← samimirash.com
Resident Evil 2 (1998)
100% completion of the chosen original Windows route, spoiler-free · 12 areas · 141 tracked items
This page shows everything, including exact locations.
It exists so you can search for one specific collectible and find it.
If you are playing blind, use the
interactive spoiler-free version instead — it hides
locations until you ask for them, one item at a time.
Open the spoiler-free interactive guide
Route and Save Setup
You are here when: The Windows launcher, mode selector, character screen, and local save folder.
Primary route: the original 1998 Windows game in its current rerelease.
Use the 1998 Windows Version
Setup
HintCheck the title and release before creating completion saves.
WhereInstall the current GOG or Steam release of Resident Evil 2 (1998).
Full detailInstall the classic Windows release from GOG or Steam and launch it without replacement campaign data. Confirm that Original Mode, Arrange Mode, Gallery, and the PC bonus modes appear; the 2019 remake belongs to a separate guide.
No Secondary Platform Pass
Platform Route
HintThe selected route already contains the required content for this entry.
WhereComplete this pack entirely in the chosen Windows release.
Full detailUse only the Windows rerelease for this entry. Console-exclusive additions from other ports are outside the route selected in games.json, so they are neither required nor silently mixed into this checklist.
Protect Linked Clear Data
Save Safety
HintKeep copies before choices that alter the partner scenario.
WhereBack up each A-scenario save before its first route-dependent choice.
Full detailClose the game, copy the save folder to a dated location, and label the character, mode, difficulty, and A-route choices. Restore only while the game and cloud synchronization are closed; B scenarios inherit decisions from their linked A file.
Leon A to Claire B
Route Pair
HintOne first route creates the other character's linked continuation.
WhereFinish Leon A, save the clear data, then finish Claire B from it.
Full detailChoose Leon for Scenario A on Original Normal, complete the route, and save when the clear-data prompt appears. Load that clear file rather than New Game to begin Claire B, then finish it to record the complete linked pair.
Claire A to Leon B
Route Pair
HintReverse the starting character for the second route pair.
WhereFinish Claire A, save the clear data, then finish Leon B from it.
Full detailChoose Claire for Scenario A on Original Normal and preserve the resulting clear file. Load that file to start Leon B and finish the linked route; this pair contains different room access, equipment timing, and route mechanics from Leon A to Claire B.
Maintain Separate Route Columns
Completion Ledger
HintSeveral objects exist in only one route or character campaign.
WhereTrack Leon A, Claire B, Claire A, and Leon B separately.
Full detailCreate four scenario columns plus columns for Original, Arrange, Hard, rankings, bonus modes, files, weapons, and secrets. Mark an entry only after performing it in the specified route; seeing the corresponding item in another scenario is not equivalent.
Scenario Matrix
You are here when: The city streets, police-station approaches, and four character-route selectors.
SAVE-BACKUP: each A clear file is the only clean gateway into its linked B scenario.
Complete Leon A
Scenario
HintFollow this route without assuming the opposite character visits identical rooms.
WhereStart Leon and finish the full scenario through its clear-data result.
Full detailSelect Leon using Original Normal. Collect that route's files and character weapons, finish every mandatory physical puzzle, and save the result when prompted. Confirm the completion ledger records Claire B before overwriting any branch save.
Complete Claire B
Scenario
HintFollow this route without assuming the opposite character visits identical rooms.
WhereStart Claire from Leon clear data and finish the full scenario through its clear-data result.
Full detailSelect Claire from Leon clear data using Original Normal. Collect that route's files and character weapons, finish every mandatory physical puzzle, and save the result when prompted. Confirm the completion ledger records linked pair result before overwriting any branch save.
Complete Claire A
Scenario
HintFollow this route without assuming the opposite character visits identical rooms.
WhereStart Claire and finish the full scenario through its clear-data result.
Full detailSelect Claire using Original Normal. Collect that route's files and character weapons, finish every mandatory physical puzzle, and save the result when prompted. Confirm the completion ledger records Leon B before overwriting any branch save.
Complete Leon B
Scenario
HintFollow this route without assuming the opposite character visits identical rooms.
WhereStart Leon from Claire clear data and finish the full scenario through its clear-data result.
Full detailSelect Leon from Claire clear data using Original Normal. Collect that route's files and character weapons, finish every mandatory physical puzzle, and save the result when prompted. Confirm the completion ledger records linked pair result before overwriting any branch save.
Finish the Leon A / Claire B Pair
Route Pair
HintTreat linked scenarios as one mechanical route with inherited choices.
WhereComplete Leon A and its resulting Claire B clear data consecutively.
Full detailFinish Leon A, retain its clear file, and load that exact file for Claire B. Verify the basement locker, corridor shutter, laboratory gas, and fingerprint states reflect the A decisions before finishing the second scenario.
Finish the Claire A / Leon B Pair
Route Pair
HintThe reversed pair has its own equipment and route timing.
WhereComplete Claire A and its resulting Leon B clear data consecutively.
Full detailFinish Claire A and load its clear data for Leon B. Collect the complementary character weapons, inspect the inherited zapping states, and keep this pair's clear files separate from the opposite starting order.
Record Both Scenario A Street Routes (missable)
Route Variant
HintThe two protagonists begin on opposite sides of the same obstruction.
WherePlay the opening streets once as Leon A and once as Claire A.
Full detailUse separate New Game files for Leon A and Claire A. Visit each accessible storefront and cabin, collect the character-specific firearm, and reach the police-station entrance on both; keep a second item-free attempt for the Special Key.
Record Both Scenario B Entrances
Route Variant
HintThe linked routes enter the station through a different exterior approach.
WhereReach the police station once in Claire B and once in Leon B.
Full detailLoad each opposite A clear file, traverse the rear exterior path, and collect the route-specific Cabin Key before entering. Do not overwrite the clear data until both B-entry item layouts have been checked.
Station and Sewer Puzzles
You are here when: The police station's public rooms, upper library, basement, and the water channels below it.
These answers expose only physical interactions and item results.
Unicorn Medal Statue
Puzzle
HintInspect nearby desks, artwork, machinery, and movable furniture before leaving.
WhereAt the S.T.A.R.S. Office and Main Hall, take the medal beneath the desk diary and place it in the central statue.
Full detailBring the route items required to reach the S.T.A.R.S. Office and Main Hall. Take the medal beneath the desk diary and place it in the central statue; then collect or confirm the Spade Key. Recheck the room before discarding any exhausted key.
West Office Safe
Puzzle
HintInspect nearby desks, artwork, machinery, and movable furniture before leaving.
WhereAt the West Office, enter 2236 at the safe.
