EE-DAYCGN GUIDE CGN ↗

Collectibles · 100% guide · checked Oct 7, 2026

All collectibles

Every collectible, Hard Case, side mission and Supply Cache station, with step-by-step directions and a checklist that remembers what you have found.

Your progress

Four separate counters, because the game tracks them separately. Tick items off on any page of this guide; it all adds up here. Your checks are saved in this browser only. They do not sync between devices, and clearing your browser data clears them.

Spoiler note: item names mention people and places from later in the campaign. Act 5, Chapter 5 is folded shut on every page because its entries reveal how the game ends.

What counts toward 100%

The campaign has four completion counters. A Hard Case is not a collectible, and a Supply Cache station is not an item, so each has its own total, its own achievement and its own page here.

CounterTotalAchievementHow the game tracks itOur page
Standard collectibles140Memories From E-DayWar Journal, by act and chapterActs 1 to 5
Hard Cases125Relax. I’m the Map.War Journal, by act onlyHard Cases
Secondary objectives17Side PieceWar Journal, by act onlySide missions
Supply Cache stations36Quartermaster counts cache items, not stationsThe Journal lists stations found; the achievement shows a percentageSupply Caches

The achievement For Whom The Bell Tolls asks for the Insane campaign with every side mission and every hidden item in one run. The 100% route puts all four counters in one order so you can do that without a second site open.

Totals: the Journal is reported at 140 / 17 / 125 / 36 on a finished 100% save, the per-chapter lists we checked add up to the same numbers, and a second guide publishes the same four. A few guides have quoted other numbers; none of them list the locations. See how this was checked.

Finding things faster

  • Collectibles: a short chime plays when you walk near one. The Xbox Wire launch tips say the same, and mention that every one has a lore entry, some written by your squad. Hold LB (Tac-Com) to highlight nearby collectibles. In chapters with a map they show as a white star once you are in range.
  • Hard Cases: a written message appears on screen when one is nearby. Hold LB and you see its outline, even behind a wall. In map chapters they are pinged on the map. A few are easy to miss: Act 3, Chapter 6 has one that gives no message and does not glow.
  • Side missions: the game points you at some (a Hold X to View message) and others you stumble on. You have to accept each one when it offers. Some only appear after a nearby story objective, so an empty spot on the first visit is not a miss.
  • Supply Caches: a station where you swap weapons, add mods and restock ammo. Hard Cases and side missions give the mods and slots you equip there.
  • Missed one? Nothing in the campaign is lost for good, because chapters can be replayed. The warnings in this guide are about saving you a replay. The Journal lists collectibles by chapter. Hard Cases and side missions are listed by act only, and a reviewer reports that replaying a chapter resets that chapter’s local discoveries while the overall tally stays. So note which chapter a missing Hard Case is in before you replay, and collect that chapter’s items again.
  • Co-op: the October 5 patch stops earlier War Journal progress and rewards being given to new players who join a game. Do not count on joining someone’s finished save to fill gaps.

Sources: Xbox Wire launch tips ↗, VGC campaign review ↗, Gamer Social Club review ↗ (Journal and replay behaviour), October 5 patch notes ↗.

Jump to a chapter

Every chapter with its counts. Open an act page for directions, or the 100% route to do everything in order.

ChapterCollectiblesHard CasesSide missionsSupply CachesDirections
Act 1 · 1. Emergence3---Collectibles
Act 1 · 2. Survival of the Fittest4---Collectibles
Act 1 · 3. A Gear in Need2---Collectibles
Act 1 · 4. Back in the Fold4---Collectibles
Act 2 · 1. Bravo Squad5---Collectibles
Act 2 · 2. Hold the Line272779Collectibles
Act 2 · 3. No Gear Left Behind56-1Collectibles
Act 2 · 4. Flyboys----Collectibles
Act 2 · 5. Overrun13-1Collectibles
Act 3 · 1. Stranded53-2Collectibles
Act 3 · 2. Enemy Lines68-2Collectibles
Act 3 · 3. Last Foothold141232Collectibles
Act 3 · 4. The Convoy35-1Collectibles
Act 3 · 5. Desperate Times55--Collectibles
Act 3 · 6. Desperate Measures35-1Collectibles
Act 4 · 1. Hope and Ruin131434Collectibles
Act 4 · 2. Technical Difficulties23-2Collectibles
Act 4 · 3. Tough as Nails141242Collectibles
Act 4 · 4. Signals55--Collectibles
Act 4 · 5. Paths Diverge24-4Collectibles
Act 4 · 6. Critical Failure58-1Collectibles
Act 5 · 1. One Problem at a Time12--Collectibles
Act 5 · 2. Ghost Town33--Collectibles
Act 5 · 3. Storm Clouds----Collectibles
Act 5 · 4. Resolute5--3Collectibles
Act 5 · 5. The Fall of Kalona3--1Collectibles

Hold the Line is one chapter in three parts (Part 1: 3 collectibles, 1 Hard Case, 2 side missions. Part 2: 18, 18, 3. Part 3: 6, 8, 2). The table shows the whole chapter.

Map icons worth knowing

IconWhat it is
White starA collectible: COG Tags, documents and story items.
White boxA Hard Case, with weapon and tactical upgrades. Game8 describes the icon as a yellow briefcase.
Gear with a wrenchA Supply Cache.
Yellow diamond with an exclamation markAn optional secondary objective with a reward.
Checkmark in a diamondA secondary objective you’ve completed.
Blue star in a gearThe main objective.

Source: TechWiser, HUD icons ↗.

How this was checked

This guide is community-sourced and cross-checked, not played through by us. Last checked October 7, 2026. What we did, so you can judge it:

  • Names: read off in-game War Journal screenshots in a first-hand guide wherever one was available (all but a handful of the 140). That corrected a few spellings other guides get wrong: Frontpage of the Tyran Chronicle is one word in game, Brick Rosso (not Russo), Mark Avamor (not Avalon), Lighter Darker Opera Program, NO 80 Graffitied Poster, and the ship is the CNV Resolute. Entries we could not check show “Name not checked in game”.
  • Locations: a first-hand, screenshot-based guide for each of Acts 1 to 5, compared against TechWiser, NerdStash, PatchCrazy and GamersBeacon. Directions are our own wording. Each entry lists its sources and a confidence: high means several guides agree, medium mostly agree, low means they disagree or only one describes it. Where guides disagree the entry is tagged “Guides differ” and says what each says.
  • Totals: 140 collectibles (13, 38, 36, 41, 12), 125 Hard Cases (0, 36, 38, 46, 5), 17 side missions (0, 7, 3, 7, 0) and 36 Supply Cache stations (0, 11, 8, 13, 4). Chapter counts reconcile in all four. One guide quotes 150 Hard Cases; we found no location list that supports it.
  • Rewards: the game does not publish a reward list. The few named rewards on this site were seen in single recorded runs and are marked as reported. Treat them as examples.
  • Not covered: screenshots. We do not reuse other sites’ pictures. If you have in-game captures you are happy for us to use, send them and we will credit you.

Full source list: Gamer Social Club Act 2 Collectibles, Hard Cases and Secondary Objectives Guide ↗, TechWiser Act 2 collectibles ↗, NerdStash All Act 2 collectibles ↗, PatchCrazy All Act 2 collectable locations ↗, GamersBeacon All 140 collectibles ↗, GamersBeacon Secondary Objectives guide ↗, e-day.wiki Campaign Hard Cases ↗, e-day.wiki Campaign Supply Caches ↗. The act pages and category pages link the source for each entry.