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Resident Evil 3: Nemesis (1999)

100% completion of the chosen classic Windows route, spoiler-free · 13 areas · 159 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 selectors, costume menu, and save directory.

Primary route: classic Windows PC; no secondary platform pass.

Use the 1999 Windows Release

Setup

HintConfirm the classic version before creating completion data.
WhereInstall the GOG or Steam classic Windows release.
Full detailLaunch Resident Evil 3: Nemesis (1999) from GOG or Steam and keep its save folder separate from the 2020 remake. Confirm costume selection and The Mercenaries appear at the PC menu.

Protect Completion Data

Save Safety

HintSeveral clears and purchases must remain on one continuing file.
WhereBack up the save folder before every ending branch and reward purchase.
Full detailClose the game, copy the save directory to a dated folder, and label difficulty, route choices, clear count, epilogues, and Mercenaries purchases. Restore files only while cloud synchronization is closed.

Heavy Completion File

Difficulty

HintThe full reward chain exists only on the harder setting.
WhereCreate the primary completion file on Heavy.
Full detailStart Heavy with the default handgun and eight inventory spaces. Use this file for the seven-drop chain, S rank, ordered files, ending branches, eight epilogue clears, and purchased Mercenaries rewards.

Light Completion Clear

Difficulty

HintThe assisted setting has a distinct loadout and dodge behavior.
WhereFinish one complete run on Light.
Full detailStart Light, inspect its expanded weapon supply, automatic dodge, ten inventory spaces, and infinite ribbons, then finish once. Do not use this run for the pursuer drops or epilogue ledger.

Original and Arrange Rules

Mode

HintThe PC release includes two regional rule families.
WhereFinish one Heavy run under Original and one under Arrange.
Full detailSelect Original Heavy for one full clear, then repeat under Arrange Heavy. Record their enemy resilience and regional rule differences separately; do not confuse these with the 2020 remake.

Live Selection Matrix

You are here when: Timed prompts across the station, downtown, cable car, tower, park, and factory.

SAVE-BACKUP: record both choices and timeout at every prompt.

Station Courtyard Selection (missable)

Route Choice

HintA timed prompt can change rooms, supplies, or later mechanics.
WhereAt the fight outside or enter the station.
Full detailKeep a save before the courtyard prompt. Record fighting outside, entering the station, and allowing the timer to expire; each changes the immediate pursuit and item opportunity.

Restaurant Selection (missable)

Route Choice

HintA timed prompt can change rooms, supplies, or later mechanics.
WhereAt the use the basement or hide in the kitchen.
Full detailVisit the Restaurant before the Press Office, save before meeting the other survivor, then record basement, kitchen, and timeout. The kitchen route creates a Heavy-mode drop opportunity.

Press Office Selection (missable)

Route Choice

HintA timed prompt can change rooms, supplies, or later mechanics.
WhereAt the jump through the window or hide in back.
Full detailOn another run visit the Press Office first. Record the window, rear hiding place, and timeout; the hiding route creates the corresponding Heavy-mode drop opportunity.

Sub Station Selection (missable)

Route Choice

HintA timed prompt can change rooms, supplies, or later mechanics.
WhereAt the raise electrical output or use the emergency exit.
Full detailBack up before the control-room breach. Record increased output, emergency exit, and timeout, then note whether the next pursuer encounter moves to the entrance or later alley.

Garage Collapse Selection (missable)

Route Choice

HintA timed prompt can change rooms, supplies, or later mechanics.
WhereAt the climb upward or jump into the opening.
Full detailAfter collecting the oil additive, save before the garage collapse. Record climbing, jumping, and timeout; jumping exposes a short underground passage before returning to the street.

Cable-Car Selection (missable)

Route Choice

HintA timed prompt can change rooms, supplies, or later mechanics.
WhereAt the jump from the window or operate the emergency brake.
Full detailBack up before repairing the car. Record both choices and timeout because the Clock Tower entrance, supplies, and later room state change.

Clock Tower Balcony Selection (missable)

Route Choice

HintA timed prompt can change rooms, supplies, or later mechanics.
WhereAt the use the light or connect the cord.
Full detailSave before the balcony prompt. The light avoids a later chase but forfeits this drop; the cord creates an immediate knockdown and lets Heavy collect reward six.

Park Bridge Selection (missable)

Route Choice

HintA timed prompt can change rooms, supplies, or later mechanics.
WhereAt the push the pursuer away or jump from the bridge.
Full detailKeep the park bridge save permanently. Record push, jump, and timeout; timeout follows the jump route with damage. These branches select different factory entrances and ending mechanics.

Factory Helicopter Selection (missable)

Route Choice

HintA timed prompt can change rooms, supplies, or later mechanics.
WhereAt the negotiate by radio or return fire.
Full detailReach this prompt from the jump-or-timeout bridge branch. Record negotiation, direct return fire, and timeout on separate saves before continuing to the final machinery.

Final Evacuation Selection (missable)

Route Choice

HintA timed prompt can change rooms, supplies, or later mechanics.
WhereAt the finish the remaining threat or evacuate.
Full detailBack up after the final machinery activates. Record both displayed choices and timeout; this changes only the last physical encounter, not the already selected rescue route.

City and Station Puzzles

You are here when: Warehouse alleys, the police station, downtown businesses, and cable-car machinery.

Physical puzzle answers only; no story outcomes are described.

Warehouse Lighter

Puzzle

HintInspect nearby machines, movable objects, and item descriptions.
WhereAt the relevant mechanism, combine the Empty Lighter with Lighter Oil.
Full detailBring every key item named by the nearby route. At the mechanism, combine the Empty Lighter with Lighter Oil; confirm the completed Lighter and the rope-blocked alley before discarding spent items or crossing the next locked route.

Police Computer Card

Puzzle

HintInspect nearby machines, movable objects, and item descriptions.
WhereAt the relevant mechanism, examine the Card Case and use its card at the lobby terminal.
Full detailBring every key item named by the nearby route. At the mechanism, examine the Card Case and use its card at the lobby terminal; confirm the S.T.A.R.S. Office key code before discarding spent items or crossing the next locked route.

City Hall Gems

Puzzle

HintInspect nearby machines, movable objects, and item descriptions.
WhereAt the relevant mechanism, place the Sapphire and Emerald into the gate panel.
Full detailBring every key item named by the nearby route. At the mechanism, place the Sapphire and Emerald into the gate panel; confirm the downtown gate before discarding spent items or crossing the next locked route.

Book and Compass Exchange

Puzzle

HintInspect nearby machines, movable objects, and item descriptions.
WhereAt the relevant mechanism, place the Book of Wisdom in the bronze recess, then put the Future Compass in the mayor statue.
Full detailBring every key item named by the nearby route. At the mechanism, place the Book of Wisdom in the bronze recess, then put the Future Compass in the mayor statue; confirm the Battery before discarding spent items or crossing the next locked route.

Fire Hose Connection

Puzzle

HintInspect nearby machines, movable objects, and item descriptions.
WhereAt the relevant mechanism, loosen the hose with the Wrench and attach it at the hydrant.
Full detailBring every key item named by the nearby route. At the mechanism, loosen the hose with the Wrench and attach it at the hydrant; confirm the extinguished alley fire before discarding spent items or crossing the next locked route.

