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Gears 5 — Jack components and ultimate upgrades

· Games / Gears 5

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Gears 5 — Jack components and ultimate upgrades 289 component units, not 289 separate containers. Packs contain 1, 3 or 5. Act totals 16 + 106 + 152 + 15 = 289. Fully upgrading Jack requires 273 plus all seven ultimate upgrades. Research-checked directions, not a claim of personal playtesting. Clear enemies before searching. Ask Jack to retrieve inaccessible pickups and open locked component safes. Act 1 —16 Diplomacy —2 - 1: armory desk. - 1: armory locker-room crate. This Is War —8 - 1: after Raven crash rescue, small room off office containing New Ephyran newspaper; dresser. - 1: after Swarmak destroys DeeBees, upstairs office middle desk. - 3: next building after upstairs office; downstairs left wall panel. - 1: apartment with survivors, bathroom washing machine. - 1: broken bridge before settlement hub; Jack fetches across gap. - 1: beyond Condor wreck, fight Juvies; left-side street shop wall panel. The Tide Turns —6 - 1: chapter opening, downstairs first shop on left; café counter. - 1: Blooming Wilds shop; use Stim through fire. - 1: van's rear at hotel loading dock. - 1: hotel entry, first room on right; laundry wall panel. - 1: theater upstairs corridor, first left room; right-hand shelf, Jack fetches. - 1: after theater stage fight, right exit then corridor-end room; electrical compartment. Act 1 chapter3 cross-check (https://t.co/OaDVIUV0F6), chapter4 cross-check (https://t.co/u0sADeweek). Act 1 illustrated route (https://t.co/17QLZxm8Sj) Act 2 —106 Recruitment —18 - 3: village entrance, downstairs/right fish shop. - 1: ice storage opposite Machine Shop. - 1: fish-stall left stairs, shelf beyond saloon. - 1: house right of malfunctioning generator. - 1: Salvage N Trade counter. - 1: workshop exit downstairs, left storeroom. - 1: adjacent generator-monitoring building shelf. - 1: behind meat-storage shack. - 3: return to workshop during attack; newly accessible storeroom. - 1: newly opened armory. - 1: Oscar's hangar wall compartment. - 3: hangar ladder, upstairs terminal. Recruitment route (https://t.co/NM2tQpwihK) Into the Wild —4 - 1: wreck east of Northern Passage, west of Old COG Wall. - 1: orange boathouse before Train Tunnel, near boat/pump. - 1: Train Tunnel's blue carriage; kick door after battle. - 1: Outsider campsite on northeastern narrow trail. Open-area route (https://t.co/oQaJCd0vyk) Forest for the Trees —9 - 3: after Warden, right-hand building downstairs safe. - 3: research-center cell leaking green gas; use Stim or Jack retrieval. - 3: final cell; Jack opens it. New Hope route (https://t.co/BjVTa78KPH) The Source of It All —54 - 3: Old COG Wall, up ladder, wall compartment. - 3: wall's eastern exit, right compartment. - 1: debris east of Old Derrick Site. - 3: western Old Derrick Site entrance: before ducking in, check behind the drill beside the corpse on the left. - 3: North Substation exterior wall compartment. - 1: inside North Substation; East Substation supplies access code. - 3: vehicle safe on North Radio Tower approach. - 3: safe on tower entrance footbridge. - 1: inside tower, left room before descending. - 1: northern Condor approach, behind wreckage. - 3: northern Condor, before slope descent. - 1: northern Condor exit path, crest between uphill and downhill slopes; partly snow-covered. - 3: derrick southeast of North Substation; left, destroy ice. - 3: southern Condor, inner wall of large fuselage beyond snow bridges. - 3: southern Condor, right of final safe atop inclined fuselage. - 1: East Substation interior. - 1: East Radio Tower entrance, downstairs. - 1: next room after computer triangulation; Jack fetches from furniture. - 5: East Tower exit downstairs, left compartment. - 1: above eastern comms approach, cylindrical train wreck end; loop left over arch bridge. - 1: mine gate, cylindrical train section to left; far end with back toward gate. - 1: right train carriage on mine approach. - 5: mine dormitory safe. - 3: later mine dormitory compartment. Detailed Condor/train landmarks (https://t.co/FWCET5JMW7) Chapter4 illustrated checklist (https://t.co/9bDr6ch05E) Dirtier Little Secrets —21 - 5: Cloak past entrance turrets; side-room compartment. - 1: cryo-leak room's table. - 5: after shutting off the first cryo jets, take the right ramp and kick the door; wall panel beside Subject Analysis UL-119-2. - 1: next cryo-pod/unstable-specimen room: climb the ramp toward the exit, then check the desk to its right, opposite the doorway. - 3: shelf before generator shutdown. - 1: shelf beside lockdown-release controls. - 5: after Matriarch escape, Jack fetches across chasm. Facility route (https://t.co/srvGD3Wtg1) Act 3 —152 Open-desert pickups can be collected in a different chapter/order. Don't count revisiting the same container twice. Fighting Chance/open desert —66 - 1: airport office beside