Gears of War: E-Day 100% guide
Published by Chubuggles
A chronological route through the E-Day campaign on Insane with every collectible, Hard Case and Secondary Objective, plus the full Horde Siege and Versus grind.
- Published
- ·Coverage: every achievementCoverage 100%
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ETA
Estimated time, as the guide’s author estimates: 200+ hours
Difficulty
8/10, as the guide’s author rates it
Your Progress
54 achievements in this guide
Sign in with Xbox to see which of them you have already earned.
▶Before You Start
Gears of War: E-Day has 54 achievements worth 1,000 Gamerscore on the shared Xbox Series X and S and Windows list. All of them are in the base game. There are no DLC or title-update achievements yet. Earning all 54 also awards Xbox's Mythic Achievement, which is not one of the 54 and is worth 0 Gamerscore. The Steam version still lists a 55th, 0G "earn everything" achievement. It was removed from Xbox on 1 October 2026 and does not apply here.
The completion has two halves. The campaign half is one Insane clear plus 100% War Journal completion, one full co-op clear, and a handful of combat tricks. The multiplayer half is a long online grind: five full passes of Player Level 100, all four Horde Siege classes at max level, 50,000 Horde Siege kills, 25,000 Versus kills, and some Allfather-difficulty Horde.
▶Playthrough Plan
- Run 1: solo campaign on Insane, with full cleanup. This run covers Remember Kalona, Today We Are Canceling the Apocalypse, every story achievement, and as much of the 100% War Journal work as you can manage: collectibles, Hard Cases, Secondary Objectives and Supply Cache stations, plus the Quartermaster item pickups. Insane is selectable from the start.
- Run 2: full campaign in co-op, any difficulty. This covers You're My Brother. You can play it on Casual with a partner. It also gives you a second pass for anything you missed.
- Chapter select lets you replay any chapter to mop up collectibles. The 100% part of For Whom the Bell Tolls counts on any difficulty, so cleanup can be done on Casual.
- Horde Siege and Versus are separate from the campaign. Start them early and play them alongside the campaign. Every kill, revive, mission and level counts toward cumulative achievements from your first match.
Why solo for Run 1: as of October 2026, War Journal counters can get stuck one short (see Status below). Reports come from solo and co-op play alike, so going solo is no guarantee. It does keep the run simple, and every item is recorded on your own profile.
If you would rather do a 100% run on Normal before attempting Insane, that works. It just adds a third campaign run.
▶Difficulty Settings
The campaign difficulties are Casual, Normal, Hardcore and Insane. The difficulty menu lets you customize individual settings. If you customize, the game treats your overall difficulty as the lowest setting you picked. For the Insane run, leave every setting at Insane.
The War Journal appears to record difficulty per act, so lowering it even briefly may cost you the Insane credit for that act. Required for safety: keep the whole Insane campaign on Insane, in one save, from start to finish. Finish each chapter rather than quitting partway, since quitting mid-act can leave the War Journal out of step. Check the War Journal's difficulty record at the end of each act.
In co-op, each player chooses their own difficulty.
▶Online, Co-Op and Server Requirements
- The campaign plays offline. Co-op supports up to 4 players online, or 2-player split-screen on console.
- Horde Siege and Versus require an online connection and an Xbox online multiplayer subscription or Game Pass.
- Horde Siege has no private lobbies at launch. Empty squad slots are filled with AI bots.
- Versus has a Player vs Bots playlist. Ranked opens on 13 October 2026.
▶Missables and Points of No Return
Nothing in the campaign is permanently missable, because chapter select can replay any chapter. Inside a chapter, though, several Secondary Objectives, Hard Cases and collectibles are only available during certain story windows. Leaving the window means replaying the whole chapter. The route below warns you before each of these:
- Act 2 Chapter 2, Hold the Line: the biggest open district in the game, in three parts. Leaving Part 1 (Octus Way Station) is treated as one-way. Entering the Octus Tribunal Muster Point, the courthouse after you link up with Charlie Squad, is one-way. Everything in Parts 1 and 2 must be done before it.
- Act 2 Chapter 5, Overrun: the final hangar room ends the act.
- Act 4 Chapter 2, Technical Difficulties: a set of COG tags at the first train stop must be grabbed before the train leaves.
- Several other collectibles and Hard Cases sit just before one-way doors, boss arenas or train rides. Each chapter below flags them under Timing.
Hard Cases behave differently from collectibles on replay. Your War Journal Hard Case count for each act carries over, and cases you find on a chapter-select replay are reported to add to that count. But the chapter you reload is reset: cases you already opened respawn and are no longer marked, and your loadout temporarily loses the mods that chapter's cases gave you. Loading a late chapter gives you back every mod you have earned. Recommended (for efficiency, not a requirement): sweep every Hard Case during the Insane run, so cleanup stays small. Do any gap-filling after the Insane finale, or in a separate save slot (the game has five), so the Insane run itself never reloads earlier chapters.
▶Status as of October 2026
- War Journal counters stuck one short: CURRENTLY COMMUNITY-FLAGGED / BUGGY (October 2026). An act counter can show one item missing (for example 40/41 collectibles in Act 4) while the expanded list shows everything found. It has been reported for collectibles, Secondary Objectives and Hard Cases, after solo runs as well as co-op and join-in-progress sessions. The cause is not known. The 5 October 2026 patch changed how join-in-progress players receive War Journal progress but did not fix this counter. Protect yourself by checking the War Journal at the end of every act: each act's collectible, Hard Case, Secondary Objective and Supply Cache counts, plus the difficulty recorded. If an act total is one short while its expanded list is complete, try the community-reported workaround: join another player's campaign as a guest, with that player hosting and not yet having collected the items, and replay the affected act until your count updates. It has worked for some players but not all, so it is not a guaranteed fix. Reinstalling, reloading checkpoints and re-collecting are reported not to help.
- Long campaign sessions: HISTORICALLY REPORTED BUG (launch known issue). The launch notes warned of memory problems when playing very long stretches without reloading. Restart the game between acts.
- No achievement is currently confirmed unobtainable.
▶Boot Camp and First Steps
▶Boot Camp
The game offers Boot Camp on first launch. If you skipped it, go to Practice on the main menu and pick Boot Camp. It takes under five minutes.
▶FNG
FNG15G
Unlocks when you finish Boot Camp. Do it before the campaign so the controls are fresh for Insane.
▶Cumulative Achievements to Start Now
These progress anywhere and are worth knowing from minute one.
▶Just Let Me Get One More…
100 revives in total. It counts revives of downed (DBNO) players: AI teammates in the campaign, plus revives in Horde Siege and Versus. Bringing back dead Horde Siege players by delivering their COG tags to a Supply Cache does not count. On Insane your AI squad goes down often, so always pick them up. Between the campaign and Horde Siege's Medic work, this will finish on its own.
▶Brotector
Brotector15G
Free another player who has been grabbed by a Locust and is struggling. Primary method: during the co-op run, or in Horde Siege, watch for a human teammate locked in a struggle and break it immediately. Whether rescuing an AI teammate in the solo campaign counts is not verified, though it costs nothing to try, so free any AI squadmate you see grabbed as well.
▶Act 1
Act 1 has 13 collectibles and no Hard Cases or Secondary Objectives. Collectibles give no on-screen pop-up. Listen for the short musical sting and use Tac-Com (LB) to highlight anything nearby. Each chapter below lists its collectibles in route order; the exact location of every one is in the Collectibles tracker at the end of this guide.
▶Prologue and Chapter 1: Emergence
▶Collectibles · 3 3 collectibles
Monster Jaw — Act 1, Emergence. On the ground beside the first E-hole near the newsstand kiosk. It only appears once you regain control after the first Wretch fight and cutscene, so look around before moving on.
Bloody Transit Worker's Helmet — Act 1, Emergence. In the maintenance tunnels, in an optional side room off the left of the deeper corridor, next to a corpse lit by a flashlight.
Front Page of the Kalona Times — Act 1, Emergence. In the kitchen at the back of the Cafe and Bakery across the street. Free the pinned civilian and clear the street first, then go through the optional building.
Chapter 1 has 3 collectibles. Search every side room before moving on.
Collectibles here, in route order: Monster Jaw, Bloody Transit Worker's Helmet, Front Page of the Kalona Times.
▶Chapter 2: Survival of the Fittest
▶Collectibles · 4 4 collectibles
KPD Police Bulletin — Act 1, Survival of the Fittest. On a desk near the back left wall of the first big station office, right in front of a corkboard. It is early in the chapter, so grab it before moving deeper.
Bloodied Police Chief's Badge — Act 1, Survival of the Fittest. Under the impaled Police Chief in the meeting room past the double doors, after the range fight. It is on the main path but easy to overlook.
Army Recruitment Pamphlet — Act 1, Survival of the Fittest. In the Recruiting Center foyer, behind the reception desk against the back wall (one guide says on a cabinet). Reachable after the courtyard fight.
Try On Pilot Helmet — Act 1, Survival of the Fittest. In the same Recruiting Center, the third helmet from the left in the display row beside the pamphlet. One guide reverses left and right, but it is the same display. Also listed as Try on Pilot Helmet.
4 collectibles.
Collectibles here, in route order: KPD Police Bulletin, Bloodied Police Chief's Badge, Army Recruitment Pamphlet, Try On Pilot Helmet.
Timing:
- Bloodied Police Chief's Badge: On the path but easy to overlook; check before leaving the room.
▶Chapter 3: A Gear in Need
▶Collectibles · 2 2 collectibles
Tomatoes, Canned — Act 1, A Gear in Need. In the Pay-N-Save stock area: second storage room, leftmost floor row, near a corpse. It is early in the chapter, so check the storerooms first.
Broken Lancer Bayonet — Act 1, A Gear in Need. After the supermarket defense cutscene, on or under the Locust that attacked Marcus, right at your feet. It only exists after the cutscene and is easy to miss.
2 collectibles.
Collectibles here, in route order: Tomatoes, Canned, Broken Lancer Bayonet.
▶Chapter 4: Back in the Fold
▶Collectibles · 4 4 collectibles
Front Page of the Tyran Chronicle — Act 1, Back in the Fold. At the chapter start while escorting Mayor Shaw, in the right-hand alley beside the Bar and Lounge. The newspaper is on the steps or porch at the alley's end. Also listed as Frontpage of the Tyran Chronicle.
Anti-UIR Propaganda Poster — Act 1, Back in the Fold. Outside Landa Medical, before entering the clinic: go down the small stairs, turn right along the sidewalk, and find the poster on a wall near an ambulance and burger truck.
Landa Memorial Medical Supplies Memo — Act 1, Back in the Fold. On the reception desk in the first room on the right inside the Landa clinic. Also listed as Landa Medical Supplies Memo.
COG Tags of Private Brick Rosso — Act 1, Back in the Fold. Outside the clinic by the Echo Park entrance, around the police car on the road, after the E-hole courtyard fight. It is the last item of the chapter. Also listed as COG Tags of Private Brick Russo.
4 collectibles. The act ends with a fight against a chained Brumak around City Hall. Grab the collectibles before you start that fight.
Collectibles here, in route order: Front Page of the Tyran Chronicle, Anti-UIR Propaganda Poster, Landa Memorial Medical Supplies Memo, COG Tags of Private Brick Rosso.
▶Act 1 Wrap-Up
Check the War Journal shows Insane recorded for Act 1. These three unlock during Act 1 as you progress the story. Their descriptions only say "Unlock during Act 1," and no extra action is known to be required. Before you start Act 2, check that all three have unlocked and that the War Journal shows 13/13 collectibles for Act 1.
▶Emergence Begins
Unlocks during Act 1 through story progress.
▶We Must Improvise
Unlocks during Act 1 through story progress.
▶The Bigger They Are…
Unlocks during Act 1 through story progress. If any of the three is still locked after Act 1, replay the act from chapter select before going further.
▶Act 2
Act 2 opens Kalona up. It has 38 collectibles, 36 Hard Cases, 11 Supply Caches and all 7 of its Secondary Objectives in one district. It is also where you first meet Supply Caches.
▶Hard Cases, Supply Caches and Quartermaster
Hard Cases are yellow briefcases. Each one unlocks a weapon mod, mod slot, gear mod or perk, which you equip at campaign Supply Caches. Hard Cases are much easier to spot than collectibles: a pop-up appears in the top-left when one is close, and Tac-Com and the map show it. The War Journal shows a Hard Case count for each act, but not per chapter, and it does not show which case is missing. To find gaps, compare the act count, then open a Supply Cache and look for mods that are still locked. Where a locked mod doesn't point to one case, work through that act's location list in the Collectibles tracker instead.
Campaign Supply Caches are free loadout lockers. They cost nothing and you cannot run out. They also count toward 100%: the War Journal has a Supply Caches Found counter for each act, 36 in total (none in Act 1, 11 in Act 2, 8 in Act 3, 13 in Act 4 and 4 in Act 5). A pop-up appears when one is near, the map then shows it, and it gets a checkmark once found. Walk up to every cache and open it to be safe, since it isn't confirmed whether just getting close counts. Each chapter below lists its caches. Most sit on the main path.
▶Quartermaster
Unlocks when every weapon, tactical gear item and piece of equipment the campaign offers has been picked up and unlocked at Supply Caches. Finding cache stations is a separate 100% requirement (see above) and does not count toward Quartermaster, which comes from picking items up. If the achievement's progress stalls short with every item seemingly collected, a community-reported fix is to replay the chapter where the missing item first appears and pick it up again. It is not guaranteed.
The achievement's own wording only says "all Supply Cache items." The 27-item checklist below comes from guide research, not from the achievement text, so treat the Supply Cache menu as the authority. Items by the chapter where each first appears:
- Act 1 Chapter 1: Snub, Gnasher
- Act 1 Chapter 2: Lancer Mk1, Hammerburst
- Act 1 Chapter 4: Gut-Puncher, Frag Grenade
- Act 2 Chapter 1: Breechshot
- Act 2 Chapter 2: Prototype Lancer, Longshot, the four signature weapons (Fenix's Proto Lancer, Carter's Gut-Puncher, Reyes' Longshot, Santiago's Gnasher), Sonic Disruptor, Adrenaline Injector, Concussion Grenade, Machine Gun Sentry
- Act 3 Chapter 1: Incinerator
- Act 3 Chapter 2: Striga, Razor Mine
- Act 3 Chapter 3: Ripper, Pulse Drone, Stim Vaporizer, Smoke Grenade, Incendiary Grenade, Stim Grenade
- Act 3 Chapter 5: Torque Bow
Required: pick up one of each yourself. In co-op, a host's pickup may not count for a guest. The easiest way to confirm is the Supply Cache screen itself. If anything is still locked after Act 3, it tells you exactly what to go back for. Treat the Supply Cache screen as the final word. The unusual weapons, such as the Torque Bow, Incinerator, Striga and Ripper, are the ones most likely to be left on the floor. Swap to every new weapon you see, even if only for a moment. Reminders appear in the chapters below.
▶Chapter 1: Bravo Squad
▶Collectibles · 5 5 collectibles
COG Helmet With Bullet Hole — Act 2, Bravo Squad. At the end of the first street, left behind the burnt-out bus, next to a fallen soldier. Grab it before the first gate. Also listed as COG Helmet with Bullet Hole.
Sniper Goggles — Act 2, Bravo Squad. In the west (first) bridge control room, at the far left end beside the dead Locust sniper. Take it before using the switch.
Bridge Worker's Lunch Kit — Act 2, Bravo Squad. After covering Charlie Squad and descending the ladder under the bridge, turn left to the corner by the police line barriers. Optional detour.
Thrashball RUSH Magazine — Act 2, Bravo Squad. In the east (second) control room at the far end from the entrance, on a small metal caddy with a milk carton and coffee. Also listed as Thrashball Rush Magazine.
Medic's First Aid Kit — Act 2, Bravo Squad. After the final Boomer fight on the lower bridge level, go left to the ground between a station wagon and the burning COG truck. End of the chapter.
5 collectibles. No Hard Cases here. Quartermaster: pick up the Breechshot.
Collectibles here, in route order: COG Helmet With Bullet Hole, Sniper Goggles, Bridge Worker's Lunch Kit, Thrashball RUSH Magazine, Medic's First Aid Kit.
▶Chapter 2: Hold the Line, Part 1 (North Kalona)
▶Collectibles · 4 4 collectibles
Cinema Filmatica Magazine — Act 2, Hold the Line, Part 1 (North Kalona). Iron Coast Motors used car lot just off the camp exit: in the garage at the back, on the counter or desk. Same building as The Vanguard side objective.
A Letter Home — Act 2, Hold the Line, Part 1 (North Kalona). Last Dollar store off the alley right of the main street. Clear the juveniles, open the right-hand shutter, and find the framed letter in the side room right of the hallway. The garage ties to the Trapped Family event.
Thrashies Cereal Box — Act 2, Hold the Line, Part 1 (North Kalona). On the counter of the Timgad Prime gas station store near Octus Way Station. Help the Gears holding out there first.
Burnt bus street past used-car lot — Act 2, Hold the Line, Part 1 (North Kalona). Turn right off the street after the used-car lot and follow the ruined street to its end. The case sits behind a burnt bus beside a burning wreck, guarded by one enemy. (Reward: Spreadshot Burst for Hammerburst, Mobile Stabilizer for Lancer Mk1)
This is the most important chapter in the campaign. It has 27 collectibles, 27 Hard Cases and all 7 Act 2 Secondary Objectives, spread across three parts. Part 1 is North Kalona, around Octus Way Station: 3 collectibles and 1 Hard Case. Part 2 is East Kalona: 18 collectibles and 18 Hard Cases. Part 3 is West Kalona, after the Octus Tribunal Muster Point: 6 collectibles and 8 Hard Cases. Treat leaving each part as one-way.
Collectibles here, in route order: Cinema Filmatica Magazine, A Letter Home, Thrashies Cereal Box.
Hard Cases here: 1. Each one is listed with its location and reward in the Collectibles tracker at the end of this guide.
Supply Caches here: 2. The tutorial cache at the start of the chapter in the COG staging area, and one inside Octus Way Station on the platform near the front entrance, before the large metal doors.
Secondary Objectives have to be accepted. When the pop-up appears, hold the button to view it and accept it.
Quartermaster: this chapter is where most items first appear. Pick up the Prototype Lancer, Longshot, all four signature weapons, the Sonic Disruptor, Adrenaline Injector, Concussion Grenade and Machine Gun Sentry when you find them.
▶Side Piece
Side Piece15G
Unlocks when all 17 campaign Secondary Objectives are complete, on any difficulty: 7 in Act 2, 3 in Act 3 and 7 in Act 4. The War Journal counts them per act. Act 1 and Act 5 have none.
In this window, do these in order as they appear:
- The Vanguard: at the Iron Coast Motors car dealership east of Oria Stadium. It opens once you have finished the map and orders steps and the game lets you into the open district. Inside the dealership, talk to the COG soldier by the far entrance and accept the prompt to start the defense.
- Trapped Family: at the Last Dollar shop.
▶Chapter 2: Hold the Line, Part 2 (East Kalona)
▶Collectibles · 36 36 collectibles
Kalona Postcard — Act 2, Hold the Line, Part 2 (East Kalona). In the barricaded plaza right of the station exit, under or behind the stone bench. Turn sharply right as the doors open into Part 2.
Vandalized Salvaging Poster — Act 2, Hold the Line, Part 2 (East Kalona). In the restroom of the Major Burger across from the construction site.
COG Tags of Private Liz Waxman — Act 2, Hold the Line, Part 2 (East Kalona). In the northeast apartment building: drop to the second floor and go out the window onto the scaffolding. The tags are on her body to the left; a sniping Drone covers the area.
Emgazi Blitz Display Case — Act 2, Hold the Line, Part 2 (East Kalona). Same building, third floor. Kill the Drone at the open door, then check the bedroom desk by the computer.
Birthday Card With Toy Lancer — Act 2, Hold the Line, Part 2 (East Kalona). On the walkway below the collapsed bridge in front of Bank of Tyrus, on the ground by a bench near the dead man. Also listed as Birthday Card with Toy Lancer.
COG Tags of Master Sergeant Mark Avamor — Act 2, Hold the Line, Part 2 (East Kalona). In the wrecked loading bay just south of Bank of Tyrus, with a Timgad Prime van out front. A Locust sniper sits on top. Spelling is unconfirmed in guides. Also listed as COG Tags of Master Sergeant Mark Avalon.