Sales Office Password

Puzzle

HintInspect nearby machines, movable objects, and item descriptions.
WhereAt the relevant mechanism, watch the product advertisement and enter SAFSPRIN, ADRAVIL, or AQUACURE to match it.
Full detailBring every key item named by the nearby route. At the mechanism, watch the product advertisement and enter SAFSPRIN, ADRAVIL, or AQUACURE to match it; confirm the Oil Additive cabinet before discarding spent items or crossing the next locked route.

Sub Station Voltage

Puzzle

HintInspect nearby machines, movable objects, and item descriptions.
WhereAt the relevant mechanism, adjust the controls to place one output inside each shutter range.
Full detailBring every key item named by the nearby route. At the mechanism, adjust the controls to place one output inside each shutter range; confirm both supply shutters before discarding spent items or crossing the next locked route.

Cable-Car Repair (missable)

Puzzle

HintInspect nearby machines, movable objects, and item descriptions.
WhereAt the relevant mechanism, install the Power Cable, Fuse, and Mixed Oil.
Full detailBring every key item named by the nearby route. At the mechanism, install the Power Cable, Fuse, and Mixed Oil; confirm a working cable car before discarding spent items or crossing the next locked route.

Tower, Hospital, and Park Puzzles

You are here when: Clock mechanisms, medical equipment, park waterworks, and a graveyard room.

Some codes and melodies randomize; use the in-room clue rather than a fixed guess.

Clock Tower Music Box (missable)

Puzzle

HintInspect nearby machines, movable objects, and item descriptions.
WhereAt the relevant mechanism, copy the played melody using the six switches.
Full detailBring every key item named by the nearby route. At the mechanism, copy the played melody using the six switches; confirm the Chronos Chain before discarding spent items or crossing the next locked route.

Three-Clock Weights

Puzzle

HintInspect nearby machines, movable objects, and item descriptions.
WhereAt the relevant mechanism, move the amber, obsidian, and crystal balls until the center clock reaches midnight.
Full detailBring every key item named by the nearby route. At the mechanism, move the amber, obsidian, and crystal balls until the center clock reaches midnight; confirm the Gold Gear before discarding spent items or crossing the next locked route.

Chronos Gear

Puzzle

HintInspect nearby machines, movable objects, and item descriptions.
WhereAt the relevant mechanism, combine Gold Gear and Silver Gear, then fit the result upstairs.
Full detailBring every key item named by the nearby route. At the mechanism, combine Gold Gear and Silver Gear, then fit the result upstairs; confirm the bell mechanism before discarding spent items or crossing the next locked route.

Hospital Room Safe (missable)

Puzzle

HintInspect nearby machines, movable objects, and item descriptions.
WhereAt the relevant mechanism, read the body position in the Data Room and use its paired code in Room 401.
Full detailBring every key item named by the nearby route. At the mechanism, read the body position in the Data Room and use its paired code in Room 401; confirm the Sickroom Key before discarding spent items or crossing the next locked route.

Hospital Vaccine

Puzzle

HintInspect nearby machines, movable objects, and item descriptions.
WhereAt the relevant mechanism, combine Vaccine Base and Vaccine Medium after operating both laboratory machines.
Full detailBring every key item named by the nearby route. At the mechanism, combine Vaccine Base and Vaccine Medium after operating both laboratory machines; confirm the completed Vaccine before discarding spent items or crossing the next locked route.

Park Fountain Gears

Puzzle

HintInspect nearby machines, movable objects, and item descriptions.
WhereAt the relevant mechanism, arrange the black and white gears so both diagrams match.
Full detailBring every key item named by the nearby route. At the mechanism, arrange the black and white gears so both diagrams match; confirm the drained fountain passage before discarding spent items or crossing the next locked route.

Graveyard Fireplace

Puzzle

HintInspect nearby machines, movable objects, and item descriptions.
WhereAt the relevant mechanism, light the fireplace, then strike the weakened wall with the Iron Pipe.
Full detailBring every key item named by the nearby route. At the mechanism, light the fireplace, then strike the weakened wall with the Iron Pipe; confirm the concealed communications room before discarding spent items or crossing the next locked route.

Factory Puzzles

You are here when: Water-treatment controls, steam valves, industrial corridors, and powered machinery.

SAVE-BACKUP: factory entrance and radio choices determine ending mechanics.

Factory Water Sample (missable)

Puzzle

HintInspect nearby machines, movable objects, and item descriptions.
WhereAt the relevant mechanism, shift columns A, B, and C until their combined profile matches the sample.
Full detailBring every key item named by the nearby route. At the mechanism, shift columns A, B, and C until their combined profile matches the sample; confirm the drainage lock before discarding spent items or crossing the next locked route.

Factory Steam Controls

Puzzle

HintInspect nearby machines, movable objects, and item descriptions.
WhereAt the relevant mechanism, alternate the wall valves and safety panel until the steam no longer blocks the route.
Full detailBring every key item named by the nearby route. At the mechanism, alternate the wall valves and safety panel until the steam no longer blocks the route; confirm the System Disk corridor before discarding spent items or crossing the next locked route.

Rail Cannon Batteries

Puzzle

HintInspect nearby machines, movable objects, and item descriptions.
WhereAt the relevant mechanism, activate batteries one, two, and three in sequence.
Full detailBring every key item named by the nearby route. At the mechanism, activate batteries one, two, and three in sequence; confirm the powered cannon before discarding spent items or crossing the next locked route.

Complete File Archive

You are here when: Document surfaces from the starting inventory through the final industrial yard.

Collect all 30 in exact menu order to create Jill’s Diary.

File #1 — Game Instructions A (missable)

File

HintRead every document when its next empty file slot appears.
WhereCollect Game Instructions A at the starting inventory.
Full detailKeep the files in numerical order. Reach the starting inventory, examine Game Instructions A, and verify it occupies slot 1. Open it fully and advance to its last page before closing the menu.

File #2 — Game Instructions B (missable)

File

HintRead every document when its next empty file slot appears.
WhereCollect Game Instructions B at the starting inventory.
Full detailKeep the files in numerical order. Reach the starting inventory, examine Game Instructions B, and verify it occupies slot 2. Open it fully and advance to its last page before closing the menu.

File #3 — Clock Tower Postcard (missable)

File

HintRead every document when its next empty file slot appears.
WhereCollect Clock Tower Postcard at the Black Jack bar.
Full detailKeep the files in numerical order. Reach the Black Jack bar, examine Clock Tower Postcard, and verify it occupies slot 3. Open it fully and advance to its last page before closing the menu.

File #4 — Photo A (missable)

File

HintRead every document when its next empty file slot appears.
WhereCollect Photo A at the barricaded passage corpse.
Full detailKeep the files in numerical order. Reach the barricaded passage corpse, examine Photo A, and verify it occupies slot 4. Open it fully and advance to its last page before closing the menu.

File #5 — Marvin's Report (missable)

File

HintRead every document when its next empty file slot appears.
WhereCollect Marvin's Report at the west-office small room.
Full detailKeep the files in numerical order. Reach the west-office small room, examine Marvin's Report, and verify it occupies slot 5. Open it fully and advance to its last page before closing the menu.

File #6 — David's Memo (missable)

File

HintRead every document when its next empty file slot appears.
WhereCollect David's Memo at the Dark Room table.
Full detailKeep the files in numerical order. Reach the Dark Room table, examine David's Memo, and verify it occupies slot 6. Open it fully and advance to its last page before closing the menu.