Full detailBring the route items required to reach the West Office. Enter 2236 at the safe; then collect or confirm the police-station map and route ammunition. Recheck the room before discarding any exhausted key.
Fireplace Red Jewel
Puzzle
HintInspect nearby desks, artwork, machinery, and movable furniture before leaving.
WhereAt the rear Operations Room, use the Lighter on the fireplace.
Full detailBring the route items required to reach the rear Operations Room. Use the Lighter on the fireplace; then collect or confirm the first Red Jewel. Recheck the room before discarding any exhausted key.
Three-Statue Red Jewel
Puzzle
HintInspect nearby desks, artwork, machinery, and movable furniture before leaving.
WhereAt the second-floor statue gallery, push both side statues onto the brown pressure plates.
Full detailBring the route items required to reach the second-floor statue gallery. Push both side statues onto the brown pressure plates; then collect or confirm the second Red Jewel. Recheck the room before discarding any exhausted key.
Library Bookshelf Plate
Puzzle
HintInspect nearby desks, artwork, machinery, and movable furniture before leaving.
WhereAt the Library, drop through the weak upper floor and shift the left and middle shelves one space right.
Full detailBring the route items required to reach the Library. Drop through the weak upper floor and shift the left and middle shelves one space right; then collect or confirm the route-specific plate item. Recheck the room before discarding any exhausted key.
Twin-Jewel Wall Display
Puzzle
HintInspect nearby desks, artwork, machinery, and movable furniture before leaving.
WhereAt the glass-ceiling display room, insert both Red Jewels into the matching wall figures.
Full detailBring the route items required to reach the glass-ceiling display room. Insert both Red Jewels into the matching wall figures; then collect or confirm the King Plug or Claire's corresponding stone piece. Recheck the room before discarding any exhausted key.
Press Room Furnace Order
Puzzle
HintInspect nearby desks, artwork, machinery, and movable furniture before leaving.
WhereAt the Press Room, ignite the furnace and activate the right, middle, then left statues.
Full detailBring the route items required to reach the Press Room. Ignite the furnace and activate the right, middle, then left statues; then collect or confirm the Golden Cogwheel. Recheck the room before discarding any exhausted key.
Clock Tower Mechanism
Puzzle
HintInspect nearby desks, artwork, machinery, and movable furniture before leaving.
WhereAt the Clock Tower attic, use the Crank to lower the steps and fit the Golden Cogwheel into the mechanism.
Full detailBring the route items required to reach the Clock Tower attic. Use the Crank to lower the steps and fit the Golden Cogwheel into the mechanism; then collect or confirm the Knight Plug or second stone half. Recheck the room before discarding any exhausted key.
Basement Power Panel
Puzzle
HintInspect nearby desks, artwork, machinery, and movable furniture before leaving.
WhereAt the basement power room, set the switches Up, Down, Up, Down, Up, Up.
Full detailBring the route items required to reach the basement power room. Set the switches Up, Down, Up, Down, Up, Up; then collect or confirm restored electronic locks. Recheck the room before discarding any exhausted key.
Sewer Crate Bridge
Puzzle
HintInspect nearby desks, artwork, machinery, and movable furniture before leaving.
WhereAt the lower crate room, push the right crate to the wall, align the middle beside it, then align the left.
Full detailBring the route items required to reach the lower crate room. Push the right crate to the wall, align the middle beside it, then align the left; then collect or confirm a raised bridge after operating the water controls. Recheck the room before discarding any exhausted key.
Sewer Waterfall Panel
Puzzle
HintInspect nearby desks, artwork, machinery, and movable furniture before leaving.
WhereAt the flooded sewer passage, insert the Wolf Medal and Eagle Medal into the panel.
Full detailBring the route items required to reach the flooded sewer passage. Insert the Wolf Medal and Eagle Medal into the panel; then collect or confirm the route beyond the waterfall. Recheck the room before discarding any exhausted key.
Cable-Car Platform Key (missable)
Puzzle
HintInspect nearby desks, artwork, machinery, and movable furniture before leaving.
WhereAt the cable-car arrival platform, inspect the corner beside the flare.
Full detailBring the route items required to reach the cable-car arrival platform. Inspect the corner beside the flare; then collect or confirm the Weapon Box Key. Recheck the room before discarding any exhausted key.
Weapons and Upgrades
You are here when: Character-specific street pickups, police weapon lockers, factory tunnels, and laboratory cabinets.
Collect every physical weapon with the character and scenario listed.
Combat Knife
Weapon
HintCheck character-specific weapon surfaces before crossing the next major route door.
WhereCollect Combat Knife from both starting inventories.
Full detailOpen each character's inventory at the start and highlight the knife; the bonus knife-only mode has its own completion entry.
Leon's Handgun
Weapon
HintCheck character-specific weapon surfaces before crossing the next major route door.
WhereCollect Leon's Handgun from Leon's starting inventory.
Full detailBegin any Leon route and confirm the handgun and ammunition appear before leaving the opening area.
Claire's Handgun
Weapon
HintCheck character-specific weapon surfaces before crossing the next major route door.
WhereCollect Claire's Handgun from Claire's starting inventory.
Full detailBegin any Claire route and confirm her distinct handgun appears before collecting a street weapon.
Shotgun — Leon A
Weapon
HintCheck character-specific weapon surfaces before crossing the next major route door.
WhereCollect Shotgun — Leon A from the gun shop or S.T.A.R.S. Office.
Full detailOn Leon A, take the Shotgun from the gun-shop counter after the room is safe; the S.T.A.R.S. Office provides another opportunity if it was missed.
Shotgun — Leon B
Weapon
HintCheck character-specific weapon surfaces before crossing the next major route door.
WhereCollect Shotgun — Leon B from the Main Hall front desk.
Full detailOn Leon B, inspect the front desk immediately after reaching the Main Hall and take the Shotgun before advancing upstairs.
Bow Gun — Claire A
Weapon
HintCheck character-specific weapon surfaces before crossing the next major route door.
WhereCollect Bow Gun — Claire A from the gun shop or street cabin.
Full detailOn Claire A, take the Bow Gun from the gun-shop counter; if it is missed, check the later street cabin before entering the station route fully.
Bow Gun — Claire B
Weapon
HintCheck character-specific weapon surfaces before crossing the next major route door.
WhereCollect Bow Gun — Claire B from the S.T.A.R.S. Office.
Full detailOn Claire B, open the weapon locker in the S.T.A.R.S. Office and take the Bow Gun before leaving that wing.
Grenade Launcher — Claire A
Weapon
HintCheck character-specific weapon surfaces before crossing the next major route door.
