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Resident Evil: Dead Aim (2003)
100% completion of the selected original PlayStation 2 route, spoiler-free · 9 areas · 98 tracked items
This page shows everything, including exact locations.
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PS2 Route and Controls
You are here when: The original PlayStation 2 title screen, input calibration, Room 104, and first save room.
Establish the selected build and all supported control methods before the completion runs.
Use the Original PlayStation 2 Release
Setup
HintThis entry has one complete platform route.
WherePlay the original PlayStation 2 release on native hardware or a tested emulator.
Full detailUse an unmodified disc image from your own copy, confirm the region and save-card identity, and test aiming, movies, audio, vibration, and memory-card writes before beginning. There is no secondary or remastered content route to merge.
Complete a Standard-Controller Test
Control
HintExploration and aiming use different camera styles.
WhereVerify third-person movement and first-person aiming with a DualShock 2.
Full detailIn the opening safe space, test walking, running, turning, the quick turn, aiming, firing, reloading, the status screen, and direct map access. Confirm that releasing aim returns to third-person movement without losing input.
Complete a GunCon 2 Test
Control
HintThe game supports its contemporary light-gun route.
WhereConnect and calibrate a compatible GunCon 2 before starting a separate control test.
Full detailUse supported display hardware, calibrate at the game's prompt, confirm edge and center accuracy, then complete one encounter and one movement corridor. Record any display or region limitation; do not claim light-gun completion from an uncalibrated adapter.
Complete a USB-Mouse Test
Control
HintA second pointing method can replace stick aiming.
WhereConnect a compatible USB mouse and verify first-person cursor response.
Full detailBoot with the mouse connected, test horizontal and vertical travel, both fire and action inputs, sensitivity, and return to movement. Complete one encounter without controller aiming, then retain the configuration record with the save.
Use a Typewriter and Ammo Cabinet
System
HintSafe rooms support both saving and basic ammunition recovery.
WhereEnter the second-deck Lounge and test the typewriter and handgun-ammunition cabinet.
Full detailMake a numbered memory-card save without an ink ribbon, withdraw handgun ammunition, leave the room, and return to confirm the cabinet refresh. Do not repeatedly refill during a rank attempt if the extra movement threatens its time target.
Verify the Map Legend
System
HintDoor colors show which routes still need an item.
WhereOpen the map directly and compare passable, locked, and opened doors.
Full detailStand beside one locked door, note its map mark, unlock it with the correct item, then reopen the map and verify the changed connection. Use this visual check before abandoning any deck.
Passenger and Leisure Deck Route
You are here when: Guest cabins, VIP room, spiral staircase, restaurant, pool, third-class rooms, bar, and store space.
Collect route items before each deck becomes inconvenient or inaccessible.
Open the First-Class Route (missable)
Route
HintThe earliest required key shares a room with a map.
WhereSearch the rear corridor of Room 101 for the 1st Class Key and Upper Decks Map.
Full detailEnter Room 101 from Guest Room 1, cross the living area, and inspect the body in the rear corridor. Take both objects, return promptly, and use the key on the double doors at the end of Guest Room 1.
Activate the Guest Keycard (missable)
Route
HintThe VIP space contains both a document and electronic access.
WhereTake the Guest Keycard beside the seated body in the VIP Room.
Full detailCollect the nearby file first, then take the card and leave before the room becomes crowded. At the Spiral Staircase Hall panel, insert the card to enable the corresponding second-deck electronic doors.
Activate the ID Card (missable)
Route
HintA bed in the second-class rooms holds the next access credential.
WhereTake the ID Card from Room 203 and return to the Spiral Staircase Hall panel.
Full detailEnter Room 203 through its open doorway, collect the card from the bed, and withdraw immediately. Use it at the first-floor panel to enable the restaurant-pool side and the third-class side.
Open the Maintenance Shutter (missable)
Route
HintThe pool machinery provides a key before the hatch itself can open.
WhereTake the Maintenance Key from the Pool Deck control panel.
Full detailApproach the control panel near the closed deck hatch, collect the key, and read the paper fixed beside the hatch. Carry the key through the third-class corridor and use it on the shutter leading toward the Stairs Hall.