File #7 — Fax From Kendo Gun Shop (missable)

File

HintRead every document when its next empty file slot appears.
WhereCollect Fax From Kendo Gun Shop at the STARS fax machine.
Full detailKeep the files in numerical order. Reach the STARS fax machine, examine Fax From Kendo Gun Shop, and verify it occupies slot 7. Open it fully and advance to its last page before closing the menu.

File #8 — Mercenary's Diary (missable)

File

HintRead every document when its next empty file slot appears.
WhereCollect Mercenary's Diary at the Zigzag Alley corpse.
Full detailKeep the files in numerical order. Reach the Zigzag Alley corpse, examine Mercenary's Diary, and verify it occupies slot 8. Open it fully and advance to its last page before closing the menu.

File #9 — City Guide (missable)

File

HintRead every document when its next empty file slot appears.
WhereCollect City Guide at the Restaurant front table.
Full detailKeep the files in numerical order. Reach the Restaurant front table, examine City Guide, and verify it occupies slot 9. Open it fully and advance to its last page before closing the menu.

File #10 — Photo B (missable)

File

HintRead every document when its next empty file slot appears.
WhereCollect Photo B at the Press lobby payphone.
Full detailKeep the files in numerical order. Reach the Press lobby payphone, examine Photo B, and verify it occupies slot 10. Open it fully and advance to its last page before closing the menu.

File #11 — Photo C (missable)

File

HintRead every document when its next empty file slot appears.
WhereCollect Photo C at the Press central table.
Full detailKeep the files in numerical order. Reach the Press central table, examine Photo C, and verify it occupies slot 11. Open it fully and advance to its last page before closing the menu.

File #12 — Reporter's Memo (missable)

File

HintRead every document when its next empty file slot appears.
WhereCollect Reporter's Memo at the Press radiator boxes.
Full detailKeep the files in numerical order. Reach the Press radiator boxes, examine Reporter's Memo, and verify it occupies slot 12. Open it fully and advance to its last page before closing the menu.

File #13 — Mechanic's Memo (missable)

File

HintRead every document when its next empty file slot appears.
WhereCollect Mechanic's Memo at the cable-car rear dashboard.
Full detailKeep the files in numerical order. Reach the cable-car rear dashboard, examine Mechanic's Memo, and verify it occupies slot 13. Open it fully and advance to its last page before closing the menu.

File #14 — Manager's Report (missable)

File

HintRead every document when its next empty file slot appears.
WhereCollect Manager's Report at the Sales Office table.
Full detailKeep the files in numerical order. Reach the Sales Office table, examine Manager's Report, and verify it occupies slot 14. Open it fully and advance to its last page before closing the menu.

File #15 — Business Fax (missable)

File

HintRead every document when its next empty file slot appears.
WhereCollect Business Fax at the Sales Office cabinets.
Full detailKeep the files in numerical order. Reach the Sales Office cabinets, examine Business Fax, and verify it occupies slot 15. Open it fully and advance to its last page before closing the menu.

File #16 — Dario's Memo (missable)

File

HintRead every document when its next empty file slot appears.
WhereCollect Dario's Memo at the warehouse trailer boxes.
Full detailKeep the files in numerical order. Reach the warehouse trailer boxes, examine Dario's Memo, and verify it occupies slot 16. Return after obtaining the Lockpick, enter the now-accessible warehouse trailer, and inspect the boxes. Open it fully and advance to its last page before closing the menu.

File #17 — Operation Instruction (missable)

File

HintRead every document when its next empty file slot appears.
WhereCollect Operation Instruction at the Clock Tower Main Hall.
Full detailKeep the files in numerical order. Reach the Clock Tower Main Hall, examine Operation Instruction, and verify it occupies slot 17. Open it fully and advance to its last page before closing the menu.

File #18 — Art Picture Postcard (missable)

File

HintRead every document when its next empty file slot appears.
WhereCollect Art Picture Postcard at the Clock Tower library table.
Full detailKeep the files in numerical order. Reach the Clock Tower library table, examine Art Picture Postcard, and verify it occupies slot 18. Open it fully and advance to its last page before closing the menu.

File #19 — Mercenary's Pocketbook (missable)

File

HintRead every document when its next empty file slot appears.
WhereCollect Mercenary's Pocketbook at the Clock Room corpse.
Full detailKeep the files in numerical order. Reach the Clock Room corpse, examine Mercenary's Pocketbook, and verify it occupies slot 19. Open it fully and advance to its last page before closing the menu.

File #20 — Director's Diary (missable)

File

HintRead every document when its next empty file slot appears.
WhereCollect Director's Diary at the hospital lounge floor.
Full detailKeep the files in numerical order. Reach the hospital lounge floor, examine Director's Diary, and verify it occupies slot 20. Open it fully and advance to its last page before closing the menu.

File #21 — Photo D (missable)

File

HintRead every document when its next empty file slot appears.
WhereCollect Photo D at the hospital Data Room desk.
Full detailKeep the files in numerical order. Reach the hospital Data Room desk, examine Photo D, and verify it occupies slot 21. Open it fully and advance to its last page before closing the menu.

File #22 — Medical Instruction Manual (missable)

File

HintRead every document when its next empty file slot appears.
WhereCollect Medical Instruction Manual at the hospital experiment desk.
Full detailKeep the files in numerical order. Reach the hospital experiment desk, examine Medical Instruction Manual, and verify it occupies slot 22. Open it fully and advance to its last page before closing the menu.

File #23 — Photo E (missable)

File

HintRead every document when its next empty file slot appears.
WhereCollect Photo E at the Park Office table.
Full detailKeep the files in numerical order. Reach the Park Office table, examine Photo E, and verify it occupies slot 23. Open it fully and advance to its last page before closing the menu.

File #24 — Written Order to Supervisors (missable)

File

HintRead every document when its next empty file slot appears.
WhereCollect Written Order to Supervisors at the forest clearing corpse.
Full detailKeep the files in numerical order. Reach the forest clearing corpse, examine Written Order to Supervisors, and verify it occupies slot 24. Open it fully and advance to its last page before closing the menu.

File #25 — Supervisor's Report (missable)

File

HintRead every document when its next empty file slot appears.
WhereCollect Supervisor's Report at the communications-room table.
Full detailKeep the files in numerical order. Reach the communications-room table, examine Supervisor's Report, and verify it occupies slot 25. Open it fully and advance to its last page before closing the menu.

File #26 — Fax From Headquarters (missable)

File

HintRead every document when its next empty file slot appears.
WhereCollect Fax From Headquarters at the communications map board.
Full detailKeep the files in numerical order. Reach the communications map board, examine Fax From Headquarters, and verify it occupies slot 26. Open it fully and advance to its last page before closing the menu.

File #27 — Manager's Diary (missable)

File

HintRead every document when its next empty file slot appears.
WhereCollect Manager's Diary at the factory resting-room table.
Full detailKeep the files in numerical order. Reach the factory resting-room table, examine Manager's Diary, and verify it occupies slot 27. Open it fully and advance to its last page before closing the menu.

File #28 — Security Manual (missable)

File

HintRead every document when its next empty file slot appears.
WhereCollect Security Manual at the factory monitoring bench.
Full detailKeep the files in numerical order. Reach the factory monitoring bench, examine Security Manual, and verify it occupies slot 28. Open it fully and advance to its last page before closing the menu.

File #29 — Incinerator Manual (missable)

File

HintRead every document when its next empty file slot appears.
WhereCollect Incinerator Manual at the emergency-tunnel wall.
Full detailKeep the files in numerical order. Reach the emergency-tunnel wall, examine Incinerator Manual, and verify it occupies slot 29. Open it fully and advance to its last page before closing the menu.