WhereCollect Grenade Launcher — Claire A from the S.T.A.R.S. Office.
Full detailOn Claire A, inspect the S.T.A.R.S. Office weapon storage and take the Grenade Launcher; test each ammunition family as it is found.
Grenade Launcher — Claire B
Weapon
HintCheck character-specific weapon surfaces before crossing the next major route door.
WhereCollect Grenade Launcher — Claire B from the Main Hall front desk.
Full detailOn Claire B, inspect the Main Hall desk during the first station visit and collect the Grenade Launcher before the route moves upstairs.
Magnum — Leon A
Weapon
HintCheck character-specific weapon surfaces before crossing the next major route door.
WhereCollect Magnum — Leon A from the Watchman's Room bedside table.
Full detailUse the Club Key on the basement bedroom, read the diary, and collect the Magnum from the small table beside the lower bunk.
Magnum — Leon B
Weapon
HintCheck character-specific weapon surfaces before crossing the next major route door.
WhereCollect Magnum — Leon B from the S.T.A.R.S. Office locker.
Full detailOn Leon B, open the S.T.A.R.S. Office weapon locker and take the Magnum during the first full station circuit.
Spark Shot
Weapon
HintCheck character-specific weapon surfaces before crossing the next major route door.
WhereCollect Spark Shot from the factory exit tunnels.
Full detailAs Claire, inspect the dead-end factory corridor before boarding the moving platform and take the two-slot Spark Shot.
Flamethrower
Weapon
HintCheck character-specific weapon surfaces before crossing the next major route door.
WhereCollect Flamethrower from the laboratory gas-room locker.
Full detailAs Leon, raise the plant-wing shutter, open the locker in the gas room, and take the two-slot Flamethrower before descending.
Custom Handgun
Weapon
HintCheck character-specific weapon surfaces before crossing the next major route door.
WhereCollect Custom Handgun from the locked desk near the Library.
Full detailFind the Small Key in the waiting room, open the gray desk near the Library-side reception, and combine the Handgun Parts with Leon's handgun.
Custom Shotgun
Weapon
HintCheck character-specific weapon surfaces before crossing the next major route door.
WhereCollect Custom Shotgun from the factory tunnel body.
Full detailAfter the cable-car ride, search the branch ending at a body, take the Shotgun Parts, and combine them with Leon's Shotgun.
Custom Magnum
Weapon
HintCheck character-specific weapon surfaces before crossing the next major route door.
WhereCollect Custom Magnum from the blue-lit laboratory locker.
Full detailCollect the Weapon Box Key beside the cable-car flare, use it on the blue-lit laboratory locker as Leon, and combine the Magnum Parts with the Magnum.
Submachine Gun
Weapon
HintCheck character-specific weapon surfaces before crossing the next major route door.
WhereCollect Submachine Gun from the powered basement armory.
Full detailSolve the electrical panel first, then open the armory with the Red Card Key. Take the Submachine Gun in either A or linked B, using a branch backup to record every inherited locker state.
Side Pack
Upgrade
HintCheck character-specific weapon surfaces before crossing the next major route door.
WhereCollect Side Pack from the powered basement armory.
Full detailSolve the electrical panel first and open the armory with the Red Card Key. Equip the Side Pack in either A or linked B to expand that character's inventory.
Factory and Laboratory
You are here when: The cable-car terminus, industrial platform, colored laboratory wings, cold room, and lower work corridors.
SAVE-BACKUP: gas and fingerprint choices are inherited by the linked route.
Main Fuse
Puzzle
HintInspect nearby desks, artwork, machinery, and movable furniture before leaving.
WhereAt the cold processing room and central laboratory hub, place the Fuse Case in the processing console, take the finished fuse, and install it at the hub.
Full detailBring the route items required to reach the cold processing room and central laboratory hub. Place the Fuse Case in the processing console, take the finished fuse, and install it at the hub; then collect or confirm power across the laboratory. Recheck the room before discarding any exhausted key.
Guest Registration Terminal
Puzzle
HintInspect nearby desks, artwork, machinery, and movable furniture before leaving.
WhereAt the moth room, clear the growth from the keyboard, enter GUEST, and register the active fingerprint.
Full detailBring the route items required to reach the moth room. Clear the growth from the keyboard, enter GUEST, and register the active fingerprint; then collect or confirm the first half of the linked verification. Recheck the room before discarding any exhausted key.
Linked Fingerprint Door (missable)
Puzzle
HintInspect nearby desks, artwork, machinery, and movable furniture before leaving.
WhereAt the blue-wing verification console, register one fingerprint in A and the partner fingerprint in its linked B save.
Full detailBring the route items required to reach the blue-wing verification console. Register one fingerprint in A and the partner fingerprint in its linked B save; then collect or confirm access to the sealed weapon room. Recheck the room before discarding any exhausted key.
MO Disk Shutter
Puzzle
HintInspect nearby desks, artwork, machinery, and movable furniture before leaving.
WhereAt the lower laboratory and final shutter console, take the MO Disk from the lit work area and insert it at the corridor reader.
Full detailBring the route items required to reach the lower laboratory and final shutter console. Take the MO Disk from the lit work area and insert it at the corridor reader; then collect or confirm the route through the shutter. Recheck the room before discarding any exhausted key.
Weapon Box Key — Leon Reward
Upgrade
HintA small key from the factory serves a character-specific laboratory locker.
WhereAs Leon, use the Weapon Box Key on the blue-lit laboratory locker.
Full detailTake the Weapon Box Key from beside the cable-car flare, retain it through the factory, and use it on the blue-lit locker in the lower laboratory. Collect the Magnum Parts and combine them with the Magnum.
Weapon Box Key — Claire Reward
Ammunition
HintThe same factory key yields a different item for Claire.
WhereAs Claire, use the Weapon Box Key on the blue-lit laboratory locker.
Full detailCarry the Weapon Box Key from the cable-car platform into Claire's laboratory route. Unlock the blue-lit cabinet and collect both sets of grenade ammunition; Claire does not receive a matching weapon upgrade there.
Vaccine Processing — Claire A (missable)
Puzzle
HintA route-specific cartridge is completed using two machines in the lit work room.
WhereIn Claire A, insert the Vaccine Cartridge and operate the adjacent processing equipment.
Full detailBring the empty cartridge to the lit lower work room, insert it at the computer, start the nearby machine, and collect the Base Vaccine. Return it to the upper processing unit and retrieve the finished item before leaving.
Leave the Emergency Gas Unused (missable)
Route Variant
HintAn optional laboratory switch changes the linked route's enemies.
WhereFinish one A-to-B pair without releasing the gas.
