EE-DAYCGN GUIDE CGN ↗

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.

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

  1. On the ground beside the emergence hole, in front of a newsstand kiosk.

    Details
  2. On the floor beside a body, lit by a flashlight.

    Details
  3. On a kitchen countertop.

    Details

Chapter 2 · Survival of the Fittest

  1. On a desk near the back wall, on the right side of the desk.

    Details
  2. On the floor just below the dead Chief, who is hung on the wall.

    Details
  3. On the desk against the wall.

    Details
  4. The third helmet from the left in the row.

    Details

Chapter 3 · A Gear in Need

  1. On the floor, spilled across the ground.

    Details
  2. Sticking out of a dead soldier on the ground, in front of a hardware sign.

    Details

Chapter 4 · Back in the Fold

  1. On a doorstep at the right side of the alley (two guides call it a low staircase).

    Details
  2. On a graffiti-covered wall on your right, near a red Major Burger van.

    Details
  3. On a desk on your right (the reception desk).

    Details
  4. Beside a dead soldier at the back of a police car, just outside the park.

    Details

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

  1. On the ground beside a soldier's remains propped against rubble.

    Details
  2. On a dead Locust at the end of the corridor.

    Details
  3. On the floor in a corner next to police barriers.

    Details
  4. At the far end, on a small metal cabinet or cart.

    Details
  5. On the ground to your left, in front of a burning COG truck.

    Details

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.

  1. Details
  2. On a desk or counter beside a radio.

    Details
  3. 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.

    Details
  4. 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.

    Details
  5. Hanging on the wall on the right of the back room.

    Needs Trapped Family.

    Details
  6. A small enemy guards it.

    Details
  7. On the cashier's counter.

    Details
  8. Details

Part 2

The start of Part 2 is announced on screen. The route below follows a first-hand playthrough; neighbouring stops are close together.

  1. On the ground at the far side of a stone bench, in front of a cafe and bakery.

    Details
  2. On the back wall.

    Details
  3. On the upper floor.

    Details
  4. At the foreman's body in a back corner of the ground floor.

    Details
  5. On the top floor.

    Details
  6. On the floor to the left on the scaffolding.

    Details
  7. In the bedroom, on the desk beside a computer.

    Details
  8. At the end of the path.

    Details
  9. Details
  10. On the right wall near the elevator and a lamp.

    Details
  11. On a door inside the building.

    Details
  12. In a yard.

    Details
  13. In the alley.

    Details
  14. Among crashed cars at the dead end.

    Details
  15. A poster on a lamp post, not far from the fuel pumps.

    Details
  16. In the room (a kitchen of an upstairs apartment).

    Details
  17. Beside a dismembered body in the loading bay.

    Details
  18. Details
  19. On the first floor up.

    Details
  20. Next to the kiosk.

    Details
  21. On the wall across from the turnstiles.

    Details
  22. On the ground near a bench, beside a body that faces the river.

    Details
  23. Guarded by many enemies, so expect an ambush.

    Details
  24. Behind the counter, beside a fallen Gear.

    Details
  25. On the left of the road.

    Details
  26. In front of the pharmacy.

    Details
  27. In an upper room.

    Details
  28. On a table beneath a lamp.

    Details
  29. 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.

    Details
  30. In the alley.

    Details
  31. Details
  32. On the sink in the kitchen.

    Details
  33. Behind the pillars on the right.

    Details
  34. Among the bodies.

    Details
  35. Beside the stairs on the route.

    Details
  36. The Major Burger near the police station.

    Do not leave the 'Find Mags' Meds' part of the district without doing it.

    Details
  37. Details
  38. Inside the car park.

    Details
  39. Awarded automatically. During the 'Find Mags' Meds' objective, after the cutscene inside Mags' apartment.

    Details
  40. 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.

    Details
  41. On the left side just inside the vault. The Hard Case is on the right.

    Details
  42. On the right side of the vault.

    Only reachable once the bank is part of the main objective.

    Details
  43. 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.

    Details

Part 3

Part 3 starts after you link up with Charlie Squad. You cannot go back to the Part 2 district.

  1. Details
  2. Inside the container.

    Details
  3. At the back left.

    Details
  4. On a newsstand in the corner. Other guides add 'in front of a crashed ambulance'.

