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Resident Evil Assault the Nightmare (2002)

100% archival completion of the selected original mobile route, spoiler-free · 7 areas · 38 tracked items

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Original Mobile Route

You are here when: The title screen, handset controls, version information, and first mansion view.

Preserve each phone build before testing completion boundaries.

Preserve the Original Mobile Build

Setup

HintThis release belongs to an older phone ecosystem.
WhereUse the original 2002 mobile build on a compatible preserved handset.
Full detailBefore play, archive the application package, handset model, firmware, save storage, control layout, language, and service state. Keep an untouched clone; no verified current storefront or general-purpose emulator route is documented.

Record the Japanese Release

Version

HintThe earliest edition came through a regional phone service.
WhereDocument the Japanese Capcom Party build separately from later adaptations.
Full detailBoot the Japanese release, capture its title and version screens, record the handset and service configuration, and complete a mechanically representative room without exposing narrative text in the public guide.

Record the Western Adaptation

Version

HintA later phone edition may not be identical.
WherePreserve the mid-2000s Western mobile adaptation as a separate build.
Full detailArchive the Western package and its device profile, then compare title screens, controls, weapon menu, room order, pickup behavior, and all ending flags against the Japanese build. Do not merge differences until direct captures prove equivalence.

Capture the Entire Session

Archive Safety

HintBrief prompts and result screens may be the only surviving evidence.
WhereRecord continuously from application launch through every result screen.
Full detailCapture at native timing with button input visible where possible. Save raw video, periodic save-state or handset backups, and a written room-by-room input log before testing alternate routes or outcomes.

Aiming and Exploration

You are here when: The first-person mansion views navigated with directional phone inputs.

Establish controls and a room ledger before spending scarce ammunition.

Master Directional Aiming

Control

HintCombat is built around a phone keypad rather than free movement.
WhereUse the directional keys to place the reticle over each visible target.
Full detailEnter a safe early encounter, move the reticle through every supported direction, record its travel limits, and fire only after centering it on the target. Repeat on each verified handset layout so diagonal or remapped inputs are not missed.

Confirm Every Hit

Combat

HintA visible target does not guarantee a registered shot.
WhereCenter the reticle and fire while the target occupies the active window.
Full detailWatch for the game's hit response after each shot. If none appears, reacquire the target before spending more ammunition; record shot counts per target type from a backed-up state rather than assuming damage values.

Sweep Every View (missable)

Exploration

HintImportant objects can share the screen with hostile targets.
WhereCheck every available aiming direction before leaving each mansion view.
Full detailAfter combat stops, sweep the reticle across the full screen, test each navigation command once, and record every connected view. Revisit the view after obtaining each key because a progression object may only become usable later.

Shoot Floating Pickups (missable)

Pickup

HintSupplies are collected differently from conventional floor items.
WhereAim at a floating object and shoot it to add it to the inventory.
Full detailClear immediate threats, center the reticle on the floating pickup, fire once, and confirm the inventory or status change before leaving. Reload a backup if the object disappears without a recorded award.

Track Ammunition Manually

Resource

HintEvery test shot can affect later route evidence.
WhereRecord ammunition before and after each encounter and pickup.
Full detailMaintain a per-room ledger for starting ammunition, shots fired, confirmed hits, ammunition collected, and remaining stock. Clone the save before measuring enemy durability so the archival completion route retains enough resources.

Weapon Records

You are here when: Weapon pickups and the status display used throughout the isolated mansion.

Document only the four weapons directly supported by the preserved record.

Handgun (missable)

Weapon

HintEstablish the basic weapon first.
WhereUse the handgun against an early ground target.
Full detailEquip the handgun, record its starting ammunition and firing cadence, defeat one early target with confirmed hits, then preserve the shot count from a cloned state.

Shotgun (missable)

Weapon

HintA broader close-range option appears later.
WhereAcquire and fire the shotgun in a documented room.
Full detailShoot the floating or awarded shotgun pickup, verify it in the weapon display, record ammunition, and test one carefully centered shot against a nearby target from a backup.

Submachine Gun (missable)

Weapon

HintOne weapon trades individual shots for rapid fire.
WhereAcquire the submachine gun and verify sustained input.
Full detailConfirm the weapon pickup, note its ammunition unit, test a brief controlled burst, and record whether holding or repeatedly pressing fire changes consumption. Restore the pre-test state afterward.

Grenade Launcher (missable)

Weapon

HintThe heaviest option should be preserved for a demanding encounter.
WhereAcquire the grenade launcher before the final verified combat stretch.
Full detailConfirm the launcher in the weapon menu, record its ammunition separately, and save before firing. Test one shot for area and damage behavior, reload, then retain the ammunition for the last corridor encounter.