Full detailAt the plant-wing gas controls in Scenario A, do not operate the release. Continue normally, then load the linked B file and inspect the corresponding corridor to record the untreated enemy state.
Release the Emergency Gas (missable)
Route Variant
HintUse a backup to observe the alternative linked-route state.
WhereRelease the gas in Scenario A and revisit the plant wing in linked B.
Full detailRestore the A-scenario branch backup, activate the emergency gas control, and finish to a new clear file. Load its linked B scenario; the surviving plants now inflict poison, so carry a cure before entering.
Complete File Archive
You are here when: Document surfaces throughout the police station, sewers, factory, and laboratory.
There are 22 files. Films count only after development and inspection.
Police Memorandum
File
HintRead desks, seats, shelves, fax trays, and route-provided documents carefully.
WhereCollect Police Memorandum at the waiting room seats.
Full detailReach the waiting room seats, inspect the document until its title appears, and open Police Memorandum once in the file menu. Verify it remains listed before crossing the next major route boundary.
Chris's Diary
File
HintRead desks, seats, shelves, fax trays, and route-provided documents carefully.
WhereCollect Chris's Diary at the STARS Chris desk.
Full detailInspect Chris's desk in the S.T.A.R.S. Office during Leon A, Leon B, or Claire A. In Claire B the file is supplied by the linked route; verify it in the menu.
Mail to Chris (missable)
File
HintRead desks, seats, shelves, fax trays, and route-provided documents carefully.
WhereCollect Mail to Chris at the STARS fax.
Full detailReach the STARS fax, inspect the document until its title appears, and open Mail to Chris once in the file menu. Verify it remains listed before crossing the next major route boundary.
Operation Report 1
File
HintRead desks, seats, shelves, fax trays, and route-provided documents carefully.
WhereCollect Operation Report 1 at the operations room desk.
Full detailReach the operations room desk, inspect the document until its title appears, and open Operation Report 1 once in the file menu. Verify it remains listed before crossing the next major route boundary.
Memo to Leon
File
HintRead desks, seats, shelves, fax trays, and route-provided documents carefully.
WhereCollect Memo to Leon at the west office east desk.
Full detailReach the west office east desk, inspect the document until its title appears, and open Memo to Leon once in the file menu. Verify it remains listed before crossing the next major route boundary.
Operation Report 2
File
HintRead desks, seats, shelves, fax trays, and route-provided documents carefully.
WhereCollect Operation Report 2 at the dark room table.
Full detailReach the dark room table, inspect the document until its title appears, and open Operation Report 2 once in the file menu. Verify it remains listed before crossing the next major route boundary.
Chief's Diary (missable)
File
HintRead desks, seats, shelves, fax trays, and route-provided documents carefully.
WhereCollect Chief's Diary at the chief office desk.
Full detailReach the chief office desk, inspect the document until its title appears, and open Chief's Diary once in the file menu. Verify it remains listed before crossing the next major route boundary.
Film A (missable)
File
HintRead desks, seats, shelves, fax trays, and route-provided documents carefully.
WhereCollect Film A at the evidence room rear locker.
Full detailTake Film A from the rear Evidence Room locker in an A route, carry it to the Dark Room, use the development tray, and inspect the resulting photograph.
Film B (missable)
File
HintRead desks, seats, shelves, fax trays, and route-provided documents carefully.
WhereCollect Film B at the press table or locker.
Full detailIn A, take Film B from the rear Press Room table; in B, use the Evidence Room locker. Develop it in the Dark Room and inspect the photograph.
Film C (missable)
File
HintRead desks, seats, shelves, fax trays, and route-provided documents carefully.
WhereCollect Film C at the B route cellblock table.
Full detailUse either B scenario, inspect the table beside the cell gate, take Film C, and return to the Dark Room development tray before leaving the station.
Film D
File
HintRead desks, seats, shelves, fax trays, and route-provided documents carefully.
WhereCollect Film D at the search Wesker desk fifty times.
Full detailStand at Wesker's desk in the S.T.A.R.S. Office and examine the same interaction point fifty times. Take Film D, develop it in the Dark Room, and inspect the hidden photograph.
Patrol Report
File
HintRead desks, seats, shelves, fax trays, and route-provided documents carefully.
WhereCollect Patrol Report at the file storage shelves.
Full detailReach the file storage shelves, inspect the document until its title appears, and open Patrol Report once in the file menu. Verify it remains listed before crossing the next major route boundary.
Secretary's Diary A
File
HintRead desks, seats, shelves, fax trays, and route-provided documents carefully.
WhereCollect Secretary's Diary A at the second floor waiting desk.
Full detailReach the second floor waiting desk, inspect the document until its title appears, and open Secretary's Diary A once in the file menu. Verify it remains listed before crossing the next major route boundary.
Secretary's Diary B (missable)
File
HintRead desks, seats, shelves, fax trays, and route-provided documents carefully.
WhereCollect Secretary's Diary B at the taxidermy room rear table.
Full detailReach the taxidermy room rear table, inspect the document until its title appears, and open Secretary's Diary B once in the file menu. Verify it remains listed before crossing the next major route boundary.
Watchman's Diary
File
HintRead desks, seats, shelves, fax trays, and route-provided documents carefully.
WhereCollect Watchman's Diary at the lower bunk.
Full detailReach the lower bunk, inspect the document until its title appears, and open Watchman's Diary once in the file menu. Verify it remains listed before crossing the next major route boundary.
Mail to Chief
File
HintRead desks, seats, shelves, fax trays, and route-provided documents carefully.
WhereCollect Mail to Chief at the route specific lower office.
Full detailAs Leon, register this file when the lower route provides it. As Claire, inspect the floor in the concealed elevator area behind the chief's desk; open the file menu once after pickup.
Sewer Manager Fax
File
HintRead desks, seats, shelves, fax trays, and route-provided documents carefully.
WhereCollect Sewer Manager Fax at the route control room table.
Full detailReach the route control room table, inspect the document until its title appears, and open Sewer Manager Fax once in the file menu. Verify it remains listed before crossing the next major route boundary.
Sewer Manager Diary
File
HintRead desks, seats, shelves, fax trays, and route-provided documents carefully.
WhereCollect Sewer Manager Diary at the upper walkway panel.
Full detailReach the upper walkway panel, inspect the document until its title appears, and open Sewer Manager Diary once in the file menu. Verify it remains listed before crossing the next major route boundary.
Laboratory Security Manual
File
HintRead desks, seats, shelves, fax trays, and route-provided documents carefully.
WhereCollect Laboratory Security Manual at the sleeping quarter desk.