Recover the Hatch Handle (missable)
Route
HintA removable control part was stored away from the pool.
WhereTake the Handle from the Store House shelf and return to the Pool Deck.
Full detailSearch the Store House shelving after entering from the bar-side route. Collect the diary and supplies before taking the Handle, then return to the pool machinery and fit it into the hatch control to open the downward route.
Take the Crowbar (missable)
Route
HintA tool on the lower ship deck opens marked cargo containers.
WhereCollect the Crowbar from the Presentation Room floor.
Full detailRead the report on the northern display stand, then take the Crowbar lying nearby. Leave through the available route and carry it into the Cargo Room; do not discard it before the required crate search.
Find the Crewman's Keycard (missable)
Route
HintThe required cargo container changes between runs.
WhereUse the Crowbar on marked crew crates until the Crewman's Keycard appears.
Full detailMake a save before entering the Cargo Room, open marked crates systematically along one wall, and continue until the keycard is found. The correct crate is randomized, so a fixed box number is unreliable; optional medicine can occupy other crates.
Open the Bar-Side Door (missable)
Route
HintThe lower-deck monitor room holds an emblem-shaped key.
WhereTake the Recreation Room Key from the Monitor Room and use it in Bar Seven Seas.
Full detailCollect the key and Restructuring Notice from the Monitor Room, return through the lower-deck route, then unlock the symbol-marked door on the east side of Bar Seven Seas to reach the stairs and captain's section.
Clear the Deck Escape (missable)
Timed Route
HintA later ship segment begins a difficulty-dependent timer.
WhereReach the heliport within seven minutes on So Sweet, five on Recommend, or 135 seconds on Extreme.
Full detailBack up before the timer begins, reload all carried weapons, and memorize the direct door sequence. Ignore optional fights, take only supplies already on the path, and reach the heliport before the displayed clock expires; Extreme permits two minutes fifteen seconds.
Wastewater, Freight, and Laboratory Route
You are here when: Concrete channels, lettered freight corridors, storage aisles, residence rooms, and clean-room approach.
Complete each map and file sweep before using its lift or final access item.
Enter the Groundwater Route (missable)
Route
HintThe first wastewater passage contains a map and heavy weapon.
WhereCollect the Groundwater Ways B1 Map and Grenade Launcher in Sewer Passage A.
Full detailAfter reaching the wastewater area, check Sewer Passage A before advancing. Take the wall map and launcher, load it only when needed, and preserve grenade rounds for threats that cannot be safely bypassed.
Open the Waterway Control Room (missable)
Route
HintA body in the channels carries the administrative key.
WhereTake the Sector Admin Key from the body in Waterway D.
Full detailTraverse the B2 channels after obtaining their map, inspect the body in Waterway D, and take the key. Return to the matching control-room door and unlock it before moving deeper into the freight section.
Activate the Freight Elevator (missable)
Route
HintThe deepest freight lift needs its own card.
WhereTake the Elevator Keycard from the body in Freight Passageway G.
Full detailSearch the body beyond the freight gate in Passageway G, collect the nearby paper and ammunition, then carry the card to the B5 Elevator Room. Insert it at the lift control only after finishing the freight map and file sweep.
Cross the Dark Sound-Sensitive Room (missable)
Route
HintNoise matters more than firepower in one freight encounter.
WhereMove quietly through the dark room and attack only during a safe opening.
Full detailMake a save beforehand, walk instead of running, avoid unnecessary gunfire, and use directional sound to keep distance from the large occupant. If combat becomes mandatory, create space, strike its exposed target, and resume quiet movement toward the exit.
Open the Pod Landing (missable)
Route
HintThe laboratory storage aisles contain a red access card.
WhereTake the Pod Bay Keycard from the last aisle of the first-floor storage room.
Full detailSweep the storage room from its entrance: collect the memo and map in the first aisle, then continue to the last aisle for the card. Ride the elevator to the third floor and use it on the Pod Landing Place door.
Record the Voice Message (missable)
Route
HintA blank recorder must be filled at a separate terminal.
WhereTake the Digital Recorder from the Pod Landing Place, then open the email in Room 2D-01.
