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Resident Evil 4 (2005) — Ultimate HD Edition

100% completion of the selected Windows Ultimate HD Edition route plus the documented Wii pointer-control sample, spoiler-free · 16 areas · 384 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

Selected PC Route and Wii Control Sample

You are here when: The Windows launcher, clean save directory, first playable room, and a separate Wii pointer test.

Establish a stable original-2005 route without importing unlocks.

Use Ultimate HD Edition on Windows

Setup

HintThe selected native-PC release already contains the later bonus campaigns and modes.
WhereInstall the Windows Ultimate HD Edition and create a clean local save.
Full detailVerify the 2005 game—not the 2023 remake—is installed, disable imported unlock saves, confirm controller prompts and audio, start at 30 fps for testing, and create a baseline save before adding any restoration files.

Apply the RE4 HD Project

Setup

HintThe chosen fidelity route restores assets while preserving the original game.
WhereInstall the current RE4 HD Project over a clean Ultimate HD Edition copy.
Full detailBack up the unmodified install, follow the project's version-matched installer, keep its bundled fixes together, launch once, compare the title and first playable room, and retain a rollback copy. Do not mix remake assets into this route.

Prove the Full-Run Configuration

Setup

HintA short stress test prevents a late save or timing failure.
WhereTest 60 fps, QTE input, cutscenes, inventory, and saves before the completion run.
Full detailRun through combat, a door transition, an inventory rearrangement, a merchant menu, a QTE, and a typewriter save. Reload twice. If timing or physics misbehaves, use the HD Project's recommended compatibility options or return to 30 fps.

Sample the Wii Pointer-Control Route

Secondary Route

HintOne secondary edition changes aiming rather than adding a separate campaign.
WhereOn a lawful Wii disc or tested Dolphin setup, complete one combat area with pointer aiming.
Full detailKeep this save separate from PC completion. Calibrate the sensor or emulated pointer, test firearm aim, knife input, QTE gestures, inventory control, and companion commands, then finish one safe encounter and view the Wii-specific credits option. No second full campaign is required.

Rotate Clean Save Backups

Archive Safety

HintMode unlocks and New Game Plus all depend on a small set of save files.
WhereKeep pre-finale, cleared Normal, cleared Professional, and bonus-mode saves separately.
Full detailAfter each major region, copy the save directory with the game closed. Preserve distinct baselines for first-run treasure cleanup, Professional, New Game Plus purchases, Separate Ways, Assignment Ada, and Mercenaries; never overwrite the only pre-transition file.

Campaign and Difficulty Progression

You are here when: The three broad physical regions, merchant network, result screen, and cleared-file continuation.

Complete every built-in campaign difficulty and post-game continuation.

Complete Easy

Difficulty

HintThe selected PC edition includes a lower-resource-pressure route worth recording separately.
WhereStart a new Easy file and reach its completion save.
Full detailUse a fresh file, collect all available yellow herbs, finish every required physical region, let the result screen save, and preserve the cleared file. Do not substitute a New Game Plus finish.

Complete Normal

Difficulty

HintThe standard route unlocks every post-game menu needed for the wider checklist.
WhereFinish a fresh Normal file and create its cleared-game save.
Full detailComplete the main route on Normal, visit both sides of the major fork across separate backups, retain a pre-final-transition save, and accept the cleared-file prompt. Confirm Professional, bonus modes, Movie Browser, Matilda, Infinite Launcher, and the first costume set become available.

Complete Professional

Difficulty

HintThe highest campaign setting gates one exclusive weapon.
WhereAfter Normal, begin Professional from New Game rather than New Game Plus.
Full detailUse a separate Professional file, plan ammunition and merchant upgrades, protect the merchant because he does not respawn on this setting, finish the route, and save the clear. Start a cleared-file continuation and confirm the P.R.L. 412 is available.

Complete New Game Plus

Post-game

HintThe cleared file is where the expensive and special campaign weapons can be demonstrated.
WhereLoad a Normal clear, carry its inventory forward, and finish one New Game Plus cycle.
Full detailBuy Matilda and Infinite Launcher, bring every fully upgraded retained weapon, equip both costume sets on separate reloads, test each unlock, and complete the cycle. Preserve the original Normal clear before making purchases.

Reach the Maximum Health Gauge

Character Upgrade

HintA finite set of yellow herbs expands the player and companion gauges.
WhereCombine every obtainable yellow herb with green or green-plus-red healing before use.
Full detailNever sell a yellow herb. Pair each with green—adding red when convenient—then consume only while healing is useful. Use the chapter-end status screen and the final pre-transition backup to confirm the player's gauge reaches its cap; maximize the companion gauge where her route permits.

Complete Both Sides of the Rural Fork

Route

HintOne mid-route choice makes two physical encounter paths mutually exclusive in a single pass.
WhereBack up before the fork and clear both the left and right routes.
Full detailTake one branch through its exit, save evidence of its treasure and encounters, restore the fork backup, and clear the other. Continue the master file only after both branches and their unique pickups are recorded.

Rural Settlement Treasures

You are here when: Woodland paths, farm buildings, a lakeshore, graveyard, quarry routes, and nearby houses.

Collect every selected-PC treasure represented by these 43 route requirements.

Antique Pipe (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In birdnest in tree roughly halfway; marker 2: through swamp.
Full detailUse these ordered locator facts—marker 1: In birdnest in tree roughly halfway; marker 2: through swamp. Break or open the indicated anchor, collect Antique Pipe, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Beerstein (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: At farm in box in very; marker 2: small fenced-in area behind 2-story barn.
Full detailUse these ordered locator facts—marker 1: At farm in box in very; marker 2: small fenced-in area behind 2-story barn; marker 3: Climb to 2nd floor hop out; marker 4: window step forward and jump down; marker 5: to access spot. Break or open the indicated anchor, collect Beerstein, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Brass Pocket Watch (2) (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: 1-2 Hanging above basin next to; marker 2: shack after climbing out well just.
Full detailUse these ordered locator facts—marker 1: 1-2 Hanging above basin next to; marker 2: shack after climbing out well just; marker 3: before chief's house Shoot small stick; marker 4: holding lid up then shoot BPW; marker 5: to knock down 5-1 In box; marker 6: on crate by typewriter in small; marker 7: room to left just after garage; marker 8: door room. Break or open the indicated anchor, collect Brass Pocket Watch (2), and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Dirty Brass Pocket Watch (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: Hanging above basin next to shack; marker 2: after climbing out well just before.
Full detailUse these ordered locator facts—marker 1: Hanging above basin next to shack; marker 2: after climbing out well just before; marker 3: chief's house Shoot watch down without; marker 4: shooting small stick holding lid up; marker 5: and will drop into basin getting; marker 6: dirty. Break or open the indicated anchor, collect Dirty Brass Pocket Watch, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Dirty Pearl Pendant (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: 1-1 At farm hanging above basin; marker 2: next to shack with typewriter Shoot.
Full detailUse these ordered locator facts—marker 1: 1-1 At farm hanging above basin; marker 2: next to shack with typewriter Shoot; marker 3: pendant down without shooting small stick; marker 4: holding lid up and will drop; marker 5: into basin getting dirty. Break or open the indicated anchor, collect Dirty Pearl Pendant, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Elegant Headdress (2) (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: 1-3 On ceiling in watery chamber; marker 2: tunnel leading to church Shoot lamp.
Full detailUse these ordered locator facts—marker 1: 1-3 On ceiling in watery chamber; marker 2: tunnel leading to church Shoot lamp; marker 3: down to make visible 5-3 On; marker 4: top arch in late chamber's throne; marker 5: room. Break or open the indicated anchor, collect Elegant Headdress (2), and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Elegant Mask (2) (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: 1-2 On shelf in hidden nook; marker 2: roughly in center building where dynamite.
Full detailUse these ordered locator facts—marker 1: 1-2 On shelf in hidden nook; marker 2: roughly in center building where dynamite; marker 3: hostiles after canyon area 3-2 In; marker 4: chest on upper balcony in NE; marker 5: corner room with chanting monks Jump; marker 6: across chandeliers to reach. Break or open the indicated anchor, collect Elegant Mask (2), and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Gold Bangle w/ Pearls (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In birdnest in tree across from; marker 2: first hut on path leading to.
Full detailUse these ordered locator facts—marker 1: In birdnest in tree across from; marker 2: first hut on path leading to; marker 3: lake. Break or open the indicated anchor, collect Gold Bangle w/ Pearls, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Green Gem (2) (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: 2-1 In barrel on roof merchant's; marker 2: hut in cave at lake 4-1.
Full detailUse these ordered locator facts—marker 1: 2-1 In barrel on roof merchant's; marker 2: hut in cave at lake 4-1; marker 3: On chest one statues in hallway; marker 4: after acquiring King Queen's Grails In; marker 5: GC version location green gem switched; marker 6: with location purple gem. Break or open the indicated anchor, collect Green Gem (2), and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Pearl Pendant (2) (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: 1-1 At farm hanging above basin; marker 2: next to shack with typewriter Shoot.
Full detailUse these ordered locator facts—marker 1: 1-1 At farm hanging above basin; marker 2: next to shack with typewriter Shoot; marker 3: small stick holding lid up then; marker 4: shoot PP to knock down 5-4; marker 5: On crate at base ladder in; marker 6: area after air-support aftermath just before; marker 7: player chokes operative cutscene. Break or open the indicated anchor, collect Pearl Pendant (2), and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Purple Gem (2) (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: 2-3 On right path after cabin; marker 2: fight in bucket hanging above second.
Full detailUse these ordered locator facts—marker 1: 2-3 On right path after cabin; marker 2: fight in bucket hanging above second; marker 3: hut 3-1 On upper part wall; marker 4: in room where clockwork statue makes his; marker 5: intro Go up small set steps; marker 6: turn around and look up towards; marker 7: ceiling On GC version location purple; marker 8: gem switched with location green gem. Break or open the indicated anchor, collect Purple Gem (2), and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Red Catseye (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In birdnest in tree next to; marker 2: house where captive contact held captive.
Full detailUse these ordered locator facts—marker 1: In birdnest in tree next to; marker 2: house where captive contact held captive; marker 3: in closet. Break or open the indicated anchor, collect Red Catseye, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Red Gem (2) (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: 2-3 On left path after cabin; marker 2: fight Kill paired chainsaw threats use.
Full detailUse these ordered locator facts—marker 1: 2-3 On left path after cabin; marker 2: fight Kill paired chainsaw threats use; marker 3: camp key to open door in; marker 4: pit enter shack to immediate right; marker 5: Once inside turn left break wood; marker 6: slats on window hop over and; marker 7: proceed to end path It's in; marker 8: barrel on right 3-2 In chest; marker 9: in SW part hedge maze. Break or open the indicated anchor, collect Red Gem (2), and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Ruby (3) (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: 1-1 Dropped by chainsaw threat chainsaw; marker 2: maniac waiting by gate to farm.
Full detailUse these ordered locator facts—marker 1: 1-1 Dropped by chainsaw threat chainsaw; marker 2: maniac waiting by gate to farm; marker 3: Do not enter shotgun house first; marker 4: Instead proceed to gate to farm; marker 5: otherwise he will not spawn 1-3; marker 6: Dropped by chainsaw threat outside chief's; marker 7: house at start chapter 2-3 Dropped; marker 8: by one paired chainsaw threats female; marker 9: chainsaw maniac on left path. Break or open the indicated anchor, collect Ruby (3), and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Yellow Catseye (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In chest at far end cave; marker 2: tunnel after gondola ride.
Full detailUse these ordered locator facts—marker 1: In chest at far end cave; marker 2: tunnel after gondola ride. Break or open the indicated anchor, collect Yellow Catseye, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 001 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: Dropped by crow on right at; marker 2: start chapter.
Full detailUse these ordered locator facts—marker 1: Dropped by crow on right at; marker 2: start chapter. Break or open the indicated anchor, collect Spinel 001, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 002 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: On lower roof around side shotgun; marker 2: house in first village Climb out.
Full detailUse these ordered locator facts—marker 1: On lower roof around side shotgun; marker 2: house in first village Climb out; marker 3: upstairs window and walk around to; marker 4: other side platform/roof peak. Break or open the indicated anchor, collect Spinel 002, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 003 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: At farm in cabinet on first; marker 2: floor 2-story barn.
Full detailUse these ordered locator facts—marker 1: At farm in cabinet on first; marker 2: floor 2-story barn. Break or open the indicated anchor, collect Spinel 003, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 004 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: At farm in box in small; marker 2: shack in fenced-in area.
Full detailUse these ordered locator facts—marker 1: At farm in box in small; marker 2: shack in fenced-in area. Break or open the indicated anchor, collect Spinel 004, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 005 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: On ceiling tunnel after dodging rolling; marker 2: boulder trap.
Full detailUse these ordered locator facts—marker 1: On ceiling tunnel after dodging rolling; marker 2: boulder trap. Break or open the indicated anchor, collect Spinel 005, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 006 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: On ceiling tunnel after dodging rolling; marker 2: boulder trap.
Full detailUse these ordered locator facts—marker 1: On ceiling tunnel after dodging rolling; marker 2: boulder trap. Break or open the indicated anchor, collect Spinel 006, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 007 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In box on shelf shack to; marker 2: immediate left after exiting previously mentioned.
Full detailUse these ordered locator facts—marker 1: In box on shelf shack to; marker 2: immediate left after exiting previously mentioned; marker 3: tunnel. Break or open the indicated anchor, collect Spinel 007, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 008 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In left oven in building with; marker 2: dynamite hostiles after canyon.
Full detailUse these ordered locator facts—marker 1: In left oven in building with; marker 2: dynamite hostiles after canyon. Break or open the indicated anchor, collect Spinel 008, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 009 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In birdnest in tree outside chief's; marker 2: house just before small shack on.
Full detailUse these ordered locator facts—marker 1: In birdnest in tree outside chief's; marker 2: house just before small shack on; marker 3: left. Break or open the indicated anchor, collect Spinel 009, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 010 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: Shoot down lamp over tunnel entrance; marker 2: in small building leads to church.
Full detailUse these ordered locator facts—marker 1: Shoot down lamp over tunnel entrance; marker 2: in small building leads to church. Break or open the indicated anchor, collect Spinel 010, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 011 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: On ceiling watery chamber about halfway; marker 2: through tunnel leading to church.
Full detailUse these ordered locator facts—marker 1: On ceiling watery chamber about halfway; marker 2: through tunnel leading to church. Break or open the indicated anchor, collect Spinel 011, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 012 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: On ceiling watery chamber about halfway; marker 2: through tunnel leading to church.
Full detailUse these ordered locator facts—marker 1: On ceiling watery chamber about halfway; marker 2: through tunnel leading to church. Break or open the indicated anchor, collect Spinel 012, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 013 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: On table in first hut in; marker 2: quarry route area after church.
Full detailUse these ordered locator facts—marker 1: On table in first hut in; marker 2: quarry route area after church. Break or open the indicated anchor, collect Spinel 013, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 014 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: On wagon in quarry route area; marker 2: after church.
Full detailUse these ordered locator facts—marker 1: On wagon in quarry route area; marker 2: after church. Break or open the indicated anchor, collect Spinel 014, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 015 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: Immediately after dodging rolling boulder turn; marker 2: around and look up spinel on.
Full detailUse these ordered locator facts—marker 1: Immediately after dodging rolling boulder turn; marker 2: around and look up spinel on; marker 3: cliff wall. Break or open the indicated anchor, collect Spinel 015, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 016 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In brazier torch hanging from right; marker 2: side roof merchant's shack at lake.
Full detailUse these ordered locator facts—marker 1: In brazier torch hanging from right; marker 2: side roof merchant's shack at lake. Break or open the indicated anchor, collect Spinel 016, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 017 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: After descending rope at waterfall turn; marker 2: around and look up to find.
Full detailUse these ordered locator facts—marker 1: After descending rope at waterfall turn; marker 2: around and look up to find; marker 3: spinel on cliff wall. Break or open the indicated anchor, collect Spinel 017, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 018 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: After getting round insignia in cave; marker 2: behind waterfall proceed forward through door.
Full detailUse these ordered locator facts—marker 1: After getting round insignia in cave; marker 2: behind waterfall proceed forward through door; marker 3: spinel in torch on immediate right. Break or open the indicated anchor, collect Spinel 018, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 019 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: On tables two end huts in; marker 2: quarry route area.
Full detailUse these ordered locator facts—marker 1: On tables two end huts in; marker 2: quarry route area. Break or open the indicated anchor, collect Spinel 019, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 020 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: On tables two end huts in; marker 2: quarry route area.
Full detailUse these ordered locator facts—marker 1: On tables two end huts in; marker 2: quarry route area. Break or open the indicated anchor, collect Spinel 020, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 021 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In birdnest above path just after; marker 2: passing through wooden gateway when leaving.
Full detailUse these ordered locator facts—marker 1: In birdnest above path just after; marker 2: passing through wooden gateway when leaving; marker 3: graveyard. Break or open the indicated anchor, collect Spinel 021, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 022 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: Shoot down lamp after climbing up; marker 2: ladder from underground tunnel.
Full detailUse these ordered locator facts—marker 1: Shoot down lamp after climbing up; marker 2: ladder from underground tunnel. Break or open the indicated anchor, collect Spinel 022, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 023 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In village on table at top; marker 2: tall tower.
Full detailUse these ordered locator facts—marker 1: In village on table at top; marker 2: tall tower. Break or open the indicated anchor, collect Spinel 023, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 024 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: On table in first hut right; marker 2: path after cabin fight.
Full detailUse these ordered locator facts—marker 1: On table in first hut right; marker 2: path after cabin fight. Break or open the indicated anchor, collect Spinel 024, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 025 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: On table in second hut right; marker 2: path after cabin fight.
Full detailUse these ordered locator facts—marker 1: On table in second hut right; marker 2: path after cabin fight. Break or open the indicated anchor, collect Spinel 025, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 026 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: On table in second hut right; marker 2: path after cabin fight.
Full detailUse these ordered locator facts—marker 1: On table in second hut right; marker 2: path after cabin fight. Break or open the indicated anchor, collect Spinel 026, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 027 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In explosive barrel in barn where; marker 2: fight large village threat.
Full detailUse these ordered locator facts—marker 1: In explosive barrel in barn where; marker 2: fight large village threat. Break or open the indicated anchor, collect Spinel 027, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Velvet Blue Pickup 001 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In barrel on right at top; marker 2: hill on left after destroying truck.
Full detailUse these ordered locator facts—marker 1: In barrel on right at top; marker 2: hill on left after destroying truck. Break or open the indicated anchor, collect Velvet Blue 001, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Fortress and Underground Treasures

You are here when: Stone battlements, ceremonial halls, drainage passages, galleries, mines, and tower interiors.