Full detailReach the sleeping quarter desk, inspect the document until its title appears, and open Laboratory Security Manual once in the file menu. Verify it remains listed before crossing the next major route boundary.
P-Epsilon Report (missable)
File
HintRead desks, seats, shelves, fax trays, and route-provided documents carefully.
WhereCollect P-Epsilon Report at the B route steam room floor.
Full detailReach the B route steam room floor, inspect the document until its title appears, and open P-Epsilon Report once in the file menu. Verify it remains listed before crossing the next major route boundary.
User Registration
File
HintRead desks, seats, shelves, fax trays, and route-provided documents carefully.
WhereCollect User Registration at the sleeping quarter seats.
Full detailReach the sleeping quarter seats, inspect the document until its title appears, and open User Registration once in the file menu. Verify it remains listed before crossing the next major route boundary.
Vaccine Synthesis (missable)
File
HintRead desks, seats, shelves, fax trays, and route-provided documents carefully.
WhereCollect Vaccine Synthesis at the Claire A laboratory route.
Full detailUse Claire A and progress through the lower laboratory route until the document is provided mechanically. Open the file menu immediately and confirm Vaccine Synthesis is listed before continuing.
Linked-Route Zapping Matrix
You are here when: Shared police-station lockers, a damaged west corridor, and the laboratory's paired security terminals.
SAVE-BACKUP: these mutually exclusive states require restored A files and fresh linked B clears.
Basement Locker — Leave Both (missable)
Route Variant
HintThe A character can reserve both rewards for the linked partner.
WhereOpen the powered armory in A but leave both locker items untouched.
Full detailRestore basement power and use the Red Card Key in A. Inspect the Submachine Gun and Side Pack without taking either, finish the route, then load linked B and collect both from the same locker.
Basement Locker — Take the Submachine Gun (missable)
Route Variant
HintTaking one object reserves the other for linked B.
WhereIn A, take only the Submachine Gun from the armory locker.
Full detailUse an A-route backup, unlock the armory, take the two-slot Submachine Gun, and leave the Side Pack. Finish and load linked B; verify only the Side Pack remains.
Basement Locker — Take the Side Pack (missable)
Route Variant
HintReverse the shared reward choice on another branch.
WhereIn A, equip only the Side Pack from the armory locker.
Full detailRestore the pre-locker backup, unlock the armory, equip the Side Pack, and leave the Submachine Gun. Finish to a separate clear file and verify linked B receives only the firearm.
Basement Locker — Take Both (missable)
Route Variant
HintOne branch should record the empty linked locker state.
WhereIn A, remove both the Submachine Gun and Side Pack.
Full detailReload the A backup, take both armory rewards, finish, and start linked B from that clear data. Reopen the powered armory and confirm the shared locker is empty.
Leave the Shutter Cord Unused (missable)
Route Variant
HintA station defense switch changes a later corridor state.
WhereFinish one A branch without fitting the Cord into the shutter panel.
Full detailWhen the route reaches the damaged west corridor, keep the Cord in storage or leave it behind. Finish to linked B and revisit the affected passage before restoring the alternate branch.
Install the Shutter Cord (missable)
Route Variant
HintUse the same backup to record the powered defense state.
WhereFit the Cord in the west-corridor wall box and close the shutters.
Full detailRestore the pre-choice save, bring the Cord to the wall panel, install it, and activate the shutters. Finish A, load linked B, and inspect the changed corridor state.
Open the Linked Fingerprint Room (missable)
Route Variant
HintThis sealed room requires actions in both halves of one route pair.
WhereRegister at the laboratory console in A and again in linked B.
Full detailIn A, enter GUEST at the cleared terminal and register the active fingerprint at the blue-wing console. Finish and load linked B, repeat both registrations, then open the verification door and collect its weapon or ammunition reward.
PC Modes and Difficulties
You are here when: The PC main menu, Original and Arrange selectors, difficulty options, and Gallery tabs.
The current Windows release exposes its bonus modes immediately, but their clears still count.
Original Mode — Normal
Mode
HintUse the stricter PC ruleset for the main completion and weapon unlocks.
WhereClear both A/B route pairs on Original Normal.
Full detailComplete Leon A to Claire B and Claire A to Leon B on Original Normal. Use these four runs for the file, weapon, ranking, Special Key, and zapping ledgers because Easy cannot award the secret unlocks.
Original Mode — Easy
Mode
HintA separate starting loadout demonstrates the assistance ruleset.
WhereFinish one representative Scenario A on Original Easy.
Full detailStart a new Original Easy file, inspect the infinite Submachine Gun in the starting inventory, and finish one Scenario A. Record the clear separately; do not use it for costumes or infinite-weapon unlock conditions.
Arrange Mode — Normal
Mode
HintThis ruleset changes placements, assistance, supply size, and rank lettering.
WhereClear both A/B route pairs on Arrange Normal.
Full detailComplete all four scenarios in Arrange Normal, checking shifted item and enemy placements rather than following the Original layout blindly. Confirm three ribbons per pickup, auto-aim behavior, and the S-labelled top rank.
Unlock Hard Mode
Mode
HintOne completed scenario adds a harder option to both mode families.
WhereFinish any scenario once and return to the mode selector.
Full detailComplete any full scenario, save the clear data, and return to the main menu. Open both Original and Arrange selectors and confirm Hard is available in each; the PC release gives no separate reward for a Hard clear.
Original Mode — Hard Pair
Difficulty
HintUse a linked pair to verify the PC-exclusive higher difficulty.
WhereFinish one complete A-to-B pair on Original Hard.
Full detailAfter unlocking Hard, begin either A character in Original Hard, finish and save clear data, then complete its linked B scenario on the same difficulty. Do not expect an additional item unlock.
Arrange Mode — Hard Pair
Difficulty
HintThe second mode family also exposes its own Hard selection.
WhereFinish one complete A-to-B pair on Arrange Hard.
Full detailSelect Arrange Hard, complete either A scenario, save the clear result, and finish the linked B scenario. Verify the Arrange placement rules remain active alongside Hard combat values.
Inspect the Complete PC Gallery
Gallery
HintCompleted routes populate several art and model categories.
WhereOpen Gallery Mode and inspect every populated thumbnail in every tab.
Full detailAfter the four scenarios and bonus modes are complete, enter Gallery Mode. Open each available movie, rough sketch, illustration, and 3D model entry at least once; revisit after the final clear and confirm no newly filled thumbnail remains unopened.
Rankings and Clear Unlocks
You are here when: Result screens, clear-data prompts, the station entrance tunnel, Dark Room wardrobe, and subsequent Item Boxes.
