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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

Chapter 4: Ghost Town

Objectives

Follow the pipeline and investigate the town.

Disable the pipeline charges.

Chase the crazy old man.

Search the sewer for clues.

Find a way out of the sewer.

Search for the fuel pump.

Enter the town hall via a ladder.

Collectibles

Panicked Note

COG Tag

Message

The drive to Mercy was a bit more eventful than the Gears might have hoped, but they managed to reach the town in one piece. If only someone was there to greet them. The fueling pumps are turned off, and there isn’t a soul to be seen. Just a couple months ago, Dizzy saw Mercy filled with all the hustle and bustle of a refinery town. Something happened here, and whatever it was, it cleared out the city mighty fast.

Township of Mercy

Follow the Pipeline and Investigate the Town

What was supposed to be a quick stop for fuel has turned into a mission to turn on the pumps. Dizzy and Jace watch over the trucks while Marcus, Dom, Anya, and Sam search for the pump controls.

Enter the building next to the pumps via the double red doors. Proceed out back to where the tanks are, swap your spent power weapon for the Gnasher, and then pick up the ammo crate. Note the pipeline on the left and follow it deeper into town.

The pipeline leads the Gears to the pump controls. Follow it up the stairs toward the center of town.
Disable the Pipeline Charges

Continue through town, over the wooden bridge, and follow the pipeline until you encounter an explosive charge placed on the pipeline. It has a built-in motion sensor that activates with Marcus’ movement.

The onscreen indicators highlight each pipeline bomb’s location.

Walk up to the charge and deactivate it with a press of the button. You must disable two more bombs. Follow the pipeline up the road, and then turn left to spot the next charge. Disable it in a similar manner.

Long Countdown Pipeline Bombs

The pipeline bombs detonate 20 seconds after arming. They don’t arm simultaneously, but you should proceed directly from one bomb to the next. Failure to disable a bomb before it detonates ends the mission and kills the squad.

Continue up the lengthy stone staircase to the third charge, next to a pumpkin. A crazy old man fires at Marcus and hits the pumpkin. He has the town rigged to contain something of which he isn’t sure, an epidemic perhaps. He’s crazy and panicked, and he runs off before Marcus can get any information out of him.

The crazy old man doesn’t want anybody messing with his pipeline bombs—he spent a lot of time rigging the town with explosives!
Chase the Crazy Old Man

The crazy old man flees into a building, and Marcus leads his squad in pursuit. The direct way out is locked, and the man escapes…for now.

[#6] Panicked Note

Descend the stairs inside the building after you meet the crazy old man. Dom and Marcus discuss the view of the city of Char, where the Stranded used to process their own fuel. More important is the Panicked Note collectible lying next to the Scorcher.

Consider swapping out the Lancer for the Scorcher on the landing down the stairs—keep the Gnasher. Then continue out the building’s far side, toward the deli. Chainsaw (or shoot/burn) the deli’s boarded entrance, and equip the Incendiary Grenades from the room on the right. Continue the pursuit out the hole in the wall on the left.

Use the Lancer’s chainsaw or the Gnasher to break through the deli’s boarded-up entrance.

[#7] Cog Tag

You might spot the Crimson Omen beyond the deli counter. Hop over the counter and proceed out back to the alley where the dumpsters are. The COG Tag is on the ground behind the sandbags to the left.

Marcus thinks the crazy old man fled into the sewers. Drop off the ledge and wade into the sewers to continue the search. There’s only one way to go. Follow the route to the old man’s corpse.

Search the Sewer for Clues

There’s no telling how the man died, but it doesn’t look self-inflicted, nor does he look sick. Something—or someone—got him.

The path through the sewers forks just around the corner from the man’s corpse. Dom and Sam go one way, leaving Marcus and Anya to explore the other. Equip the Gnasher or Scorcher, and continue around the corner to the right. The first of many Lambent humans, also known as Formers, attack.

Gunfire kills Formers quite easily, but flames are the single best way to deal with them. Wait for a large group to approach, and then toss an Incendiary Grenade at the lot of them. Save one Incendiary Grenade for the next large group of Formers. Slaughter this first wave and proceed around the corner to a large trench with a raised ramp. Stay on the walkway on which you enter, and blast away at the Lambent humans as they try to climb out of the water. You may want to use the other Incendiary Grenade here.

Stay on the ledge above the trench to force the Formers to slow down and climb up to reach you.
Find a Way Out of the Sewers

Kill the remaining Formers and then cross the trench to the other side. Several more Formers break through a barrier in the corner, revealing a large crank wheel. Kill the Formers and then turn the wheel to lower the ramp. This leads up to a pair of ladders. Gather the Incendiary Grenades on the ground near the ladder before you exit the sewers. They’re invaluable in the upcoming battle!

Shoot the two Formers that break through the barricade in the corner. Then turn the wheel to lower the ramp.
Search for the Fuel Pump

The Gears surface from the sewers into a plaza, out in front of the town hall. Cross the plaza toward the large building where the raised ladders are located. A Stranded calls out to warn you about more Formers approaching fast—a Vulcan and Vulcan Ammo Box are on the stairs beneath him.

Burn, Baby, Burn!

After you run out of Vulcan ammo and the Formers begin to swarm the landing, tag each side of the steps with your Incendiary Grenades to rack up some extra kills.

Grab the Vulcan and open fire in short bursts as the Formers start to race across the plaza. They attack from the right first, then from the left. The Stranded calls out their points of origin, so pay attention. Watch the ammo counter, and anticipate when to drop the Vulcan. Switch to the Gnasher in time to get those climbing out from the sewers and beneath the buildings on the near right, then the near left and far center.

Don’t leave the relative safety of the landing atop the stairs. This forces the Formers to funnel toward you and the other COGs.

Mantle-Kicking Lambent

Don’t take cover behind the sandbags or stand too close to them. The Formers rush the sandbags with such speed that they can quickly hurdle them and mantle-kick anyone nearby. Stand back and blast them as they leap over the sandbags.

Resist the urge to leave the town hall’s front steps. The length of the battle is based on enemy count and not time. Don’t even think about trying to outrun the Formers until the battle ends—they catch you in no time if you stray out into the center of the plaza!

Enter the Town Hall via a Ladder

The Stranded up above lower the ladders as soon as the last of the Formers is killed. Gather any remaining ammo and climb up to safety.

[#8] Message

Climb the ladder to the balcony inside the town hall. Immediately turn left and proceed along the outer wall to the far left corner, past the benches, to a Message from the town’s administers. The poor souls didn’t have much time to act once the Imulsion sickness started spreading.

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