100% route · all four counters · checked Oct 7, 2026
The 100% route
All four counters in one order, chapter by chapter, with the points of no return called out.
The 100% campaign route
Every collectible, Hard Case, side mission and Supply Cache station in each chapter, in one order, so you can sweep a chapter once. Tick them off here and the other pages keep the same checks. Tap Details on any stop for the full directions.
- Order: it follows a first-hand playthrough of each chapter and keeps neighbours together. In open districts it is a sensible sweep, not the only one. Do the main objective whenever the route says to move on.
- Warnings: a stop with a warning is a point of no return, a timed pickup or something that only appears after story progress. The “Before you leave” box at the end of each chapter repeats them.
- Insane: For Whom The Bell Tolls wants the Insane campaign with every side mission and every hidden item. Do this route on Insane and you cover it, as long as the in-game counters agree.
- Collectibles 0 / 140
- Hard Cases 0 / 125
- Side missions 0 / 17
- Supply Cache stations 0 / 36
Act 1 13 collectibles
The most linear act and the shortest list. Everything is on or just off the main path, so most of it is a matter of not rushing past it.
Chapter 1 · Emergence
Chapter 2 · Survival of the Fittest
Chapter 3 · A Gear in Need
Chapter 4 · Back in the Fold
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On a doorstep at the right side of the alley (two guides call it a low staircase).
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On a graffiti-covered wall on your right, near a red Major Burger van.
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On a desk on your right (the reception desk).
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Beside a dead soldier at the back of a police car, just outside the park.
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Act 2 38 collectibles · 36 Hard Cases · 7 side missions · 11 Supply Cache stations
The map opens up. Chapter 2, Hold the Line, is a big semi-open slice of Kalona in three parts, with 27 of the act's 38 collectibles, 27 of its 36 Hard Cases and all seven of its side missions.
Chapter 1 · Bravo Squad
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On the ground beside a soldier's remains propped against rubble.
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On a dead Locust at the end of the corridor.
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On the floor in a corner next to police barriers.
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At the far end, on a small metal cabinet or cart.
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On the ground to your left, in front of a burning COG truck.
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Chapter 2 · Hold the Line
Part 1
Part 1 opens after you use the supply crate and get your orders. The map is available from here on.
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On a desk or counter beside a radio.
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The car dealership where you find the Cinema Filmatica Magazine. Talk to the COG soldier near the entrance on the far side from where you came in.
One guide advises finishing it before you move deeper into the chapter.
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The Last Dollar store car park, down the alley on your right from the main street after the dealership. You hear cries for help.
One guide advises finishing it before you leave the first open section.
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Hanging on the wall on the right of the back room.
Needs Trapped Family.
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A small enemy guards it.
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On the cashier's counter.
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Part 2
The start of Part 2 is announced on screen. The route below follows a first-hand playthrough; neighbouring stops are close together.
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On the ground at the far side of a stone bench, in front of a cafe and bakery.
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On the back wall.
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On the upper floor.
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At the foreman's body in a back corner of the ground floor.
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On the top floor.
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On the floor to the left on the scaffolding.
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In the bedroom, on the desk beside a computer.
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At the end of the path.
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On the right wall near the elevator and a lamp.
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On a door inside the building.
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In a yard.
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In the alley.
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Among crashed cars at the dead end.
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A poster on a lamp post, not far from the fuel pumps.
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In the room (a kitchen of an upstairs apartment).
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Beside a dismembered body in the loading bay.
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On the first floor up.
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Next to the kiosk.
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On the wall across from the turnstiles.
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On the ground near a bench, beside a body that faces the river.
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Guarded by many enemies, so expect an ambush.
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Behind the counter, beside a fallen Gear.
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On the left of the road.
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In front of the pharmacy.
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In an upper room.
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On a table beneath a lamp.
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The apartment with the HELP banner, where you find the Tales from the Tyran Night Story Book. Climb the scaffolding in.
One guide advises finishing it before the story moves you toward the Charlie Squad transition.
