Gears of War: E-Day Act 4 Collectibles – All 41 Locations
Find all 41 Gears of War: E-Day Act 4 collectible locations across Hope and Ruin, Technical Difficulties, Tough as Nails, Signals, Paths Diverge, and Critical Failure.
How Many Collectibles Are in Act 4?
Act 4 has 41 standard collectibles across six Chapters:
13 in Hope and Ruin, 2 in Technical Difficulties, 14 in Tough as Nails, 5 in Signals, 2 in Paths Diverge, and 5 in Critical Failure.
If your Act 4 total is short, check Tough as Nails and Hope and Ruin first. Together they contain 27 of the Act’s 41 collectibles.
Act 4 Collectibles by Chapter
| Chapter | Collectibles |
|---|---|
| Hope and Ruin | 13 |
| Technical Difficulties | 2 |
| Tough as Nails | 14 |
| Signals | 5 |
| Paths Diverge | 2 |
| Critical Failure | 5 |
| Act 4 total | 41 |
What to Know Before Cleaning Up Act 4
Act 4 has more standard collectibles than any other Act, but the difficulty is concentrated rather than evenly spread.
Hope and Ruin and Tough as Nails account for most of the cleanup. Both move through large areas with side buildings, optional-looking routes, interiors, rooftops, and objectives that can pull you away before you have finished searching.
The smaller Chapters are much easier to rule out. Technical Difficulties and Paths Diverge only have two collectibles each, while Signals and Critical Failure are compact enough to check in a single focused pass.
Use the Chapter subtotal first. If a Chapter already shows its full count, leave it alone and move to the incomplete one. The tracker below contains the individual collectible names and location hints.
Chapter 1: Hope and Ruin — 13 Collectibles
Hope and Ruin contains 13 collectibles, making it one of the two major cleanup sections in Act 4.
The Chapter covers a long route through damaged city streets, hotels, the cathedral district, market areas, university-side routes, and the Opera House. Several collectibles sit just far enough away from the objective path that following the marker alone is not enough.
One collectible is obtained automatically near the start, so if you are replaying the Chapter for cleanup, do not waste time trying to locate every one manually.
Search Buildings Before Returning to the Street
The Regalia Hotel, sniper-building interior, market area, university route, gift-shop spaces, and Opera House are all worth treating as individual search zones.
Whenever the route takes you through a named or clearly distinct building, finish checking that interior before stepping back outside.
This matters especially around the hotel and Opera House, where the campaign quickly pulls Bravo toward the next objective once combat ends.
Optional-Looking Routes Matter
Hope and Ruin includes collectibles away from the most direct route.
If your subtotal is 11 / 13 or 12 / 13, I would not replay every street immediately. Start with the university-side route, the approaches to the Opera House, and the interiors you may have crossed quickly during combat.
Chapter 2: Technical Difficulties — 2 Collectibles
Technical Difficulties has only 2 collectibles, both around the train section.
This makes it one of the easiest Act 4 Chapters to verify.
The important rule is to search the station and track area before treating the train ride as finished. Once the route starts moving again, the Chapter quickly shifts focus toward the next objective.
If You Have 1 / 2, Check the Tracks
One collectible is tied closely to the train-stop progression, while the other requires looking back along the track or tunnel area rather than simply continuing forward.
If your Chapter subtotal is 1 / 2, this section should take only a short cleanup run.
Chapter 3: Tough as Nails — 14 Collectibles
Tough as Nails contains 14 collectibles, the highest total in Act 4.
This is the Chapter I would check first if your overall Act 4 count is missing several items.
The route opens into a much broader industrial area containing streets, warehouses, train cars, rooftops, factories, refinery spaces, and Secondary Objective areas. Several collectibles are tied to places that are easy to skip when you stay focused on the main objective.
Do not try to clean this Chapter by wandering randomly. Follow the tracker in campaign order and clear one area at a time.
Check the Open Area Before Advancing the Main Objective
Early in the Chapter, search the side streets and accessible buildings before pushing deeper into the industrial district.
There are pickups in interiors and elevated areas that do not require you to stand directly on the main progression route.
If a building has an accessible upper floor, rooftop, desk, work area, or dead-end room, check it before moving on.
Secondary Objective Areas Matter Here
Tough as Nails is especially important because some collectibles overlap with optional activity routes.
If you ignored a Secondary Objective or treated it as unrelated to collectible cleanup, your Chapter count can remain incomplete even after thoroughly searching the main path.
