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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 4

Chapter 3: Hang ‘Em High

Objectives

Get to the cable car.

Start the cable car.

Disable the safety release.

Get back to the cable car.

Rescue Dizzy.

Collectibles

Fuel Order

Old Magazine

The squad has reached the heights of the refinery, and the cable car isn’t far. The reason for its delayed return is evident soon enough, in case the Gunker isn’t enough of a clue. The sooner the Gears can get the cable car running and return to Griffin’s offices, the quicker they can get their fuel, snag Dizzy, and be rid of this city once and for all.

Griffin Refinery

Get to the Cable Car

The Gears have reached the top of the tower; now they just need to find the cable car. Head left around the roof and grab the Incendiary Grenades atop the stairs on the right, along with the stray ammo. Continue over the ramp and off the ledge to the cable car straight ahead.

Arcade Tips

If you’re playing a fresh round of Arcade mode on this map, leave the Incendiary Grenades where they are. Rely on the Frag Grenades with which you start the round. This way, the Incendiary Grenades are there waiting for you when you need them later.

Start the Cable Car

Board the cable car and pull the starter cord to get it running. Surprisingly, the engine starts right up, but it’s tethered to a safety release inside the building. It’s always something…

The cable car is loaded with tanks of fuel, and it even runs. Now, about that safety cable…
Disable the Safety Release

Continue around the roof’s perimeter in a clockwise direction. Pass the barbed wire and watch for a Cleaver sticking out of a chunk of meat.

Help the others get through the barbed wire. Then prepare for an onslaught of Formers.

Just as Marcus and the others reach the stairs leading up into the refinery, a large swarm of Former Humans attacks from all corners of the roof. Use the Incendiary Grenades you found earlier, along with the Gnasher, to put them down.

Retro Charge!

This is a great opportunity to exploit the Retro Lancer’s bayonet charge. It’s extremely useful—and fun—against the Formers!

Like Choppin’ Broccoli

Using the Cleaver looks like a lot of fun, but it isn’t especially useful. It’s slow, unwieldy, and not very beneficial against Lambent. Although it can kill many types of foes with a single swing, the person wielding the Cleaver is sure to get doused in Imulsion at such close range. That said, if you want to experiment with it, this is the time to do it. The Cleaver can slice through Formers with such ease, you’ll wonder why you ever wasted bullets on them.

Grab the extra pair of Incendiary Grenades in the trench near the base of the stairs, but don’t use them in this fight. There are plenty more Formers to come.

[#3] Fuel Order

Continue circling around the roof, past the trench and the stairs leading inside as far as you can go. You can see the corpse of a Griffin employee slumped against the barricade in the corner. The Fuel Order and a Retro Lancer are on the ground beside him.

Load your Gnasher, climb the stairs, and enter the refinery interior. Multiple Formers lurk inside this area, crawling out from under each of the partially raised bay doors. Blast your way through the serpentine path. Stick to the right-hand side when you have the choice of taking an inner or outer path. Use the Incendiary Grenades from the trench against groups of Formers. Then return to the alcove where the first Former was and replenish your supply.

The combination of Incendiary Grenades and Gnasher fire is positively lethal to Formers.

Hold onto the second pair of Incendiary Grenades for after you disable the safety release, which is just ahead. A Lancer and a Mulcher lie on the ground next to the cable. Pick up the Lancer if you don’t have one, and use its chainsaw to cut through the cable.

The Lancer’s chainsaw is just the tool you need to cut the cord holding back the cable car.
Get Back to the Cable Car

The squad can’t go back the way they came, but the path ahead circles around to the area just before the cable car, not far from where they rode the lift up. Pick up the Mulcher and, when the door opens, fire in bursts at the first few Formers that attack. Swing wide to avoid being overrun, and continue to hip-fire at the Formers until you’re near cover against which you can lean.

Hip-firing the Mulcher takes some practice, but it’s oh so rewarding.

You may find it easier to set the Mulcher down against side cover and aim it at the stream of Formers sprinting down the hall. Monitor its ammo count, and drop it as soon as its ammo supply runs dry. A great place to set up the Mulcher is against the column to the right of the metal bin with the Imulsion handprint on it.

Continue up the stairs and back outside to the rooftop. Drop off the ledge and head to the right to board the cable car.

