Gears 5 Solution: Walkthrough through all four acts of the campaign


In this walkthrough to Gears 5 we give you:

  • A walkthrough for the entire campaign at hand.
  • Helpful tips for each chapter of the story.
  • Hints and guides on how to defeat the strong enemies and bosses.

Gears 5 () is already considered one of the best action games of 2019. Thrilling gun battles, great staging and an extensive campaign with lots of main and side missions will easily keep you in front of the screen for 12 hours or more.

You can find all the achievements in our Gears 5 trophy guide and a number of good tricks for beginners in our Gears 5 tips guide.

In our solution to the campaign of Gears 5, we give you helpful tips on how to master the adventure with ease.

  • Act 2 of Gears 5
  • Act 3 of Gears 5
  • Act 4 from Gears 5
  • Act 1 of Gears 5

    Act 1 includes a total of four chapters, in which you can find 26 collectibles and 16 components.

    Chapter 1: Blind Shot

    After the opening cutscene, rappel down and then follow the path on the left side into the interior of the complex. The start of Gears 5 is linear in design, as you'll be taught the basic game mechanics. Therefore, follow the path and carry out the actions that are recommended to you.

    After the first light skirmishes, you'll get into a fight where your opponents will come out of a nest. First of all, throw a grenade into the nest to close it. After that, kill the remaining enemies.

    There are several enemies waiting in this place. Before you fire at them, throw a grenade into the nest to stop the supply.

    After your squad has split up, climb down a ladder and find yourself in a very dark corridor. Here you will first have to deal with a handful of larvae. The little beasts are nimble, so it's best to use the shotgun here.

    After the first wave has been killed, carefully walk along the corridor. After about halfway, a second and shortly after a third wave of the small monsters awaits you, which you can best eliminate with the shotgun and also melee attacks.

    A little later, you'll meet your comrades-in-arms again and look at a place where several opponents are waiting. First of all, get a picture of the battlefield, because there is also a nest here, from which enemies keep coming out. Once again, throw a grenade into it as quickly as possible to stop the supply.

    After this battle is over, you march on as a complete squad and shortly after meet a carrier. These beasts are well armored. Therefore, wait until it opens its belly to spit out flying enemies. This one glows red and is the vulnerable point. During this fight you can radio for support. It doesn't matter which option you choose here.

    Carriers are heavily armored. Therefore, wait until the beasts open their belly, which is their vulnerable spot.

    Now continue through the complex, where shortly after you will come to a room where you will encounter the first enemy with a heavy weapon. Beware of being fired upon here. Yourselves, it's best to fire at the explosive canisters in the middle of the room as the monsters approach them.

    On the other side of the battlefield, you'll find a ventilation shaft on the right side after the fight. Send Robot Jack through it to open the locked door.

    In a dark corridor, lots of larvae will rush at you. If they get too close to you, it's best to use the shotgun.

    The room behind the door is the target of the mission. Accordingly, you'll have to deal with a larger group of enemies, ranging from small to large beasts. Therefore, concentrate on the heavy enemies first. After the fight, press the button and wait for the cutscene.

    Once the video ends, you will be on the upper floor to free the rocket. There are constant explosions and fire around you, which makes aiming at the enemies difficult. On the right side, keep your eyes open for a connection port placed on the other platform.

    To free the rocket, you'll have to cross several platforms. Keep an eye out on the other side for a junction box for Jack.

    You can send Jack to this one to lower the connecting platform. Cross it, take out the enemies there and repeat the game with the next platform.

    After that, a few more opponents await you before a cutscene starts and the first mission is successfully completed.

    Chapter 2: Diplomacy

    The second chapter in the first act is very quiet, as you only visit Baird, the "Machanian", to get a new ability for Jack. After that, test it on the parkour, as Baird asks you to do.

    After that, head to Prime Minister Jinn's office, which again starts a longer cutscene and also ends Chapter 2.

    Chapter 3: This is how war works

    The third chapter starts with a helicopter crash, after which you lie trapped on the ground. The enemies that rush at you in this scene can be easily taken care of with your handgun. To make your life easier, use Jack's lightning ability to temporarily incapacitate the monsters, making them easy targets.

    A linear sequence follows, in which you won't be able to stray from the path. Shortly after, you will witness fights on the street, which you will join. Pay particular attention to the snipers, who are placed in the house to your right, as they can cause you a lot of trouble. Over the radio you will finally be offered support again, choose the one you like best here, because both are helpful.

    After the helicopter crashes, you are trapped. Jack with his skills can support well in this situation.