File #30 — Classified Photo File (missable)

File

HintRead every document when its next empty file slot appears.
WhereCollect Classified Photo File at the car-yard floor.
Full detailKeep the files in numerical order. Reach the car-yard floor, examine Classified Photo File, and verify it occupies slot 30. Open it fully and advance to its last page before closing the menu. If all thirty were taken in order, Jill’s Diary immediately replaces Game Instructions A.

Weapons and Ammunition

You are here when: Fixed lockers, randomized cabinets, crafted powders, Heavy drops, and reward storage.

Handle every weapon and manufacture every ammunition family.

Combat Knife

Weapon

HintCheck fixed, randomized, crafted, dropped, and purchased weapon sources.
WhereObtain Combat Knife from the starting Item Box.
Full detailReach the starting Item Box using the required Heavy route or linked completion data, take or assemble Combat Knife, equip it once, and verify its ammunition behavior before marking it complete.

Custom Beretta M92FS

Weapon

HintCheck fixed, randomized, crafted, dropped, and purchased weapon sources.
WhereObtain Custom Beretta M92FS from the Heavy starting inventory.
Full detailReach the Heavy starting inventory using the required Heavy route or linked completion data, take or assemble Custom Beretta M92FS, equip it once, and verify its ammunition behavior before marking it complete.

Benelli M3S Shotgun

Weapon

HintCheck fixed, randomized, crafted, dropped, and purchased weapon sources.
WhereObtain Benelli M3S Shotgun from the police Evidence Room.
Full detailReach the police Evidence Room using the required Heavy route or linked completion data, take or assemble Benelli M3S Shotgun, equip it once, and verify its ammunition behavior before marking it complete.

S&W M629C Magnum

Weapon

HintCheck fixed, randomized, crafted, dropped, and purchased weapon sources.
WhereObtain S&W M629C Magnum from the S.T.A.R.S. Office or Sub Station.
Full detailReach the S.T.A.R.S. Office or Sub Station using the required Heavy route or linked completion data, take or assemble S&W M629C Magnum, equip it once, and verify its ammunition behavior before marking it complete.

Grenade Launcher

Weapon

HintCheck fixed, randomized, crafted, dropped, and purchased weapon sources.
WhereObtain Grenade Launcher from the S.T.A.R.S. Office or Sub Station.
Full detailReach the S.T.A.R.S. Office or Sub Station using the required Heavy route or linked completion data, take or assemble Grenade Launcher, equip it once, and verify its ammunition behavior before marking it complete.

Mine Thrower

Weapon

HintCheck fixed, randomized, crafted, dropped, and purchased weapon sources.
WhereObtain Mine Thrower from the Clock Tower body on Heavy.
Full detailReach the Clock Tower body on Heavy using the required Heavy route or linked completion data, take or assemble Mine Thrower, equip it once, and verify its ammunition behavior before marking it complete.

M4A1 Assault Rifle

Weapon

HintCheck fixed, randomized, crafted, dropped, and purchased weapon sources.
WhereObtain M4A1 Assault Rifle from the Light supply or seventh Heavy drop.
Full detailReach the Light supply or seventh Heavy drop using the required Heavy route or linked completion data, take or assemble M4A1 Assault Rifle, equip it once, and verify its ammunition behavior before marking it complete.

STI EAGLE 6.0

Weapon

HintCheck fixed, randomized, crafted, dropped, and purchased weapon sources.
WhereObtain STI EAGLE 6.0 from the combined EAGLE parts.
Full detailReach the combined EAGLE parts using the required Heavy route or linked completion data, take or assemble STI EAGLE 6.0, equip it once, and verify its ammunition behavior before marking it complete.

Western Custom M37

Weapon

HintCheck fixed, randomized, crafted, dropped, and purchased weapon sources.
WhereObtain Western Custom M37 from the combined M37 parts.
Full detailReach the combined M37 parts using the required Heavy route or linked completion data, take or assemble Western Custom M37, equip it once, and verify its ammunition behavior before marking it complete.

Gatling Gun

Weapon

HintCheck fixed, randomized, crafted, dropped, and purchased weapon sources.
WhereObtain Gatling Gun from the Mercenaries reward shop.
Full detailReach the Mercenaries reward shop using the required Heavy route or linked completion data, take or assemble Gatling Gun, equip it once, and verify its ammunition behavior before marking it complete.

Rocket Launcher

Weapon

HintCheck fixed, randomized, crafted, dropped, and purchased weapon sources.
WhereObtain Rocket Launcher from the Mercenaries reward shop.
Full detailReach the Mercenaries reward shop using the required Heavy route or linked completion data, take or assemble Rocket Launcher, equip it once, and verify its ammunition behavior before marking it complete.

Infinite Bullets

Weapon

HintCheck fixed, randomized, crafted, dropped, and purchased weapon sources.
WhereObtain Infinite Bullets from the later seven-drop chain or Mercenaries shop.
Full detailReach the later seven-drop chain or Mercenaries shop using the required Heavy route or linked completion data, take or assemble Infinite Bullets, equip it once, and verify its ammunition behavior before marking it complete.

Handgun Bullets

Ammunition

HintExperiment with the Reloading Tool and repeated powder recipes.
WhereCreate Handgun Bullets using Gunpowder A.
Full detailKeep the Reloading Tool in inventory, combine the stated powders if needed, and apply Gunpowder A. For enhanced ammunition, complete seven ordinary batches in that weapon family, accept the special-ammunition prompt on the next eligible craft, and test it in the standard handgun or shotgun.

Shotgun Shells

Ammunition

HintExperiment with the Reloading Tool and repeated powder recipes.
WhereCreate Shotgun Shells using Gunpowder B.
Full detailKeep the Reloading Tool in inventory, combine the stated powders if needed, and apply Gunpowder B. For enhanced ammunition, complete seven ordinary batches in that weapon family, accept the special-ammunition prompt on the next eligible craft, and test it in the standard handgun or shotgun.

Grenade Rounds

Ammunition

HintExperiment with the Reloading Tool and repeated powder recipes.
WhereCreate Grenade Rounds using Gunpowder C.
Full detailKeep the Reloading Tool in inventory, combine the stated powders if needed, and apply Gunpowder C. For enhanced ammunition, complete seven ordinary batches in that weapon family, accept the special-ammunition prompt on the next eligible craft, and test it in the standard handgun or shotgun.

Flame Rounds

Ammunition

HintExperiment with the Reloading Tool and repeated powder recipes.
WhereCreate Flame Rounds using Gunpowder A plus C.
Full detailKeep the Reloading Tool in inventory, combine the stated powders if needed, and apply Gunpowder A plus C. For enhanced ammunition, complete seven ordinary batches in that weapon family, accept the special-ammunition prompt on the next eligible craft, and test it in the standard handgun or shotgun.

Acid Rounds

Ammunition

HintExperiment with the Reloading Tool and repeated powder recipes.
WhereCreate Acid Rounds using Gunpowder B plus C.
Full detailKeep the Reloading Tool in inventory, combine the stated powders if needed, and apply Gunpowder B plus C. For enhanced ammunition, complete seven ordinary batches in that weapon family, accept the special-ammunition prompt on the next eligible craft, and test it in the standard handgun or shotgun.

