- Act 1 has 4 chapters — Emergence, Survival of the Fittest, A Gear in Need, and Back in the Fold.
- The act is set entirely in Kalona on the opening hours of Emergence Day.
- You play as Marcus Fenix and Dom Santiago, later joined by Mags Carter, Lucas Reyes, and Tai Kaliso.
- Act 1 has 13 collectibles total — 3 in Chapter 1, 4 in Chapter 2, 2 in Chapter 3, and 4 in Chapter 4.
- No secondary objectives appear in Act 1 — those start in Act 2.
- The act ends with the first major boss fight — a Brumak.
- You get your first Lancer in Chapter 2 — don’t miss it.
- Act 1 takes roughly 2 to 3 hours to complete on Normal difficulty.
Act 1 of Gears of War E-Day is where everything begins. The Locust burst out of the ground, the city of Kalona falls into chaos, and Marcus and Dom are thrown into survival mode before any organized military response can reach them. This act is your introduction to the game’s mechanics, enemies, and cover system — and it sets the tone for the rest of the campaign.
This guide walks you through every chapter from start to finish, including where to find all 13 collectibles and how to handle the Brumak boss at the end.
Grab the game here before you start:
Act 1 Overview – What to Expect
Act 1 covers the first chaotic hours of Emergence Day in Kalona. Marcus and Dom are off-duty when the Locust burst through the streets. With no weapons, no orders, and no backup, they push toward the Police HQ to arm up and start helping civilians.
The four chapters move you from the streets to the Police HQ, out to rescue survivors, into a dangerous rescue operation at the Pay N Save, and finally into an escort mission to City Hall that ends with a boss fight. This act is the most linear part of the game — it teaches you the cover system, introduces the main weapons, and shows you how Emergence Holes work.
There are no secondary objectives in Act 1. Focus on exploring each area and grabbing all 13 collectibles before you move on. For the full list of all collectibles across the whole game, check our dedicated Gears of War E-Day Act 1 Collectibles Guide.
Act 1, Chapter 1: Emergence – Walkthrough
The game begins with Marcus and Dom in a bar in Kalona. A crash outside sends them to investigate, and it doesn’t take long for the Locust to show up. This chapter is all about getting to the Police HQ while surviving with minimal weapons.
Head Toward the Gunfire
When you gain control, follow the main road toward the sound of gunfire. As you reach outside the Jackson’s Furniture Store, a cutscene triggers. Locust emerge from a hole in the road and attack nearby civilians.
Kill the First Locust With Melee
This is your first real combat moment. You have no gun yet — only your fists. Press B to melee. Take down every Locust in front of you. The game is making a point here: when the Locust first appeared, no one was ready for them.
After clearing the enemies, a brief cutscene plays where the whole squad introduces themselves.
Collectible #1 – Monster Jaw
After the cutscene, before moving forward, go to the front of the Newsstand on the corner of the road. The Monster Jaw is right there on the stand. Grab it before proceeding.
Head Into the City
Lucas mentions the Police Station is a few blocks away. Take a right from the hole and follow the main road. Use melee on any Locust you encounter. As you continue, you’ll find a crashed police car. This triggers a cutscene — Marcus and Dom grab a handgun from the crash. It’s not much, but it’s a start.
Continue down the main road and take out Locust with the handgun. Turn right at the next junction and watch for another ground opening ahead. More Locust will spill out — clear them and keep moving forward until you see a train crash blocking the road. Turn left toward the underpass.
Pick Up the Gnasher Shotgun
Before you enter the underpass, check the ground. There’s a cop’s body with a Gnasher shotgun lying next to it. Pick it up. The Gnasher is your best weapon at close range — it will carry you through the next section of the underpass. Blast every Locust you encounter in there.
Cut Through the Maintenance Tunnels
As you push through the underpass, you’ll hit a dead end. A creepy clawing monster emerges from beneath the road — don’t panic, just keep moving. Find the door on the left and press X to open it. Head into the maintenance tunnels and follow the path.
Drop to the lower floor, open the door on the left, navigate across the debris, and keep following the path until you reach a ladder. Climb up to exit the tunnels.
Collectible #2 – Bloody Transit Worker’s Helmet

