Gears of War: E-Day Act 3 Collectibles – All 36 Locations
Find all 36 Gears of War: E-Day Act 3 collectible locations across Stranded, Enemy Lines, Last Foothold, The Convoy, Desperate Times, and Desperate Measures.
How Many Collectibles Are in Act 3?
Act 3 has 36 standard collectibles across six Chapters:
5 in Stranded, 6 in Enemy Lines, 14 in Last Foothold, 3 in The Convoy, 5 in Desperate Times, and 3 in Desperate Measures.
If your Act 3 total is short, check Last Foothold first. Its 14 collectibles are spread across the largest number of locations and optional-looking side routes in the Act.
Act 3 Collectibles by Chapter
| Chapter | Collectibles |
|---|---|
| Stranded | 5 |
| Enemy Lines | 6 |
| Last Foothold | 14 |
| The Convoy | 3 |
| Desperate Times | 5 |
| Desperate Measures | 3 |
| Act 3 total | 36 |
What to Know Before Cleaning Up Act 3
Act 3 is less straightforward to clean up than the first two Acts because the route changes repeatedly between Fairlight Outpost, underground tunnels, open city districts, the convoy, rooftops, and Fort Vigil.
The biggest mistake is assuming every collectible sits directly on the main objective path. Several appear in side tunnels, damaged buildings, optional-looking streets, or areas that are easy to leave once the next objective updates.
Use the Chapter subtotal before replaying anything. If Last Foothold already shows 14 / 14, for example, there is no reason to search its large city section again.
The tracker below contains the individual collectible names and exact location hints. The Chapter notes here are meant to tell you which part of the route is worth rechecking first.
Chapter 1: Stranded — 5 Collectibles
Stranded contains 5 collectibles between the opening crash route and the Fairlight Outpost helipad section.
The first one appears before Bravo fully reaches the military installation. Once you enter the Fairlight area, the remaining collectibles are concentrated around the airfield, Supply Cache area, substation, and helipad approach.
That makes this Chapter relatively easy to verify if you treat Fairlight as one cleanup zone instead of rushing directly toward the extraction objective.
Check Fairlight Before Restoring the Helipad
Once the objective starts pulling you toward the helipad power system, search the military compound first.
The airfield perimeter and the machinery around the substation contain several of the Chapter’s pickups. If you activate the next sequence immediately, it becomes much easier to forget which part of Fairlight you already searched.
If your subtotal is 4 / 5, I would start around the airfield and substation rather than replaying the entire opening crash route.
Chapter 2: Enemy Lines — 6 Collectibles
Enemy Lines has 6 collectibles during the underground route.
This Chapter is easy to under-search because tunnels that look like dead ends can contain a collectible even when the objective clearly points somewhere else.
Pay particular attention to side tunnels, the old train-station area, wrecked trains, and the large sewer section near the end of the route.
Check the Tunnel Opposite the Objective
One of the most useful cleanup rules in Enemy Lines is simple:
if the objective sends you down one tunnel, briefly check the other branch first.
The Chapter repeatedly uses side spaces that are not required for progression. Following the objective marker without looking around is the easiest way to finish Enemy Lines with 5 / 6.
The train section deserves the same treatment. Search around and behind the damaged cars before continuing deeper underground.
Chapter 3: Last Foothold — 14 Collectibles
Last Foothold contains 14 collectibles, the most in any Act 3 Chapter.
If you are missing multiple Act 3 collectibles, this should usually be the first Chapter you inspect.
Unlike the compact Fairlight and tunnel sections, Last Foothold spreads collectibles across surface streets, COG positions, damaged apartments, shelters, side objectives, hospital areas, and routes that branch away from the most direct progression path.
Do not try to clean this Chapter from memory. Use the tracker and work through the locations in campaign order.
The Early Surface Route Has Several Quick Checks
After Bravo returns to the surface, do not immediately treat every COG position as a place to pass through.
Check bodies near major combat landmarks, damaged interiors, military tents, and field stations before moving to the next objective.
Several early collectibles are close enough to normal progression that they are easy to assume you already collected, but they are not automatically awarded.
Side Routes Matter More Here Than Anywhere Else in Act 3
Later in Last Foothold, some collectibles are tied to areas that look optional compared with the main route.
The sections worth checking carefully include:
- the park route,
- the police-rescue area,
- the rooftop distress route,
- and the hospital section.
These are exactly the places I would revisit if the Chapter subtotal is something like 11 / 14, 12 / 14, or 13 / 14.
