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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 3

Boss Battle

DEFEAT THE LAMBENT BERSERKER
Lambent Zerker

Not only does the Lambent Zerker survive the Hammer of Dawn attacks, but it leaps over the fortress walls and attacks inside the courtyard. The beast sprints back and forth in a blind rage, trying to trample all it encounters. It uses its keen sense of hearing to detect nearby targets. You can avoid the Lambent Zerker by rolling out of its path and being as quiet as you can. Your squadmates yell and fire at it, attracting its attention. This gives you an opportunity to gather the two collectibles in the courtyard.

[#4] Journal

You have to take a moment to search for this collectible during the battle. Locate the large central structure in the yard and run around it to its far side (from the starting point). Find the small wooden alcove on that side. The Journal is on the ground near the ammo crate.

[#5] Cog Tag

The COG Tag is on the courtyard’s left-hand side (viewed with your back to the main gate). Note the Crimson Omen on the wall just beyond the gate. Look to the ground near a metal barrel lying on its side. This is near the corner of the yard, near the large wooden crates.

The Lambent Zerker’s Imulsion core is susceptible to gunfire, but only when its ribcage is open. You must land three critical hits on the Imulsion core in its chest to weaken it. Use the Lancer or Gorgon Pistol for maximum firing rate and better accuracy than the Retro Lancer. Maintain a safe distance from the Zerker.

Watch for its ribs to open, and then fire at its torso. It charges toward your position. Keep firing until it’s inside of 10 yards, and then roll to the side to avoid the rush. The Zerker’s charges inflict varying damage based on the difficulty setting; on Insane mode, expect a quick death. When you’re downed, your squadmates are good about reviving you, but it’s best to stay upright and avoid taking too many chances.

Stand tall and fire at the Imulsified organs inside the Zerker’s chest, and then roll away at the last second.

Sprint away while you reload, and then turn and repeat. Do this until the Lambent Zerker stops and clutches its chest three times—this signals a critical hit.

The Lambent Zerker gains a new ability/hazard after each critical hit. It leaps into the air and performs a ground-pound attack after it suffers the first critical hit. After two hits, it starts to leave a toxic Imulsion trail behind it. After a third hit, it spreads a foggy Imulsion vapor wherever it goes. Stay clear of these hazards, as all three can inflict significant damage. Evading the Lambent Zerker’s charge later in the battle is also vitally important, as being downed inside a trail of Imulsion can be lethal.

Be sure to dodge the Zerker’s charge once it starts leaking, or you’ll be downed in a pool of Imulsion!
Fire at the Lambent Zerker from the greatest possible distance to land a large number of shots during its charge.

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