Major Burger Box — Act 2, Hold the Line, Part 2 (East Kalona). In the back room or kitchen of the Major Burger at the southernmost supply cache, on a table or sink.
COG Tags of Specialist Brendan O'Connell — Act 2, Hold the Line, Part 2 (East Kalona). In the alley opposite Kalona Coast Pharmacy near that Major Burger. Turn right to a group of bodies; the tags are by the leftmost one.
COG Tags of Specialist Arnold Imhatip — Act 2, Hold the Line, Part 2 (East Kalona). In the underpass beneath the east road overpass between the Warehouse District and the bank: red-lit crumpled vehicles and a burned corpse.
Caricature of Colonel Elias Trench — Act 2, Hold the Line, Part 2 (East Kalona). On a telephone or power pole on top of the same overpass, near a guard squad. Also listed as Caricature of Colonel Elias.
Re: Vibration Complaints — Act 2, Hold the Line, Part 2 (East Kalona). In the Warehouse District, in the building with the big live music sign opposite Amberstone Storage. The note is on a door just inside. Also listed as RE: Vibration Complaints.
Timgad Refinery Recruitment Poster — Act 2, Hold the Line, Part 2 (East Kalona). In the hotel with the big sign across from Amberstone, on the wall beside the elevator on the right.
Photograph and Harmonica From Mags' Apartment — Act 2, Hold the Line, Part 2 (East Kalona). Awarded automatically during the Find Mags' Meds sequence: watch the cutscene in her apartment and the item registers once you walk back outside. It cannot be skipped. Also listed as Photograph and Harmonica from Mag's Apartment.
COG Tags of Specialist Jada Clemmons — Act 2, Hold the Line, Part 2 (East Kalona). In the Grind Coffee shop south or southwest of Bank of Tyrus, behind the counter by her body.
War Savings Bond — Act 2, Hold the Line, Part 2 (East Kalona). In the Bank of Tyrus vault, in the box on the left as you enter (the Hard Case is on the right). The vault opens only after the bank defense objective.
Kalona Metro Fare Notice — Act 2, Hold the Line, Part 2 (East Kalona). At the Hance Station metro entrance just south of Grind Coffee by the bank square, on the wall opposite the turnstiles.
Tales From the Tyran Night Story Book — Act 2, Hold the Line, Part 2 (East Kalona). In the Apartment SOS building with the HELP sign: climb the scaffolding to the window, then it is on the table just left of the entrance by the lamp. The side objective is not required. Also listed as Tales of the Tyran Night Story Book.
Foreman's Datapad — Act 2, Hold the Line, Part 2 (East Kalona). On the ground floor of the construction site's main room, beside the foreman's glowing body. Take it when the Secure the Construction Site objective sends you there.
Construction site upper floor — Act 2, Hold the Line, Part 2 (East Kalona). Upper floor of the construction site near the way station exit, in a corner by some lights and boxes. (Reward: Gnasher mod slot, Composite Chassis for Gnasher)
West bridge outside the pharmacy — Act 2, Hold the Line, Part 2 (East Kalona). On the west bridge, outside Kalona Coast Pharmacy. (Reward: Adrenaline Injector slot, Retention Battery for Injector, Sonic Disruptor slot, Burst Capacitor for Disruptor)
Bridge awning building — Act 2, Hold the Line, Part 2 (East Kalona). Same west bridge: turn left at the bus. The case is on the outside of a building, under an awning by the bridge supports. (Reward: Combat Scope for Breechshot)
Apartment room with a TV — Act 2, Hold the Line, Part 2 (East Kalona). South of the construction site, climb the Pinnacle Crest container into a corner-blown building. The case is in the apartment room beside a TV. (Reward: Incendiary Ammo for Hammerburst)
Underground garage by the station — Act 2, Hold the Line, Part 2 (East Kalona). Underground parking garage southeast of the train station, near the centre bridge. The case is in the middle of the garage. (Reward: Close-Quarters Barrel for Breechshot, Combat Scope for Prototype Lancer)
Parking structure top floor storeroom — Act 2, Hold the Line, Part 2 (East Kalona). Top floor of the parking structure south of the station: small storeroom past the emergency truck. Enemies are inside. (Reward: Precision Rifling for Lancer Mk1, Laser for Prototype Lancer)
Southeast walkway by corpses — Act 2, Hold the Line, Part 2 (East Kalona). Southeast side past a bridge: go down the stairs onto a walkway beside some corpses. (Reward: Semi Auto for Lancer Mk1, Laser for Gnasher)
Garage west of the bank — Act 2, Hold the Line, Part 2 (East Kalona). Underground parking west of the Bank of Tyrus, reached via the blacked-out bridge area. Check the right side of the supply truck opposite the alarmed truck. (Reward: Hardened Ammo for Breechshot, Springloaded Mag for Gnasher)
Warehouse District edge lot — Act 2, Hold the Line, Part 2 (East Kalona). Parking lot on the east and south edge of the Warehouse District, beside a cargo truck. (Reward: Composite Chassis for Lancer Mk1)
White truck balcony — Act 2, Hold the Line, Part 2 (East Kalona). From the southernmost Supply Cache head north to a white truck, then climb the truck or the stairs to a balcony. (Reward: Holo Sight for Hammerburst, Holo Sight for Prototype Lancer)
Garage east of Victory Plaza — Act 2, Hold the Line, Part 2 (East Kalona). Garage in the area east of Victory Plaza, beside a truck and south of a Supply Cache. One enemy is inside. (Reward: High Capacity Mag for Breechshot, Tactical Scope for Lancer Mk1)
Apartment above electronics shop — Act 2, Hold the Line, Part 2 (East Kalona). Apartment above the Audio and Electronics shop. Use the yellow fire-escape ladder by the trash can. (Reward: Aim Stabilizer for Snub)
Newsstand intersection southwest of bank — Act 2, Hold the Line, Part 2 (East Kalona). Intersection southwest of the bank by a newsstand and a closed bar, north of the southwest Supply Cache. (Reward: Burst Capacitor for Injector, Retention Battery for Disruptor)
Statue building at the muster objective — Act 2, Hold the Line, Part 2 (East Kalona). Statue-filled building at the Investigate the Muster Point objective (not the courthouse), southwest corner by the Decha Timgad memorial. Timing is disputed, so check on arrival and again after the Bilefrog fight. (Reward: Lancer Mk1 mod slot, Close-Quarters Barrel for Lancer Mk1)
Bank of Tyrus vault — Act 2, Hold the Line, Part 2 (East Kalona). Inside the Bank of Tyrus vault, which opens after the Dr. Fabbri vault objective. After the waves press the green button and turn right (the lore collectible is on the left). (Reward: Hammerburst mod slot, Huge Magazine for Hammerburst)
Charlie Squad camp tent — Act 2, Hold the Line, Part 2 (East Kalona). After Link up with Charlie Squad opens the west gate, turn right (not left toward the objective). The case is on a table in a tent. (Reward: Snub mod slot, Forged Barrel for Snub)
Warehouse District entrance wall — Act 2, Hold the Line, Part 2 (East Kalona). Warehouse District main entrance, against the wall next to the 05 Amberstone gate near the staircase. Opens after the Imulsion stockpile chain, once the first wave is down. (Reward: Armor mod slot, Hardened Cover and Rock Steady for Armor)
Warehouse District dead-end alley — Act 2, Hold the Line, Part 2 (East Kalona). Dead-end alley on the southwest limit of the Warehouse District, past a body (passageway in front of dumpsters south of the district Supply Cache). Needs the district open. (Reward: Forged Barrel for Prototype Lancer, Mobile Stabilizer for Prototype Lancer)
Part 2 runs until you enter the Octus Tribunal Muster Point, the courthouse where you meet the Gear at the far end after linking up with Charlie Squad. That entry is one-way. Do not confuse it with the earlier "Investigate the Muster Point" objective at the memorial building. Before you talk to that Gear, sweep East Kalona for every remaining collectible, Hard Case and Secondary Objective below.
Collectibles here, in route order: Kalona Postcard, Vandalized Salvaging Poster, COG Tags of Private Liz Waxman, Emgazi Blitz Display Case, Birthday Card With Toy Lancer, COG Tags of Master Sergeant Mark Avamor, Major Burger Box, COG Tags of Specialist Brendan O'Connell, COG Tags of Specialist Arnold Imhatip, Caricature of Colonel Elias Trench, Re: Vibration Complaints, Timgad Refinery Recruitment Poster, Photograph and Harmonica From Mags' Apartment (automatic), COG Tags of Specialist Jada Clemmons, War Savings Bond, Kalona Metro Fare Notice, Tales From the Tyran Night Story Book, Foreman's Datapad.
Hard Cases here: 18. Each one is listed with its location and reward in the Collectibles tracker at the end of this guide.
Supply Caches here: 4. One up the canal stairs after the garage, near the military truck. One beside Kalona Theatre after the Metro exit, south of Grind Coffee and the Metro station. One inside the southernmost Major Burger. One inside the Kalona Police Department on the west side of the Warehouse District.
Timing:
- Foreman's Datapad: Take when the construction site objective sends you there, before Link up with Charlie Squad.
- Bank of Tyrus vault: Take it as soon as the vault opens, before the Muster Point.
- Charlie Squad camp tent: Last case before the point of no return; take it before speaking to the Gear at the camp end.
- Warehouse District entrance wall: Take it before the Imulsion container detonates, and before the Muster Point.
- Warehouse District dead-end alley: Take it before the Imulsion container detonates, and before the Muster Point.
- Apartment SOS: in the apartments east of Octus Tribunal. You get in through a window.
- Lost in Translation: an escort around Major Burger. It becomes available after the Amberstone section, while your objective is "Get Mags' meds."
- Family Reunion: at Shelter 13 in Victory Plaza, defending the shelter and the civilians inside. It only appears after "Get Mags' meds." Finish it before you link up with Charlie Squad. The game locks it behind the courthouse gate.
Many guides list only six Act 2 objectives because they miss the shelter defense. Check the War Journal for 7.
Some items in this chapter are awarded through story or objective steps:
- The Photograph and Harmonica collectible comes from Mags' apartment during "Get Mags' meds."
- The War Savings Bond collectible and a Hard Case come from the Dr. Fabbri vault objective.
- One Hard Case is behind the "Secure the Imulsion stockpile" objective.
▶Right in the Ticker
Unlocks when you kick a Ticker so it flies back and blows up among the enemies. The best spot is the bank defense in this chapter. When an E-Hole opens, Tickers pour out. Kick one straight back toward the hole and the enemies around it. If it does not unlock, keep kicking Tickers back into groups of enemies. Tickers come up in most fights from here on.
▶Okay, Boomer.
Unlocks when you chainsaw a Boomer. You cannot chainsaw a Boomer at full health. Damage it first, with a couple of headshots or grenades and Gut-Puncher rounds, then rev the chainsaw and close in. Boomers appear in this chapter, and there is a chaingun Boomer at the church in Act 4 Chapter 1 as a backup. Coming from behind may help. Try it on the first Boomer you see here. On Insane, use cover and make sure the Boomer is badly hurt before you commit.
▶Chainsaw Go Brrrrrrrrr
Unlocks when you kill a Locust with a Lancer chainsaw, in the campaign or in Horde Siege. There are no chainsaw duels in this game, so a normal chainsaw kill is the target. It may not trigger with Marcus's signature Proto Lancer. Safest route: Use the standard Prototype Lancer as soon as you have one (it first appears in this chapter), and chainsaw a weakened Drone or Wretch. Any Lancer chainsaw kill along the way may also work.
▶Chapter 2: Hold the Line, Part 3 (West Kalona)
▶Collectibles · 14 14 collectibles
Pendulum Wars Victory Flag — Act 2, Hold the Line, Part 3 (West Kalona). Hung on a newsstand at the end of the street past Shelter 04 (stone steps on the right), by a broken-down ambulance near the wreckage blocking the northeast street.
Child's Monster Drawings — Act 2, Hold the Line, Part 3 (West Kalona). In the store across the street from the flag, in a small back room or office, on the floor. Also listed as Child's Monster Drawing.
COG Tags of Sergeant Elijah Adams — Act 2, Hold the Line, Part 3 (West Kalona). On the body of the crazed spotter in an upper room of the apartment block with the howling soldier. Only reachable through the Lone Wolf side objective, which unlocks after you find Whiskey Squad.
Muster Point Instructions — Act 2, Hold the Line, Part 3 (West Kalona). In the Whiskey Squad plaza with the stone fountain, on the far back right wall by the Butcher Shop. It appears after you find Whiskey Squad.
Holiday Photos — Act 2, Hold the Line, Part 3 (West Kalona). On the ground in front of a bench by a newsstand beside Shelter 09, on the street just past the Black Raven Down Major Burger. The side objective is not needed.
Portrait of Chairman Tomas Dalyell — Act 2, Hold the Line, Part 3 (West Kalona). Inside Kalona Hotel, on the upper floor mezzanine against the west wall between the elevators. Take it on your first visit, as the chapter ends soon after.
Courthouse camp shipping container — Act 2, Hold the Line, Part 3 (West Kalona). Shipping container on the west side of the courthouse encampment, near its exit. Reached after entering the Octus Tribunal Muster Point. (Reward: Prototype Lancer mod slot, Cover Brace for Prototype Lancer)
Small plaza near Monroe Library — Act 2, Hold the Line, Part 3 (West Kalona). Small plaza to the left after leaving the encampment and clearing enemies on the right (gated park across from Monroe Library, back-left corner). (Reward: Close-Quarters Barrel for Longshot)
Pale-green balcony walkway — Act 2, Hold the Line, Part 3 (West Kalona). Upper walkway reached by a ground-level rappel line, in the building with the pale-green balcony opposite the hotel. Climb the rope, case is on your left. (Reward: Mobile Stabilizer for Breechshot, Forged Barrel for Lancer Mk1)
Alley under the Monroe map label — Act 2, Hold the Line, Part 3 (West Kalona). Alley under the Monroe map label while searching for Whisky Squad. Reachable only from the west, since the door opens from that side. Case by a wall and electric pole. (Reward: Laser for Hammerburst, Skeleton Frame for Longshot, or Skeleton Frame for Gnasher)
North main street by police car — Act 2, Hold the Line, Part 3 (West Kalona). Main street north of the area Supply Cache, beside the police car next to the burning truck. (Reward: Skeleton Frame for Gnasher, or Laser for Hammerburst and Skeleton Frame for Longshot)
Whisky Squad fountain plaza — Act 2, Hold the Line, Part 3 (West Kalona). Plaza with the stone fountain: immediately left against the wall on entering. Opens once you reach the Find Whisky Squad objective. (Reward: Longshot mod slot, Precision Long Barrel for Longshot)
Kalona Hotel front entrance — Act 2, Hold the Line, Part 3 (West Kalona). Front entrance of Kalona Hotel on the south and southwest side, right of the doors. (Reward: Injector slot, Disruptor slot, Regenerative Compound for Injector, Execution Capacitor for Disruptor)
Street below relay balcony — Act 2, Hold the Line, Part 3 (West Kalona). Street level after sliding down the broken balcony from the relay: turn the corner to the right, beside the fire truck and a car. Appears with the Help the squad in trouble step. (Reward: Breechshot mod slot, Skeleton Frame for Breechshot)
Entering the Octus Tribunal Muster Point opens West Kalona: 6 collectibles and 8 Hard Cases. Clear the area before you walk into Kalona Hotel, which moves the story on. Two Secondary Objectives, listed below, also depend on it.
Collectibles here, in route order: Pendulum Wars Victory Flag, Child's Monster Drawings, COG Tags of Sergeant Elijah Adams, Muster Point Instructions, Holiday Photos, Portrait of Chairman Tomas Dalyell.
Hard Cases here: 8. Each one is listed with its location and reward in the Collectibles tracker at the end of this guide.
Supply Caches here: 3. One at the Octus Tribunal Muster Point (drop down to the left after the courthouse cutscene), one under the train line beside the truck south of Monroe Library, and one at the Kalona Hotel reception, reached during "Support Cpl. Harris at the hotel."
Timing:
- COG Tags of Sergeant Elijah Adams: Do the Lone Wolf event before entering Kalona Hotel.
- Kalona Hotel front entrance: Take it before going inside the hotel.
- Street below relay balcony: Last case of the chapter; take it before the ledge drop ends the chapter.
- Black Raven Down: at the restaurant southwest of Monroe Library. It appears after you enter the Muster Point.
- Lone Wolf: southeast of Monroe Library. It appears after you enter the Muster Point, during the "Support Cpl. Harris at the hotel" step.
The Find Whisky Squad and Help the squad in trouble objectives each award a Hard Case.
Before you leave the district, check that the War Journal shows Act 2 at 7/7 Secondary Objectives and Chapter 2 at 27/27 collectibles. Then open a Supply Cache and look for locked mods. Chapter 2 holds 27 of Act 2's 36 Hard Cases, so this is the cheapest moment to fix a gap.
▶Chapter 3: No Gear Left Behind
▶Collectibles · 11 11 collectibles
COG Tags of Private Sal Harkniss — Act 2, No Gear Left Behind. Right after the Charlie Squad cutscene, under the overpass at the tunnel exit, at his body.
COG Tags of Private Siv Strickland — Act 2, No Gear Left Behind. Directly beside Harkniss, below the Gear nailed to a van.
Bloodied Spike — Act 2, No Gear Left Behind. Up the road and right at the top, along the right sidewalk past the Beer and Wine sign. The spike is in an impaled body in an alcove, within the mortar fire zone.
Ink-Covered Wrench — Act 2, No Gear Left Behind. In the plaza under Nemacyst bombardment (scaffolding, two golden COG statues): go left to a smaller plaza with benches and find the wrench by a body.
COG Tags of Lieutenant Jane Hawkins — Act 2, No Gear Left Behind. After Captain Grey's courthouse walkthrough, to the right of the gate exit at the foot of the steps among covered bodies. Last item of the chapter; grab it before leaving the gate.
Wrecked-car tunnel barricade — Act 2, No Gear Left Behind. Tunnel of wrecked cars near the chapter start, in the middle by the central barricade. (Reward: High Capacity Mag for Gnasher, Ammo Scavenger armor perk)
Tunnel exit incline — Act 2, No Gear Left Behind. After the muster-point cutscene, leave the tunnel. Case is on the right side of the incline just before the ruined semi-truck. (Reward: Proximity Regen armor perk, Auto-Canister for Incinerator)
Statue plaza scaffolding container — Act 2, No Gear Left Behind. Up the scaffolding around the golden statues, inside a shipping container near the centre of the plaza. (Reward: Best Defense armor perk, Detonator Ammo for Longshot)
Statue plaza opposite corner — Act 2, No Gear Left Behind. Plaza corner on the opposite side of the street, under more scaffolding. Outlet wording differs, so judge by the reward. (Reward: Springloaded Mag for Lancer Mk1)
Statue plaza exit gate — Act 2, No Gear Left Behind. Plaza exit gate behind the golden statues, at the north end corner of the plaza. (Reward: Forged Barrel for Longshot, Concussion Rounds for Gut-Puncher)
Courthouse walkway side room — Act 2, No Gear Left Behind. After speaking to Captain Grey and entering the courthouse, find the room on the left of the walkway about halfway through, after the Seeder fight. Easy to run past. (Reward: Fortifying Compound for Injector, Reload Servo for Disruptor)
5 collectibles and 6 Hard Cases.
Collectibles here, in route order: COG Tags of Private Sal Harkniss, COG Tags of Private Siv Strickland, Bloodied Spike, Ink-Covered Wrench, COG Tags of Lieutenant Jane Hawkins.
Hard Cases here: 6. Each one is listed with its location and reward in the Collectibles tracker at the end of this guide.
Supply Caches here: 1, at the statue-plaza exit in the northern part of Victory Plaza.
Timing:
- Courthouse walkway side room: Take it in the walk-and-talk corridor; no reason to backtrack.
▶Chapter 4: Flyboys
No collectibles or Hard Cases here.
▶Chapter 5: Overrun
▶Collectibles · 4 4 collectibles
Point Fairlight Hangar Data Pad — Act 2, Overrun. In the main hangar after reuniting with Zee: stay left, opposite the supply cache (one guide says in a crate by tires). Hard Case 3 is beside it. Take it before the hangar exit.