Freeze Rounds

Ammunition

HintExperiment with the Reloading Tool and repeated powder recipes.
WhereCreate Freeze Rounds using two Gunpowder C.
Full detailKeep the Reloading Tool in inventory, combine the stated powders if needed, and apply two Gunpowder C. For enhanced ammunition, complete seven ordinary batches in that weapon family, accept the special-ammunition prompt on the next eligible craft, and test it in the standard handgun or shotgun.

Magnum Bullets

Ammunition

HintExperiment with the Reloading Tool and repeated powder recipes.
WhereCreate Magnum Bullets using three Gunpowder C.
Full detailKeep the Reloading Tool in inventory, combine the stated powders if needed, and apply three Gunpowder C. For enhanced ammunition, complete seven ordinary batches in that weapon family, accept the special-ammunition prompt on the next eligible craft, and test it in the standard handgun or shotgun.

Enhanced Handgun Bullets

Ammunition

HintExperiment with the Reloading Tool and repeated powder recipes.
WhereCreate Enhanced Handgun Bullets using seven handgun-bullet batches.
Full detailKeep the Reloading Tool in inventory, combine the stated powders if needed, and apply seven handgun-bullet batches. For enhanced ammunition, complete seven ordinary batches in that weapon family, accept the special-ammunition prompt on the next eligible craft, and test it in the standard handgun or shotgun.

Enhanced Shotgun Shells

Ammunition

HintExperiment with the Reloading Tool and repeated powder recipes.
WhereCreate Enhanced Shotgun Shells using seven shotgun-shell batches.
Full detailKeep the Reloading Tool in inventory, combine the stated powders if needed, and apply seven shotgun-shell batches. For enhanced ammunition, complete seven ordinary batches in that weapon family, accept the special-ammunition prompt on the next eligible craft, and test it in the standard handgun or shotgun.

Main-Game Rankings

You are here when: The result screen and the time, save, and health-recovery ledgers behind it.

Earn S and understand every category used to calculate it.

Earn Main-Game Rank S

Rank

HintThree result categories contribute equally to the final grade.
WhereFinish with at least 270 total ranking points.
Full detailTarget a combined 270 across time, saves, and restored health. The clean maximum is under 2:30, zero saves, and no more than 1,500 health restored; any other category combination reaching 270 also awards S.

Time Category

Rank Rule

HintThe first scoring band ends just before two and a half hours.
WhereFinish by 2:29:59 for 100 time points.
Full detailPlan room splits around 2:29:59 or faster. At 2:30 the time category falls to 90, then continues declining through later fixed bands; compensate elsewhere if the run crosses a boundary.

Save Category

Rank Rule

HintEvery typewriter use lowers one result category.
WhereUse zero typewriter saves for 100 save points.
Full detailA run with no typewriter use earns 100 in the save category; one save earns 90 and two earn 80. A clear-data write after the result does not belong to the completed run.

Recovery Category

Rank Rule

HintThe game totals restored health rather than counting item names.
WhereRestore no more than 1,500 health for 100 recovery points.
Full detailTrack actual health restored across herbs and sprays. Stay at or below 1,500 for 100 points; full-heal items add up quickly, so avoid healing when only slightly injured during the S-rank run.

Heavy Rank S Clear

Rank

HintCombine the full reward route with the top result when practical.
WhereEarn S on Heavy without abandoning the seven-drop completion data.
Full detailUse a dedicated Heavy branch, collect only drops compatible with the time target, avoid typewriters, and limit recovery. Finish at 270 or more, save the result, and preserve it separately from slower file and route-variant clears.

Randomized Layouts

You are here when: Paired supply surfaces and enemy formations across the station, downtown, tower, hospital, park, and factory.

Observe both members of each documented random placement pool across repeat files.

Police shotgun shells

Random Layout

HintA new run can place this supply in one of two pools.
WhereObserve Police shotgun shells at either West Office side room or Operations Room fireplace.
Full detailBack up before the relevant area or begin another Heavy file. Check West Office side room; if Police shotgun shells is absent, verify the paired placement at Operations Room fireplace. Record both layouts across separate runs rather than assuming a missing item was skipped.

Police red herbs

Random Layout

HintA new run can place this supply in one of two pools.
WhereObserve Police red herbs at either Briefing Room corridor or S.T.A.R.S. corridor.
Full detailBack up before the relevant area or begin another Heavy file. Check Briefing Room corridor; if Police red herbs is absent, verify the paired placement at S.T.A.R.S. corridor. Record both layouts across separate runs rather than assuming a missing item was skipped.

Magnum and Grenade Launcher

Random Layout

HintA new run can place this supply in one of two pools.
WhereObserve Magnum and Grenade Launcher at either S.T.A.R.S. Office cabinet or Sub Station cabinet.
Full detailBack up before the relevant area or begin another Heavy file. Check S.T.A.R.S. Office cabinet; if Magnum and Grenade Launcher is absent, verify the paired placement at Sub Station cabinet. Record both layouts across separate runs rather than assuming a missing item was skipped.

Downtown green herbs

Random Layout

HintA new run can place this supply in one of two pools.
WhereObserve Downtown green herbs at either Fire Hose alley or mayor-statue area.
Full detailBack up before the relevant area or begin another Heavy file. Check Fire Hose alley; if Downtown green herbs is absent, verify the paired placement at mayor-statue area. Record both layouts across separate runs rather than assuming a missing item was skipped.

Two Gunpowder A

Random Layout

HintA new run can place this supply in one of two pools.
WhereObserve Two Gunpowder A at either Restaurant or Press Office.
Full detailBack up before the relevant area or begin another Heavy file. Check Restaurant; if Two Gunpowder A is absent, verify the paired placement at Press Office. Record both layouts across separate runs rather than assuming a missing item was skipped.

Three Gunpowder A

Random Layout

HintA new run can place this supply in one of two pools.
WhereObserve Three Gunpowder A at either Gas Station or Sales Office storeroom.
Full detailBack up before the relevant area or begin another Heavy file. Check Gas Station; if Three Gunpowder A is absent, verify the paired placement at Sales Office storeroom. Record both layouts across separate runs rather than assuming a missing item was skipped.

Three Gunpowder B

Random Layout

HintA new run can place this supply in one of two pools.
WhereObserve Three Gunpowder B at either Sub Station exit desk or Sales Office storeroom.
Full detailBack up before the relevant area or begin another Heavy file. Check Sub Station exit desk; if Three Gunpowder B is absent, verify the paired placement at Sales Office storeroom. Record both layouts across separate runs rather than assuming a missing item was skipped.

Downtown red herbs

Random Layout

HintA new run can place this supply in one of two pools.
WhereObserve Downtown red herbs at either gas pumps or Sub Station entrance.
Full detailBack up before the relevant area or begin another Heavy file. Check gas pumps; if Downtown red herbs is absent, verify the paired placement at Sub Station entrance. Record both layouts across separate runs rather than assuming a missing item was skipped.

Clock Tower powder set

Random Layout

HintA new run can place this supply in one of two pools.
WhereObserve Clock Tower powder set at either bedroom or chapel.
Full detailBack up before the relevant area or begin another Heavy file. Check bedroom; if Clock Tower powder set is absent, verify the paired placement at chapel. Record both layouts across separate runs rather than assuming a missing item was skipped.

Clock Tower grenade rounds

Random Layout

HintA new run can place this supply in one of two pools.
WhereObserve Clock Tower grenade rounds at either library table or dining-room mantel.
Full detailBack up before the relevant area or begin another Heavy file. Check library table; if Clock Tower grenade rounds is absent, verify the paired placement at dining-room mantel. Record both layouts across separate runs rather than assuming a missing item was skipped.

