Gears of War: E-Day campaign walkthrough: all five Acts

Marcus, Dom and two fellow Gears standing together with their weapons

Fight through Kalona’s streets to Police HQ and take a Lancer Mk1 from its armory in Gears of War: E-Day. From there, follow Bravo Squad through the city, the tunnels beneath Kalona, Fort Vigil, and Prospect Bay to get the evacuation ship out of Kalona. The route below explains the main objectives across all five Acts, including the bridge controls, refinery shutdown, dry-dock valves, and final detonator.

This walkthrough follows the October 2026 campaign through the Epilogue, with selected pickups and optional rescues along the main route. It does not cover every collectible or achievement. Story spoilers follow.

Prologue

Follow the maintenance tunnel toward the stopped train after the tremor cuts the lights.

Act 1: arm yourself and reach City Hall

Emergence: reach Police HQ

Once the opening scenes bring Marcus and Dom into Kalona, stay with the street route outside the bar. Fight the first Wretches with the wrench, then take the Snub pistol from the police car farther along the street.

The route to Police HQ goes through the damaged transit area. Near the fallen skyrail, collect the Gnasher from the police car, enter the tunnel, and use the door on the left of the obstruction. Descend through maintenance, climb out at the far ladder, and help lift the column pinning a civilian. Clear the next street fight, then climb the yellow ladder in the alley. Cross the wall into the police plaza and kill the enemies at the entrance before entering the station.

If you want the opening collectibles, the Monster Jaw is beside the newsstand after the first Wretch fight. The Bloody Transit Worker’s Helmet is in the small room off the maintenance corridor. Before climbing toward Police HQ, check the Cafe & Bakery kitchen for the Front Page of the Kalona Times.

Survival of the Fittest

Cross the police lobby and follow the interior doors toward the basement cell block. The Rusher ambush happens before the armory: use the resistance prompt until Reyes intervenes. Inside the weapons room, take a Lancer Mk1. Its melee attachment is a bayonet; the chainsaw-equipped Prototype Lancer comes later.

Clear the firing range when the Locust break through its floor, refill ammunition, and leave through the station’s remaining rooms. Outside, use the station steps to shoot the attackers below. If a Rusher pins a squadmate, get behind it and use the melee interaction to free them. Open the bus after the street is clear so its passengers can escape.

Continue toward the recruitment center. Cross the blocked approach by the truck, fight through the alley, and climb the fire escape to the overlooking building. A dropped Hammerburst gives you a longer-range option for the enemies around the center. Clear the courtyard from above, enter, and escort the survivors outside. The next police-radio distress call sends you toward the Pay-N-Save.

A Gear in Need

Use the rubble ramp beside the ruined intersection to cross the gap. When the store comes into view from the hallway, turn back to the red doorway and take its stairs down. Drop to street level through the opening, then enter the loading dock. The Tomatoes, Canned collectible is behind the shelves in the second room.

Follow the shelves on the supermarket’s right side for an angle on the Drones behind cover. Once fewer enemies are firing, push between the checkout lanes toward the emergence hole in frozen foods. Stay through the following attack and cutscene: Tai’s arrival finishes the rescue. Pick up the Broken Lancer Bayonet near the defeated Drone if you are collecting story items, then follow the Gears to Pomeroy Station.

Tai holding a Lancer inside the Pay-N-Save supermarket
Tai at the Pay-N-Save rescue. Continue to Pomeroy Station after this encounter. Official Steam image, The Coalition / Xbox Game Studios.

Back in the Fold: the clinic, emergence holes, and Brumak

Collect Frags at the station before escorting Mayor Shaw. Past the fence, use a grenade on the clustered Locust, then take the raised ledge on the right of the next plaza. Continue through the alleys to the clinic. Rushers and shotgun enemies push through its narrow approach, so clear that bottleneck before moving inside with Shin.