Hangar breach catwalk — Act 2, Overrun. After the first Reaver falls, take the stairs to the catwalk and check the far corner, right of the new hole in the wall. (Reward: Injector mod slot, Cover Brace for Hammerburst, Stability Compound for Injector)
Corpser tunnel crater — Act 2, Overrun. Tunnel made by the Corpser that ate a Raven, on the side wall at the bottom of the red-glow crater as you enter. (Reward: Disruptor mod slot, Precision Long Barrel for Snub, Incendiary Emitter for Disruptor)
Rally-point hangar cache — Act 2, Overrun. Behind the Supply Cache at the rally point, beside the Point Fairlight Hangar data pad. (Reward: Gut-Puncher mod slot, Extended Belt for Gut-Puncher)
1 collectible and 3 Hard Cases. Get all of them before you enter the final hangar room, which ends the act.
Collectibles here, in route order: Point Fairlight Hangar Data Pad.
Hard Cases here: 3. Each one is listed with its location and reward in the Collectibles tracker at the end of this guide.
Supply Caches here: 1, at the rally point inside the Point Fairlight hangar, opposite the Hangar Data Pad.
Timing:
- Hangar breach catwalk: Take it before combat pushes you through the hole.
▶Act 2 Wrap-Up
Check the War Journal for 38 collectibles, 7 Secondary Objectives, 36/36 Hard Cases, 11/11 Supply Caches, and Insane recorded for the act. Fix any gaps now, while you are still in this act's chapters.
▶The Scorched Legion
Unlocks during Act 2 through story progress.
▶You Want What On the Front of a Gun?!
Unlocks during Act 2 through story progress.
▶Got to the Choppa
Unlocks during Act 2 through story progress.
▶Act 3
Act 3 has 36 collectibles, 38 Hard Cases, 3 Secondary Objectives and 8 Supply Caches. It also has the best spots for several combat achievements.
▶Chapter 1: Stranded
▶Collectibles · 8 8 collectibles
COG Army Knife — Act 3, Stranded. Among trees by a backpack in the forest below the rappel rope, along the left-down path past the dead prepper.
Fairlight Rifle Range Sign — Act 3, Stranded. At the Fairlight Base main gate, right after vaulting the fence, beside the tanks.
Gut-Puncher Grenade Rounds — Act 3, Stranded. On a crate near the Supply Cache in the hangar ruin loop of the base.
Prepper's Scavenging Map — Act 3, Stranded. On the substation courtyard floor between the generator units, to the right of the entrance.
UIR Soldier Shooting Target — Act 3, Stranded. In the same substation courtyard, propped on a rusted tank on the left side.
Downed Raven battlefield — Act 3, Stranded. After the Armored Wretch fight and before entering the base, find it in front of a downed Raven on the opposite side of the battlefield. (Reward: Huge Magazine for Prototype Lancer, Slick Breech for Gnasher)
Red containers at Fairlight Outpost — Act 3, Stranded. In front of two stacked red containers at Fairlight Outpost, before the hangar Supply Cache. (Reward: Composite Chassis for Hammerburst, Mobile Stabilizer for Hammerburst)
Substation corner — Act 3, Stranded. Substation at the far end of the compound: corner to the left of the door. (Reward: Extended Magazine for Lancer Mk1, Smooth Operator armor perk)
5 collectibles and 3 Hard Cases. Quartermaster: pick up the Incinerator. Armored Wretches first appear here, and their scream stuns you.
Collectibles here, in route order: COG Army Knife, Fairlight Rifle Range Sign, Gut-Puncher Grenade Rounds, Prepper's Scavenging Map, UIR Soldier Shooting Target.
Hard Cases here: 3. Each one is listed with its location and reward in the Collectibles tracker at the end of this guide.
Supply Caches here: 2. One in the Fairlight warehouse beside the Gut-Puncher Grenade Rounds collectible, and one in the substation area after Prepper's Scavenging Map.
▶Payback's A Pitch
Unlocks when you kill an Armored Wretch while you are still stunned by its scream. Armored Wretches have metal gauntlets and knee pads. The stun shakes the screen and drains the color. Kill that Wretch before the screen returns to normal. A chainsaw or quick melee hits work, and other methods probably do too. On solo, your AI squad often kills the Wretch first, so stay close to it and act immediately. If it does not happen here, the Corpser fight in Chapter 2 sends Wretches at you about halfway through. Later acts have plenty more.
▶Chapter 2: Enemy Lines
▶Collectibles · 14 14 collectibles
Damaged Gnasher Shotgun — Act 3, Enemy Lines. At the start of the tunnel, branch right after the fallen brace to a crate off the objective path.
Parchment and Powder Pouch — Act 3, Enemy Lines. In the Locust armory with ammo (where you pick up the Striga), in a crate on the left.
Parchment With Indecipherable Writing — Act 3, Enemy Lines. On the lower level of the abandoned subway station, by the Kalona Auto Rentals sign and the trolley.
COG Tags of Private Beth Avila — Act 3, Enemy Lines. In the tunnel off platform K after the burning carriage and Wretch ambush, in a pile of bodies.
Maintenance Worker's Bloodied Flashlight — Act 3, Enemy Lines. At the dead end of the dark tunnel off platform K, in a red glow beside a smashed cart.
COG Tags of Private First Class Erick Davis — Act 3, Enemy Lines. At the sewer exit beside the Supply Cache, after the Locust army cutscene.
Tunnel hole ledge — Act 3, Enemy Lines. Soon after the start, on a ledge to the right in the tunnel hole, next to the Damaged Gnasher Shotgun collectible. (Reward: Cut Magwell for Lancer Mk1, Tactical Scope for Longshot)
Subway station behind planks — Act 3, Enemy Lines. Underground subway station, upper floor, behind planks and construction materials. (Reward: Hardened Resolve armor perk, Armor mod slot)
Subway station wood pile — Act 3, Enemy Lines. Same station floor, left of the central Supply Cache, behind a wood pile. (Reward: Full Auto for Gnasher, Active Compensator for Ripper)
Wrecked train platform — Act 3, Enemy Lines. Climb the wrecked train onto the tracks, then go left to a ruined platform (Eastbound to Terminus). (Reward: Vitality Amplifier for Injector, Radial Emitter for Disruptor)
Platform past the train cars — Act 3, Enemy Lines. After crossing the train cars, go left up to another platform, along the main path. (Reward: Pulse Drone mod slot, Reflex Compound for Injector, Focal Lens for Pulse Drone)
Sunken courthouse statue ruins — Act 3, Enemy Lines. Surface level in the sunken courthouse ruins near the fallen Perseverance statue, by the giant hole after the Reaver. (Reward: Cylinder Choke for Incinerator, Auto-Rig for Snub)
Toppled statues cliff edge — Act 3, Enemy Lines. Under the toppled statues, at the cliff edge near the destroyed subway by the courthouse. (Reward: Incinerator mod slot, Cut Magwell for Incinerator)
Sewer by Erick Davis tags — Act 3, Enemy Lines. In the sewers, beside the Supply Cache and the Erick Davis COG tags. (Reward: Precision Rifling for Prototype Lancer)
6 collectibles and 8 Hard Cases. Quartermaster: pick up the Striga and the Razor Mine. The chapter ends with a Corpser fight. Lure it into destroying the arena pillars. Grab everything before the fight.
Collectibles here, in route order: Damaged Gnasher Shotgun, Parchment and Powder Pouch, Parchment With Indecipherable Writing, COG Tags of Private Beth Avila, Maintenance Worker's Bloodied Flashlight, COG Tags of Private First Class Erick Davis.
Hard Cases here: 8. Each one is listed with its location and reward in the Collectibles tracker at the end of this guide.
Supply Caches here: 2. One in the upper subway lobby, and one at the sewer exit beside the COG Tags of Private First Class Erick Davis.
▶Chapter 3: Last Foothold
▶Collectibles · 26 26 collectibles
COG Tags of Sergeant First Class Robin Hamill — Act 3, Last Foothold. Right of the Kalona Theater entrance at the chapter start. Grab it before meeting Tai.
COG Tags of Corporal Tracy Moore — Act 3, Last Foothold. In a ruined apartment on the way to Tai, in the room behind the lit TV.
Colonel Trench's VIP List — Act 3, Last Foothold. In the medical tents right of the truck where you meet Tai.
COG Tags of Private Luis Garcia — Act 3, Last Foothold. In the encampment on the ledges above the plaza fight: climb the right-hand ledges before the library and look under a tent by a cot. Also listed as COG Tags of Private Lui Garcia.
Captain Grey's Field Journal — Act 3, Last Foothold. In Monroe Library, in the room across from the briefing room and Hard Case, during the Grey conversation.
Locust Pistol Ammunition — Act 3, Last Foothold. On the sidewalk just south of the library, by a dead Gear.
COG Tags of Specialist Bernard Havelock — Act 3, Last Foothold. On the stalled skyrail car north of Kalona Hotel: climb the Jackson's Discount Furniture truck under it.
COG Tags of Private First Class John Carnahan — Act 3, Last Foothold. Beside the door of the shelter at the south end of the east side street (Shelter 05 area).
COG Tags of Private Oded Bay — Act 3, Last Foothold. Impaled in the blood fountain in the west plaza.
Damaged Heavy Locust Helmet — Act 3, Last Foothold. Through the east park gate, turn right to the police car and dead Boomer near a sinkhole. Only reachable by starting and clearing the Lost in the Park side objective.
COG Tags of Private Terrance Sander — Act 3, Last Foothold. At Kalona Police HQ on the west side, in the hallway with hanging plaques, on a body nailed to the wall.
Blade-Like Projectiles — Act 3, Last Foothold. On the scaffolding above the door you enter through during Rooftop Mayday, on a dead COG. Start the Rooftop Mayday side objective to open the route. Also listed as Blade-like Projectiles.
COG Tags of Specialist Rachel Carnahan — Act 3, Last Foothold. In Landa Memorial Hospital, in the room directly above reception beside a snack machine.
Landa Memorial Hospital Evacuation Order — Act 3, Last Foothold. Behind the reception counter on the hospital's north side.
Subway entrance by pool hall — Act 3, Last Foothold. At the start, go left around the subway entrance to the spot in front of the pool hall, near some devices. (Reward: Composite Chassis for Longshot)
Ledge under the monorail — Act 3, Last Foothold. After the emergency broadcast and leaving the apartment, cross the street to the ledge edge under the monorail. (Reward: Close-Quarters Barrel for Hammerburst)
Street past the bus by COG truck — Act 3, Last Foothold. After meeting Tai, go over the bus then right up the street, beside a COG truck and against a wall. (Reward: Pulse Drone mod slot, Explosive Resonance for Pulse Drone)
Monroe Library briefing room — Act 3, Last Foothold. Monroe Library briefing room with Captain Grey: back left by the tactical map table, next to a Supply Cache. Needs the library scene. (Reward: Combat Scope for Lancer Mk1, Plating for Striga)
North sidewalk cafe — Act 3, Last Foothold. Far north sidewalk in front of the cafe by the northern Supply Cache. A second candidate spot is the road right of the hospital. Location is uncertain. (Reward: Ripper mod slot, Gas Regulator for Ripper)
Hospital entrance awning — Act 3, Last Foothold. On top of the awning over the Landa Memorial Hospital entrance, against the wall. (Reward: Stim mod slot, Burst Capacitor for Stim, Burst Capacitor for Pulse Drone)
Garage west of Monroe Library — Act 3, Last Foothold. Underground garage west of Monroe Library via the underpass. Slide under the gate; Marcus remarks something is inside, then an ambush triggers. (Reward: Feedback Resonance for Pulse Drone)
Last Dollar store — Act 3, Last Foothold. Last Dollar store on a raised walkway west and south of the library, in the back room. A Ticker guards it. (Reward: Stacks on Stacks armor perk)
Landa Station skyrail platform — Act 3, Last Foothold. Raised skyrail platform (Landa Station) between Monroe Library and Landa Memorial Hospital, southwest of the hospital, stairs near the police department. (Reward: Executioner's Blade for Breechshot)
River walkway south of library — Act 3, Last Foothold. Walkway down the stairs along the river south of the library, reached under the roadblock via the underpass. (Reward: Muzzle Brake for Incinerator)
Kalona Coast Pharmacy interior — Act 3, Last Foothold. Inside Kalona Coast Pharmacy north of the hotel. Shoot out a window to climb in (the tram collectible is outside). (Reward: Marksman Scope for Breechshot, Forged Barrel for Ripper)
West of Kalona Hotel entrance — Act 3, Last Foothold. West and right of the Kalona Hotel entrance, near where you meet the convoy. (Reward: Retention Battery for Stim)
The second big open area: 14 collectibles, 12 Hard Cases and all 3 Act 3 Secondary Objectives. Do the turret achievement first, before the area fills with Locust. Quartermaster: this chapter introduces the Ripper, Pulse Drone, Stim Vaporizer, and Smoke, Incendiary and Stim grenades. Grab each one.
Collectibles here, in route order: COG Tags of Sergeant First Class Robin Hamill, COG Tags of Corporal Tracy Moore, Colonel Trench's VIP List, COG Tags of Private Luis Garcia, Captain Grey's Field Journal, Locust Pistol Ammunition, COG Tags of Specialist Bernard Havelock, COG Tags of Private First Class John Carnahan, COG Tags of Private Oded Bay, Damaged Heavy Locust Helmet, COG Tags of Private Terrance Sander, Blade-Like Projectiles, COG Tags of Specialist Rachel Carnahan, Landa Memorial Hospital Evacuation Order.
Hard Cases here: 12. Each one is listed with its location and reward in the Collectibles tracker at the end of this guide.
Supply Caches here: 2 that count. One in the Last Foothold base at Monroe Library, next to a Hard Case, after Captain Grey's Field Journal. The other is on the road right of the hospital, near the bakery and grocery stores. The cache outside Kalona Theatre at the start of the chapter is the Act 2 station again and does not add to Act 3's count, though opening it does no harm.
Timing:
- COG Tags of Sergeant First Class Robin Hamill: Start area item; grab before meeting Tai.
- Damaged Heavy Locust Helmet: Finish Lost in the Park before the Return to the Library objective.
- Blade-Like Projectiles: Finish Rooftop Mayday before the Return to the Library objective.
- COG Tags of Specialist Rachel Carnahan: Do the hospital before the Return to the Library objective.
- Landa Memorial Hospital Evacuation Order: Do the hospital before the Return to the Library objective.
- West of Kalona Hotel entrance: Take it before triggering the convoy and hospital-support step.
▶I Am Heavy Weapons Guy
Unlocks when you kill 10 enemies in a row with one detached turret. Before starting any objective, go to Landa Memorial Hospital. A mounted turret sits on the roof above the entrance. Detach it and keep holding it. Carry it to the underground parking lot, where there is also a Hard Case. E-Holes open there and pour out enemies, mostly Tickers, and they all count. Fire in short bursts, and do not put the turret down or swap weapons until it unlocks.
Secondary Objectives in this chapter:
- Weak Signal: in the building south of Landa Memorial Hospital. It starts near the police department.
- Lost in the Park: it only appears after the Kalona Hotel story beat, where you help load the convoy and fight off the Spore Matrons. Start it at the glowing prompt on the right side of the hotel as you face it. If the prompt isn't there, finish the hotel beat first. Go through the doors on the right into the park, clear the Locust, and find the civilian under the steps. Completing it also awards the Damaged Heavy Locust Helmet collectible.
- Rooftop Mayday: follow the flare north of Monroe Library. It also awards the Blade-Like Projectiles collectible.
▶Explosive Indigestion
Unlocks when you put a grenade or a Gut-Puncher round into a Bilefrog's open mouth. Wait until it lands and opens its mouth to show the green sac. Then throw a Frag Grenade, aiming high with the arc guide, or fire a Gut-Puncher round point-blank. The best spot reported is the start of the convoy defense in this chapter, at the top of the steps, where two Bilefrogs come at you. Hide behind the wall, let one get close, and fire into its mouth. Bilefrogs keep appearing later, so there are more chances.
▶Two Grubs, One Gut-Punch
Unlocks when one Gut-Puncher round hits two Locust. Hold RT to control where the round bursts. The orange grid shows the blast area. Release it in the middle of a tight group. Any heavy swarm works, and this chapter's E-Hole fights are ideal. Pick up a Gut-Puncher here and keep it in your loadout until this unlocks.
Before you leave Last Foothold, check 3/3 Secondary Objectives for Act 3 and 14/14 collectibles for this chapter.
▶Chapter 4: The Convoy
▶Collectibles · 8 8 collectibles
COG Tags of Private Rudy Bartholomew — Act 3, The Convoy. On a burnt-out vehicle by the hole in the left wall where Wretches spawn, early in the escort.
Locust Crest — Act 3, The Convoy. On the lower deck after dropping through the hole in the bridge floor, on the right beside the upturned police car.
COG Tags of Corporal Kevin Gabor — Act 3, The Convoy. In the second (east) control room, on the ground in front of the console. Take it before you pull the lever. Also listed as COG Tags of Corporal Kevin Garbor.
Convoy courtyard back corner — Act 3, The Convoy. Courtyard at the end of the road: far right back corner between boxes, down some steps. (Reward: Holo Sight for Gnasher, Springloaded Mag for Prototype Lancer)
Military truck by sniper platform — Act 3, The Convoy. Upper level heading to the East Control Room: under or inside a military truck near the sniper platform. (Reward: Holo Sight for Striga, Equipment Scavenger armor perk)
Reaver bridge left end — Act 3, The Convoy. After the control room and the Reaver on the bridge: left end of the bridge in front of a barricade, near the next gate. (Reward: Stim mod slot, Soft Launch for Gut-Puncher, Focal Lens for Stim)
Crates past the bridge trucks — Act 3, The Convoy. End of the bridge past the trucks: on crates, right of the ropes behind the vehicles. (Reward: Stabilized Shroud for Striga, Revive Valve for Stim)
Second control room shelf — Act 3, The Convoy. In the next control room, after the rappel lines and crate climb: on the shelf by the door. (Reward: Composite Chassis for Ripper, Skeleton Frame for Prototype Lancer)
3 collectibles and 5 Hard Cases.
Collectibles here, in route order: COG Tags of Private Rudy Bartholomew, Locust Crest, COG Tags of Corporal Kevin Gabor.
Hard Cases here: 5. Each one is listed with its location and reward in the Collectibles tracker at the end of this guide.
Supply Caches here: 1, in the east control room.
Timing:
- COG Tags of Private Rudy Bartholomew: Early on-foot stretch; the chapter only moves forward.
- Locust Crest: Take before climbing the rappel lines back up.
- COG Tags of Corporal Kevin Gabor: Grab before pulling the lever.
- Military truck by sniper platform: Linear convoy route; take it as you pass.
- Reaver bridge left end: Take it before the drop through the floor.
- Crates past the bridge trucks: Take it before using the rope ascent.
- Second control room shelf: Take it before pulling the lever.
▶Chapter 5: Desperate Times
▶Collectibles · 10 10 collectibles
A Bottle of Iron Coast Beer — Act 3, Desperate Times. In the first interior, in the room with the dead civilian on the couch. A Hard Case is in the same room. Also listed as A bottle of Iron Coast Beer.
Portrait of Chairman Jacob Monroe — Act 3, Desperate Times. In a hole in the wall on the left of the hallway after the Wretch bottleneck. A Hard Case sits beside it.
Sanctum of the Fallen Memorial Ceremony Program — Act 3, Desperate Times. In the rooftop garden courtyard, on the floor by the railing near the exit door, at the stone planter on the far edge.
Locust Spiked Shoulder Pad — Act 3, Desperate Times. After the bridge, loop right around the planters before the double doors, beside a dead Locust. Also listed as Locust Spike Shoulder Pad.
Explosive Bolt — Act 3, Desperate Times. At the top of the clock and sniper tower, next to the Torque Bow.