Collect every selected-PC treasure represented by these 89 route requirements.

Butterfly Lamp (2) (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: 3-2 In chest in sewer/cell area; marker 2: in room with drainage valve 4-1.
Full detailUse these ordered locator facts—marker 1: 3-2 In chest in sewer/cell area; marker 2: in room with drainage valve 4-1; marker 3: In chest on outside ledge room; marker 4: with flying threat hive In hallway; marker 5: before hive room jump out window; marker 6: onto balcony climb ladder and go; marker 7: to end ledge. Break or open the indicated anchor, collect Butterfly Lamp (2), and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Elegant Chessboard (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In cabinet in corner room where; marker 2: get Queen's Grail.
Full detailUse these ordered locator facts—marker 1: In cabinet in corner room where; marker 2: get Queen's Grail. Break or open the indicated anchor, collect Elegant Chessboard, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Gold Bangle (4) (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: 3-1 In chest behind small shack; marker 2: on upper level outer castle area.
Full detailUse these ordered locator facts—marker 1: 3-1 In chest behind small shack; marker 2: on upper level outer castle area; marker 3: 3-4 In chest in last room; marker 4: at end dark hallway where companion; marker 5: gets clockwork statue Family Insignia and Serpent; marker 6: Ornament 4-1 Dropped by monk with; marker 7: rocket launcher during bridge fight after; marker 8: exiting tower before room with two; marker 9: armored threats 4-4 After elevator ride; marker 10: when red-robed monks jump down and; marker 11: attack run along platforms towards next; marker 12: elevator Look to right elevator by; marker 13: torch for small area to drop; marker 14: down into gold bangle in chest. Break or open the indicated anchor, collect Gold Bangle (4), and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Green Eye (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: Various dropped by flying threats By; marker 2: shooting down flying threat hive in.
Full detailUse these ordered locator facts—marker 1: Various dropped by flying threats By; marker 2: shooting down flying threat hive in; marker 3: 4-1 can be guaranteed to get; marker 4: four green eyes. Break or open the indicated anchor, collect Green Eye, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Hourglass w/ gold decor (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In chest in room with armored; marker 2: threat and cage trap.
Full detailUse these ordered locator facts—marker 1: In chest in room with armored; marker 2: threat and cage trap. Break or open the indicated anchor, collect Hourglass w/ gold decor, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Illuminados Pendant (2) (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: 3-2 Dropped by red-robed chanting monk; marker 2: after exiting sewer/cell area 4-1 In.
Full detailUse these ordered locator facts—marker 1: 3-2 Dropped by red-robed chanting monk; marker 2: after exiting sewer/cell area 4-1 In; marker 3: second chest lava room after destroying; marker 4: fire-breathing dragon statue on west side; marker 5: room. Break or open the indicated anchor, collect Illuminados Pendant (2), and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Mirror w/ Pearls & Rubies (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In cabinet behind merchant at start; marker 2: chapter.
Full detailUse these ordered locator facts—marker 1: In cabinet behind merchant at start; marker 2: chapter. Break or open the indicated anchor, collect Mirror w/ Pearls & Rubies, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Red Eye (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: Various dropped by flying threats By; marker 2: shooting down flying threat hive in.
Full detailUse these ordered locator facts—marker 1: Various dropped by flying threats By; marker 2: shooting down flying threat hive in; marker 3: 4-1 can be guaranteed to get; marker 4: three red eyes. Break or open the indicated anchor, collect Red Eye, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Royal Insignia (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: On pedestal platform at end chapter.
Full detailUse these ordered locator facts—marker 1: On pedestal platform at end chapter. Break or open the indicated anchor, collect Royal Insignia, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Staff of Royalty (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In stone casket in underground room; marker 2: branches off from maze-like room mining.
Full detailUse these ordered locator facts—marker 1: In stone casket in underground room; marker 2: branches off from maze-like room mining; marker 3: area. Break or open the indicated anchor, collect Staff of Royalty, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 028 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In barrel at bottom stairs at; marker 2: start chapter.
Full detailUse these ordered locator facts—marker 1: In barrel at bottom stairs at; marker 2: start chapter. Break or open the indicated anchor, collect Spinel 028, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 029 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In rubble at spot first catapult; marker 2: destroys.
Full detailUse these ordered locator facts—marker 1: In rubble at spot first catapult; marker 2: destroys. Break or open the indicated anchor, collect Spinel 029, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 030 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In torch by door after merchant; marker 2: just after using cannon on main.
Full detailUse these ordered locator facts—marker 1: In torch by door after merchant; marker 2: just after using cannon on main; marker 3: gate. Break or open the indicated anchor, collect Spinel 030, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 031 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In lower box on shelf in; marker 2: corner upper part gold platinum swords.
Full detailUse these ordered locator facts—marker 1: In lower box on shelf in; marker 2: corner upper part gold platinum swords; marker 3: room. Break or open the indicated anchor, collect Spinel 031, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 033 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In eye upside-down statue in room; marker 2: after water room.
Full detailUse these ordered locator facts—marker 1: In eye upside-down statue in room; marker 2: after water room. Break or open the indicated anchor, collect Spinel 033, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 035 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In barrel after climbing ladder just; marker 2: after swinging blades.
Full detailUse these ordered locator facts—marker 1: In barrel after climbing ladder just; marker 2: after swinging blades. Break or open the indicated anchor, collect Spinel 035, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 036 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: Dropped by chanting monks after exiting; marker 2: flying threat sewer and swinging-blades room.
Full detailUse these ordered locator facts—marker 1: Dropped by chanting monks after exiting; marker 2: flying threat sewer and swinging-blades room; marker 3: PC and PS2 versions two less; marker 4: monks therefore two less spinels. Break or open the indicated anchor, collect Spinel 036, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 037 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: Dropped by chanting monks after exiting; marker 2: flying threat sewer and swinging-blades room.
Full detailUse these ordered locator facts—marker 1: Dropped by chanting monks after exiting; marker 2: flying threat sewer and swinging-blades room; marker 3: PC and PS2 versions two less; marker 4: monks therefore two less spinels. Break or open the indicated anchor, collect Spinel 037, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 038 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: Dropped by chanting monks after exiting; marker 2: flying threat sewer and swinging-blades room.
Full detailUse these ordered locator facts—marker 1: Dropped by chanting monks after exiting; marker 2: flying threat sewer and swinging-blades room; marker 3: PC and PS2 versions two less; marker 4: monks therefore two less spinels. Break or open the indicated anchor, collect Spinel 038, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 039 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: Dropped by chanting monks after exiting; marker 2: flying threat sewer and swinging-blades room.
Full detailUse these ordered locator facts—marker 1: Dropped by chanting monks after exiting; marker 2: flying threat sewer and swinging-blades room; marker 3: PC and PS2 versions two less; marker 4: monks therefore two less spinels. Break or open the indicated anchor, collect Spinel 039, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 040 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: Dropped by chanting monks after exiting; marker 2: flying threat sewer and swinging-blades room.
Full detailUse these ordered locator facts—marker 1: Dropped by chanting monks after exiting; marker 2: flying threat sewer and swinging-blades room; marker 3: PC and PS2 versions two less; marker 4: monks therefore two less spinels. Break or open the indicated anchor, collect Spinel 040, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 041 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: Dropped by chanting monks after exiting; marker 2: flying threat sewer and swinging-blades room.
Full detailUse these ordered locator facts—marker 1: Dropped by chanting monks after exiting; marker 2: flying threat sewer and swinging-blades room; marker 3: PC and PS2 versions two less; marker 4: monks therefore two less spinels. Break or open the indicated anchor, collect Spinel 041, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 042 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: Dropped by chanting monks after exiting; marker 2: flying threat sewer and swinging-blades room.
Full detailUse these ordered locator facts—marker 1: Dropped by chanting monks after exiting; marker 2: flying threat sewer and swinging-blades room; marker 3: PC and PS2 versions two less; marker 4: monks therefore two less spinels. Break or open the indicated anchor, collect Spinel 042, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 043 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: Dropped by chanting monks after exiting; marker 2: flying threat sewer and swinging-blades room.
Full detailUse these ordered locator facts—marker 1: Dropped by chanting monks after exiting; marker 2: flying threat sewer and swinging-blades room; marker 3: PC and PS2 versions two less; marker 4: monks therefore two less spinels. Break or open the indicated anchor, collect Spinel 043, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 046 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: On chair in upper area room; marker 2: with two rocket launcher monks behind.
Full detailUse these ordered locator facts—marker 1: On chair in upper area room; marker 2: with two rocket launcher monks behind; marker 3: painting. Break or open the indicated anchor, collect Spinel 046, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 047 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: Hanging over door in small passage; marker 2: filled with crows just before fountain.
Full detailUse these ordered locator facts—marker 1: Hanging over door in small passage; marker 2: filled with crows just before fountain. Break or open the indicated anchor, collect Spinel 047, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 048 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In fountain before hedge maze.
Full detailUse these ordered locator facts—marker 1: In fountain before hedge maze. Break or open the indicated anchor, collect Spinel 048, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 049 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: On ground dead-end path in middle; marker 2: north part hedge maze.
Full detailUse these ordered locator facts—marker 1: On ground dead-end path in middle; marker 2: north part hedge maze. Break or open the indicated anchor, collect Spinel 049, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 050 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In center canopy over bed in; marker 2: room at start chapter.
Full detailUse these ordered locator facts—marker 1: In center canopy over bed in; marker 2: room at start chapter. Break or open the indicated anchor, collect Spinel 050, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 051 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In vase on table next to; marker 2: bed in room at start chapter.
Full detailUse these ordered locator facts—marker 1: In vase on table next to; marker 2: bed in room at start chapter. Break or open the indicated anchor, collect Spinel 051, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 052 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In barrel by locked door in; marker 2: room between dining room and outside.
Full detailUse these ordered locator facts—marker 1: In barrel by locked door in; marker 2: room between dining room and outside; marker 3: pathway which leads to fountain. Break or open the indicated anchor, collect Spinel 052, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 053 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In vase on table on right; marker 2: side hallway after room with free.
Full detailUse these ordered locator facts—marker 1: In vase on table on right; marker 2: side hallway after room with free; marker 3: rocket launcher and just before merchant. Break or open the indicated anchor, collect Spinel 053, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 054 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In vase on cabinet to right; marker 2: late chamber painting in area above.
Full detailUse these ordered locator facts—marker 1: In vase on cabinet to right; marker 2: late chamber painting in area above; marker 3: where companion being held captive rest; marker 4: spinels in chapter found while playing; marker 5: as companion. Break or open the indicated anchor, collect Spinel 054, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 055 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: On floor next to table to; marker 2: immediate left.
Full detailUse these ordered locator facts—marker 1: On floor next to table to; marker 2: immediate left. Break or open the indicated anchor, collect Spinel 055, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 056 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In drawer small cabinet on right; marker 2: after crawlspace between rooms with monks.
Full detailUse these ordered locator facts—marker 1: In drawer small cabinet on right; marker 2: after crawlspace between rooms with monks. Break or open the indicated anchor, collect Spinel 056, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 057 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: On cabinet to right few feet; marker 2: into dark hallway.
Full detailUse these ordered locator facts—marker 1: On cabinet to right few feet; marker 2: into dark hallway. Break or open the indicated anchor, collect Spinel 057, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 058 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In cabinet in last room at; marker 2: end dark hallway to right where.
Full detailUse these ordered locator facts—marker 1: In cabinet in last room at; marker 2: end dark hallway to right where; marker 3: get clockwork statue Family Insignia and Serpent; marker 4: Ornament. Break or open the indicated anchor, collect Spinel 058, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 059 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: On table in NE corner room; marker 2: where companion spins dais.
Full detailUse these ordered locator facts—marker 1: On table in NE corner room; marker 2: where companion spins dais. Break or open the indicated anchor, collect Spinel 059, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 060 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In vase in room where first; marker 2: tram car ride ends.
Full detailUse these ordered locator facts—marker 1: In vase in room where first; marker 2: tram car ride ends. Break or open the indicated anchor, collect Spinel 060, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 061 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In vase on right pedestal in; marker 2: room where second tram car ride.
Full detailUse these ordered locator facts—marker 1: In vase on right pedestal in; marker 2: room where second tram car ride; marker 3: starts. Break or open the indicated anchor, collect Spinel 061, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 062 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In box in room where get; marker 2: Queen's Grail.
Full detailUse these ordered locator facts—marker 1: In box in room where get; marker 2: Queen's Grail. Break or open the indicated anchor, collect Spinel 062, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 063 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In cabinet in left corner room; marker 2: before King's Grail room.
Full detailUse these ordered locator facts—marker 1: In cabinet in left corner room; marker 2: before King's Grail room. Break or open the indicated anchor, collect Spinel 063, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 064 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: On chests two four statues in; marker 2: hallway after King and Queen's grail.
Full detailUse these ordered locator facts—marker 1: On chests two four statues in; marker 2: hallway after King and Queen's grail; marker 3: rooms. Break or open the indicated anchor, collect Spinel 064, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 065 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: On chests two four statues in; marker 2: hallway after King and Queen's grail.
Full detailUse these ordered locator facts—marker 1: On chests two four statues in; marker 2: hallway after King and Queen's grail; marker 3: rooms. Break or open the indicated anchor, collect Spinel 065, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 066 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In torch just outside hallway beyond; marker 2: merchant after flying threat hive room.
Full detailUse these ordered locator facts—marker 1: In torch just outside hallway beyond; marker 2: merchant after flying threat hive room. Break or open the indicated anchor, collect Spinel 066, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 067 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: On chest two busts in hallway; marker 2: just after room with two armored.
Full detailUse these ordered locator facts—marker 1: On chest two busts in hallway; marker 2: just after room with two armored; marker 3: threats. Break or open the indicated anchor, collect Spinel 067, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 068 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: On chest two busts in hallway; marker 2: just after room with two armored.
Full detailUse these ordered locator facts—marker 1: On chest two busts in hallway; marker 2: just after room with two armored; marker 3: threats. Break or open the indicated anchor, collect Spinel 068, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 069 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In fourth pipe on left in; marker 2: sewer tunnel.
Full detailUse these ordered locator facts—marker 1: In fourth pipe on left in; marker 2: sewer tunnel. Break or open the indicated anchor, collect Spinel 069, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 070 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In barrel right next to merchant; marker 2: at start chapter.
Full detailUse these ordered locator facts—marker 1: In barrel right next to merchant; marker 2: at start chapter. Break or open the indicated anchor, collect Spinel 070, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 071 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In birdnest big tree at start; marker 2: chapter just before first two hostiles.
Full detailUse these ordered locator facts—marker 1: In birdnest big tree at start; marker 2: chapter just before first two hostiles. Break or open the indicated anchor, collect Spinel 071, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 072 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: On table to right by first; marker 2: ganado.
Full detailUse these ordered locator facts—marker 1: On table to right by first; marker 2: ganado. Break or open the indicated anchor, collect Spinel 072, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 073 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In sandy room after spiked-ceiling trap; marker 2: laying on ground next to wall.
Full detailUse these ordered locator facts—marker 1: In sandy room after spiked-ceiling trap; marker 2: laying on ground next to wall; marker 3: roughly ten steps from bottom stairs; marker 4: #73 not available in GC version. Break or open the indicated anchor, collect Spinel 073, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 074 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: Hanging from brazier in sandy room; marker 2: after spiked-ceiling trap room #74 not.
Full detailUse these ordered locator facts—marker 1: Hanging from brazier in sandy room; marker 2: after spiked-ceiling trap room #74 not; marker 3: available in GC version. Break or open the indicated anchor, collect Spinel 074, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 075 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In sandy room on ground where; marker 2: stream sand dripping down just in.
Full detailUse these ordered locator facts—marker 1: In sandy room on ground where; marker 2: stream sand dripping down just in; marker 3: front door to room where mine; marker 4: cart ride starts #75 not available; marker 5: in GC version. Break or open the indicated anchor, collect Spinel 075, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 076 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In vase on 3rd level first; marker 2: half clockwork statue statue room.
Full detailUse these ordered locator facts—marker 1: In vase on 3rd level first; marker 2: half clockwork statue statue room. Break or open the indicated anchor, collect Spinel 076, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 077 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In box on crate across from; marker 2: merchant after defeating clockwork statue.
Full detailUse these ordered locator facts—marker 1: In box on crate across from; marker 2: merchant after defeating clockwork statue. Break or open the indicated anchor, collect Spinel 077, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Velvet Blue Pickup 002 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In middle barrel on lower level; marker 2: where cannon.
Full detailUse these ordered locator facts—marker 1: In middle barrel on lower level; marker 2: where cannon. Break or open the indicated anchor, collect Velvet Blue 002, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Velvet Blue Pickup 003 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In box on upper shelf small; marker 2: shack on upper level castle area.
Full detailUse these ordered locator facts—marker 1: In box on upper shelf small; marker 2: shack on upper level castle area; marker 3: with catapults. Break or open the indicated anchor, collect Velvet Blue 003, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Velvet Blue Pickup 004 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In barrel in corner room where; marker 2: Castle Gate Key.
Full detailUse these ordered locator facts—marker 1: In barrel in corner room where; marker 2: Castle Gate Key. Break or open the indicated anchor, collect Velvet Blue 004, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Velvet Blue Pickup 005 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In vase to left small set; marker 2: stairs in room where clockwork statue makes.
Full detailUse these ordered locator facts—marker 1: In vase to left small set; marker 2: stairs in room where clockwork statue makes; marker 3: his introduction. Break or open the indicated anchor, collect Velvet Blue 005, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Velvet Blue Pickup 006 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In vase on cabinet to immediate; marker 2: right upon entering water room.
Full detailUse these ordered locator facts—marker 1: In vase on cabinet to immediate; marker 2: right upon entering water room. Break or open the indicated anchor, collect Velvet Blue 006, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Velvet Blue Pickup 007 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: On ground on right side watery; marker 2: pit in sewer with two flying.
Full detailUse these ordered locator facts—marker 1: On ground on right side watery; marker 2: pit in sewer with two flying; marker 3: threats. Break or open the indicated anchor, collect Velvet Blue 007, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Velvet Blue Pickup 008 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: On ground to left stairs in; marker 2: room after one drain water from.
Full detailUse these ordered locator facts—marker 1: On ground to left stairs in; marker 2: room after one drain water from. Break or open the indicated anchor, collect Velvet Blue 008, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Velvet Blue Pickup 009 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: On ground to right immediately after; marker 2: swinging blades.
Full detailUse these ordered locator facts—marker 1: On ground to right immediately after; marker 2: swinging blades. Break or open the indicated anchor, collect Velvet Blue 009, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Velvet Blue Pickup 010 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In barrel on upper balcony room; marker 2: with chanting monks in SW corner.
Full detailUse these ordered locator facts—marker 1: In barrel on upper balcony room; marker 2: with chanting monks in SW corner. Break or open the indicated anchor, collect Velvet Blue 010, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Velvet Blue Pickup 011 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In vase on right ledge lower; marker 2: floor in room where get Gallery.
Full detailUse these ordered locator facts—marker 1: In vase on right ledge lower; marker 2: floor in room where get Gallery; marker 3: Key from red-robed monk. Break or open the indicated anchor, collect Velvet Blue 011, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Velvet Blue Pickup 012 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In eye deer head mounted on; marker 2: wall in room after gallery.
Full detailUse these ordered locator facts—marker 1: In eye deer head mounted on; marker 2: wall in room after gallery. Break or open the indicated anchor, collect Velvet Blue 012, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Velvet Blue Pickup 013 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In fountain outside castle before hedge; marker 2: maze.
Full detailUse these ordered locator facts—marker 1: In fountain outside castle before hedge; marker 2: maze. Break or open the indicated anchor, collect Velvet Blue 013, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Velvet Blue Pickup 014 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In fountain outside castle before hedge; marker 2: maze.
Full detailUse these ordered locator facts—marker 1: In fountain outside castle before hedge; marker 2: maze. Break or open the indicated anchor, collect Velvet Blue 014, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Velvet Blue Pickup 015 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In second barrel on left upon; marker 2: entering hedge maze.
Full detailUse these ordered locator facts—marker 1: In second barrel on left upon; marker 2: entering hedge maze. Break or open the indicated anchor, collect Velvet Blue 015, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Velvet Blue Pickup 016 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In vase on table against wall; marker 2: near free rocket launcher.
Full detailUse these ordered locator facts—marker 1: In vase on table against wall; marker 2: near free rocket launcher. Break or open the indicated anchor, collect Velvet Blue 016, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Velvet Blue Pickup 017 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: On small cabinet to right door; marker 2: before entering dark hallway.
Full detailUse these ordered locator facts—marker 1: On small cabinet to right door; marker 2: before entering dark hallway. Break or open the indicated anchor, collect Velvet Blue 017, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Velvet Blue Pickup 018 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In drawer small cabinet to immediate; marker 2: right upon entering room where dais.
Full detailUse these ordered locator facts—marker 1: In drawer small cabinet to immediate; marker 2: right upon entering room where dais. Break or open the indicated anchor, collect Velvet Blue 018, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Velvet Blue Pickup 019 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In vase next to typewriter just; marker 2: before riding platform to lava room.
Full detailUse these ordered locator facts—marker 1: In vase next to typewriter just; marker 2: before riding platform to lava room. Break or open the indicated anchor, collect Velvet Blue 019, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Velvet Blue Pickup 020 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In vase in room where second; marker 2: tram car ride ends.
Full detailUse these ordered locator facts—marker 1: In vase in room where second; marker 2: tram car ride ends. Break or open the indicated anchor, collect Velvet Blue 020, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Velvet Blue Pickup 021 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In barrel in room with Queen's; marker 2: Grail.
Full detailUse these ordered locator facts—marker 1: In barrel in room with Queen's; marker 2: Grail. Break or open the indicated anchor, collect Velvet Blue 021, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Velvet Blue Pickup 022 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: On chest one statues in hallway; marker 2: where use King and Queen Grails.
Full detailUse these ordered locator facts—marker 1: On chest one statues in hallway; marker 2: where use King and Queen Grails. Break or open the indicated anchor, collect Velvet Blue 022, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Velvet Blue Pickup 023 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In right vase on cabinet to; marker 2: right immediately after entering door unlocked.
Full detailUse these ordered locator facts—marker 1: In right vase on cabinet to; marker 2: right immediately after entering door unlocked; marker 3: with King and Queen Grails. Break or open the indicated anchor, collect Velvet Blue 023, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Velvet Blue Pickup 024 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In barrel outside door beyond merchant; marker 2: after flying threat hive room just.
Full detailUse these ordered locator facts—marker 1: In barrel outside door beyond merchant; marker 2: after flying threat hive room just; marker 3: before crossing bridge to tower. Break or open the indicated anchor, collect Velvet Blue 024, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Velvet Blue Pickup 025 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: On impaled monk in spiked-pit trap.
Full detailUse these ordered locator facts—marker 1: On impaled monk in spiked-pit trap. Break or open the indicated anchor, collect Velvet Blue 025, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Velvet Blue Pickup 026 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In first pipe on left in; marker 2: sewer tunnel.
Full detailUse these ordered locator facts—marker 1: In first pipe on left in; marker 2: sewer tunnel. Break or open the indicated anchor, collect Velvet Blue 026, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Velvet Blue Pickup 027 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In first mine cart on right; marker 2: in tunnel after merchant at start.
Full detailUse these ordered locator facts—marker 1: In first mine cart on right; marker 2: in tunnel after merchant at start; marker 3: chapter. Break or open the indicated anchor, collect Velvet Blue 027, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Velvet Blue Pickup 028 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In broken mine cart on left; marker 2: just before boulder need to blow.
Full detailUse these ordered locator facts—marker 1: In broken mine cart on left; marker 2: just before boulder need to blow; marker 3: up with dynamite. Break or open the indicated anchor, collect Velvet Blue 028, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Velvet Blue Pickup 029 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In well by ladder to right; marker 2: bonfire.
Full detailUse these ordered locator facts—marker 1: In well by ladder to right; marker 2: bonfire. Break or open the indicated anchor, collect Velvet Blue 029, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Velvet Blue Pickup 030 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In box in small nook on; marker 2: left side wall underground tunnel.
Full detailUse these ordered locator facts—marker 1: In box in small nook on; marker 2: left side wall underground tunnel. Break or open the indicated anchor, collect Velvet Blue 030, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Velvet Blue Pickup 031 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: On ground in NW corner maze-like; marker 2: room in underground mining area.
Full detailUse these ordered locator facts—marker 1: On ground in NW corner maze-like; marker 2: room in underground mining area. Break or open the indicated anchor, collect Velvet Blue 031, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Velvet Blue Pickup 032 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: On ground in SE corner maze-like; marker 2: room in underground mining area.
Full detailUse these ordered locator facts—marker 1: On ground in SE corner maze-like; marker 2: room in underground mining area. Break or open the indicated anchor, collect Velvet Blue 032, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Velvet Blue Pickup 033 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In barrel at base stairs in; marker 2: room after spiked-ceiling trap room.
Full detailUse these ordered locator facts—marker 1: In barrel at base stairs in; marker 2: room after spiked-ceiling trap room. Break or open the indicated anchor, collect Velvet Blue 033, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Velvet Blue Pickup 034 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In vase on pedestal to left; marker 2: ladder in first part clockwork statue statue.
Full detailUse these ordered locator facts—marker 1: In vase on pedestal to left; marker 2: ladder in first part clockwork statue statue; marker 3: room to right statue when facing. Break or open the indicated anchor, collect Velvet Blue 034, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Industrial Complex Treasures

