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Resident Evil Code: Veronica X HD (2000/2011)
100% completion of the selected HD route, spoiler-free · 14 areas · 155 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
HD Route and Save Setup
You are here when: The HD title menu, difficulty selector, emulator storage, and cleared-data slots.
Primary route: Code: Veronica X HD on PS3 or Xbox 360; emulation is only a recording fallback.
Use Code: Veronica X HD
Setup
HintConfirm the release before beginning the completion file.
WhereUse the PlayStation 3 or Xbox 360 HD edition.
Full detailLaunch Code: Veronica X HD on original hardware, RPCS3, or Xenia. Verify that the title identifies the expanded X edition; do not substitute the Dreamcast, PlayStation 2, or GameCube release.
Preserve Emulator Saves
Setup
HintKeep ordinary saves separate from emulator recovery tools.
WhereCreate dated backups outside RPCS3 or Xenia.
Full detailClose the emulator before copying its user-data folder. Keep labelled backups for the prison departure, first Antarctic handoff, midpoint offer, late handoff, final controls, campaign A-rank attempt, and completed Battle roster.
Normal Completion File
Difficulty
HintUse the standard rule set for the primary ledger.
WhereBegin the main completion file on Normal.
Full detailStart a fresh Normal file and use it for the complete campaign, optional weapon chain, every document except the Battle-only diary, and the A-rank reward. Never overwrite its cleared data with an unrelated run.
Complete the HD Campaign
Campaign Clear
HintFollow every physical region through its final control room.
WhereFinish one complete Code: Veronica X HD campaign.
Full detailClear the prison, palace, airport, training complex, and Antarctic facilities, then finish the final mechanical sequence. Save the result when prompted; this creates Battle Game access without exposing the ending in the checklist.
Battle First-Person View
Mode
HintThe bonus mode gains another camera after a campaign clear.
WhereFinish the campaign, then open Battle Game's view selector.
Full detailAfter saving cleared campaign data, enter Battle Game and confirm both third-person and first-person views can be selected. Complete at least one full character route with each camera setting.
Prison and Detector Route
You are here when: Holding cells, a graveyard, barracks, the guillotine yard, and a two-sided metal scanner.
SAVE-BACKUP: local security boxes do not connect to later Item Boxes.
Keep the Playing Manual Unread (missable)
Archive Safety
HintOne optional legacy trick depends on the starting document.
WhereDo not open the Playing Manual until deciding about the healing secret.
Full detailLeave the Playing Manual unread in Claire's starting inventory. If you want a conventional file, read it normally; if you want to document the infinite-healing secret, preserve a separate backup before ever opening it.
Prison Metal Detector
Puzzle
HintThe scanner rejects weapons and other metallic equipment.
WhereDeposit every metal item before walking through the detector corridor.
Full detailUse the security box beside the scanner for all metal equipment, cross unarmed, and use the box at the far end for supplies needed on that side. These are local security boxes, not the shared Item Box.
Fire Extinguisher
Key Item
HintA vehicle fire hides an examinable case.
WhereTake the extinguisher from the guillotine garage and use it in the graveyard.
Full detailRaise the guillotine-area shutter, collect the Fire Extinguisher from the garage, return to the burning truck in the graveyard, and use it once. Keep track of the resulting Empty Extinguisher; it has a later optional use.
TG-01 Briefcase
Puzzle
HintRotate containers before assuming they are empty.
WhereInspect the graveyard briefcase around its handle edge.
Full detailAfter extinguishing the truck fire, take the briefcase. In Check view rotate it to the narrow face by the handle, press the concealed catch, and remove the TG-01 material.
3-D Duplicator
Puzzle
HintThe machine needs a scanned pattern and a compatible material.
WhereScan the Eagle Plate, then load TG-01 into the fabricator.
Full detailPlace the Eagle Plate on the scanning side before surrendering it, carry TG-01 back through the detector route, and insert the material into the opposite unit. Take the non-metal duplicate after fabrication completes.
Return the Hemostatic Medicine (missable)
Optional Action
HintAn early request can still be answered before leaving the island.
WhereBring the medicine back to the Holding Cells before using the exit route.
Full detailCollect the Hemostatic Medicine from the palace save room and backtrack to the original Holding Cells. Hand it over before leaving the island; this satisfies one campaign A-rank condition and exchanges it for the Lighter.
Lighter and Lockpick Exchange (missable)
Tool
HintThe returned medicine starts a useful tool chain.
WhereAfter delivering the medicine, exchange the Lighter for the Lockpick.
Full detailComplete the medicine return, accept the Lighter, and continue the nearby exchange to receive the Lockpick. Revisit previously seen simple locks before the island departure; the Lighter becomes recoverable later by the next playable inventory.
Explosive Locker Cache (missable)
Secret Cache
HintA wall charge accepts a small flame before the island is left.
WhereUse the Lighter on the guillotine-room detonator.
Full detailWhile Claire still carries the Lighter, ignite the detonator attached to the locked cabinet near the guillotine. Much later, return after the barrier can be opened and collect all ammunition revealed by the blast.
Empty Both Security Boxes (missable)
Handoff Safety
HintAnything left beside the detector does not join shared storage.
WhereRecover every item from both ends of the metal-detector corridor.
Full detailBefore inserting the alloy emblem at the prison exit, cross the detector one final time and empty both local boxes. Carry the Empty Extinguisher to a normal Item Box; abandoned objects cannot be recovered after departure.
Prison Departure Backup (missable)
Save Safety
HintThe next route closes the detector, cells, and graveyard.
WhereMake a permanent save before opening the outer prison gate.
Full detailAfter finishing the medicine, Lockpick, detonator, files, map, and security-box cleanup, save in a separate slot. Do not cross the bridge toward the palace until the Empty Extinguisher is inside the shared Item Box.
Palace, Residence, and Airport
You are here when: A formal hall, private bedrooms, an upper study, submarine dock, and cargo platforms.
Puzzle answers expose only physical interactions and codes.
Palace Computer Code
Puzzle
HintA nearby document supplies the terminal's alphanumeric entry.
WhereEnter NTC0394 at the palace computer.
Full detailRead the code clue, activate the office terminal, and enter NTC0394 without spaces. Take the newly accessible key item and check the surrounding drawers before leaving the office.
Gold Lugers
Weapon
HintA display case conceals both a route and an alarm.
WhereTake the paired pistols from the concealed palace display.
Full detailOpen the hidden wall section, take the Gold Lugers, and immediately respond to the heat-trap sequence by reaching the adjacent control. Recover the pistols afterward and use them in the matching office door recess.
Fast Gold-Luger Rescue (missable)
Rank Rule
HintThe campaign rank judges one timed room response.
WhereResolve the Gold Luger heat trap immediately.
Full detailFor the A-rank file, skip inventory sorting and optional pickups when the alarm begins. Sprint directly to the release control and complete the rescue sequence as soon as control returns; delay can invalidate the rank.
Office Music-Box Code
Puzzle
HintTurn directions reveal four digits rather than a melody.
WhereUse left-right, left, right, then three rights to obtain 1971.
Full detailAt the office music box, reset once, then perform the four groups without another reset: left-right; left; right; right-right-right. Enter the resulting 1971 at the desk computer and use the opened passage.