The clinic parking lot introduces emergence holes that can be collapsed. Throw a Frag into an open hole to stop its reinforcements, then kill the enemies already outside it. Refill grenades before leaving. At Echo Park, fight from the raised plaza and curved wall until Shaw’s route is secure.

Take the Gut-Puncher near the stone pavilion. Hold the firing trigger to launch a round and release it to detonate; rounds can bounce from scenery or stick to an enemy. Use it to collapse the next holes. Regular ammo boxes refill this weapon, so locate them before the Brumak fight starts.

When the Brumak arrives, attach Gut-Puncher shots near its face and detonate with its head inside the displayed blast radius. Its chain attack draws an orange warning line between the creature and your position. Move sideways out of that line as soon as it appears. Circle between ammunition crates while maintaining room to dodge; remaining behind one wall lets the chain trap you. Killing it completes the Act 1 defense.

Act 2: Legacy Bridge and Hold the Line

Bravo Squad

Follow Captain Grey toward the bridge and use the truck on the right to enter the first fight from above. After thinning the attackers, cross the fence and catwalk to their flank. The snipers occupy a raised walkway at the far end. Reach its left staircase, clear the walkway, and take a Breechshot before entering the control room.

Pull the central-span lever in the west control room. The bridge jams and more Locust arrive. Fight through the upper train route, staying behind the train as you advance, then climb the truck where Charlie covers you. After that position is clear, follow the route down to the lower deck and continue to the east control room. Operate its controls to lower the remaining span, then fight across the rest of the bridge.

Boomers arrive near the far end. Keep away from their explosives, use Frags or ranged headshots, and collect a dropped Heavy Boomshot. Carrying one into the stadium approach helps with its final group of heavies. Enter the stadium once the road is clear.

Hold the Line

North Kalona: Octus Way Station

At the start of Hold the Line, use the Supply Cache to choose weapons and equip any available mods. Grey also gives you the city map. Nearby Hard Cases, collectibles, and secondary objectives appear on it as you explore. A Hard Case unlocks its mod when you collect it. To equip that mod, return to a Supply Cache.

The nearby Vanguard and Trapped Family rescues are optional. Trapped Family rewards a Gnasher Bayonet and a Precision Long Barrel for the Breechshot. Clear the store attack and release the family before leaving its objective. These detours fit naturally before the route opens into East Kalona.

Octus Way Station is your first main destination. Before descending into its entrance fight, take the Longshot on the road beside the rappel approach. You can enter the building through a ground-level train or the upper balcony. The balcony leads to a stairwell and enclosed firing position overlooking the interior; use that route to keep the Drones below you. After clearing the station, its Supply Cache offers Tactical Gear.

East Kalona: the muster point, stockpile, bank, and construction site

Take the Sonic Disruptor before investigating the bodies at the muster point if you want a way to interrupt the Bilefrog. The creature launches corrosive attacks across the arena. Keep outside its close splash area and aim into its mouth when you have a clear shot. After the first one falls, collapse the new emergence holes and clear their Locust before concentrating on the second Bilefrog.

The Imulsion stockpile is in the eastern Warehouse District. Start from the Amberstone truck at the southern end, clear the parking area, then use the right-hand stairs and shipping containers to flank the snipers farther in. Open the warehouse and inspect the bodies as ordered. The large green shipment container has a keypad. Enter 0451 to open it, confirm its contents, and wait for the self-destruct instruction. Then enter 5626 and retreat before the explosion. The first code opens the shipment; the second destroys it.

On the route to Mags’ apartment, Lost in Translation begins at Major Burger across from the warehouse. Escort its civilians north over the bridge to their shelter. Dropped Heavy Boomshots help against the Bilefrog on that route. Return to the main objective and visit Mags’ apartment before proceeding to the Bank of Tyrus.

Tickers pour into the bank when its security fails. Defend the staircase landing, shooting them before they reach the upper balcony. Their explosions can catch nearby Tickers. Kick one away if it reaches you. Once the attack ends, use the green button at the vault and inspect the room before moving on.

