Tough as Nails Walkthrough for Gears of War: E-Day (Act 4 Chapter 3)
A route through Prospect Bay covering four secondary objectives, six Hard Case spots, and nine collectibles along the way.
A route through Prospect Bay covering four secondary objectives, six Hard Case spots, and nine collectibles along the way.
by AllThingsHow Staff
Tough as Nails sends Marcus and the squad into Prospect Bay, an open district where the comms tower has lost power and civilians are pinned down fighting Locust in the streets. The chapter runs roughly 51 minutes with four secondary objectives done, from the station stairs at the start to the truck tailgate that ends it. The route below points out six Hard Case locations, the four secondary objectives, and nine of the 14 collectibles you can pick up on this path. It is one clean run, not a sweep of every possible detour.
Quick answer: Work Prospect Bay from the comms tower approach to the truck tailgate, clearing four optional objectives (Special Cargo uses code 1548) and grabbing nine of the 14 collectibles before the “Leave the area and move on” prompt.
Take cover behind the green dumpster or parked cars while fighting the Drones in the street. Armed civilians shoot from the fire escapes, and partway through, an emergence hole appears beside the light-blue police car.
Continue through the alley until you reach the repaired chain-link gate, then smash your way through. A cutscene at Line’s End Pub shows Auntie Joyce, the civilians’ leader, bringing the squad indoors.
In the Seradyne Administration building, find the collectible A Letter Regarding Armadillos in the ground-floor back office. It is on the green desk beside the printer.
In the rail yard, ascend both yellow-railed ladders (X, “Climb”) and cross the gantry between them. This route leads to the concrete platform above the shipping-container heap.
To “Find the cargo container”, use the diamond marker as a guide down the stone steps and into the container yard. “IN SEARCH ZONE” indicates the search area; it does not start a countdown.
Look for a pale-green container bearing a black COG emblem and white “ISG 24495” lettering. It sits on a raised metal deck beside the helipad; approach it to strike out the step.
The keypad remains inactive until you “Clear the remaining Locust”. Use the mesh ladder to reach the upper walkway, take cover behind the curved steel barrier, and keep firing the Prototype Lancer at the large floating creature until it bursts.
The final Drone is positioned across the gap, behind crates on the raised deck; take it out. Its objective line gets crossed off. No time limit applies—the hourglass figure at the top right shows LT + RT tactical gear recharge time.
Complete “Open the train car” at the door control on the walkway over the bay. The far control-room door triggers “LEAVING MISSION AREA. YOU WILL FAIL THE MISSION.”
For “Kill the trapped Locust”, expect Grenadiers, Scorched Drones, and a Boomer to emerge. From the walkway, fire the Vulcan through the doorway until it is empty, then change to the Prototype Lancer.
Before starting “Set up defenses”, collect the Seradyne Factory Closure Sign. It’s on the brick wall beside the metal stairs in the side passage to the right of the Seradyne Armor Assembly entrance.
For “Defend the power station”, Drones and Elite Drones come along the street and fire from the bridge overhead. Stay behind the pallets near the sentries and shoot what the guns do not reach. A Supply Cache is just inside the station.
For “Kill all the Locust on the roof”, Wretches swarm first. A floating creature then rises over the roof; from behind the metal barriers, shoot the small things it releases and hold Prototype Lancer fire on it until it bursts. Two Flayers follow, and one hit can down a Gear, so back away round the machinery while firing.
Take the lift down. A Rusher, a Grinder, and four-legged beasts whose green acid spit stays on the road attack the street. Keep off the green, use the cars as cover, and put Gut-Puncher rounds into the big targets.
A cutscene plays as Auntie drives the squad out of the city. The next title card, Act 4 Chapter 4: SIGNALS, follows.
You know the chapter is finished when the Leave prompt advances into that Signals title card. If you are chasing completion, confirm your optional objectives and pickups are marked before you press to leave, since the truck moves the story on.
Collectibles off this route
The chapter holds 14 collectibles, and nine sit along the path above. The remaining five are not on this route. Check a dedicated collectibles guide for their positions.
COG Tags of Lance Corporal Calder Hunt
Blurry Photo of Locust Attack
Maranday Apple Brandy Bottle
COG Tags of Corporal Goran Ducaine
Young Artists Night Poster
Hard Case locations
Six Hard Case spots are called out across the route above: inside the covered walkway past the Prospect Bay gate, in the opened train car at Trapped Locust, at the foot of the warehouse storage racks, on the interior catwalks heading to the power station, beside a parked COG truck’s wheels, and up on the alley catwalk during Call in the favor.
For what each one contains, use a dedicated Hard Case guide.