet Anya

Lead Dom and Jace up the stairs toward the captain’s quarters. Lieutenant Anya Stroud is just around the corner, being briefed on a current inbound Raven. She fills in Marcus and the others on the surprise radio contact they’ve received—they can’t believe who’s aboard that chopper…

Tickle the Ivories

Marcus can bang away at the piano in this room with Anya. In fact, multiple pianos with which you can interact are scattered throughout the campaign. Just don’t expect to make beautiful music.

Meet Prescott on the Helipad

The disgraced Chairman Prescott has returned from his self-imposed exile and is scheduled to land momentarily on the starboard deck, but he’s not the only arrival. Numerous crab-like creatures known as Polyps have somehow boarded the ship and made their way inside. Delta Squad hasn’t encountered a Polyp in months! Equip the Lancer by pressing Right on the D-Pad, and open fire on the Polyps entering through the open door. Don’t worry about taking cover, as these particular specimens are unlikely to perform their spit attack. Just shoot them before they get too close.

Open fire with the Lancer to fend off the first wave. Then gather up more ammo from the armory on the right before you climb the stairs.

Lambent Explosions

Lambent creatures are filled with Imulsion, the toxic substance humans and Locust have long fought over to fuel their respective colonies. Imulsion is the Lambent’s lifeblood, and each Lambent death is marked by a dangerous explosion that showers everything nearby in Imulsion. This is one of the COG’s greatest threats. Be extra careful around Lambent and avoid killing them at close range, as even the lowly Polyps can inflict significant damage if several erupt near the COG. Larger Lambent yield far deadlier Imulsion bursts.

Secure the Deck

Fight your way up the stairs to the ship’s deck, where a number of Lambent are fast approaching, led by one of their tougher variants, the Drudge. Drudges release massive Imulsion explosions upon destruction, so keep your distance and focus your fire on them first—the Drudges you encounter here don’t mutate. Use the crates and barrels for cover, and gradually push across the deck as you defeat each line of Dark Drones. Blind fire with the Lancer over cover to combat the nearest Dark Drones. Toss a Frag Grenade at the group of Dark Drones before they split up—this is also a great way to destroy fragile wooden crates and remove cover.

Aim for the enemy’s head to inflict greater carnage, but drop into cover and blind fire if you start to take damage.

Solid Cover

Not all cover is created equal. Beware taking cover behind wooden crates and pallets, as enemy fire and Imulsion blasts can easily destroy them. Try to take cover only behind indestructible objects, such as concrete barriers, crates wrapped in metal banding, or the large, keg-like barrels.

The final enemy in this assault is a Drudge that appears near the helipad bay. Roadie Run around the corner, past the control station, and kill it with the Lancer’s chainsaw. Marcus automatically kicks the Drudge into the helipad bay before it has a chance to explode.

Raise the Deck Lift

Gather the ammo from the crate and ascend the steps to the operator’s booth overlooking the helipad bay. Pull the lever to raise the lift so Prescott’s bird can land. Marcus and the others can be forgiven for not rolling out the red carpet for the AWOL chairman. But that doesn’t mean Prescott doesn’t have valuable information. He hands Marcus a data disc before brushing past the COGs to join Captain Michaelson in his stateroom.

Prescott will have to forgive Delta Squad for not throwing him a homecoming party.
Head to CIC to View Prescott’s Message

A second wave of Lambent emerges from the Lambent Stalks on the ship’s port side, near the stairs leading up to CIC. Sprint halfway across the deck, and take cover behind the barrels just beyond the sandbags. The Drudge atop the overhead walkway poses the biggest threat, so take it out first. The resulting explosion severs the walkway in two. Ready the remaining Frag Grenade and toss it at a group of Lambent. Advance to the cover just before the pumpkin patch to take aim on the other attacking Lambent. Eliminate this second wave before you climb the stairs on the right. Another option is to flank around the containers on the left to gain a clean shot at the enemies while they focus on your squadmates.

[#5] Cog Tag

The Crimson Omen painted on the side of the shipping container to the left is your cue that a COG Tag is nearby. This one is tricky to spot. It hangs from a slain COG soldier’s neck on the walkway above, beyond the portion severed by the exploding Drudge. The only way to get this collectible is to shoot it down. Locate the corpse hanging partially off the walkway, and target the COG Tag with the Lancer to make it drop.

