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Gears of War: E-Day Act 5, Chapter 4 Resolute Walkthrough

A route through the valve defense, the override hatch, the ship braces, and the crane climb onto the Raven's Nest.

A route through the valve defense, the override hatch, the ship braces, and the crane climb onto the Raven’s Nest.

Image: The Coalition

Resolute, Act 5’s fourth chapter, takes place at the East Kostra Drydock. The Raven’s Nest must be raised before the group can get out of Kalona. A full run lasts roughly 37 minutes; the final five minutes are cutscenes. The chapter has five combat sections: a briefing in the control room, defending the balcony as Zee operates the flood valves, crossing the floodgate top to an override hatch, fighting on the dock floor beneath the hull, and climbing a crane to reach the ship’s deck.

Quick answer: Protect Zee at the valves, escort him across the floodgate to the override hatch, defend the ship braces on the dock floor, then climb the crane onto the Raven’s Nest and clear the deck. Nothing here is on a timer.

Nothing in this chapter uses a valve timer, brace counter, or timed wave. The hourglass displayed below the weapon panel indicates the Adrenaline Injector’s cooldown; it is not counting down to an event.


Loadout, caches, and weapons that matter

You carry in a Prototype Lancer (600), a Gut-Puncher (14), a Snub, grenades, and the Adrenaline Injector. The Gut-Puncher does the heavy lifting against packs, the Grinder, the Boomer, and the walkers at the end, because its rounds set targets alight for the whole chapter. Keep the Prototype Lancer for everything else.

Two Supply Caches sit on this route: one at the very start in the control room, and one just before you reach the dry-dock floor. Use the first Supply Cache to top off ammo and fit Gut-Puncher mods; refill everything at the cache before the dry-dock floor.


Control room briefing and clearing the deck for Tai

The chapter opens on the landing pad with the title card and the caption “DAY 3 – 0100 HOURS / EAST KOSTRA DRYDOCK.” The first objective is “Get the update from Michaelson”.

Descend the stairs, follow the gangway, and enter the open door labeled SEC 21, where Captain Michaelson is waiting. You’ll see a “SUPPLY CACHE NEARBY” prompt along the route. The control-room objective completes on entry, and a checkpoint activates.
Find the Captain’s Log, CNV Resolute, on the metal shelving against the control-room wall. It’s an open book on a shelf near the middle. Next, use the Supply Cache beneath the red light at the rear bulkhead, and install your Gut-Puncher mods there.
The objective becomes “Help Tai clear the deck”. Walk out to the balcony rail overlooking the dock and take the Longshot leaning on the rail (7 rounds) beside the ammo box. Scope in on the round deck below, where Tai is pinned, and shoot the Scorched Drone firing at him. One kill clears the objective. Swap back to the Prototype Lancer lying at the rail.
Longshot on the control room balcony646:10Longshot on the control room balcony
Grab the Longshot on the control room balcony and snipe the Drone pinning Tai below. Shown at 646:10 in MKIceAndFire’s video. Image: The Coalition

Flood the dry-dock: catwalks and the valve balcony

Once the deck is clear, your objective becomes “Help Zee flood the dry-dock”. The Locust have damaged the flood controls, making it necessary to fill the dock manually using backup valves near the gate. Zee unlocks the hazard-striped doors behind the control room; a checkpoint activates on the stairs past them.

The catwalks

Behind barriers, Scorched Drones are positioned on the catwalk below. Start by firing Gut-Puncher rounds at the barriers; the reticle switches between AUTO and MANUAL. Then advance from one barrier to the next. Farther along, a Bilefrog throws green acid, leaving pools across the walkway. Avoid the pools and throw grenades at the creature.

Expect to have little Gut-Puncher ammo left after this section. Switch to the Lancer to finish the fight, and collect the ammo boxes along the railing. Descend the stairs, pass under the catwalk, climb the stairs on the opposite side, and follow the enclosed gangway. Kick through the doors to trigger a checkpoint. In the next storeroom, a Razor Mine is on the crate in the center; the doors at the far end open onto the valve balcony.