Full detailCollect the recorder from the northwest computer desk on 3F, descend to 2F, and examine the corner computer in Room 2D-01. Open the email and accept the recording prompt to convert it into the full recorder.
Open the Voice-Locked Door (missable)
Route
HintThe filled recorder supplies the required audio sample.
WhereUse the full Digital Recorder on the first-floor voice panel.
Full detailReturn to the first-floor corridor, examine the panel beside the locked clean-room door, and play the recorded message. Confirm that the door opens and that the recorder has served its purpose before entering.
Acquire the Charged Particle Rifle (missable)
Route
HintThe laboratory's open chamber contains the final weapon and an exit key.
WhereTake the rifle, its manual, and the Backyard Key from the open laboratory chamber.
Full detailRead the manual beside the weapon, collect the Charged Particle Rifle, and inspect the body inside the opened chamber for the Backyard Key. Fully charge each shot; the weapon uses a limited energy supply rather than ordinary ammunition.
Prepare the Final Save (missable)
Final Preparation
HintThe last corridors close the remaining exploration window.
WhereFinish all files, maps, weapons, and key-item records before leaving the final save room.
Full detailCompare the archive against all nineteen files, six maps, and eight weapons; reload and fill every carried weapon, take recovery supplies, and create a separate memory-card backup. Keep this save for rank practice and alternate-character verification.
All Files
You are here when: Readable papers, notebooks, reports, orders, manuals, and journals across the ship and facilities.
Nineteen document entries complete the file archive.
Intelligence Operations Manual (missable)
File
HintA readable document is available during this area's one-way sweep.
WhereFind Intelligence Operations Manual at Room 104 starting inventory.
Full detailOpen the starting inventory in Room 104 and read the manual before leaving the room.
Emergency FAX from Paris Branch (missable)
File
HintA readable document is available during this area's one-way sweep.
WhereFind Emergency FAX from Paris Branch at VIP Room scattered papers.
Full detailIn the VIP Room, inspect the papers spread across the floor before taking the nearby keycard.
Regular Report No.1162 (missable)
File
HintA readable document is available during this area's one-way sweep.
WhereFind Regular Report No.1162 at Room 201 bathroom.
Full detailEnter Room 201 and inspect the bathroom floor beside its inactive occupant before returning to the corridor.
Admin Report (missable)
File
HintA readable document is available during this area's one-way sweep.
WhereFind Admin Report at Pool Deck closed hatch.
Full detailOn the Pool Deck, examine the sheet attached beside the sealed machinery hatch before leaving with the key.
Waiter's Letter (missable)
File
HintA readable document is available during this area's one-way sweep.
WhereFind Waiter's Letter at Bar Seven Seas counter.
Full detailIn Bar Seven Seas, check the serving counter before using the symbol-marked door later in the route.
Freight Crewman's Diary (missable)
File
HintA readable document is available during this area's one-way sweep.
WhereFind Freight Crewman's Diary at Store House floor.
Full detailSearch the Store House floor and shelving before taking the hatch Handle and leaving the room.
Research Report #220329 (missable)
File
HintA readable document is available during this area's one-way sweep.
WhereFind Research Report #220329 at Presentation Room northern stand.
Full detailInside the Presentation Room, inspect the stand along the north side of the glass display area before taking the Crowbar.
Restructuring Notice (missable)
File
HintA readable document is available during this area's one-way sweep.
WhereFind Restructuring Notice at Monitor Room.
Full detailCollect this notice from the Monitor Room during the same sweep that yields the Recreation Room Key.
Ship's Log (missable)
File
HintA readable document is available during this area's one-way sweep.
WhereFind Ship's Log at Captain's Room.
Full detailIn the captain's section, search the Captain's Room before leaving with the Magnum and its ammunition.
Operator's Notebook (missable)
File
HintA readable document is available during this area's one-way sweep.
WhereFind Operator's Notebook at Sewer save room.
Full detailAt the first wastewater save room, inspect the documents near the save equipment before entering the channels.
Biological Report 1 (missable)
File
HintA readable document is available during this area's one-way sweep.
WhereFind Biological Report 1 at Sewer save room.