Clock Tower attic item

Random Layout

HintA new run can place this supply in one of two pools.
WhereObserve Clock Tower attic item at either two Gunpowder A or Mine Thrower rounds.
Full detailBack up before the relevant area or begin another Heavy file. Check two Gunpowder A; if Clock Tower attic item is absent, verify the paired placement at Mine Thrower rounds. Record both layouts across separate runs rather than assuming a missing item was skipped.

Park Office ammunition

Random Layout

HintA new run can place this supply in one of two pools.
WhereObserve Park Office ammunition at either two grenade-round boxes or two Mine Thrower-round boxes.
Full detailBack up before the relevant area or begin another Heavy file. Check two grenade-round boxes; if Park Office ammunition is absent, verify the paired placement at two Mine Thrower-round boxes. Record both layouts across separate runs rather than assuming a missing item was skipped.

Factory item set

Random Layout

HintA new run can place this supply in one of two pools.
WhereObserve Factory item set at either upper save room or Water Sample room.
Full detailBack up before the relevant area or begin another Heavy file. Check upper save room; if Factory item set is absent, verify the paired placement at Water Sample room. Record both layouts across separate runs rather than assuming a missing item was skipped.

Police corridor formation (missable)

Random Layout

HintEnemy composition can differ between valid new-game seeds.
WhereObserve both forms of the Police corridor formation.
Full detailUse separate new-game files, reach the Police corridor formation without forcing a Live Selection branch change, and record its two possible enemy arrangements. Do not describe named late enemies in the reader-facing checklist.

Dirty Alley formation (missable)

Random Layout

HintEnemy composition can differ between valid new-game seeds.
WhereObserve both forms of the Dirty Alley formation.
Full detailUse separate new-game files, reach the Dirty Alley formation without forcing a Live Selection branch change, and record its two possible enemy arrangements. Do not describe named late enemies in the reader-facing checklist.

Zigzag Alley creature set (missable)

Random Layout

HintEnemy composition can differ between valid new-game seeds.
WhereObserve both forms of the Zigzag Alley creature set.
Full detailUse separate new-game files, reach the Zigzag Alley creature set without forcing a Live Selection branch change, and record its two possible enemy arrangements. Do not describe named late enemies in the reader-facing checklist.

Clock Tower dining-room set (missable)

Random Layout

HintEnemy composition can differ between valid new-game seeds.
WhereObserve both forms of the Clock Tower dining-room set.
Full detailUse separate new-game files, reach the Clock Tower dining-room set without forcing a Live Selection branch change, and record its two possible enemy arrangements. Do not describe named late enemies in the reader-facing checklist.

Hospital Room 401 set (missable)

Random Layout

HintEnemy composition can differ between valid new-game seeds.
WhereObserve both forms of the Hospital Room 401 set.
Full detailUse separate new-game files, reach the Hospital Room 401 set without forcing a Live Selection branch change, and record its two possible enemy arrangements. Do not describe named late enemies in the reader-facing checklist.

Main Park entrance set (missable)

Random Layout

HintEnemy composition can differ between valid new-game seeds.
WhereObserve both forms of the Main Park entrance set.
Full detailUse separate new-game files, reach the Main Park entrance set without forcing a Live Selection branch change, and record its two possible enemy arrangements. Do not describe named late enemies in the reader-facing checklist.

Heavy Drop Chain

You are here when: Seven rewardable pursuit encounters from the station courtyard through the ruined tower.

SAVE-BACKUP: every case advances a fixed chain, and one balcony choice can forfeit case six.

Heavy Drop #1 — EAGLE Parts A (missable)

Drop

HintOnly a full knockdown at a rewardable encounter produces the next case.
WhereDefeat the pursuer at the police courtyard and collect drop #1.
Full detailOn Heavy, fully incapacitate the pursuer at rewardable encounter 1 in the police courtyard, wait for the item case, and take EAGLE Parts A. Skipped encounters do not reset the chain; the next case advances its fixed reward number.

Heavy Drop #2 — EAGLE Parts B (missable)

Drop

HintOnly a full knockdown at a rewardable encounter produces the next case.
WhereDefeat the pursuer at the west stairway and collect drop #2.
Full detailOn Heavy, fully incapacitate the pursuer at rewardable encounter 2 in the west stairway, wait for the item case, and take EAGLE Parts B. Skipped encounters do not reset the chain; the next case advances its fixed reward number.

Heavy Drop #3 — First Aid Box (missable)

Drop

HintOnly a full knockdown at a rewardable encounter produces the next case.
WhereDefeat the pursuer at the Restaurant or Press and collect drop #3.
Full detailOn Heavy, fully incapacitate the pursuer at rewardable encounter 3 in the Restaurant or Press, wait for the item case, and take First Aid Box. Skipped encounters do not reset the chain; the next case advances its fixed reward number.

Heavy Drop #4 — M37 Parts A (missable)

Drop

HintOnly a full knockdown at a rewardable encounter produces the next case.
WhereDefeat the pursuer at the Sub Station or Forked Alley and collect drop #4.
Full detailOn Heavy, fully incapacitate the pursuer at rewardable encounter 4 in the Sub Station or Forked Alley, wait for the item case, and take M37 Parts A. Skipped encounters do not reset the chain; the next case advances its fixed reward number.

Heavy Drop #5 — M37 Parts B (missable)

Drop

HintOnly a full knockdown at a rewardable encounter produces the next case.
WhereDefeat the pursuer at the Three Points Street and collect drop #5.
Full detailOn Heavy, fully incapacitate the pursuer at rewardable encounter 5 in the Three Points Street, wait for the item case, and take M37 Parts B. Skipped encounters do not reset the chain; the next case advances its fixed reward number.

Heavy Drop #6 — First Aid Box (missable)

Drop

HintOnly a full knockdown at a rewardable encounter produces the next case.
WhereDefeat the pursuer at the Clock Tower balcony and collect drop #6.
Full detailOn Heavy, fully incapacitate the pursuer at rewardable encounter 6 in the Clock Tower balcony, wait for the item case, and take First Aid Box. Skipped encounters do not reset the chain; the next case advances its fixed reward number. Use the balcony cord; the light route forfeits this case.

Heavy Drop #7 — M4A1 first chain (missable)

Drop

HintOnly a full knockdown at a rewardable encounter produces the next case.
WhereDefeat the pursuer at the ruined Clock Tower and collect drop #7.
Full detailOn Heavy, fully incapacitate the pursuer at rewardable encounter 7 in the ruined Clock Tower, wait for the item case, and take M4A1 first chain. Skipped encounters do not reset the chain; the next case advances its fixed reward number. The first completed chain gives the rifle; repeat all seven on continuing data for Infinite Bullets.

Assemble STI EAGLE 6.0

Weapon

HintTwo early cases form a unique handgun.
WhereCombine EAGLE Parts A and B.
Full detailAfter collecting the first two Heavy cases, combine EAGLE Parts A with EAGLE Parts B. Equip the finished handgun; it has its own fast handling but cannot use enhanced handgun bullets.

Assemble Western Custom M37

Weapon

HintTwo middle cases form a unique shotgun.
WhereCombine M37 Parts A and B.
Full detailTake parts A and B from Heavy cases four and five, combine them, and test the six-shell Western Custom M37. It cannot accept enhanced shotgun shells.