You are here when: Cliff paths, laboratories, storage buildings, military yards, tunnels, and vehicle routes.

Collect every selected-PC treasure represented by these 18 route requirements.

Blue Stone of Treason (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: On crate in tunnel at end; marker 2: first path on right after descending.
Full detailUse these ordered locator facts—marker 1: On crate in tunnel at end; marker 2: first path on right after descending; marker 3: ladder in tent after underground encounter. Break or open the indicated anchor, collect Blue Stone of Treason, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Golden Lynx (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In chest on small ledge in; marker 2: last room down right path in.
Full detailUse these ordered locator facts—marker 1: In chest on small ledge in; marker 2: last room down right path in; marker 3: cave section Shoot explosive barrel to; marker 4: clear entrance to room. Break or open the indicated anchor, collect Golden Lynx, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Green Stone of Judgment (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In briefcase by merchant after bulldozer; marker 2: ride.
Full detailUse these ordered locator facts—marker 1: In briefcase by merchant after bulldozer; marker 2: ride. Break or open the indicated anchor, collect Green Stone of Judgment, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Red Stone of Faith (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In briefcase at bottom stairs inside; marker 2: compound shortly after Ovenman.
Full detailUse these ordered locator facts—marker 1: In briefcase at bottom stairs inside; marker 2: compound shortly after Ovenman. Break or open the indicated anchor, collect Red Stone of Faith, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Salazar Family Crown (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: See Crown Crown Jewel and Royal; marker 2: Insignia listings for locations.
Full detailUse these ordered locator facts—marker 1: See Crown Crown Jewel and Royal; marker 2: Insignia listings for locations. Break or open the indicated anchor, collect Salazar Family Crown, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Emerald Pickup 001 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In box on upper cliff ledge; marker 2: at far end path at start.
Full detailUse these ordered locator facts—marker 1: In box on upper cliff ledge; marker 2: at far end path at start; marker 3: chapter. Break or open the indicated anchor, collect Emerald 001, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Emerald Pickup 002 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: After dodging falling boulder and climbing; marker 2: ladder into next area turn around.
Full detailUse these ordered locator facts—marker 1: After dodging falling boulder and climbing; marker 2: ladder into next area turn around; marker 3: and examine crates to find emerald. Break or open the indicated anchor, collect Emerald 002, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Emerald Pickup 003 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In drawer filing cabinets on left; marker 2: just before garage door with dynamite.
Full detailUse these ordered locator facts—marker 1: In drawer filing cabinets on left; marker 2: just before garage door with dynamite; marker 3: and archer soldiers. Break or open the indicated anchor, collect Emerald 003, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Emerald Pickup 004 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In glass cabinet next to stretcher; marker 2: first regenerator laying on in medical.
Full detailUse these ordered locator facts—marker 1: In glass cabinet next to stretcher; marker 2: first regenerator laying on in medical; marker 3: lab. Break or open the indicated anchor, collect Emerald 004, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Emerald Pickup 005 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In briefcase at end short pathway; marker 2: just outside and across from entrance.
Full detailUse these ordered locator facts—marker 1: In briefcase at end short pathway; marker 2: just outside and across from entrance; marker 3: to freezer room. Break or open the indicated anchor, collect Emerald 005, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Emerald Pickup 006 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In garbage bin closest to exit; marker 2: door waste disposal room one with.
Full detailUse these ordered locator facts—marker 1: In garbage bin closest to exit; marker 2: door waste disposal room one with; marker 3: crane. Break or open the indicated anchor, collect Emerald 006, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Emerald Pickup 007 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: In one cylindrical glass tubes in; marker 2: main lab where iron maiden.
Full detailUse these ordered locator facts—marker 1: In one cylindrical glass tubes in; marker 2: main lab where iron maiden. Break or open the indicated anchor, collect Emerald 007, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Emerald Pickup 008 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: Hidden in upper window over stairway; marker 2: in hallway just after operative and.
Full detailUse these ordered locator facts—marker 1: Hidden in upper window over stairway; marker 2: in hallway just after operative and; marker 3: knife encounter cutscene at start chapter. Break or open the indicated anchor, collect Emerald 008, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Emerald Pickup 009 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: On chair in late chamber's throne; marker 2: room.
Full detailUse these ordered locator facts—marker 1: On chair in late chamber's throne; marker 2: room. Break or open the indicated anchor, collect Emerald 009, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Emerald Pickup 010 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: Under first set stairs in area; marker 2: after descending elevator behind late chamber's.
Full detailUse these ordered locator facts—marker 1: Under first set stairs in area; marker 2: after descending elevator behind late chamber's; marker 3: throne. Break or open the indicated anchor, collect Emerald 010, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Emerald Pickup 011 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: On ceiling underground tunnel just above; marker 2: player after descending ladder in tent.
Full detailUse these ordered locator facts—marker 1: On ceiling underground tunnel just above; marker 2: player after descending ladder in tent; marker 3: after underground encounter. Break or open the indicated anchor, collect Emerald 011, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Emerald Pickup 012 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: On top second pillar on left; marker 2: along pathway after exiting military base.
Full detailUse these ordered locator facts—marker 1: On top second pillar on left; marker 2: along pathway after exiting military base; marker 3: area After air-support aftermath cutscene turn; marker 4: around and pillar will now be; marker 5: on right. Break or open the indicated anchor, collect Emerald 012, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Emerald Pickup 013 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the main campaign route, search the physical area identified by marker 1: On top pillar on right just; marker 2: around bend in air-support aftermath area.
Full detailUse these ordered locator facts—marker 1: On top pillar on right just; marker 2: around bend in air-support aftermath area. Break or open the indicated anchor, collect Emerald 013, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Readable Records and Automatic Calls

You are here when: Desks, walls, inventory prompts, merchant counters, and radio checkpoints throughout all three physical regions.