While in the maintenance tunnels, after you cross the debris and take a right turn, look for a small lit room on the left. The Bloody Transit Worker’s Helmet is on the body inside that room. It’s easy to walk past, so slow down at this corner.
Help the Pinned Civilians
After exiting the tunnels and coming out of the alleyway, head along the road on the left. Take out the Locust along the way, then go through an opening on the right to reach some civilians trapped under rubble. Check the floor outside the nearby shops for ammo — pick it up — then interact with the rubble to free the civilians.
Collectible #3 – Front Page of the Kalona Times
Right after freeing the pinned civilians, cross the road and head into the Cafe & Bakery directly opposite. Go to the kitchen on the left side of the cafe. The Front Page of the Kalona Times is sitting on a metal table next to the fridge. Grab it.
Get to the Police Station
Head through the alleyway on the right side of the main road. Climb the ladder at the end and vault the next wall. Fight through the Locust on the road and push toward Police HQ.
Before you can enter, you have to defend the civilians outside. Clear the Locust — including two waves coming out of holes in the road — then interact with the Police HQ door to get inside. Chapter 2 begins automatically.
Act 1, Chapter 2: Survival of the Fittest – Walkthrough
You’re inside Police HQ now. The goal is to find the armory, arm up, and turn this station into a rally point for civilians. Chapter 2 is longer than Chapter 1 and introduces the Lancer — the signature weapon of the entire series.
Find the Armory
Head forward through the door and inspect the beheaded cop body in the corridor — it’s grim but sets the scene perfectly for what E-Day was actually like. Then go through the door on the left. A civilian shouts for help, and as you walk through, a cutscene shows a brute-type enemy called a Rusher inside the HQ.
Open another door on the left, follow the corridor, and go down the stairs. More bodies and ammo are down here. Keep moving forward through the station until you reach the Armory.
Collectible #4 – KPD Police Bulletin

This one is right at the start of Chapter 2. When you enter the main room with all the desks, look at the tables on the left-hand side. The KPD Police Bulletin is on the desk next to the free-standing bulletin board. You’ll almost certainly see it as you enter the room — just step over and grab it.
Pick Up the Lancer MK1

The Armory contains the Lancer MK1 — the iconic chainsaw-bayonet assault rifle. Take it and resupply your ammunition. The game then puts you through a short firing range tutorial. Don’t skip the tips — they cover perfect reloading, taking cover, and the basics of the updated control scheme. Taking cover is now on the A button, which is a key change from older Gears games.
Collectible #5 – Bloodied Police Chief’s Badge

After the firing range, you’ll pass through the Tactical Operations room. In there, you’ll find a disturbing sight — the police chief is pinned to the wall. The Bloodied Police Chief’s Badge is right next to him on the ground. You can’t miss this room, but don’t forget to pick up the badge while you’re in here.
Clear the Rest of the Station
Now with the Lancer in hand, clear out the remaining Locust inside Police HQ. Use the chainsaw on enemies that get too close — it’s satisfying and effective. Once the station is secure, it becomes your rally point for civilians.
Help the Civilians at the Bus
Exit the station and help survivors nearby. A group is trapped inside a bus. Clear the Locust around it, open the bus, and send the civilians back to Police HQ. Once they’re safe, one of them tells you about more survivors at a recruitment center nearby.
How to Reach the Recruitment Center
The recruitment center is roughly a block away, on the left side of a plaza. The direct route through the underpass is blocked. You can’t find another way around — use the truck parked beside the blocked underpass to get across. Climb up and over, then continue through the plaza toward the recruitment center on the left.
Clear the Recruitment Center
The area around the recruitment center has plenty of armed Locust. Use the bus in the area as cover and stay at mid-range. Getting too close causes them to leave cover and swarm you — that’s how the new AI works in E-Day. Keep your distance, use the Lancer, and clear the area systematically. Open the gate when the immediate threat is down and enter the building.
Collectible #6 – Army Recruitment Pamphlet

After killing all the enemies outside the recruitment center and being let in through the front door, go to the main reception desk. The Army Recruitment Pamphlet is on the counter behind the desk. Easy to grab as you move through.
Collectible #7 – Try On Pilot Helmet

While inside the recruitment center, look at the helmet display cases on the right side of the counter. The third helmet from the left is the one you can pick up. Grab it before you leave. This is the last collectible in Chapter 2.
Escort Civilians Back to Police HQ
Once the recruitment center is clear, escort the survivors back to Police HQ. The path is now safe enough to move them through. Head back to the police station to complete the chapter and trigger Chapter 3.
Act 1, Chapter 3: A Gear in Need – Walkthrough
A distress call comes in over a police scanner — a lone Gear is trapped at the Pay N Save and under heavy attack. This chapter pushes you across a damaged apartment block to reach the store, rescue the soldier, and then follow a chain of events that introduces one of the game’s best characters.
Move Through the Damaged Apartments
The surrounding streets are wrecked. Don’t look for a clean road around the apartment block. Move through the damaged apartments themselves — use the broken structures as your path. The route is more navigable than it looks. The Pay N Save comes into view once you exit the other side.
Survive the attacks along the way and push toward the store. The Locust are active in this area — take cover behind anything solid and advance carefully.
Collectible #8 – Tomatoes, Canned