“Protect Zee” on the valve balcony

During the “Protect Zee” sub-objective, Zee operates the valve console on a balcony above the dock. Before enemies appear, locate the ammo box fixed to the wall behind the railing. You can return there to replenish ammunition throughout the defense.

Scorched Drones and other Locust infantry make up the first wave, crossing the lower platforms and advancing along the side walkways. Shoot down at them from the railing with the Gut-Puncher, then use the Lancer. Turn around to deal with any enemies that reach the balcony before they can attack Zee.

The second wave brings pale floating gas-bag creatures with hanging tentacles drifting in over the dock, plus small spiked mines floating toward the balcony. Shoot the glowing spot in the middle of the nearest sac with the Lancer and pop any mine that comes close. This empties the rifle quickly, so fall back to the wall ammo box when you need to. When the red cog emblem shows, crouch behind the railing barrier until it clears.

Zee says that two valves are open and the third is jammed. An Incinerator pickup is beside the railing at the right-hand end; taking it is optional. The objective updates, and a few seconds later the chain winch over the gate explodes.


Escort Zee across the floodgate to the override hatch

The remaining option is to operate a manual release inside the gate, accessible through a hatch on the floodgate’s far side. Your objective changes to “Escort Zee to the override hatch”.

Take the exterior stairs up to a checkpoint and ammo box. Force open the red-lit door, go through the passage lined with dead salvage crew, then climb the ladder at its end to reach another checkpoint.
At the ladder’s upper end, head into the dim alcove at the dead end, where crates are stacked and an ammo box sits. Before the roll-up shutter, pick up the COG Tags of Lieutenant Arthur Palarmo from the ground beside the “STOP” sign.
Step onto the floodgate walkway, an exposed, lengthy deck marked with section letters on the floor. Round lamp pylons, low steel barriers, and thick pipes offer cover. Elite Snipers indicate their aim with narrow beams, while Scorched Drones and Grenadiers advance up the center through burning patches. If a beam targets you, get out of its line of sight. Then push ahead from pylon to pylon with the Lancer, switching to the Gut-Puncher against enemies holding their ground.
Floodgate walkway under sniper fire656:45Floodgate walkway under sniper fire
The floodgate walkway is long and open, with Elite Snipers tagging you from range. Break their line of sight behind the pylons. Shown at 656:45 in MKIceAndFire’s video. Image: The Coalition

Along the walkway, grab the Frag Grenade on the first railing, the Breechshot mid-deck, and the Smoke Grenade on a low wall further on.

Section A-3: the Grinder and the Flayer

At the wide stairs of Section A-3, a Grinder stands at the top hosing the deck with its heavy machine gun. Stay behind the big pipe junction and put Gut-Puncher grenades into it between bursts; it burns and falls.

Troika in hand at Section A-3659:15Troika in hand at Section A-3
The Grinder drops its Troika at Section A-3. Pick up all 96 rounds before the Flayer arrives. Shown at 659:15 in MKIceAndFire’s video. Image: The Coalition

Pick up its dropped weapon, the Troika (96 rounds), as a Flayer approaches. Keep as much distance as possible and unload the Troika into it. Should it reach you, Marcus is downed and a squadmate revives him; while you’re down, the screen turns red and displays “DOWNS REMAINING” above the cog emblem. Once the Flayer is dead, head up to the circular platform and its hatch.

In the following cutscene, Zee opens the hatch, descends by himself to turn the release crank inside, gives his COG tags to Lucas, and shuts the hatch. Explosions begin around the supports keeping the ship upright, and Zee is no longer with the squad.


Protect the ship braces on the dry-dock floor

The objective becomes “Protect the ship braces”, with three sub-objectives in order: find a way down, eliminate the Locust threat, and get out of the dry-dock.