    Details
  5. On the floor of the back room.

    Details
  6. 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.

    Details
  7. Details
  8. On the floor in front of a bench, under it.

    Details
  9. Right of the entrance.

    Details
  10. On your left as soon as you arrive on that floor.

    Details
  11. In the alley.

    Details
  12. Behind a police car.

    Details
  13. At the side.

    Details
  14. Pinned to the wall on the far side of the fountain courtyard.

    Details
  15. 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.

    Details
  16. On the floor in front of a dead Gear.

    Needs Lone Wolf.

    Details
  17. Leaning against a wall, between the elevators.

    Details
  18. Details
  19. To the right of the car.

    Last chance in this chapter: after the park the chapter ends.

    Details

Chapter 3 · No Gear Left Behind

  1. Next to the central barricade.

    Details
  2. On the floor in the middle, beside a body with a melted face.

    Details
  3. On the floor beneath the impaled Gear.

    Details
  4. On your right as you go up.

    Details
  5. In a corner, sticking out of a dead soldier.

    Details
  6. In a corner on the right.

    Details
  7. On the floor in the middle of the left area, near a bench.

    Details
  8. Details
  9. Inside the shipping container.

    Details
  10. On your right as you head forward.

    Details
  11. Halfway through, on your left.

    Details
  12. On the floor beside a pile of covered bodies.

    Details

Chapter 4 · Flyboys

Nothing to collect in this chapter. Just play it.

Chapter 5 · Overrun

  1. Right of the hole.

    Details
  2. At the bottom as you go in. Hard to miss.

    Details
  3. On some boxes between the trucks.

    Details
  4. Near the cache, hard to miss.

    Details
  5. Details

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

  1. On the floor beside a tree, next to the mauled body.

    Details
  2. In front of the helicopter.

    Details
  3. On the wall beside the blocked gate.

    Details
  4. In front of the two stacked red containers.

    Details
  5. Details
  6. On crates to the left of the Supply Cache.

    Details
  7. Between two of the generators.

    Details
  8. A broken target propped against the fence at the back.

    Details
  9. In the corner.

    Details
  10. Details

Chapter 2 · Enemy Lines

  1. With some supplies on a crate at the top of the slope.

    Details
  2. Slightly right of the centre of the path. Hard to miss.

    Details
  3. On crates at the top.

    Details
  4. On a set of crates under a Kalona poster.

    Details
  5. Beside construction materials, behind some planks, on the right side.

    Details
  6. To the left of the cache.

    Details
  7. Details
  8. At the top end of the platform, in the centre, in front of a divider.

    Details
  9. On the floor on the left at the wreckage.

    Details
  10. On the floor to the right, with a body.

    Details
  11. On the right of the path after the crossing. Easy to spot.

    Details
  12. Below the statue on the left.

    Details
  13. On the left, at the edge of a cliff.

    Details
  14. Details
  15. Right next to the cache.

    Details
  16. Immediately to the left of the Hard Case by the Supply Cache.

    Details

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.

  1. In front of the pool hall.

    Details
  2. On the ground behind a taxi in front of the theatre.

    Details
  3. On the floor of the back room (it is on fire).

    Details
  4. On the left side of the road, at its edge.

    Details
  5. On a table under a tent.

    Details
  6. On the left, against a wall.

    Details
  7. Inside the shipping container.

    Details
  8. At the back left.

    Details
  9. Details
  10. On a table with a computer.

    Details
  11. On the roof above the entrance.

    Details
  12. On a filing cabinet behind the reception desk.

    Details
  13. On the floor beside the body, in the admissions and emergency room.

    Details
  14. Details
  15. In front of the cache, on the right, where the road turns left.

    Details
  16. Against the back left wall.

    Details
  17. On the platform.

    Details
  18. On the floor just to the right of the entrance, by a body.

    Details
  19. 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.

    Details
  20. In the back room, guarded by a Ticker.

    Details
  21. In the fountain.

    Details
  22. Inside the pharmacy.

    Details
  23. At the back of the tram car, on the right (the Downtown Line train).

    Details
  24. On the ground in front of a set of four park benches, by some bodies.

    Details
  25. Under the roadblock above.