    Shortly before the end of the fight, you will have to deal with heavy opponents. First of all, an opponent with a heavy weapon that can shoot explosive projectiles appears again fires. Again use Jack's lightning ability here to make the guy an easy target for a short time.

    After that, some jumpers appear. These creatures are well armored. Therefore, aim for the red glowing spots on the body to do more damage. When all the opponents are done, go to the gate that is next to the house where the snipers were. Continue your journey there.

    In this place your opponents have occupied a gun. Take it out first.

    The following path is again linear until you come to a place where several enemies are waiting. Be careful, because near the statue there is a gun turret that will quickly shoot you down if you get in its path. Again, use lightning or throw fragmentation grenades to smoke out the turret.

    After this first battle, a second more challenging one awaits you. The first waves of enemies are standard fare. But towards the end, you'll have to deal with two jumpers, followed by a raider. As usual, fire at the red glowing spots on the jumpers' bodies.

    As the fight progresses, you can use the gun itself to make your life easier.

    The same applies to the raider, but beware of his attacks. At the latest in this final wave, you should use the gun yourself, and grenades are also helpful against both of these beasts.

    Once this fight is over, chapter 3 is also finished.

    Like many larger opponents, raiders also have a vulnerable spot. This is on the abdomen and glows reddish.

    Chapter 4: The tide turns

    After the opening cutscene, follow the linear progression of the level until you find the Stim ability for Jack, which you'll need to continue progressing. This protects you from the fire, so you can run through it.

    Therefore, use this skill to get into burning buildings along the square, because components and collectibles are hiding there.

    After you run through the tunnel at the end of the square, a short video follows where the swarm kills some allies. After that, a fight against some standard enemies awaits, though also snipers. It's best to flank them and also use the Stim ability as protection.

    With the Stim ability you can march through the fire and explore the houses.

    Later you will cross the hotel. There, swarm-controlled DeeBees (guard robots) are waiting. They are active and will attack as soon as they see you. It's best to sneak up on as many as you can from behind and finish them off with a close attack.

    Later, when you get to the banquet hall, a bigger fight against these tin piles awaits you. In the middle of the room you can grab a Gatling Gun to make your life easier.

    Keep it after the fight, because your path will lead you to the exit of the hotel, where a swarm will confront you. Shoot it with the Gatling gun. On the first floor you will find ammunition and also a boomshot cannon.

    When fighting on the streets, be careful that the swarm doesn't take over the robots. Otherwise they will attack you.

    When you leave the hotel, a fight rages on the street. Be especially careful here that the friendly DeeBees can be controlled by the swarm. In this case they will attack you.

    Now you will meet your colleagues Marcus and Co. and search the theater. Here, finally, a big fight against the tin buddies on the stage is waiting for you. First entrench yourself on the platform in the back of the stage, because the obstacle gives you some air. For more firepower, get the Gatling gun, which is placed in the middle of the stage.

    Barricade yourself on the stage in the back to create some distance between you and your opponents.

    At the end of the mission, when you are about to leave the theater, a mini-boss will confront you. This one is especially dangerous because it shatters cover quickly. Therefore, change your position frequently.

    The colossus has some red glowing spots on its body, which you'll have to shoot at. All other parts are too well armored and therefore useless to shoot at.

    This colossus shatters your cover very easily. You, on the other hand, will have to aim for the reddish glowing spots.

    Act 2 of Gears 5

    Act 2 includes a total of five chapters, in which you can find 36 collectibles and 106 components.

    Chapter 1: Recruitment Offensive

    This mission is quiet for large parts. Therefore, just follow the path through the village to your destination. Tip: Rattle off every building here, as there are many components and collectibles waiting.

    At one point inside the village, a tank "explodes" and emits some kind of gas. Send Jack there so that he can fix the leak and you can walk past it unharmed.

    In order to close this silo and stop the leaking gas, send Jack ahead.

    At the end of the village you will find Oscar and a cutscene will start. At the end of this video, there is an attack and thus a fight back across the village. This passage is linear, but be sure to follow the usual tips. Change cover frequently, use Jack's abilities and let the robot fetch weapons for you.

    The fight through the village will challenge you a bit at the beginning, since you are poorly armed.

    Once you reach the end of the village, a sequence will start in which you'll suddenly control a few different enemy types. At this moment, use the monsters' firepower to eliminate other beasts.

    At the end of the mission, you'll find yourself in a hangar where you'll get the skiff - your sled for the open-world passages. To turn on the power, flip the lever to the left of the gate. In the upper area, which you can reach by using the ladder on the left, there are still some components waiting for you.