Seven Portrait Order
Puzzle
HintThe family memo arranges the paintings by succession.
WherePress Veronica, Stanley, Thomas, Arthur, Edward, Alexander, then Alfred.
Full detailUse the visual subjects in this order: purple-dressed woman with cup; blond man with twins; young red-haired man with cup; old red-haired man with vase; gray-haired reader with vase; blond candle-holder; blond child. Reset at the child's portrait if a press is wrong.
Earthenware Vase
Key Item
HintThe portrait reward contains more than decoration.
WhereTake the revealed vase and inspect its interior.
Full detailAfter solving all seven portraits, collect the Earthenware Vase below the newly exposed painting. Rotate it in Check view, look down into the opening, and remove the Queen Ant Object.
Palace Piano Roll
Puzzle
HintA silent instrument opens a display elsewhere in the room.
WhereInsert the Piano Roll into the game-room piano.
Full detailRetrieve the Piano Roll from its locked location with the Lockpick, carry it to the palace game room, and use it on the piano. When the performance ends, take the newly revealed King Ant Object.
Private-Residence Music Boxes
Puzzle
HintTwo matching devices share a removable music plate.
WhereUse each Ant Object, then move the plate between the music boxes.
Full detailOpen the red device with the Queen Ant Object and stop it before removing its Music Box Plate. Open the blue device with the King Ant Object, insert that plate, and climb the ladder exposed by the lowered bed.
Silver Dragonfly Key
Puzzle
HintThe wall slot accepts only the insect's body.
WhereRemove the Silver Dragonfly's wings before using it in the ant picture.
Full detailTake the Silver Dragonfly from the carousel room, examine it, and detach both wings. Insert the wingless body into the wall ant; the carousel rotates and completes the ladder to the upper study.
Upper Study Cleanup (missable)
Cleanup
HintThe rotated carousel leads to documents and one proof.
WhereUse the movable box to reach the study's high shelf.
Full detailClimb to the upper study, move the floor box beneath the glass-case shelving, then collect the Confession Letter and Air Force Proof from above. Inspect the nearby surface for the Newspaper Clip before descending.
Airport Cargo Lift
Puzzle
HintThe lift accepts a compact rectangle of freight.
WherePush the two loose crates into the empty corners of the platform.
Full detailFrom the control level, move each crate until the four containers form one flush block inside the marked lift footprint. Leave no crate projecting over the edge, then activate the cargo control.
Army, Navy, and Air Force Proofs (missable)
Puzzle
HintThree military emblems belong in one transport console.
WherePlace all three Proofs into the airport panel.
Full detailCollect the Army, Navy, and Air Force Proofs across the island, preserve them in the Item Box, and insert the complete trio at the airport control. Do not begin the departure sequence until island cleanup is complete.
Training Facility
You are here when: Observation rooms, a garage, gallery, basement, hangar, and map-printing office.
Several weapons and one bonus-roster flag depend on objects found here.
Print the Training Facility Map (missable)
Map
HintA blue office terminal controls a nearby printer.
WhereActivate the map terminal, then take the printout beside it.
Full detailIn the facility control office, use the blue-screen terminal and confirm the print command. Move to the connected printer, collect the Training Facility Map, and open it once to register all visible floors.
Bow Gun
Weapon
HintAn observation room pairs a document with a ranged weapon.
WhereTake the Bow Gun from the table near the small cages.
Full detailEnter the Training Facility Observation Room, inspect the table beside the cages, and take both the Bow Gun and Pass Number Memo. Equip the weapon once and preserve its powder for explosive arrows.
Grenade Launcher
Weapon
HintA secured storage route holds the campaign's multi-ammunition launcher.
WhereOpen the training storage room and take the Grenade Launcher.
Full detailUse the facility access items to enter the locked storage room, clear enough inventory for two slots, and collect the Grenade Launcher. Load each round family separately rather than combining incompatible ammunition.
Miniature Tank Model
Puzzle
HintA gallery model conceals a matching recess.
WherePlace the Miniature Tank in the training-facility diorama.
Full detailBring the Miniature Tank to the Gallery and fit it into the incomplete display. Take the Passage Memo and Turn Table Key from the opened recess before leaving the room.
M93R Burst Upgrade
Weapon Upgrade
HintOne handgun accepts a model-specific attachment.
WhereCollect the M93R Part and combine it with Claire's handgun.
Full detailFind the M93R Part in the training-facility route, keep Claire's original M93R rather than discarding it, and combine the two in inventory. Equip the upgraded pistol and test its selectable burst behavior.
M-100P
Weapon
HintA required basement sequence introduces a paired automatic weapon.
WhereTake control of the M-100P during the training basement route.
Full detailDuring the basement traversal, collect and fire the paired M-100P pistols when they become available. Later confirm their remaining ammunition state; they count as a distinct weapon even though the route temporarily controls who carries them.
First Major Inventory Handoff (missable)
Handoff Safety
HintEquipment carried past the transport sequence may become unavailable for hours.
WhereStore the strongest shared weapons before the first Antarctic transition.
Full detailBefore committing all three Proofs and leaving the airport, place the Grenade Launcher, excess ammunition, healing, the Empty Extinguisher, and any optional tools in the shared Item Box. Carry only what the departing inventory needs immediately.
First Antarctic Visit
You are here when: Foggy bunk rooms, industrial platforms, a machining room, weapons storage, and an exterior deck.
SAVE-BACKUP: collect the rifle and store equipment before the inventory changes.
Antarctic Base Map (missable)
Map
HintFog makes a wall sheet in the sleeping quarters easy to miss.
WhereTake the map mounted between the beds in the bunk room.
Full detailEnter the Antarctic sleeping quarters, face the wall between the beds, and examine the faintly visible sheet. Open the acquired map and confirm the base floors are registered before leaving this section.
AK-47 Assault Rifle (missable)
Weapon
HintA weapon cabinet can be opened during the first base visit.
WhereTake the assault rifle from the Antarctic weapons area.
Full detailReach the weapons storage route while its controls are available, open the cabinet, and collect the AK-47. Equip it once, note its percentage ammunition, and store it before the next inventory handoff unless immediately needed.
Octagonal Valve Handle
Puzzle
HintThe existing handle does not match every socket.
WhereUse the machining device to convert the Valve Handle to an octagonal fitting.
Full detailCarry the Valve Handle into the modification room, place it in the cutting machine, and operate the control until its end becomes octagonal. Retrieve it before leaving; later water controls require this altered form.
Sniper Rifle (missable)
Weapon
HintAn outdoor transition briefly places a long-range weapon within reach.
WhereCollect the Sniper Rifle on the exterior platform before proceeding.
Full detailOn the Antarctic exterior platform, pick up the dropped Sniper Rifle as soon as free movement returns. Check that it occupies two slots and use its scope during the encounter; passing the transition without taking it forfeits this campaign copy.
Use Only the Offered Midpoint Save
Rank Safety
HintOne automatic prompt is exempt from the A-rank save restriction.
WhereAccept the dedicated midpoint save and avoid every typewriter.