Full detailRead the second document in the wastewater save room during the same visit as the Operator's Notebook.
Biological Report 2 (missable)
File
HintA readable document is available during this area's one-way sweep.
WhereFind Biological Report 2 at Freight save room table.
Full detailAt the freight-passage save room, inspect the document on the table before heading into the dark corridors.
Experiment Alpha Log (missable)
File
HintA readable document is available during this area's one-way sweep.
WhereFind Experiment Alpha Log at follows Biological Report 2.
Full detailFinish reading Biological Report 2 and continue through the linked document prompt instead of closing the file screen early.
Transport Orders (missable)
File
HintA readable document is available during this area's one-way sweep.
WhereFind Transport Orders at Freight Passageway G.
Full detailIn Freight Passageway G, inspect the document beside the keycard-bearing body before activating the B5 lift.
Architect's Memo (missable)
File
HintA readable document is available during this area's one-way sweep.
WhereFind Architect's Memo at Laboratory storage first aisle.
Full detailSearch the first aisle of the laboratory storage room; take it together with the map before crossing to the final aisle.
Research Report #220120 (missable)
File
HintA readable document is available during this area's one-way sweep.
WhereFind Research Report #220120 at Room 2D-02.
Full detailEnter Room 2D-02 from the second-floor laboratory corridor and inspect the room before returning to the elevator.
Orders from Morpheus (missable)
File
HintA readable document is available during this area's one-way sweep.
WhereFind Orders from Morpheus at Room 2B-01.
Full detailEnter Room 2B-01 and collect the document from its accessible interior before completing the voice-recording route.
Charged Particle Rifle User's Manual (missable)
File
HintA readable document is available during this area's one-way sweep.
WhereFind Charged Particle Rifle User's Manual at Laboratory beside rifle.
Full detailRead the manual beside the special rifle in the laboratory before lifting the weapon from its chamber.
Morpheus's Journal (missable)
File
HintA readable document is available during this area's one-way sweep.
WhereFind Morpheus's Journal at office near final approach.
Full detailSearch the office adjoining the final laboratory approach before proceeding to the last save room.
All Maps
You are here when: Wall plans and floor diagrams placed near the start of each major physical section.
Six maps cover the ship, waterways, freight section, and laboratory.
Upper Decks Map (missable)
Map
HintThe local floor plan is available before the route becomes complicated.
WhereCollect Upper Decks Map at Room 101 rear corridor.
Full detailIn Room 101, inspect the rear corridor beside the body that also holds the 1st Class Key; take both before returning to Guest Room 1.
Lower Decks Map (missable)
Map
HintThe local floor plan is available before the route becomes complicated.
WhereCollect Lower Decks Map at spiral staircase bottom wall.
Full detailDescend to the bottom of the Spiral Staircase Hall and inspect the wall immediately along the lower-deck passage before entering Cargo Room.
Groundwater Ways B1 Map (missable)
Map
HintThe local floor plan is available before the route becomes complicated.
WhereCollect Groundwater Ways B1 Map at Sewer Passage A.
Full detailOn first entering Sewer Passage A, take the map before committing to the waterway route; the Grenade Launcher is in the same passage.
Groundwater Ways B2 Map (missable)
Map
HintThe local floor plan is available before the route becomes complicated.
WhereCollect Groundwater Ways B2 Map at Sewer Passage D.
Full detailIn Sewer Passage D, inspect the wall during the lower-channel sweep before searching Waterway D for its administrative key.
Freight Passage Map (missable)
Map
HintThe local floor plan is available before the route becomes complicated.
WhereCollect Freight Passage Map at freight save room wall.
Full detailAt the freight-passage save room, take the wall map together with both files before entering the sequence of lettered corridors.
Benthic Laboratory Map (missable)
Map
HintThe local floor plan is available before the route becomes complicated.
WhereCollect Benthic Laboratory Map at laboratory storage first aisle.
Full detailSearch the first aisle of the laboratory storage room; collect the map and Architect's Memo before moving toward the Pod Bay Keycard.
All Weapons
You are here when: Starting inventory, guest cabins, cold storage, captain's room, wastewater passage, suit room, and laboratory chamber.