SAVE-BACKUP: protect finished clear data before testing unlocks or the ammunition input.
Earn Original Rank A
Rank
HintTime, sprays, saves, and used infinite weapons determine the result.
WhereFinish an Original scenario with at least 270 ranking points.
Full detailFinish within 2:30 for the full time score, avoid First Aid Sprays, minimize saves, and do not fire an unlocked infinite weapon. The four categories must total at least 270 for Original A.
Earn Arrange Rank S
Rank
HintThe equivalent top performance uses a different letter in Arrange.
WhereFinish an Arrange scenario at the top threshold and receive S.
Full detailUse the same high-rank discipline as Original: target 2:30 or faster, heal with herbs, avoid saves, and leave infinite weapons unused. Arrange labels the top result S rather than A.
Understand the Time Score
Rank Rule
HintThe clock loses points in fixed half-hour blocks.
WhereKeep the result at or below 2:30 for 100 time points.
Full detailThe time category starts at 100 through 2:30. Each additional thirty-minute block removes ten points, so build route splits and pause only when the game actually stops its timer.
Understand the Healing Score
Rank Rule
HintOne healing family is penalized; herbs are safe.
WhereUse no First Aid Sprays for 100 healing points.
Full detailHeal with green, red, and blue herb mixtures. Each used First Aid Spray removes ten points, and three or more sprays reduce this category to zero.
Understand the Save Score
Rank Rule
HintEvery typewriter use reduces the result slightly.
WhereUse zero saves for the full 100 save points.
Full detailThe save category begins at 100 and loses five points per save. A clear-data write after the result is not part of the completed run's typewriter count.
Avoid the Infinite-Weapon Penalty
Rank Rule
HintOwning an unlocked weapon is safe; firing it is not.
WhereLeave infinite weapons unused during ranking attempts.
Full detailAn infinite weapon may remain in the Item Box without penalty. Equipping and using one removes fifty ranking points, so use ordinary ammunition until the result screen appears.
Special Key (missable)
Secret Key
HintA clean Scenario A street run makes an optional enemy appear below the entrance.
WhereOn Original Normal Scenario A, reach the station without taking any street item.
Full detailStart Scenario A on Original Normal and take nothing between the crash site and police-station front entrance. Enter the small tunnel below the steps, defeat the uniformed optional enemy, and collect the Special Key from it.
Leon's Two Alternate Outfits
Costume
HintA key from the station entrance opens the Dark Room wardrobe.
WhereAs Leon, use the Special Key on the Dark Room locker.
Full detailCarry the Special Key to the first-floor Dark Room and unlock the wardrobe as Leon. Try both the biker outfit and alternate police outfit; either changes his handgun stance and slightly improves handgun firing speed.
Claire's Alternate Outfit
Costume
HintThe same wardrobe contains a different character reward.
WhereAs Claire, use the Special Key on the Dark Room locker.
Full detailRepeat the item-free Scenario A entrance as Claire or collect the key in her linked route, then unlock the Dark Room wardrobe. Equip the biker outfit once and take the Colt S.A.A. from the locker.
Colt S.A.A.
Weapon
HintClaire's wardrobe reward is also a distinct handgun.
WhereTake the Colt S.A.A. from Claire's unlocked Dark Room locker.
Full detailOpen the Special Key wardrobe as Claire and collect the six-round Colt S.A.A. It uses ordinary handgun bullets but fires faster and hits harder than her starting handgun; fire and reload it once.
Infinite Rocket Launcher
Weapon
HintA fast, high-ranked A scenario awards a clear-data weapon.
WhereFinish any Original Normal Scenario A under 2:30 with rank A or B.
Full detailUse an A scenario, finish before 2:30, and keep the result at A or B. Save the clear data, load the next main-game run from it, and verify the Infinite Rocket Launcher appears in the Item Box.
Infinite Submachine Gun
Weapon
HintThe B-route firearm allows a slightly longer time limit.
WhereFinish any Original Normal Scenario B under 3:00 with rank A or B.
Full detailComplete a B scenario before three hours with an A or B result, save its clear data, and load the following main-game cycle. Confirm the infinite Submachine Gun is stored in the Item Box.
Infinite Gatling Gun
Weapon
HintThe strictest B-route reward also forbids saving.
WhereFinish any Original Normal Scenario B under 2:30, rank A or B, with zero saves.
Full detailRun a B scenario from start to finish without using a typewriter, end before 2:30, and earn A or B. Save only at the post-result prompt, load the next cycle, and inspect the Item Box for the Infinite Gatling Gun.
Infinite-Ammunition Input
Secret Input
HintA classic directional sequence can alter the currently held weapon.
WhereAt the inventory screen, tap Up twice and Down twice; alternate Left and Right twice, then press Aim.
Full detailOpen the item screen during a disposable save and highlight a weapon. Tap the upward direction twice, the downward direction twice, alternate left and right for two cycles, and finish with Aim. Return to play and verify ammunition no longer decreases; keep this branch separate from ranked clears.
Survivor Bonus Modes
You are here when: A reverse route from the sewers through the police station to an exterior endpoint.
Both modes are available immediately in the PC rerelease; completion still requires a clear.
Clear 4th Survivor
Bonus Mode
HintThe PC version starts this compact escape mode unlocked.
WhereSelect 4th Survivor and reach the surface endpoint from the sewer start.
Full detailOpen the bonus-mode menu, choose 4th Survivor, and plan inventory slots before moving. Evade dense groups where possible, spend heavy ammunition only to open blocked lanes, conserve healing for the final station corridors, and reach the outdoor endpoint.
Record a Clean 4th Survivor Run
Bonus Mode
HintRepeat the route after learning where enemies block narrow doors.
WhereComplete 4th Survivor without continuing or restarting from a failed attempt.
Full detailMemorize safe-side door entries, bait lunges before narrow turns, and reserve at least one full heal for the final exterior stretch. Finish in one uninterrupted attempt and retain the result screen in the completion ledger.
Clear Tofu Survivor
Bonus Mode
HintThis variant removes firearms and emphasizes movement.
WhereSelect Tofu Survivor and reach the surface using only its supplied knife and herbs.
Full detailOpen Tofu Survivor from the PC bonus menu. Use the knife only when a body fully seals a doorway, combine herbs for maximum recovery, take deliberate damage to pass unavoidable grabs, and preserve healing for the upper station and exterior finish.
Record a Clean Tofu Survivor Run
Bonus Mode
HintA second attempt verifies the knife-only route rather than a lucky finish.
WhereComplete Tofu Survivor in one uninterrupted attempt.
