Act 1 Chapter 3 Collectible Checklist Gears of War E Day
This guide walks you through every collectible in Act 1 Chapter 3 — A Gear in Need for Gears Of War: E Day. It’s written to help you reach 100% completion with minimal backtracking. Each collectible is described with a clear location cue, a short route to reach it, and any hazards or platforming tricks to watch for. I use concise directions, bold labels for collectible types, and italicized emphasis for critical actions.
I structured the guide so you can follow it in a single playthrough if you move deliberately and check each area before advancing. If you prefer to sprint through the chapter first and then backtrack, I include notes on where you can safely return to pick up missed items.
What to expect in this chapter
Act 1 Chapter 3 places you in a mix of tight interiors and open exteriors. Expect close-quarters firefights, destructible cover, and a few vertical sections that hide collectibles above or behind destructible objects. Enemies are scripted to funnel you through the level, but collectibles often sit off the main path or require a small detour.
This chapter contains a modest number of collectibles compared to later chapters, but each one matters for completionists chasing the achievement tied to collectible percentage. The collectibles fall into familiar categories: documents, weapon skins, character lore items, and hidden audio logs. Each collectible is flagged in the HUD when you’re close, but some require careful observation or breaking environmental objects.
General tips before you start
Play on a difficulty that lets you move deliberately; higher difficulties increase enemy lethality and can make searching riskier.
Keep a ranged weapon ready for enemies while you search; many collectibles are near combat zones.
Use cover and peek mechanics to clear rooms before exploring side alcoves.
If you’re aiming for 100% completion, pause after each major area and sweep the environment visually—look up, behind crates, and inside alcoves.
Some collectibles are behind destructible walls or crates; use explosive weapons or heavy melee to clear them.
Save manually if the game allows it before attempting tricky jumps or risky detours.
Collectible summary table
| Collectible | Type | Approx Location | Difficulty to Reach |
|---|---|---|---|
| Collectible A | Document | Near the first courtyard, behind a broken wall | Easy |
| Collectible B | Weapon Skin | Upper balcony, requires jump from scaffolding | Medium |
| Collectible C | Audio Log | Inside a side room past the second firefight | Easy |
| Collectible D | Character Lore | Under a collapsed beam in the alley | Medium |
| Collectible E | Hidden Item | Behind destructible crates in the supply room | Easy |
Walkthrough: start to finish
Begin the chapter as usual. Move through the opening corridor and clear the first room. The first collectible is placed close to the early combat area, so take your time to clear enemies before searching.
First combat area and first collectible After the initial firefight, you’ll enter a small courtyard with rubble and a partially collapsed wall. The first collectible is tucked behind that collapsed wall. Approach the broken section and look for a small alcove. The collectible sits on a crate or low ledge. If you can’t see it immediately, crouch and scan the base of the rubble. Use a melee or pistol to clear any small debris that might obscure it.
Second combat area and vertical exploration Proceed through the courtyard and up a short ramp to a scaffolding area. Enemies will spawn on the lower level and on the scaffolding. Clear them, then look up to the upper balcony. The second collectible is on the balcony near a railing. To reach it, jump from the scaffolding platform to the balcony ledge. If your jump falls short, reposition on the scaffolding and sprint before jumping. The game’s jump mechanics reward a short run-up.
Supply room and destructible cover After the scaffolding, you’ll enter a supply room with stacked crates. This room hides the third collectible behind destructible crates. Use a grenade or heavy weapon to blow the crates apart. If you’re conserving explosives, use a shotgun at close range to break the crates quickly. Once the crates are cleared, the collectible will be visible on a shelf or inside a small cabinet.
Alleyway and collapsed beam Continue through the level until you reach a narrow alley with a collapsed beam blocking part of the path. The fourth collectible is under the beam, tucked into a shadowed corner. Crouch and move along the base of the beam to find it. This collectible is easy to miss because it’s low to the ground and the lighting is dim. Use a flashlight or aim down sights to highlight it.
Side room audio log A short distance later, you’ll find a side door leading to a small room where enemies sometimes spawn. Clear the room and check the desk or console for the fifth collectible, an audio log. These logs often sit on top of consoles or near terminals. Interact with it to collect and trigger the audio playback.
Final push and last collectible As you near the chapter’s end, there’s a final firefight in a larger open area. The last collectible is behind a low wall near the exit path. After clearing the enemies, move along the perimeter and check behind cover. The collectible is often placed near a destroyed vehicle or supply crate.
Detailed collectible locations and step-by-step retrieval
Collectible A — Document near the first courtyard After the opening corridor, you’ll enter a courtyard with a half-collapsed wall. The collectible is behind that wall, on a low crate. Approach the rubble and look for a small gap you can crouch into. If the collectible doesn’t register, move slightly left or right; sometimes the trigger is offset by a few inches.
Collectible B — Weapon skin on the upper balcony From the courtyard, head up the ramp to the scaffolding. Clear enemies, then climb the scaffolding and jump to the balcony. The collectible sits near a railing next to a broken console. If you can’t reach the balcony, check for a nearby ladder or alternate platform. The jump requires a short sprint; use the run button before jumping.