Register all 52 file, manual, and communication entries without exposing their story text.

Readable Record 01 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 01 using marker 1: player's Inventory Acquired automatically when start; marker 2: new game View detail.
Full detailFollow the location facts—marker 1: player's Inventory Acquired automatically when start; marker 2: new game View detail. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 02 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 02 using marker 1: player's Inventory Acquired automatically when start; marker 2: new game View detail.
Full detailFollow the location facts—marker 1: player's Inventory Acquired automatically when start; marker 2: new game View detail. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 03 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 03 using marker 1: Village Square - Village Square Given; marker 2: to automatically by Hunnigan after her.
Full detailFollow the location facts—marker 1: Village Square - Village Square Given; marker 2: to automatically by Hunnigan after her; marker 3: Communication Log with when enter area; marker 4: for first time. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 04 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 04 using marker 1: Storage Shed - Village Square On; marker 2: eastern wall.
Full detailFollow the location facts—marker 1: Storage Shed - Village Square On; marker 2: eastern wall. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 05 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 05 using marker 1: Farm Yard - Village Farm Homestead; marker 2: Ruins Abandoned Cabin On trunk tree.
Full detailFollow the location facts—marker 1: Farm Yard - Village Farm Homestead; marker 2: Ruins Abandoned Cabin On trunk tree; marker 3: in southern fenced area yard. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 06 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 06 using marker 1: Village Chief's Manor - Village Chief's; marker 2: Manor Sewage Treatment Plant Valley On.
Full detailFollow the location facts—marker 1: Village Chief's Manor - Village Chief's; marker 2: Manor Sewage Treatment Plant Valley On; marker 3: bed inside bedroom on 2F. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 07 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 07 using marker 1: Wooden Walkway Shed - Village Church; marker 2: On table.
Full detailFollow the location facts—marker 1: Wooden Walkway Shed - Village Church; marker 2: On table. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 08 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 08 using marker 1: South Dock Shack - Village Lake; marker 2: On bed in south west corner.
Full detailFollow the location facts—marker 1: South Dock Shack - Village Lake; marker 2: On bed in south west corner. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 09 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 09 using marker 1: Church Storeroom - Village Church Given; marker 2: to automatically by Hunnigan after her.
Full detailFollow the location facts—marker 1: Church Storeroom - Village Church Given; marker 2: to automatically by Hunnigan after her; marker 3: Communication Log with find companion. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 10 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 10 using marker 1: Shed 1 - Village Farm Homestead; marker 2: Ruins Abandoned Cabin Appears here in.
Full detailFollow the location facts—marker 1: Shed 1 - Village Farm Homestead; marker 2: Ruins Abandoned Cabin Appears here in; marker 3: Chapter 2-2 On table. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 11 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 11 using marker 1: Merchant Shed - Village Farm Homestead; marker 2: Ruins Abandoned Cabin On table.
Full detailFollow the location facts—marker 1: Merchant Shed - Village Farm Homestead; marker 2: Ruins Abandoned Cabin On table. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 12 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 12 using marker 1: Storage Building - Village Outskirts On; marker 2: top collapsed locker in south east.
Full detailFollow the location facts—marker 1: Storage Building - Village Outskirts On; marker 2: top collapsed locker in south east; marker 3: corner building. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 13 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 13 using marker 1: Prison Access - Castle Bailey 1; marker 2: On eastern wall in far eastern.
Full detailFollow the location facts—marker 1: Prison Access - Castle Bailey 1; marker 2: On eastern wall in far eastern; marker 3: room. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 14 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 14 using marker 1: automatic inventory or radio entry.
Full detailFollow the location facts—marker 1: automatic inventory or radio entry. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 15 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 15 using marker 1: Dungeon - Castle Bailey 2 In; marker 2: sink inside north east cell.
Full detailFollow the location facts—marker 1: Dungeon - Castle Bailey 2 In; marker 2: sink inside north east cell. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 16 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 16 using marker 1: Gallery Entry - Castle Bailey 2; marker 2: On table in middle room.
Full detailFollow the location facts—marker 1: Gallery Entry - Castle Bailey 2; marker 2: On table in middle room. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 17 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 17 using marker 1: Servant's Study - Castle Bailey 2; marker 2: On cabinet on south side room.
Full detailFollow the location facts—marker 1: Servant's Study - Castle Bailey 2; marker 2: On cabinet on south side room. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 18 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 18 using marker 1: Main Gallery Lounge - Castle Bailey; marker 2: 3 On table in middle room.
Full detailFollow the location facts—marker 1: Main Gallery Lounge - Castle Bailey; marker 2: 3 On table in middle room. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 19 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 19 using marker 1: Clock Tower - Castle Bailey 3; marker 2: On table in south east corner.
Full detailFollow the location facts—marker 1: Clock Tower - Castle Bailey 3; marker 2: On table in south east corner; marker 3: 4th floor tower. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 20 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 20 using marker 1: Mine Entrance - Castle Mines On; marker 2: stack sandbags next to table in.
Full detailFollow the location facts—marker 1: Mine Entrance - Castle Mines On; marker 2: stack sandbags next to table in; marker 3: north east corner room. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 21 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 21 using marker 1: Entrance - Castle Ruins Attached to; marker 2: wall next to door leading into.
Full detailFollow the location facts—marker 1: Entrance - Castle Ruins Attached to; marker 2: wall next to door leading into; marker 3: Merchant Shack. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 22 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 22 using marker 1: Courtyard Merchant Room - Castle Bailey; marker 2: 2 On circle table in middle.
Full detailFollow the location facts—marker 1: Courtyard Merchant Room - Castle Bailey; marker 2: 2 On circle table in middle; marker 3: room. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 23 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 23 using marker 1: Main Operating Room - Island Facility; marker 2: 2F On gurney on north side.
Full detailFollow the location facts—marker 1: Main Operating Room - Island Facility; marker 2: 2F On gurney on north side; marker 3: room. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 24 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 24 using marker 1: Storage Room - Island Facility 2F; marker 2: Flies through window and lands on.
Full detailFollow the location facts—marker 1: Storage Room - Island Facility 2F; marker 2: Flies through window and lands on; marker 3: floor in middle room in Chapter; marker 4: 5-2. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 25 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 25 using marker 1: Altar - Island Maintenance Area On; marker 2: small table with candlesticks at top.
Full detailFollow the location facts—marker 1: Altar - Island Maintenance Area On; marker 2: small table with candlesticks at top; marker 3: stairs on south side room. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 26 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 26 using marker 1: Merchant Passageway - Island Cave On; marker 2: boxes next to Merchant in south.
Full detailFollow the location facts—marker 1: Merchant Passageway - Island Cave On; marker 2: boxes next to Merchant in south; marker 3: area passage. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 27 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 27 using marker 1: Underground Passage - Island Sand Ruins; marker 2: On table in northern cave area.
Full detailFollow the location facts—marker 1: Underground Passage - Island Sand Ruins; marker 2: On table in northern cave area; marker 3: one with ladder leading to exit. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 28 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 28 using marker 1: Outside Area - Island Construction Site; marker 2: On rocks in south west corner.
Full detailFollow the location facts—marker 1: Outside Area - Island Construction Site; marker 2: On rocks in south west corner; marker 3: area. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 29 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 29 using marker 1: Connecting Passageway 2 - Island Construction; marker 2: Site At north west end passageway.
Full detailFollow the location facts—marker 1: Connecting Passageway 2 - Island Construction; marker 2: Site At north west end passageway; marker 3: next to door leading to construction; marker 4: site access area. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 30 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 30 using marker 1: automatic inventory or radio entry.
Full detailFollow the location facts—marker 1: automatic inventory or radio entry. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 31 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 31 using marker 1: Hunter's Lodge 1F - Village Hunter's; marker 2: Lodge She contacts once defeated Village.
Full detailFollow the location facts—marker 1: Hunter's Lodge 1F - Village Hunter's; marker 2: Lodge She contacts once defeated Village; marker 3: Ganado attacks here. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 32 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 32 using marker 1: Village Square - Village Square She; marker 2: contacts first time enter location from.
Full detailFollow the location facts—marker 1: Village Square - Village Square She; marker 2: contacts first time enter location from; marker 3: western path. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 33 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 33 using marker 1: Village Square - Village Square She; marker 2: contacts after church bell rings.
Full detailFollow the location facts—marker 1: Village Square - Village Square She; marker 2: contacts after church bell rings. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 34 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 34 using marker 1: Valley Storage Building - Village Chief's; marker 2: Manor Sewage Treatment Plant Valley She.
Full detailFollow the location facts—marker 1: Valley Storage Building - Village Chief's; marker 2: Manor Sewage Treatment Plant Valley She; marker 3: contacts after cutscene escaping being tied; marker 4: up with captive contact Sera. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 35 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 35 using marker 1: Village Chief's Manor - Village Chief's; marker 2: Manor Sewage Treatment Plant Valley She.
Full detailFollow the location facts—marker 1: Village Chief's Manor - Village Chief's; marker 2: Manor Sewage Treatment Plant Valley She; marker 3: contacts here at start Chapter 1-3. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 36 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 36 using marker 1: Church Courtyard - Village Church She; marker 2: contacts if proceed towards wooden walkway.
Full detailFollow the location facts—marker 1: Church Courtyard - Village Church She; marker 2: contacts if proceed towards wooden walkway; marker 3: without first examining door to Church. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 37 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 37 using marker 1: Church Courtyard - Village Church She; marker 2: contacts when examine door to Church.
Full detailFollow the location facts—marker 1: Church Courtyard - Village Church She; marker 2: contacts when examine door to Church. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 38 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 38 using marker 1: South Dock Shack - Village Lake; marker 2: She contacts here at start Chapter.
Full detailFollow the location facts—marker 1: South Dock Shack - Village Lake; marker 2: She contacts here at start Chapter; marker 3: 2-1. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 39 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 39 using marker 1: Waterfall - Village Lake She contacts; marker 2: after picked up Round Insignia.
Full detailFollow the location facts—marker 1: Waterfall - Village Lake She contacts; marker 2: after picked up Round Insignia. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 40 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 40 using marker 1: Church Storeroom - Village Church She; marker 2: contacts after found companion.
Full detailFollow the location facts—marker 1: Church Storeroom - Village Church She; marker 2: contacts after found companion. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 41 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 41 using marker 1: Abandoned Cabin Path - Village Farm; marker 2: Homestead Ruins Abandoned Cabin She contacts.
Full detailFollow the location facts—marker 1: Abandoned Cabin Path - Village Farm; marker 2: Homestead Ruins Abandoned Cabin She contacts; marker 3: as cross wooden bridge towards yard. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 42 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 42 using marker 1: Barracks - Castle Bailey 1 She; marker 2: contacts when first enter location.
Full detailFollow the location facts—marker 1: Barracks - Castle Bailey 1 She; marker 2: contacts when first enter location. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 43 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 43 using marker 1: Hall Rites - Castle Bailey 2; marker 2: He contacts here at start Chapter.
Full detailFollow the location facts—marker 1: Hall Rites - Castle Bailey 2; marker 2: He contacts here at start Chapter; marker 3: 3-2. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 44 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 44 using marker 1: Courtyard Overlook - Castle Bailey 2; marker 2: He contacts here when approach stairs.
Full detailFollow the location facts—marker 1: Courtyard Overlook - Castle Bailey 2; marker 2: He contacts here when approach stairs; marker 3: leading down to Courtyard Maze. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 45 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 45 using marker 1: Instruction Hall - Castle Bailey 2; marker 2: He contacts here at start Chapter.
Full detailFollow the location facts—marker 1: Instruction Hall - Castle Bailey 2; marker 2: He contacts here at start Chapter; marker 3: 4-1 after reunited with companion. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 46 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 46 using marker 1: Clock Tower Crossing - Castle Bailey; marker 2: 3 He contacts just as you're.
Full detailFollow the location facts—marker 1: Clock Tower Crossing - Castle Bailey; marker 2: 3 He contacts just as you're; marker 3: about to cross bridge for first; marker 4: time. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 47 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 47 using marker 1: Pit - Castle Pit He contacts; marker 2: when arrive in area.
Full detailFollow the location facts—marker 1: Pit - Castle Pit He contacts; marker 2: when arrive in area. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 48 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 48 using marker 1: Entrance Path - Island Bay He; marker 2: contacts here at start Chapter 5-1.
Full detailFollow the location facts—marker 1: Entrance Path - Island Bay He; marker 2: contacts here at start Chapter 5-1. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 49 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 49 using marker 1: Platform 2 - Island Maintenance Area; marker 2: He contacts after encounter with knife.
Full detailFollow the location facts—marker 1: Platform 2 - Island Maintenance Area; marker 2: He contacts after encounter with knife; marker 3: encounter. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 50 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 50 using marker 1: Commando Base Entrance Path - Island; marker 2: Commando Base He contacts as you're.
Full detailFollow the location facts—marker 1: Commando Base Entrance Path - Island; marker 2: Commando Base He contacts as you're; marker 3: approaching area where air-support contact appears. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 51 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 51 using marker 1: Old Ruins - Island Commando Base; marker 2: He contacts after air-support contact been shot.
Full detailFollow the location facts—marker 1: Old Ruins - Island Commando Base; marker 2: He contacts after air-support contact been shot; marker 3: down. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Readable Record 52 (missable)

Readable Record

HintA document, manual, or automatic call is registered around this physical waypoint.
WhereLocate record 52 using marker 1: Final Chapter She contacts once completed; marker 2: game.
Full detailFollow the location facts—marker 1: Final Chapter She contacts once completed; marker 2: game. Pick up and open a physical document once; for an automatic inventory or radio entry, let the acquisition or transmission finish. Verify the new slot without reading narrative text, then save past the next typewriter.

Fifteen Rural Blue Medallions

You are here when: The farm, graveyard, church exterior, and suspended walkways beneath the church route.

Destroy all fifteen before redeeming the free weapon.

Blue Medallion 01 (missable)

Medallion

HintA blue hanging target is visible around the farm or church approach.
WhereSearch the rural route using marker 1: Hanging from tree on east side; marker 2: Shed 2 on northern side yard.
Full detailUse the complete locator—marker 1: Hanging from tree on east side; marker 2: Shed 2 on northern side yard. Stand where the target is unobstructed, shoot it once, and verify the merchant notice increments. Destroy all fifteen before claiming the reward so the free Punisher arrives with its first firepower tune-up.

Blue Medallion 02 (missable)

Medallion

HintA blue hanging target is visible around the farm or church approach.
WhereSearch the rural route using marker 1: Hanging from tree in southern fenced; marker 2: area yard.
Full detailUse the complete locator—marker 1: Hanging from tree in southern fenced; marker 2: area yard. Stand where the target is unobstructed, shoot it once, and verify the merchant notice increments. Destroy all fifteen before claiming the reward so the free Punisher arrives with its first firepower tune-up.

Blue Medallion 03 (missable)

Medallion

HintA blue hanging target is visible around the farm or church approach.
WhereSearch the rural route using marker 1: Hanging off window frame Main Barn; marker 2: above its northern doorway.
Full detailUse the complete locator—marker 1: Hanging off window frame Main Barn; marker 2: above its northern doorway. Stand where the target is unobstructed, shoot it once, and verify the merchant notice increments. Destroy all fifteen before claiming the reward so the free Punisher arrives with its first firepower tune-up.

Blue Medallion 04 (missable)

Medallion

HintA blue hanging target is visible around the farm or church approach.
WhereSearch the rural route using marker 1: Hanging from roof Main Barn above; marker 2: its southern doorway.
Full detailUse the complete locator—marker 1: Hanging from roof Main Barn above; marker 2: its southern doorway. Stand where the target is unobstructed, shoot it once, and verify the merchant notice increments. Destroy all fifteen before claiming the reward so the free Punisher arrives with its first firepower tune-up.

