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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 4: Batten Down the Hatches

Objectives

Search the shipyard for a submarine hangar.

Look for another sub hangar.

Collectibles

Clipping

The Locust attack, and Griffin’s subsequent departure on the cable car leaves the COG without the fuel for which they came. At least they have Dizzy back in one piece. The fuel is still a concern, but first they have to find a working submarine. The squad drives to a dormant shipyard believed to house a submarine they can captain to Azura. With any luck, the staff fled before they scrapped the entire fleet.

Shipyard

Search the Shipyard for a Submarine Hangar

Shriekers attack the Gears the moment they arrive at the shipyard. Take cover and use the assault rifle to blast them out of the sky. Don’t waste too much ammo on them, as your A.I. squad mates are quite good at knocking them out of the air.

A Gas Barge soon appears and deploys a large contingent of Palace Guards, along with a Boomer. One of the Palace Guards mounts the turret in the security hut. The others move in from the shipyard’s far side. The Gas Barge fires a Boomshot rocket or two at you, so keep your eyes peeled and your head down until it departs.

Kill the Shriekers. Then hang back behind cover and wait for the Gas Barge to vacate the area.

From cover, use the Torque Bow you hopefully have from the previous mission to take out the turret. If you don’t have a Torque Bow, use the Hammerburst or get a grenade in there.

Rail CarCover

Pull the lever for the Rail C car, and move into cover behind it. Marcus automatically crouches and walks alongside the car all the way around the bend, to where the car stops beneath the roof. This creates a perfect flanking opportunity for shots on the Palace Guards and Boomer. Use the Torque Bow or even your assault rifle to pick off the enemies while your allies distract them.

Gather additional Torque Bow ammo, and swap out your assault rifle for the dropped Boomshot. Equip your pistol and proceed across the yard to the left, beyond the security checkpoint. Another batch of Shriekers attacks at close range, followed by another Boomer in the distance on the left. Use the Boomshot you acquired earlier to take out this Boomer. Then use the Torque Bow to pick off the Palace Guards that spread out across the upper walkway near the submarine hangar’s entrance.

Advance along the left side to kill the Boomer. Then flank right and take out the Palace Guards.

Grab the Incendiary Grenades in the back-left corner, or the Ink Grenade in the far right corner. Swap out your spent power weapon for an assault rifle. You can get more Boomshot ammo shortly. We recommend pairing either the Boomshot and Hammerburst or the Torque Bow and Lancer. You want a precision ranged weapon, along with something that has additional oomph.

Enter Hangar 1 and proceed through the web-draped catwalk and out the back side. The squad must look for another hangar in the hope of finding a vessel that’s far more seaworthy.

Look for Another Sub Hangar

Exit the hangar and grab the ammo on the right before you cross the wooden gangway to the container yard outside Hangar 2. Boomshot ammo is up the steps to the left.

Move to the shipyard’s center to draw out the Palace Guard who releases a Serapede. Take cover and use the Torque Bow or Hammerburst to eliminate the Palace Guard who pulled the lever. You don’t want him taking potshots at your crew while you fight the Serapede.

Understanding the Serapede

The Serapede is essentially a massive, armor-plated centipede with an electrical sting. It picks a human target and pursues it relentlessly in an attempt to rear up and sting the victim with its electrified bite. Its trailing segment’s tail end is its only vulnerable spot. Shoot the glowing end of the Serapede to rupture its segmented body piece by piece. To kill it, shoot all of the segments save its head and the two segments nearest it. The Serapede rears up and hisses when you shoot it in the head.

The Serapede’s electrical sting inflicts potent damage and stuns the player, making it hard to escape its clutches. It is armor plated, and its weakness is the electrified jelly in its tail. Fire at its rear end to rupture it segment by segment. Each Hammerburst shot destroys a section of its body, so assault it as fast as you can. Stay behind or to its side. The Serapede turns its attention to whoever shoots three segments off its body. The Serapede’s turning radius tightens and its speed increase as it gets shorter. This makes it harder to finish without explosives or assistance from other Gears.

Seize the moment when the Serapede pursues a squadmate and fire at its tail end.

Shortcut the Serapede’s Death

You can use a weapon like the Boomshot, Hammer of Dawn, or OneShot to kill the Serapede much faster. Nail one of the destructible segments with one of these weapons to penetrate the armor, rupturing the targeted segment and all those behind it.

Another Serapede is released into the area, along with three Drones who take up sniping positions with Longshots. Again, move into cover and focus on the snipers first. Use the Point of Interest button to move quickly from one sniper to the other. Employ the Torque Bow or Hammerburst to drop each of them.

The Serapede turns its attention to Marcus if you manage to shoot off three of its segments. Roadie Run and somersault to flank around it.

Finish off the second Serapede the same way you did the first. If you haven’t already, collect the available Boomshot ammo in this area. Ammo and a Retro lancer are in the room straight ahead. Enter the hangar through the doors on the left to find the sub that Hoffman mentioned.

[#5] Clipping

Face the back of the shipyard near the second hangar. Locate the blue container with the COG logo on the right. Maneuver behind this container to find an alcove with a Frag Grenade and this collectible, a remnant of an old tabloid magazine about missing scientists.

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