Set the Mulcher down against this column and watch the Formers sprint into oblivion.
Rescue Dizzy

The squad rides the cable car back across to the office tower, only to learn that Queen Myrrah and her Palace Guard have launched a violent attack. She’s taking no prisoners and leaving no witnesses. Although she flees aboard her Tempest, she leaves behind a sizable force of Palace Guards and Shriekers.

The two Gas Barges fast approaching the cable car are a greater concern—they have the car surrounded. Take cover and open fire on the Palace Guard near the Multi-Turret. There are no ammo crates to detonate, and it’s impossible to destroy the Gas Barges. The goal here is simply to survive the attack. Unless you’re playing Arcade mode, it’s a good idea to take out a couple of Palace Guards, then hunker down and conserve ammo. Try using your pistol to avoid exhausting too much assault rifle ammo.

Don’t underestimate the effectiveness of well-aimed Gorgon fire!

Hunker Down

If a Palace Guard is on the turret, err on the side of caution when it comes to poking your head above the cable car’s side. Stay in cover on the side of the cable car nearest the enemy, and rely on blind-fire attacks when the turret is near.

The cable car docks three floors below Griffin’s office, where he and Dizzy are holed up. Head inside to find what few Stranded remain, along with several Palace Guards and Shriekers. Use the Gnasher to take down the Palace Guards. Then swap out the Gnasher for one of the Palace Guard’s dropped Torque Bows. Keep the Lancer or Retro Lancer on hand for dealing with the Shriekers.

Use your standard weapons to kill the first Palace Guard wave, and then lay claim to the dropped Torque Bows.

Fight your way through the hallways inside, keeping your eyes peeled for additional Torque Bow ammo. Use the Torque Bow against the Palace Guards for an instant kill. Stay in cover, spot your target, and hold the Fire Weapon button long enough to draw the trajectory reticle taut—this ensures that the arrow sticks.

Make your way down the hall to where the stairs come in from the left. This area is often crawling with both Shriekers and Palace Guards. It isn’t a bad spot to use an Incendiary Grenade if you still have one. Climb the stairs and proceed to the ladders leading up to the rooftop terrace.

Incendiary Grenades and Torque Bow arrows provide a deadly combination.

Friends in High Places

The Stranded can revive you. Griffin and his employees might hate the COG with all of their guts, but deep down they know the COG are the only ones powerful enough to help fend off an attack of this scale. You can’t keep the Stranded alive for long, but they give you as much help as they can in the meantime.

Take cover near the flaming crates atop the landing. Wait for the Shriekers and Palace Guards to come into view down the hall ahead of you. Let the squad focus on the Palace Guards while you take out the Shriekers which, believe it or not, can pose an even bigger threat.

Fight your way over to the inner hall around the corner. Take cover on either side of the doorway outside Griffin’s office, or behind the crates if they’re still standing. Multiple Palace Guards are in this area. Try to stick one of them with a fully drawn Torque Bow arrow, preferably with Active Reload, or toss another Incendiary Grenade.

Survey the office from the outer hall, and burn the Palace Guard with a well-thrown Incendiary Grenade.

[#4] Old Magazine

Griffin tossed an Old Magazine under the furniture in his office. The cover features him atop Griffin Imulsion Corporation’s corporate hierarchy. To find the collectible, take the Lancer’s chainsaw to the right-hand couch (as viewed facing the desk). You might have to rummage a bit for it amongst the couch debris.

Shoot the Gap

Fire a Torque Bow arrow through the metal fence in the flaming section just beyond the office. This helps save a Stranded…temporarily. It also gives you one fewer Palace Guard to confront face-to-face later.

You’re not far from Dizzy now. Move up the ramp where the ammo crate is, and continue using the Torque Bow to take out the Palace Guards. Just be patient here. Avoid rushing out into the open, or numerous Shriekers will rip you to shreds.

You can get a clean shot at the final two or three Palace Guards that have Dizzy and Griffin pinned down on the upper balcony. Stay within the hallway near the stairs and fire your arrows from there. Talk with Griffin to settle the deal and be on your way.

Shoot the Palace Guard through the metal fence. Then advance up the ramp on the left.
There are no easier shots than the ones you make on enemies facing the other way.

Future Preparations

You’ll be in a much better position for tackling the next chapter if you salvage a few Torque Bow arrows at the end of this rescue attempt. Gather the Torque Bow ammo from your final victims before you approach Dizzy and Griffin. Try to bring a Torque Bow and either the Lancer or a Hammerburst with you to the shipyard.

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