E-Day — 125 Hard Case route checklist
Numbers restart per chapter/stage, not official IDs. Research-based landmarks; use each chapter's map/Tac-Com to approach, then physically open each case. These are separate from the 140 lore collectibles. Not a claim of in-game testing. Conflicting landmarks are flagged below rather than silently treated as verified.
Act 2 — 36
Hold the Line, part 1 — 1
1. Last Dollar exit: junction right, behind burned bus.
Part 2 — 18
1. Construction site upstairs.
2. Major Burger's left parking garage, top level.
3. Bridge approach left downstairs, canal-path end.
4. Amberstone's southern yard.
5. Warehouse District southern road end: take the southwest road, then enter the alley behind the blue SFG carrier truck. Case contains Proto Lancer Forged Barrel/Mobile Stabilizer.
6. Roadblock right alley, ladders, break window into kitchen.
7. Kalona Times upper floor.
8. Opposite Avamor loading bay, newsstand.
9. Riverside crashed truck, guarded.
10. Construction's eastern stairs, road's left side.
11. Opposite road, pharmacy frontage.
12. Opposite construction, container climb into upper room.
13. Muster-point loading-dock alley.
14. Muster building, behind right pillars.
15. Amberstone objective stairs.
16. Underground parking across river from toy-Lancer collectible.
17. Story-opened bank vault, right.
18. Charlie camp's right table; collect before left exit.
Part 3 — 8
1. Military-camp shipping container.
2. Park opposite library, rear-left.
3. Hotel entrance, right.
4. Opposite hotel, rope to green balcony; left.
5. Whiskey search-zone steps, descend into right alley.
6. Search-zone street, behind police car.
7. Fountain courtyard's left side.
8. After hotel, street car's right; before park exit.
No Gear Left Behind — 6
1. Traffic tunnel's central barricade.
2. Tunnel-exit slope, right.
3. Golden-statue plaza's right corner.
4. Right scaffolding stairs, shipping container.
5. Central scaffolding drop, objective path's right.
6. Captain Grey building walk, halfway left.
Overrun — 3
1. Warehouse exit breach's right side.
2. Red-lit crater's bottom.
3. Final hangar, between datapad and Supply Cache.
Act 3 — 38
Stranded — 3
1. After gate fight, left crashed Raven.
2. Fairlight container entry, left stacked red containers.
3. Substation entrance, left corner.
Enemy Lines — 8
1. Beyond broken-Gnasher room, right.
2. Upper subway, right-side construction planks.
3. Upper station, beside central Supply Cache.
4. Wrecked-train crossing, left platform's central divider.
5. Beyond train crossing, right path.
6. Fallen golden statue, descend left.
7. Before rightward path, left cliff edge.
8. Sewer Supply Cache.
Last Foothold — 12
1. Theatre's subway-side pool hall.
2. Moore-tag building exit, road's left edge.
3. Beyond Tai's bus, street-side wall by COG truck.
4. Library briefing room, rear-left.
5. Hospital entrance roof.
6. Hospital road, opposite Supply Cache.
7. Library-side underground garage, rear-left.
8. Police crossroads, elevated Skytrain platform.
9. Library supermarket's back room.
10. Kalona Coast Pharmacy, break window.
11. Under friendly COG roadblock.
12. Kalona Hotel exterior: face the front entrance and follow its wall to the right; case beside that wall (Stim Mod Slot/Retention Battery). Do not search inside the hotel for this one.