Repeat the Seven-Drop Chain

Upgrade

HintThe last reward changes after one completed-data cycle.
WhereOn continuing data, collect all seven Heavy cases again.
Full detailLoad Next Game data after the rifle chain, remain on Heavy, and incapacitate the pursuer at all seven rewardable encounters. The seventh case now contains Infinite Bullets; apply it to a chosen compatible weapon only after backing up.

The Mercenaries

You are here when: A timed reverse city route from the cable car to the Warehouse, with six rescue rooms.

Complete all three characters, every rescue set, S rank, and all four purchases.

Mercenaries Clear — Carlos

Bonus Clear

HintEach character rewards a different balance of combat, rescue, and evasion.
WhereReach the Warehouse endpoint with Carlos.
Full detailSelect Carlos, whose route emphasizes assault rifle and generous healing. Travel from the cable car to the Warehouse before time expires, rescue all six civilians, and use enemy or boss time bonuses only where they outweigh the delay.

Mercenaries Clear — Mikhail

Bonus Clear

HintEach character rewards a different balance of combat, rescue, and evasion.
WhereReach the Warehouse endpoint with Mikhail.
Full detailSelect Mikhail, whose route emphasizes shotgun, magnum, and rockets. Travel from the cable car to the Warehouse before time expires, rescue all six civilians, and use enemy or boss time bonuses only where they outweigh the delay.

Mercenaries Clear — Nicholai

Bonus Clear

HintEach character rewards a different balance of combat, rescue, and evasion.
WhereReach the Warehouse endpoint with Nicholai.
Full detailSelect Nicholai, whose route emphasizes handgun, knife, and precision bonuses. Travel from the cable car to the Warehouse before time expires, rescue all six civilians, and use enemy or boss time bonuses only where they outweigh the delay.

All Six Rescues — Carlos

Rescue Set

HintSide rooms can add time and supplies if reached before their windows close.
WhereRescue all six civilians during a Carlos run.
Full detailVisit the Gas Station, Press Office, restaurant basement, Sub Station, Sales Office, and bar rescue rooms before their individual states expire. Confirm all six rescues during the same Carlos clear.

All Six Rescues — Mikhail

Rescue Set

HintSide rooms can add time and supplies if reached before their windows close.
WhereRescue all six civilians during a Mikhail run.
Full detailVisit the Gas Station, Press Office, restaurant basement, Sub Station, Sales Office, and bar rescue rooms before their individual states expire. Confirm all six rescues during the same Mikhail clear.

All Six Rescues — Nicholai

Rescue Set

HintSide rooms can add time and supplies if reached before their windows close.
WhereRescue all six civilians during a Nicholai run.
Full detailVisit the Gas Station, Press Office, restaurant basement, Sub Station, Sales Office, and bar rescue rooms before their individual states expire. Confirm all six rescues during the same Nicholai clear.

Infinite Assault Rifle

Reward

HintBank earnings across clears before spending completion data.
WherePurchase Infinite Assault Rifle for $2000.
Full detailEarn at least $2000 in The Mercenaries, select Infinite Assault Rifle in its reward menu, and save the purchase onto the intended difficulty file. Restart or continue the main game from that data and verify the reward in the Item Box.

Infinite Gatling Gun

Reward

HintBank earnings across clears before spending completion data.
WherePurchase Infinite Gatling Gun for $3000.
Full detailEarn at least $3000 in The Mercenaries, select Infinite Gatling Gun in its reward menu, and save the purchase onto the intended difficulty file. Restart or continue the main game from that data and verify the reward in the Item Box.

Infinite Rocket Launcher

Reward

HintBank earnings across clears before spending completion data.
WherePurchase Infinite Rocket Launcher for $4000.
Full detailEarn at least $4000 in The Mercenaries, select Infinite Rocket Launcher in its reward menu, and save the purchase onto the intended difficulty file. Restart or continue the main game from that data and verify the reward in the Item Box.

Infinite Ammo for All Weapons

Reward

HintBank earnings across clears before spending completion data.
WherePurchase Infinite Ammo for All Weapons for $9999.
Full detailEarn at least $9999 in The Mercenaries, select Infinite Ammo for All Weapons in its reward menu, and save the purchase onto the intended difficulty file. Restart or continue the main game from that data and verify the reward in the Item Box.

Mercenaries S Rank

Rank

HintCivilian rescues and remaining time matter more than unnecessary fights.
WhereEarn an S result in The Mercenaries.
Full detailUse the character whose inventory best fits your route, rescue all six civilians, build time with safe high-value encounters, and reach the Warehouse with a strong remaining clock. Repeat until the result screen awards S.

Ending and Epilogue Matrix

You are here when: The park bridge, late factory radio prompt, final machinery, and postgame viewer.

SAVE-BACKUP: ending descriptions expose mechanics only; epilogue narrative is withheld.

Ending Route A (missable)

Ending

HintThe park bridge decision selects the first mechanical route.
WhereAt the park bridge, choose to push the pursuer away, then finish the game.
Full detailPreserve the bridge save, select the push option, enter the factory from the upper approach, and finish without changing the final route flag. Record the result without opening its epilogue text.

Ending Route B (missable)

Ending

HintThe other bridge option enables a later radio branch.
WhereAt the park bridge, jump away; later choose negotiation, then finish.
Full detailReload the bridge save, choose the jump option, use the lower factory approach, and select negotiation at the later helicopter prompt. Finish and record this mechanical outcome only.

Ending Route C (missable)

Ending

HintThe second late radio response produces another variation.
WhereTake the jump route, return fire at the later prompt, and finish.
Full detailRestore the jump-route factory save, select return fire, remain for the optional encounter until its route resolves, then complete the game and record the distinct result.

Park Bridge Timeout (missable)

Route Variant

HintAllowing the timer to expire shares one route but adds damage.
WhereLet the park bridge selection expire, then finish that branch.
Full detailRestore the bridge backup and make no selection. The route proceeds like the jump branch after an unavoidable hit; heal afterward, continue to the helicopter prompt, and record the timeout variant.

Epilogue File #1

Epilogue

HintContinuing Heavy clears add one postgame file at a time.
WhereFinish Heavy clear #1 on the same completion data.
Full detailLoad the same continuing Heavy completion file, finish full clear number 1, save the result, and open Epilogue File #1 from the postgame viewer. Do not describe or expose its narrative text in the guide.

Epilogue File #2

Epilogue

HintContinuing Heavy clears add one postgame file at a time.
WhereFinish Heavy clear #2 on the same completion data.
Full detailLoad the same continuing Heavy completion file, finish full clear number 2, save the result, and open Epilogue File #2 from the postgame viewer. Do not describe or expose its narrative text in the guide.

Epilogue File #3

Epilogue

HintContinuing Heavy clears add one postgame file at a time.
WhereFinish Heavy clear #3 on the same completion data.
Full detailLoad the same continuing Heavy completion file, finish full clear number 3, save the result, and open Epilogue File #3 from the postgame viewer. Do not describe or expose its narrative text in the guide.

Epilogue File #4

Epilogue

HintContinuing Heavy clears add one postgame file at a time.
WhereFinish Heavy clear #4 on the same completion data.
Full detailLoad the same continuing Heavy completion file, finish full clear number 4, save the result, and open Epilogue File #4 from the postgame viewer. Do not describe or expose its narrative text in the guide.

Epilogue File #5

Epilogue

HintContinuing Heavy clears add one postgame file at a time.
WhereFinish Heavy clear #5 on the same completion data.
Full detailLoad the same continuing Heavy completion file, finish full clear number 5, save the result, and open Epilogue File #5 from the postgame viewer. Do not describe or expose its narrative text in the guide.