Record all eight firearms and their difficulty-dependent placements.
Handgun (missable)
Weapon
HintA distinct weapon belongs in the completed loadout record.
WhereAcquire the Handgun: starting weapon.
Full detailVerify it in the opening inventory, fire and reload it once, and retain its ammunition as the most renewable resource because safe-room cabinets replenish handgun rounds.
Silencer Handgun (missable)
Weapon
HintA distinct weapon belongs in the completed loadout record.
WhereAcquire the Silencer Handgun: Room 206 desk chair.
Full detailEnter Room 206 from the second guest-room corridor and take it from the desk chair. Test it against one isolated target to confirm its quieter report.
Semi-automatic Handgun (missable)
Weapon
HintA distinct weapon belongs in the completed loadout record.
WhereAcquire the Semi-automatic Handgun: Room 302 bed.
Full detailSearch the bed in Room 302 before leaving the third-class guest corridor. Record its firing cadence separately from the standard and silenced handguns.
Shotgun (missable)
Weapon
HintA distinct weapon belongs in the completed loadout record.
WhereAcquire the Shotgun: Easy start; harder freezer.
Full detailSo Sweet supplies it at the beginning. On Recommend or Extreme, enter the Freezing Room through the Kitchen and take the gun with its nearby shells before withdrawing.
Magnum (missable)
Weapon
HintA distinct weapon belongs in the completed loadout record.
WhereAcquire the Magnum: Captain's Room bed.
Full detailOpen the bar-side route with the Recreation Room Key, reach the Captain's Room, and take the Magnum from the bed. Preserve its rounds for the hardest late encounters.
Grenade Launcher (missable)
Weapon
HintA distinct weapon belongs in the completed loadout record.
WhereAcquire the Grenade Launcher: Sewer Passage A.
Full detailCollect it in Sewer Passage A beside the first groundwater map. Keep its six-round reload behavior and ammunition ledger separate from every firearm.
Assault Rifle (missable)
Weapon
HintA distinct weapon belongs in the completed loadout record.
WhereAcquire the Assault Rifle: Easy freezer; harder suit room.
Full detailOn So Sweet, take it in the Freezing Room; on Recommend or Extreme, collect it from the open locker in the laboratory Environment Suit Room.
Charged Particle Rifle (missable)
Weapon
HintA distinct weapon belongs in the completed loadout record.
WhereAcquire the Charged Particle Rifle: Laboratory open chamber.
Full detailIn the laboratory's open chamber, read its manual, take the rifle, and hold the trigger until each energy shot is fully charged before release.
All Key Items
You are here when: Beds, bodies, panels, shelves, cargo crates, storage aisles, terminals, and the open laboratory chamber.
Fourteen key-item states define the complete progression chain.
1st Class Key (missable)
Key Item
HintThis progression object is consumed or transformed along the main route.
WhereCollect 1st Class Key at Room 101 rear corpse.
Full detailTake it from the rear body in Room 101, then unlock the first-class double doors at the far end of Guest Room 1.
Guest Keycard (missable)
Key Item
HintThis progression object is consumed or transformed along the main route.
WhereCollect Guest Keycard at VIP Room seated body.
Full detailTake it beside the seated body in the VIP Room and insert it into the Spiral Staircase Hall control panel to enable the guest-area electronic doors.
ID Card (missable)
Key Item
HintThis progression object is consumed or transformed along the main route.
WhereCollect ID Card at Room 203 bed.
Full detailCollect it from the bed in Room 203, return to the first-floor staircase panel, and enable the restaurant-pool and third-class routes.
Maintenance Key (missable)
Key Item
HintThis progression object is consumed or transformed along the main route.
WhereCollect Maintenance Key at Pool Deck control panel.
Full detailTake it from the Pool Deck control panel, carry it through the third-class corridors, and unlock the shutter that reconnects with the Stairs Hall.
Handle (missable)
Key Item
HintThis progression object is consumed or transformed along the main route.
WhereCollect Handle at Store House shelf.
Full detailTake it from the Store House shelf, return to the Pool Deck, and fit it into the hatch mechanism to open the lower route.