Verify the Four-Weapon Roster

Weapon Set

HintA complete archive should show every confirmed weapon in one ledger.
WhereRecord the handgun, shotgun, submachine gun, and grenade launcher.
Full detailCapture each weapon's acquisition, menu entry, ammunition counter, firing behavior, and one confirmed hit. Keep the four records linked to the same build and do not add familiar series weapons without direct evidence.

Reach the Final Corridor Prepared (missable)

Resource Plan

HintHeavy ammunition is more valuable near the end.
WhereCarry saved shotgun, submachine-gun, and launcher ammunition into the final corridor.
Full detailUse the handgun for safely measured early targets, collect every visible ammunition pack, and make a backup before the last corridor. Enter with all four weapon records complete and enough heavy ammunition to retry the encounter without overwriting the pre-corridor state.

Pickup Records

You are here when: Floating objects visible after scanning each cleared mansion view.

Shoot each object and verify the resulting inventory or status change.

Green Herb (missable)

Recovery Item

HintWatch for a floating recovery object after danger clears.
WhereShoot every visible green herb pickup before leaving its view.
Full detailClear enemies first, shoot the herb once, confirm the recovery or inventory change, and record health immediately before and after. Preserve a backup to distinguish collection from automatic use.

Ammunition Pack (missable)

Ammunition

HintResource pickups can be easy to overlook during aiming combat.
WhereShoot each floating ammunition pack and check the active weapon counter.
Full detailRecord every weapon counter, shoot the pack, then record all counters again to identify its recipient. If no value changes, reload and repeat with a different equipped weapon before marking it collected.

Keys and Progression Items (missable)

Progression Item

HintNot every floating object is a combat supply.
WhereShoot each distinct key or progression object and revisit blocked exits.
Full detailCapture the object before collection, shoot it once, record its displayed name or icon, and test only previously documented blocked routes. Keep a backup before use because the object may be consumed and its exact placement is not yet fully preserved.

Log Every Room Pickup (missable)

Completion Check

HintThe surviving public record does not provide a complete placement table.
WhereCreate a room-indexed list of every herb, ammunition pack, key, and other object.
Full detailAssign each view a neutral code, capture it before and after combat, and log object position, collection input, resulting counter or icon, and whether it respawns. Recheck every code after each new key before leaving the build's final corridor.

Combat Records

You are here when: Ground, airborne, wall-level, and final-corridor aiming encounters.

Use neutral mechanical labels to avoid revealing narrative identities.

Ground Target Record

Enemy Record

HintBegin with the slowest visible threat.
WhereRecord one complete encounter with a walking ground target.
Full detailFrom a cloned save, capture its entry, movement, attack cue, every confirmed hit, defeat response, and ammunition total. Repeat once to verify the shot count before using that value in the route.

Flying Target Record

Enemy Record

HintSome targets cross the aiming field quickly.
WhereRecord one complete encounter with a flying target.
Full detailTrack the target without firing for one cycle, note its safe aiming window, reload, then defeat it with confirmed shots. Record missed shots separately so durability is not overstated.

Fast Target Record

Enemy Record

HintA more agile threat demands a shorter firing window.
WhereRecord one complete encounter with the fast wall-crawling target type.
Full detailBack up before the encounter, observe one movement and attack cycle, then reload and fire only during the verified vulnerable window. Capture damage taken, ammunition spent, and recovery use.

Clear the Final Corridor Encounter (missable)

Final Encounter

HintSave heavy ammunition for the last documented combat stretch.
WhereBack up before the final corridor and enter with the strongest available weapon.
Full detailConfirm all prior rooms and pickups are logged, make an external save copy, equip a heavy weapon, and fire only on registered aiming windows until the corridor clears. Preserve the pre-encounter state for outcome and version testing.

Complete the Target-Type Ledger

Enemy Set

HintCompletion includes documenting every distinct mechanical threat.
WhereRecord ground, flying, fast wall-crawling, and final-corridor target categories.
Full detailFor each category, retain an entry capture, attack cycle, clean defeat, measured ammunition cost, damage received, and room code. Treat any additional animation or durability pattern as a provisional new type until reproduced.

Rescue Outcomes

You are here when: The completion result reached after the final documented combat corridor.

Four outcomes are confirmed; their exact route flags remain unverified.

Rescue Outcome A (missable)

Outcome

HintDifferent route flags can change the final rescue result.
WherePreserve a separate completion displaying rescue outcome A.
Full detailNEEDS VERIFICATION: exact trigger mapping for rescue outcome A. Start from the pre-corridor backup, alter only one documented route choice or rescued flag, finish the corridor, and capture the complete result screen. Do not publish a trigger until the same change reproduces this outcome twice.

Rescue Outcome B (missable)

Outcome

HintDifferent route flags can change the final rescue result.
WherePreserve a separate completion displaying rescue outcome B.
Full detailNEEDS VERIFICATION: exact trigger mapping for rescue outcome B. Start from the pre-corridor backup, alter only one documented route choice or rescued flag, finish the corridor, and capture the complete result screen. Do not publish a trigger until the same change reproduces this outcome twice.