Pick up the sniper rifle beside the car at the construction site and shoot the enemies on its lower floors before climbing. The first-floor rappel leads to a mounted gun; kill its operator so you can cross. Follow the outside edge of that floor and shoot the fuel tank behind the enemies around the corner. Another rappel takes you to the roof. Stop the Rushers and Wretches approaching from the left, then push along the right edge to the ladder behind the snipers.

Continue to the courthouse and speak to the Gear who admits you into Octus Tribunal Muster Point. The mounted Vulcan helps against the Bilefrog. Vent before its heat meter fills. During the following defense, pick up the fortifications, select them from the grenade slot, and throw them into position before the next wave reaches the camp.

West Kalona: Whiskey Squad and the hotel relay

Leave the courthouse through its western gate. The green bus gives you height against the next Boomer. To enter Whiskey Squad’s search area, go north around the blocked door, then west into the narrow street with the usable entrance. Investigating the body at the fountain triggers an ambush. Back up to the stone wall, stop the incoming Rushers, and seal the holes across the plaza before taking longer shots at the snipers.

At Kalona Hotel, climb the stairs on the right to attack the Locust on the opposite balcony. After speaking to Corporal Harris, defend Danton while the communications setup continues. Scorched Grenadiers bring Incinerators and incendiary grenades; eliminate them before the fire removes your cover. When ordered to reset the relay, ascend the elevator shaft with Lucas. Descend via the broken balcony after the repair.

The final plaza has another squad to support. Begin from the right-hand stairs, then cross down to the raised platform with the stone planter as reinforcements arrive. Give the Boomers room and use the stairs to retreat if they advance. Drop through the next ledge after the fight to begin No Gear Left Behind.

No Gear Left Behind

Follow the ruined road into the tunnel to find Charlie Squad. After the scene, leave the tunnel toward the muster point. Take the roofed path on the plaza’s left side to avoid the Nemacyst bombardment. Follow it to the far stairs before moving back into the open. Work around the barricaded exit through the enclosed side passage.

Use explosives to make the protected Seeder recoil and expose its face, then shoot into that opening. Ordinary fire cannot damage it through the protection. After meeting Grey, cross through the courthouse route and board the truck.

Flyboys

Flyboys puts you on a Raven’s gun. Shoot Nemacysts approaching the aircraft before targeting their Seeders below. During the rooftop rescue, clear the Wretches climbing toward the stranded Gears. Vent the gun before it overheats. Lead the incoming Reavers enough to hit them while they are flying; do not wait until they attach to the Raven.

Overrun

In Overrun, head for the hangar and shoot the Reaver’s underside when it lands on the containers. Climb the catwalk, meet the squad at the broken wall, and descend toward the rally point. Clear the Wretches and Drones after the crashed Raven crosses your route, then follow the Corpser tunnel. Resupply at Zee’s rally point before pushing across the runway.

Keep a Gnasher for the final dash. After the helipad sequence separates Marcus and Dom from the boarding group, cross the crashed truck and move toward Gil’s Raven. Shoot only the Wretches blocking that escape route. Reaching the aircraft advances the campaign to Act 3.

Act 3: the underground route and Fort Vigil

Stranded

Follow Control’s directions through the woods to Fairlight Base. Armored Wretches appear on the approach; collect a Gnasher if your current weapons struggle at close range. At the training ground, take the Longshot on the left and clear the enemies below before descending.

The base entrance is reached by climbing the shipping containers left of the gate. Search the hangar for the Supply Cache, then continue to the substation. Its upstairs control room contains the green-lit power lever. Restoring power illuminates the helipad but also sounds an alarm. Collect Frags from the newly opened hangar before crossing toward the exit gate.

Take position in the truck bed facing that gate. Use explosives on the two heavies as they enter, then carry a dropped Troika through the opening to clear the Wretches. Work around the next truck to flank the remaining Drones. The extraction attempt ends with the squad falling into the tunnels.

