Start here

Start here: how this walkthrough works

What there is to find, what you can miss, and the few mechanics worth knowing first.

    This walkthrough covers the whole campaign of Gears of War: E-Day: 5 acts and 26 chapters, with every collectible, Hard Case, supply cache and secondary objective in a checklist at the top of each chapter. Tick things off as you find them — your progress is saved in your browser.

    What there is to find

    A Hard Case: the yellow box is easy to spot once you know what to look for.iitsStatic · 33:05 · CC BY 3.0
    TypeHow manyWhat it does
    Collectibles140Lore items: dog tags, letters, posters, odd objects. They only add story, but finding them all unlocks Memories From E-Day.
    Hard Cases125Yellow cases that unlock weapon mods and mod slots. A pop-up warns you when one is close. All of them unlock Relax. I’m the Map.
    Supply caches38Refill ammo and let you swap equipment and mods. Unlocking everything they offer gives Quartermaster.
    Secondary objectives17Optional side missions that reward mods. Finishing all of them gives Side Piece.
    1. Most of the loot is packed into four big chapters: Hold the Line (Act 2), Last Foothold (Act 3), Hope and Ruin and Tough As Nails (both Act 4).

    What you can miss

    1. Nothing is lost forever (you can replay chapters), but these are easy to walk past:
      1. Points of no return. Open chapters close areas behind you. The big one is the Octus Tribunal muster point in Hold the Line — finish the first half of that chapter before you go in.
      2. Secondary objectives only appear when you get near them, and some only unlock after a certain main objective.
      3. Hard Cases are often tucked in side rooms, behind cars or up on balconies. If the pop-up appears, stop and look around.
      4. The route split in Enemy Lines (Act 3). Playing the Mags and Marcus side shows extra story about Carlos that the Dom and Lucas side doesn’t.

    Mechanics worth knowing

    1. Emergence Holes (E-Holes). These glowing red holes are where the Locust come up, and they keep spawning enemies until you close them. Only a Frag Grenade seals one — thrown by hand, or fired as a frag round from the Gut-Puncher, which reaches much further. Acid, incendiary and concussion rounds don’t work.
    2. Active Reload. Press reload, then press it again as the bar crosses the marked zone. The yellow zone is a Perfect Reload: faster, and your next bullets do extra damage. The white zone is a Quick Reload: faster only. Miss both and the reload takes longer.
    3. Mods. Hard Cases and side objectives unlock mods; you fit them to your weapons and gear at any supply cache. Mod slots are rarer than mods, so grab every Hard Case that lists a slot.
    4. Difficulty. There are four levels: Casual, Normal, Hardcore and Insane. You can change difficulty from the pause menu. The For Whom The Bell Tolls achievement needs Insane plus 100% of everything, but the collectibles themselves can be found on any difficulty.

    How to use this guide

    1. Each chapter starts with its checklist — collectibles, Hard Cases, supply caches and side objectives, each with a short note on where it is — followed by the walkthrough in the order you play it. Boss fights have their own section with tactics.
    2. Hard Cases don’t have names in the game, so each chapter simply numbers them for reference; the location note next to each one is what matters.

    Tip: try , or