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In the alley.
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On the sink in the kitchen.
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Behind the pillars on the right.
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Among the bodies.
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Beside the stairs on the route.
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The Major Burger near the police station.
Do not leave the 'Find Mags' Meds' part of the district without doing it.
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Inside the car park.
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Awarded automatically. During the 'Find Mags' Meds' objective, after the cutscene inside Mags' apartment.
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Shelter 13, at the edge of the map. After Mags' apartment, go to the Bank of Tyrus crossroads, turn left and keep going to the map edge.
Do it before you link up with Charlie Squad. Four sources say so.
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On the left side just inside the vault. The Hard Case is on the right.
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On the right side of the vault.
Only reachable once the bank is part of the main objective.
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On a table.
Take it right after linking up. Going left past the camp is a point of no return for this part of the chapter.
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Part 3
Part 3 starts after you link up with Charlie Squad. You cannot go back to the Part 2 district.
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Inside the container.
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At the back left.
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On a newsstand in the corner. Other guides add 'in front of a crashed ambulance'.
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On the floor of the back room.
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A Major Burger beneath the overhead rail, bottom left of the map and left of the Kalona Hotel. A wounded Gear is inside.
Do it before you commit to the Kalona Hotel route.
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On the floor in front of a bench, under it.
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Right of the entrance.
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On your left as soon as you arrive on that floor.
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In the alley.
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Behind a police car.
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At the side.
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Pinned to the wall on the far side of the fountain courtyard.
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The apartments to the left of the Monroe Library steps, at the elevator door.
Return as soon as the elevator becomes active and before the hotel transition.
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On the floor in front of a dead Gear.
Needs Lone Wolf.
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Leaning against a wall, between the elevators.
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To the right of the car.
Last chance in this chapter: after the park the chapter ends.
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Chapter 3 · No Gear Left Behind
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Next to the central barricade.
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On the floor in the middle, beside a body with a melted face.
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On the floor beneath the impaled Gear.
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On your right as you go up.
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In a corner, sticking out of a dead soldier.
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In a corner on the right.
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On the floor in the middle of the left area, near a bench.
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Inside the shipping container.
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On your right as you head forward.
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Halfway through, on your left.
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On the floor beside a pile of covered bodies.
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Chapter 4 · Flyboys
Nothing to collect in this chapter. Just play it.
Act 3 36 collectibles · 38 Hard Cases · 3 side missions · 8 Supply Cache stations
Mostly linear, with one open chapter. Last Foothold (Chapter 3) is the big one: 14 collectibles, 12 Hard Cases and three side missions, two of which only appear later in the chapter.
Chapter 1 · Stranded
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On the floor beside a tree, next to the mauled body.
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In front of the helicopter.
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On the wall beside the blocked gate.
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In front of the two stacked red containers.
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On crates to the left of the Supply Cache.
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Between two of the generators.
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A broken target propped against the fence at the back.
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In the corner.
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Chapter 2 · Enemy Lines
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With some supplies on a crate at the top of the slope.
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Slightly right of the centre of the path. Hard to miss.
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On crates at the top.
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On a set of crates under a Kalona poster.
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Beside construction materials, behind some planks, on the right side.
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To the left of the cache.
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At the top end of the platform, in the centre, in front of a divider.
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On the floor on the left at the wreckage.
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On the floor to the right, with a body.
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On the right of the path after the crossing. Easy to spot.
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Below the statue on the left.
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On the left, at the edge of a cliff.
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Right next to the cache.
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Immediately to the left of the Hard Case by the Supply Cache.
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Chapter 3 · Last Foothold
The map is available. Hard Cases and the three secondary objectives are all in this chapter. Rooftop Mayday and Lost in the Park only appear later in the chapter.
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In front of the pool hall.
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On the ground behind a taxi in front of the theatre.
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On the floor of the back room (it is on fire).
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On the left side of the road, at its edge.
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On a table under a tent.
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On the left, against a wall.
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Inside the shipping container.