    Finally, the game world opens up, thanks to the skiff. First, just follow the path until you reach the open part of the area.

    Chapter 2: Into the wilderness

    After you set off with the skiff, follow the obvious path until you reach a locked gate. To the left of it is a path. Follow it on foot.

    After a short while you will discover an entrance through which you have to pass. To the left of it you can collect another relic enforcer, if they suit your playstyle. These are unique and stronger versions of this type of weapon.

    The room you discover is an armory. So equip yourself if necessary. Have Jack open the locked door there so you can get to the other side of the gate. There again send Jack ahead to open the gate. Then get back on the sled and continue your journey. From now on you can also call up a map via Jack's menu in case you lose your orientation.

    New Hope, your destination, is at the other end of the map. If you don't want to explore it further, go there by skiff. There, get off the skiff and follow the path in front of you until you come across an abandoned camp. Collect the components and possibly the ammunition here. After that, continue following the path to finish the chapter.

    Chapter 3: No Forest, Only Loud Trees

    First, follow the linear path through the forest and the ruins, there you will find a boomshot cannon and grenades that you can collect if necessary. After passing the Jameson Depot sign, you will reach an area where ice is raining from the sky. Here you should run through it to get as few hits as possible.

    One of the stronger enemies awaits you in front of the entrance to New Hope. Use the icicles in the square as cover, but change them frequently, because the shelling will quickly destroy them.

    Ice basically works as cover, but will break in the long run if shot at.

    In the entrance hall of New Hope, the right door will lead you further, while behind the left one you will find ammo and equipment. Now follow the path through the complex until you reach the open again.

    There a guard is waiting as an adversary. Aim at his head until he loses his helmet. After that, keep targeting the visage to cause damage, because the rest of the body is too well armored. The overseer uses melee attacks that hit hard, but you can easily dodge them.

    Wardens are tough hunks, but only dangerous if they can get to you. Their sore spot is the head.

    When the guy is defeated, the path continues in the building on the left. In the right building there are still some adversaries, but components. Disadvantage: As soon as you leave the right building, another wave of monsters will rush at you.

    Inside the left building, poisonous gas awaits you, which you can cross unharmed with Jack's Stim ability. You will also encounter enemy DeeBees. As usual, first take them out from behind so as not to activate all of them. In the largest room, where most of the robots are standing around, there is a kind of bar behind which you can take a Gatling gun. But watch out for the gas here.

    With the heavy weapon in your arm, follow the corridor. A short time later you will be ambushed by a swarm. Take it under fire with the heavy weapon. After that, follow the way through the building, but search the rooms for useful things.

    Shortly before the end of the chapter it gets a bit trickier. On the one hand, you will have to deal with several opponents on your escape from the complex. On the other hand, most of the areas are flooded with poisonous gas. The path is obvious, but be careful. The Stim ability, which protects you from the poison, only lasts for a short time, so even small detours can lead to a reload of the checkpoint.

    Chapter 4: The source of all evil

    From the New Hope lab, follow the path on the skiff to the left until you reach a locked gate. Enter the building on foot. In the upper area on the left is a junction box for Jack, which can be used to open the gate. Before that you will have to deal with some enemies, pay attention to the snipers.

    When the gate is open, continue with the skiff and head north, where you will find the first radio tower. Follow the path there and take out the occasional groups of enemies you encounter along the way. Note: Some of the battles take place on and around frozen lakes. Take advantage of this by shooting the ice when opponents are standing on it. This way they fall into the cold water and are quickly killed.

    Once you've made it to the tower, have Jack connect to the computer. Now look for the signal of the other tower, which you can find in the lower right corner of the map. After that, send Jack into the ventilation shaft on the left to open the door and take the cloaking ability for the robot. Activate it afterwards to sneak past the turrets.

    Then get back on the skiff and go to the second turret you just discovered. Again, set out on foot to reach the building. On the way there are again enemies waiting. Since a storm is raging, grenades are not helpful, as they usually miss their target. Instead, you can shoot the icy cover of the monsters with your weapons.

    Speaking of ice: On the way to the tower, you'll encounter some large chunks of ice that can run you over. Therefore, hurry to take cover so that they rumble over you.

    In the tower, first have Jack turn the power back on by sending him to the utility shaft. Then connect him to the computer and find the signal again. This time you will find it in the upper right area of the map. After leaving the tower, take the skiff to the new location. There you will use Jack's scanning ability to locate the signal more precisely. Since it is under the ice, Marcus will send you to a new location where you will find a mine. Now go there with the skiff.