Rescue Outcome C (missable)

Outcome

HintDifferent route flags can change the final rescue result.
WherePreserve a separate completion displaying rescue outcome C.
Full detailNEEDS VERIFICATION: exact trigger mapping for rescue outcome C. Start from the pre-corridor backup, alter only one documented route choice or rescued flag, finish the corridor, and capture the complete result screen. Do not publish a trigger until the same change reproduces this outcome twice.

Rescue Outcome D (missable)

Outcome

HintDifferent route flags can change the final rescue result.
WherePreserve a separate completion displaying rescue outcome D.
Full detailNEEDS VERIFICATION: exact trigger mapping for rescue outcome D. Start from the pre-corridor backup, alter only one documented route choice or rescued flag, finish the corridor, and capture the complete result screen. Do not publish a trigger until the same change reproduces this outcome twice.

Unverified Completion Boundaries

You are here when: Any undocumented room, placement, rank, difficulty, unlock, version difference, or terminal result.

Unknown values are withheld rather than guessed.

Exact Room Graph

Verification Hold

HintThe surviving evidence does not establish this completion boundary.
WhereResolve it only through direct observation of a lawful preserved build.
Full detailNEEDS VERIFICATION: exact room graph. Capture the raw game state, reproduce the condition from a cloned backup, and update the private research notes before replacing this hold. Never infer the answer from another Resident Evil release.

Complete Key Placement

Verification Hold

HintThe surviving evidence does not establish this completion boundary.
WhereResolve it only through direct observation of a lawful preserved build.
Full detailNEEDS VERIFICATION: complete key placement. Capture the raw game state, reproduce the condition from a cloned backup, and update the private research notes before replacing this hold. Never infer the answer from another Resident Evil release.

Complete Pickup Placement

Verification Hold

HintThe surviving evidence does not establish this completion boundary.
WhereResolve it only through direct observation of a lawful preserved build.
Full detailNEEDS VERIFICATION: complete pickup placement. Capture the raw game state, reproduce the condition from a cloned backup, and update the private research notes before replacing this hold. Never infer the answer from another Resident Evil release.

Outcome Trigger Mapping

Verification Hold

HintThe surviving evidence does not establish this completion boundary.
WhereResolve it only through direct observation of a lawful preserved build.
Full detailNEEDS VERIFICATION: outcome trigger mapping. Capture the raw game state, reproduce the condition from a cloned backup, and update the private research notes before replacing this hold. Never infer the answer from another Resident Evil release.

Stage Count

Verification Hold

HintThe surviving evidence does not establish this completion boundary.
WhereResolve it only through direct observation of a lawful preserved build.
Full detailNEEDS VERIFICATION: stage count. Capture the raw game state, reproduce the condition from a cloned backup, and update the private research notes before replacing this hold. Never infer the answer from another Resident Evil release.

Score Thresholds

Verification Hold

HintThe surviving evidence does not establish this completion boundary.
WhereResolve it only through direct observation of a lawful preserved build.
Full detailNEEDS VERIFICATION: score thresholds. Capture the raw game state, reproduce the condition from a cloned backup, and update the private research notes before replacing this hold. Never infer the answer from another Resident Evil release.

Rank Thresholds

Verification Hold

HintThe surviving evidence does not establish this completion boundary.
WhereResolve it only through direct observation of a lawful preserved build.
Full detailNEEDS VERIFICATION: rank thresholds. Capture the raw game state, reproduce the condition from a cloned backup, and update the private research notes before replacing this hold. Never infer the answer from another Resident Evil release.

Difficulty Variants

Verification Hold

HintThe surviving evidence does not establish this completion boundary.
WhereResolve it only through direct observation of a lawful preserved build.
Full detailNEEDS VERIFICATION: difficulty variants. Capture the raw game state, reproduce the condition from a cloned backup, and update the private research notes before replacing this hold. Never infer the answer from another Resident Evil release.

Completion Unlocks

Verification Hold

HintThe surviving evidence does not establish this completion boundary.
WhereResolve it only through direct observation of a lawful preserved build.
Full detailNEEDS VERIFICATION: completion unlocks. Capture the raw game state, reproduce the condition from a cloned backup, and update the private research notes before replacing this hold. Never infer the answer from another Resident Evil release.

Western Content Differences

Verification Hold

HintThe surviving evidence does not establish this completion boundary.
WhereResolve it only through direct observation of a lawful preserved build.
Full detailNEEDS VERIFICATION: Western content differences. Capture the raw game state, reproduce the condition from a cloned backup, and update the private research notes before replacing this hold. Never infer the answer from another Resident Evil release.

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