Full detailFor an A-rank run, never record at a typewriter. Accept the single save prompt offered between the campaign's two large sections; it does not count against the final grade and is the only safe recovery point for that attempt.
Store Gear Before the Control Change (missable)
Handoff Safety
HintThe next inventory begins elsewhere and shares only Item Box contents.
WhereDeposit the rifle alternatives, launcher, ammunition, and healing before the transition.
Full detailBefore completing the exterior sequence, use the last accessible Item Box to leave the Grenade Launcher, AK-47 if retained, explosive arrows, spare healing, and the Empty Extinguisher for the following inventory. Keep only the equipment needed for the immediate encounter.
Return Route and Optional Weapons
You are here when: Reopened island rooms, a training workbench, basement lifts, and later Antarctic machinery.
The Lighter, Empty Extinguisher, and colored drawers gate three optional weapons or modes.
Glock 17
Weapon
HintThe returning inventory begins with a different handgun family.
WhereUse the Glock 17 from Chris's initial equipment.
Full detailWhen the second main inventory begins, inspect the Glock 17, equip it, and fire it once. Do not confuse its upgrade path with Claire's M93R part; the Glock is improved at a physical machine.
Modified Glock 17
Weapon Upgrade
HintA workbench improves the second handgun without a loose attachment.
WherePlace the Glock 17 into the training-facility modification machine.
Full detailReturn to the appropriate facility workroom, use the bench control with the Glock 17 in inventory, and retrieve the Modified Glock. Test it against an ordinary target to register the distinct upgraded weapon.
Recover the Lighter (missable)
Tool Recovery
HintThe earlier medicine exchange makes a small tool available again.
WhereComplete the creature rescue near the prison return and receive the Lighter.
Full detailIf Claire delivered the Hemostatic Medicine, finish the optional rescue during the return to the prison side and accept the Lighter. If the medicine was skipped, this exchange and its concealed weapon cache are unavailable on that file.
Ingram Submachine Guns (missable)
Weapon
HintA small flame opens a compartment near the returning inventory's starting room.
WhereUse the recovered Lighter on the wall torch beside the statue.
Full detailAfter receiving the Lighter, backtrack to the first room used by this inventory. Ignite the small wall torch beside the statue; take both Ingram submachine guns from the opened compartment and equip them together.
SPAS-12 Shotgun
Weapon
HintA hanging weapon also acts as an elevator counterweight.
WhereTake the shotgun from its basement rack and replace it when changing floors.
Full detailRemove the SPAS-12 from the suspended rack to lower the connected stairs or lift. Whenever the route needs the platform in its other position, return the shotgun temporarily; retrieve it permanently after the last required elevation change.
Gold Luger Replica (missable)
Bonus Unlock
HintA colored drawer sequence grants a bonus-roster flag.
WhereOpen the red, green, blue, then brown drawers in the hangar save room.
Full detailAt the cabinet in the Training Facility hangar save room, open red, green, and blue in that order. The brown bottom drawer then releases; take the Gold Luger Replica and place it in the shared Item Box to unlock Steve in Battle Game.
Tiger Statue Eyes
Puzzle
HintEach removable jewel hides a different supply.
WhereSwap the blue and red jewels one at a time in the tiger statue.
Full detailRemove the blue eye and collect the Socket, then replace it. Remove the red eye for Magnum ammunition and restore it afterward. Once power is disabled later, take both jewels permanently for their matching door uses.
Paperweight Symbol Order
Puzzle
HintThe object itself displays the four-button answer.
WherePress AA, crown, heart, then spade at the storage capsule.
Full detailExamine the Paperweight and rotate it to read its markings. At the capsule console press AA, crown, heart, and spade in that order; when the drawer opens, insert the Paperweight to raise the stored container.
Refill the Empty Extinguisher (missable)
Optional Weapon Route
HintThe old cylinder fits an Antarctic service tank.
WhereTake the Empty Extinguisher from the Item Box and use the refill unit.
Full detailBring the Empty Extinguisher saved from the prison into the Antarctic water-tank room. Raise the refill cylinder with the nearby control, use the empty tool on it, and keep the refilled extinguisher for the lower fire barrier.
Colt Python (missable)
Weapon
HintA second fire blocks the campaign's Magnum.
WhereUse the refilled extinguisher below the water-tank room.
Full detailRide the rear lift to the weapons chamber, extinguish the flames with the refilled cylinder, and take the Colt Python. If the Empty Extinguisher was abandoned in a prison security box, this weapon cannot be recovered on the current run.
Final Physical Controls
You are here when: Frozen laboratories, paired music rooms, a storage capsule, crushing machinery, and a security console.
SAVE-BACKUP: finish all collection and inventory transfers before the last command.
Drain the Water Tank
Puzzle
HintThe modified handle needs one added connector.
WhereCombine the Socket with the octagonal Valve Handle, then use it at the tank.
Full detailFit the Socket onto the converted octagonal Valve Handle, insert the assembly into the raised tank control, and operate it. Climb into the drained space, take the Crane Key, and be ready for an immediate attack while exiting.
Antarctic Music Boxes
Puzzle
HintThe paired bedroom devices repeat an earlier plate transfer.
WhereStop the red music box, move its plate, and start the blue one.
Full detailUse the matching jewels to open both devices. Stop the red music box before removing its plate, insert that plate into the blue box, and climb the ladder exposed when the bed lowers.
Gold Dragonfly
Puzzle
HintOne body and four separate wings form the door key.
WhereCombine the Dragonfly Object with all four Wing Objects.
Full detailTake the Dragonfly Object from the upper room, collect three wings along the surrounding route, and release the fourth from its glass case with the lower control. Combine all four wings with the body before approaching the insect-shaped lock.
Crystal Ball Crusher (missable)
Hazard Puzzle
HintThe moving slab can break both the sphere and the player.
WherePlace the Crystal Ball beneath the crusher only after baiting one drop.
Full detailLower the cannon to obtain the Crystal Ball. Trigger the ceiling crusher from a safe edge, wait for it to retract, step under it, place the ball at the marked center through inventory, and retreat immediately. Return after impact for the Security Card.
Late Inventory Handoff (missable)
Handoff Safety
HintThe short side route can strand weapons needed by the final inventory.
WhereLeave the Magnum, launcher, and strongest ammunition in the Item Box.
Full detailBefore opening the route that begins the late alternate-control section, deposit the Colt Python, Grenade Launcher, Ingrams, shotgun ammunition, and at least two full heals. Carry only enough protection for the short required passage.
Security Password
Puzzle
HintThe final terminal accepts one word printed by nearby clues.
WhereUse the Security Card and enter VERONICA.
Full detailBring the completed Gold Dragonfly through its lock, climb to the security console, insert the Security Card, and type VERONICA. Do not confirm the final system command until files, weapons, and handoffs are complete.
Final Control-Room Backup (missable)
Save Safety
HintThe last command ends all physical cleanup.
WhereSave in a separate slot before entering the security password.
Full detailFinish the 24-file archive, take both Side Packs, retrieve every optional weapon, and place final combat supplies in the Item Box. Make a permanent backup before using the Security Card and final terminal.
Record the Campaign Ending (missable)
Ending
HintThere is one campaign outcome to record on this edition.
