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Resident Evil Gaiden (2001)

100% completion of the selected Game Boy Color route, spoiler-free · 10 areas · 106 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

Game Boy Color Setup and Systems

You are here when: The handheld title screen, three save slots, inventory, PDA, map, and first battle interface.

Back up save-RAM externally because all three in-game slots can be lost together.

Use the Original Game Boy Color Release

Setup

HintThis handheld entry has one complete official version.
WhereUse the Game Boy Color cartridge or a tested GBC emulator.
Full detailLaunch the original Game Boy Color release on working hardware or an accurate emulator. Create a dedicated cartridge backup or save-RAM file; no port, remake, remaster, or secondary platform adds content to this route.

Back Up the Cartridge Save

Save Safety

HintRare reports describe spontaneous loss of all three slots.
WhereCopy the cartridge save or emulator save-RAM before each session.
Full detailDump the battery-backed save from original hardware when possible, or duplicate the emulator's save-RAM outside its active folder. Keep rotating dated copies because an occasional restart-and-slot-loss fault has been reported and cannot be prevented from inside the game.

Use All Three Save Slots

Save Rule

HintThe game offers fixed save prompts rather than free saving.
WhereRotate saves across Slots 1, 2, and 3 whenever prompted.
Full detailAt each prompted save window, write to the oldest of three rotating slots and wait for completion before continuing. Never rely only on Continue: it resumes the active checkpoint, while the numbered slots preserve earlier recovery positions.

Accept Every Save Prompt

Save Rule

HintA declined opportunity cannot be reopened at that moment.
WhereSave whenever the game offers one of fourteen fixed windows.
Full detailChoose Yes at every save prompt, rotate to the next slot, and make an external save-RAM backup afterward. If you walk beyond a prompt without saving, continue to the next checkpoint or restore the preceding slot; the missed window does not remain interactable.

Unlimited Inventory Ledger

System

HintEvery route item can remain carried together.
WhereKeep keys, weapons, armor, herbs, and documents instead of discarding them.
Full detailOpen the inventory after each pickup and verify it appears under the correct character or shared item list. Ammunition for each weapon stops at 99, but the inventory itself has no slot limit, so discard only an equipped item when deliberately changing equipment.

Use All Three Playable Characters

System

HintParty members can carry separate weapons and armor.
WhereEquip and control Barry, Leon, and Lucia during available phases.
Full detailWhen more than one character is present, switch with B from the inventory or battle interface. Give each playable character a weapon and armor, land at least one successful attack with each, and keep the healthiest member active during dangerous travel.

Master the Moving Target Bar

System

HintCentered timing deals substantially more damage.
WherePress the action button as the cursor crosses the target's central square.
Full detailEnter battle from a safe distance, watch the horizontal cursor, and fire when it overlaps the small weak-point square inside the wider body bar. Stronger weapons move the cursor faster, so practice with the Handgun before spending rare launcher ammunition.

Complete a Battle Escape

System

HintRunning uses a separate red target without consuming ammunition.
WherePress Start in battle and hit the Run Target exactly.
Full detailActivate Run mode, wait for the red escape marker to align, and press the action button once. Enemies continue attacking while the marker moves and you cannot cancel back into ordinary battle, so attempt this with enough health and distance.

Complete Physical Campaign Route

You are here when: Passenger decks, utility rooms, cabin corridors, upper decks, engine spaces, and the later compact vessel.

SAVE-BACKUP: accept every fixed prompt and finish side-room cleanup before each physical transition.

Opening Passenger Sweep

Campaign Phase

HintFollow the physical route while clearing every productive side room.
WhereComplete Opening Passenger Sweep and save at its next offered window.
Full detailSweep Side Deck, Lobby, Restaurant Balcony, Restaurant, Kitchen, Refrigerator, both Corridor A bathrooms, and the elevator crossing. Collect the opening documents, Fuse, Kitchen and Crew keys, Elevator 1 Key, Shotgun, herbs, bullets, and shells before Save Point 1.

Upper Utility Sweep

Campaign Phase

HintFollow the physical route while clearing every productive side room.
WhereComplete Upper Utility Sweep and save at its next offered window.
Full detailUse the Rear Elevator and inspect Corridor E, Seat Deck, Pool, Bar, Elevator Passage, Suite Room P, Cargo Bay, Special Storage, Crew Room, Computer Room, Data Control, Operation Room, Boiler Room, and Engine Room. Collect every utility item and armor copy before operating Security Room.

First Upper-Deck Encounter

Campaign Phase

HintFollow the physical route while clearing every productive side room.
WhereComplete First Upper-Deck Encounter and save at its next offered window.
Full detailAfter Save Point 2, travel east through the connected upper-deck rooms with the Shotgun equipped. Complete the encounter, return to Elevator Passage, heal the party, and use Save Point 3 before entering the cabin route.