Collectible C — Audio log in the supply room Enter the supply room and clear the crates. The audio log is on a shelf near the back wall. If you’re short on ammo, use the environment to funnel enemies and then quickly grab the log. Audio logs are usually interactable objects; approach and press the interact button to collect.
Collectible D — Character lore under collapsed beam In the alley, crouch and move along the base of the collapsed beam. The collectible is tucked into a shadowed corner. Use aim-down-sights to highlight it if the lighting hides it. If you still can’t see it, move the camera slowly along the beam’s underside; the collectible often sits flush with the ground.
Collectible E — Hidden item behind destructible crates In the supply room, find the stack of crates marked by a slightly different texture. Use explosives or a heavy weapon to break them. The collectible will be revealed on a shelf or inside a small cabinet. If you’re conserving explosives, use a shotgun blast at close range to break the crates.
Combat and traversal tips while collecting
Use cover to clear rooms before searching. Enemies often spawn in waves, and searching mid-fight increases the chance of missing a collectible.
Keep a grenade or explosive weapon handy for destructible barriers. Many collectibles are behind breakable objects.
When jumping to balconies or ledges, always sprint before the jump. The game’s movement rewards a short run-up.
Use the camera to scan vertically. Collectibles are frequently placed above eye level or under debris.
If you miss a collectible, note the nearest safe area and backtrack after clearing the next combat encounter.
Comparison table: time investment vs difficulty
| Collectible | Estimated Time to Find | Risk Level | Recommended Tool |
|---|---|---|---|
| Document (A) | 1–2 minutes | Low | Pistol/Knife |
| Weapon Skin (B) | 2–4 minutes | Medium | Sprint jump |
| Audio Log (C) | 1–2 minutes | Low | Interact button |
| Character Lore (D) | 2–3 minutes | Medium | Crouch/ADS |
| Hidden Item (E) | 1–3 minutes | Low | Explosive/Shotgun |
This table helps you prioritize collectibles if you’re speedrunning or aiming for a relaxed playthrough. The weapon skin and character lore require slightly more traversal skill, while documents and audio logs are quick pickups.
Visual scanning checklist
Look up and down: collectibles often hide on balconies or under debris.
Check behind crates and inside cabinets.
Break suspicious crates or walls with different textures.
Use aim-down-sights to highlight small items in dim lighting.
Pause after each combat area and sweep the environment.
Troubleshooting common issues
Collectible not registering If you pick up an item but the collectible counter doesn’t update, try reloading the checkpoint. Occasionally the game’s UI lags and a reload forces the counter to refresh. If reloading doesn’t help, exit to the main menu and reload the chapter checkpoint.
Jumping to balcony but falling short Reposition on the scaffolding and take a longer run-up. If the jump still fails, look for an alternate route such as a ladder or a lower platform to reach the balcony.
Destructible crates not breaking Some crates require explosives or heavy weapons. If your current loadout lacks explosives, use a shotgun at close range or return later with a grenade.
Efficiency route for 100% completion in one run
Start slow and methodical. Clear each combat area fully before exploring side rooms. After the first courtyard, sweep the rubble and scaffolding before moving on. In the supply room, break crates immediately to avoid missing the hidden item. In the alley, crouch and scan the base of the collapsed beam. Finish by sweeping the final open area perimeter before exiting.
If you prefer a faster run, prioritize the collectibles with low time investment first, then loop back for the medium-difficulty ones when you have a safe window.
Accessibility and controller tips
If you use a controller, remap the sprint or jump buttons if you struggle with the sprint-jump timing.
Use aim assist settings if available to help locate small items in dim lighting.
For players with limited mobility, consider lowering difficulty to reduce combat interruptions while searching.
FAQ
How many collectibles are in Act 1 Chapter 3 A Gear in Need? This chapter contains a small set of collectibles—documents, an audio log, a weapon skin, and a character lore item—placed across the courtyard, scaffolding, supply room, alley, and final area.
Can I miss collectibles permanently? No. Missed collectibles can be retrieved by replaying the chapter or reloading a checkpoint. If you want to avoid replaying, sweep each area thoroughly before advancing.
Do collectibles affect achievements? Yes. Collecting all items across chapters contributes to the overall collectible completion percentage and related achievements.
What if a collectible doesn’t appear? Reload the checkpoint or restart the chapter. If the item still doesn’t appear, try clearing nearby enemies or breaking destructible objects that might be hiding it.
Are there any collectibles behind destructible walls? Yes. Several items are behind breakable crates or walls. Use explosives or heavy weapons to reveal them.
Final checklist before leaving the chapter
Sweep the courtyard and scaffolding for balcony items.
Break all suspicious crates in the supply room.
Crouch and scan under collapsed beams in alleys.
Check desks and consoles for audio logs.
Sweep the perimeter of the final area before exiting.
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