Room with the dead man — Act 3, Desperate Times. Right after the first rooftop fight, in the room with the dead man. (Reward: Cut Magwell for Longshot, Long Range Stabilizer for Longshot)
Upper level by chain-link fence — Act 3, Desperate Times. After the Spore Matron, go to the upper level left of the objective door, against a chain-link fence. (Reward: Resistance Compound for Injector, Stunned Capacitor for Disruptor)
Wall hole chest of drawers — Act 3, Desperate Times. Hole in the left wall, on a chest of drawers, in the same room as a collectible. (Reward: Striga mod slot, Rifled Shroud for Striga)
Rooftop garden far corner — Act 3, Desperate Times. Far corner of the rooftop garden (the courtyard after the Reaver, left by a stone fence). (Reward: Barrel for Breechshot, Headhunter Burst for Hammerburst)
Landing before the bridge — Act 3, Desperate Times. After the Torque Bow Locust cutscene, turn right before the bridge, on the opposite side of the landing. (Reward: Chainsaw Supercharger for Prototype Lancer)
5 collectibles and 5 Hard Cases. Quartermaster: pick up the Torque Bow, the last item on the list.
Collectibles here, in route order: A Bottle of Iron Coast Beer, Portrait of Chairman Jacob Monroe, Sanctum of the Fallen Memorial Ceremony Program, Locust Spiked Shoulder Pad, Explosive Bolt.
Hard Cases here: 5. Each one is listed with its location and reward in the Collectibles tracker at the end of this guide.
Timing:
- Landing before the bridge: Take it before crossing the one-way bridge.
▶Chapter 6: Desperate Measures
▶Collectibles · 8 8 collectibles
Commander's Letter Home — Act 3, Desperate Measures. In the Fort Vigil courtyard: down the steps on the right of the gate, in the corner beside a van with a red glow. Take it in the opening free-roam, before the Quartermaster and Brumak.
Torn Flag of Tyrus — Act 3, Desperate Measures. On the ramp the Brumak stomped through after the main entrance, by the wall on the right, before the gift shop.
Morith Harbor Snow Globe — Act 3, Desperate Measures. Upstairs in the gift shop, on the desk or counter overlooking the hall.
Fort left wall steps — Act 3, Desperate Measures. Left wall beyond the bickering couple, down a few steps on the left side of the fort. (Reward: Hardened Ammo for Ripper, Close-Quarters Barrel for Ripper)
Main entrance back wall — Act 3, Desperate Measures. Left of the Main Entrance, centre of the back wall, behind a barrier. (Reward: Vitality Emitter for Stim, Reload Resonance for Pulse Drone)
Walkway above Commander's Letter — Act 3, Desperate Measures. Fort walkway just above the Commander's Letter collectible. Outlets disagree on the left or right side, probably a viewpoint difference. (Reward: Mobile Stabilizer for Snub)
Gift shop door ledge — Act 3, Desperate Measures. Left of the gift-shop door before going in: hug the left wall and go up the ledge. (Reward: Holo Sight for Longshot)
Gift shop upstairs balcony — Act 3, Desperate Measures. Gift shop upstairs during the Brumak chase: past the Snow Globe collectible, turn around and follow the balcony to the far corner. Reportedly gives no nearby alert and no glow. (Reward: Holo Sight for Lancer Mk1, Auto-Quiver for Torque Bow)
3 collectibles and 5 Hard Cases. One collectible sits at the very start of Fort Vigil, before the Brumak, and one case is easy to miss on the gift shop balcony. The act ends with an armored Brumak boss at Fort Vigil. Shoot the glowing weak points, armor and mounted weapons. Collect everything before you start the fight.
Collectibles here, in route order: Commander's Letter Home, Torn Flag of Tyrus, Morith Harbor Snow Globe.
Hard Cases here: 5. Each one is listed with its location and reward in the Collectibles tracker at the end of this guide.
Supply Caches here: 1, in the gift shop.
Timing:
- Commander's Letter Home: Grab at the Fort Vigil start, before the Brumak.
- Torn Flag of Tyrus: Grab before entering the gift shop.
- Gift shop door ledge: Take it before entering the gift shop.
- Gift shop upstairs balcony: Hidden case with no alert; sweep the balcony before leaving.
▶Act 3 Wrap-Up
Check the War Journal for 36 collectibles, 38 Hard Cases, 3 Secondary Objectives and 8 Supply Caches in Act 3. The eight that count are listed in the chapters above. The theatre cache at the start of Last Foothold is the Act 2 station again. Also confirm Insane is recorded for the act, and look for locked mods at a Supply Cache. This is also the right time to check Quartermaster: every item on the Quartermaster list has appeared by the end of Act 3.
▶Get Back You Eight-legged Freak
Unlocks during Act 3 through story progress.
▶Twice the Pride, Double the Fall
Unlocks during Act 3 through story progress.
▶…The Harder They Fall
Unlocks during Act 3 through story progress.
▶Act 4
Act 4 has 41 collectibles, 46 Hard Cases, 13 Supply Caches and 7 Secondary Objectives, split between Chapter 1 and Chapter 3.
▶Chapter 1: Hope and Ruin
▶Collectibles · 27 27 collectibles
COG Tags of Sergeant Major Hank Rustin — Act 4, Hope and Ruin. Awarded automatically as the chapter begins. Do not search for it.
Message From The Coalition — Act 4, Hope and Ruin. Manual pickup at the memorial wall or podium at the bottom of the starting steps, before you leave the fort through the hole. Check it registers in the journal. Also listed as Message from the Coalition.
COG Tags of Sergeant Betsy Barnes — Act 4, Hope and Ruin. After the bridge, go left at the first intersection to the ground by a wrecked car outside the Art Gallery. Her rank is unconfirmed. Also listed as COG Tags of Specialist Betsy Barnes.
Regalia Hotel VIP Guest List — Act 4, Hope and Ruin. On the lobby check-in counter of the Regalia Hotel. Also listed as Regalia Hotel Guest VIP List.
Dispute Magazine — Act 4, Hope and Ruin. At the blocked tunnel just west of the Regalia Hotel, on the tunnel's north side. To reach it, go up the stairs right of the hotel lobby counter, through the hole in the wall, back down outside and loop left. The magazine is on the ground by a parked truck at the tunnel (some guides call it a van).
Anniversary Card and Tickets to Khindago — Act 4, Hope and Ruin. In the house or restaurant southwest of the hotel, on a counter or table. Also listed as Anniversary Card and Tickets.
A Handwritten Letter, in Vasgari — Act 4, Hope and Ruin. In Cooper Commons to the southeast, among the paintings. Also listed as A Hand Written Letter, in Vasgari.
COG Tags of Specialist Harrison Alexieff — Act 4, Hope and Ruin. On the west side of Cooper Commons by the subway entrance, atop the stairs on a corpse.
Statuette of Roman Kalona — Act 4, Hope and Ruin. In the Golden Ale Gift Shop at Kalona Square, on the back wall shelf.
COG Tags of Specialist Dale Maddoc — Act 4, Hope and Ruin. On a corpse by a flowerbed or wall near the Military Science Building, where the R.I.G. Experiment side objective starts. Use that objective as your landmark.
Blood Splattered Ulk Plushie — Act 4, Hope and Ruin. In a nook north of Kalona Square: suitcases behind a police car and a blue car.
Lighter Darker Opera Program — Act 4, Hope and Ruin. On the upper balcony of the Spire Opera House. Also listed as Lighter, Darker Opera Program.
COG Tags of Specialist Mei Aoi — Act 4, Hope and Ruin. North of the opera house: take the left street to a crashed ambulance at a dead end.
Fort steps by the grieving couple — Act 4, Hope and Ruin. Chapter start: steps down on the left of the fort, at the bottom against the wall, with a grieving couple nearby. (Reward: Pulse Drone slot, Pulse Drone mod, Breechshot mod)
Ruined cathedral stained glass — Act 4, Hope and Ruin. Ruined cathedral, to the right of the remaining red stained-glass windows. (Reward: Gnasher slot, Gnasher mod)
Cemetery back-right before split gate — Act 4, Hope and Ruin. Back-right of the cemetery behind the cathedral, before the gate where the squad splits (Zee and Michaelson). (Reward: Striga mod)
Long road locked gate — Act 4, Hope and Ruin. Past the church and graveyard, go left then up the long road (Bile Frog, Wretches) to a locked gate, under the Cafe and Bakery sign at the road end. (Reward: Breechshot mod, Ripper LMG mod)
Regalia Hotel rear foyer — Act 4, Hope and Ruin. Street behind Regalia Hotel: small foyer through the right-hand entrance. (Reward: Snub mod)
Regalia Hotel lobby — Act 4, Hope and Ruin. Immediately left inside the Regalia Hotel entrance, on the lobby floor. (Reward: Lancer Mk1 slot, Lancer Mk1 mod)
Back alley right of hotel — Act 4, Hope and Ruin. Road to the right of the hotel front: take the higher road, step right into a back alley, far left on the floor. (Reward: Hammerburst mod)
Hotel courtyard fountain — Act 4, Hope and Ruin. Out the hotel back staircase into a courtyard: back-left, opposite side of the central fountain. (Reward: Torque Bow mod slot and Composite Chassis for Torque Bow)
Crater diner back room — Act 4, Hope and Ruin. Locust ambush crater: restaurant with red wooden signs on the right, back room on the right (the Family Diner). (Reward: Breechshot mod, Ripper LMG mod)
Clock face corner building — Act 4, Hope and Ruin. Northeast of the crater centre, corner building with a clock face. Check the floor left of where the Kalona statue comes into view. (Reward: Stim mod slot and an Armor mod)
Kalona Square bottom-left building — Act 4, Hope and Ruin. Kalona Square, bottom-left ruined building, back left. Opens after the square is cleared. (Reward: Prototype Lancer mod, Stim mod)
Kalona Square exit gate — Act 4, Hope and Ruin. Top of Kalona Square beside the exit gate, left of it by two police cars. (Reward: Ripper LMG mod, Prototype Lancer mod)
Plaza at top of slope — Act 4, Hope and Ruin. Plaza at the top of the slope (Locust and Reavers): return to the slope top, go left, back-left corner before a roadblock. Opens after the plaza fight. (Reward: Hammerburst mod, Pulse Drone mod)
Clocktower defense left alley — Act 4, Hope and Ruin. Left of the Clocktower Defense start: down the road, left alley, back left. (Reward: Ripper LMG mod, Stim mod)
13 collectibles and 14 Hard Cases. Hank Rustin's COG tags are awarded automatically at the start of the act. Message From The Coalition is a manual pickup at the fort memorial, so grab it before you leave the fort.
Collectibles here, in route order: COG Tags of Sergeant Major Hank Rustin (automatic), Message From The Coalition, COG Tags of Sergeant Betsy Barnes, Regalia Hotel VIP Guest List, Dispute Magazine, Anniversary Card and Tickets to Khindago, A Handwritten Letter, in Vasgari, COG Tags of Specialist Harrison Alexieff, Statuette of Roman Kalona, COG Tags of Specialist Dale Maddoc, Blood Splattered Ulk Plushie, Lighter Darker Opera Program, COG Tags of Specialist Mei Aoi.
Hard Cases here: 14. Each one is listed with its location and reward in the Collectibles tracker at the end of this guide.
Supply Caches here: 4. One just after the opening area with Hank Rustin's tags, one on the Regalia Hotel balcony after the VIP Guest List, one after the building with the Anniversary Card, and one near the R.I.G. Experiment objective and Dale Maddoc's tags.
Timing:
- Message From The Coalition: Early pickup; grab before leaving the fort.
- Fort steps by the grieving couple: Take it before crossing out of the fort start area.
- Cemetery back-right before split gate: Take it before exiting the split gate.
- Kalona Square exit gate: Take it before leaving the square by the gate.
Secondary Objectives here:
- Missing Convoy: under the arches south of the Cooper Commons area. Clear out the Locust.
- R.I.G. Experiment: start the machine inside the building and hold off the Locust.
- Clocktower Defense: from the opera house entrance, take the right-hand road to the clocktower. It is a wave defense with a mounted turret.
The 5 October 2026 patch addressed one specific failure: these objectives not starting if you entered the area while introductory dialogue was playing. Other causes have not been ruled out. If one doesn't start, let any dialogue finish, then reload the checkpoint.
If Okay, Boomer. is still locked, the church grounds here have a chaingun Boomer. Weaken it with grenades and Gut-Puncher rounds, then chainsaw it.
▶Chapter 2: Technical Difficulties
▶Collectibles · 5 5 collectibles
COG Tags of Sergeant Aman Landry — Act 4, Technical Difficulties. At the FIRST train stop (red-lit station full of Locust): exit by the second door and find the corpse just outside, slightly right. Return to the train before it leaves.
NO 80 Graffitied Poster — Act 4, Technical Difficulties. At the SECOND train stop (blocked tracks): cross to the far platform and go left. This one is not timed. Also listed as N0 80 Graffiti Poster.
Start room bench — Act 4, Technical Difficulties. Start of the chapter: wide room with a bench, left of the bench and across from the supply cache. (Reward: Hammerburst mod, Disruptor mod)
Side room past platform exit — Act 4, Technical Difficulties. After leaving the train platform by the Exit: up and round the corridor, small side room straight ahead before the left turn. (Reward: Ripper slot, Ripper LMG mod)
Skytrain platform edge — Act 4, Technical Difficulties. After emerging from the subway and clearing the Locust: yellow-metal skytrain platform steps, turn right, case on the edge across a gap just before the Skyline car. (Reward: Prototype Lancer mod)
2 collectibles and 3 Hard Cases. Within-chapter timing: the COG tags at the first train stop must be grabbed before the train pulls away. Get off right away, take them, and get back on. If you miss the train, reload the checkpoint. The poster at the second stop has no timer.
Collectibles here, in route order: COG Tags of Sergeant Aman Landry, NO 80 Graffitied Poster.
Hard Cases here: 3. Each one is listed with its location and reward in the Collectibles tracker at the end of this guide.
Supply Caches here: 2. One near the subway entrance before Landry's tags, and one after the NO 80 poster.
Timing:
- COG Tags of Sergeant Aman Landry: Timed: grab at the first train stop before the train leaves.
- Start room bench: Take it before the first train.
- Side room past platform exit: Linear route; take it before the left turn.
- Skytrain platform edge: Take it before boarding the Skyline car.
There is also a Power Station defense in this chapter. It is not one of the 17 Secondary Objectives, but play through it fully anyway. The 5 October 2026 patch fixed one cause of it failing to finish after the visible enemies are dead. If it stalls, reload the checkpoint.
▶Chapter 3: Tough as Nails
▶Collectibles · 26 26 collectibles
A Letter Regarding Armadillos — Act 4, Tough as Nails. On a desk in the Seradyne administration building near the civilian base and Prospect Bay gate. Map pickup after the pub.
R.I.G. Component — Act 4, Tough as Nails. Physical pickup in a Freight Yard train car beside a generator. Also listed as R.I.G Component.
Young Artists Night Poster — Act 4, Tough as Nails. Go back to the pub gate, take the first street on the left, and find the poster on the wall of the building with the Seradyne sign.
COG Tags of Lance Corporal Calder Hunt — Act 4, Tough as Nails. On the rooftop southwest of the Power Grid and warehouse area, beside a generator cube.
Refiner's Union Jacket — Act 4, Tough as Nails. On the upper floor of the Railway Transfer weapon warehouse at Gavel Dockyard west, near the Special Cargo area.
Imulsion Blast Charge — Act 4, Tough as Nails. Inside the case at the end of the Special Cargo side objective: clear the Locust, reach the container, and enter the code.
COG Tags of Lieutenant Jacob Palma — Act 4, Tough as Nails. Behind the train car near Fire in the Hole, east of the Control Tower.
Severed Jack Bot Head — Act 4, Tough as Nails. In the red-brick warehouse next to the weapons warehouse. Also listed as Severed JACK Bot Head.
Blurry Photo of Locust Attack — Act 4, Tough as Nails. In the weapons warehouse courtyard: use the blue truck to reach the ledge, then go left through the door.
COG Tags of Lance Corporal Dalia Avdol — Act 4, Tough as Nails. On the higher ledge in the same warehouse room, reached by crates near the truck.
Seradyne Factory Closure Sign — Act 4, Tough as Nails. On the bottom floor of the Seradyne Armor Assembly factory.
Maranday Apple Brandy Bottle — Act 4, Tough as Nails. On a toolbox on the rooftop or platform reached by the skybridge: go left, then right.
COG Tags of Corporal Goran Ducaine — Act 4, Tough as Nails. On the skybridge walkway, turn right to the tank room, on a Boomer corpse.
Port of Kalona Docking Registry — Act 4, Tough as Nails. On the square blue console at the top of the Control Tower, which opens during the final main objective. Last item of the chapter.
Wall outside Line's End Pub — Act 4, Tough as Nails. Leaving Line's End Pub through the gates: forward, right, over the low brick wall. (Reward: Hammerburst slot, Hammerburst mod)
Central warehouse upper floor — Act 4, Tough as Nails. Central-right warehouse, right-hand entrance. Climb the ledges at the back to the next floor. (Reward: Torque Bow mod)
Alley ledge past warehouse hole — Act 4, Tough as Nails. From the warehouse case, exit by the hole in the wall, drop, then climb crates and a wall to an upper path. Case is on a ledge. (Reward: Striga mod slot and Striga mod)
Warehouse roof loading dock — Act 4, Tough as Nails. Warehouse roof, rear (left of the dead-Gear tags): small ledge into a loading dock. (Reward: Longshot mod)
Dockyard rail-track dumpster — Act 4, Tough as Nails. Top-right of the rail-track area past the R.I.G. Component train car, behind a dumpster in west Gavel Dockyard. (Reward: Breechshot mod, Striga mod)
Helipad behind shipping container — Act 4, Tough as Nails. Helipad, behind the shipping container opened at the end of Special Cargo. Only one source states this gate; it may sit by the Control Tower. (Reward: Longshot mod, Torque Bow mod)
Trapped Locust carriage — Act 4, Tough as Nails. Inside the Trapped Locust carriage. Opens after you release and clear the Locust in the carriage. (Reward: Gut-Puncher mod, Torque Bow mod)
Seradyne factory rope platform — Act 4, Tough as Nails. Up a rope onto a platform near the Seradyne factory. (Reward: one of the two Seradyne cases gives Disruptor and Injector mods, the other Ripper and Longshot mods; check both)
Seradyne entrance ladder — Act 4, Tough as Nails. From the Seradyne entrance go left, up the ladder, case at the top. (Reward: one of the two Seradyne cases gives Disruptor and Injector mods, the other Ripper and Longshot mods; check both)
Seradyne loading bay slope — Act 4, Tough as Nails. Seradyne loading bay, up the slope on the right (near the weapon warehouse). (Reward: Stim mod, Pulse Drone mod)
Power station truck cab — Act 4, Tough as Nails. Power-station truck beside the driver's cab. Appears only after the truck is loaded and driven, and power is restored and the station cleared. (Reward: Breechshot mod, Armor mod slot)
Garage top floor back door — Act 4, Tough as Nails. Garage building, top floor at the back, right-hand door (opens an ambush); case inside the room with the Corporal Goran Ducaine COG tags. (Reward: Striga mod)
14 collectibles, 12 Hard Cases and 4 Secondary Objectives:
Collectibles here, in route order: A Letter Regarding Armadillos, R.I.G. Component, Young Artists Night Poster, COG Tags of Lance Corporal Calder Hunt, Refiner's Union Jacket, Imulsion Blast Charge, COG Tags of Lieutenant Jacob Palma, Severed Jack Bot Head, Blurry Photo of Locust Attack, COG Tags of Lance Corporal Dalia Avdol, Seradyne Factory Closure Sign, Maranday Apple Brandy Bottle, COG Tags of Corporal Goran Ducaine, Port of Kalona Docking Registry.
Hard Cases here: 12. Each one is listed with its location and reward in the Collectibles tracker at the end of this guide.
Supply Caches here: 2. One after the Severed Jack Bot Head, and one after Goran Ducaine's tags, before Death from Above.
Timing:
- Imulsion Blast Charge: Finish Special Cargo before the final main objective.
- Port of Kalona Docking Registry: Grab before leaving the Control Tower.
- Helipad behind shipping container: Take it after Special Cargo and before the Control Tower finale.
- Trapped Locust carriage: Take it before the Control Tower finale in case the district locks.
- Special Cargo: on the right side of the map. Clear the Locust and open the shipping container. A nearby radio gives the keypad code. Completing it also awards the Imulsion Blast Charge collectible. Another Hard Case is on the helipad afterward.