Crewman's Keycard (missable)
Key Item
HintThis progression object is consumed or transformed along the main route.
WhereCollect Crewman's Keycard at random marked cargo crate.
Full detailUse the Crowbar on marked Cargo Room crates until the randomized card appears, then use it on the matching lower-deck electronic door.
Crowbar (missable)
Key Item
HintThis progression object is consumed or transformed along the main route.
WhereCollect Crowbar at Presentation Room floor.
Full detailTake it from the Presentation Room floor and keep it until every marked crew crate in Cargo Room has been checked.
Recreation Room Key (missable)
Key Item
HintThis progression object is consumed or transformed along the main route.
WhereCollect Recreation Room Key at Monitor Room.
Full detailCollect it in the Monitor Room, return to Bar Seven Seas, and unlock the east-side symbol door leading to the captain's section.
Sector Admin Key (missable)
Key Item
HintThis progression object is consumed or transformed along the main route.
WhereCollect Sector Admin Key at Waterway D body.
Full detailTake it from the body in Waterway D and return to the matching groundwater control-room door.
Elevator Keycard (missable)
Key Item
HintThis progression object is consumed or transformed along the main route.
WhereCollect Elevator Keycard at Freight Passageway G body.
Full detailCollect it from the body in Freight Passageway G and insert it at the B5 Elevator Room control.
Pod Bay Keycard (missable)
Key Item
HintThis progression object is consumed or transformed along the main route.
WhereCollect Pod Bay Keycard at laboratory storage last aisle.
Full detailTake it from the last aisle of the laboratory storage room and use it at the third-floor Pod Landing Place door.
Digital Recorder (missable)
Key Item
HintThis progression object is consumed or transformed along the main route.
WhereCollect Digital Recorder at pod landing northwest desk.
Full detailTake the blank unit from the northwest desk in the Pod Landing Place, then carry it to the email computer in Room 2D-01.
Digital Recorder Full (missable)
Key Item
HintThis progression object is consumed or transformed along the main route.
WhereCollect Digital Recorder Full at Room 2D-01 email terminal.
Full detailAt the Room 2D-01 terminal, open the message and accept recording; play the filled device at the first-floor voice-locked door.
Backyard Key (missable)
Key Item
HintThis progression object is consumed or transformed along the main route.
WhereCollect Backyard Key at Laboratory open chamber body.
Full detailAfter taking the special rifle, inspect the body in the open laboratory chamber and use the key on the exterior door along the final approach.
Result Formula and Rank Tiers
You are here when: The post-clear result screen showing combat, accuracy, time, saves, recovery use, bonuses, and total grade.
Calculate ranks from verified factors rather than relying on vague speed advice.
Enemy-Clear Contribution
Rank Factor
HintThe result screen rewards one part of the enemy-clear percentage.
WhereDivide the percentage of the full enemy population defeated by four.
Full detailAt the result screen, record the defeated-enemy percentage and divide it by four for this component. Avoid guessing the assumed population from a partial route; use the displayed percentage as the authoritative input.
Critical-Hit Contribution
Rank Factor
HintAccurate weak-point shots add a separate score component.
WhereDivide the critical-hit percentage among defeated enemies by three.
Full detailRecord both defeated targets and confirmed critical defeats, then use the result-screen percentage divided by three. A missed shot does not directly reduce this component unless it changes the displayed ratio.
Clear-Time Contribution
Rank Factor
HintFaster completion provides up to thirty points.
WhereEarn 30/25/20/15/10/5 points below 120/135/150/180/240/300 minutes.
Full detailCompare the final clear time against the first strict boundary it satisfies: under 120 minutes gives 30; then under 135 gives 25, under 150 gives 20, under 180 gives 15, under 240 gives 10, and under 300 gives 5.
Save Contribution
Rank Factor
HintFewer typewriter uses preserve up to fifteen points.
WhereEarn 15 points with zero saves, 10 below four, or 5 below eight.
Full detailFor a maximum attempt, make no in-game save and rely on a separate cloned starting file for practice. Otherwise finish with one to three saves for 10 points, or four to seven for 5; eight or more earns none here.