Enemy Lines: the station and Corpser

Continue through the low rock opening, the red-lit tunnels, and the Locust armory. After the Raven collapses and splits the squad, follow Mags until everyone regroups at the occupied subway station. Climb the left stairs and ladder before starting the fight. The upper column recess provides a firing position above the Locust.

Resupply after the first attack before using the radio on the middle level. The long sightlines favor a Longshot. If you take the Ripper, sustained fire tightens its accuracy as its rate increases. The radio starts another defense, during which a Corpser opens successive walls. Move away from the upper firing recess before the wall behind it is breached.

A Grinder enters through the central upper doorway. Back off to the broken column, throw Frags, and shoot its head before crossing the door. Take the Troika in the following tunnel for the Wretch swarm, then continue along the tracks. The Flayer ahead fires a Gorehook that can hit again as it returns. Dodge sideways as it fires, then use the gap to attack.

Fight through the sunken courthouse and resupply in the sewers. Bring a Gut-Puncher, with Extended Belt if you have it. In the first sewer arena, reach the low wall on the right and use the Troika and explosives to force it back. Refill ammunition, climb the catwalk, and cross into the pillar arena.

In the next arena, put an intact pillar between Marcus and the Corpser. Bait its attack toward that support and move clear before impact. After each pillar falls, move behind another intact support and bait the next attack. Kill the Wretches and Tickers that arrive after the second collapse before setting up the third strike. That third support brings the ceiling down on the Corpser. The following story sequence takes the squad back to the surface.

Last Foothold

Move through the ruined apartments toward Tai, cross the bus, and take the upper-right ledge during the plaza fight. Follow the Gears around the broken ground to Grey’s position, clear its Boomers from the raised approach, and meet her in the library. The next section reopens part of Kalona for evacuation tasks.

At Kalona Hotel, brief Harris and help ready the convoy. A Spore Matron joins the defense. Aim at the red eye in its underside when it opens, clearing clusters of Spores when they obscure your aim or begin overwhelming the squad. When the second Matron arrives with ground enemies, stop the Rushers and Drones first so you have room to look upward.

At Landa Memorial Hospital, circle around the far right to its front and enter the building. Climb to the upper floor, take cover in the waiting area, and clear the enemies moving onto the awning. Seize their Troika to help Manu’s squad below, then carry it downstairs. Aim from the curved reception desk at the doorway where the Flayer enters. After defeating it, collect the medical supplies in the back room between the shelves.

Finish any optional rescues before telling Grey the convoy can leave. Lost in the Park and Rooftop Mayday become available after the hotel objective. During the library’s departure defense, use its Gut-Puncher against the Bilefrogs and its Vulcan against the Matron. Advance north afterward. At the bridge, take the Heavy Boomshot: one explosive hit removes the Seeder’s protection, allowing the next shot into its exposed face.

The Convoy

Follow the vehicles and clear the Wretches entering through the hole in the left wall. At the end of the road, take the left doorway upstairs. Reach the bridge’s raised sniper walkway via the right-hand approach and stairs, then clear the east control room. Resupply before pulling its central lever.

Use the mounted guns outside to hold off the Locust while the span lowers. Regroup with Grey once that defense ends. On the next bridge section, damage the Reaver from the truck while you have the angle, but leave before it reaches you and aim beneath its body. Descend through the opening in the left side of the deck to protect the convoy below. After clearing the lower section, use the rappel lines back up, cross the truck, and enter the next control room. Pull that console’s lever and defend until the final vehicle crosses.

Desperate Times

Clear each rooftop before leading the civilians across. After the Spore Matron, prioritize Grenadiers preparing to throw: shooting one during the throw makes it drop its own grenade. Keep a Gnasher through the interiors. In the Wretch-filled hallway, fall back to the doorway you entered through and use it to narrow their approach.

On the long rooftop, secure the raised square before dealing with the Grinder and snipers. A Breechshot is available near the bar’s stone columns; retrieve your Gnasher afterward. Carry the Grinder’s Troika around the corner to attack the next Reaver’s underside.