    Details
  26. Beside a dead Gear to the right of the shelter entrance.

    Details
  27. To the right of the entrance by the text guide. The screenshot shows it by sandbags against the left wall inside.

    Details
  28. 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.

    Details
  29. Beside a police car and a dead Boomer at the sinkhole.

    Needs Lost in the Park.

    Details
  30. 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.

    Details
  31. At the end of the scaffolding, with some ammo.

    Needs Rooftop Mayday.

    Details

Chapter 4 · The Convoy

  1. A burnt-out car that is still on fire, with a dead soldier against it.

    Details
  2. In the back right corner.

    Details
  3. Hidden under a military truck.

    Details
  4. In front of a barricade.

    Take it before you drop through the hole in the floor.

    Details
  5. In front of an overturned police car.

    Details
  6. On a set of crates on the left side of the road.

    Details
  7. On the left, in the main space.

    Details
  8. Details
  9. A dead COG soldier by the console you need to use (one guide says on a bed).

    Details

Chapter 5 · Desperate Times

  1. On the floor in that room.

    Details
  2. At the side, to the right.

    Details
  3. On the left, against a chain-link fence.

    Details
  4. Directly ahead, on a chest of drawers.

    Details
  5. On the floor.

    Details
  6. Beside a stone fence.

    Details
  7. On the floor beside a stone planter.

    Details
  8. On the right of the path.

    Details
  9. On the floor beside a Locust body.

    Details
  10. On the floor at the top, where the Torque Bow Locust stood.

    Details

Chapter 6 · Desperate Measures

  1. At the end of that path.

    Details
  2. Under a red glow, beside a truck.

    Details
  3. At the end of a long walkway.

    Details
  4. Behind a barrier.

    Details
  5. Next to the wall.

    Details
  6. On your left.

    Details
  7. On the counter overlooking the hall.

    Details
  8. Details
  9. At the far end of the balcony.

    Details

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.

  1. Details
  2. Awarded automatically. As the chapter opens, after the opening cutscene.

    Details
  3. At the bottom, against a wall.

    Details
  4. On the podium at the memorial.

    Details
  5. On the ground by a wrecked truck, among a lot of blood.

    Details
  6. To the right of the remaining red stained-glass windows.

    Details
  7. At the back right of the cemetery.

    Details
  8. At the top of the road, next to a locked gate. You may have seen it from the other side.

    Details
  9. In a small foyer.

    Details
  10. On the floor there.

    Details
  11. On the front desk.

    Details
  12. Details
  13. On the floor at the far left of the alley.

    Details
  14. By the open door of a crashed van, on the floor (one guide says on the driver's seat).

    Details
  15. To the left and at the back, on the far side of the central fountain.

    Details
  16. In a back room.

    Details
  17. In the kitchen with light blue walls, on a cabinet or counter.

    Details
  18. On the floor to the left of where you can see the statue.

    Details
  19. On the floor to the right of the paintings, on an overturned canvas.

    Details
  20. Details
  21. 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.

    Details
  22. On the floor just to the left at the top, on a body in the garden.

    Details
  23. On a stand against the back wall on the right.

    Details
  24. At the back left.

    Details
  25. Details
  26. On a dead COG soldier against a blood-stained wall.

    Details
  27. 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.

    Details
  28. Next to two police cars.

    Details
  29. On the ground at the back of a (blue) car.

    Details
  30. In the back left corner, just before a roadblock.

    Details
  31. At the back of an ambulance that has crashed into a sinkhole.

    Details
  32. On the right of the balcony.

    Details
  33. 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.

    Details
  34. At the back left of the alley.

    Details

Chapter 2 · Technical Difficulties

  1. Details
  2. To the left of the bench.

    Details
  3. On the dead body in front of you on the platform, below the Westbound/Eastbound sign.

    Timed.

    Details
  4. Against a wall on the platform.

    Details
  5. In that room.

    Details
  6. Details
  7. On the edge of the platform across a gap.

    Details

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.

  1. Just over the low wall.

    Details
  2. On a desk in the back room (the Seradyne Industries building).

    Details
  3. Beside the generator inside the train car.

    Details
  4. On the wall (a green poster).

    Details
  5. On the next floor where you arrive.

    Details
  6. Details
  7. On a ledge.