WhereComplete the final mechanical sequence and save the clear data.
Full detailAfter the security command, finish the remaining combat and timed escape mechanics, then allow the result screen to finish. Save the completion data in its own slot; the guide deliberately withholds every narrative event and final scene.
Complete File Archive
You are here when: Document surfaces across every campaign region and one optional Battle Game room.
Read all 24 files; the final diary is a random bonus-mode reward.
File #1 — Playing Manual (missable)
File
HintCheck desks, beds, shelves, and control surfaces before leaving each room.
WhereCollect Playing Manual from the starting inventory.
Full detailReach the starting inventory while that room remains accessible, inspect the document prompt, and open Playing Manual through its final page. Confirm it occupies archive slot 1 before crossing the next area transition.
File #2 — Facility Entrance Fax (missable)
File
HintCheck desks, beds, shelves, and control surfaces before leaving each room.
WhereCollect Facility Entrance Fax from the security office controls.
Full detailReach the security office controls while that room remains accessible, inspect the document prompt, and open Facility Entrance Fax through its final page. Confirm it occupies archive slot 2 before crossing the next area transition.
File #3 — TG-01 Product Description (missable)
File
HintCheck desks, beds, shelves, and control surfaces before leaving each room.
WhereCollect TG-01 Product Description from the graveyard briefcase.
Full detailReach the graveyard briefcase while that room remains accessible, inspect the document prompt, and open TG-01 Product Description through its final page. Confirm it occupies archive slot 3 before crossing the next area transition.
File #4 — User's Manual (missable)
File
HintCheck desks, beds, shelves, and control surfaces before leaving each room.
WhereCollect User's Manual from the security hallway table.
Full detailReach the security hallway table while that room remains accessible, inspect the document prompt, and open User's Manual through its final page. Confirm it occupies archive slot 4 before crossing the next area transition.
File #5 — Pass Number Memo (missable)
File
HintCheck desks, beds, shelves, and control surfaces before leaving each room.
WhereCollect Pass Number Memo from the observation room table.
Full detailReach the observation room table while that room remains accessible, inspect the document prompt, and open Pass Number Memo through its final page. Confirm it occupies archive slot 5 before crossing the next area transition.
File #6 — Memo to New Master (missable)
File
HintCheck desks, beds, shelves, and control surfaces before leaving each room.
WhereCollect Memo to New Master from the masters room portrait.
Full detailReach the masters room portrait while that room remains accessible, inspect the document prompt, and open Memo to New Master through its final page. Confirm it occupies archive slot 6 before crossing the next area transition.
File #7 — Security File (missable)
File
HintCheck desks, beds, shelves, and control surfaces before leaving each room.
WhereCollect Security File from the floor below cannon.
Full detailReach the floor below cannon while that room remains accessible, inspect the document prompt, and open Security File through its final page. Confirm it occupies archive slot 7 before crossing the next area transition.
File #8 — Alloy Report (missable)
File
HintCheck desks, beds, shelves, and control surfaces before leaving each room.
WhereCollect Alloy Report from the garage pedestal.
Full detailReach the garage pedestal while that room remains accessible, inspect the document prompt, and open Alloy Report through its final page. Confirm it occupies archive slot 8 before crossing the next area transition.
File #9 — Prisoner's Diary (missable)
File
HintCheck desks, beds, shelves, and control surfaces before leaving each room.
WhereCollect Prisoner's Diary from the barracks middle upper bed.
Full detailReach the barracks middle upper bed while that room remains accessible, inspect the document prompt, and open Prisoner's Diary through its final page. Confirm it occupies archive slot 9 before crossing the next area transition.
File #10 — Anatomist's Note (missable)
File
HintCheck desks, beds, shelves, and control surfaces before leaving each room.
WhereCollect Anatomist's Note from the autopsy side-room table.
Full detailReach the autopsy side-room table while that room remains accessible, inspect the document prompt, and open Anatomist's Note through its final page. Confirm it occupies archive slot 10 before crossing the next area transition.
File #11 — Secretary's Note (missable)
File
HintCheck desks, beds, shelves, and control surfaces before leaving each room.
WhereCollect Secretary's Note from the palace save-room table.
Full detailReach the palace save-room table while that room remains accessible, inspect the document prompt, and open Secretary's Note through its final page. Confirm it occupies archive slot 11 before crossing the next area transition.
File #12 — D.I.J.'s Diary (missable)
File
HintOne document exists only inside the bonus mode's optional room.
WhereIn Battle Game, use the lit slot machine in the side Game Room.
Full detailBefore the route's later combat rooms, take the side door into the Game Room and inspect the illuminated slot machine. Its reward is random; restart the character route until D.I.J.'s Diary appears, then open it fully.
File #13 — Newspaper Clip (missable)
File
HintCheck desks, beds, shelves, and control surfaces before leaving each room.
WhereCollect Newspaper Clip from the study upper platform.
Full detailReach the study upper platform while that room remains accessible, inspect the document prompt, and open Newspaper Clip through its final page. Confirm it occupies archive slot 13 before crossing the next area transition.
File #14 — Message Card (missable)
File
HintCheck desks, beds, shelves, and control surfaces before leaving each room.
WhereCollect Message Card from the private bedroom desk.
Full detailReach the private bedroom desk while that room remains accessible, inspect the document prompt, and open Message Card through its final page. Confirm it occupies archive slot 14 before crossing the next area transition.
File #15 — Hunk's Report (missable)
File
HintCheck desks, beds, shelves, and control surfaces before leaving each room.
WhereCollect Hunk's Report from the conference-room rear table.
Full detailReach the conference-room rear table while that room remains accessible, inspect the document prompt, and open Hunk's Report through its final page. Confirm it occupies archive slot 15 before crossing the next area transition.
File #16 — Worker's Diary (missable)
File
HintCheck desks, beds, shelves, and control surfaces before leaving each room.
WhereCollect Worker's Diary from the Antarctic bunks table.
Full detailReach the Antarctic bunks table while that room remains accessible, inspect the document prompt, and open Worker's Diary through its final page. Confirm it occupies archive slot 16 before crossing the next area transition.
File #17 — Alexander's Memo (missable)
File
HintCheck desks, beds, shelves, and control surfaces before leaving each room.
WhereCollect Alexander's Memo from the Antarctic office desk.
Full detailReach the Antarctic office desk while that room remains accessible, inspect the document prompt, and open Alexander's Memo through its final page. Confirm it occupies archive slot 17 before crossing the next area transition.
File #18 — Butler's Letter (missable)
File
HintCheck desks, beds, shelves, and control surfaces before leaving each room.
WhereCollect Butler's Letter from the hidden office locker.
Full detailReach the hidden office locker while that room remains accessible, inspect the document prompt, and open Butler's Letter through its final page. Confirm it occupies archive slot 18 before crossing the next area transition.
File #19 — Confession Letter (missable)
File
HintCheck desks, beds, shelves, and control surfaces before leaving each room.
WhereCollect Confession Letter from the study glass-case shelf.
Full detailReach the study glass-case shelf while that room remains accessible, inspect the document prompt, and open Confession Letter through its final page. Confirm it occupies archive slot 19 before crossing the next area transition.