Full detailPractice the same route until doorway baits and damage boosts are repeatable. Finish without restarting, using no equipment beyond the mode's supplied knife and herbs, and record the final result screen.
Extreme Battle
You are here when: The laboratory monitor room, reverse factory and sewer route, and eight candidate rooms inside the police station.
Complete all twelve character-and-level combinations; bomb placement can vary.
Complete the Extreme Battle Objective
Bonus Mode
HintMove from the laboratory to the station and search a rotating room set.
WhereCollect four Antivirus Bombs in the police station, then leave the room holding the fourth.
Full detailBegin at the laboratory monitor room, travel backward through the factory and sewers, and reach the police station. Search the eight candidate rooms until the fourth bomb is collected, then exit that room to trigger the completed run.
Extreme Battle — Leon Level 1
Bonus Clear
HintEach character's inventory changes which encounters are worth fighting.
WhereClear Extreme Battle Level 1 with Leon.
Full detailSelect Leon and Level 1. Preserve the character's strongest ammunition for narrow factory and sewer rooms, search the complete candidate-room loop, collect the fourth bomb, and leave that room to complete the run.
Extreme Battle — Claire Level 1
Bonus Clear
HintEach character's inventory changes which encounters are worth fighting.
WhereClear Extreme Battle Level 1 with Claire.
Full detailSelect Claire and Level 1. Preserve the character's strongest ammunition for narrow factory and sewer rooms, search the complete candidate-room loop, collect the fourth bomb, and leave that room to complete the run.
Extreme Battle — Ada Level 1
Bonus Clear
HintEach character's inventory changes which encounters are worth fighting.
WhereClear Extreme Battle Level 1 with Ada.
Full detailSelect Ada and Level 1. Preserve the character's strongest ammunition for narrow factory and sewer rooms, search the complete candidate-room loop, collect the fourth bomb, and leave that room to complete the run.
Extreme Battle — Chris Level 1
Bonus Clear
HintEach character's inventory changes which encounters are worth fighting.
WhereClear Extreme Battle Level 1 with Chris.
Full detailSelect Chris and Level 1. Preserve the character's strongest ammunition for narrow factory and sewer rooms, search the complete candidate-room loop, collect the fourth bomb, and leave that room to complete the run.
Extreme Battle — Leon Level 2
Bonus Clear
HintEach character's inventory changes which encounters are worth fighting.
WhereClear Extreme Battle Level 2 with Leon.
Full detailSelect Leon and Level 2. Preserve the character's strongest ammunition for narrow factory and sewer rooms, search the complete candidate-room loop, collect the fourth bomb, and leave that room to complete the run.
Extreme Battle — Claire Level 2
Bonus Clear
HintEach character's inventory changes which encounters are worth fighting.
WhereClear Extreme Battle Level 2 with Claire.
Full detailSelect Claire and Level 2. Preserve the character's strongest ammunition for narrow factory and sewer rooms, search the complete candidate-room loop, collect the fourth bomb, and leave that room to complete the run.
Extreme Battle — Ada Level 2
Bonus Clear
HintEach character's inventory changes which encounters are worth fighting.
WhereClear Extreme Battle Level 2 with Ada.
Full detailSelect Ada and Level 2. Preserve the character's strongest ammunition for narrow factory and sewer rooms, search the complete candidate-room loop, collect the fourth bomb, and leave that room to complete the run.
Extreme Battle — Chris Level 2
Bonus Clear
HintEach character's inventory changes which encounters are worth fighting.
WhereClear Extreme Battle Level 2 with Chris.
Full detailSelect Chris and Level 2. Preserve the character's strongest ammunition for narrow factory and sewer rooms, search the complete candidate-room loop, collect the fourth bomb, and leave that room to complete the run.
Extreme Battle — Leon Level 3
Bonus Clear
HintEach character's inventory changes which encounters are worth fighting.
WhereClear Extreme Battle Level 3 with Leon.
Full detailSelect Leon and Level 3. Preserve the character's strongest ammunition for narrow factory and sewer rooms, search the complete candidate-room loop, collect the fourth bomb, and leave that room to complete the run.
Extreme Battle — Claire Level 3
Bonus Clear
HintEach character's inventory changes which encounters are worth fighting.
WhereClear Extreme Battle Level 3 with Claire.
Full detailSelect Claire and Level 3. Preserve the character's strongest ammunition for narrow factory and sewer rooms, search the complete candidate-room loop, collect the fourth bomb, and leave that room to complete the run.
Extreme Battle — Ada Level 3
Bonus Clear
HintEach character's inventory changes which encounters are worth fighting.
WhereClear Extreme Battle Level 3 with Ada.
Full detailSelect Ada and Level 3. Preserve the character's strongest ammunition for narrow factory and sewer rooms, search the complete candidate-room loop, collect the fourth bomb, and leave that room to complete the run.
Extreme Battle — Chris Level 3
Bonus Clear
HintEach character's inventory changes which encounters are worth fighting.
WhereClear Extreme Battle Level 3 with Chris.
Full detailSelect Chris and Level 3. Preserve the character's strongest ammunition for narrow factory and sewer rooms, search the complete candidate-room loop, collect the fourth bomb, and leave that room to complete the run.
Extreme Bomb Candidate — Clock Tower machinery floor
Search Point
HintIf four bombs have not appeared, continue through another candidate room.
WhereSearch the Clock Tower machinery floor during Extreme Battle.
Full detailVisit the Clock Tower machinery floor after reaching the police station and inspect the normal item surface. Placement varies, especially on Levels 2 and 3; if no bomb is present, mark the room checked and continue until four are collected.
Extreme Bomb Candidate — S.T.A.R.S. Office, on Chris's desk
Search Point
HintIf four bombs have not appeared, continue through another candidate room.
WhereSearch the S.T.A.R.S. Office, on Chris's desk during Extreme Battle.
Full detailVisit the S.T.A.R.S. Office, on Chris's desk after reaching the police station and inspect the normal item surface. Placement varies, especially on Levels 2 and 3; if no bomb is present, mark the room checked and continue until four are collected.
Extreme Bomb Candidate — Operations Room fireplace mantel
Search Point
HintIf four bombs have not appeared, continue through another candidate room.
WhereSearch the Operations Room fireplace mantel during Extreme Battle.
Full detailVisit the Operations Room fireplace mantel after reaching the police station and inspect the normal item surface. Placement varies, especially on Levels 2 and 3; if no bomb is present, mark the room checked and continue until four are collected.
Extreme Bomb Candidate — Taxidermy Display Room northern desk
Search Point
HintIf four bombs have not appeared, continue through another candidate room.