- Fire in the Hole: up and to the left of the helipad. Climb the crates into the building and hold off the Locust spawning below.
- Trapped Locust: in the central trainyard building. Use the console to bring in the train carriage, then release and kill the Locust inside. A Hard Case is inside the carriage. If the carriage doesn't move, reload the checkpoint.
- Death from Above: on the Seradyne factory roof. It only appears after the power plant objective.
Before moving on, check 7/7 Secondary Objectives for Act 4.
▶Chapter 4: Signals
▶Collectibles · 10 10 collectibles
Infinity Mints — Act 4, Signals. At the gas station, behind the counter.
Signed Kalona Eagles Cap — Act 4, Signals. On the woods trail past the power station: take the right fork at the fallen tree to its end under the bridge.
Pair of Binoculars — Act 4, Signals. On the tower walkway near the rail overlooking the city, resting on the central tower.
Photo of Lucas and His Friends — Act 4, Signals. On the corkboard in the radio station. Also listed as Photo of Lucas with his Friends.
Lucas' Handheld Radio — Act 4, Signals. In the same radio station room, on the console or desk.
Fuel station van — Act 4, Signals. Fuel station car park: rear of the white van, side opening. Clear the enemies first. (Reward: Pulse Drone mod)
Fuel station roof — Act 4, Signals. Fuel station roof: dumpster behind the shop, then round to the right. (Reward: Torque Bow mod)
Power substation right side — Act 4, Signals. Power substation, right side after clearing the Locust. (Reward: Snub slot, Snub mod)
Comms tower side building — Act 4, Signals. Comms tower: after the cutscene turn left, case against another building. (Reward: Prototype Lancer item and mod)
Shooting range tower — Act 4, Signals. From the comms tower case go right then left. The shooting range is ahead and the tower on your right; case is right of the tower. (Reward: Ripper LMG mod, Incinerator mod)
5 collectibles and 5 Hard Cases.
Collectibles here, in route order: Infinity Mints, Signed Kalona Eagles Cap, Pair of Binoculars, Photo of Lucas and His Friends, Lucas' Handheld Radio.
Hard Cases here: 5. Each one is listed with its location and reward in the Collectibles tracker at the end of this guide.
Timing:
- Fuel station van: Take it before leaving the fuel station.
- Fuel station roof: Take it before leaving the fuel station.
- Power substation right side: Take it before leaving the substation.
- Comms tower side building: Take it before entering the comms station.
- Shooting range tower: Linear chapter; take it before moving on.
▶Chapter 5: Paths Diverge
▶Collectibles · 6 6 collectibles
COG Tags of Lance Corporal Aniyah Musa — Act 4, Paths Diverge. At the chapter start, turn LEFT and check the corner within the first seconds.
COG Tags of Lance Corporal Ava Wilson — Act 4, Paths Diverge. After clearing the docks (Auntie on the PA), head south, climb the crate stack to the upper walkway, then go right and straight ahead.
Start street warehouse back room — Act 4, Paths Diverge. End of the start street, in the warehouse you must enter, back-right room. (Reward: Healing Resonance for Disruptor and Skeleton Frame for Lancer Mk1)
Train yard barricade bypass — Act 4, Paths Diverge. Bottom of the train yard: enter the right-hand building to bypass the barricade, then immediate left to the top-left corner (south of Complex Access Point, behind a white van). (Reward: Prototype Lancer mod)
Train yard factory upper room — Act 4, Paths Diverge. Upper back-left room of the train-yard factory buildings, on the left as you enter, in the same room as a supply cache. (Reward: Gut-Puncher mod, Gut-Puncher slot)
Brumak arena by police car — Act 4, Paths Diverge. Brumak and Spore Matron arena: after the Brumak dies, go left by the police car before the gate. Also reachable during the fight. (Reward: Breechshot mod)
2 collectibles and 4 Hard Cases.
Collectibles here, in route order: COG Tags of Lance Corporal Aniyah Musa, COG Tags of Lance Corporal Ava Wilson.
Hard Cases here: 4. Each one is listed with its location and reward in the Collectibles tracker at the end of this guide.
Supply Caches here: 4. One after Aniyah Musa's tags, one partway through the chapter after two Hard Cases, and two after Ava Wilson's tags on the approach to the reactor.
Timing:
- COG Tags of Lance Corporal Aniyah Musa: Check at the very start of the chapter.
- Start street warehouse back room: Linear chapter; take it as you pass.
- Train yard barricade bypass: Linear chapter; take it as you pass.
- Train yard factory upper room: Linear chapter; take it as you pass.
- Brumak arena by police car: Take it after the Brumak fight, before the gate.
▶Chapter 6: Critical Failure
▶Collectibles · 13 13 collectibles
Bust of Allfather Decha Timgad — Act 4, Critical Failure. On the main desk at the refinery entrance, alongside a Hard Case. Grab it before engaging.
Damaged Gas Mask — Act 4, Critical Failure. In Cooling System Access: go right along the walkway instead of climbing down the pipe.
Tyran Business Monthly — Act 4, Critical Failure. In the dark room down the stairs after the keycard door, through the diagonal right doorway.
Memorandum to Dr. Elliot — Act 4, Critical Failure. On a desk or board in the Amber Labs Central Channel office. Also listed as Memorandum to Dr. Elliott.
Dalia Fabbri's Research Journal — Act 4, Critical Failure. In the schematics room, on the back left desk. Take it before triggering the final encounter, which is one-way.
First building by Decha Timgad bust — Act 4, Critical Failure. First building at the chapter start, on the left, beside the Decha Timgad bust. (Reward: Pack Mule armor mod)
Long lift ladder — Act 4, Critical Failure. Long lift: go right, right again, then up the ladder on the right wall. (Reward: Torque Bow slot and mod)
Platform before main building — Act 4, Critical Failure. Outside heading to the refinery: at the enter the main building prompt go straight, then left on the platform to the edge by the railing. (Reward: Pulse Drone mod, Stim mod)
Upper room crate after keycard door — Act 4, Critical Failure. After the squad split and the keycard door: upper room, first right, on a crate. (Reward: Ripper LMG mod, Injector mod)
Room opposite walkway by floor hole — Act 4, Critical Failure. Across the walkway into the room opposite, near the floor hole, on the left side. (Reward: Armor mod)
Small room past Amber Labs office — Act 4, Critical Failure. After the Amber Labs office: corridor to the right, small room straight ahead, case on the right. (Reward: Striga mod)
Green schematics room console — Act 4, Critical Failure. Large green-schematics room: right of the exit door, on a computer console, in the same room as Fabbri's journal. (Reward: Incinerator mod, Disruptor mod)
Imulsion room by supply cache — Act 4, Critical Failure. Next room: around the imulsion, opposite the supply cache. (Reward: Ripper LMG mod)
5 collectibles and 8 Hard Cases. The chapter ends with two Scoria at the refinery. Collect everything first.
Collectibles here, in route order: Bust of Allfather Decha Timgad, Damaged Gas Mask, Tyran Business Monthly, Memorandum to Dr. Elliot, Dalia Fabbri's Research Journal.
Hard Cases here: 8. Each one is listed with its location and reward in the Collectibles tracker at the end of this guide.
Supply Caches here: 1, just before the boss, after Dalia Fabbri's Research Journal.
Timing:
- Dalia Fabbri's Research Journal: Grab before the final encounter.
- First building by Decha Timgad bust: Linear refinery; take it before moving on.
- Long lift ladder: Linear refinery; take it before moving on.
- Platform before main building: Take it before entering the main building.
- Upper room crate after keycard door: Linear refinery; take it before moving on.
- Room opposite walkway by floor hole: Linear refinery; take it before moving on.
- Small room past Amber Labs office: Linear refinery; take it before moving on.
- Green schematics room console: Last room before the boss; take it first.
- Imulsion room by supply cache: Point of no return before the boss; take it first.
▶Act 4 Wrap-Up
Act 4 is where the stuck-counter bug shows up most often. Check 41/41 collectibles, 7/7 Secondary Objectives, 46/46 Hard Cases, 13/13 Supply Caches, and Insane recorded for the act. If the act total is one short but the expanded list is complete, see the bug notes in the Before You Start section.
▶End of the Line
Unlocks during Act 4 through story progress.
▶The Only Good Bug is a Dead Bug
Unlocks during Act 4 through story progress.
▶Act 5
Act 5 has 12 collectibles, 5 Hard Cases and 4 Supply Caches, with no Secondary Objectives. The War Journal counts four Supply Caches in Act 5. The chapters below list every cabinet you may come across. Open every one you pass, and confirm the War Journal shows 4/4 Act 5 Supply Caches before the finale.
▶Chapter 1: One Problem at a Time
▶Collectibles · 3 3 collectibles
COG Tags of Private Lorin Galvin — Act 5, One Problem at a Time. To the left of the wall gap after the train, under a light before the park.
Train yard tank platform — Act 5, One Problem at a Time. Train yard left of an unmoving train, in front of a platform with tanks, near Marcus's line about the train facing the city. (Reward: Skeleton Frame for Ripper, High Capacity Mag for Striga)
Ledge by the boarding spot — Act 5, One Problem at a Time. Right of the boarding spot, on a small ledge of the adjacent platform in a dark corner. Last item before the chapter ends on boarding. (Reward: Grab 'N Go armor perk)
1 collectible and 2 Hard Cases.
Collectibles here, in route order: COG Tags of Private Lorin Galvin.
Hard Cases here: 2. Each one is listed with its location and reward in the Collectibles tracker at the end of this guide.
Timing:
- Train yard tank platform: Take it before boarding the train.
- Ledge by the boarding spot: Take it before boarding the train.
▶Chapter 2: Ghost Town
▶Collectibles · 6 6 collectibles
COG Tags of Specialist Wallace Teale — Act 5, Ghost Town. At the chapter start, in the containers or train car on the left along the tracks.
Clinical Test Trial Medication — Act 5, Ghost Town. On the hospital's second floor, on the table in the surgery room.
COG Tags of Master Sergeant Joseph Kopec — Act 5, Ghost Town. In the Landa Court apartments: reach the burning upper floor by the lift rope and find the seated body. The apartment escape is linear.
Entry slope yellow car — Act 5, Ghost Town. Top of the entry slope beside a yellow damaged car, visible as you walk up. (Reward: Kill Credit armor perk)
Road past cracked wall — Act 5, Ghost Town. Left through the cracked-wall gap, up the road, top right by a lamppost near Discount Drugs. (Reward: Volatility Amplifier for Injector, Echo Resonance for Pulse Drone)
Crater under overpass after hospital — Act 5, Ghost Town. After leaving the hospital under mortar fire, drop into the crater under the overpass; case is ahead on the right by a truck. A checkpoint triggers. (Reward: Reflex Field for Stim, Pulsed Scavenger for Pulse Drone)
3 collectibles and 3 Hard Cases. These are the last Hard Cases in the game.
Collectibles here, in route order: COG Tags of Specialist Wallace Teale, Clinical Test Trial Medication, COG Tags of Master Sergeant Joseph Kopec.
Hard Cases here: 3. Each one is listed with its location and reward in the Collectibles tracker at the end of this guide.
Timing:
- COG Tags of Specialist Wallace Teale: Check in the first seconds of the chapter.
- COG Tags of Master Sergeant Joseph Kopec: Apartment escape is one-way; grab on the way.
- Entry slope yellow car: Linear route; take it as you pass.
- Road past cracked wall: Take it before the hospital.
- Crater under overpass after hospital: Cannot return after continuing; this is the last case in the game.
▶Chapter 3: Storm Clouds
No collectibles or Hard Cases here.
▶Chapter 4: Resolute
▶Collectibles · 5 5 collectibles
COG Tags of Lieutenant Enola Tabaaha — Act 5, Resolute. Down the stairs at the landing, turn left immediately (Raven's Nest).
Captain's Log, CNV Resolute — Act 5, Resolute. On the corner shelf in Michaelson's command room, by the Supply Cache.
CNV Resolute Decommissioning Plans — Act 5, Resolute. On the workbench in the workshop under the water tank and generator.
COG Tags of Lieutenant Arthur Palarmo — Act 5, Resolute. During the Zee escort: at the top of the ladder, turn around by the garage door.
Sketch of the Kalona Skyline — Act 5, Resolute. On top of the crane, right of the second ladder. Take it before pressing the green button.
5 collectibles. Before the finale, check the War Journal's Act 5 counts, including Supply Caches. Then open a Supply Cache here and go through every weapon and gear mod. Any locked mod means a missed Hard Case somewhere. Match it against the Hard Case rewards listed in the Collectibles tracker. This check only narrows things down: mod slots are counted rather than listed individually, and a few cases share the same reward. The War Journal's per-act Hard Case total is the final word. Note what is missing, but finish the campaign before reloading earlier chapters. Reloads respawn that chapter's Hard Cases and temporarily strip its mods from your loadout, and keeping the Insane run straight through avoids any risk to its difficulty record. Gap-filling afterward still counts. Confirm Quartermaster has unlocked too.
Collectibles here, in route order: COG Tags of Lieutenant Enola Tabaaha, Captain's Log, CNV Resolute, CNV Resolute Decommissioning Plans, COG Tags of Lieutenant Arthur Palarmo, Sketch of the Kalona Skyline.
Supply Caches here: 3. One in the Captain's Log control room where you meet Michaelson. One in the interior lift room after the CNV Resolute Decommissioning Plans. One on the upper walkway above the dry dock after the Sketch of the Kalona Skyline.
Timing:
- Sketch of the Kalona Skyline: Grab before pressing the green button.
▶Relax. I'm the Map.
Unlocks when every Hard Case in the campaign has been found. There are 125: 36 in Act 2, 38 in Act 3, 46 in Act 4 and 5 in Act 5. The War Journal counts them per act, and that count is reported to carry across chapter-select replays, so a case you pick up during cleanup still adds to your total. Sweeping them all during the Insane run is simply the efficient way to do it. If the achievement has not unlocked by the end of the campaign, compare each act's War Journal count with the totals above, then use the gaps you noted at the Act 5 Chapter 4 cache. After the finale, or from a separate save slot, load each chapter that holds a missing case with chapter select. Grab the case, then quit. You don't need to finish the chapter. Where a locked mod doesn't narrow things to one case, check every case on that chapter's list in the Collectibles tracker.
▶Chapter 5: The Fall of Kalona and Epilogue
▶Collectibles · 3 3 collectibles
COG Tags of Sergeant Alton Hau — Act 5, The Fall of Kalona and Epilogue. On the opening bridge, left of the first checkpoint, by a burning car.
COG Tags of Sergeant Bryce Valen — Act 5, The Fall of Kalona and Epilogue. Awarded automatically after the second Impaler is defeated at the end of the final boss. Nothing to find.
Carlos Santiago's COG Tags and Photo — Act 5, The Fall of Kalona and Epilogue. Awarded automatically during the credits or ending. Nothing to find.
3 collectibles. Two of them are awarded by the final boss fight against Vraahk and by finishing the campaign, so you get them automatically.
Collectibles here, in route order: COG Tags of Sergeant Alton Hau, COG Tags of Sergeant Bryce Valen (automatic), Carlos Santiago's COG Tags and Photo (automatic).
Supply Caches here: 2 cabinets. One is in the bridge colonnade near the kiosk where Alton Hau's tags are, and a second comes later in the chapter. Open both. Between Resolute and this chapter, the War Journal should reach 4/4.
Timing:
- COG Tags of Sergeant Alton Hau: Grab at the opening checkpoint.
▶Remember Kalona
Unlocks when you finish the final act, on any difficulty.
▶Today We Are Canceling the Apocalypse
Unlocks when every act has been completed on Insane. An Insane clear should also satisfy Remember Kalona, since that one accepts any difficulty.
▶Nothing Left but the Fight
Unlocks during Act 5 through story progress.
▶For My Boys
For My Boys15G
Unlocks during Act 5 through story progress.
▶Campaign Cleanup and Co-Op Run
▶100% Cleanup With Chapter Select
Open the War Journal and check each act. Collectible progress carries across difficulties and runs, so replay any chapter with gaps on Casual from chapter select. Collected items stay marked on the map from earlier runs. Hard Cases behave differently: they are not marked from earlier runs, and reloading a chapter respawns them, but new finds on a replay are reported to still count. Use each act's War Journal count and the gaps you noted at the Act 5 Chapter 4 Supply Cache to decide which chapters to reload. Grab each missing case and quit.
▶Memories From E-Day
Unlocks when all campaign collectibles are found, on any difficulty. There are 140: 13, 38, 36, 41 and 12 across the five acts. The War Journal lists every collectible by name, so a missing name tells you exactly which entry in the Collectibles tracker to look up. If an act shows one short while its expanded list is complete, you have hit the counter bug. The community-reported workaround is joining a friend's game as a guest, with the friend hosting and not yet having collected the items, and replaying that act until your count updates. It has worked for some players but not all.
▶For Whom the Bell Tolls
Unlocks when the campaign has been beaten on Insane and the War Journal shows 100% completion. The 100% part counts on any difficulty. 100% means every collectible (140), every Hard Case (125), every Secondary Objective (17) and every Supply Cache station (36), each tracked per act in the War Journal. With the Insane run done and the cleanup above finished, this should unlock when the final item registers.
▶Co-Op Campaign
▶You're My Brother
Unlocks when every act of the campaign has been completed in co-op, on any difficulty. Online co-op supports up to 4 players, and console split-screen supports 2. Each player picks their own difficulty, so Casual is fine.
Nobody has confirmed whether a chapter-select co-op run counts, or whether guests get credit as well as the host. The 5 October 2026 patch changed what players joining a campaign in progress receive: they no longer get War Journal progress the host earned before they joined. An online guest has also been reported ending up with no progress in their own save. Safest route: start a fresh campaign in co-op and play it straight through from Act 1 to the Epilogue in one save. Every player who needs the achievement should be in from the first chapter and stay until the end without dropping out. If two players both need it and the guest's credit is in doubt, run it again with host and guest swapped. The run also gives you another chance at Brotector, any missed Quartermaster pickups, and Payback's A Pitch.
▶Horde Siege
Horde Siege is 12-player PvE: three squads of four share a district of Kalona, each with its own mission. You complete objectives, mostly guarding or repairing R.I.G.s, then survive at the landing zone until a Raven extracts you. Empty squad slots are filled with bots, and there are no private lobbies. Playlists run from short Blitz missions to long 10-wave Horde missions.
Difficulties, in order, are Rookie, Infantry, Commander and Allfather. Allfather is meant for max-level classes. Class XP comes from completed missions and is separate from your Player Level.
Start here early and mix it in with the campaign. Many achievements below are cumulative and fill in during normal play.
▶First Mission and Onboarding
▶Crepe du Raven
Unlocks when you get crushed by a landing Raven. When the extraction Raven comes in, stand directly under it as it touches down. Any Horde Siege mission works, including Onboarding. This kills you, so do it on an easy mission where your squad can still extract.
▶The Four Classes
Each class carries one piece of Tactical Gear tied to an achievement. Each class levels to 30.
- Assault: Sonic Disruptor (stuns enemies in a forward cone)
- Breacher: Adrenaline Injector
- Marksman: Pulse Drone (reveals enemies)
- Medic: Stim Vaporizer (heals and revives downed players in range, including other squads)
▶Siege Specialist
Unlocks when Assault, Breacher, Marksman and Medic all reach level 30. Rotate classes so the gear achievements below progress alongside the levels. Play Infantry or higher so the missions also count toward Lift Outta Hell.
▶Turn It Up to 11
As Assault, execute 50 enemies while they are stunned by the Sonic Disruptor. Stun a group, then finish stunned enemies with executions rather than shooting them dead. The count is cumulative.
▶I'm All Amped Up
As Breacher, keep the Adrenaline from the Injector going for 30 seconds straight. Look for mods that extend the Injector's uptime as you level Breacher, then trigger it during a long, busy fight and keep it active.
▶Spotted and Slotted
As Marksman, tag 1,000 enemies with the Pulse Drone. Every enemy pulsed counts, so deploy the drone whenever it is off cooldown. Big waves fill this fast.
▶Down, but Not Dead
As Medic, revive 250 downed squadmates with the Stim Vaporizer. This only counts downed (DBNO) players, not COG tag revives. It is the slowest of the four gear counters, so play plenty of Medic. Medic also covers the next achievement.
▶Who Loves Ya, Baby?