File #20 — Passage Memo (missable)
File
HintCheck desks, beds, shelves, and control surfaces before leaving each room.
WhereCollect Passage Memo from the gallery model recess.
Full detailReach the gallery model recess while that room remains accessible, inspect the document prompt, and open Passage Memo through its final page. Confirm it occupies archive slot 20 before crossing the next area transition.
File #21 — Veronica Report (missable)
File
HintCheck desks, beds, shelves, and control surfaces before leaving each room.
WhereCollect Veronica Report from the laboratory control-room chair.
Full detailReach the laboratory control-room chair while that room remains accessible, inspect the document prompt, and open Veronica Report through its final page. Confirm it occupies archive slot 21 before crossing the next area transition.
File #22 — Alfred's Diary (missable)
File
HintCheck desks, beds, shelves, and control surfaces before leaving each room.
WhereCollect Alfred's Diary from the Halberd cabinet.
Full detailReach the Halberd cabinet while that room remains accessible, inspect the document prompt, and open Alfred's Diary through its final page. Confirm it occupies archive slot 22 before crossing the next area transition.
File #23 — Queen Ant Report (missable)
File
HintCheck desks, beds, shelves, and control surfaces before leaving each room.
WhereCollect Queen Ant Report from the laboratory study desk.
Full detailReach the laboratory study desk while that room remains accessible, inspect the document prompt, and open Queen Ant Report through its final page. Confirm it occupies archive slot 23 before crossing the next area transition.
File #24 — Virus Research Report (missable)
File
HintCheck desks, beds, shelves, and control surfaces before leaving each room.
WhereCollect Virus Research Report from the incubation-room control surface.
Full detailReach the incubation-room control surface while that room remains accessible, inspect the document prompt, and open Virus Research Report through its final page. Confirm it occupies archive slot 24 before crossing the next area transition.
Maps and Inventory Upgrades
You are here when: Four mounted or printed maps and two character-specific Side Packs.
Each Side Pack permanently expands only the inventory that collects it.
Prison Map (missable)
Map
HintInspect mounted plans and working office equipment in each major region.
WhereCollect Prison Map at the barracks mess-hall wall.
Full detailReach the barracks mess-hall wall, face the mounted plan, and use the examine prompt to collect Prison Map. Open it from the map screen once so every currently visible floor registers.
Palace Map (missable)
Map
HintInspect mounted plans and working office equipment in each major region.
WhereCollect Palace Map at the submarine-dock wall alcove.
Full detailReach the submarine-dock wall alcove, face the mounted plan, and use the examine prompt to collect Palace Map. Open it from the map screen once so every currently visible floor registers.
Training Facility Map (missable)
Map
HintInspect mounted plans and working office equipment in each major region.
WhereCollect Training Facility Map at the blue terminal printer.
Full detailUse the blue office computer to send the facility plan to its printer, then collect the sheet from the adjacent output tray. Open it once and check every displayed floor.
Antarctic Base Map (missable)
Map
HintInspect mounted plans and working office equipment in each major region.
WhereCollect Antarctic Base Map at the bunks wall between beds.
Full detailReach the bunks wall between beds, face the mounted plan, and use the examine prompt to collect Antarctic Base Map. Open it from the map screen once so every currently visible floor registers.
Side Pack (missable)
Inventory Upgrade
HintA small pouch permanently adds two inventory spaces.
WhereCollect the Side Pack in the palace submarine dock.
Full detailSearch the palace submarine dock before its route closes, take the Side Pack, and confirm the active inventory expands by two slots immediately. Each of the two main inventories has its own pack; collect both on the same campaign file.
Side Pack (missable)
Inventory Upgrade
HintA small pouch permanently adds two inventory spaces.
WhereCollect the Side Pack in the Antarctic laboratory storage area.
Full detailSearch the Antarctic laboratory storage area before its route closes, take the Side Pack, and confirm the active inventory expands by two slots immediately. Each of the two main inventories has its own pack; collect both on the same campaign file.
Weapons and Ammunition
You are here when: Starting inventories, fixed rooms, optional caches, upgrades, and completion rewards.
Obtain, equip, and test every campaign and Battle-only weapon or ammunition family.
Combat Knife
Weapon
HintHandle every fixed, optional, upgraded, and reward weapon at least once.
WhereObtain Combat Knife from the starting equipment.
Full detailInspect the Combat Knife in the first inventory, equip it, and land one downward slash. Repeat with the later inventory if its separate starting knife appears; Battle Game also uses this weapon.
M93R Handgun
Weapon
HintHandle every fixed, optional, upgraded, and reward weapon at least once.
WhereObtain M93R Handgun from the Claire starting equipment.
Full detailKeep Claire's starting M93R, equip it, and fire one standard shot. Do not discard it before finding its dedicated part because the attachment creates a separately recordable burst-fire version.
M93R Burst (missable)
Weapon
HintHandle every fixed, optional, upgraded, and reward weapon at least once.
WhereObtain M93R Burst from the combine handgun upgrade.
Full detailCombine the M93R Part with Claire's original M93R in the inventory menu. Equip the resulting M93R Burst, switch or test its firing behavior, and retain it through the next shared-box handoff.
Glock 17
Weapon
HintHandle every fixed, optional, upgraded, and reward weapon at least once.
WhereObtain Glock 17 from the Chris starting equipment.
Full detailEquip the Glock 17 when the later main inventory begins and fire it once. Preserve it until the training-facility workbench can modify it; the M93R attachment cannot be used on this handgun.
Modified Glock 17
Weapon
HintHandle every fixed, optional, upgraded, and reward weapon at least once.
WhereObtain Modified Glock 17 from the modify at workbench.
Full detailInsert the Glock 17 into the facility workbench's modification device and operate the machine. Retrieve the Modified Glock 17, equip it, and verify its improved performance on an ordinary target.
M-100P
Weapon
HintHandle every fixed, optional, upgraded, and reward weapon at least once.
WhereObtain M-100P from the training basement sequence.
Full detailUse the M-100P during the required training-facility basement sequence, then check its percentage ammunition when the paired pistols change hands. Firing them at least once records this distinct automatic weapon.
Bow Gun
Weapon
HintHandle every fixed, optional, upgraded, and reward weapon at least once.
WhereObtain Bow Gun from the observation-room table.
Full detailTake the Bow Gun from the observation-room table near the cages. Equip it with ordinary arrows, then create and fire at least one explosive arrow batch by combining Bow Gun Powder with arrows.
Grenade Launcher
Weapon
HintHandle every fixed, optional, upgraded, and reward weapon at least once.
WhereObtain Grenade Launcher from the training storage room.
Full detailOpen the secured training storage room, clear two inventory spaces, and take the Grenade Launcher. Equip and fire grenade, acid, and flame ammunition on separate safe targets.
AK-47 Assault Rifle (missable)
Weapon
HintHandle every fixed, optional, upgraded, and reward weapon at least once.
WhereObtain AK-47 Assault Rifle from the Antarctic weapons cabinet.
Full detailOpen the Antarctic weapons cabinet during the first visit, take the AK-47, and equip it. Fire a short burst while watching its percentage counter, then store it before the inventory transition.