Spray Contribution
Rank Factor
HintFull-recovery sprays reduce one scoring category.
WhereEarn 15 points with none, 10 below two, or 5 below four sprays.
Full detailUse herbs or Herbal Medicine when recovery is necessary. Zero Medicinal Sprays gives 15 points; exactly one gives 10; two or three give 5; four or more provide no points in this factor.
Top Agent Bonus
Rank Bonus
HintA low-combat, no-assistance route grants the largest bonus.
WhereFinish below 30 defeated enemies with zero saves and zero Medicinal Sprays.
Full detailPlan a bypass route, defeat only mandatory targets, and confirm the final defeated count remains under 30. Do not save or use Medicinal Spray at any point; meeting all three conditions adds 50 points.
Sniper Bonus
Rank Bonus
HintA combat-heavy precision route earns a different bonus.
WhereDefeat more than 100 enemies while keeping critical hits above 75 percent.
Full detailUse silenced or standard handguns for controlled weak-point shots, avoid wasteful body finishes, and verify both final values: defeated count must exceed 100 and the critical-hit percentage must exceed 75. The bonus adds 40 points.
Ninja Bonus
Rank Bonus
HintThe fastest route must also avoid saving.
WhereClear in under 60 minutes without using a typewriter.
Full detailPractice each transition on cloned saves, then begin a continuous run. Skip nonessential pickups and fights, never create an in-game save, and finish before 60:00 to add 30 points.
S Rank
Rank
HintThe highest result tier starts above a fixed point boundary.
WhereFinish with more than 90 total result points.
Full detailAdd enemy-clear, critical-hit, time, save, and spray points plus any earned conditional bonus. The total must exceed 90; a displayed total of exactly 90 does not satisfy the documented wording.
A Rank
Rank
HintThe second tier supports several reward routes.
WhereFinish above 65 points without reaching S.
Full detailCalculate every category and bonus, then finish above 65 while below the S boundary. Preserve the result save because A on different difficulties unlocks distinct starting equipment.
B Rank
Rank
HintA middle result still produces a recorded completion tier.
WhereFinish above 40 points without reaching A.
Full detailUse a cloned run and intentionally relax one score category after securing the campaign clear. Confirm the total remains above 40 but does not cross the A boundary, then retain the result screen.
C Rank
Rank
HintThe lowest result tier completes the rank archive.
WhereFinish at 40 points or below.
Full detailOn a separate archival file, use enough saves, time, or sprays to hold the final total at 40 or less while still completing the campaign. Never damage the higher-rank reward file for this demonstration.
Difficulty Clears and Completion Rewards
You are here when: New Game difficulty selection, result-file replay prompt, alternate title presentation, and opening inventories.
Complete all difficulty, replay, rank, control, and reward states.
Complete So Sweet
Difficulty
HintThe forgiving mode changes supplies and starting equipment.
WhereFinish the full campaign on So Sweet and preserve its result save.
Full detailCollect its difficulty-specific weapon placements, complete the file and map ledger, meet the seven-minute deck escape, and finish once for a clean result. Keep this file for its separate rank-reward tiers.
Complete Recommend
Difficulty
HintThe middle mode uses the standard resource layout.
WhereFinish the full campaign on Recommend and preserve its result save.
Full detailStart from a clean Recommend file, collect the Shotgun in the Freezing Room and Assault Rifle in the suit room, meet the five-minute deck escape, and finish with all nineteen files before saving the result.
Complete Extreme
Difficulty
HintThe hardest route reduces supplies and tightens the escape timer.
WhereFinish the full campaign on Extreme and preserve its result save.
Full detailPractice on cloned saves, avoid optional combat, collect only route-critical resources and archives, meet the 135-second deck escape, and reach the final encounter with reserved Magnum and heavy ammunition.
Unlock the Alternate Character Route
Replay Feature
HintA cleared result file changes the next campaign start.
WhereComplete any difficulty, reload its result data, and accept the alternate-character prompt.
Full detailSave after the first clear, choose New Game from that same result file, and answer yes when the alternate-character option appears. Verify the campaign starts under the alternate model and retain a separate save before overwriting anything.