Revive 20 players from other squads. Squads cross paths during missions, and the Stim Vaporizer's area revive picks up other squads' downed players. Head toward fights where another squad is struggling.
▶Ongoing Mission Goals
▶Lift Outta Hell
Complete 50 missions on Infantry or higher. Rookie is the tier below Infantry and does not count. The mission itself completes if just one squad member extracts. But the achievement says "Complete and Survive," and nobody has confirmed whether a mission where you personally died counts. Safest route: stay alive and board the Raven yourself every time. Short Blitz missions on Infantry are the fastest way.
▶Best I Can Do Is a Pizza Party
Complete 100 Horde Siege Secondary Objectives, such as defusing explosives, killing high-value targets, collecting intel or delivering a Power Core to another squad's R.I.G. Take every one you pass.
▶Stacks, On Stacks, On Stacks
Spend 150,000 Energy at Supply Caches in total, on any difficulty. Energy is a shared squad pool earned from kills and objectives, but each player spends their own share. Buy equipment, weapons and perks every mission instead of saving Energy.
▶Like a Boss
Like a Boss15G
Complete 25 Invasion Events. These are announced to every squad: a Corpser or Brumak with escorts that applies a modifier, such as blocking extraction or disabling caches, until it is beaten. Every squad that takes part shares the reward. When one is announced, go and fight it.
▶Form-Up!
Form-Up!15G
Unlocks when you claim the Legendary perk from a Perk Cache. That perk only goes to the first squad to interact with the cache. Squads that arrive later get an Epic perk, which does not count. Perk Caches are random COG Resupply drops and don't appear in every mission. They also attract Locust. When one drops, rush your squad to it before the other squads get there. Any difficulty counts.
▶This Is My Rifle
Unlock every Horde Siege Weapon Mod. Mods unlock along the class tracks and then have to be bought with Weapon Parts. Weapon Parts are only kept if your squad extracts. Mods are shared across classes. Spend Weapon Parts on mods as they unlock, and this finishes alongside Siege Specialist.
▶I WILL MASSACRE YOU
Kill 50,000 enemies in Horde Siege, on any difficulty. This builds up across all of the above. Long Horde-playlist missions give the highest kill counts.
▶I Didn't Hear No Bell
This method comes from the community solution published on TrueAchievements, which used Infantry with random teammates. It is not officially confirmed.
- Buy Stim Grenades, then wait near a Supply Cache, away from the objective, until all three squadmates are dead.
- Pick up all three COG tags.
- Get downed close to the cache.
- While downed, deliver all three tags in one trip. The achievement should unlock as the respawn timer starts.
Timing precautions: use a Stim Grenade if you go down before you have all three tags. Dead players respawn on their own if you take too long. An active Invasion Event can lock Supply Caches, so wait until none is running.
▶Allfather
▶Never Fight Alone
Extract from an Allfather mission with all squadmates alive. Nobody has confirmed whether bot squadmates count. Safest route: play with three friends, all on max-level classes, and keep everyone alive through extraction. A Medic is close to essential. Allfather has one-shot enemies and harsh modifiers, so leave this until your classes are level 30.
▶Versus
Versus is 4v4 with fixed loadouts. The modes are Team Deathmatch, Conquest, Demolition and Crucible, played across six maps: Outpost, Battleship, Park, Precinct, Market and Skyward.
The Player vs Bots playlist (under Versus, then Social) is the easiest way to do the mode- and map-specific achievements. Bot matches give XP and count toward achievements. Whether bot kills count toward the 25,000-kill total is not confirmed yet, though an early report says they do. Check the achievement's progress after your first bot match. Players also report the bots are very accurate even on lower settings, so expect a real fight.
▶Map and Mode Achievements
▶Days Since Last Accident: 0
Unlocks when you kill an enemy on Battleship by dropping a hanging bomb on them. The map has two hanging bombs, each linked to a green button. Open the map to find them. Go to Versus, then Social, then Player vs Bots, set the bots to the lowest difficulty, and play until Battleship comes up. Camp by a button and press it when a bot walks under its bomb.
▶Somebody Set Up Us the Bomb
In Demolition, plant the bomb at an enemy site and let it explode without being defused. Your team has no respawns until it goes off, so plant it somewhere you can hold, then guard the bomb. Against bots this happens naturally.
▶It Only Game, Why You Heff to Be Mad?
Win a Conquest match without the enemy team scoring. In Conquest, zones only score once a team has held them long enough. Keep the enemy off every zone for the whole match. This is most realistic against bots.
▶The Kill Grind
▶HEY NOW, YOU'RE AN ALL STAR…
Get 25,000 kills in Versus. This is the largest grind in the game. Count on playing hundreds of matches. No in-game kill counter has been found, so judge progress from the achievement's progress tracker. Favor the modes and playlists where you get the most kills per hour. An early report says kills in the Player vs Bots playlist count toward the 25,000, which would make it the efficient route, but this isn't confirmed. Check the achievement's progress after your first bot match before you commit to it.
▶Player Level and Final Goals
Player XP comes from Horde Siege, Versus and Weekly Challenges. The campaign gives very little. The level cap is 100. At 100 you can Re-Up, which resets your Player Level to 1 with a reward. You can Re-Up four times, for five runs of 1 to 100. Re-Up resets Player Level only. Class levels are tracked separately and are not expected to reset, though no player has reported testing it. Do the Weekly Challenges every week. XP was rebalanced at launch so that Horde Siege and Versus level at a similar rate. All your Horde and Versus grinding feeds this anyway.
▶Re-Ups and Final Achievements
▶Field Service
Reach Player Level 100 and Re-Up for the first time.
▶Got Your Wings
Required: reach level 100, then perform each of the four available Re-Ups yourself, one every time you reach level 100 again. There is no fifth Re-Up. After the fourth, reach level 100 once more on the final run and claim the wings when the game offers them. Reaching 100 without pressing Re-Up never counts. That is 500 Player Levels in total.
▶Dead Serious
Dead Serious85G
Unlocks when all four conditions are met: 100% Campaign on Insane, 25,000 Versus kills, max Player Level, and all four classes at max level. The first, second and fourth conditions match For Whom the Bell Tolls, HEY NOW, YOU'RE AN ALL STAR… and Siege Specialist. What exactly counts as max Player Level is not defined, and it is not confirmed whether it means level 100 on your current run or the final Re-Up behind Got Your Wings. Since you need Got Your Wings anyway, finishing that route covers it, but don't assume the two unlock together. If Dead Serious hasn't unlocked once everything else is done, check each of the four conditions separately. Some Steam text shows 10,000 Versus kills, but the Xbox description says 25,000, and you need 25,000 for HEY NOW, YOU'RE AN ALL STAR… anyway.
▶Collectibles
Reference
This tracker lists every campaign collectible and Hard Case, grouped by act. Entries follow route order. Ticking an entry here is your own checklist only; the War Journal and the achievements are what the game actually tracks.
▶Collectibles: Act 1
13 in the game
War Journal collectibles count toward Memories From E-Day and the 100% requirement of For Whom the Bell Tolls. They carry across difficulties and playthroughs and stay marked on the map, so any missed one can be picked up later from chapter select. There is no pop-up: listen for the musical sting and use Tac-Com (LB).
Monster Jaw — Act 1, Emergence. On the ground beside the first E-hole near the newsstand kiosk. It only appears once you regain control after the first Wretch fight and cutscene, so look around before moving on.
Bloody Transit Worker's Helmet — Act 1, Emergence. In the maintenance tunnels, in an optional side room off the left of the deeper corridor, next to a corpse lit by a flashlight.
Front Page of the Kalona Times — Act 1, Emergence. In the kitchen at the back of the Cafe and Bakery across the street. Free the pinned civilian and clear the street first, then go through the optional building.
KPD Police Bulletin — Act 1, Survival of the Fittest. On a desk near the back left wall of the first big station office, right in front of a corkboard. It is early in the chapter, so grab it before moving deeper.
Bloodied Police Chief's Badge — Act 1, Survival of the Fittest. Under the impaled Police Chief in the meeting room past the double doors, after the range fight. It is on the main path but easy to overlook.
Army Recruitment Pamphlet — Act 1, Survival of the Fittest. In the Recruiting Center foyer, behind the reception desk against the back wall (one guide says on a cabinet). Reachable after the courtyard fight.
Try On Pilot Helmet — Act 1, Survival of the Fittest. In the same Recruiting Center, the third helmet from the left in the display row beside the pamphlet. One guide reverses left and right, but it is the same display. Also listed as Try on Pilot Helmet.
Tomatoes, Canned — Act 1, A Gear in Need. In the Pay-N-Save stock area: second storage room, leftmost floor row, near a corpse. It is early in the chapter, so check the storerooms first.
Broken Lancer Bayonet — Act 1, A Gear in Need. After the supermarket defense cutscene, on or under the Locust that attacked Marcus, right at your feet. It only exists after the cutscene and is easy to miss.
Front Page of the Tyran Chronicle — Act 1, Back in the Fold. At the chapter start while escorting Mayor Shaw, in the right-hand alley beside the Bar and Lounge. The newspaper is on the steps or porch at the alley's end. Also listed as Frontpage of the Tyran Chronicle.
Anti-UIR Propaganda Poster — Act 1, Back in the Fold. Outside Landa Medical, before entering the clinic: go down the small stairs, turn right along the sidewalk, and find the poster on a wall near an ambulance and burger truck.
Landa Memorial Medical Supplies Memo — Act 1, Back in the Fold. On the reception desk in the first room on the right inside the Landa clinic. Also listed as Landa Medical Supplies Memo.
COG Tags of Private Brick Rosso — Act 1, Back in the Fold. Outside the clinic by the Echo Park entrance, around the police car on the road, after the E-hole courtyard fight. It is the last item of the chapter. Also listed as COG Tags of Private Brick Russo.
▶Collectibles: Act 2
38 in the game
Act 2 collectibles. See Collectibles: Act 1 for how collectibles work.
COG Helmet With Bullet Hole — Act 2, Bravo Squad. At the end of the first street, left behind the burnt-out bus, next to a fallen soldier. Grab it before the first gate. Also listed as COG Helmet with Bullet Hole.
Sniper Goggles — Act 2, Bravo Squad. In the west (first) bridge control room, at the far left end beside the dead Locust sniper. Take it before using the switch.
Bridge Worker's Lunch Kit — Act 2, Bravo Squad. After covering Charlie Squad and descending the ladder under the bridge, turn left to the corner by the police line barriers. Optional detour.
Thrashball RUSH Magazine — Act 2, Bravo Squad. In the east (second) control room at the far end from the entrance, on a small metal caddy with a milk carton and coffee. Also listed as Thrashball Rush Magazine.
Medic's First Aid Kit — Act 2, Bravo Squad. After the final Boomer fight on the lower bridge level, go left to the ground between a station wagon and the burning COG truck. End of the chapter.
Cinema Filmatica Magazine — Act 2, Hold the Line, Part 1 (North Kalona). Iron Coast Motors used car lot just off the camp exit: in the garage at the back, on the counter or desk. Same building as The Vanguard side objective.
A Letter Home — Act 2, Hold the Line, Part 1 (North Kalona). Last Dollar store off the alley right of the main street. Clear the juveniles, open the right-hand shutter, and find the framed letter in the side room right of the hallway. The garage ties to the Trapped Family event.
Thrashies Cereal Box — Act 2, Hold the Line, Part 1 (North Kalona). On the counter of the Timgad Prime gas station store near Octus Way Station. Help the Gears holding out there first.
Kalona Postcard — Act 2, Hold the Line, Part 2 (East Kalona). In the barricaded plaza right of the station exit, under or behind the stone bench. Turn sharply right as the doors open into Part 2.
Vandalized Salvaging Poster — Act 2, Hold the Line, Part 2 (East Kalona). In the restroom of the Major Burger across from the construction site.
COG Tags of Private Liz Waxman — Act 2, Hold the Line, Part 2 (East Kalona). In the northeast apartment building: drop to the second floor and go out the window onto the scaffolding. The tags are on her body to the left; a sniping Drone covers the area.
Emgazi Blitz Display Case — Act 2, Hold the Line, Part 2 (East Kalona). Same building, third floor. Kill the Drone at the open door, then check the bedroom desk by the computer.
Birthday Card With Toy Lancer — Act 2, Hold the Line, Part 2 (East Kalona). On the walkway below the collapsed bridge in front of Bank of Tyrus, on the ground by a bench near the dead man. Also listed as Birthday Card with Toy Lancer.
COG Tags of Master Sergeant Mark Avamor — Act 2, Hold the Line, Part 2 (East Kalona). In the wrecked loading bay just south of Bank of Tyrus, with a Timgad Prime van out front. A Locust sniper sits on top. Spelling is unconfirmed in guides. Also listed as COG Tags of Master Sergeant Mark Avalon.
Major Burger Box — Act 2, Hold the Line, Part 2 (East Kalona). In the back room or kitchen of the Major Burger at the southernmost supply cache, on a table or sink.
COG Tags of Specialist Brendan O'Connell — Act 2, Hold the Line, Part 2 (East Kalona). In the alley opposite Kalona Coast Pharmacy near that Major Burger. Turn right to a group of bodies; the tags are by the leftmost one.
COG Tags of Specialist Arnold Imhatip — Act 2, Hold the Line, Part 2 (East Kalona). In the underpass beneath the east road overpass between the Warehouse District and the bank: red-lit crumpled vehicles and a burned corpse.
Caricature of Colonel Elias Trench — Act 2, Hold the Line, Part 2 (East Kalona). On a telephone or power pole on top of the same overpass, near a guard squad. Also listed as Caricature of Colonel Elias.
Re: Vibration Complaints — Act 2, Hold the Line, Part 2 (East Kalona). In the Warehouse District, in the building with the big live music sign opposite Amberstone Storage. The note is on a door just inside. Also listed as RE: Vibration Complaints.
Timgad Refinery Recruitment Poster — Act 2, Hold the Line, Part 2 (East Kalona). In the hotel with the big sign across from Amberstone, on the wall beside the elevator on the right.
Photograph and Harmonica From Mags' Apartment — Act 2, Hold the Line, Part 2 (East Kalona). Awarded automatically during the Find Mags' Meds sequence: watch the cutscene in her apartment and the item registers once you walk back outside. It cannot be skipped. Also listed as Photograph and Harmonica from Mag's Apartment.
COG Tags of Specialist Jada Clemmons — Act 2, Hold the Line, Part 2 (East Kalona). In the Grind Coffee shop south or southwest of Bank of Tyrus, behind the counter by her body.
War Savings Bond — Act 2, Hold the Line, Part 2 (East Kalona). In the Bank of Tyrus vault, in the box on the left as you enter (the Hard Case is on the right). The vault opens only after the bank defense objective.
Kalona Metro Fare Notice — Act 2, Hold the Line, Part 2 (East Kalona). At the Hance Station metro entrance just south of Grind Coffee by the bank square, on the wall opposite the turnstiles.
Tales From the Tyran Night Story Book — Act 2, Hold the Line, Part 2 (East Kalona). In the Apartment SOS building with the HELP sign: climb the scaffolding to the window, then it is on the table just left of the entrance by the lamp. The side objective is not required. Also listed as Tales of the Tyran Night Story Book.
Foreman's Datapad — Act 2, Hold the Line, Part 2 (East Kalona). On the ground floor of the construction site's main room, beside the foreman's glowing body. Take it when the Secure the Construction Site objective sends you there.
Pendulum Wars Victory Flag — Act 2, Hold the Line, Part 3 (West Kalona). Hung on a newsstand at the end of the street past Shelter 04 (stone steps on the right), by a broken-down ambulance near the wreckage blocking the northeast street.
Child's Monster Drawings — Act 2, Hold the Line, Part 3 (West Kalona). In the store across the street from the flag, in a small back room or office, on the floor. Also listed as Child's Monster Drawing.
COG Tags of Sergeant Elijah Adams — Act 2, Hold the Line, Part 3 (West Kalona). On the body of the crazed spotter in an upper room of the apartment block with the howling soldier. Only reachable through the Lone Wolf side objective, which unlocks after you find Whiskey Squad.
Muster Point Instructions — Act 2, Hold the Line, Part 3 (West Kalona). In the Whiskey Squad plaza with the stone fountain, on the far back right wall by the Butcher Shop. It appears after you find Whiskey Squad.
Holiday Photos — Act 2, Hold the Line, Part 3 (West Kalona). On the ground in front of a bench by a newsstand beside Shelter 09, on the street just past the Black Raven Down Major Burger. The side objective is not needed.
Portrait of Chairman Tomas Dalyell — Act 2, Hold the Line, Part 3 (West Kalona). Inside Kalona Hotel, on the upper floor mezzanine against the west wall between the elevators. Take it on your first visit, as the chapter ends soon after.
COG Tags of Private Sal Harkniss — Act 2, No Gear Left Behind. Right after the Charlie Squad cutscene, under the overpass at the tunnel exit, at his body.
COG Tags of Private Siv Strickland — Act 2, No Gear Left Behind. Directly beside Harkniss, below the Gear nailed to a van.
Bloodied Spike — Act 2, No Gear Left Behind. Up the road and right at the top, along the right sidewalk past the Beer and Wine sign. The spike is in an impaled body in an alcove, within the mortar fire zone.
Ink-Covered Wrench — Act 2, No Gear Left Behind. In the plaza under Nemacyst bombardment (scaffolding, two golden COG statues): go left to a smaller plaza with benches and find the wrench by a body.
COG Tags of Lieutenant Jane Hawkins — Act 2, No Gear Left Behind. After Captain Grey's courthouse walkthrough, to the right of the gate exit at the foot of the steps among covered bodies. Last item of the chapter; grab it before leaving the gate.
Point Fairlight Hangar Data Pad — Act 2, Overrun. In the main hangar after reuniting with Zee: stay left, opposite the supply cache (one guide says in a crate by tires). Hard Case 3 is beside it. Take it before the hangar exit.
▶Collectibles: Act 3
36 in the game
Act 3 collectibles. See Collectibles: Act 1 for how collectibles work.
COG Army Knife — Act 3, Stranded. Among trees by a backpack in the forest below the rappel rope, along the left-down path past the dead prepper.
Fairlight Rifle Range Sign — Act 3, Stranded. At the Fairlight Base main gate, right after vaulting the fence, beside the tanks.
Gut-Puncher Grenade Rounds — Act 3, Stranded. On a crate near the Supply Cache in the hangar ruin loop of the base.
Prepper's Scavenging Map — Act 3, Stranded. On the substation courtyard floor between the generator units, to the right of the entrance.
UIR Soldier Shooting Target — Act 3, Stranded. In the same substation courtyard, propped on a rusted tank on the left side.
Damaged Gnasher Shotgun — Act 3, Enemy Lines. At the start of the tunnel, branch right after the fallen brace to a crate off the objective path.
Parchment and Powder Pouch — Act 3, Enemy Lines. In the Locust armory with ammo (where you pick up the Striga), in a crate on the left.
Parchment With Indecipherable Writing — Act 3, Enemy Lines. On the lower level of the abandoned subway station, by the Kalona Auto Rentals sign and the trolley.
COG Tags of Private Beth Avila — Act 3, Enemy Lines. In the tunnel off platform K after the burning carriage and Wretch ambush, in a pile of bodies.
Maintenance Worker's Bloodied Flashlight — Act 3, Enemy Lines. At the dead end of the dark tunnel off platform K, in a red glow beside a smashed cart.
COG Tags of Private First Class Erick Davis — Act 3, Enemy Lines. At the sewer exit beside the Supply Cache, after the Locust army cutscene.
COG Tags of Sergeant First Class Robin Hamill — Act 3, Last Foothold. Right of the Kalona Theater entrance at the chapter start. Grab it before meeting Tai.
COG Tags of Corporal Tracy Moore — Act 3, Last Foothold. In a ruined apartment on the way to Tai, in the room behind the lit TV.
Colonel Trench's VIP List — Act 3, Last Foothold. In the medical tents right of the truck where you meet Tai.
COG Tags of Private Luis Garcia — Act 3, Last Foothold. In the encampment on the ledges above the plaza fight: climb the right-hand ledges before the library and look under a tent by a cot. Also listed as COG Tags of Private Lui Garcia.
Captain Grey's Field Journal — Act 3, Last Foothold. In Monroe Library, in the room across from the briefing room and Hard Case, during the Grey conversation.