Epilogue File #6

Epilogue

HintContinuing Heavy clears add one postgame file at a time.
WhereFinish Heavy clear #6 on the same completion data.
Full detailLoad the same continuing Heavy completion file, finish full clear number 6, save the result, and open Epilogue File #6 from the postgame viewer. Do not describe or expose its narrative text in the guide.

Epilogue File #7

Epilogue

HintContinuing Heavy clears add one postgame file at a time.
WhereFinish Heavy clear #7 on the same completion data.
Full detailLoad the same continuing Heavy completion file, finish full clear number 7, save the result, and open Epilogue File #7 from the postgame viewer. Do not describe or expose its narrative text in the guide.

Epilogue File #8

Epilogue

HintContinuing Heavy clears add one postgame file at a time.
WhereFinish Heavy clear #8 on the same completion data.
Full detailLoad the same continuing Heavy completion file, finish full clear number 8, save the result, and open Epilogue File #8 from the postgame viewer. Do not describe or expose its narrative text in the guide.

Final Epilogue Message (missable)

Secret

HintThe last file viewer contains one additional one-time detail.
WhereAfter Epilogue File #8 unlocks, inspect the viewer before exiting.
Full detailComplete the eighth Heavy clear on the same data, open the final epilogue slot, and inspect the exit interface before returning to the title screen. Record the hidden message without transcribing its story content.

Costumes, Secrets, and Diary

You are here when: The PC costume selector, environmental references, file menu, and epilogue viewer.

PC starts with eight outfits and has no Boutique.

NORMAL

Costume

HintThe PC version exposes its wardrobe directly at New Game.
WhereSelect NORMAL once from the PC costume menu.
Full detailChoose New Game, open the costume selector, highlight NORMAL, and begin far enough to confirm the model. Return to the menu without overwriting completion data; PC has no Boutique Key requirement.

STARS

Costume

HintThe PC version exposes its wardrobe directly at New Game.
WhereSelect STARS once from the PC costume menu.
Full detailChoose New Game, open the costume selector, highlight STARS, and begin far enough to confirm the model. Return to the menu without overwriting completion data; PC has no Boutique Key requirement.

POLICE

Costume

HintThe PC version exposes its wardrobe directly at New Game.
WhereSelect POLICE once from the PC costume menu.
Full detailChoose New Game, open the costume selector, highlight POLICE, and begin far enough to confirm the model. Return to the menu without overwriting completion data; PC has no Boutique Key requirement.

DISCO

Costume

HintThe PC version exposes its wardrobe directly at New Game.
WhereSelect DISCO once from the PC costume menu.
Full detailChoose New Game, open the costume selector, highlight DISCO, and begin far enough to confirm the model. Return to the menu without overwriting completion data; PC has no Boutique Key requirement.

BIKER

Costume

HintThe PC version exposes its wardrobe directly at New Game.
WhereSelect BIKER once from the PC costume menu.
Full detailChoose New Game, open the costume selector, highlight BIKER, and begin far enough to confirm the model. Return to the menu without overwriting completion data; PC has no Boutique Key requirement.

DINO

Costume

HintThe PC version exposes its wardrobe directly at New Game.
WhereSelect DINO once from the PC costume menu.
Full detailChoose New Game, open the costume selector, highlight DINO, and begin far enough to confirm the model. Return to the menu without overwriting completion data; PC has no Boutique Key requirement.

RED Blue Black

Costume

HintThe PC version exposes its wardrobe directly at New Game.
WhereSelect RED Blue Black once from the PC costume menu.
Full detailChoose New Game, open the costume selector, highlight RED Blue Black, and begin far enough to confirm the model. Return to the menu without overwriting completion data; PC has no Boutique Key requirement.

GI Black Casual

Costume

HintThe PC version exposes its wardrobe directly at New Game.
WhereSelect GI Black Casual once from the PC costume menu.
Full detailChoose New Game, open the costume selector, highlight GI Black Casual, and begin far enough to confirm the model. Return to the menu without overwriting completion data; PC has no Boutique Key requirement.

Biohazard 4 theater poster

Easter Egg

HintInspect posters, signs, wrecks, lockers, and late industrial scenery.
WhereLocate and inspect Biohazard 4 theater poster.
Full detailReach the relevant city, station, hospital, epilogue, or factory surface, clear immediate danger, and move close enough to read or recognize Biohazard 4 theater poster. Mark it only after viewing the detail directly.

Dino Crisis hospital poster

Easter Egg

HintInspect posters, signs, wrecks, lockers, and late industrial scenery.
WhereLocate and inspect Dino Crisis hospital poster.
Full detailReach the relevant city, station, hospital, epilogue, or factory surface, clear immediate danger, and move close enough to read or recognize Dino Crisis hospital poster. Mark it only after viewing the detail directly.

CAPCOM above hose door

Easter Egg

HintInspect posters, signs, wrecks, lockers, and late industrial scenery.
WhereLocate and inspect CAPCOM above hose door.
Full detailReach the relevant city, station, hospital, epilogue, or factory surface, clear immediate danger, and move close enough to read or recognize CAPCOM above hose door. Mark it only after viewing the detail directly.

hidden epilogue exit message

Easter Egg

HintInspect posters, signs, wrecks, lockers, and late industrial scenery.
WhereLocate and inspect hidden epilogue exit message.
Full detailReach the relevant city, station, hospital, epilogue, or factory surface, clear immediate danger, and move close enough to read or recognize hidden epilogue exit message. Mark it only after viewing the detail directly.

JoJo west-office locker

Easter Egg

HintInspect posters, signs, wrecks, lockers, and late industrial scenery.
WhereLocate and inspect JoJo west-office locker.
Full detailReach the relevant city, station, hospital, epilogue, or factory surface, clear immediate danger, and move close enough to read or recognize JoJo west-office locker. Mark it only after viewing the detail directly.

wrecked DeLorean reference

Easter Egg

HintInspect posters, signs, wrecks, lockers, and late industrial scenery.
WhereLocate and inspect wrecked DeLorean reference.
Full detailReach the relevant city, station, hospital, epilogue, or factory surface, clear immediate danger, and move close enough to read or recognize wrecked DeLorean reference. Mark it only after viewing the detail directly.

factory large-body RE2 reference

Easter Egg

HintInspect posters, signs, wrecks, lockers, and late industrial scenery.
WhereLocate and inspect factory large-body RE2 reference.
Full detailReach the relevant city, station, hospital, epilogue, or factory surface, clear immediate danger, and move close enough to read or recognize factory large-body RE2 reference. Mark it only after viewing the detail directly.

Jill's Diary (missable)

File

HintThe complete ordered archive transforms its first entry.
WhereCollect and read all 30 files in menu order.
Full detailTake Files 1 through 30 strictly in the listed sequence and read each through its final page. When Classified Photo File is registered last, reopen the file menu and verify Jill’s Diary has replaced Game Instructions A.

Jill's Diary Route Order (missable)

Route Plan

HintFour route choices keep the physical documents aligned with their menu slots.
WhereVisit the Restaurant first, brake the cable car, visit Hospital 4F first, and push at the park bridge.
Full detailBefore the Press Office, complete the Restaurant file stop. Choose the emergency brake on the cable car; during the hospital segment visit 4F before B3; at the park bridge choose the push option. Collect and fully read every file as listed, including Dario’s Memo after obtaining the Lockpick.

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