The Convoy — 5
1. Initial courtyard, rear-right downstairs.
2. Bridge control-room approach, under military truck.
3. Before bridge-floor drop, left barricade.
4. Before rope ascent, roadside crates behind vehicles.
5. Control room, left.
Desperate Times — 5
1. Beer/couch apartment, right side.
2. First outdoor fight, left fence.
3. Wretch hallway's left crawlspace, drawers.
4. Reaver courtyard, left stone fence.
5. Torque Bow section, right before bridge.
Desperate Measures — 5
1. Fort's left stairs.
2. Upper steps, left walkway end.
3. Facing main entrance, left barrier.
4. Beyond torn flag, left wall to ledge.
5. Gift shop's upper-left balcony; inspect manually, proximity alert reportedly absent.
Act 4 — 46
Hope and Ruin — 14
1. Opening left stairs, bottom.
2. Cathedral, east/red-glass side.
3. Cemetery, east/rear-right edge.
4. South road's end, right pavement by gate.
5. Regalia's side reception.
6. Regalia lobby's eastern corner/pillar.
7. Hotel northeast alley.
8. Hotel southwest fountain courtyard.
9. Southwest plaza's northwest restaurant storeroom.
10. Same plaza, exterior coffee-shop frontage.
11. University plaza's southern corner.
12. Kalona Square northern gate.
13. Opera square's southwest subway entrance.
14. Highview Forum east-northeast, Pool Hall rear alley.
Technical Difficulties — 3
1. Subway, opposite Supply Cache.
2. Final-station stairs, straight room before corridor turn.
3. Skyrail platform right of train, before boarding.
Tough as Nails — 12
1. Bar exit gate: vault the low brick wall on your left.
2. Seradyne Manufacturing second floor: wall opening beside upstairs staircase; follow exterior metal walkway.
3. Same second floor: opposite stair-top.
4. Seradyne roof: western sheltered section.
5. Garage beneath elevated walkway: open rear door behind armored vehicle; survive Wretch ambush.
6. South of R.I.G.-component train car: narrow fence/building passage, behind dumpster.
7. Special Cargo objective: helipad behind cargo container.
8. Trapped Locust objective: emptied enemy train carriage.
9. Middle railway building: exit east; right-side rope reaches case ledge.
10. Main factory second-floor walkway: eastern corner beside ascending stairs.
11. Weapons storehouse: right of Supply Cache, beside stairs.
12. After substation defense: outside beside the relocated weapons-storehouse truck.
Signals — 5
1. Fuel-station rear-right van.
2. Fuel station roof, via dumpster.
3. Electrical substation encounter area, shed doorstep.
4. Radio-tower gate, building's left side.
5. After radio-building console, exit right behind the next building to the shooting range; case directly opposite the objective lever.
Paths Diverge — 4
1. Power Grid Station's northern back room.
2. Reaver encounter's southern corner, burned grey van.
3. Eastern Gavel Dockyard Supply Cache room.
4. Final boss arena's east exit wall.
Critical Failure — 8
1. Refinery reception, counter's left.
2. Elevator exit right/right, ladder to roof.
3. Outside main entrance, platform where Reaver drops troops.
4. Keycard/double-door fight entrance, immediate right.
5. Opposite room across walkway, beside floor opening.
6. After blue room, straight ahead before corridor turns left.
7. Missile-schematic control room, rear-right console.
8. Next room, opposite final Supply Cache.
Act 5 — 5
One Problem at a Time — 2
1. Train-search yard, rails' wire fence.
2. Final train's right ledge; before boarding.
Ghost Town — 3
1. Tracks' left-hand slope, top by fenced sedan.
2. Left through cracked wall, uphill right by lamppost.
3. After hospital mortars, bridge crater/checkpoint, ahead-right.
Act 1 and the other Act 5 chapters have none. Check 36/38/46/5 in the Journal. Replay can show local containers again without erasing overall progress; record locations, not just a reset chapter count. Do not use an already-unlocked mod as conclusive proof that its case registered.
Evidence and remaining precision limits
- Act 2 through Part 2 from CGN (https://t.co/aflXK7rxSG); Act 2 Part 3 and linear chapters from E-Day Wiki (https://t.co/lbcOtPN0F6), checked against the detailed Gamer Social Club route (https://t.co/mWha0n1w2z).
- Act 3 Stranded/Enemy Lines from https://t.co/0oaQZOUida (https://t.co/aQRclPFJiM); Last Foothold/Convoy/Desperate Times from GamersBeacon Act 3 (https://t.co/OC8DA0zLBJ); Desperate Measures and Act 5 from ApolloTrail (https://t.co/aCJlN9kK9I).
- Act 4 chapters 1 and 3 from GamersBeacon Act 4 (https://t.co/GIYRV2ZR9u); chapters 2,4–6 from XboxAchievements (https://t.co/ipuu1S3HAY) indexed article (direct fetch blocked), cross-checked with Wiki/CGN.
These are compact researched landmarks, not personally tested turn-by-turn routes. Use the linked illustrated guides if a landmark is unclear.
E-Day — 125 Hard Case route checklist
· Games / Gears of War: E-Day