As you enter the Pay N Save, go through the first room. In the second room on the left side, you’ll find a cardboard tray on the floor with canned tomatoes sitting in it. This collectible is unlocked after you’re taught the Lancer Bayonet charge, so pay attention to the tutorial section before exploring the store shelves.
Defend the Pay N Save
Push into the store and clear the Locust attacking the trapped Gear. Do not leave after the first group falls — more enemies enter the area in waves before the rescue is fully complete. Stay inside and hold your ground. The Gnasher works well in the tight store aisles at close range. The Lancer handles enemies further back.
Meet Tai Kaliso
After a cutscene plays inside the Pay N Save, look directly at the Locust body at your feet. The Broken Lancer Bayonet collectible is embedded in its chest — this is the carved-up Locust that Tai killed before you arrived. Grab it.
Collectible #9 – Broken Lancer Bayonet

Right after the Pay N Save cutscene — check the Locust body on the ground in front of you. The Broken Lancer Bayonet is in the Locust’s chest. It’s a story item that hints at how Tai Kaliso handled the Locust before Marcus got there. Easy to miss if you walk past too quickly.
Follow Tai to Mayor Shaw
The rescued Gear tells you his squad was wiped out and points you toward more survivors. Follow Tai Kaliso through the area — he’s been protecting civilians nearby. He leads you to a group sheltering behind shutters. Inside, Marcus and Dom meet Mayor Shaw.
Shaw won’t stay at Police HQ. She wants to reach City Hall so the city can keep organizing emergency services for civilians. That becomes the objective for the rest of Act 1.
Act 1, Chapter 4: Back in the Fold – Walkthrough
The final chapter of Act 1 is the most complex. You’re now escorting Mayor Shaw to City Hall — but the city between you and the building is packed with Locust, Emergence Holes are opening in the street, and there’s a wounded civilian who needs help along the way. This chapter ends with the first major boss fight of the game.
Collectible #10 – Front Page of the Tyran Chronicle

Right at the start of Chapter 4, as you walk down the road with the Gears and Mayor Shaw, stick to the right side of the street. There is an alcove with a staircase — the Front Page of the Tyran Chronicle is sitting on the doorstep. It’s very easy to walk past, so check the right side as soon as the chapter begins.
Clear the Way for Mayor Shaw
Shaw’s group will only advance once the immediate area ahead is clear. Don’t wait for her group to catch up — move ahead, clear the Locust, and let them follow. Repeat this process block by block toward City Hall.
Escort Shin to the Clinic
Mid-chapter, you encounter a wounded civilian named Shin who needs medical attention. A clinic is nearby. Escort Shin safely to the clinic and help clear any Locust blocking the path. After clearing the area outside the clinic, head inside.
Collectible #11 – Anti-UIR Propaganda Poster

After fighting through the back alley and breaking open a gate to return to the main street, look for graffiti-covered walls. The Anti-UIR Propaganda Poster is on one of those walls. It’s a piece of pre-Emergence Day political tension that the writers built into the environment — easy to find if you check the walls as you come back onto the street.
Collectible #12 – Landa Memorial Medical Supplies Memo

Inside the clinic where you escorted Shin, check the tables. The Landa Memorial Medical Supplies Memo is sitting on one of them. Pick it up before you leave the building.
How to Close the Emergence Holes
Near City Hall, Emergence Holes start opening in the road. Locust will keep spawning from any open hole — you can’t kill fast enough to stop the flow. The solution is simple: throw a grenade directly into the center of the hole. A successful blast collapses it and stops enemies spawning from that point.
Save at least one grenade for this section. If you’re short on grenades, look for resupply crates in the area. There are multiple holes, so budget your grenades carefully rather than using them all on the first one.
Collectible #13 – COG Tags of Private Brick Russo