Blue Medallion 05 (missable)

Medallion

HintA blue hanging target is visible around the farm or church approach.
WhereSearch the rural route using marker 1: Hanging off window frame Cow Barn; marker 2: above its southern doorway.
Full detailUse the complete locator—marker 1: Hanging off window frame Cow Barn; marker 2: above its southern doorway. Stand where the target is unobstructed, shoot it once, and verify the merchant notice increments. Destroy all fifteen before claiming the reward so the free Punisher arrives with its first firepower tune-up.

Blue Medallion 06 (missable)

Medallion

HintA blue hanging target is visible around the farm or church approach.
WhereSearch the rural route using marker 1: Hanging on fence above door leading; marker 2: to Abandoned Cabin Path.
Full detailUse the complete locator—marker 1: Hanging on fence above door leading; marker 2: to Abandoned Cabin Path. Stand where the target is unobstructed, shoot it once, and verify the merchant notice increments. Destroy all fifteen before claiming the reward so the free Punisher arrives with its first firepower tune-up.

Blue Medallion 07 (missable)

Medallion

HintA blue hanging target is visible around the farm or church approach.
WhereSearch the rural route using marker 1: Hanging from windmill located on south; marker 2: side area.
Full detailUse the complete locator—marker 1: Hanging from windmill located on south; marker 2: side area. Stand where the target is unobstructed, shoot it once, and verify the merchant notice increments. Destroy all fifteen before claiming the reward so the free Punisher arrives with its first firepower tune-up.

Blue Medallion 08 (missable)

Medallion

HintA blue hanging target is visible around the farm or church approach.
WhereSearch the rural route using marker 1: Hanging from tree located near Graveyard; marker 2: Shed in south west corner graveyard.
Full detailUse the complete locator—marker 1: Hanging from tree located near Graveyard; marker 2: Shed in south west corner graveyard. Stand where the target is unobstructed, shoot it once, and verify the merchant notice increments. Destroy all fifteen before claiming the reward so the free Punisher arrives with its first firepower tune-up.

Blue Medallion 09 (missable)

Medallion

HintA blue hanging target is visible around the farm or church approach.
WhereSearch the rural route using marker 1: Hanging from tree in next to; marker 2: gravestones in south west area graveyard.
Full detailUse the complete locator—marker 1: Hanging from tree in next to; marker 2: gravestones in south west area graveyard. Stand where the target is unobstructed, shoot it once, and verify the merchant notice increments. Destroy all fifteen before claiming the reward so the free Punisher arrives with its first firepower tune-up.

Blue Medallion 10 (missable)

Medallion

HintA blue hanging target is visible around the farm or church approach.
WhereSearch the rural route using marker 1: Hanging from tree on north side; marker 2: graveyard.
Full detailUse the complete locator—marker 1: Hanging from tree on north side; marker 2: graveyard. Stand where the target is unobstructed, shoot it once, and verify the merchant notice increments. Destroy all fifteen before claiming the reward so the free Punisher arrives with its first firepower tune-up.

Blue Medallion 11 (missable)

Medallion

HintA blue hanging target is visible around the farm or church approach.
WhereSearch the rural route using marker 1: Hanging from tree on north side; marker 2: church visible in area to left.
Full detailUse the complete locator—marker 1: Hanging from tree on north side; marker 2: church visible in area to left; marker 3: church entrance. Stand where the target is unobstructed, shoot it once, and verify the merchant notice increments. Destroy all fifteen before claiming the reward so the free Punisher arrives with its first firepower tune-up.

Blue Medallion 12 (missable)

Medallion

HintA blue hanging target is visible around the farm or church approach.
WhereSearch the rural route using marker 1: Hanging from roof church.
Full detailUse the complete locator—marker 1: Hanging from roof church. Stand where the target is unobstructed, shoot it once, and verify the merchant notice increments. Destroy all fifteen before claiming the reward so the free Punisher arrives with its first firepower tune-up.

Blue Medallion 13 (missable)

Medallion

HintA blue hanging target is visible around the farm or church approach.
WhereSearch the rural route using marker 1: Hanging underneath walkway next to first; marker 2: gap to jump over.
Full detailUse the complete locator—marker 1: Hanging underneath walkway next to first; marker 2: gap to jump over. Stand where the target is unobstructed, shoot it once, and verify the merchant notice increments. Destroy all fifteen before claiming the reward so the free Punisher arrives with its first firepower tune-up.

Blue Medallion 14 (missable)

Medallion

HintA blue hanging target is visible around the farm or church approach.
WhereSearch the rural route using marker 1: Hanging from overhead support structure walkway; marker 2: next to Wooden Walkway Shed.
Full detailUse the complete locator—marker 1: Hanging from overhead support structure walkway; marker 2: next to Wooden Walkway Shed. Stand where the target is unobstructed, shoot it once, and verify the merchant notice increments. Destroy all fifteen before claiming the reward so the free Punisher arrives with its first firepower tune-up.

Blue Medallion 15 (missable)

Medallion

HintA blue hanging target is visible around the farm or church approach.
WhereSearch the rural route using marker 1: Hanging underneath walkway on south east; marker 2: straight section walkway just beyond second.
Full detailUse the complete locator—marker 1: Hanging underneath walkway on south east; marker 2: straight section walkway just beyond second; marker 3: gap to jump over. Stand where the target is unobstructed, shoot it once, and verify the merchant notice increments. Destroy all fifteen before claiming the reward so the free Punisher arrives with its first firepower tune-up.

Weapons, Attachments, Cases, and Maps

You are here when: Merchant stalls, fixed weapon pickups, the attaché case, and post-game cleared files.

Acquire, test, and fully tune every selected-route weapon and equipment unlock.

Handgun

Weapon

HintA merchant tier, fixed pickup, or completion gate adds this weapon to the arsenal.
WhereAcquire Handgun on the selected PC route.
Full detailBuy or collect it when the merchant or fixed route placement first makes it available. Fire it in ordinary combat, purchase every offered firepower, firing-speed, reload-speed, and capacity level, then buy its Exclusive tune-up when one exists. Preserve a save before selling any fully tuned weapon.

Red9

Weapon

HintA merchant tier, fixed pickup, or completion gate adds this weapon to the arsenal.
WhereAcquire Red9 on the selected PC route.
Full detailBuy or collect it when the merchant or fixed route placement first makes it available. Fire it in ordinary combat, purchase every offered firepower, firing-speed, reload-speed, and capacity level, then buy its Exclusive tune-up when one exists. Preserve a save before selling any fully tuned weapon.

Punisher

Weapon

HintA merchant tier, fixed pickup, or completion gate adds this weapon to the arsenal.
WhereAcquire Punisher on the selected PC route.
Full detailBuy or collect it when the merchant or fixed route placement first makes it available. Fire it in ordinary combat, purchase every offered firepower, firing-speed, reload-speed, and capacity level, then buy its Exclusive tune-up when one exists. Preserve a save before selling any fully tuned weapon.

Blacktail

Weapon

HintA merchant tier, fixed pickup, or completion gate adds this weapon to the arsenal.
WhereAcquire Blacktail on the selected PC route.
Full detailBuy or collect it when the merchant or fixed route placement first makes it available. Fire it in ordinary combat, purchase every offered firepower, firing-speed, reload-speed, and capacity level, then buy its Exclusive tune-up when one exists. Preserve a save before selling any fully tuned weapon.

Matilda

Weapon

HintA merchant tier, fixed pickup, or completion gate adds this weapon to the arsenal.
WhereAcquire Matilda on the selected PC route.
Full detailComplete the main campaign, continue from that clear, and buy it from the merchant. Fire it in ordinary combat, purchase every offered firepower, firing-speed, reload-speed, and capacity level, then buy its Exclusive tune-up when one exists. Preserve a save before selling any fully tuned weapon.

Broken Butterfly

Weapon

HintA merchant tier, fixed pickup, or completion gate adds this weapon to the arsenal.
WhereAcquire Broken Butterfly on the selected PC route.
Full detailBuy or collect it when the merchant or fixed route placement first makes it available. Fire it in ordinary combat, purchase every offered firepower, firing-speed, reload-speed, and capacity level, then buy its Exclusive tune-up when one exists. Preserve a save before selling any fully tuned weapon.

Killer7

Weapon

HintA merchant tier, fixed pickup, or completion gate adds this weapon to the arsenal.
WhereAcquire Killer7 on the selected PC route.
Full detailBuy or collect it when the merchant or fixed route placement first makes it available. Fire it in ordinary combat, purchase every offered firepower, firing-speed, reload-speed, and capacity level, then buy its Exclusive tune-up when one exists. Preserve a save before selling any fully tuned weapon.

Handcannon

Weapon

HintA merchant tier, fixed pickup, or completion gate adds this weapon to the arsenal.
WhereAcquire Handcannon on the selected PC route.
Full detailEarn five stars in all twenty Mercenaries character-stage cells, then claim it on a cleared campaign file. Fire it in ordinary combat, purchase every offered firepower, firing-speed, reload-speed, and capacity level, then buy its Exclusive tune-up when one exists. Preserve a save before selling any fully tuned weapon.

Shotgun

Weapon

HintA merchant tier, fixed pickup, or completion gate adds this weapon to the arsenal.
WhereAcquire Shotgun on the selected PC route.
Full detailBuy or collect it when the merchant or fixed route placement first makes it available. Fire it in ordinary combat, purchase every offered firepower, firing-speed, reload-speed, and capacity level, then buy its Exclusive tune-up when one exists. Preserve a save before selling any fully tuned weapon.

Riot Gun

Weapon

HintA merchant tier, fixed pickup, or completion gate adds this weapon to the arsenal.
WhereAcquire Riot Gun on the selected PC route.
Full detailBuy or collect it when the merchant or fixed route placement first makes it available. Fire it in ordinary combat, purchase every offered firepower, firing-speed, reload-speed, and capacity level, then buy its Exclusive tune-up when one exists. Preserve a save before selling any fully tuned weapon.

Striker

Weapon

HintA merchant tier, fixed pickup, or completion gate adds this weapon to the arsenal.
WhereAcquire Striker on the selected PC route.
Full detailBuy or collect it when the merchant or fixed route placement first makes it available. Fire it in ordinary combat, purchase every offered firepower, firing-speed, reload-speed, and capacity level, then buy its Exclusive tune-up when one exists. Preserve a save before selling any fully tuned weapon.

Rifle

Weapon

HintA merchant tier, fixed pickup, or completion gate adds this weapon to the arsenal.
WhereAcquire Rifle on the selected PC route.
Full detailBuy or collect it when the merchant or fixed route placement first makes it available. Fire it in ordinary combat, purchase every offered firepower, firing-speed, reload-speed, and capacity level, then buy its Exclusive tune-up when one exists. Preserve a save before selling any fully tuned weapon.

Rifle (semi-auto)

Weapon

HintA merchant tier, fixed pickup, or completion gate adds this weapon to the arsenal.
WhereAcquire Rifle (semi-auto) on the selected PC route.
Full detailBuy or collect it when the merchant or fixed route placement first makes it available. Fire it in ordinary combat, purchase every offered firepower, firing-speed, reload-speed, and capacity level, then buy its Exclusive tune-up when one exists. Preserve a save before selling any fully tuned weapon.

TMP

Weapon

HintA merchant tier, fixed pickup, or completion gate adds this weapon to the arsenal.
WhereAcquire TMP on the selected PC route.
Full detailBuy or collect it when the merchant or fixed route placement first makes it available. Fire it in ordinary combat, purchase every offered firepower, firing-speed, reload-speed, and capacity level, then buy its Exclusive tune-up when one exists. Preserve a save before selling any fully tuned weapon.

Mine Thrower

Weapon

HintA merchant tier, fixed pickup, or completion gate adds this weapon to the arsenal.
WhereAcquire Mine Thrower on the selected PC route.
Full detailBuy or collect it when the merchant or fixed route placement first makes it available. Fire it in ordinary combat, purchase every offered firepower, firing-speed, reload-speed, and capacity level, then buy its Exclusive tune-up when one exists. Preserve a save before selling any fully tuned weapon.

Chicago Typewriter

Weapon

HintA merchant tier, fixed pickup, or completion gate adds this weapon to the arsenal.
WhereAcquire Chicago Typewriter on the selected PC route.
Full detailComplete Separate Ways, then buy the main-route version for 1,000,000 pesetas. Fire it in ordinary combat, purchase every offered firepower, firing-speed, reload-speed, and capacity level, then buy its Exclusive tune-up when one exists. Preserve a save before selling any fully tuned weapon.

Rocket Launcher

Weapon

HintA merchant tier, fixed pickup, or completion gate adds this weapon to the arsenal.
WhereAcquire Rocket Launcher on the selected PC route.
Full detailBuy or collect it when the merchant or fixed route placement first makes it available. Fire it in ordinary combat, purchase every offered firepower, firing-speed, reload-speed, and capacity level, then buy its Exclusive tune-up when one exists. Preserve a save before selling any fully tuned weapon.

Infinite Launcher

Weapon

HintA merchant tier, fixed pickup, or completion gate adds this weapon to the arsenal.
WhereAcquire Infinite Launcher on the selected PC route.
Full detailComplete the main campaign, continue the cleared file, and pay 1,000,000 pesetas. Fire it in ordinary combat, purchase every offered firepower, firing-speed, reload-speed, and capacity level, then buy its Exclusive tune-up when one exists. Preserve a save before selling any fully tuned weapon.

P.R.L. 412

Weapon

HintA merchant tier, fixed pickup, or completion gate adds this weapon to the arsenal.
WhereAcquire P.R.L. 412 on the selected PC route.
Full detailComplete Professional, continue that clear, and claim the weapon from the merchant. Fire it in ordinary combat, purchase every offered firepower, firing-speed, reload-speed, and capacity level, then buy its Exclusive tune-up when one exists. Preserve a save before selling any fully tuned weapon.

Stock (Red9)

Weapon Part

HintAn optional attachment improves handling or unlocks a weapon function.
WhereBuy or collect Stock (Red9) when its matching weapon is available.
Full detailAcquire Stock (Red9), place both it and the compatible weapon in the case, choose Combine, equip the result, and test its aiming or handling effect. Keep the attachment until the final armory audit.

Stock (TMP)

Weapon Part

HintAn optional attachment improves handling or unlocks a weapon function.
WhereBuy or collect Stock (TMP) when its matching weapon is available.
Full detailAcquire Stock (TMP), place both it and the compatible weapon in the case, choose Combine, equip the result, and test its aiming or handling effect. Keep the attachment until the final armory audit.

Scope (Rifle)

Weapon Part

HintAn optional attachment improves handling or unlocks a weapon function.
WhereBuy or collect Scope (Rifle) when its matching weapon is available.
Full detailAcquire Scope (Rifle), place both it and the compatible weapon in the case, choose Combine, equip the result, and test its aiming or handling effect. Keep the attachment until the final armory audit.

Scope (semi-auto rifle)

Weapon Part

HintAn optional attachment improves handling or unlocks a weapon function.
WhereBuy or collect Scope (semi-auto rifle) when its matching weapon is available.
Full detailAcquire Scope (semi-auto rifle), place both it and the compatible weapon in the case, choose Combine, equip the result, and test its aiming or handling effect. Keep the attachment until the final armory audit.

Infrared Scope

Weapon Part

HintAn optional attachment improves handling or unlocks a weapon function.
WhereBuy or collect Infrared Scope when its matching weapon is available.
Full detailAcquire Infrared Scope, place both it and the compatible weapon in the case, choose Combine, equip the result, and test its aiming or handling effect. Keep the attachment until the final armory audit.

Scope (Mine Thrower)

Weapon Part

HintAn optional attachment improves handling or unlocks a weapon function.
WhereBuy or collect Scope (Mine Thrower) when its matching weapon is available.
Full detailAcquire Scope (Mine Thrower), place both it and the compatible weapon in the case, choose Combine, equip the result, and test its aiming or handling effect. Keep the attachment until the final armory audit.

Attache Case M

Equipment

HintA merchant inventory tier expands storage or protection.
WherePurchase Attache Case M at its first merchant availability.
Full detailReserve enough pesetas before the relevant one-way transition, buy Attache Case M, save, and confirm its effect: case upgrades enlarge the grid, while the Tactical Vest reduces incoming damage. Do not skip an intermediate case size.

Attache Case L

Equipment

HintA merchant inventory tier expands storage or protection.
WherePurchase Attache Case L at its first merchant availability.
Full detailReserve enough pesetas before the relevant one-way transition, buy Attache Case L, save, and confirm its effect: case upgrades enlarge the grid, while the Tactical Vest reduces incoming damage. Do not skip an intermediate case size.