    Details
  8. Next to a dead body against a large generator-like structure.

    Details
  9. In a small loading dock.

    Details
  10. Behind a dumpster.

    Details
  11. 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.

    Details
  12. On the right side, between two crates.

    Details
  13. Inside the container.

    Needs Special Cargo.

    Details
  14. On the helipad.

    Details
  15. 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.

    Details
  16. In the right-hand corner, on a dead Gear soldier.

    Details
  17. 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.

    Details
  18. In the carriage.

    Details
  19. On the platform above.

    Details
  20. On the wall (the bottom floor).

    Details
  21. At the top of the ladder.

    Details
  22. In that small side room.

    Details
  23. By the back wall, opposite the door you came in by.

    Details
  24. Up the slope on the right.

    Details
  25. On the separated upper section at the back left of the loading bay.

    Details
  26. Details
  27. By the driver's cab.

    Details
  28. On the floor against the wall on the left.

    Details
  29. On the floor next to a huge dead creature (one guide says a dead Boomer).

    Details
  30. In the windowed room beyond the door.

    Details
  31. The roof of the Seradyne armadillo factory.

    It appears late. Return for it before the final tower objective.

    Details
  32. On the square blue console in the centre, near the window.

    Details

Chapter 4 · Signals

  1. In the side opening of the van.

    Details
  2. On the floor in the corner.

    Details
  3. On the roof.

    Details
  4. To the right of the substation area.

    Details
  5. Below the bridge.

    Details
  6. Against the wall of another building.

    Details
  7. To the right of that tower.

    Details
  8. Resting against the central tower.

    Details
  9. Pinned to a noticeboard on your left.

    Details
  10. On the end of the console.

    Details

Chapter 5 · Paths Diverge

  1. On the ground in that corner.

    Details
  2. Details
  3. In that room.

    Details
  4. Details
  5. In the top left corner.

    Details
  6. Details
  7. At the very end of the bridge on the right, against a door.

    Details
  8. Details
  9. On your left as you enter.

    Details
  10. Collect during or after the fight.

    Details

Chapter 6 · Critical Failure

  1. On the left.

    Details
  2. On the back desk.

    Details
  3. At the top of the ladder.

    Details
  4. On the ground by the body, in a corner.

    Details
  5. At the edge of the platform.

    Details
  6. Along that right turn.

    Details
  7. On the left side.

    Details
  8. On the floor of the dark room.

    Details
  9. On the noticeboard (one guide says on the desk).

    Details
  10. To your right inside.

    Details
  11. On a desk.

    Take it before the boss fight.

    Details
  12. On a computer console.

    Details
  13. Opposite the cache (you can see it on the right as you enter).

    Details
  14. Details

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

  1. On the ground, beside a body.

    Details
  2. Against the wire fence beside the rails.

    Details
  3. Up on the ledge.

    Boarding the train ends the chapter.

    Details

Chapter 2 · Ghost Town

A map is available in this chapter.

  1. On a body resting against a container.

    Details
  2. At the top of the slope.

    Details
  3. At the top of the road on the right, by a lamppost.

    Details
  4. At the end of the walkway on a medicine cabinet (the surgery room, on a desk, per one guide).

    Details
  5. Just ahead of you on the right.

    Details
  6. On a dead Gear in a burning room on the top floor (one guide says he is sitting in a chair).

    Details

Chapter 3 · Storm Clouds

Nothing to collect in this chapter. Just play it.

Chapter 4 · Resolute

  1. On the floor to your right, beside a body.

    Details
  2. On a shelf cabinet in the corner of the room.

    Details
  3. Details
  4. On a workbench among tools, on the table by the generator.

    Details
  5. Details
  6. On a COG soldier crushed under a shutter. Go round to reach the tags.

    Details
  7. On some crates (or a desk) at the very top.

    Details
  8. Details

Chapter 5 · The Fall of Kalona

Open to read spoilers

Spoilers: these items give away how the game ends.

  1. On the ground in front of the burnt-out car.

    Details
  2. Details
  3. Awarded automatically. After the cutscene that follows the final boss fight.

    Take it before the boss fight.

    Details
  4. Awarded automatically. During the credits, after the final cutscenes.

    Details

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.