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At the back left.
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On a table with a computer.
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On the roof above the entrance.
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On a filing cabinet behind the reception desk.
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On the floor beside the body, in the admissions and emergency room.
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In front of the cache, on the right, where the road turns left.
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Against the back left wall.
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On the platform.
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On the floor just to the right of the entrance, by a body.
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A loading bay across from the police station, on the other side of the road you ran up. Go to the back; the start is on the right.
One guide advises finishing it before you leave the open district.
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In the back room, guarded by a Ticker.
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In the fountain.
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Inside the pharmacy.
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At the back of the tram car, on the right (the Downtown Line train).
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On the ground in front of a set of four park benches, by some bodies.
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Under the roadblock above.
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Beside a dead Gear to the right of the shelter entrance.
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To the right of the entrance by the text guide. The screenshot shows it by sandbags against the left wall inside.
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The park to the right of the Kalona Hotel. The start marker is in the corner on your left. The civilian is under the steps as you enter the park from above.
Do it before you push past the hotel and park route.
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Beside a police car and a dead Boomer at the sinkhole.
Needs Lost in the Park.
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A gate covered in red tarpaulin southeast of Landa Memorial Hospital. A flare goes up on a rooftop and Marcus points it out.
It appears late; return to the hospital side before the chapter-ending route.
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At the end of the scaffolding, with some ammo.
Needs Rooftop Mayday.
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Chapter 4 · The Convoy
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A burnt-out car that is still on fire, with a dead soldier against it.
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In the back right corner.
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Hidden under a military truck.
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In front of a barricade.
Take it before you drop through the hole in the floor.
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In front of an overturned police car.
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On a set of crates on the left side of the road.
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On the left, in the main space.
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A dead COG soldier by the console you need to use (one guide says on a bed).
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Chapter 5 · Desperate Times
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On the floor in that room.
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At the side, to the right.
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On the left, against a chain-link fence.
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Directly ahead, on a chest of drawers.
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On the floor.
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Beside a stone fence.
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On the floor beside a stone planter.
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On the right of the path.
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On the floor beside a Locust body.
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On the floor at the top, where the Torque Bow Locust stood.
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Chapter 6 · Desperate Measures
Act 4 41 collectibles · 46 Hard Cases · 7 side missions · 13 Supply Cache stations
The longest act and the biggest list. Chapters 1 and 3 are open districts, with seven side missions between them. Chapter 2 has the one time-limited collectible in the campaign.
Chapter 1 · Hope and Ruin
A large semi-open district. The map shows most items once you are close. The three secondary objectives are here, and the Opera House end of the district leads on to the next chapter.
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Awarded automatically. As the chapter opens, after the opening cutscene.
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At the bottom, against a wall.
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On the podium at the memorial.
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On the ground by a wrecked truck, among a lot of blood.
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To the right of the remaining red stained-glass windows.
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At the back right of the cemetery.
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At the top of the road, next to a locked gate. You may have seen it from the other side.
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In a small foyer.
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On the floor there.
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On the front desk.
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On the floor at the far left of the alley.
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By the open door of a crashed van, on the floor (one guide says on the driver's seat).
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To the left and at the back, on the far side of the central fountain.
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In a back room.
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In the kitchen with light blue walls, on a cabinet or counter.
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On the floor to the left of where you can see the statue.
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On the floor to the right of the paintings, on an overturned canvas.
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Cooper Commons, in front of the ground-floor arches on the right of where you found the Handwritten Letter.
A guide advises finishing it before the late route toward the Opera House.
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On the floor just to the left at the top, on a body in the garden.
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On a stand against the back wall on the right.
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At the back left.
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On a dead COG soldier against a blood-stained wall.
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The building to the left and behind the courtyard where you found the Dale Maddoc tags (west of Kalona Square).
Do it while the district is freely explorable.
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Next to two police cars.
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On the ground at the back of a (blue) car.
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In the back left corner, just before a roadblock.
