Gears of War: E-Day Collectibles Guide: All 140 and Where to Find Them
All 140 E-Day collectibles tracked by act, plus 17 Secondary Objectives and 36 Supply Caches — the finding cues and chapter-select plan to finish the sweep.
FAQ
Are any of the 140 collectibles missable?
What counts as a collectible in E-Day?
What is the orange outline in Tac-Com?
Do collectibles carry across difficulties?
How long does a full collectible sweep take?
E-Day hides 140 collectibles across its 26 chapters — newspapers, police bulletins, memos, propaganda posters, relics, and a few COG Tags — and none of them are missable. Every chapter is individually selectable for replay, so a skipped cabinet can always be revisited after the credits. What actually trips up completionists is everything sharing the same hunt: 17 Secondary Objectives (four of them missable on a straight run), 36 Supply Caches, and the yellow Hard Cases that feed the weapon-mod system. This page gives you the per-act counts, the finding cues, and a cleanup plan; the full achievement picture lives in our achievements guide.
How many collectibles are in Gears of War: E-Day?
140 in total, split by act:
| Act | Collectibles | Chapters |
|---|---|---|
| Act 1 | 13 | Emergence → Back in the Fold (4) |
| Act 2 | 38 | Bravo Squad → Overrun (5) |
| Act 3 | 36 | Stranded → Desperate Measures (6) |
| Act 4 | 41 | Hope and Ruin → Critical Failure (6) |
| Act 5 | 12 | One Problem at a Time → The Fall of Kalona (5) |
Acts 2 and 4 carry 79 of the 140 between them — more than half — so budget most of your sweep time there. Acts 1 and 5 are the shortest stretches of the campaign and the lightest hauls.
Each collectible is a lore item, and most trigger a line of squad commentary when you grab it — small character beats that make the sweep more than box-ticking.

How do you find collectibles in E-Day?
Three cues stack in your favor:
- Audio stinger — a short sound plays when you're near one.
- Controller vibration — the pad buzzes in proximity.
- Tac-Com outline — nearby collectibles show an orange outline through walls while Tac-Com is up.
So the loop is: enter a room, tap Tac-Com, look for orange, listen for the sting. Interiors are where collectibles cluster — check desks, shelves, and notice boards before pushing on, and grab every yellow Hard Case you pass while you're at it (our beginner tips cover the rest of the first-run habits).
One structural note: Act 2 turns Kalona downtown into a free-roam zone with side content — the one stretch of the campaign where you can hunt at your own pace instead of following the critical path. The streets stay hostile while you explore, so don't get caught mid-sweep.

Collectibles vs. Secondary Objectives, Supply Caches, and Hard Cases
Four separate counters share the world, and each has its own achievement:
| Counter | Total | Achievement | Missable? |
|---|---|---|---|
| Collectibles | 140 | Memories From E-Day (15G) | No — chapter select covers every one |
| Secondary Objectives | 17 | Side Piece (15G) | Four, on a straight run |
| Supply Caches | 36 | Quartermaster (15G) | No |
| Hard Cases | Scattered across all acts | Relax. I'm the Map. (15G) | No |
Why the distinctions matter in practice:
- Supply Caches are where weapon mods get equipped — each weapon carries one Perfect Reload slot and three general slots, and mods pulled from Hard Cases and sidequest rewards are slotted in at caches. The weapon mods guide walks that system end to end.
- Hard Cases — published totals disagree, so we won't quote a number; treat it as "open every yellow container you see" and let the counter do the accounting. Which mods are worth chasing is covered in the weapon mods guide.
- Secondary Objectives are the only real traps — details below.
Which E-Day counters are missable?
Only the 17 Secondary Objectives contain missable entries — four of them:
- Take the Express — Act 3, Chapter 2 (Enemy Lines)
- Disrupt the Patrols — Act 4, Chapter 2 (Technical Difficulties)
- Tag 'Em and Bag 'Em — Act 4, Chapter 4 (Signals)
- Covering Fire — Act 5, Chapter 3 (Storm Clouds)

For the 1000G hunters: For Whom The Bell Tolls (75G) demands an Insane campaign plus every Secondary Objective and every hidden item, so most completionists fold the collectible and objective sweep into their Insane pass rather than walking the checklist twice.
How do you clean up after the credits?
Chapter select replays any chapter individually, and everything you've already banked stays banked. A sensible cleanup order:
- Act 4 first (41 collectibles), then Act 2 (38) — the two heaviest acts close most of the gap.
- Act 3 (36) and Act 1 (13) next.
- Act 5 last (12) — it's short.
Chapter routes and act context live in our walkthrough hub. And for perspective on the whole mountain: PowerPyx pegs full completion at 200–300+ hours, a slice our how long to beat guide breaks down. The collectible sweep is the friendly part — it's the 50,000 kills that eat the weekends.
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