The Torque Bow section requires taller cover. Use the stone columns along the narrow walkway to cross between shots, rather than crouching behind its low walls. Before descending the clock tower, climb upstairs to collect a Torque Bow and ammunition. Charge its shot until the targeting line straightens, then release. At the following intersection, dropping to street level gives you an upward angle under the Reaver. Clear the intersection and cross the bridge to Fort Vigil.

Desperate Measures

Defend the fort’s ramparts, stopping climbing Wretches and the Reaver that lands on the wall. Before entering the courtyard, refill a Gut-Puncher and detach a Vulcan to carry with you. Speak to the Quartermaster only after resupplying.

The Armored Brumak first appears beyond the gate. Use the Vulcan and then the Gut-Puncher from the wall until it breaks farther into the fort. Pursue through the Main Entrance, take the left stairs, and climb the right-hand walkway to flank the Drones. The route continues through the gift shop and upstairs to another Supply Cache.

Refill the Gut-Puncher before the rotunda fight. Extended Belt and Shaped Charge are useful if already unlocked; the Adrenaline Injector supplies a recovery option. Circle along the rotunda’s right side until you can fire from a column. Aim explosives at the Brumak’s lower face to hit exposed flesh and break its helmet. Once the helmet falls away, concentrate fire on the head. Tai’s cannon strike ends the encounter and opens Act 4.

Act 4: restore power, then shut down the refinery

Hope and Ruin

Leave Fort Vigil toward Prospect Bay. When the downtown route is blocked, follow Reyes east around Kalona Square and through the cathedral grounds. The gate on the far side leads toward the rail route; the original road remains obstructed.

Technical Difficulties

At the platform, let the first train pass. It heads uptown, away from the route you need. Board the second train for Octus Way. When the rear cars begin breaking apart, move forward through the surviving carriages as ordered. Reaching the front takes priority over finishing enemies in cars being lost behind you.

Tough as Nails: the 85% breaker

Prospect Bay’s communications equipment needs its local power grid restored. From Lion’s End, continue to the power station and place the available sentries covering the technicians’ approaches. Defend them while generator output rises.

Protect the technicians as output passes 45% and 65%. They need at least 85% before closing the breaker, so keep the attackers away until power returns and the objective advances. The next task is to retake port control; returning power alone does not clear the Locust occupying its tower. Fight back to the equipment and secure it before continuing toward the longer-range communications site.

Signals

The vehicle route toward the old weather station ends before the destination. After clearing the first position, take the uphill trail Reyes points out beside the road. Continue on foot through the Locust-held climb and reach the station to contact outside command.

Paths Diverge

The refinery siren changes your next assignment. Escort Auntie to the Seradyne admin building before entering the refinery. Clear the gate, parking area, and interior to get her to the PA system. She broadcasts the evacuation instructions as Bravo continues toward Timgad Refinery.

Resupply at the nearby Supply Cache before continuing through the civilian barricade toward the refinery. The route changes to Kill the Brumak before you can enter. Fire at its head and upper body from the street, using rifle fire or remaining heavy ammunition when you have a clear angle. Move sideways when it swings its chains and back away from its feet to avoid being stepped on. Keep room to move around the barricade, and switch weapons or replenish ammunition when your heavy weapon runs dry. After the Brumak falls, follow the Open the gate objective and enter the refinery.

Critical Failure: coolant access, Zone 5, and Scoria

Use the refinery’s raised walkways and pipes; exposed raw Imulsion damages Marcus and does not provide a safe shortcut. When the normal catwalk is locked, look left for the hatch into the backup coolant feed. Follow that pipe route into the next section.

The collapsed staircase sends the squad toward the research-lab elevator. Take the Zone 5 key card from the security area and use it to open the restricted entrance. Follow Cara Lynch’s shutdown directions to the intake controls and stop the enriched Imulsion feed entering the light mass converter.