Attache Case XL

Equipment

HintA merchant inventory tier expands storage or protection.
WherePurchase Attache Case XL at its first merchant availability.
Full detailReserve enough pesetas before the relevant one-way transition, buy Attache Case XL, save, and confirm its effect: case upgrades enlarge the grid, while the Tactical Vest reduces incoming damage. Do not skip an intermediate case size.

Tactical Vest

Equipment

HintA merchant inventory tier expands storage or protection.
WherePurchase Tactical Vest at its first merchant availability.
Full detailReserve enough pesetas before the relevant one-way transition, buy Tactical Vest, save, and confirm its effect: case upgrades enlarge the grid, while the Tactical Vest reduces incoming damage. Do not skip an intermediate case size.

Village Treasure Map (missable)

Map

HintThe merchant sells a regional overlay for optional valuables.
WhereBuy the Village Treasure Map before completing that physical region.
Full detailPurchase the Village Treasure Map from the first merchant who stocks it, open the map, and visit every star marker before crossing the region exit. The map supplements the exact ledger here; it does not mark every enemy drop or hidden ceiling object.

Castle Treasure Map (missable)

Map

HintThe merchant sells a regional overlay for optional valuables.
WhereBuy the Castle Treasure Map before completing that physical region.
Full detailPurchase the Castle Treasure Map from the first merchant who stocks it, open the map, and visit every star marker before crossing the region exit. The map supplements the exact ledger here; it does not mark every enemy drop or hidden ceiling object.

Island Treasure Map (missable)

Map

HintThe merchant sells a regional overlay for optional valuables.
WhereBuy the Island Treasure Map before completing that physical region.
Full detailPurchase the Island Treasure Map from the first merchant who stocks it, open the map, and visit every star marker before crossing the region exit. The map supplements the exact ledger here; it does not mark every enemy drop or hidden ceiling object.

Shooting Range and Bottle-Cap Display

You are here when: Blue shooting-gallery doors beside merchants in the fortress, mine approach, and industrial complex.

Fill four six-slot rows and trigger every interactive backdrop.

Bottle Cap Row A, Slot 1

Bottle Cap

HintA shooting-gallery score or perfect target sweep fills this display slot.
WherePlay Game Type A and earn its slot 1 prize.
Full detailChoose either weapon set. For an ordinary slot, exceed the current score threshold; for the sixth rare slot, hit every hostile target without striking the companion target or reach the rare-prize score. End the session through the merchant and confirm Row A slot 1 is filled; the guide withholds the figure identity until it is earned.

Bottle Cap Row A, Slot 2

Bottle Cap

HintA shooting-gallery score or perfect target sweep fills this display slot.
WherePlay Game Type A and earn its slot 2 prize.
Full detailChoose either weapon set. For an ordinary slot, exceed the current score threshold; for the sixth rare slot, hit every hostile target without striking the companion target or reach the rare-prize score. End the session through the merchant and confirm Row A slot 2 is filled; the guide withholds the figure identity until it is earned.

Bottle Cap Row A, Slot 3

Bottle Cap

HintA shooting-gallery score or perfect target sweep fills this display slot.
WherePlay Game Type A and earn its slot 3 prize.
Full detailChoose either weapon set. For an ordinary slot, exceed the current score threshold; for the sixth rare slot, hit every hostile target without striking the companion target or reach the rare-prize score. End the session through the merchant and confirm Row A slot 3 is filled; the guide withholds the figure identity until it is earned.

Bottle Cap Row A, Slot 4

Bottle Cap

HintA shooting-gallery score or perfect target sweep fills this display slot.
WherePlay Game Type A and earn its slot 4 prize.
Full detailChoose either weapon set. For an ordinary slot, exceed the current score threshold; for the sixth rare slot, hit every hostile target without striking the companion target or reach the rare-prize score. End the session through the merchant and confirm Row A slot 4 is filled; the guide withholds the figure identity until it is earned.

Bottle Cap Row A, Slot 5

Bottle Cap

HintA shooting-gallery score or perfect target sweep fills this display slot.
WherePlay Game Type A and earn its slot 5 prize.
Full detailChoose either weapon set. For an ordinary slot, exceed the current score threshold; for the sixth rare slot, hit every hostile target without striking the companion target or reach the rare-prize score. End the session through the merchant and confirm Row A slot 5 is filled; the guide withholds the figure identity until it is earned.

Bottle Cap Row A, Slot 6

Bottle Cap

HintA shooting-gallery score or perfect target sweep fills this display slot.
WherePlay Game Type A and earn its slot 6 prize.
Full detailChoose either weapon set. For an ordinary slot, exceed the current score threshold; for the sixth rare slot, hit every hostile target without striking the companion target or reach the rare-prize score. End the session through the merchant and confirm Row A slot 6 is filled; the guide withholds the figure identity until it is earned.

Bottle Cap Row B, Slot 1

Bottle Cap

HintA shooting-gallery score or perfect target sweep fills this display slot.
WherePlay Game Type B and earn its slot 1 prize.
Full detailChoose either weapon set. For an ordinary slot, exceed the current score threshold; for the sixth rare slot, hit every hostile target without striking the companion target or reach the rare-prize score. End the session through the merchant and confirm Row B slot 1 is filled; the guide withholds the figure identity until it is earned.

Bottle Cap Row B, Slot 2

Bottle Cap

HintA shooting-gallery score or perfect target sweep fills this display slot.
WherePlay Game Type B and earn its slot 2 prize.
Full detailChoose either weapon set. For an ordinary slot, exceed the current score threshold; for the sixth rare slot, hit every hostile target without striking the companion target or reach the rare-prize score. End the session through the merchant and confirm Row B slot 2 is filled; the guide withholds the figure identity until it is earned.

Bottle Cap Row B, Slot 3

Bottle Cap

HintA shooting-gallery score or perfect target sweep fills this display slot.
WherePlay Game Type B and earn its slot 3 prize.
Full detailChoose either weapon set. For an ordinary slot, exceed the current score threshold; for the sixth rare slot, hit every hostile target without striking the companion target or reach the rare-prize score. End the session through the merchant and confirm Row B slot 3 is filled; the guide withholds the figure identity until it is earned.

Bottle Cap Row B, Slot 4

Bottle Cap

HintA shooting-gallery score or perfect target sweep fills this display slot.
WherePlay Game Type B and earn its slot 4 prize.
Full detailChoose either weapon set. For an ordinary slot, exceed the current score threshold; for the sixth rare slot, hit every hostile target without striking the companion target or reach the rare-prize score. End the session through the merchant and confirm Row B slot 4 is filled; the guide withholds the figure identity until it is earned.

Bottle Cap Row B, Slot 5

Bottle Cap

HintA shooting-gallery score or perfect target sweep fills this display slot.
WherePlay Game Type B and earn its slot 5 prize.
Full detailChoose either weapon set. For an ordinary slot, exceed the current score threshold; for the sixth rare slot, hit every hostile target without striking the companion target or reach the rare-prize score. End the session through the merchant and confirm Row B slot 5 is filled; the guide withholds the figure identity until it is earned.

Bottle Cap Row B, Slot 6

Bottle Cap

HintA shooting-gallery score or perfect target sweep fills this display slot.
WherePlay Game Type B and earn its slot 6 prize.
Full detailChoose either weapon set. For an ordinary slot, exceed the current score threshold; for the sixth rare slot, hit every hostile target without striking the companion target or reach the rare-prize score. End the session through the merchant and confirm Row B slot 6 is filled; the guide withholds the figure identity until it is earned.

Bottle Cap Row C, Slot 1

Bottle Cap

HintA shooting-gallery score or perfect target sweep fills this display slot.
WherePlay Game Type C and earn its slot 1 prize.
Full detailChoose either weapon set. For an ordinary slot, exceed the current score threshold; for the sixth rare slot, hit every hostile target without striking the companion target or reach the rare-prize score. End the session through the merchant and confirm Row C slot 1 is filled; the guide withholds the figure identity until it is earned.

Bottle Cap Row C, Slot 2

Bottle Cap

HintA shooting-gallery score or perfect target sweep fills this display slot.
WherePlay Game Type C and earn its slot 2 prize.
Full detailChoose either weapon set. For an ordinary slot, exceed the current score threshold; for the sixth rare slot, hit every hostile target without striking the companion target or reach the rare-prize score. End the session through the merchant and confirm Row C slot 2 is filled; the guide withholds the figure identity until it is earned.

Bottle Cap Row C, Slot 3

Bottle Cap

HintA shooting-gallery score or perfect target sweep fills this display slot.
WherePlay Game Type C and earn its slot 3 prize.
Full detailChoose either weapon set. For an ordinary slot, exceed the current score threshold; for the sixth rare slot, hit every hostile target without striking the companion target or reach the rare-prize score. End the session through the merchant and confirm Row C slot 3 is filled; the guide withholds the figure identity until it is earned.

Bottle Cap Row C, Slot 4

Bottle Cap

HintA shooting-gallery score or perfect target sweep fills this display slot.
WherePlay Game Type C and earn its slot 4 prize.
Full detailChoose either weapon set. For an ordinary slot, exceed the current score threshold; for the sixth rare slot, hit every hostile target without striking the companion target or reach the rare-prize score. End the session through the merchant and confirm Row C slot 4 is filled; the guide withholds the figure identity until it is earned.

Bottle Cap Row C, Slot 5

Bottle Cap

HintA shooting-gallery score or perfect target sweep fills this display slot.
WherePlay Game Type C and earn its slot 5 prize.
Full detailChoose either weapon set. For an ordinary slot, exceed the current score threshold; for the sixth rare slot, hit every hostile target without striking the companion target or reach the rare-prize score. End the session through the merchant and confirm Row C slot 5 is filled; the guide withholds the figure identity until it is earned.

Bottle Cap Row C, Slot 6

Bottle Cap

HintA shooting-gallery score or perfect target sweep fills this display slot.
WherePlay Game Type C and earn its slot 6 prize.
Full detailChoose either weapon set. For an ordinary slot, exceed the current score threshold; for the sixth rare slot, hit every hostile target without striking the companion target or reach the rare-prize score. End the session through the merchant and confirm Row C slot 6 is filled; the guide withholds the figure identity until it is earned.

Bottle Cap Row D, Slot 1

Bottle Cap

HintA shooting-gallery score or perfect target sweep fills this display slot.
WherePlay Game Type D and earn its slot 1 prize.
Full detailChoose either weapon set. For an ordinary slot, exceed the current score threshold; for the sixth rare slot, hit every hostile target without striking the companion target or reach the rare-prize score. End the session through the merchant and confirm Row D slot 1 is filled; the guide withholds the figure identity until it is earned.

Bottle Cap Row D, Slot 2

Bottle Cap

HintA shooting-gallery score or perfect target sweep fills this display slot.
WherePlay Game Type D and earn its slot 2 prize.
Full detailChoose either weapon set. For an ordinary slot, exceed the current score threshold; for the sixth rare slot, hit every hostile target without striking the companion target or reach the rare-prize score. End the session through the merchant and confirm Row D slot 2 is filled; the guide withholds the figure identity until it is earned.

Bottle Cap Row D, Slot 3

Bottle Cap

HintA shooting-gallery score or perfect target sweep fills this display slot.
WherePlay Game Type D and earn its slot 3 prize.
Full detailChoose either weapon set. For an ordinary slot, exceed the current score threshold; for the sixth rare slot, hit every hostile target without striking the companion target or reach the rare-prize score. End the session through the merchant and confirm Row D slot 3 is filled; the guide withholds the figure identity until it is earned.

Bottle Cap Row D, Slot 4

Bottle Cap

HintA shooting-gallery score or perfect target sweep fills this display slot.
WherePlay Game Type D and earn its slot 4 prize.
Full detailChoose either weapon set. For an ordinary slot, exceed the current score threshold; for the sixth rare slot, hit every hostile target without striking the companion target or reach the rare-prize score. End the session through the merchant and confirm Row D slot 4 is filled; the guide withholds the figure identity until it is earned.

Bottle Cap Row D, Slot 5

Bottle Cap

HintA shooting-gallery score or perfect target sweep fills this display slot.
WherePlay Game Type D and earn its slot 5 prize.
Full detailChoose either weapon set. For an ordinary slot, exceed the current score threshold; for the sixth rare slot, hit every hostile target without striking the companion target or reach the rare-prize score. End the session through the merchant and confirm Row D slot 5 is filled; the guide withholds the figure identity until it is earned.

Bottle Cap Row D, Slot 6

Bottle Cap

HintA shooting-gallery score or perfect target sweep fills this display slot.
WherePlay Game Type D and earn its slot 6 prize.
Full detailChoose either weapon set. For an ordinary slot, exceed the current score threshold; for the sixth rare slot, hit every hostile target without striking the companion target or reach the rare-prize score. End the session through the merchant and confirm Row D slot 6 is filled; the guide withholds the figure identity until it is earned.

Complete Shooting Row A

Range

HintThe first target program establishes the collection rules.
WhereWin all six caps in Game Type A.
Full detailScore across both target patterns until all six Row A slots fill, then end through the merchant and collect the 15,000-peseta row award.

Complete Shooting Row B

Range

HintA later gallery adds the second six-slot program.
WhereWin all six caps in Game Type B.
Full detailUnlock the second pattern by taking four prizes, secure both remaining caps, and collect the 25,000-peseta completed-row award.

Complete Shooting Row C

Range

HintThe third program rewards accurate streaks over raw firing speed.
WhereWin all six caps in Game Type C.
Full detailUse headshots and the five-hit streak bonus, avoid the companion target, complete both patterns, and collect the 35,000-peseta row award.

Complete Shooting Row D

Range

HintThe final program completes the display case.
WhereWin all six caps in Game Type D.
Full detailEarn the five score caps and rare cap, verify all 24 display slots are occupied, then end the game through the merchant and receive the 50,000-peseta row award.

Trigger Every Shooting-Range Backdrop Effect

Secret

HintThe scenery reacts to several non-target hits.
WhereTest the moon-and-castle, star, chimney, tree, and beehive hotspots.
Full detailUse a disposable range session. Shoot the moon and castle for fireworks, a marked star for its moving effect, the village chimney for smoke, the left trees for birds and feathers, and the hive for a swarm. Wait for each effect to finish before triggering the next.

Separate Ways Progression and Reports

You are here when: A side-campaign menu, five internal result screens, merchants, and the Extras report archive.

Complete the included side route and all five report unlocks without displaying narrative content.

Complete Separate Ways

Bonus Mode

HintThe expanded PC route includes a distinct five-part side campaign.
WhereUnlock Separate Ways with a main-campaign clear, then finish it once.
Full detailUse a separate save, visit every merchant, collect the complete 35-requirement treasure ledger below, save after each internal chapter, and finish the route. Confirm the main-game Chicago Typewriter, second costume set, and added Movie Browser entries unlock.

Bonus Report 1

Report

HintA report entry is granted after a segment of the side campaign.
WhereComplete Separate Ways segment 1.
Full detailReach the segment-1 result, save the continuation, return to Extras > Ada's Report, open entry 1 once without reading its story text, and confirm it remains available after reboot.

Bonus Report 2

Report

HintA report entry is granted after a segment of the side campaign.
WhereComplete Separate Ways segment 2.
Full detailReach the segment-2 result, save the continuation, return to Extras > Ada's Report, open entry 2 once without reading its story text, and confirm it remains available after reboot.

Bonus Report 3

Report

HintA report entry is granted after a segment of the side campaign.
WhereComplete Separate Ways segment 3.
Full detailReach the segment-3 result, save the continuation, return to Extras > Ada's Report, open entry 3 once without reading its story text, and confirm it remains available after reboot.

Bonus Report 4

Report

HintA report entry is granted after a segment of the side campaign.
WhereComplete Separate Ways segment 4.
Full detailReach the segment-4 result, save the continuation, return to Extras > Ada's Report, open entry 4 once without reading its story text, and confirm it remains available after reboot.

Bonus Report 5

Report

HintA report entry is granted after a segment of the side campaign.
WhereComplete Separate Ways segment 5.
Full detailReach the segment-5 result, save the continuation, return to Extras > Ada's Report, open entry 5 once without reading its story text, and confirm it remains available after reboot.

Unlock the Separate Ways Chicago Typewriter

Weapon

HintThe compact bonus mission gates this weapon separately from the main route.
WhereComplete Assignment Ada before starting a new Separate Ways file.
Full detailFinish Assignment Ada, return to Separate Ways, visit its merchant, buy the Chicago Typewriter, fire it in combat, and preserve a post-purchase save. This unlock is distinct from the main-campaign copy.