Locust Pistol Ammunition — Act 3, Last Foothold. On the sidewalk just south of the library, by a dead Gear.
COG Tags of Specialist Bernard Havelock — Act 3, Last Foothold. On the stalled skyrail car north of Kalona Hotel: climb the Jackson's Discount Furniture truck under it.
COG Tags of Private First Class John Carnahan — Act 3, Last Foothold. Beside the door of the shelter at the south end of the east side street (Shelter 05 area).
COG Tags of Private Oded Bay — Act 3, Last Foothold. Impaled in the blood fountain in the west plaza.
Damaged Heavy Locust Helmet — Act 3, Last Foothold. Through the east park gate, turn right to the police car and dead Boomer near a sinkhole. Only reachable by starting and clearing the Lost in the Park side objective.
COG Tags of Private Terrance Sander — Act 3, Last Foothold. At Kalona Police HQ on the west side, in the hallway with hanging plaques, on a body nailed to the wall.
Blade-Like Projectiles — Act 3, Last Foothold. On the scaffolding above the door you enter through during Rooftop Mayday, on a dead COG. Start the Rooftop Mayday side objective to open the route. Also listed as Blade-like Projectiles.
COG Tags of Specialist Rachel Carnahan — Act 3, Last Foothold. In Landa Memorial Hospital, in the room directly above reception beside a snack machine.
Landa Memorial Hospital Evacuation Order — Act 3, Last Foothold. Behind the reception counter on the hospital's north side.
COG Tags of Private Rudy Bartholomew — Act 3, The Convoy. On a burnt-out vehicle by the hole in the left wall where Wretches spawn, early in the escort.
Locust Crest — Act 3, The Convoy. On the lower deck after dropping through the hole in the bridge floor, on the right beside the upturned police car.
COG Tags of Corporal Kevin Gabor — Act 3, The Convoy. In the second (east) control room, on the ground in front of the console. Take it before you pull the lever. Also listed as COG Tags of Corporal Kevin Garbor.
A Bottle of Iron Coast Beer — Act 3, Desperate Times. In the first interior, in the room with the dead civilian on the couch. A Hard Case is in the same room. Also listed as A bottle of Iron Coast Beer.
Portrait of Chairman Jacob Monroe — Act 3, Desperate Times. In a hole in the wall on the left of the hallway after the Wretch bottleneck. A Hard Case sits beside it.
Sanctum of the Fallen Memorial Ceremony Program — Act 3, Desperate Times. In the rooftop garden courtyard, on the floor by the railing near the exit door, at the stone planter on the far edge.
Locust Spiked Shoulder Pad — Act 3, Desperate Times. After the bridge, loop right around the planters before the double doors, beside a dead Locust. Also listed as Locust Spike Shoulder Pad.
Explosive Bolt — Act 3, Desperate Times. At the top of the clock and sniper tower, next to the Torque Bow.
Commander's Letter Home — Act 3, Desperate Measures. In the Fort Vigil courtyard: down the steps on the right of the gate, in the corner beside a van with a red glow. Take it in the opening free-roam, before the Quartermaster and Brumak.
Torn Flag of Tyrus — Act 3, Desperate Measures. On the ramp the Brumak stomped through after the main entrance, by the wall on the right, before the gift shop.
Morith Harbor Snow Globe — Act 3, Desperate Measures. Upstairs in the gift shop, on the desk or counter overlooking the hall.
▶Collectibles: Act 4
41 in the game
Act 4 collectibles. See Collectibles: Act 1 for how collectibles work.
COG Tags of Sergeant Major Hank Rustin — Act 4, Hope and Ruin. Awarded automatically as the chapter begins. Do not search for it.
Message From The Coalition — Act 4, Hope and Ruin. Manual pickup at the memorial wall or podium at the bottom of the starting steps, before you leave the fort through the hole. Check it registers in the journal. Also listed as Message from the Coalition.
COG Tags of Sergeant Betsy Barnes — Act 4, Hope and Ruin. After the bridge, go left at the first intersection to the ground by a wrecked car outside the Art Gallery. Her rank is unconfirmed. Also listed as COG Tags of Specialist Betsy Barnes.
Regalia Hotel VIP Guest List — Act 4, Hope and Ruin. On the lobby check-in counter of the Regalia Hotel. Also listed as Regalia Hotel Guest VIP List.
Dispute Magazine — Act 4, Hope and Ruin. At the blocked tunnel just west of the Regalia Hotel, on the tunnel's north side. To reach it, go up the stairs right of the hotel lobby counter, through the hole in the wall, back down outside and loop left. The magazine is on the ground by a parked truck at the tunnel (some guides call it a van).
Anniversary Card and Tickets to Khindago — Act 4, Hope and Ruin. In the house or restaurant southwest of the hotel, on a counter or table. Also listed as Anniversary Card and Tickets.
A Handwritten Letter, in Vasgari — Act 4, Hope and Ruin. In Cooper Commons to the southeast, among the paintings. Also listed as A Hand Written Letter, in Vasgari.
COG Tags of Specialist Harrison Alexieff — Act 4, Hope and Ruin. On the west side of Cooper Commons by the subway entrance, atop the stairs on a corpse.
Statuette of Roman Kalona — Act 4, Hope and Ruin. In the Golden Ale Gift Shop at Kalona Square, on the back wall shelf.
COG Tags of Specialist Dale Maddoc — Act 4, Hope and Ruin. On a corpse by a flowerbed or wall near the Military Science Building, where the R.I.G. Experiment side objective starts. Use that objective as your landmark.
Blood Splattered Ulk Plushie — Act 4, Hope and Ruin. In a nook north of Kalona Square: suitcases behind a police car and a blue car.
Lighter Darker Opera Program — Act 4, Hope and Ruin. On the upper balcony of the Spire Opera House. Also listed as Lighter, Darker Opera Program.
COG Tags of Specialist Mei Aoi — Act 4, Hope and Ruin. North of the opera house: take the left street to a crashed ambulance at a dead end.
COG Tags of Sergeant Aman Landry — Act 4, Technical Difficulties. At the FIRST train stop (red-lit station full of Locust): exit by the second door and find the corpse just outside, slightly right. Return to the train before it leaves.
NO 80 Graffitied Poster — Act 4, Technical Difficulties. At the SECOND train stop (blocked tracks): cross to the far platform and go left. This one is not timed. Also listed as N0 80 Graffiti Poster.
A Letter Regarding Armadillos — Act 4, Tough as Nails. On a desk in the Seradyne administration building near the civilian base and Prospect Bay gate. Map pickup after the pub.
R.I.G. Component — Act 4, Tough as Nails. Physical pickup in a Freight Yard train car beside a generator. Also listed as R.I.G Component.
Young Artists Night Poster — Act 4, Tough as Nails. Go back to the pub gate, take the first street on the left, and find the poster on the wall of the building with the Seradyne sign.
COG Tags of Lance Corporal Calder Hunt — Act 4, Tough as Nails. On the rooftop southwest of the Power Grid and warehouse area, beside a generator cube.
Refiner's Union Jacket — Act 4, Tough as Nails. On the upper floor of the Railway Transfer weapon warehouse at Gavel Dockyard west, near the Special Cargo area.
Imulsion Blast Charge — Act 4, Tough as Nails. Inside the case at the end of the Special Cargo side objective: clear the Locust, reach the container, and enter the code.
COG Tags of Lieutenant Jacob Palma — Act 4, Tough as Nails. Behind the train car near Fire in the Hole, east of the Control Tower.
Severed Jack Bot Head — Act 4, Tough as Nails. In the red-brick warehouse next to the weapons warehouse. Also listed as Severed JACK Bot Head.
Blurry Photo of Locust Attack — Act 4, Tough as Nails. In the weapons warehouse courtyard: use the blue truck to reach the ledge, then go left through the door.
COG Tags of Lance Corporal Dalia Avdol — Act 4, Tough as Nails. On the higher ledge in the same warehouse room, reached by crates near the truck.
Seradyne Factory Closure Sign — Act 4, Tough as Nails. On the bottom floor of the Seradyne Armor Assembly factory.
Maranday Apple Brandy Bottle — Act 4, Tough as Nails. On a toolbox on the rooftop or platform reached by the skybridge: go left, then right.
COG Tags of Corporal Goran Ducaine — Act 4, Tough as Nails. On the skybridge walkway, turn right to the tank room, on a Boomer corpse.
Port of Kalona Docking Registry — Act 4, Tough as Nails. On the square blue console at the top of the Control Tower, which opens during the final main objective. Last item of the chapter.
Infinity Mints — Act 4, Signals. At the gas station, behind the counter.
Signed Kalona Eagles Cap — Act 4, Signals. On the woods trail past the power station: take the right fork at the fallen tree to its end under the bridge.
Pair of Binoculars — Act 4, Signals. On the tower walkway near the rail overlooking the city, resting on the central tower.
Photo of Lucas and His Friends — Act 4, Signals. On the corkboard in the radio station. Also listed as Photo of Lucas with his Friends.
Lucas' Handheld Radio — Act 4, Signals. In the same radio station room, on the console or desk.
COG Tags of Lance Corporal Aniyah Musa — Act 4, Paths Diverge. At the chapter start, turn LEFT and check the corner within the first seconds.
COG Tags of Lance Corporal Ava Wilson — Act 4, Paths Diverge. After clearing the docks (Auntie on the PA), head south, climb the crate stack to the upper walkway, then go right and straight ahead.
Bust of Allfather Decha Timgad — Act 4, Critical Failure. On the main desk at the refinery entrance, alongside a Hard Case. Grab it before engaging.
Damaged Gas Mask — Act 4, Critical Failure. In Cooling System Access: go right along the walkway instead of climbing down the pipe.
Tyran Business Monthly — Act 4, Critical Failure. In the dark room down the stairs after the keycard door, through the diagonal right doorway.
Memorandum to Dr. Elliot — Act 4, Critical Failure. On a desk or board in the Amber Labs Central Channel office. Also listed as Memorandum to Dr. Elliott.
Dalia Fabbri's Research Journal — Act 4, Critical Failure. In the schematics room, on the back left desk. Take it before triggering the final encounter, which is one-way.
▶Collectibles: Act 5
12 in the game
Act 5 collectibles. See Collectibles: Act 1 for how collectibles work.
COG Tags of Private Lorin Galvin — Act 5, One Problem at a Time. To the left of the wall gap after the train, under a light before the park.
COG Tags of Specialist Wallace Teale — Act 5, Ghost Town. At the chapter start, in the containers or train car on the left along the tracks.
Clinical Test Trial Medication — Act 5, Ghost Town. On the hospital's second floor, on the table in the surgery room.
COG Tags of Master Sergeant Joseph Kopec — Act 5, Ghost Town. In the Landa Court apartments: reach the burning upper floor by the lift rope and find the seated body. The apartment escape is linear.
COG Tags of Lieutenant Enola Tabaaha — Act 5, Resolute. Down the stairs at the landing, turn left immediately (Raven's Nest).
Captain's Log, CNV Resolute — Act 5, Resolute. On the corner shelf in Michaelson's command room, by the Supply Cache.
CNV Resolute Decommissioning Plans — Act 5, Resolute. On the workbench in the workshop under the water tank and generator.
COG Tags of Lieutenant Arthur Palarmo — Act 5, Resolute. During the Zee escort: at the top of the ladder, turn around by the garage door.
Sketch of the Kalona Skyline — Act 5, Resolute. On top of the crane, right of the second ladder. Take it before pressing the green button.
COG Tags of Sergeant Alton Hau — Act 5, The Fall of Kalona and Epilogue. On the opening bridge, left of the first checkpoint, by a burning car.
COG Tags of Sergeant Bryce Valen — Act 5, The Fall of Kalona and Epilogue. Awarded automatically after the second Impaler is defeated at the end of the final boss. Nothing to find.
Carlos Santiago's COG Tags and Photo — Act 5, The Fall of Kalona and Epilogue. Awarded automatically during the credits or ending. Nothing to find.
▶Hard Cases: Act 2
36 in the game
Hard Cases count toward Relax. I'm the Map. and the 100% requirement of For Whom the Bell Tolls. They have no in-game names, so each is listed by location, with its reward where known. A top-left alert and Tac-Com (LB) reveal nearby cases. They are not marked from earlier runs, and reloading a chapter respawns them, but cases found on a replay are reported to still add to the War Journal's per-act count. Sweeping them during the main run keeps cleanup small. Where a reward below doesn't single out one case, check every location in that chapter.
Burnt bus street past used-car lot — Act 2, Hold the Line, Part 1 (North Kalona). Turn right off the street after the used-car lot and follow the ruined street to its end. The case sits behind a burnt bus beside a burning wreck, guarded by one enemy. (Reward: Spreadshot Burst for Hammerburst, Mobile Stabilizer for Lancer Mk1)
Construction site upper floor — Act 2, Hold the Line, Part 2 (East Kalona). Upper floor of the construction site near the way station exit, in a corner by some lights and boxes. (Reward: Gnasher mod slot, Composite Chassis for Gnasher)
West bridge outside the pharmacy — Act 2, Hold the Line, Part 2 (East Kalona). On the west bridge, outside Kalona Coast Pharmacy. (Reward: Adrenaline Injector slot, Retention Battery for Injector, Sonic Disruptor slot, Burst Capacitor for Disruptor)
Bridge awning building — Act 2, Hold the Line, Part 2 (East Kalona). Same west bridge: turn left at the bus. The case is on the outside of a building, under an awning by the bridge supports. (Reward: Combat Scope for Breechshot)
Apartment room with a TV — Act 2, Hold the Line, Part 2 (East Kalona). South of the construction site, climb the Pinnacle Crest container into a corner-blown building. The case is in the apartment room beside a TV. (Reward: Incendiary Ammo for Hammerburst)
Underground garage by the station — Act 2, Hold the Line, Part 2 (East Kalona). Underground parking garage southeast of the train station, near the centre bridge. The case is in the middle of the garage. (Reward: Close-Quarters Barrel for Breechshot, Combat Scope for Prototype Lancer)
Parking structure top floor storeroom — Act 2, Hold the Line, Part 2 (East Kalona). Top floor of the parking structure south of the station: small storeroom past the emergency truck. Enemies are inside. (Reward: Precision Rifling for Lancer Mk1, Laser for Prototype Lancer)
Southeast walkway by corpses — Act 2, Hold the Line, Part 2 (East Kalona). Southeast side past a bridge: go down the stairs onto a walkway beside some corpses. (Reward: Semi Auto for Lancer Mk1, Laser for Gnasher)
Garage west of the bank — Act 2, Hold the Line, Part 2 (East Kalona). Underground parking west of the Bank of Tyrus, reached via the blacked-out bridge area. Check the right side of the supply truck opposite the alarmed truck. (Reward: Hardened Ammo for Breechshot, Springloaded Mag for Gnasher)
Warehouse District edge lot — Act 2, Hold the Line, Part 2 (East Kalona). Parking lot on the east and south edge of the Warehouse District, beside a cargo truck. (Reward: Composite Chassis for Lancer Mk1)
White truck balcony — Act 2, Hold the Line, Part 2 (East Kalona). From the southernmost Supply Cache head north to a white truck, then climb the truck or the stairs to a balcony. (Reward: Holo Sight for Hammerburst, Holo Sight for Prototype Lancer)
Garage east of Victory Plaza — Act 2, Hold the Line, Part 2 (East Kalona). Garage in the area east of Victory Plaza, beside a truck and south of a Supply Cache. One enemy is inside. (Reward: High Capacity Mag for Breechshot, Tactical Scope for Lancer Mk1)
Apartment above electronics shop — Act 2, Hold the Line, Part 2 (East Kalona). Apartment above the Audio and Electronics shop. Use the yellow fire-escape ladder by the trash can. (Reward: Aim Stabilizer for Snub)
Newsstand intersection southwest of bank — Act 2, Hold the Line, Part 2 (East Kalona). Intersection southwest of the bank by a newsstand and a closed bar, north of the southwest Supply Cache. (Reward: Burst Capacitor for Injector, Retention Battery for Disruptor)
Statue building at the muster objective — Act 2, Hold the Line, Part 2 (East Kalona). Statue-filled building at the Investigate the Muster Point objective (not the courthouse), southwest corner by the Decha Timgad memorial. Timing is disputed, so check on arrival and again after the Bilefrog fight. (Reward: Lancer Mk1 mod slot, Close-Quarters Barrel for Lancer Mk1)
Bank of Tyrus vault — Act 2, Hold the Line, Part 2 (East Kalona). Inside the Bank of Tyrus vault, which opens after the Dr. Fabbri vault objective. After the waves press the green button and turn right (the lore collectible is on the left). (Reward: Hammerburst mod slot, Huge Magazine for Hammerburst)
Charlie Squad camp tent — Act 2, Hold the Line, Part 2 (East Kalona). After Link up with Charlie Squad opens the west gate, turn right (not left toward the objective). The case is on a table in a tent. (Reward: Snub mod slot, Forged Barrel for Snub)
Warehouse District entrance wall — Act 2, Hold the Line, Part 2 (East Kalona). Warehouse District main entrance, against the wall next to the 05 Amberstone gate near the staircase. Opens after the Imulsion stockpile chain, once the first wave is down. (Reward: Armor mod slot, Hardened Cover and Rock Steady for Armor)
Warehouse District dead-end alley — Act 2, Hold the Line, Part 2 (East Kalona). Dead-end alley on the southwest limit of the Warehouse District, past a body (passageway in front of dumpsters south of the district Supply Cache). Needs the district open. (Reward: Forged Barrel for Prototype Lancer, Mobile Stabilizer for Prototype Lancer)
Courthouse camp shipping container — Act 2, Hold the Line, Part 3 (West Kalona). Shipping container on the west side of the courthouse encampment, near its exit. Reached after entering the Octus Tribunal Muster Point. (Reward: Prototype Lancer mod slot, Cover Brace for Prototype Lancer)
Small plaza near Monroe Library — Act 2, Hold the Line, Part 3 (West Kalona). Small plaza to the left after leaving the encampment and clearing enemies on the right (gated park across from Monroe Library, back-left corner). (Reward: Close-Quarters Barrel for Longshot)
Pale-green balcony walkway — Act 2, Hold the Line, Part 3 (West Kalona). Upper walkway reached by a ground-level rappel line, in the building with the pale-green balcony opposite the hotel. Climb the rope, case is on your left. (Reward: Mobile Stabilizer for Breechshot, Forged Barrel for Lancer Mk1)
Alley under the Monroe map label — Act 2, Hold the Line, Part 3 (West Kalona). Alley under the Monroe map label while searching for Whisky Squad. Reachable only from the west, since the door opens from that side. Case by a wall and electric pole. (Reward: Laser for Hammerburst, Skeleton Frame for Longshot, or Skeleton Frame for Gnasher)
North main street by police car — Act 2, Hold the Line, Part 3 (West Kalona). Main street north of the area Supply Cache, beside the police car next to the burning truck. (Reward: Skeleton Frame for Gnasher, or Laser for Hammerburst and Skeleton Frame for Longshot)
Whisky Squad fountain plaza — Act 2, Hold the Line, Part 3 (West Kalona). Plaza with the stone fountain: immediately left against the wall on entering. Opens once you reach the Find Whisky Squad objective. (Reward: Longshot mod slot, Precision Long Barrel for Longshot)
Kalona Hotel front entrance — Act 2, Hold the Line, Part 3 (West Kalona). Front entrance of Kalona Hotel on the south and southwest side, right of the doors. (Reward: Injector slot, Disruptor slot, Regenerative Compound for Injector, Execution Capacitor for Disruptor)
Street below relay balcony — Act 2, Hold the Line, Part 3 (West Kalona). Street level after sliding down the broken balcony from the relay: turn the corner to the right, beside the fire truck and a car. Appears with the Help the squad in trouble step. (Reward: Breechshot mod slot, Skeleton Frame for Breechshot)
Wrecked-car tunnel barricade — Act 2, No Gear Left Behind. Tunnel of wrecked cars near the chapter start, in the middle by the central barricade. (Reward: High Capacity Mag for Gnasher, Ammo Scavenger armor perk)
Tunnel exit incline — Act 2, No Gear Left Behind. After the muster-point cutscene, leave the tunnel. Case is on the right side of the incline just before the ruined semi-truck. (Reward: Proximity Regen armor perk, Auto-Canister for Incinerator)
Statue plaza scaffolding container — Act 2, No Gear Left Behind. Up the scaffolding around the golden statues, inside a shipping container near the centre of the plaza. (Reward: Best Defense armor perk, Detonator Ammo for Longshot)
Statue plaza opposite corner — Act 2, No Gear Left Behind. Plaza corner on the opposite side of the street, under more scaffolding. Outlet wording differs, so judge by the reward. (Reward: Springloaded Mag for Lancer Mk1)
Statue plaza exit gate — Act 2, No Gear Left Behind. Plaza exit gate behind the golden statues, at the north end corner of the plaza. (Reward: Forged Barrel for Longshot, Concussion Rounds for Gut-Puncher)
Courthouse walkway side room — Act 2, No Gear Left Behind. After speaking to Captain Grey and entering the courthouse, find the room on the left of the walkway about halfway through, after the Seeder fight. Easy to run past. (Reward: Fortifying Compound for Injector, Reload Servo for Disruptor)
Hangar breach catwalk — Act 2, Overrun. After the first Reaver falls, take the stairs to the catwalk and check the far corner, right of the new hole in the wall. (Reward: Injector mod slot, Cover Brace for Hammerburst, Stability Compound for Injector)
Corpser tunnel crater — Act 2, Overrun. Tunnel made by the Corpser that ate a Raven, on the side wall at the bottom of the red-glow crater as you enter. (Reward: Disruptor mod slot, Precision Long Barrel for Snub, Incendiary Emitter for Disruptor)
Rally-point hangar cache — Act 2, Overrun. Behind the Supply Cache at the rally point, beside the Point Fairlight Hangar data pad. (Reward: Gut-Puncher mod slot, Extended Belt for Gut-Puncher)
▶Hard Cases: Act 3
38 in the game
Act 3 Hard Cases. See Hard Cases: Act 2 for how Hard Cases work.