Do Not Leave the Hospital Too Quickly
The hospital area comes late enough that it is tempting to push straight toward the next objective.
Search the reception area and upper floor before leaving. If your Last Foothold count is only one short after checking the earlier city routes, the hospital is one of the strongest places to verify again.
Chapter 4: The Convoy — 3 Collectibles
The Convoy has only 3 collectibles, so this is one of the quickest Act 3 Chapters to rule out.
All three appear around the convoy and bridge progression rather than being scattered across a large exploration area.
After the first major convoy fight, check around the damaged vehicles before moving too far forward. Later, inspect the area around the bridge encounter and search the bridge control room before using the objective and leaving.
If You Have 2 / 3, Check the Bridge Sequence First
The Chapter moves quickly once the convoy reaches the bridge.
If you focused on getting the route open, it is easy to interact with the controls before fully searching the room and the surrounding crash site.
Because there are only three collectibles here, a quick bridge cleanup is usually faster than replaying a larger Act 3 Chapter.
Chapter 5: Desperate Times — 5 Collectibles
Desperate Times contains 5 collectibles while the evacuation route moves through apartments, rooftops, and the sniper-heavy approach toward Fort Vigil.
The vertical layout is the main reason collectibles are easy to miss here. Progression repeatedly moves Bravo from an interior room to a rooftop and then back toward street level.
Before climbing or dropping into the next section, check the current floor.
Search the Apartments Before Reaching the Rooftops
The first part of the Chapter contains collectibles inside the apartment route.
When combat ends, check side rooms and openings before following the evacuation path upward. Once you reach the rooftops, the route becomes much more directional and returning to an earlier interior is less natural.
Finish the Tower Before Leaving It
The later sniper section also deserves a cleanup pass.
When Bravo climbs the tower to deal with the elevated threat, search the upper platform before coming back down. If your Chapter count is 4 / 5, this is one of the first places I would revisit.
Chapter 6: Desperate Measures — 3 Collectibles
Desperate Measures has the final 3 Act 3 collectibles around the Fort Vigil transition and the later pursuit route.
The first collectible appears close to the Chapter transition, which makes it easy to overlook while the game is pushing you into the defense sequence.
Once inside the Fort Vigil area, search the edges of the outpost before committing to the next combat objective.
Check Side Areas During the Final Pursuit
The final collectible route includes an interior side space during the later chase.
If the objective is pulling you forward aggressively, do not assume every building is just scenery. Check accessible rooms before leaving the current section.
Because Desperate Measures has only three collectibles, a subtotal of 2 / 3 is usually easier to solve by following the tracker from the start of the Chapter than by searching the whole Act.
Missing One Act 3 Collectible?
Use your Chapter totals before replaying anything:
- 0–4 / 5 in Stranded: recheck Fairlight Outpost, especially the airfield, Supply Cache area, substation, and helipad approach.
- 0–5 / 6 in Enemy Lines: inspect side tunnels, the train-station section, wrecked trains, and the sewer route.
- 0–13 / 14 in Last Foothold: check the optional-looking city routes, park, police-rescue area, rooftop route, and hospital.
- 0–2 / 3 in The Convoy: focus on the first convoy fight, bridge area, and bridge control room.
- 0–4 / 5 in Desperate Times: recheck the apartment interiors, rooftops, and sniper tower.
- 0–2 / 3 in Desperate Measures: start around the Fort Vigil transition, then follow the final pursuit route carefully.
If a Chapter already shows its full total, stop searching there. Move to the incomplete Chapter and use the individual location hints in the tracker to narrow the missing pickup down.
36 Act 3 Collectible Locations
Your checked items use the same saved progress as the master campaign tracker.
36 Act 3 Collectible Locations
Search Act 3 locations or filter by Chapter. Progress stays synced with the master All 140 Collectibles tracker.
Act 3 ·
Chapter 1 Stranded
0
/ 5
Act 3 ·
Chapter 2 Enemy Lines
0
/ 6
Act 3 ·
Chapter 3 Last Foothold
0
/ 14
Act 3 ·
Chapter 4 The Convoy
0
/ 3
Act 3 ·
Chapter 5 Desperate Times
0
/ 5
Act 3 ·
Chapter 6 Desperate Measures
0
/ 3
Continue Your E-Day Checklist
Keep your campaign item progress together across the master tracker and focused Act checklists.
All 140 Collectibles
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