For “Find a way down to the dry-dock”, follow the marker into the shaft beside the platform and continue to the lower gangway. A “SUPPLY CACHE NEARBY” prompt appears. Burning debris litters the corridor and the exterior walkway, where Grenadiers and Drones are positioned. Use the low barricades to fight, keeping your distance from these shotgun-wielding enemies. The corridor leads to a Supply Cache; refill all your gear there before entering the freight elevator.
For “Eliminate the Locust Threat”, wait for the entire squad to board the elevator. Its display reads “WAIT FOR SQUAD” until then; press “Hold” to descend and reach a checkpoint. On the dock floor beneath the red hull, Drones, Scorched Drones, Grenadiers, and Elite Drones attack over a deck with patches of fire. Take cover behind the stacked crates and avoid the flames.
A Boomer enters the fight. Stay behind a crate and use your remaining Gut-Puncher ammunition to kill it. Pick up the launcher it drops: a Heavy Boomshot loaded with 7 rockets. A Reaver lands on the gantry before the large dock doors; put three rockets into it, and it is gone before the objective updates.
To complete “Get out of the dry-dock”, reach the lift at the far end. Wait until every squad member boards and “WAIT FOR SQUAD” goes away, then activate it. The objective completes as the lift rises, and a checkpoint triggers at the top.

Climb the crane onto the Raven’s Nest

There is no boarding ramp on this side, so the way across is the dock crane. The objective is “Find a way onto the Raven’s Nest”, with the sub-objective “Climb to the top of the crane”.

Scorched Drones defend the routes to the crane, and sections of the deck are on fire. Take cover behind crates and fire the Gut-Puncher into groups of enemies. Then climb the crane tower to activate a checkpoint.
At the top, wait with the squad by the gate marked “RESTRICTED AREA”; this completes the sub-objective. Burning Locust charge down the crane arm’s walkway, between its trusses. Fire two or three Gut-Puncher rounds along the path, then switch to the Lancer. An Incinerator and an ammo box are on the arm.
Activate the yellow console marked by a green light, then follow the narrow arm and descend at its far end to operate the second console. The platform lowers toward the circular deck where Tai is fighting. Shoot the Locust near him as you travel down; reaching the deck completes the objective.

Clear the Raven’s Nest deck

The final objective is “Help Tai clear the Raven’s Nest”, a running fight with no boss health bar. You take two deck areas first: Scorched Drones and Elite Drones among pipes and steel barriers, then a longer stretch with a low deckhouse from whose roof something lobs green acid. Fight from the crates, and lean on the ammo boxes in both areas.

A floating gas-bag creature then rises above the deckhouse, releasing spiked mines as it goes. Shoot its glowing center with the Lancer. Locust rush in on foot, followed by two tall walkers on long, thin legs that fire orange beams. From behind a steel barrier, use all your Gut-Puncher ammunition on the walkers, then kill the last Locust with the Lancer. The objective completes, and a “SUPPLY CACHE NEARBY” prompt appears.

During this battle, the gate drops, and Zee’s radio signal turns to static as his chamber fills with water. The squad assumes he has died, but he survives and returns later in the story.

The chapter ends with two cutscenes. Tai confirms the pad is secure, news arrives that the capital has been attacked, and the survivors receive orders to head to Port Farrall. The ship departs with Kalona burning behind it. A King Raven arrives with Manu and a fallen Gear aboard, and Bravo boards the Raven bound for the harbor bridge. The next title card reads: Act 5, Chapter 5, The Fall of Kalona.


Resolute collectibles

The War Journal counts 5 collectibles for Resolute. Two are picked up on the route above; the other three sit off it. Check the Act 5 collectibles list for the exact spots of the ones you skip.

CollectibleOn this route?Where
Captain’s Log, CNV ResoluteYesControl room shelving unit
COG Tags of Lt. Arthur PalarmoYesAlcove at the top of the ladder
COG Tags of Lt. Enola TabaahaNoSee Act 5 collectibles list
CNV Resolute Decommissioning PlansNoSee Act 5 collectibles list
Sketch of the Kalona SkylineNoSee Act 5 collectibles list

What gets you killed

Three hazards account for most failed runs here. Bilefrog acid and patches of fire drain your health quickly, so move away from both. At Section A-3, keep the Flayer at range and shoot it from the arena’s rear with the Troika; letting it get close will down you. Finally, save some Gut-Puncher ammunition during the last deck battle, or you will reach the two shipboard walkers without the weapon needed to deal with them.