bar. - 1: airport downstairs computer. - 3: room right before Baird; Jack fetches shelf. - 1: floor right before Jack upgrade. - 3: green container after upgrade. - 3: office compartment before Paduk. - 1: table after Paduk. - 5: safe behind Paduk's tent. - 3: behind hangar 1. - 5: hangar 3 wall compartment. - 1: airport exit sandbags. - 1: nearby corpse/car. - 3: Water Tower, behind rescued Nomad's room. - 1: Water Tower ladder; Jack fetches. - 1: Pump Station, past controls, left of double doors. - 3: cars outside Pump Station. - 5: dam northwest of Pump Station. - 3: bridge between City Ruins/Pump Station; northwest support pillar wall box. - 3: lone gun battery south of Rocket Hangar; east-side wall box. - 1: Harbor Docks boat. - 1: beside blue/white boat. - 3: pipeline west of docks. - 5: corpse among tanks south of docks. - 3: buildings northwest of City Ruins; wall-side pickup. - 3: City Ruins upper couch corridor; through paired doorway, turn around to frame panel. - 3: platform before Rocket Hangar, compartment. Desert checklist (https://t.co/8v1t2i7tJr) Rocket Plan/open desert —48 - 1: Rocket Hangar entrance, down then opposite stairs; crates/sandbags. - 3: hangar downstairs wall compartment. - 3: return toward stairs, right wall compartment. - 3: left catwalk end before exit door. - 3: right elevated walkway before facility entrance. - 3: right room before Jack cuts door. - 3: wall behind tank. - 3: tunnel beyond control-room entrance. - 3: compartment beside departure elevator. - 5: southeastern UIR wall near railway bridge; wall box. - 3: Artillery Battery overlooking control room, right wall. - 1: Cargo Shipwreck flag, walk left to partly buried corpse. - 3: shipwreck far ramp base, beside corpse. - 1: Condor wreckage opposite the mission flag. - 1: Condor, right beyond fuselage, pale-blue containers. - 5: safe inside Condor wreck. - 1: Condor, right beyond fuselage, crates near unopened drop pods. - 3: train-turntable first control room, far-side yellow panel. Secondary-site details (https://t.co/k7lHAyGJm4) Rocket/desert checklist (https://t.co/6lDqQNP9NY) Some Assembly Required —38 - 5: south of Water Tower, southwest of Cosmonaut Facility; southern map boundary beside DeeBee pods. - 1: left ground before facility entrance. - 3: left compartment just inside. - 1: just beyond facility double doors, before descending, look left toward unreachable corpse; Jack retrieves. - 3: main hall after short descent; left beyond security scanner/barrier, on ground. - 5: beyond security shutters, cross obstacle and enter right room; locked safe. - 3: after Scion/Bastion corridor fight, right-hand spacesuit locker room, rear wall panel. - 5: after crane platforms, drop down and open right door; panel left of doorway. - 3: after crane section, crouch through Condor wreck beneath hanging DeeBees; left beside pods before Reject tunnel. - 5: after beacon retrieval, climb stairs into next room; left wall panel. - 1: through adjoining doorway, short corridor; crate on right. - 3: after beacon return and airport escape, rescue convoy; yellow crate at far end by rescued Nomads. Cosmonaut secondary walkthrough (https://t.co/FcaNLslHKb), open-world reference (https://t.co/Vrcsz1gCpg). Cosmonaut route (https://t.co/ohACNdrK6f) Act 4 —15, all in Homefront - 1: starting room, turn back behind crates. - 3: after Cole lifts car, enter building and look right at desk. - 5: after Swarmak defeat and Marcus opens door, downstairs then right along street; over railing. - 3: collapsed building with Rejects; choose descending route, vault second obstruction and check ground. - 3: approaching Tomb of Unknowns, turn left before staircase; ground pickup. Homefront cross-check (https://t.co/3vgkmHgyYg). Act 4 route (https://t.co/3hevqTkCCe) Seven ultimate upgrades 1. Flash Freeze (Flash): complete Hollow Storm's Train Tunnel and two Old Derrick investigations; retrieve all three upgrade parts. It is the full chain, not one derrick. 2. Seeker (Shock Trap): follow Lost Outsiders from the campsite to East Substation for the code, then open North Substation's safe. 3. Marked for Death (Pulse): clear the southern Condor Crash Site in Act 2 and open the final safe. 4. Brawler (Stim): clear the northern Condor Crash Site in Act 2 and open its final safe. 5. Detonator Implant (Hijack): complete Scavengers at Artillery Battery, Cargo Shipwreck and City Ruins; collect the three parts. Your last visited site supplies completion. 6. Slayer (Cloak): complete Waterworks at Water Tower, Pump Station and Harbor Docks; collect reward from the Nomad at your final location. 7. Deadly Overload (Barrier): Act 4 Homefront's Swarmak battlefield, ruined bar on right; inspect its rear before leaving. Upgrade-chain requirements (https://t.co/wwmwnqpN8W), final-bar position (https://t.co/JY4EUeRuZp). Ultimate pickups do not replace spending components on the preceding skill upgrades and passive branches.

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