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At the back of an ambulance that has crashed into a sinkhole.
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On the right of the balcony.
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The clocktower on the road beside the Opera House. Facing the Opera House entrance, go right and down the road on the right side of the building. The clocktower is on your right.
Do it before you commit to the Opera House story route.
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At the back left of the alley.
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Chapter 2 · Technical Difficulties
Chapter 3 · Tough as Nails
The last big open district. All four secondary objectives here are around the Gavel Dockyard, rail yard, power grid and Seradyne factory.
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Just over the low wall.
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On a desk in the back room (the Seradyne Industries building).
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Beside the generator inside the train car.
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On the wall (a green poster).
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On the next floor where you arrive.
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On a ledge.
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Next to a dead body against a large generator-like structure.
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In a small loading dock.
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Behind a dumpster.
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The right side of the map, going up from the Hard Case behind the dumpster. Look for a worker in a yellow hard hat beside an ivy-covered railing.
Complete it before you leave the dockyard.
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On the right side, between two crates.
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Inside the container.
Needs Special Cargo.
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On the helipad.
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The raised building near the helipad: look left and up from the helipad, then climb the crates (there are also stairs).
Finish it before the power-grid and final story route.
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In the right-hand corner, on a dead Gear soldier.
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The central rail yard building. Use the wooden walkway to the first floor.
Do not leave when the fight ends; wait for completion and check the carriage.
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In the carriage.
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On the platform above.
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On the wall (the bottom floor).
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At the top of the ladder.
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In that small side room.
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By the back wall, opposite the door you came in by.
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Up the slope on the right.
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On the separated upper section at the back left of the loading bay.
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By the driver's cab.
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On the floor against the wall on the left.
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On the floor next to a huge dead creature (one guide says a dead Boomer).
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In the windowed room beyond the door.
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The roof of the Seradyne armadillo factory.
It appears late. Return for it before the final tower objective.
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On the square blue console in the centre, near the window.
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Chapter 4 · Signals
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In the side opening of the van.
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On the floor in the corner.
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On the roof.
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To the right of the substation area.
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Below the bridge.
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Against the wall of another building.
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To the right of that tower.
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Resting against the central tower.
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Pinned to a noticeboard on your left.
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On the end of the console.
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Chapter 5 · Paths Diverge
Chapter 6 · Critical Failure
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On the left.
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On the back desk.
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At the top of the ladder.
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On the ground by the body, in a corner.
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At the edge of the platform.
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Along that right turn.
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On the left side.
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On the floor of the dark room.
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On the noticeboard (one guide says on the desk).
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To your right inside.
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On a desk.
Take it before the boss fight.
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On a computer console.
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Opposite the cache (you can see it on the right as you enter).
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Act 5 12 collectibles · 5 Hard Cases · 4 Supply Cache stations
Fast and linear, with the smallest list. Chapter 3 has nothing to collect. Chapter 5 is folded shut because what is in it gives away how the game ends.
Chapter 1 · One Problem at a Time
Chapter 2 · Ghost Town
A map is available in this chapter.
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On a body resting against a container.
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At the top of the slope.
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At the top of the road on the right, by a lamppost.
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At the end of the walkway on a medicine cabinet (the surgery room, on a desk, per one guide).
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Just ahead of you on the right.
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On a dead Gear in a burning room on the top floor (one guide says he is sitting in a chair).
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Chapter 3 · Storm Clouds
Nothing to collect in this chapter. Just play it.
Chapter 4 · Resolute
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On the floor to your right, beside a body.
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On a shelf cabinet in the corner of the room.
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On a workbench among tools, on the table by the generator.
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On a COG soldier crushed under a shutter. Go round to reach the tags.
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On some crates (or a desk) at the very top.
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Chapter 5 · The Fall of Kalona
Open to read spoilers
Spoilers: these items give away how the game ends.
How the route was put together
Built from the same entries as the other pages, ordered by a first-hand playthrough of each chapter. Last checked October 7, 2026. The sources for each stop are on its detail page.