Prima Games eGuides
primagames.com Browse Redeem a code Help
Gears of War 3 eGuide
Sign in My Guides

Sign in or create an account

We'll email you a link. No password needed, and if you don't have an account yet, the link makes one.

By creating an account or signing in, you agree to our Terms of Service and Privacy Policy.

Have a password?

Had an account on the old eGuides site, or a code from a printed guide? Help and troubleshooting

Sign in with a password

By signing in, you agree to our Terms of Service and Privacy Policy.

Check your email

A sign-in link is on its way. It works once and expires in 15 minutes. Open it and you're in, with an account if you didn't already have one.

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 6: Watery Grave

Objectives

Travel to Azura.

Destroy the boards.

Protect the submarine.

Clear a path through the mines.

Shoot down the torpedoes.

Destroy the door.

Destroy the turrets.

It took some doing, but Dizzy repaired and fueled the submarine with the parts you recovered. Despite its age, the old sub has proven seaworthy, much to the relief of everyone aboard, especially Jace. The crew managed to make it through the night without incident, and they’re about to pass beneath the Maelstrom. Azura isn’t far ahead!

Aboard the Sub

Travel to Azura

With Dizzy at the helm, Marcus and the others each have their own separate gun pods. These pods rotate 360 degrees and have roughly 60 degrees of tilt. Take a moment to pan around inside your pod—Marcus is positioned on the sub’s front-right side. Note the other pods’ positions and get a feel for the movement speed.

Dizzy engages the power for the weapons system. The submarine launches javelin-like projectiles that can fire in rapid succession when you hold the Fire Weapon button. This drains the energy meter faster and requires recharging via the Reload button, much like the Mulcher needs cooling. It’s better to tap the trigger to fire semi-automatically, as this drains the power more slowly.

Don’t get too used to these serene surroundings.
Destroy the Boards

Dizzy engages the power to give you a chance to try the guns. Shoot through the three boards straight ahead. Moments later, he turns off the power to save juice.

Target the Chains

Take a few extra practice shots at the chains holding the floating mines just beyond the boards. The chains are narrow, so make sure the reticle glows red before you fire. This level of accuracy comes in handy later.

Protect the Submarine

A school of sea creatures named Manglers form an escort for the submarine. Animals like these are always cute until they attack. Keep your pod aimed forward, and blast as many of them as you can to protect the sub.

More and more Manglers slam into the hull and into your pods. Your energy guns can kill a Mangler with a single shot, so keep firing and kill as many as you can.

Dizzy dives into the seaweed to try to lose the other Manglers. Then he turns off the lights. This seems like a good plan until a Leviathan attacks! Aim for its mouth and hold on tight as the Leviathan scrapes the sub with its massive belly.

Dizzy employs evasive maneuvers, but the Leviathan keeps coming. Fire at its mouth over and over to keep the Leviathan from breaching the hull and killing the crew.

Act fast to keep your squad mates from scoring all the points!
Clear a Path through the Mines

In an attempt to get away, Dizzy pilots the sub into a sprawling minefield. Target the chains holding the mines in place. Aim for the ones directly in front of the submarine—they glow subtly white to help you identify which ones to prioritize. Some of the mines will likely float up and hit the Leviathan, which is icing on the cake.

Target the mines directly in front of the submarine to clear a path—try to aim for those beneath the Leviathan.

Dizzy leads the Leviathan into a narrow tunnel, hoping to lose the Leviathan. The Leviathan attacks twice from the front, then the rear. Turn the pod to the sub’s stern and fire away, even after it seems as if the beast has finally given up. It hasn’t. The Leviathan tries to reel in the sub with its tentacle, so keep firing to loosen its grip. You can target the tentacle or continue firing at its mouth.

Fire straight at the Leviathan’s gaping maw!

Arcade Tips

Shooting the chains that hold the mines does the job, but it doesn’t earn points. Try targeting the mines themselves to rack up a ton of points in very little time. The mines are also easier to target. The only downside is you don’t get the satisfaction of seeing the mines float up and hit the Leviathan.

The sub finally breaks free from the Leviathan, only for the Maelstrom’s current to sweep it away. Try to keep the pod facing forward, and keep your eyes peeled for stray mines.

Shoot Down the Torpedoes

The submarine exits the whirlpool and enters a shallow section of the sea, where multiple seafloor-mounted turrets fire torpedoes. The torpedoes home in on the sub if you don’t blast them.

Target the torpedoes with rapid-fire attacks from your pod. Lead your targets slightly to account for their movement and the speed of your energy pulses. Aim for the turrets when you spot them, but only after you first shoot down all of the torpedoes. These particular turrets do not fire at the sub if it sails past them.

Target the torpedoes first, and then blast the turret.
Destroy the Door

The only way forward is through the large, metal door ahead. Fire at it to blast a hole in it before the submarine gets too close.

Destroy the Turrets

You’re almost to Azura, but the submarine must first navigate a very cramped space with lots of torpedoes. Fire at the torpedoes. Then aim at the turrets to ensure a second torpedo barrage doesn’t launch.

A Pinkish Hue

Torpedoes can be tough to spot in the distance, but fortunately their propulsion glimmers in the sub’s floodlights, emitting a faint, pinkish hexagon of light. Look for this rose-colored lens flare and open fire. If you wait to spot the individual torpedoes, it could be too late.

The last barrage contains over a dozen torpedoes from two separate turrets. Hammer away at them with rapid-fire attacks. Fend off this last volley to make it to Azura. You must destroy these turrets before the submarine draws even with them. Otherwise, they fire an endless barrage of torpedoes at pointblank range!

Keep reading with a free account

The first 3 sections of Gears of War 3 are open to everyone. An account opens the rest of it, and every other guide in the archive. It's free, and there's nothing to buy.

Bought guides on the old Prima Games site? Your account and every guide you own moved here, so there's nothing to buy again. Sign in.

Create a free account Or browse our free guides

PreviousChapter 5: Bon Voyage NextChapter 1: Home Away From Home