Ascend the stairs to the bridge and swap out the Gnasher for the Longshot that leans against the railing. Collect the ammo from the second Longshot located near the turn in the walkway leading to CIC. The sniper rifle comes in handy soon enough. Enter the door to CIC and watch the video recorded on the disc that Prescott handed Marcus.

Defend the Raven’s Nest

Another wave of Lambent attack—Marcus is needed on the deck at once! Equip the Lancer and use the chainsaw to cut through the pallets and crates blocking the shed-like structure on the right. Gather the extra ammo and Frag Grenades, and then set to sniping the Lambent down below. The first attackers from this next wave all board the ship from the port side, making this an excellent vantage point. Stay in this position and continue sniping until you exhaust all the Longshot ammo from the two weapons you acquired earlier, or until you kill the last of the Lambent on this side.

Take cover while you reload to avoid drawing enemy fire, then pop up and take your shot.

Spotting the Enemy

Use the Weapon Aim button to focus on an enemy, then click the Left Thumbstick to “Spot” the target. This draws attention to the enemy and alerts your teammates where to focus their fire. Employ this ability against the tougher Drudge enemies, as they soak up a lot more bullets than your standard Dark Drone. Spotting an enemy also earns you more points in Arcade mode.

Make a run for cover along the walkway and employ the Lancer against any remaining Lambent down below. Don’t descend the stairs until you dispatch the last of the Lambent on this side of the ship. Most of the Lambent now attack from the helipad lift’s vicinity, but one or two may approach from your rear. Sprint straight to the ammo crate opposite the base of the stairs. Wait a moment there to see if any additional Lambent board the ship from this side—the last thing Marcus needs is to be caught in crossfire! Take cover near the broken walkway and scan for Drudges. Focus your fire on them before they get too close, as their death bursts can be lethal.

Arcade Tips

You accomplish the bulk of this chapter’s scoring between viewing the video at CIC and the rush back across the deck to the captain’s quarters. Use the Longshot to score as many headshots as you can, but don’t take too long lining up the perfect shot! Delays allow your teammates to get more of the kills, and they prevent you from exploiting their assists. Focus on your reloading, and try to no-scope for the head or body to sap at least part of the reward for your allies’ kills in the form of assist points. Sniping is important, but keep moving. Race down the stairs into action to get the first grenade on the Drudges attacking near the helipad. The Drudges are worth considerable points, especially if you inflict all the damage.

Get to the Captain’s Quarters

Prescott and Captain Michaelson have been attacked in the captain’s quarters, but the COG can’t reach the far side until the helicopter lift is raised. Stay in cover, ready a Frag Grenade, and wait for the nearby crewmember to raise the lift. Sprint across the pad on an angle to the left, take cover, and blind toss the Frag Grenade at the Drudge and Dark Drones. Gather any nearby Lancer or Hammerburst ammo and descend the stairs on the right to the staterooms.

Use the Fire Extinguisher to Put Out the Fires

The captain’s quarters aren’t far ahead, but the lower deck is on fire. Pick up the fire extinguisher lying opposite the stairs, and use it to douse the first two sets of flames leading to the captain. Hold the Fire Weapon button to use the extinguisher, and sweep it back and forth to put out the fires.

Extinguish the flames by the door and near the piano, but leave the third fire burning to block the Drudge’s advance.

Fire may be a sailor’s worst fear, but a little bit of flame won’t sink the CNV Sovereign. Let the third set of flames burn to block the Drudge that attacks. Duck through the opening to the left to resupply at the armory—swap out the spent Longshot for the Gnasher. Finish off the Drudge in the hallway, and then charge down the hall to the captain’s quarters. Blast the two Dark Drones with the Gnasher.

The Gnasher’s Range

The Gnasher has excellent range for a shotgun—more than you may expect! It can inflict significant damage from ten yards away, and even fatal damage at five yards. Use the Gnasher’s range to your advantage by keeping your distance from exploding Lambent enemies.

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