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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 5: MVP

Objectives

Make contact with the Stranded in the stadium.

Clear the stadium concourse (upper path).

Talk to the leader of the Hanover Stranded.

Retrieve the explosive charge.

Score a point for the Cougars.

Get to the zip line.

Collectibles

Cougars Season Program

Cougars Player Handbook

Cole’s Championship Ring

The trip through the warehouse district was a bit more eventful than Cole may have hoped, but at least he and the other Gears arrived in time to help the Stranded fend off the Lambent. The camp leader’s gratitude certainly yielded more supplies than the Gears ever dreamt of finding, but they’ve come too far not to pay a visit to Cole’s original battlefield—Hanover Cougars Stadium!

Cougars Stadium

Make Contact with the Stranded in the Stadium

Proceed straight ahead and around the corner to Hanover Cougars Stadium’s main entrance, where you see a statue of Cole Train. Several Stranded are happy to see Cole, but the same can’t be said for the leader at this particular outpost.

Stalk Pods don’t always present an obvious target. Pan the crosshairs along the length of the Stalk, and open fire when the crosshairs turn red.

The Cole Train love fest comes to a screeching halt at the sound of a nearby explosion. A Stranded comes running out of the stadium, warning of Lambent on the field! Once again, the Stranded need help from the COGs.

Clear the Stadium Concourse

Choose Your Path

Veterans of the series have come to expect periodic branching paths. These forks in the road allow the team to split into pairs and attack the enemy from two directions. Players have full access to the concourse regardless of the branch you choose, so don’t worry about missing a collectible or a high-powered weapon. That said, the upper level puts you in a better position to snipe the Lambent down below. Always take the upper path if you’re playing alone on Insane difficulty.

Split Path: Upper Level

[#13] Cougars Season Program

This collectible is located on the concourse’s upper level, but you can reach it regardless of the level you take. It’s on the floor, behind the counter in the concession stand. If you choose the lower route, head up the escalators to collect it after you defeat the Lambent.

Pick up the Longshot lying in the center of the upper hall. Take cover behind the concession counter to the right, near the collectible. Use your rifle or pistol to pick off the Lambent on this upper concourse—save the Longshot’s ammo for those down below. Then advance to the escalators. It can be difficult to snipe over the railing’s height, but you can get a clean shot over the escalator’s angled railing.

Take cover on the upper portion of the escalator so you’re out of sight but can snipe over the railing.

Destroy the Stalk Pods and Lambent that spawn from the first two Stalks. Then descend to the landing between the opposing escalators. A Gunker enters the concourse from beneath the sign for the south gate. Take cover behind the Lambent Stalk on this platform, and lob your Frag Grenades down at the Gunker. If you’re out of Frag Grenades, cross the lower level to the back-left corner to find a Boomshot (directly below the collectible’s location on the upper level).

Split Path: Lower Level

Use your assault rifle to clear any enemies in the immediate vicinity, and circle around to the shacks on the right. The one in the corner contains a Boomshot that comes in handy—save it for the Gunker that spawns after the two Lambent Stalks wither.

There’s no guarantee that the Gunker can’t lob an Imulsion bomb at you in this position, but it’s safer than being on the floor.

While the Drudges are about, stay under the overhead cover and behind the sandbags and counters. Allow the squadmates on the upper path to get into sniping position. Repeatedly swap cover to avoid the Gunker’s bomb attacks, and counter with the Boomshot to finish it.

Stick close to Carmine, and use your assault rifle and Frag Grenades in conjunction with his Torque Bow to blast through the Lambent quickly.
Talk to the Leader of the Hanover Stranded

Continue out of the concourse toward the south gate. Debris blocks the stairs at the end of the hall, so you have no choice but to enter the locker room. Go down the hall under the “players only” sign. Baird and the others give Cole a little time to reminisce at his locker.

[#14] Cougars Player Handbook

Proceed toward the south gate and turn to the right to spot a “Stimo” beverage machine’s neon glow. The collectible is on the floor next to the vending machine and ammo crate. Grab the rules and conduct book before you head down the hall to the locker room.

Thrash Ball Field

Retrieve the Explosive Charge

Cole may be reliving his glory days in his mind, but those are real Lambent on the field! Fortunately, the Stranded have prepped a bomb just for such an occasion. Cole can’t wait to show off his moves and sprint his way downfield, past the Lambent defenders, to claim the bomb.

Breakin’ Ankles

Cole runs automatically, but you can influence his angle to trigger various context-sensitive juke moves and attacks. Steer him past the Lambent on the field to have him sidestep the Lambent, or try a more direct approach for a shoulder-charge or other attack move. If you’re playing Arcade mode, be sure to go for the direct hit to get the points for the kill!

Score a Point for the Cougars!

The Lambent are coming strong for the ball…err, bomb, but they don’t have Cole’s moves. Continue to assist him as he jukes and hurdles his way to the Lambent Stalk and spikes the bomb for the winning point. At least thrash ball players don’t have to worry about excessive celebration penalties!

Angle Cole toward the Lambent on the field to deliver one of Cole’s patented thrash ball shudder slams!

The Lambent are expelled from the field, but the bad news keeps coming. The squad learns of the Lambent attack on the CNV Sovereign. They need to get back, but they’re a long way from the ship with no air support. Maybe the leader of the Hanover Stranded will can help them…

[#15] Championship Ring

Walk back across the playing field toward the storage shed with the UXO banner hanging on it. Cole forgot to take his championship ring with him when he joined the COG Army. Now’s his chance to take it with him for safe keeping. It’s on the ground next to the corpse.

Climb the stadium stairs to meet with the leader in the press box. Be sure to pick up the Boomshot on your way up to the meeting.

Get to the Zip Line

The leader of the Hanover Stranded isn’t too friendly, nor is she willing to assist the COG—at least not beyond advising them to steer clear of Centennial Bridge. Fortunately, there’s a secret exit to an elevator that, with any luck, will get them to the roof.

Save that Boomshot Ammo!

Don’t use all of your Boomshot ammo on the elevator! You need it when you reach the bridge!

The squad splits up into pairs and boards the two lifts leading to the stadium roof, where the cable car connecting the stadium and bridge was once located. The elevators slowly ascend past four floors, each of which contains several Lambent. Be ready!

The leader of the Hanover Stranded is no friend of the COG.

A Lambent Stalk appears on the first floor. Take out the Stalk Pods with the Lancer or Hammerburst, along with any Dark Drones or Drudge. The second floor is similar. It’s possible to stay in cover and ignore the enemies on these first two floors without consequence.

The third floor has multiple Drones, but also several large fuel tanks. Fire your rifle at the tanks to cause a massive explosion that kills the nearby enemies. Switch to the Boomshot and fire off a quick shot at any stragglers before the elevator rises out of view.

Practice targeting the fuel tanks on the third floor so you know what to do when the lift reaches the fourth floor.

The fourth floor has the biggest threat of all: a Gunker! The Gunker is standing watch, ready to lob Imulsion bombs, but it’s also near multiple fuel tanks. Fire the Boomshot at the tanks to ensure they instantly rupture and kill the Gunker. The explosion is massive, so take cover and enjoy the remainder of the ride up to the roof.

Elevator Durability

The elevator Cole is riding can withstand two direct hits from the Gunker’s Imulsion bomb. He fires at a pretty flat trajectory, making it possible to take cover inside the elevator and survive the first two attacks. However, if you don’t deal with the Gunker quickly, the elevator will succumb to a third Imulsion bomb and plummet to the ground, killing all on board.

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