WhereSearch the Taxidermy Display Room northern desk during Extreme Battle.
Full detailVisit the Taxidermy Display Room northern desk after reaching the police station and inspect the normal item surface. Placement varies, especially on Levels 2 and 3; if no bomb is present, mark the room checked and continue until four are collected.
Extreme Bomb Candidate — southern Holding Cell seats
Search Point
HintIf four bombs have not appeared, continue through another candidate room.
WhereSearch the southern Holding Cell seats during Extreme Battle.
Full detailVisit the southern Holding Cell seats after reaching the police station and inspect the normal item surface. Placement varies, especially on Levels 2 and 3; if no bomb is present, mark the room checked and continue until four are collected.
Extreme Bomb Candidate — Watchman's Room bedside table
Search Point
HintIf four bombs have not appeared, continue through another candidate room.
WhereSearch the Watchman's Room bedside table during Extreme Battle.
Full detailVisit the Watchman's Room bedside table after reaching the police station and inspect the normal item surface. Placement varies, especially on Levels 2 and 3; if no bomb is present, mark the room checked and continue until four are collected.
Extreme Bomb Candidate — parking-lot security cabin
Search Point
HintIf four bombs have not appeared, continue through another candidate room.
WhereSearch the parking-lot security cabin during Extreme Battle.
Full detailVisit the parking-lot security cabin after reaching the police station and inspect the normal item surface. Placement varies, especially on Levels 2 and 3; if no bomb is present, mark the room checked and continue until four are collected.
Extreme Bomb Candidate — Press Room southeast table
Search Point
HintIf four bombs have not appeared, continue through another candidate room.
WhereSearch the Press Room southeast table during Extreme Battle.
Full detailVisit the Press Room southeast table after reaching the police station and inspect the normal item surface. Placement varies, especially on Levels 2 and 3; if no bomb is present, mark the room checked and continue until four are collected.
Secrets and Gallery Audit
You are here when: Readable city signs, station walls and furniture, the Dark Room, and the PC Gallery viewer.
SAVE-BACKUP: the hidden gate view closes when the opening street condition is missed.
Hidden Film D Photograph
Secret
HintOne ordinary office desk rewards extreme persistence.
WhereExamine Wesker's S.T.A.R.S. Office desk fifty times, then develop Film D.
Full detailStand at Wesker's desk, repeat the same examine action until Film D appears, carry it to the Dark Room, use the development tray, and inspect the resulting hidden photograph. This also completes the Film D file entry.
Hidden Front-Gate View (missable)
Secret
HintThe optional camera angle requires breaking the item-free street condition.
WhereIn Scenario A, take a street item, clear the front passage, then inspect the station gate.
Full detailBegin an A route and deliberately pick up a street object, which cancels the item-free key condition. Clear the two enemies from the narrow passage below the entrance, face outward at the gate, and use the action control to trigger the concealed view.
Camera Bullet Holes
Secret
HintA basement camera reacts to a powerful shot aimed out of the scene.
WhereIn the dog-fence basement passage, change camera angle and fire the Shotgun toward the screen.
Full detailReach the basement passage where two dogs cross the fence, return toward the manhole until the camera changes, equip the Shotgun, face outward toward the camera, and fire. Inspect the screen for the temporary impact marks.
Arukas Store Sign
Easter Egg
HintPause around readable signs, posters, lockers, and wall art.
WhereInspect the street storefront for Arukas Store Sign.
Full detailReach the street storefront, clear enough space to stand safely, and read the sign as Sakura reversed. Move close enough for the texture or lettering to be legible before marking the reference complete.
Above the Rim Graffiti
Easter Egg
HintPause around readable signs, posters, lockers, and wall art.
WhereInspect the wall behind the gun shop for Above the Rim Graffiti.
Full detailReach the wall behind the gun shop, clear enough space to stand safely, and inspect the basketball-film reference. Move close enough for the texture or lettering to be legible before marking the reference complete.
Matsunami Billboard
Easter Egg
HintPause around readable signs, posters, lockers, and wall art.
WhereInspect the city advertising board for Matsunami Billboard.
Full detailReach the city advertising board, clear enough space to stand safely, and inspect the developer-name reference. Move close enough for the texture or lettering to be legible before marking the reference complete.
JoJo Locker Marking
Easter Egg
HintPause around readable signs, posters, lockers, and wall art.
WhereInspect the police-station locker for JoJo Locker Marking.
Full detailReach the police-station locker, clear enough space to stand safely, and inspect the manga reference. Move close enough for the texture or lettering to be legible before marking the reference complete.
Chocha-Cola Machine
Easter Egg
HintPause around readable signs, posters, lockers, and wall art.
WhereInspect the station vending machine for Chocha-Cola Machine.
Full detailReach the station vending machine, clear enough space to stand safely, and inspect the parody branding. Move close enough for the texture or lettering to be legible before marking the reference complete.
REDRUM Graffiti
Easter Egg
HintPause around readable signs, posters, lockers, and wall art.
WhereInspect the police-station wall for REDRUM Graffiti.
Full detailReach the police-station wall, clear enough space to stand safely, and inspect the horror-film reference. Move close enough for the texture or lettering to be legible before marking the reference complete.
Western Film Photograph
Easter Egg
HintPause around readable signs, posters, lockers, and wall art.
WhereInspect the S.T.A.R.S. Office frame for Western Film Photograph.
Full detailReach the S.T.A.R.S. Office frame, clear enough space to stand safely, and inspect the time-travel-film homage. Move close enough for the texture or lettering to be legible before marking the reference complete.
Basketball Player Posters
Easter Egg
HintPause around readable signs, posters, lockers, and wall art.
WhereInspect the city walls for Basketball Player Posters.
Full detailReach the city walls, clear enough space to stand safely, and inspect both player cameos. Move close enough for the texture or lettering to be legible before marking the reference complete.
Watchman's Room Poster
Easter Egg
HintPause around readable signs, posters, lockers, and wall art.
WhereInspect the Watchman's Room wall for Watchman's Room Poster.
Full detailReach the Watchman's Room wall, clear enough space to stand safely, and inspect the magazine-model cameo. Move close enough for the texture or lettering to be legible before marking the reference complete.
Final Gallery Audit
Gallery
HintSome viewer entries may appear only after later clears.
WhereAfter all scenarios and bonus modes, reopen every Gallery tab.
Full detailReturn to Gallery after the last Extreme Battle and survivor clear. Traverse every category from first slot to last, open all populated movies, sketches, illustrations, and models, and confirm no newly available thumbnail remains unviewed.
Open the spoiler-free interactive guide
Part of the 100% guide collection at
samimirash.com/guides.