Sniper Rifle (missable)
Weapon
HintHandle every fixed, optional, upgraded, and reward weapon at least once.
WhereObtain Sniper Rifle from the Antarctic outdoor platform.
Full detailPick up the Sniper Rifle from the exterior Antarctic platform before the encounter begins. Enter its scope, fire it during that sequence, and do not leave the platform without collecting it first.
SPAS-12 Shotgun
Weapon
HintHandle every fixed, optional, upgraded, and reward weapon at least once.
WhereObtain SPAS-12 Shotgun from the hanging basement rack.
Full detailRemove the SPAS-12 from its hanging basement bracket and equip it once. Use it as the route's counterweight whenever required, then retrieve it permanently after the final platform adjustment.
Colt Python (missable)
Weapon
HintHandle every fixed, optional, upgraded, and reward weapon at least once.
WhereObtain Colt Python from the Antarctic fire chamber.
Full detailCarry the saved Empty Extinguisher to Antarctica, refill it, and use it on the lower weapons-room blaze. Take the Colt Python beyond the extinguished barrier, load Magnum ammunition, and fire one shot.
Gold Lugers
Weapon
HintHandle every fixed, optional, upgraded, and reward weapon at least once.
WhereObtain Gold Lugers from the palace display case.
Full detailTake the Gold Lugers from the hidden palace display, survive the alarm release, and recover them. Equip the pair once before fitting them into the office-door recess as a route key.
Ingram Submachine Guns (missable)
Weapon
HintHandle every fixed, optional, upgraded, and reward weapon at least once.
WhereObtain Ingram Submachine Guns from the lighter statue compartment.
Full detailReturn the Hemostatic Medicine, later recover the Lighter, and ignite the small statue-room torch. Collect both Ingrams from the opened compartment and equip them as a paired weapon.
Infinite Rocket Launcher
Weapon
HintHandle every fixed, optional, upgraded, and reward weapon at least once.
WhereObtain Infinite Rocket Launcher from the campaign A-rank reward.
Full detailFinish the campaign with A rank, save the result, then start or load the rewarded campaign data. Open the first shared Item Box, take the Infinite Rocket Launcher, equip it, and fire it on a disposable branch.
Linear Launcher
Weapon
HintHandle every fixed, optional, upgraded, and reward weapon at least once.
WhereObtain Linear Launcher from the five Battle A-ranks.
Full detailEarn A with Claire, Alternate Claire, Chris, Steve, and Wesker in Battle Game. Start another Battle route, confirm the infinite Linear Launcher is in the opening inventory, and fire it; runs using it do not receive a normal grade.
Bow Gun Arrows
Ammunition
HintUse each ammunition family in its compatible weapon.
WhereObtain and fire Bow Gun Arrows; it is standard bow ammunition.
Full detailLoad ordinary Bow Gun Arrows into the Bow Gun and fire one unmodified projectile. Keep a separate stack before combining powder so both ammunition forms are documented.
Gun Powder Arrows
Ammunition
HintUse each ammunition family in its compatible weapon.
WhereObtain and fire Gun Powder Arrows; it is combine powder and arrows.
Full detailCombine Bow Gun Powder with a stack of arrows to create Gun Powder Arrows. Load the converted stack, fire one explosive projectile from a safe distance, and preserve the remainder for strong encounters.
Grenade Rounds
Ammunition
HintUse each ammunition family in its compatible weapon.
WhereObtain and fire Grenade Rounds; it is launcher standard rounds.
Full detailLoad standard Grenade Rounds into the Grenade Launcher and discharge one shell. Unload or empty the current cylinder before switching ammunition families; the menu does not merge unlike launcher rounds.
Acid Rounds
Ammunition
HintUse each ammunition family in its compatible weapon.
WhereObtain and fire Acid Rounds; it is launcher acid rounds.
Full detailSelect Acid Rounds when the Grenade Launcher can accept a new load, equip the launcher, and fire one acid shell. Store remaining rounds for targets where their damage type is useful.
Flame Rounds
Ammunition
HintUse each ammunition family in its compatible weapon.
WhereObtain and fire Flame Rounds; it is launcher flame rounds.
Full detailLoad Flame Rounds into the empty Grenade Launcher and fire one shell where splash damage cannot trap the player. Confirm the ammunition name changes before marking it handled.
B.O.W. Gas Rounds
Ammunition
HintUse each ammunition family in its compatible weapon.
WhereObtain and fire B.O.W. Gas Rounds; it is special launcher canisters.
Full detailDuring Alternate Claire's Battle route, load and fire a B.O.W. Gas Round from the Grenade Launcher. The slot machine can also award an infinite supply for that route, but it is not guaranteed.
Shotgun Shells
Ammunition
HintUse each ammunition family in its compatible weapon.
WhereObtain and fire Shotgun Shells; it is shotgun ammunition.
Full detailLoad Shotgun Shells into the SPAS-12 and fire once at close but safe range. Retrieve the shotgun after its final use as a counterweight so the ammunition remains usable.
Assault Rifle Bullets
Ammunition
HintUse each ammunition family in its compatible weapon.
WhereObtain and fire Assault Rifle Bullets; it is rifle percentage ammunition.
Full detailEquip the AK-47 or Alternate Claire's Battle rifle and fire until the percentage display decreases. Record campaign and unlimited Battle behavior separately.
Magnum Bullets
Ammunition
HintUse each ammunition family in its compatible weapon.
WhereObtain and fire Magnum Bullets; it is magnum ammunition.
Full detailLoad Magnum Bullets into the Colt Python and fire one campaign shot. In Wesker's Battle route, the optional slot-machine Magnum has only six rounds and should be reserved for the final room.
Campaign Rank and Unlocks
You are here when: The result screen, midpoint save prompt, Item Boxes, and Battle Game menu.
A rank is a separate clean run with strict time, save, retry, healing, and rescue rules.
Campaign A Rank
Rank
HintA fast, clean run unlocks the campaign's strongest reward.
WhereFinish in under 4:30 with every A-rank restriction satisfied.
Full detailClear Normal in less than four hours thirty minutes, use no typewriter, accept only the exempt midpoint save, never choose Retry, never use First Aid Spray, deliver the Hemostatic Medicine, and resolve the Gold-Luger trap immediately.
Under 4:30
Rank Rule
HintInventory planning and direct routing protect the only time threshold.
WhereReach the result screen before 4:30:00.
Full detailPause only through a method confirmed not to advance the timer on your chosen hardware, keep puzzle items staged in shared boxes, and avoid optional backtracking during the rank file. Finish at 4:29:59 or faster.
No Typewriter Saves
Rank Rule
HintThe offered midpoint record is treated differently from manual saving.
WhereUse zero typewriters; accept only the midpoint prompt.
Full detailDo not spend any Ink Ribbon or activate a typewriter during the A-rank file. Use the campaign's dedicated midpoint save when offered; emulator state backups are recovery tools and should not replace legitimate completion evidence.
No Retry
Rank Rule
HintContinuing after a failed encounter invalidates the top result.
WhereReload a prior legitimate save instead of selecting Retry.
