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E-Day — all 17 secondary objectives

· Games / Gears of War: E-Day

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E-Day — all 17 secondary objectives Accept each task, finish its encounter or interaction, then wait for completion credit. These are campaign tasks, not Horde objectives. Act totals:7 / 3 / 7; none in Acts 1 or 5. Act 2, Hold the Line 1. The Vanguard: opening dealership, after map/truck sequence; speak to Gear, close E-hole and clear attackers. 2. Trapped Family: Last Dollar parking area; kill attackers, raise right shutter, press button behind cashier counter. 3. Apartment SOS: Part 2 HELP-banner building, climb scaffolding; accept upstairs, breach door, clear stairwell for survivors. 4. Lost in Translation: after Amberstone, during Find Mags' Meds; Major Burger by police station, escort both civilians through ambushes to shelter. 5. Family Reunion: after Mags' apartment, Shelter 13; defend civilians before meeting Charlie. 6. Black Raven Down: final district, Major Burger beneath overhead rail; wounded Gear's request, defend restaurant before hotel progression. 7. Lone Wolf: after courtyard objective, return to apartments left of library; elevator upstairs, protect sniper. Finish before hotel transition. Act 3, Last Foothold 8. Weak Signal: police-station opposite loading bay, rear-right start; defeat all incoming waves. 9. Lost in the Park: after convoy-loading/Spore Matrons, park right of Kalona Hotel; clear enemies and rescue civilian below entrance steps. 10. Rooftop Mayday: later hospital-support stage, red-tarpaulin gate southeast of hospital; cut through, climb, defeat rooftop enemies/Reaver, complete rescue. Revisit before leaving district. Act 4, Hope and Ruin 11. Missing Convoy: Cooper Commons ground-floor arches near Vasgari letter; defeat Spore Matrons and remaining enemies. 12. R.I.G.S. Experiment: building behind Dale Maddoc's courtyard; activate machine and defend until test finishes. 13. Clocktower Defense: face Opera House, follow right-side road; accept and defeat waves before Opera story transition. Act 4, Tough as Nails 14. Special Cargo: right-side dockyard workers; clear route, follow marker, open cargo container. Inspect inside for collectible. 15. Fire in the Hole: raised building above/left of helipad, stairs/crates; accept, eliminate enemies below. 16. Trapped Locust: central rail-yard building's wooden walkway to controls; summon carriage, prepare, release/kill occupants. Inspect carriage for Hard Case. 17. Death from Above: after restoring power, return to Seradyne factory roof; accept and clear enemies before final communications tower. If an entrance is inactive early, progress its stated story trigger and return; do not mark it complete because you've already passed the building. Check Journal totals before district exits. Sources: CGN (https://t.co/P36IwrWtQB)1–7; GamersBeacon (https://t.co/6Zs4WXCkBS)8–13; Game Onramp (https://t.co/OwFJq9nhGY)14–17 and tracking checks. The Vanguard is inconsistently called a gas-station start elsewhere; dealership is supported by the detailed illustrated Gamer Social Club route. No fixed mod rewards promised.

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