    The area around the mine is vast, but you won't run into trouble until you reach the elevator to the entrance. There are a few enemies waiting, which are quickly eliminated. Afterwards you have to survive a wave of many and also powerful opponents. Use the ice tactically again by shooting it and sinking the approaching guys into the water.

    In the mine you pick up a canister, which Jack then transports. Escort the robot outside, because enemy attacks will be directed against it from now on.

    Then go into the mine. At the end of the mine, you and Jack will recover a canister full of gas and then have to escort the robot outside. The resistance on the way will always attack Jack, because as soon as the health of the canister drops to zero, the level has failed. Accordingly, shield the robot well, but save your grenades, because you'll need them outside.

    As soon as you get outside, some smaller beasts will rush at you at first, but they won't pose much of a threat. Shortly before the exit from the mine area, however, a Scion appears. Attack it first with the saved grenades to eliminate it as quickly as possible.

    Its attacks will quickly blow up Jack. As soon as you have left the mine, take the skiff back to the place with the signal under the ice. Here a cutscene will start and the chapter is over.

    Chapter 5: Dirty Secrets

    This chapter takes place in an underground laboratory and is story-driven for a long time. First follow the path until you reach a locked gate, which is secured by several gun turrets. To take them out, you'll have to go into the rooms to the left and right of the gate to overload the generators there. Therefore, use Jack's stealth function to get in unnoticed.

    To turn generators on or off, let Jack work them with the shock trap.

    Inside the facility, follow the path. At some point you'll meet Niles, who gives you a tour and holds long story-relevant dialogues. Only later do you get to deal with enemies again, when you have to chase Niles after he betrays you.

    The normal Locust adversaries are quickly defeated with the usual tactics. But at the end of the chapter, the Matriarch awaits you, another boss opponent.

    You have to be careful here, because if she catches you, you'll fail right away. Therefore, dodge her attacks and wait until she stands on the icy surfaces. Then shatter the ice so that she crashes into the water and freezes for a short time.

    The matriarch is one of the toughest competitors you'll encounter. Beware of her attacks here, which can instantly send you to the afterlife.

    Her vulnerable spot is on her back and glows reddish. Take this under fire until she unfreezes and keep repeating the game.

    Later, watch out for her spiked attacks that she hurls at you. It is difficult to dodge them.

    Also, Kait keeps getting visions during the fight, so the image blurs and you can't see anything. In these situations, always keep moving so you won't be surprised by an attack.

    Act 3 of Gears 5

    Act 3 includes a total of four chapters, in which you can find 24 collectibles and 152 components.

    Chapter 1: Combat Spirit Required

    The first chapter of Act 3 starts quietly. Explore the airport at your leisure to bag components and collectibles. Then visit Baird, who has made a new ability for Jack. After you have tested it and after a cutscene you are five on the road, board the skiff and head to the missile hangar.

    In front of its entrance you will have to deal with a handful of monsters, but they are quickly eliminated. Then enter the building and finish the first chapter.

    Chapter 2: Rocket Plan

    In the rocket hangar, just follow the obvious path until you come to a dark room. There, at the very end of the room, you will find a switch on the left hand side, which you can use to turn on the light. Then connect Jack to the junction box on the right wall.

    Now follow the path through the complex, where you will come across groups of enemies from time to time. The tricky part is at a locked gate, because as soon as you get there, an ambush will start. For this purpose, use the gun that stands to the left of the gate to finish off the opponents. The last opponent awaiting you is a guard. Use the gun to attack him as well, but make sure he doesn't get too close to you.

    With the gun, the ambush at the closed gate is quickly overcome.

    The following room is your destination, where the satellites are stored, which you have to recover. Therefore, first go to the upper right platform to retrieve the first one. There you will have to deal with jumpers. Fire as usual at the reddish glowing, vulnerable parts of the body.

    On the left platform another ambush starts. Try to stay in cover as good as possible, because some Scions are strong enemies in the horde.

    Now that both satellites have been recovered, follow them on their way through the complex. Shortly before the exit, after a few standard enemies, a carrier will get in your way. Keep your distance here and fire at the right moment at the explosive pipes marked in red to weaken the beast. Once the beast is taken care of, leave the facility and board your skiff.

    Now head from the rocket hangar towards the bridge and then on to the turntable. From the bridge you will be caught in a storm. Avoid the crystals caused by the lightning strike as much as possible, because a collision causes a lot of damage.

    On the way to the turntable you have to pass through a storm. Try to avoid the crystal columns that appear here.