Complete the Alternate Character Route
Replay Feature
HintThe replay option should be carried through the entire route.
WhereFinish one full campaign after selecting the alternate playable character.
Full detailUse the cleared result file, select the alternate-character option, verify the changed starting inventory, then complete every physical section and save the result. The route structure is shared, so do not expose character or plot identities in public hints.
Unlock and Test the Title Colors
Display Extra
HintThe first clear adds a cosmetic title-screen option.
WhereFinish once, return to the title screen, and cycle its available color presentation.
Full detailAfter saving a completed result, return to the title screen and use the newly enabled color-changing input or option. Capture every distinct color state and confirm it remains available after a cold boot.
So Sweet A Reward
Starting Loadout
HintA strong So Sweet result expands the next starting inventory.
WhereEarn at least A on So Sweet to begin with all handguns and the Shotgun.
Full detailFinish So Sweet above 65 points, save the result, and start a new game from it. Verify the standard, silenced, and semi-automatic handguns plus Shotgun are available at the opening inventory.
So Sweet S Reward
Starting Loadout
HintThe top So Sweet result adds nearly the complete conventional arsenal.
WhereEarn S on So Sweet to start with every weapon except the Charged Particle Rifle.
Full detailFinish So Sweet above 90 points, save the result, and load a new game from it. Verify all seven conventional firearms are present and the energy rifle is absent; record ammunition quantities separately.
Recommend A Reward
Starting Loadout
HintA strong middle-mode result matches the broad So Sweet reward.
WhereEarn at least A on Recommend to start with every weapon except the Charged Particle Rifle.
Full detailFinish Recommend above 65 points, preserve the result file, then start a new campaign from it. Confirm all conventional firearms appear and the laboratory energy rifle remains excluded.
Recommend S Reward
Starting Loadout
HintThe highest middle-mode result adds unlimited conventional ammunition.
WhereEarn S on Recommend for all conventional weapons with unlimited ammunition.
Full detailFinish Recommend above 90 points and save the result. Begin a replay, verify the seven non-energy weapons are present, fire and reload each, and confirm their ammunition does not decrease; the Charged Particle Rifle is not part of this tier.
Extreme A Reward
Starting Loadout
HintA strong hardest-mode result grants the same unlimited conventional set.
WhereEarn at least A on Extreme for all conventional weapons with unlimited ammunition.
Full detailFinish Extreme above 65 points, save the result, and begin a replay from it. Test all seven conventional firearms for non-decreasing ammunition and confirm the energy rifle is still excluded.
Extreme S Reward
Starting Loadout
HintThe final reward removes ammunition limits from the complete arsenal.
WhereEarn S on Extreme to start with every weapon and unlimited ammunition.
Full detailFinish Extreme above 90 points, retain the result save, and begin a replay. Verify all eight weapons, including the Charged Particle Rifle, are available; fire each repeatedly and confirm no ammunition or energy depletion.
Archive Every Rank Tier
Completion Record
HintThe result system contains four distinct displayed grades.
WherePreserve separate S, A, B, and C result screens without sacrificing unlock data.
Full detailUse cloned memory cards: keep the Extreme S file untouched, then tune score categories on copies to produce A, B, and C. Capture the exact point total and five base factors for every grade.
Archive Every Supported Control Route
Completion Record
HintThe release supports pad, light gun, and mouse configurations.
WhereComplete a verified encounter using DualShock 2, GunCon 2, and USB mouse input.
Full detailKeep one configuration record per device, including hardware, display, calibration, region, and sensitivity. Complete the same early encounter with each and compare only input behavior; a full three-device campaign clear is unnecessary.
Finalize the 100% Ledger
Completion Record
HintThe final archive joins campaign, collection, control, rank, and reward evidence.
WhereConfirm three difficulty clears, alternate replay, 19 files, 6 maps, 8 weapons, and every rank reward.
Full detailCross-check every item ID in this pack, retain the Extreme S reward save plus clean backups, capture all four ranks and title colors, and verify no file, map, weapon, control route, difficulty, replay option, or starting-loadout tier remains unchecked.
Open the spoiler-free interactive guide
Part of the 100% guide collection at
samimirash.com/guides.