Separate Ways Treasures

You are here when: Rural rooftops, farm paths, fortress halls, industrial wreckage, cells, and grapple points.

Collect every side-campaign treasure and complete every combination set.

Blue Stone of Treason (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the Separate Ways route, search the physical area identified by marker 1: In upper window stairway in hallway; marker 2: before boiler room.
Full detailUse these ordered locator facts—marker 1: In upper window stairway in hallway; marker 2: before boiler room. Break or open the indicated anchor, collect Blue Stone of Treason, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Brass Pocket Watch (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the Separate Ways route, search the physical area identified by marker 1: Hanging over basin next to hut; marker 2: outside and behind chief's house at.
Full detailUse these ordered locator facts—marker 1: Hanging over basin next to hut; marker 2: outside and behind chief's house at; marker 3: start chapter Shoot small stick holding; marker 4: lid up then shoot BPW to; marker 5: knock down. Break or open the indicated anchor, collect Brass Pocket Watch, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Butterfly Lamp (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the Separate Ways route, search the physical area identified by marker 1: In corner to immediate left when; marker 2: land after grappling away once knife.
Full detailUse these ordered locator facts—marker 1: In corner to immediate left when; marker 2: land after grappling away once knife; marker 3: encounter defeated. Break or open the indicated anchor, collect Butterfly Lamp, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Elegant Mask (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the Separate Ways route, search the physical area identified by marker 1: On bed in back room house; marker 2: with Insignia Key on roof.
Full detailUse these ordered locator facts—marker 1: On bed in back room house; marker 2: with Insignia Key on roof. Break or open the indicated anchor, collect Elegant Mask, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Gold Bangle (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the Separate Ways route, search the physical area identified by marker 1: At farm in box on table; marker 2: in small fenced-in area behind 2-story.
Full detailUse these ordered locator facts—marker 1: At farm in box on table; marker 2: in small fenced-in area behind 2-story; marker 3: barn Climb to 2nd floor hop; marker 4: out window step forward and jump; marker 5: down to access spot. Break or open the indicated anchor, collect Gold Bangle, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Gold Bangle w/ Pearls (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the Separate Ways route, search the physical area identified by marker 1: On fountain at center hedge maze.
Full detailUse these ordered locator facts—marker 1: On fountain at center hedge maze. Break or open the indicated anchor, collect Gold Bangle w/ Pearls, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Golden Lynx (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the Separate Ways route, search the physical area identified by marker 1: Near truck wreck at start chapter; marker 2: look for some pipes to grapple.
Full detailUse these ordered locator facts—marker 1: Near truck wreck at start chapter; marker 2: look for some pipes to grapple; marker 3: up to proceed through vent jump; marker 4: down and exit room On crate; marker 5: to left GL. Break or open the indicated anchor, collect Golden Lynx, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Green Eye (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the Separate Ways route, search the physical area identified by marker 1: In front-right corner 2nd cell on; marker 2: right in prison area.
Full detailUse these ordered locator facts—marker 1: In front-right corner 2nd cell on; marker 2: right in prison area. Break or open the indicated anchor, collect Green Eye, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Green Gem (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the Separate Ways route, search the physical area identified by marker 1: After entering tunnel leading from village; marker 2: to church it's in small box.
Full detailUse these ordered locator facts—marker 1: After entering tunnel leading from village; marker 2: to church it's in small box; marker 3: in nook in wall watery chamber. Break or open the indicated anchor, collect Green Gem, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Green Stone of Judgment (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the Separate Ways route, search the physical area identified by marker 1: On crate at top short set; marker 2: steps to immediate right just after.
Full detailUse these ordered locator facts—marker 1: On crate at top short set; marker 2: steps to immediate right just after; marker 3: grapple up to platform and climb; marker 4: ladder in wreckage area after ship. Break or open the indicated anchor, collect Green Stone of Judgment, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Purple Gem (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the Separate Ways route, search the physical area identified by marker 1: In corner to immediate right upon; marker 2: entering church.
Full detailUse these ordered locator facts—marker 1: In corner to immediate right upon; marker 2: entering church. Break or open the indicated anchor, collect Purple Gem, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Red Catseye (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the Separate Ways route, search the physical area identified by marker 1: On ground in alley next to; marker 2: barn where paired chainsaw threat and.
Full detailUse these ordered locator facts—marker 1: On ground in alley next to; marker 2: barn where paired chainsaw threat and; marker 3: hostiles ambush operative. Break or open the indicated anchor, collect Red Catseye, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Red Eye (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the Separate Ways route, search the physical area identified by marker 1: On top pedestal on right in; marker 2: area where air-support aftermath.
Full detailUse these ordered locator facts—marker 1: On top pedestal on right in; marker 2: area where air-support aftermath. Break or open the indicated anchor, collect Red Eye, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Red Gem (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the Separate Ways route, search the physical area identified by marker 1: On tombstone in center graveyard.
Full detailUse these ordered locator facts—marker 1: On tombstone in center graveyard. Break or open the indicated anchor, collect Red Gem, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Red Stone of Faith (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the Separate Ways route, search the physical area identified by marker 1: In briefcase in room to left; marker 2: after jumping down through window after.
Full detailUse these ordered locator facts—marker 1: In briefcase in room to left; marker 2: after jumping down through window after; marker 3: wreckage area. Break or open the indicated anchor, collect Red Stone of Faith, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Ruby (2) (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the Separate Ways route, search the physical area identified by marker 1: 2 Dropped by chainsaw threat chainsaw; marker 2: maniac outside chief's house 3 Dropped.
Full detailUse these ordered locator facts—marker 1: 2 Dropped by chainsaw threat chainsaw; marker 2: maniac outside chief's house 3 Dropped; marker 3: by armored threat in cage-trap room; marker 4: castle. Break or open the indicated anchor, collect Ruby (2), and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Yellow Catseye (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the Separate Ways route, search the physical area identified by marker 1: In barrel on upper platform on; marker 2: right side quarry route path Walk.
Full detailUse these ordered locator facts—marker 1: In barrel on upper platform on; marker 2: right side quarry route path Walk; marker 3: around below for grapple prompt then; marker 4: zip up to. Break or open the indicated anchor, collect Yellow Catseye, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 001 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the Separate Ways route, search the physical area identified by marker 1: On peak lower roof around side; marker 2: shotgun house.
Full detailUse these ordered locator facts—marker 1: On peak lower roof around side; marker 2: shotgun house. Break or open the indicated anchor, collect Spinel 001, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 002 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the Separate Ways route, search the physical area identified by marker 1: By gate at west entrance to; marker 2: village.
Full detailUse these ordered locator facts—marker 1: By gate at west entrance to; marker 2: village. Break or open the indicated anchor, collect Spinel 002, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 003 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the Separate Ways route, search the physical area identified by marker 1: On ledge by NE gate to; marker 2: farm.
Full detailUse these ordered locator facts—marker 1: On ledge by NE gate to; marker 2: farm. Break or open the indicated anchor, collect Spinel 003, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 004 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the Separate Ways route, search the physical area identified by marker 1: In crate on table in small; marker 2: hut near well at end path.
Full detailUse these ordered locator facts—marker 1: In crate on table in small; marker 2: hut near well at end path; marker 3: out back exit chief's house. Break or open the indicated anchor, collect Spinel 004, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 005 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the Separate Ways route, search the physical area identified by marker 1: At farm hanging over basin next; marker 2: to shack with typewriter Shoot stick.
Full detailUse these ordered locator facts—marker 1: At farm hanging over basin next; marker 2: to shack with typewriter Shoot stick; marker 3: holding lid up then shoot spinel; marker 4: down. Break or open the indicated anchor, collect Spinel 005, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 006 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the Separate Ways route, search the physical area identified by marker 1: At farm on small overhang at; marker 2: front cow shed Stand near corner.
Full detailUse these ordered locator facts—marker 1: At farm on small overhang at; marker 2: front cow shed Stand near corner; marker 3: building to get grapple prompt then; marker 4: zip up to roof. Break or open the indicated anchor, collect Spinel 006, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 007 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the Separate Ways route, search the physical area identified by marker 1: In birdnest in tree next to; marker 2: house where captive contact being held.
Full detailUse these ordered locator facts—marker 1: In birdnest in tree next to; marker 2: house where captive contact being held; marker 3: captive in closet. Break or open the indicated anchor, collect Spinel 007, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 008 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the Separate Ways route, search the physical area identified by marker 1: In box on ground between tree; marker 2: and corner house where captive contact.
Full detailUse these ordered locator facts—marker 1: In box on ground between tree; marker 2: and corner house where captive contact; marker 3: being held captive. Break or open the indicated anchor, collect Spinel 008, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 009 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the Separate Ways route, search the physical area identified by marker 1: At farm on way back to; marker 2: village it's on ledge just across.
Full detailUse these ordered locator facts—marker 1: At farm on way back to; marker 2: village it's on ledge just across; marker 3: from shack with typewriter. Break or open the indicated anchor, collect Spinel 009, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 010 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the Separate Ways route, search the physical area identified by marker 1: On ground near gate to castle; marker 2: after getting off gondola.
Full detailUse these ordered locator facts—marker 1: On ground near gate to castle; marker 2: after getting off gondola. Break or open the indicated anchor, collect Spinel 010, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 011 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the Separate Ways route, search the physical area identified by marker 1: On ground in some grass on; marker 2: left just before first hut on.
Full detailUse these ordered locator facts—marker 1: On ground in some grass on; marker 2: left just before first hut on; marker 3: quarry route path. Break or open the indicated anchor, collect Spinel 011, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Spinel Pickup 012 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the Separate Ways route, search the physical area identified by marker 1: In vase on table in hallway; marker 2: after room where player fighting bunch.
Full detailUse these ordered locator facts—marker 1: In vase on table in hallway; marker 2: after room where player fighting bunch; marker 3: monks just before area where companion; marker 4: being held captive. Break or open the indicated anchor, collect Spinel 012, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Velvet Blue Pickup 001 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the Separate Ways route, search the physical area identified by marker 1: On ground just before grappling up; marker 2: to walkway at start chapter.
Full detailUse these ordered locator facts—marker 1: On ground just before grappling up; marker 2: to walkway at start chapter. Break or open the indicated anchor, collect Velvet Blue 001, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Velvet Blue Pickup 002 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the Separate Ways route, search the physical area identified by marker 1: On table against wall second level; marker 2: platform with second gun turret use.
Full detailUse these ordered locator facts—marker 1: On table against wall second level; marker 2: platform with second gun turret use; marker 3: to south side ship. Break or open the indicated anchor, collect Velvet Blue 002, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Velvet Blue Pickup 003 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the Separate Ways route, search the physical area identified by marker 1: On crate under platform grapple up; marker 2: to in wreckage area after ship.
Full detailUse these ordered locator facts—marker 1: On crate under platform grapple up; marker 2: to in wreckage area after ship. Break or open the indicated anchor, collect Velvet Blue 003, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Velvet Blue Pickup 004 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the Separate Ways route, search the physical area identified by marker 1: On ground at grapple point in; marker 2: room where player and knife encounter.
Full detailUse these ordered locator facts—marker 1: On ground at grapple point in; marker 2: room where player and knife encounter; marker 3: fighting. Break or open the indicated anchor, collect Velvet Blue 004, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Velvet Blue Pickup 005 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the Separate Ways route, search the physical area identified by marker 1: In barrel in front building heavy; marker 2: threat jumps down from at start.
Full detailUse these ordered locator facts—marker 1: In barrel in front building heavy; marker 2: threat jumps down from at start; marker 3: chapter. Break or open the indicated anchor, collect Velvet Blue 005, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Velvet Blue Pickup 006 (missable)

Treasure

HintA sale item is concealed in scenery, a container, or an optional side route.
WhereDuring the Separate Ways route, search the physical area identified by marker 1: In barrel in first tent on; marker 2: right in pit below zip line.
Full detailUse these ordered locator facts—marker 1: In barrel in first tent on; marker 2: right in pit below zip line. Break or open the indicated anchor, collect Velvet Blue 006, and confirm it enters the treasure case. Keep combinable bases until every matching gem is fitted; sell only the completed form.

Assignment Ada

You are here when: A fixed-loadout bonus route through the industrial facility and its objective-sample rooms.

Collect all five required samples and finish the mode once.

Complete Assignment Ada

Bonus Mode

HintA compact fixed-loadout operation unlocks a side-campaign weapon.
WhereAfter the main clear, choose Assignment Ada and collect all five required samples.
Full detailUse the fixed inventory, search the industrial facility for each objective sample, keep all five in the case, and reach the extraction trigger. Confirm the completion record and the Separate Ways Chicago Typewriter gate.

Assignment Sample 1 (missable)

Objective Item

HintOne required sample lies along the industrial-facility route.
WhereDuring Assignment Ada, search Freezer room for required sample 1.
Full detailReach Freezer room and use these locator facts—marker 1: former infrared-scope position. Take the sample, preserve its two case rows, and verify the objective count rises before leaving; all five must fit simultaneously.

Assignment Sample 2 (missable)

Objective Item

HintOne required sample lies along the industrial-facility route.
WhereDuring Assignment Ada, search Operating theatre for required sample 2.
Full detailReach Operating theatre and use these locator facts—marker 1: larger room; marker 2: held by body. Take the sample, preserve its two case rows, and verify the objective count rises before leaving; all five must fit simultaneously.

Assignment Sample 3 (missable)

Objective Item

HintOne required sample lies along the industrial-facility route.
WhereDuring Assignment Ada, search Confinement room for required sample 3.
Full detailReach Confinement room and use these locator facts—marker 1: back of holding room. Take the sample, preserve its two case rows, and verify the objective count rises before leaving; all five must fit simultaneously.

Assignment Sample 4 (missable)

Objective Item

HintOne required sample lies along the industrial-facility route.
WhereDuring Assignment Ada, search Culture room for required sample 4.
Full detailReach Culture room and use these locator facts—marker 1: center of shelving area. Take the sample, preserve its two case rows, and verify the objective count rises before leaving; all five must fit simultaneously.

Assignment Sample 5 (missable)

Objective Item

HintOne required sample lies along the industrial-facility route.
WhereDuring Assignment Ada, search Communications tower for required sample 5.
Full detailReach Communications tower and use these locator facts—marker 1: dropped after final encounter. Take the sample, preserve its two case rows, and verify the objective count rises before leaving; all five must fit simultaneously.

Assignment Yellow Herb 1 (missable)

Health Upgrade

HintA finite health upgrade is tucked along the no-save bonus route.
WhereIn Assignment Ada, search Wharf A for yellow herb 1.
Full detailUse the exact physical facts—marker 1: cliff-top small box; marker 2: climb prompt. Collect the yellow herb, combine it with green before use, and keep enough inventory room for all five objective samples. Finish the single-session mode with every one of the seven health upgrades consumed.

Assignment Yellow Herb 2 (missable)

Health Upgrade

HintA finite health upgrade is tucked along the no-save bonus route.
WhereIn Assignment Ada, search Wharf A for yellow herb 2.
Full detailUse the exact physical facts—marker 1: heavy-threat room; marker 2: behind sandbags. Collect the yellow herb, combine it with green before use, and keep enough inventory room for all five objective samples. Finish the single-session mode with every one of the seven health upgrades consumed.

Assignment Yellow Herb 3 (missable)

Health Upgrade

HintA finite health upgrade is tucked along the no-save bonus route.
WhereIn Assignment Ada, search Wharf B for yellow herb 3.
Full detailUse the exact physical facts—marker 1: ladder cave; marker 2: wall crack. Collect the yellow herb, combine it with green before use, and keep enough inventory room for all five objective samples. Finish the single-session mode with every one of the seven health upgrades consumed.

Assignment Yellow Herb 4 (missable)

Health Upgrade

HintA finite health upgrade is tucked along the no-save bonus route.
WhereIn Assignment Ada, search Autopsy room for yellow herb 4.
Full detailUse the exact physical facts—marker 1: behind glass shelf. Collect the yellow herb, combine it with green before use, and keep enough inventory room for all five objective samples. Finish the single-session mode with every one of the seven health upgrades consumed.

Assignment Yellow Herb 5 (missable)

Health Upgrade

HintA finite health upgrade is tucked along the no-save bonus route.
WhereIn Assignment Ada, search Confinement room for yellow herb 5.
Full detailUse the exact physical facts—marker 1: right corner. Collect the yellow herb, combine it with green before use, and keep enough inventory room for all five objective samples. Finish the single-session mode with every one of the seven health upgrades consumed.