    Arriving at the turntable, some regular enemies will stand in your way at first. At the end of the fight, an attendant appears again. Shoot the head as usual, everything else will not cause any damage. Then enter the control room and let Jack connect to the junction box in the back right corner of the room.

    Now track back to the skiff and head back to the bridge. Finish off the scattered enemies there and then shoot the bridge mount on the left side of the bridge with the rocket launcher to lower the bridge. Before you leave the place, however, another ambush will get in your way, but it won't include any unusual beasts except for jumpers.

    Chapter 3: Assembly required

    After the train is rescued, make your way to the cosmonaut training facility, which is located on a hill to the west on the map - you can recognize the way there by the dilapidated stretch of highway.

    Enter the facility and follow the path until you reach a locked gate. Here you'll have to send Jack into a supply shaft, which can be found slightly behind you on the right, as seen from the gate. Once Jack appears on the other side of the gate, have him connect to the junction box to continue.

    Use the right crane to open the way.

    A short time later you will come to an open space where all paths are blocked. The crane directly in front of you won't help you, instead look to the right sidewhere another crane is placed. Let Jack activate it to clear the way. Later you will come across another such "puzzle" in the square, but without a choice.

    Now cross the facility further until you reach the centrifuge room. Here, first activate the two switches that can be found on the top level on the left and right sides. After a short dialog, connect Jack to the junction box in the front area. This partially activates both the centrifuge and the enemy DeeBees. Take out the robots from behind or in a firefight, as you prefer. Then use the brake levers directly on the centrifuge.

    A lengthy battle awaits you in the centrifuge room. However, the device mercilessly crushes enemies when you lure them into its path.

    This triggers an ambush of the swarm. Use cover here to lure the beasts to you, as the centrifuge can be a helpful weapon. At the end of this protracted fight, a hunter finally appears. Take this one under fire.

    In the meantime, the centrifuge keeps accelerating and if everything goes according to plan, its tip will fly to the exact spot where the rabble-rouser is standing. After that, fill up your ammunition and go to the capsule thrown away from it to continue the story.

    Later, on the way out of the facility, you'll come to a larger square between two buildings. Be careful here, because there are opponents with turrets waiting on the other side. It's best to take them out first before taking care of the others. Once you have cleaned up on the opposite side, an ambush will start from the side you came from.

    Get behind the guns while they still have ammo to make your life easier. Once you've left the facility, take the skiff back to the airfield and deliver your loot. An ambush will eventually start here as well, but thanks to enough trigger-happy support, it's easy to pass.

    A few larvae rushing in are basically just cannon fodder.

    After this ambush, head back to the missile hangar. There is no resistance waiting outside, so just follow the path. Only inside the facility do two henchmen show up.

    Here, use the explosive barrels that are generously placed in the larger room. Before you can finally launch the train with the rocket, a few dozen larvae come running, but they can be easily eliminated at a distance. After that the cutscene starts, which ends this chapter.

    Chapter 4: A small step

    The chapter at the missile launching base starts with a lot of dialogues, until finally a gigantic monster appears. This wraps around the tower with its tentacle-like arms. Suction cups open on these from time to time, which you take under fire as soon as they glow reddish. Be careful, though, because usually a swarm comes out of these places and attacks you.

    Aim at the tentacles as soon as they open.

    The game with the arms repeats itself a few times until you end up under the tower, where the monster partially sticks its head in. Tongues eventually come out of its mouth , which also have a reddish glowing vulnerable spot. Fire at them as soon as you see them in its mouth.

    If you're not careful, the tongues will grab you or a fellow soldier - in which case you'll have to act quickly to avoid getting killed. After a few rounds the exit from this area becomes free. Run into it and then enjoy the final sequence of Act 3.

    The tongues that come out of the monster's mouth can grab you or your companions. Therefore, dodge them or react quickly in case of an emergency so as not to perish.

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    Act 4 of Gears 5

    Act 4 includes two chapters where you can find four collectibles and 15 components.

    Chapter 1: Home Front Chapter 2: The Decline

    The final act of Gears 5 is once again much more linear in design than the two semi-open areas from the acts before it. However, it once again throws everything the game world has to offer in the way of enemies in front of your shotgun, from lots of small ones to plenty of fat monsters.

    In both chapters, simply follow the given path and follow the basic tips:

    Always use cover tactically and change it more often. Use Jack's skills, especially Stim for protection, camouflage or controlling enemies. Remember to throw grenades at fat beasts to give you air. And above all, aim at the vulnerable parts of the big beasts, which you'll recognize by their reddish glow.

    If you take all of this to heart, you'll have no problem getting to the end of Gears 5 and past the final boss fight.

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