Downed Raven battlefield — Act 3, Stranded. After the Armored Wretch fight and before entering the base, find it in front of a downed Raven on the opposite side of the battlefield. (Reward: Huge Magazine for Prototype Lancer, Slick Breech for Gnasher)
Red containers at Fairlight Outpost — Act 3, Stranded. In front of two stacked red containers at Fairlight Outpost, before the hangar Supply Cache. (Reward: Composite Chassis for Hammerburst, Mobile Stabilizer for Hammerburst)
Substation corner — Act 3, Stranded. Substation at the far end of the compound: corner to the left of the door. (Reward: Extended Magazine for Lancer Mk1, Smooth Operator armor perk)
Tunnel hole ledge — Act 3, Enemy Lines. Soon after the start, on a ledge to the right in the tunnel hole, next to the Damaged Gnasher Shotgun collectible. (Reward: Cut Magwell for Lancer Mk1, Tactical Scope for Longshot)
Subway station behind planks — Act 3, Enemy Lines. Underground subway station, upper floor, behind planks and construction materials. (Reward: Hardened Resolve armor perk, Armor mod slot)
Subway station wood pile — Act 3, Enemy Lines. Same station floor, left of the central Supply Cache, behind a wood pile. (Reward: Full Auto for Gnasher, Active Compensator for Ripper)
Wrecked train platform — Act 3, Enemy Lines. Climb the wrecked train onto the tracks, then go left to a ruined platform (Eastbound to Terminus). (Reward: Vitality Amplifier for Injector, Radial Emitter for Disruptor)
Platform past the train cars — Act 3, Enemy Lines. After crossing the train cars, go left up to another platform, along the main path. (Reward: Pulse Drone mod slot, Reflex Compound for Injector, Focal Lens for Pulse Drone)
Sunken courthouse statue ruins — Act 3, Enemy Lines. Surface level in the sunken courthouse ruins near the fallen Perseverance statue, by the giant hole after the Reaver. (Reward: Cylinder Choke for Incinerator, Auto-Rig for Snub)
Toppled statues cliff edge — Act 3, Enemy Lines. Under the toppled statues, at the cliff edge near the destroyed subway by the courthouse. (Reward: Incinerator mod slot, Cut Magwell for Incinerator)
Sewer by Erick Davis tags — Act 3, Enemy Lines. In the sewers, beside the Supply Cache and the Erick Davis COG tags. (Reward: Precision Rifling for Prototype Lancer)
Subway entrance by pool hall — Act 3, Last Foothold. At the start, go left around the subway entrance to the spot in front of the pool hall, near some devices. (Reward: Composite Chassis for Longshot)
Ledge under the monorail — Act 3, Last Foothold. After the emergency broadcast and leaving the apartment, cross the street to the ledge edge under the monorail. (Reward: Close-Quarters Barrel for Hammerburst)
Street past the bus by COG truck — Act 3, Last Foothold. After meeting Tai, go over the bus then right up the street, beside a COG truck and against a wall. (Reward: Pulse Drone mod slot, Explosive Resonance for Pulse Drone)
Monroe Library briefing room — Act 3, Last Foothold. Monroe Library briefing room with Captain Grey: back left by the tactical map table, next to a Supply Cache. Needs the library scene. (Reward: Combat Scope for Lancer Mk1, Plating for Striga)
North sidewalk cafe — Act 3, Last Foothold. Far north sidewalk in front of the cafe by the northern Supply Cache. A second candidate spot is the road right of the hospital. Location is uncertain. (Reward: Ripper mod slot, Gas Regulator for Ripper)
Hospital entrance awning — Act 3, Last Foothold. On top of the awning over the Landa Memorial Hospital entrance, against the wall. (Reward: Stim mod slot, Burst Capacitor for Stim, Burst Capacitor for Pulse Drone)
Garage west of Monroe Library — Act 3, Last Foothold. Underground garage west of Monroe Library via the underpass. Slide under the gate; Marcus remarks something is inside, then an ambush triggers. (Reward: Feedback Resonance for Pulse Drone)
Last Dollar store — Act 3, Last Foothold. Last Dollar store on a raised walkway west and south of the library, in the back room. A Ticker guards it. (Reward: Stacks on Stacks armor perk)
Landa Station skyrail platform — Act 3, Last Foothold. Raised skyrail platform (Landa Station) between Monroe Library and Landa Memorial Hospital, southwest of the hospital, stairs near the police department. (Reward: Executioner's Blade for Breechshot)
River walkway south of library — Act 3, Last Foothold. Walkway down the stairs along the river south of the library, reached under the roadblock via the underpass. (Reward: Muzzle Brake for Incinerator)
Kalona Coast Pharmacy interior — Act 3, Last Foothold. Inside Kalona Coast Pharmacy north of the hotel. Shoot out a window to climb in (the tram collectible is outside). (Reward: Marksman Scope for Breechshot, Forged Barrel for Ripper)
West of Kalona Hotel entrance — Act 3, Last Foothold. West and right of the Kalona Hotel entrance, near where you meet the convoy. (Reward: Retention Battery for Stim)
Convoy courtyard back corner — Act 3, The Convoy. Courtyard at the end of the road: far right back corner between boxes, down some steps. (Reward: Holo Sight for Gnasher, Springloaded Mag for Prototype Lancer)
Military truck by sniper platform — Act 3, The Convoy. Upper level heading to the East Control Room: under or inside a military truck near the sniper platform. (Reward: Holo Sight for Striga, Equipment Scavenger armor perk)
Reaver bridge left end — Act 3, The Convoy. After the control room and the Reaver on the bridge: left end of the bridge in front of a barricade, near the next gate. (Reward: Stim mod slot, Soft Launch for Gut-Puncher, Focal Lens for Stim)
Crates past the bridge trucks — Act 3, The Convoy. End of the bridge past the trucks: on crates, right of the ropes behind the vehicles. (Reward: Stabilized Shroud for Striga, Revive Valve for Stim)
Second control room shelf — Act 3, The Convoy. In the next control room, after the rappel lines and crate climb: on the shelf by the door. (Reward: Composite Chassis for Ripper, Skeleton Frame for Prototype Lancer)
Room with the dead man — Act 3, Desperate Times. Right after the first rooftop fight, in the room with the dead man. (Reward: Cut Magwell for Longshot, Long Range Stabilizer for Longshot)
Upper level by chain-link fence — Act 3, Desperate Times. After the Spore Matron, go to the upper level left of the objective door, against a chain-link fence. (Reward: Resistance Compound for Injector, Stunned Capacitor for Disruptor)
Wall hole chest of drawers — Act 3, Desperate Times. Hole in the left wall, on a chest of drawers, in the same room as a collectible. (Reward: Striga mod slot, Rifled Shroud for Striga)
Rooftop garden far corner — Act 3, Desperate Times. Far corner of the rooftop garden (the courtyard after the Reaver, left by a stone fence). (Reward: Barrel for Breechshot, Headhunter Burst for Hammerburst)
Landing before the bridge — Act 3, Desperate Times. After the Torque Bow Locust cutscene, turn right before the bridge, on the opposite side of the landing. (Reward: Chainsaw Supercharger for Prototype Lancer)
Fort left wall steps — Act 3, Desperate Measures. Left wall beyond the bickering couple, down a few steps on the left side of the fort. (Reward: Hardened Ammo for Ripper, Close-Quarters Barrel for Ripper)
Main entrance back wall — Act 3, Desperate Measures. Left of the Main Entrance, centre of the back wall, behind a barrier. (Reward: Vitality Emitter for Stim, Reload Resonance for Pulse Drone)
Walkway above Commander's Letter — Act 3, Desperate Measures. Fort walkway just above the Commander's Letter collectible. Outlets disagree on the left or right side, probably a viewpoint difference. (Reward: Mobile Stabilizer for Snub)
Gift shop door ledge — Act 3, Desperate Measures. Left of the gift-shop door before going in: hug the left wall and go up the ledge. (Reward: Holo Sight for Longshot)
Gift shop upstairs balcony — Act 3, Desperate Measures. Gift shop upstairs during the Brumak chase: past the Snow Globe collectible, turn around and follow the balcony to the far corner. Reportedly gives no nearby alert and no glow. (Reward: Holo Sight for Lancer Mk1, Auto-Quiver for Torque Bow)
▶Hard Cases: Act 4
46 in the game
Act 4 Hard Cases. See Hard Cases: Act 2 for how Hard Cases work.
Fort steps by the grieving couple — Act 4, Hope and Ruin. Chapter start: steps down on the left of the fort, at the bottom against the wall, with a grieving couple nearby. (Reward: Pulse Drone slot, Pulse Drone mod, Breechshot mod)
Ruined cathedral stained glass — Act 4, Hope and Ruin. Ruined cathedral, to the right of the remaining red stained-glass windows. (Reward: Gnasher slot, Gnasher mod)
Cemetery back-right before split gate — Act 4, Hope and Ruin. Back-right of the cemetery behind the cathedral, before the gate where the squad splits (Zee and Michaelson). (Reward: Striga mod)
Long road locked gate — Act 4, Hope and Ruin. Past the church and graveyard, go left then up the long road (Bile Frog, Wretches) to a locked gate, under the Cafe and Bakery sign at the road end. (Reward: Breechshot mod, Ripper LMG mod)
Regalia Hotel rear foyer — Act 4, Hope and Ruin. Street behind Regalia Hotel: small foyer through the right-hand entrance. (Reward: Snub mod)
Regalia Hotel lobby — Act 4, Hope and Ruin. Immediately left inside the Regalia Hotel entrance, on the lobby floor. (Reward: Lancer Mk1 slot, Lancer Mk1 mod)
Back alley right of hotel — Act 4, Hope and Ruin. Road to the right of the hotel front: take the higher road, step right into a back alley, far left on the floor. (Reward: Hammerburst mod)
Hotel courtyard fountain — Act 4, Hope and Ruin. Out the hotel back staircase into a courtyard: back-left, opposite side of the central fountain. (Reward: Torque Bow mod slot and Composite Chassis for Torque Bow)
Crater diner back room — Act 4, Hope and Ruin. Locust ambush crater: restaurant with red wooden signs on the right, back room on the right (the Family Diner). (Reward: Breechshot mod, Ripper LMG mod)
Clock face corner building — Act 4, Hope and Ruin. Northeast of the crater centre, corner building with a clock face. Check the floor left of where the Kalona statue comes into view. (Reward: Stim mod slot and an Armor mod)
Kalona Square bottom-left building — Act 4, Hope and Ruin. Kalona Square, bottom-left ruined building, back left. Opens after the square is cleared. (Reward: Prototype Lancer mod, Stim mod)
Kalona Square exit gate — Act 4, Hope and Ruin. Top of Kalona Square beside the exit gate, left of it by two police cars. (Reward: Ripper LMG mod, Prototype Lancer mod)
Plaza at top of slope — Act 4, Hope and Ruin. Plaza at the top of the slope (Locust and Reavers): return to the slope top, go left, back-left corner before a roadblock. Opens after the plaza fight. (Reward: Hammerburst mod, Pulse Drone mod)
Clocktower defense left alley — Act 4, Hope and Ruin. Left of the Clocktower Defense start: down the road, left alley, back left. (Reward: Ripper LMG mod, Stim mod)
Start room bench — Act 4, Technical Difficulties. Start of the chapter: wide room with a bench, left of the bench and across from the supply cache. (Reward: Hammerburst mod, Disruptor mod)
Side room past platform exit — Act 4, Technical Difficulties. After leaving the train platform by the Exit: up and round the corridor, small side room straight ahead before the left turn. (Reward: Ripper slot, Ripper LMG mod)
Skytrain platform edge — Act 4, Technical Difficulties. After emerging from the subway and clearing the Locust: yellow-metal skytrain platform steps, turn right, case on the edge across a gap just before the Skyline car. (Reward: Prototype Lancer mod)
Wall outside Line's End Pub — Act 4, Tough as Nails. Leaving Line's End Pub through the gates: forward, right, over the low brick wall. (Reward: Hammerburst slot, Hammerburst mod)
Central warehouse upper floor — Act 4, Tough as Nails. Central-right warehouse, right-hand entrance. Climb the ledges at the back to the next floor. (Reward: Torque Bow mod)
Alley ledge past warehouse hole — Act 4, Tough as Nails. From the warehouse case, exit by the hole in the wall, drop, then climb crates and a wall to an upper path. Case is on a ledge. (Reward: Striga mod slot and Striga mod)
Warehouse roof loading dock — Act 4, Tough as Nails. Warehouse roof, rear (left of the dead-Gear tags): small ledge into a loading dock. (Reward: Longshot mod)
Dockyard rail-track dumpster — Act 4, Tough as Nails. Top-right of the rail-track area past the R.I.G. Component train car, behind a dumpster in west Gavel Dockyard. (Reward: Breechshot mod, Striga mod)
Helipad behind shipping container — Act 4, Tough as Nails. Helipad, behind the shipping container opened at the end of Special Cargo. Only one source states this gate; it may sit by the Control Tower. (Reward: Longshot mod, Torque Bow mod)
Trapped Locust carriage — Act 4, Tough as Nails. Inside the Trapped Locust carriage. Opens after you release and clear the Locust in the carriage. (Reward: Gut-Puncher mod, Torque Bow mod)
Seradyne factory rope platform — Act 4, Tough as Nails. Up a rope onto a platform near the Seradyne factory. (Reward: one of the two Seradyne cases gives Disruptor and Injector mods, the other Ripper and Longshot mods; check both)
Seradyne entrance ladder — Act 4, Tough as Nails. From the Seradyne entrance go left, up the ladder, case at the top. (Reward: one of the two Seradyne cases gives Disruptor and Injector mods, the other Ripper and Longshot mods; check both)
Seradyne loading bay slope — Act 4, Tough as Nails. Seradyne loading bay, up the slope on the right (near the weapon warehouse). (Reward: Stim mod, Pulse Drone mod)
Power station truck cab — Act 4, Tough as Nails. Power-station truck beside the driver's cab. Appears only after the truck is loaded and driven, and power is restored and the station cleared. (Reward: Breechshot mod, Armor mod slot)
Garage top floor back door — Act 4, Tough as Nails. Garage building, top floor at the back, right-hand door (opens an ambush); case inside the room with the Corporal Goran Ducaine COG tags. (Reward: Striga mod)
Fuel station van — Act 4, Signals. Fuel station car park: rear of the white van, side opening. Clear the enemies first. (Reward: Pulse Drone mod)
Fuel station roof — Act 4, Signals. Fuel station roof: dumpster behind the shop, then round to the right. (Reward: Torque Bow mod)
Power substation right side — Act 4, Signals. Power substation, right side after clearing the Locust. (Reward: Snub slot, Snub mod)
Comms tower side building — Act 4, Signals. Comms tower: after the cutscene turn left, case against another building. (Reward: Prototype Lancer item and mod)
Shooting range tower — Act 4, Signals. From the comms tower case go right then left. The shooting range is ahead and the tower on your right; case is right of the tower. (Reward: Ripper LMG mod, Incinerator mod)
Start street warehouse back room — Act 4, Paths Diverge. End of the start street, in the warehouse you must enter, back-right room. (Reward: Healing Resonance for Disruptor and Skeleton Frame for Lancer Mk1)
Train yard barricade bypass — Act 4, Paths Diverge. Bottom of the train yard: enter the right-hand building to bypass the barricade, then immediate left to the top-left corner (south of Complex Access Point, behind a white van). (Reward: Prototype Lancer mod)
Train yard factory upper room — Act 4, Paths Diverge. Upper back-left room of the train-yard factory buildings, on the left as you enter, in the same room as a supply cache. (Reward: Gut-Puncher mod, Gut-Puncher slot)
Brumak arena by police car — Act 4, Paths Diverge. Brumak and Spore Matron arena: after the Brumak dies, go left by the police car before the gate. Also reachable during the fight. (Reward: Breechshot mod)
First building by Decha Timgad bust — Act 4, Critical Failure. First building at the chapter start, on the left, beside the Decha Timgad bust. (Reward: Pack Mule armor mod)
Long lift ladder — Act 4, Critical Failure. Long lift: go right, right again, then up the ladder on the right wall. (Reward: Torque Bow slot and mod)
Platform before main building — Act 4, Critical Failure. Outside heading to the refinery: at the enter the main building prompt go straight, then left on the platform to the edge by the railing. (Reward: Pulse Drone mod, Stim mod)
Upper room crate after keycard door — Act 4, Critical Failure. After the squad split and the keycard door: upper room, first right, on a crate. (Reward: Ripper LMG mod, Injector mod)
Room opposite walkway by floor hole — Act 4, Critical Failure. Across the walkway into the room opposite, near the floor hole, on the left side. (Reward: Armor mod)
Small room past Amber Labs office — Act 4, Critical Failure. After the Amber Labs office: corridor to the right, small room straight ahead, case on the right. (Reward: Striga mod)
Green schematics room console — Act 4, Critical Failure. Large green-schematics room: right of the exit door, on a computer console, in the same room as Fabbri's journal. (Reward: Incinerator mod, Disruptor mod)
Imulsion room by supply cache — Act 4, Critical Failure. Next room: around the imulsion, opposite the supply cache. (Reward: Ripper LMG mod)
▶Hard Cases: Act 5
5 in the game
Act 5 Hard Cases. See Hard Cases: Act 2 for how Hard Cases work.
Train yard tank platform — Act 5, One Problem at a Time. Train yard left of an unmoving train, in front of a platform with tanks, near Marcus's line about the train facing the city. (Reward: Skeleton Frame for Ripper, High Capacity Mag for Striga)
Ledge by the boarding spot — Act 5, One Problem at a Time. Right of the boarding spot, on a small ledge of the adjacent platform in a dark corner. Last item before the chapter ends on boarding. (Reward: Grab 'N Go armor perk)
Entry slope yellow car — Act 5, Ghost Town. Top of the entry slope beside a yellow damaged car, visible as you walk up. (Reward: Kill Credit armor perk)
Road past cracked wall — Act 5, Ghost Town. Left through the cracked-wall gap, up the road, top right by a lamppost near Discount Drugs. (Reward: Volatility Amplifier for Injector, Echo Resonance for Pulse Drone)
Crater under overpass after hospital — Act 5, Ghost Town. After leaving the hospital under mortar fire, drop into the crater under the overpass; case is ahead on the right by a truck. A checkpoint triggers. (Reward: Reflex Field for Stim, Pulsed Scavenger for Pulse Drone)