Two Scoria interrupt the shutdown. Keep a ranged weapon for their airborne movement and finish one target before spreading damage across the pair. Move between firing opportunities so the other creature cannot attack from outside your view while you track the first. The converter task remains blocked after only one dies.

After both Scoria are dead, return to the shutdown controls. Killing them has cleared the arena but has not stabilized the converter. Use the emergency tank-dump control when Carter calls for it. Dumping the tanks completes the refinery operation.

Act 5: return to Kalona and launch the evacuation ship

One Problem at a Time

The automated train is carrying Bravo away from Kalona. Fight the Reavers until damage to the fuel system forces the squad to jump to the neighboring train. Push through its cars to the front. At the transfer point, clear the platform and choose the train facing back in the direction you came from. Enter its front control area and operate the lever to begin the return journey.

Ghost Town

Climb from the lower route into the ruined district. Use the hospital interior and the covered path beneath the tracks when sniper and mortar fire makes the open streets unsafe. At the dead end near the fountain, return to the apartments and climb the elevator-shaft cables. Follow that building route upward to the roof, then hold the rooftop until the Raven arrives.

Storm Clouds

During Storm Clouds, stay on the Raven’s mounted gun through the Reaver attack. As the aircraft approaches Raven’s Nest, concentrate on the Locust occupying the cranes and the landing zone. Clearing the immediate landing area allows Bravo to disembark and begin the dry-dock operation.

Resolute: the flood valves, ship braces, and crane

Go downstairs into the flood-control room. With the main console destroyed, follow Zee past the crane to the backup mechanism beside the floodgate. Protect him while he works its valve controls. Each valve is sealed on both sides. Zee opens the first two outer seals, but the third valve’s chain fails and leaves it jammed.

When the objective changes to escorting Zee to the override hatch, climb onto the floodgate and cross its top to the access hatch on the far side. Fight through that interior route with him. Zee continues toward the manual release below the spillway while Bravo returns to the fighting outside.

When Protect the ship braces appears, go down into the dry dock and kill the Locust attacking the supports. Zee reports each inner valve as he opens it. Defend the braces until Find a way onto the Raven’s Nest appears, then start the boarding route while the dock is still filling.

Climb the stairs toward the crane. When you reach the elevator that stops partway up, continue toward the crane’s upper structure. Michaelson’s support cables buy time while the water rises. Call the moving platform from the panel at the crane’s upper end. Cross the connecting walkway to board it and wait for the squad. Once everyone is aboard, operate the platform’s own green panel to descend onto the ship. Cover the remaining valve and floodgate sequence from aboard. When the floodgate begins descending, stay clear of it and hold through the launch sequence. The bridge across the evacuation route is still down, so Bravo has another operation to complete.

The Fall of Kalona: the bridge and Vraahk

From the insertion point, drop to the bridge’s lower deck and follow it toward the east control room. Use the concrete cover by the wrecked vehicles to clear its approach. A Gut-Puncher is available on the roadway; use it against the large creature attacking from above before pressing into the room. Try the bridge controls once the area is clear. They start the lift but fail before the ship can pass. Leave through the window and cross the deck toward the other control room.

Vraahk, the Impaler, intercepts Bravo on the bridge. Shoot while you have space between you, but leave cover when he advances or grenades land nearby. Reach another firing position before reloading. After the encounter’s story scene, keep moving toward the control-room side of the bridge. Vraahk returns later at the detonator.

When debris blocks the direct approach, enter the nearby Skytrain and clear its carriages. Exit on the far side and continue toward the detonator. Vraahk returns before you can use it. Move as soon as he targets you and starts charging. Turn back to fire when he switches to another squadmate. An Incinerator’s lingering burn can keep damaging him while you relocate if you already have one. Spend your remaining heavy ammunition during clear openings.

When Vraahk goes down, Marcus calls for the detonator and the final escape sequence begins. The blast opens the evacuation route and leads into the Epilogue. The survivors leave Kalona aboard the ship and head toward Port Ferrell. There is no further combat chapter after the final detonator fight.