This is one of the strongest places to investigate if you are stuck at 12 / 14 or 13 / 14.
Search the Factory Floors Before Leaving
The later factory and refinery areas contain several collectibles across different levels.
Check small side rooms, lower floors, work areas, broken upper platforms, and the central factory floor before completing the next major objective.
The final progression route also contains a collectible at an elevated control point, so do not assume the Chapter is finished just because most of the industrial district is behind you.
Chapter 4: Signals — 5 Collectibles
Signals contains 5 collectibles on the route toward and through the communications area.
Compared with Tough as Nails, the Chapter is much easier to clean up because the collectibles follow a more compact progression:
gas station → road and bridge route → communications tower → route beyond the tower
Search each area before moving to the next one and there is little reason to replay the entire Chapter.
Fully Search the Communications Tower
The communications tower is the most important checkpoint.
There are multiple collectibles inside the same general interior, so reaching the objective and immediately interacting with it can leave your subtotal short.
Before leaving the tower, check the walls, desks, and surrounding room rather than only the equipment tied to the main objective.
Do One More Check After the Tower
The collectible route does not end the moment the communications objective is complete.
Continue checking the path beyond the tower, particularly around the bridge and transition into the next section.
Chapter 5: Paths Diverge — 2 Collectibles
Paths Diverge has only 2 collectibles.
Both occur along the normal progression route, so this should be a quick Chapter to eliminate from your missing-item search.
The first appears very close to the start. Before following the squad forward, look around the immediate opening area.
The second comes later on the route toward the next major objective.
If You Have 1 / 2, Start From the Chapter Opening
Because one collectible appears almost immediately, it is easy to walk past while mentally treating the start of the Chapter as a transition rather than a searchable area.
If your subtotal is 1 / 2, replaying from the beginning and following the two location hints in order is usually faster than checking any of the larger Act 4 Chapters.
Chapter 6: Critical Failure — 5 Collectibles
Critical Failure contains the final 5 Act 4 collectibles inside and around the refinery.
This Chapter keeps pushing you toward urgent story objectives, which makes it easy to move through rooms without searching them.
The safest approach is to treat every major refinery transition as a cleanup checkpoint:
entrance → open refinery area → squad reunion → office spaces → final room
Search Before Entering the Next Refinery Section
The early collectibles appear around the refinery entrance and open industrial areas.
Do not assume an empty corner or side room is irrelevant just because the objective is pointing deeper inside.
Later, after Bravo reconnects with the squad, continue checking the small rooms along the route rather than following everyone straight toward the emergency.
Do Not Trigger the Final Encounter Too Quickly
The last collectible sits very late in the Chapter.
Before starting the final major encounter, search the final accessible room and pick up anything still available there.
If you finish Critical Failure at 4 / 5, this late section is one of the first places I would verify.
Missing One Act 4 Collectible?
Use the Chapter subtotal before replaying a long section:
- 0–12 / 13 in Hope and Ruin: recheck the hotel, market, university-side route, gift-shop areas, and Opera House.
- 0–1 / 2 in Technical Difficulties: focus on the train stop, tracks, and tunnel.
- 0–13 / 14 in Tough as Nails: check side buildings, rooftops, Secondary Objective areas, factories, and refinery interiors.
- 0–4 / 5 in Signals: fully search the communications tower and the route immediately beyond it.
- 0–1 / 2 in Paths Diverge: start at the Chapter opening, then follow the route toward the reactor objective.
- 0–4 / 5 in Critical Failure: recheck refinery side rooms and the final room before the major encounter.
If both Hope and Ruin and Tough as Nails are already complete, do not replay them just because they contain the most collectibles. Use the incomplete Chapter subtotal and the individual tracker hints to narrow the missing pickup down.
41 Act 4 Collectible Locations
Your checked items use the same saved progress as the master campaign tracker.
41 Act 4 Collectible Locations
Search the largest collectible Act by Chapter and keep every checkmark synced with the master All 140 Collectibles tracker.
Act 4 ·
Chapter 1 Hope and Ruin
0
/ 13
Act 4 ·
Chapter 2 Technical Difficulties
0
/ 2
Act 4 ·
Chapter 3 Tough as Nails
0
/ 14
Act 4 ·
Chapter 4 Signals
0
/ 5
Act 4 ·
Chapter 5 Paths Diverge
0
/ 2
Act 4 ·
Chapter 6 Critical Failure
0
/ 5
Continue Your E-Day Checklist
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All 140 Collectibles
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