Full detailIf the game offers Retry or Continue after failure, return to the title menu and reload the exempt midpoint save or restart the attempt. Never confirm the retry option on the successful A-rank run.
No First Aid Spray
Rank Rule
HintHerbs heal safely; aerosol healing changes the grade.
WhereUse herbs only and never activate a First Aid Spray.
Full detailStore or ignore every First Aid Spray during the rank attempt. Green herbs and mixed herb combinations are permitted, including red and blue mixtures; verify the healing item name before using it.
Hemostatic Medicine Delivered
Rank Rule
HintOne early return trip is mandatory despite the time target.
WhereReturn the medicine to the Holding Cells before departing the island.
Full detailCollect the Hemostatic Medicine from the palace save room, route directly back to the original cell, and hand it over. Complete the Lighter exchange while there, then resume the fastest prison-exit route.
Immediate Trap Release
Rank Rule
HintA delayed palace response can erase an otherwise perfect result.
WhereSprint to the release control as soon as the Gold-Luger alarm begins.
Full detailPrepare inventory before taking the Gold Lugers. When the alarm locks the hidden passage, run straight to the control sequence and free the trapped character without detours, combat farming, or menu planning.
Infinite Rocket Launcher Reward
Reward
HintThe A result places a new weapon in shared storage.
WhereSave A-rank clear data and open an Item Box on the rewarded campaign.
Full detailAfter the result screen displays A, save the clear data. Begin the linked next campaign, reach a shared Item Box, and remove the Infinite Rocket Launcher. Equip and test it on a backup branch without overwriting the clean clear.
Battle Game
Mode
HintCampaign completion opens a fixed-room combat course.
WhereSave any completed campaign result, then select Battle Game.
Full detailFinish the HD campaign at any rank, save the completion flag, and return to the title menu. Enter Battle Game, confirm the initial Claire and Chris routes, and preserve this data while unlocking the remaining roster.
First-Person Battle Clear
Mode
HintThe bonus course supports a second aiming perspective.
WhereSelect first-person view and finish one Battle character route.
Full detailAfter the campaign unlocks the camera option, start Battle Game in first-person, clear all fixed rooms with any unlocked character, and record the result. Repeat that character once in third-person so both modes are completed.
Battle Game Roster
You are here when: A fixed combat course selected from the cleared-data bonus menu.
Unlock and finish all five loadouts in both available camera styles where practical.
Battle Game — Claire
Battle Clear
HintEach roster member has a separate fixed-course completion.
WhereUnlock Claire by available after campaign, then finish Battle Game.
Full detailSave cleared campaign data, select Claire in Battle Game, and finish the fixed course. Favor her unlimited explosive arrows, keep all four mixed herbs for mistakes, and save menu time by ignoring ordinary pickups.
Use Claire's Full Loadout
Loadout
HintTest every weapon and healing allowance unique to this route.
WhereStart with explosive arrows and four mixed herbs.
Full detailOpen Claire's starting inventory, equip every available weapon at least once, and inspect the healing supply. Complete the course without discarding unique equipment; unlimited ammunition here does not transfer into the campaign.
Battle Game — Alternate Claire
Battle Clear
HintEach roster member has a separate fixed-course completion.
WhereUnlock Alternate Claire by clear Battle as Claire, then finish Battle Game.
Full detailFirst finish Battle Game as standard Claire. Select Alternate Claire, use her launcher and assault rifle, preserve the single mixed herb, and complete all rooms to register the alternate loadout.
Use Alternate Claire's Full Loadout
Loadout
HintTest every weapon and healing allowance unique to this route.
WhereStart with launcher and assault rifle and one mixed herb.
Full detailOpen Alternate Claire's starting inventory, equip every available weapon at least once, and inspect the healing supply. Complete the course without discarding unique equipment; unlimited ammunition here does not transfer into the campaign.
Battle Game — Chris
Battle Clear
HintEach roster member has a separate fixed-course completion.
WhereUnlock Chris by available after campaign, then finish Battle Game.
Full detailSave cleared campaign data, select Chris, and complete Battle Game. Use the unlimited Magnum for rapid room clears, retain the shotgun as backup, and finish once to activate Wesker's roster flag.
Use Chris's Full Loadout
Loadout
HintTest every weapon and healing allowance unique to this route.
WhereStart with infinite Magnum and shotgun and two mixed herbs.
Full detailOpen Chris's starting inventory, equip every available weapon at least once, and inspect the healing supply. Complete the course without discarding unique equipment; unlimited ammunition here does not transfer into the campaign.
Battle Game — Steve
Battle Clear
HintEach roster member has a separate fixed-course completion.
WhereUnlock Steve by obtain Luger Replica, then finish Battle Game.
Full detailTake the Gold Luger Replica from the colored-drawer puzzle in the main campaign and save afterward. Select Steve in Battle Game, use the submachine guns for speed, and finish the complete room sequence.
Use Steve's Full Loadout
Loadout
HintTest every weapon and healing allowance unique to this route.
WhereStart with Lugers and submachine guns and two mixed herbs.
Full detailOpen Steve's starting inventory, equip every available weapon at least once, and inspect the healing supply. Complete the course without discarding unique equipment; unlimited ammunition here does not transfer into the campaign.
Battle Game — Wesker
Battle Clear
HintEach roster member has a separate fixed-course completion.
WhereUnlock Wesker by clear Battle as Chris, then finish Battle Game.
Full detailClear Battle Game once as Chris to unlock Wesker. With only a knife at the start, use downward leg cuts to create space, enter the optional Game Room, secure its Magnum result, and reserve all six rounds for the last encounter.
Use Wesker's Full Loadout
Loadout
HintTest every weapon and healing allowance unique to this route.
WhereStart with knife only initially and three mixed herbs.
Full detailOpen Wesker's starting inventory, equip every available weapon at least once, and inspect the healing supply. Complete the course without discarding unique equipment; unlimited ammunition here does not transfer into the campaign.
Battle A Ranks and Random Rewards
You are here when: Nineteen combat stages, an optional side Game Room, and character-specific final rooms.
Earn all five A ranks, obtain the Linear Launcher, and document every slot-machine outcome.
Battle A Rank — Claire
Battle Rank
HintThe top grade uses a character-specific time limit.
WhereFinish Claire's route in 6:09.99 or less.
Full detailUse explosive arrows, memorize the direct door line through all fixed rooms, and ignore healing pickups unless survival requires one. Finish at 6:09.99 or faster; confirm A on the result screen before saving the character result.
Battle A Rank — Alternate Claire
Battle Rank
HintThe top grade uses a character-specific time limit.
WhereFinish Alternate Claire's route in 7:59.99 or less.
Full detailUse acid or flame launcher rounds, memorize the direct door line through all fixed rooms, and ignore healing pickups unless survival requires one. Finish at 7:59.99 or faster; confirm A on the result screen before saving the character result.
Battle A Rank — Chris
Battle Rank
HintThe top grade uses a character-specific time limit.
WhereFinish Chris's route in 6:29.99 or less.
Full detailUse unlimited Magnum, memorize the direct door line through all fixed rooms, and ignore healing pickups unless survival requires one. Finish at 6:29.99 or faster; confirm A on the result screen before saving the character result.