Assignment Yellow Herb 6 (missable)

Health Upgrade

HintA finite health upgrade is tucked along the no-save bonus route.
WhereIn Assignment Ada, search Doctors' office for yellow herb 6.
Full detailUse the exact physical facts—marker 1: small end room; marker 2: desk. Collect the yellow herb, combine it with green before use, and keep enough inventory room for all five objective samples. Finish the single-session mode with every one of the seven health upgrades consumed.

Assignment Yellow Herb 7 (missable)

Health Upgrade

HintA finite health upgrade is tucked along the no-save bonus route.
WhereIn Assignment Ada, search Culture room for yellow herb 7.
Full detailUse the exact physical facts—marker 1: back shelving area; marker 2: beside red and green herbs. Collect the yellow herb, combine it with green before use, and keep enough inventory room for all five objective samples. Finish the single-session mode with every one of the seven health upgrades consumed.

The Mercenaries

You are here when: Four score-attack arenas with time extensions, combo routes, and five character slots.

Fill the complete five-by-four grid with five-star results.

Mercenaries Slot 1 — Stage 1

Mercenaries Rank

HintA sustained combo and time-extension route is required for five stars.
WhereUse character slot 1 on Village and score at least 60,000.
Full detailCollect nearby time bonuses first, save high-value targets for an active combo, keep moving across spawn boundaries, and finish with 60,000 or more points. Verify five stars appear in character slot 1, Village; repeat rather than accepting a four-star clear.

Mercenaries Slot 1 — Stage 2

Mercenaries Rank

HintA sustained combo and time-extension route is required for five stars.
WhereUse character slot 1 on Castle and score at least 60,000.
Full detailCollect nearby time bonuses first, save high-value targets for an active combo, keep moving across spawn boundaries, and finish with 60,000 or more points. Verify five stars appear in character slot 1, Castle; repeat rather than accepting a four-star clear.

Mercenaries Slot 1 — Stage 3

Mercenaries Rank

HintA sustained combo and time-extension route is required for five stars.
WhereUse character slot 1 on Island Base and score at least 60,000.
Full detailCollect nearby time bonuses first, save high-value targets for an active combo, keep moving across spawn boundaries, and finish with 60,000 or more points. Verify five stars appear in character slot 1, Island Base; repeat rather than accepting a four-star clear.

Mercenaries Slot 1 — Stage 4

Mercenaries Rank

HintA sustained combo and time-extension route is required for five stars.
WhereUse character slot 1 on Waterworld and score at least 60,000.
Full detailCollect nearby time bonuses first, save high-value targets for an active combo, keep moving across spawn boundaries, and finish with 60,000 or more points. Verify five stars appear in character slot 1, Waterworld; repeat rather than accepting a four-star clear.

Mercenaries Slot 2 — Stage 1

Mercenaries Rank

HintA sustained combo and time-extension route is required for five stars.
WhereUse character slot 2 on Village and score at least 60,000.
Full detailCollect nearby time bonuses first, save high-value targets for an active combo, keep moving across spawn boundaries, and finish with 60,000 or more points. Verify five stars appear in character slot 2, Village; repeat rather than accepting a four-star clear.

Mercenaries Slot 2 — Stage 2

Mercenaries Rank

HintA sustained combo and time-extension route is required for five stars.
WhereUse character slot 2 on Castle and score at least 60,000.
Full detailCollect nearby time bonuses first, save high-value targets for an active combo, keep moving across spawn boundaries, and finish with 60,000 or more points. Verify five stars appear in character slot 2, Castle; repeat rather than accepting a four-star clear.

Mercenaries Slot 2 — Stage 3

Mercenaries Rank

HintA sustained combo and time-extension route is required for five stars.
WhereUse character slot 2 on Island Base and score at least 60,000.
Full detailCollect nearby time bonuses first, save high-value targets for an active combo, keep moving across spawn boundaries, and finish with 60,000 or more points. Verify five stars appear in character slot 2, Island Base; repeat rather than accepting a four-star clear.

Mercenaries Slot 2 — Stage 4

Mercenaries Rank

HintA sustained combo and time-extension route is required for five stars.
WhereUse character slot 2 on Waterworld and score at least 60,000.
Full detailCollect nearby time bonuses first, save high-value targets for an active combo, keep moving across spawn boundaries, and finish with 60,000 or more points. Verify five stars appear in character slot 2, Waterworld; repeat rather than accepting a four-star clear.

Mercenaries Slot 3 — Stage 1

Mercenaries Rank

HintA sustained combo and time-extension route is required for five stars.
WhereUse character slot 3 on Village and score at least 60,000.
Full detailCollect nearby time bonuses first, save high-value targets for an active combo, keep moving across spawn boundaries, and finish with 60,000 or more points. Verify five stars appear in character slot 3, Village; repeat rather than accepting a four-star clear.

Mercenaries Slot 3 — Stage 2

Mercenaries Rank

HintA sustained combo and time-extension route is required for five stars.
WhereUse character slot 3 on Castle and score at least 60,000.
Full detailCollect nearby time bonuses first, save high-value targets for an active combo, keep moving across spawn boundaries, and finish with 60,000 or more points. Verify five stars appear in character slot 3, Castle; repeat rather than accepting a four-star clear.

Mercenaries Slot 3 — Stage 3

Mercenaries Rank

HintA sustained combo and time-extension route is required for five stars.
WhereUse character slot 3 on Island Base and score at least 60,000.
Full detailCollect nearby time bonuses first, save high-value targets for an active combo, keep moving across spawn boundaries, and finish with 60,000 or more points. Verify five stars appear in character slot 3, Island Base; repeat rather than accepting a four-star clear.

Mercenaries Slot 3 — Stage 4

Mercenaries Rank

HintA sustained combo and time-extension route is required for five stars.
WhereUse character slot 3 on Waterworld and score at least 60,000.
Full detailCollect nearby time bonuses first, save high-value targets for an active combo, keep moving across spawn boundaries, and finish with 60,000 or more points. Verify five stars appear in character slot 3, Waterworld; repeat rather than accepting a four-star clear.

Mercenaries Slot 4 — Stage 1

Mercenaries Rank

HintA sustained combo and time-extension route is required for five stars.
WhereUse character slot 4 on Village and score at least 60,000.
Full detailCollect nearby time bonuses first, save high-value targets for an active combo, keep moving across spawn boundaries, and finish with 60,000 or more points. Verify five stars appear in character slot 4, Village; repeat rather than accepting a four-star clear.

Mercenaries Slot 4 — Stage 2

Mercenaries Rank

HintA sustained combo and time-extension route is required for five stars.
WhereUse character slot 4 on Castle and score at least 60,000.
Full detailCollect nearby time bonuses first, save high-value targets for an active combo, keep moving across spawn boundaries, and finish with 60,000 or more points. Verify five stars appear in character slot 4, Castle; repeat rather than accepting a four-star clear.

Mercenaries Slot 4 — Stage 3

Mercenaries Rank

HintA sustained combo and time-extension route is required for five stars.
WhereUse character slot 4 on Island Base and score at least 60,000.
Full detailCollect nearby time bonuses first, save high-value targets for an active combo, keep moving across spawn boundaries, and finish with 60,000 or more points. Verify five stars appear in character slot 4, Island Base; repeat rather than accepting a four-star clear.

Mercenaries Slot 4 — Stage 4

Mercenaries Rank

HintA sustained combo and time-extension route is required for five stars.
WhereUse character slot 4 on Waterworld and score at least 60,000.
Full detailCollect nearby time bonuses first, save high-value targets for an active combo, keep moving across spawn boundaries, and finish with 60,000 or more points. Verify five stars appear in character slot 4, Waterworld; repeat rather than accepting a four-star clear.

Mercenaries Slot 5 — Stage 1

Mercenaries Rank

HintA sustained combo and time-extension route is required for five stars.
WhereUse character slot 5 on Village and score at least 60,000.
Full detailCollect nearby time bonuses first, save high-value targets for an active combo, keep moving across spawn boundaries, and finish with 60,000 or more points. Verify five stars appear in character slot 5, Village; repeat rather than accepting a four-star clear.

Mercenaries Slot 5 — Stage 2

Mercenaries Rank

HintA sustained combo and time-extension route is required for five stars.
WhereUse character slot 5 on Castle and score at least 60,000.
Full detailCollect nearby time bonuses first, save high-value targets for an active combo, keep moving across spawn boundaries, and finish with 60,000 or more points. Verify five stars appear in character slot 5, Castle; repeat rather than accepting a four-star clear.

Mercenaries Slot 5 — Stage 3

Mercenaries Rank

HintA sustained combo and time-extension route is required for five stars.
WhereUse character slot 5 on Island Base and score at least 60,000.
Full detailCollect nearby time bonuses first, save high-value targets for an active combo, keep moving across spawn boundaries, and finish with 60,000 or more points. Verify five stars appear in character slot 5, Island Base; repeat rather than accepting a four-star clear.

Mercenaries Slot 5 — Stage 4

Mercenaries Rank

HintA sustained combo and time-extension route is required for five stars.
WhereUse character slot 5 on Waterworld and score at least 60,000.
Full detailCollect nearby time bonuses first, save high-value targets for an active combo, keep moving across spawn boundaries, and finish with 60,000 or more points. Verify five stars appear in character slot 5, Waterworld; repeat rather than accepting a four-star clear.

Unlock Mercenaries Character Slot 2

Character

HintA four-star stage clear exposes another loadout.
WhereEarn at least 30,000 points on the Village stage.
Full detailUse the starting character, collect time extensions, maintain a modest combo past 30,000, and finish the timer. Confirm slot 2 appears before working on its five-star cells.

Unlock Mercenaries Character Slot 3

Character

HintA different stage gates the third loadout.
WhereEarn at least 30,000 points on the Castle stage.
Full detailClear 30,000 on Castle with an available character and verify slot 3 is added after the result screen.

Unlock Mercenaries Character Slot 4

Character

HintThe industrial stage gates another specialist.
WhereEarn at least 30,000 points on the Island Base stage.
Full detailReach four stars on Island Base, save the result, and verify character slot 4 appears in selection.

Unlock Mercenaries Character Slot 5

Character

HintThe fourth arena gates the final loadout.
WhereEarn at least 30,000 points on Waterworld.
Full detailBuild a safe combo around time bonuses until 30,000, let the result commit, and confirm character slot 5 appears.

Unlock and Fully Tune the Handcannon

Weapon

HintThe complete five-by-four rank grid awards a campaign weapon.
WhereEarn five stars in all twenty Mercenaries cells.
Full detailConfirm twenty five-star markers, load a cleared campaign file, claim the Handcannon, and purchase every tune-up plus its Exclusive upgrade. Fire the completed infinite-ammunition version and preserve the save.

Archive, Costumes, and Special Weapons

You are here when: The title screen, Extras menu, costume selector, Movie Browser, and cleared campaign merchant.

Demonstrate every post-game presentation and equipment unlock.

Complete the Movie Browser

Archive

HintMain and side-campaign clears populate a replay menu.
WhereFinish the main campaign and Separate Ways, then open Movie Browser.
Full detailScroll through every unlocked thumbnail, play each entry briefly, and compare the menu before and after Separate Ways. Keep story titles out of the guide while confirming no blank unlockable slot remains.

Equip Costume Set Special 1

Costume

HintThe first campaign clear adds an alternate set.
WhereStart a cleared-file continuation and select Special 1.
Full detailComplete Normal, choose Special 1 at the next start, reach playable control, inspect both player and companion appearances, and save a short demonstration separately.

Equip Costume Set Special 2

Costume

HintThe side campaign adds a mechanically distinct second set.
WhereComplete Separate Ways, then select Special 2 on a campaign start.
Full detailChoose Special 2, verify the player outfit's unique Chicago Typewriter reload poses and the companion armor's protection and carry resistance, then retain a demonstration save without replacing the clean campaign clear.

Record the Alternate Title Screen

Archive

HintThe first clear permanently changes the front-end presentation.
WhereReturn to the title screen after completing the main campaign.
Full detailCapture the original title screen before the first clear, finish Normal, return after saving, and capture the changed version. Keep both records because the alternate presentation cannot be toggled back on that save.

Demonstrate Every Special Weapon

Completion Audit

HintFive post-game weapons come from different completion branches.
WhereUnlock Matilda, Infinite Launcher, Chicago Typewriter, Handcannon, and P.R.L. 412.
Full detailOn cloned cleared files, acquire all five, fire each in live combat, demonstrate its defining function, and preserve inventory screenshots locally. Keep the Professional and Mercenaries unlock proofs beside the campaign save.

Mechanical Secrets and Variant Treasures

You are here when: The rural well and basin, lakeside dock, church exterior, merchant stalls, and treasure-combination screen.

Record hidden physical interactions without surfacing story scenes.

Recover the Clean Pearl Pendant (missable)

Secret

HintA hanging treasure can be dirtied by careless timing.
WhereShoot the support before dropping the pendant so the well is covered.
Full detailClose the well lid by shooting its prop, then shoot the hanging pendant. Pick up the clean version and compare its sale value; reload if it lands in the dirty water.

Recover the Clean Brass Pocket Watch (missable)

Secret

HintA second hanging treasure uses the same environmental safeguard.
WhereClose the basin lid before shooting down the watch.
Full detailBreak the small lid support first, confirm the basin is covered, then drop the watch. Collect the clean item and keep it for the treasure audit.

Trigger the Lakeside Warning Response (missable)

Secret

HintRepeatedly disturbing the open water produces a hidden mechanical consequence.
WhereUse a disposable save at the large lake and fire several shots into the water.
Full detailStand on the dock before boarding, store progress elsewhere, shoot the open lake repeatedly, and observe the unique failure response. Reload immediately; do not use this branch for completion progress.

Inspect the Church Bell Before Entry

Secret

HintA distant object responds to gunfire during the rural approach.
WhereAim upward at the visible church bell from an exterior sightline.
Full detailUse a scoped or accurate weapon from the approach, strike the bell, listen for its response, and continue from the same save. This is an environmental interaction, not a required route trigger.

Verify the Professional Merchant Rule

Version Detail

HintThe highest difficulty makes an accidental merchant attack permanent locally.
WhereClone a Professional save beside one merchant and test his non-respawn rule.
Full detailOn the clone only, attack the merchant, leave through two room transitions, and return. Record that this location stays empty on Professional, then delete the clone and restore the protected run.

Assemble Every Complete Combination Treasure

Treasure

HintSeveral bases are worth much more when all matching inserts are fitted.
WhereComplete the Beerstein, Butterfly Lamp, Elegant Mask, Crown, and Golden Lynx sets.
Full detailRetain each base, identify its exact color or named insert, combine every socket before selling, and record the completed model and sale price. Never sell a base or gem separately until its final form has been logged.

Final 100% Audit

You are here when: Treasure ledgers, file archive, bottle-cap case, Extras, Mercenaries results, cleared saves, and route metadata.

Nothing is complete until every independent total and unlock agrees.

Verify the Main Treasure Ledger

Completion Audit

HintThree physical regions contain both fixed and version-specific valuables.
WhereConfirm all 150 selected-PC main treasure requirements are complete.
Full detailCompare every ID in the rural, fortress, and industrial areas with the treasure case and sale ledger. Exclude the five GameCube/Wii-only placements removed from this PC route; retain clean combination and dirty-variant evidence separately.

Verify the Separate Ways Treasure Ledger

Completion Audit

HintThe side campaign has its own missable valuables and grapple routes.
WhereConfirm all 35 Separate Ways treasure requirements are complete.
Full detailReview all seventeen unique treasure groups and eighteen numbered Spinel or Velvet Blue pickups, then verify every complete combination set was assembled before sale.

Verify Every Mode and Unlock

Completion Audit

HintCompletion spans campaign, side campaigns, shooting, and score attack.
WhereConfirm three campaign difficulties, New Game Plus, both side modes, Movie Browser, shooting display, and Mercenaries matrix.
Full detailCold-boot the PC route and verify every mode appears, 24 bottle caps fill four rows, all five reports open, twenty Mercenaries cells show five stars, both costume sets work, and all five special weapons are demonstrated.

Preserve the Finished Archive

Completion Record

HintA reproducible completion needs both saves and route metadata.
WhereClone the finished save directory and keep the mod/version record beside it.
Full detailClose the game, create two save copies, hash them, record Ultimate HD Edition and HD Project versions plus frame-rate settings, and store the Wii pointer sample separately. Reboot once from each PC copy before write-protecting the master.

Open the spoiler-free interactive guide

Part of the 100% guide collection at samimirash.com/guides.