After sealing the Emergence Holes, push toward City Hall. Just before the entrance to Echo Park — look beside the police car on the highway to the right. The COG Tags of Private Brick Russo are right there on the ground next to it. This is the final collectible of Act 1. Don’t miss it before entering City Hall.
Use the Grenade Launcher at City Hall
During the City Hall defense, a grenade launcher becomes available. It works differently from everything else you’ve used so far. You hold the trigger and release it when you want the grenade to detonate — not a pull-and-forget weapon. Don’t release it too close to your own cover. It’s most effective when a group of Locust is pushing the same approach at once.
Assist the Gears Outside City Hall
COG Gears are already fighting outside City Hall when you arrive. Help them clear the Locust at the front of the building. Use whatever cover is available and focus on any Locust trying to flank the defenders. Hold the line until the assault weakens.
Boss Fight: How to Beat the Brumak
At the end of Chapter 4, the first major story boss appears — a Brumak. This is a massive beast that acts as Kalona’s introduction to the sheer scale of what the Locust brought with them on Emergence Day.
Here’s how to handle it:
- Don’t rush in close. The Brumak has wide melee and stomp attacks. Stay at mid-to-long range at all times.
- Use the grenade launcher you picked up earlier. It does heavy damage and is ideal for targeting the Brumak’s body from behind cover.
- Move between cover points. The Brumak will destroy cover you stay behind too long — keep rotating.
- Target the weak points. Focus your fire on the exposed areas the game highlights as the fight progresses. These take significantly more damage than the armored sections.
- Use your squad. Your teammates deal damage too — don’t try to solo this. Stay close enough that they can revive you if you go down.
- Watch for the wrist-mounted guns. The Brumak fires from turrets on its arms. Take cover when it starts tracking you with these.
Once the Brumak is down, a cutscene plays. Marcus, Dom, Mags Carter, and Lucas Reyes are officially taken back under COG command. The improvised survival run through Kalona is over. Bravo Squad is formed, and Act 2 begins.
Act 1 Achievements
Three story achievements unlock during Act 1 just by playing through it. You don’t need to do anything special:
- Emergence Begins (15G) – Unlocks during Act 1.
- We Must Improvise (15G) – Unlocks during Act 1.
- The Bigger They Are… (15G) – Unlocks during Act 1.
For the full achievement list and tips on unlocking the toughest ones, see our Gears of War E-Day All Achievements List.
Act 1 General Tips
Play at Mid-Range
The enemy AI in E-Day is designed to punish players who rush in too close. When you get too close, Locust leave cover and aggressively hunt you down. Stay at mid-range where the Lancer works best. This rule applies through the entire game, not just Act 1.
Always Reload Between Fights
Don’t enter a new combat section with a partial magazine. Reload in every quiet moment. A perfect reload — timed to the active reload indicator — gives you a damage boost. Practice this constantly.
Chainsaw Tough Enemies Up Close
The Lancer’s chainsaw bayonet is devastating on tougher Locust. Use it when enemies close the distance and you don’t have room to shoot. It also unlocks the Chainsaw Go Brrrrrrrrr achievement.
Explore Every Room for Ammo
Act 1 is generous with ammo if you look around. Every building, every side room, and every corpse pile has a chance to drop supplies. Don’t rush past interiors — especially in Police HQ and the Pay N Save.
Don’t Miss Collectibles — They Don’t Carry Over
If you replay a chapter, your collectible progress from that chapter resets for that run. Grab everything in order, chapter by chapter. Our full guide is here: Act 1 Collectibles Guide.
More Gears of War E-Day Guides
- All Chapters and Acts Explained
- Bugs and Errors Guide
- All Weapons List
- All Mods List
- How to Unlock More Weapon Mod Slots
- All Secondary Objective Locations
- How to Kill Jammer and Seeder Enemies
- All Skins and Cosmetics List
- All Characters and NPCs
- All Tactical Gear List
- Gears of War E-Day Review
- Biggest Changes in the Prequel
- All Achievements List
Frequently Asked Questions
How many chapters are in Act 1 of Gears of War E-Day?
Act 1 has 4 chapters: Emergence, Survival of the Fittest, A Gear in Need, and Back in the Fold. It’s the shortest act in the game but serves as the foundation for the whole campaign.
How many collectibles are in Act 1?
There are 13 collectibles across Act 1. Chapter 1 has 3, Chapter 2 has 4, Chapter 3 has 2, and Chapter 4 has 4. None of them are particularly hidden — explore each area fully and you’ll find them all naturally.
Are there secondary objectives in Act 1?
No. Secondary objectives don’t appear until Act 2. Act 1 is purely linear story and collectible content. Focus on exploring and grabbing every collectible as you go.
How do you close Emergence Holes in Gears of War E-Day?
Throw a grenade directly into the center of the hole. A successful hit collapses it and stops Locust from spawning there. Don’t waste grenades on individual enemies near the hole — target the hole itself.
How do you beat the Brumak at the end of Act 1?
Stay at mid-to-long range, use the grenade launcher, move between cover points as the Brumak destroys them, and focus fire on the highlighted weak spots. Don’t get greedy — take cover, shoot, relocate, repeat.
Who are the playable characters in Act 1?
You primarily play as Marcus Fenix. Dom Santiago is your partner throughout. Mags Carter and Lucas Reyes are part of the squad from early in Act 1, and Tai Kaliso joins in Chapter 3 at the Pay N Save.
How long does Act 1 take to complete?
Roughly 2 to 3 hours on Normal difficulty. If you’re hunting all 13 collectibles and exploring each area carefully, budget closer to 3 hours. Rushing on Easy will get you through faster, but you’ll likely miss collectibles.
Where is the Gnasher shotgun in Chapter 1?
It’s on the ground next to a cop’s body just before you enter the underpass in Chapter 1. Look for it before you descend — it’s hard to miss if you check the entrance to the underpass.