Battle A Rank — Steve
Battle Rank
HintThe top grade uses a character-specific time limit.
WhereFinish Steve's route in 9:59.99 or less.
Full detailUse submachine guns, memorize the direct door line through all fixed rooms, and ignore healing pickups unless survival requires one. Finish at 9:59.99 or faster; confirm A on the result screen before saving the character result.
Battle A Rank — Wesker
Battle Rank
HintThe top grade uses a character-specific time limit.
WhereFinish Wesker's route in 59:59.99 or less.
Full detailSelect third-person view for spatial awareness, cut downward at legs, and avoid unnecessary kills where the exit unlock permits movement. Detour to the slot machine until it yields the six-round Magnum, then reserve every shot for the last encounter.
A Rank with All Five Characters
Battle Rank
HintThe final bonus weapon requires every individual top result.
WhereEarn A as Claire, Alternate Claire, Chris, Steve, and Wesker.
Full detailComplete each character at or below their own A threshold and verify all five result records remain on the same completion data. Do not use the Linear Launcher during these qualifying runs because it suppresses normal grading.
Infinite Linear Launcher
Reward
HintFive top results add a universal Battle-only weapon.
WhereAfter all five A ranks, start a new Battle route and inspect its inventory.
Full detailOnce every roster member has A, save the Battle data and begin any character route. Equip the Linear Launcher from the starting inventory and fire it; its unlimited ammunition remains inside Battle Game and prevents that run from receiving a grade.
Nineteen-Room Battle Course
Route
HintThe combat course is fixed enough to memorize door lines.
WhereClear all nineteen stages and the character-specific final room.
Full detailRun the route repeatedly until every spawn, exit, and optional Game Room turn is familiar. Use quick knockdowns instead of full eliminations where doors permit, and enter the final room with the route's best weapon equipped.
Battle Game Slot Machine
Optional Room
HintA side room offers one random item per attempt.
WhereBefore the later rooms, take the side door and operate the lit machine.
Full detailAt the branch immediately before the Game Room, use the right-hand side door and inspect the illuminated slot machine. Record its single result, then either continue or restart; D.I.J.'s Diary and Wesker's Magnum depend on this random draw.
Claire Slot Results
Random Reward
HintThe machine splits between ammunition, healing, and a document.
WhereRoll for special arrows, a First Aid Spray, or D.I.J.'s Diary.
Full detailWith Claire, each new course attempt gives a 20% special-ammunition result, 40% First Aid Spray, or 40% D.I.J.'s Diary. Restart until both non-healing outcomes have been observed across separate attempts.
Alternate Claire Slot Results
Random Reward
HintHer rare roll changes the launcher's available ammunition.
WhereRoll for gas rounds, a First Aid Spray, or D.I.J.'s Diary.
Full detailWith Alternate Claire, document the 20% unlimited B.O.W. Gas result, the 40% First Aid Spray result, and the 40% diary result across repeat attempts. Fire one gas round when that prize appears.
Chris Slot Results
Random Reward
HintHis rare roll supplies another automatic weapon family.
WhereRoll for M-100P, a First Aid Spray, or D.I.J.'s Diary.
Full detailWith Chris, repeat the course until the slot machine has produced the 20% unlimited M-100P result and the 40% diary result. The remaining 40% outcome is a First Aid Spray; record it on another attempt if needed.
Steve Slot Results
Random Reward
HintHis optional machine uses the same three-way distribution.
WhereRoll for M-100P, a First Aid Spray, or D.I.J.'s Diary.
Full detailWith Steve, document the 20% unlimited M-100P prize, the 40% First Aid Spray, and the 40% diary across repeat starts. The extra pistols are optional because his opening submachine guns already have unlimited ammunition.
Wesker Slot Results
Random Reward
HintOne random prize is practically required for the last room.
WhereRestart until the slot machine awards the six-round Magnum.
Full detailWith Wesker, the machine yields the six-shot Magnum on 80% of attempts and D.I.J.'s Diary on 20%. Restart immediately after a diary roll when pursuing the clear, then preserve all six Magnum rounds for the final encounter.
Easter Eggs and Mechanical Secrets
You are here when: Battle mirrors, statues, machines, frozen corridors, hidden models, and a starting-file glitch.
Use a non-ranking Battle attempt and an expendable campaign backup for these interactions.
Claire's Cold-Hall Animation
Easter Egg
HintReturning through a cleared frozen corridor triggers a unique idle response.
WhereIn Claire's Battle route, clear the frozen hallway and run back toward its entrance.
Full detailDefeat the hallway enemies, continue far enough for the room state to settle, then reverse course toward the starting door. Pause without aiming and watch the cold reaction complete before continuing.
Chris's Mirror Animation
Easter Egg
HintA cleared locker room changes one reflective surface.
WhereIn Chris's Battle route, defeat both Hunters, then examine the mirror.
Full detailClear both Hunters from the locker room, return to the mirror after combat music stops, and use the examine prompt. Remain still until the hair-adjustment animation finishes.
Chris's Tiger-Statue Animation
Easter Egg
HintThe familiar statue has a harmless bonus interaction in Battle Game.
WhereInspect the tiger statue in Chris's sterile-room route.
Full detailDuring Chris's Battle course, clear the sterile room enough to interact safely, stand directly before the tiger statue, and examine it. Let the full hand-motion animation play before using the next door.
Steve's Vending-Machine Animation
Easter Egg
HintOne drink machine reacts only to this Battle character.
WhereInspect the soda machine near Steve's casino route.
Full detailDuring Steve's Battle course, approach the soda machine near the casino or locker area and use the examine prompt. Wait for the kick animation to finish, then resume the timed route on a non-ranking attempt.
Wesker's Morgue Animation
Easter Egg
HintA cleared examination room enables a character-specific reaction.
WhereAfter clearing Wesker's morgue, examine the body on its table.
Full detailDefeat the room's enemies, wait until combat ends, and examine the body in the morgue while controlling Wesker. Watch the glasses-and-recoil animation completely before leaving.
First-Person Room-Seven Observer
Easter Egg
HintThe alternate camera reveals a motionless figure behind freight.
WhereIn first-person Battle view, look behind the crates in room seven.
Full detailStart Battle Game in first-person, reach the seventh room, and scan behind the stacked crates before exiting. Observe the hidden model without assigning it story meaning or trying to interact; it is only a visual secret.
Infinite Healing-Item Secret
Glitch
HintAn unread starting manual can produce a repeatable healing item.
WhereBack up, arrange Playing Manual, gun, then healing item in inventory.
Full detailOn an expendable save, keep the manual unread, order the inventory as Playing Manual, any gun, then the chosen healing item, equip the gun, and read the manual from Files. Exit, attempt one shot, then use the now-equipped healing item; never combine a glitched herb.
Read D.I.J.'s Diary (missable)
Secret File
HintThe twenty-fourth document is randomized inside the bonus course.
WhereUse Battle Game's optional slot machine until the diary appears.
Full detailEnter the side Game Room on repeated Battle attempts and operate the slot machine once per run. When D.I.J.'s Diary appears, open every page before leaving; any roster member can roll it, though Wesker's diary chance is lower.
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