Second-Class Cabin Sweep

Campaign Phase

HintFollow the physical route while clearing every productive side room.
WhereComplete Second-Class Cabin Sweep and save at its next offered window.
Full detailUnlock second class from Lobby Balcony and search every productive cabin. Take Kevlar, Semtex, Lock Pick, C34 Key, Assault Rifle, its clip, and 1st Class Key; leave empty western rooms until later only if their enemy encounters are unwanted.

First-Class Descent

Campaign Phase

HintFollow the physical route while clearing every productive side room.
WhereComplete First-Class Descent and save at its next offered window.
Full detailOpen the Captain Room with Semtex for Diamet and Computer Card, then unlock first class. Enter the final cabin, use the Rope at the large floor opening, and accept Save Point 5 in Multi Purpose before exiting.

Public Rooms and Medical Cleanup

Campaign Phase

HintFollow the physical route while clearing every productive side room.
WhereComplete Public Rooms and Medical Cleanup and save at its next offered window.
Full detailFrom Corridor B, collect Medical and Library keys, clean the Shop and Piano Bar, revisit Refrigerator for Grenade Gun, then open Library and Medical Office. Continue through Viewing Lounge, Lounge Kitchen, Cabin F50, Dressing Room, and Security Room before Save Point 6.

Side-Deck Commitment

Campaign Phase

HintFollow the physical route while clearing every productive side room.
WhereComplete Side-Deck Commitment and save at its next offered window.
Full detailReach the 2F Side Deck by any open path, collect the current supplies, save at Point 7, and prepare the Assault Rifle before crossing the Upper Deck doorway. Finish the encounter and physical transition without describing its narrative events.

Computer and Fire-Control Route

Campaign Phase

HintFollow the physical route while clearing every productive side room.
WhereComplete Computer and Fire-Control Route and save at its next offered window.
Full detailUse the newly controlled character to visit Computer Room, Cargo Bay, Special Storage, Data Control, and Security Room. Collect Rocket Launcher, extinguish the fire, apply Data Disk, operate the security console, and use Save Points 8 through 10.

Engine Preparation

Campaign Phase

HintFollow the physical route while clearing every productive side room.
WhereComplete Engine Preparation and save at its next offered window.
Full detailAfter Save Point 11, collect Gas Launcher from Operation Room, gas rounds from first class, missiles from Boiler Room, grenade rounds from Power Control, and remaining shells and clips along the route. Enter the southern Engine Room ready for Save Point 12.

Submarine Completion Sweep

Campaign Phase

HintFollow the physical route while clearing every productive side room.
WhereComplete Submarine Completion Sweep and save at its next offered window.
Full detailComplete the engine combat, then search submarine Sickbay, Crew Quarters, Operation Room, stair corridor, Bridge, Torpedo Room, and Control Room. Take the third Diamet, every rare ammunition cache, and Save Point 13 before using the control console.

Blocked-Corridor Return

Campaign Phase

HintFollow the physical route while clearing every productive side room.
WhereComplete Blocked-Corridor Return and save at its next offered window.
Full detailBack on the ship, use the Pool's northern door, Seat Deck stairs, Rear Elevator, Corridor A, and Boiler Room because fire blocks the short balcony line. Finish the engine reunion, clean Power Control, and write Save Point 14.

Final Upper-Deck Clear

Campaign Phase

HintFollow the physical route while clearing every productive side room.
WhereComplete Final Upper-Deck Clear and save at its next offered window.
Full detailFrom Boiler Room, return through Corridor B, the Side Deck, and Corridor C to the Upper Deck. Equip Diamet on all three characters, load the Rocket Launcher, distribute strong backup weapons, finish the final combat, and let the single ending and credits complete.

All Route Items

You are here when: Corpses, cupboards, crates, consoles, cabin drawers, enemy drops, and locked utility rooms across all floors.

Most doors require selecting the correct key manually from inventory.

PDA

Route Item

HintRoute objects and carrying enemies open the ship in layers.
WhereFind it at starting inventory; it stores documents and objectives.
Full detailOpen the starting inventory and inspect the PDA. Reopen it after every document pickup to verify the text and current objective have been recorded.

Coolant Fuse

Route Item

HintRoute objects and carrying enemies open the ship in layers.
WhereFind it at Restaurant Balcony 2F; it opens refrigerator route.
Full detailOn the Restaurant Balcony at 2F, inspect the dark wall recess and take the fuse. Carry it downstairs, stand beside the Kitchen's southern door, and select Use from the inventory to open the Refrigerator.

Kitchen Key

Route Item

HintRoute objects and carrying enemies open the ship in layers.
WhereFind it at Restaurant corpse 1F; it opens western kitchen.
Full detailSearch the white-clothed body in the 1F Restaurant, take the key, stand at the western restaurant door, and use it manually to enter the Kitchen.

Crew Area Key

Route Item

HintRoute objects and carrying enemies open the ship in layers.
WhereFind it at Refrigerator 1F; it opens crew corridor.
Full detailInside the 1F Refrigerator, inspect the lower southern shelf and take the key. Return to the 2F Side Deck and use it on the second-to-last western door to enter Corridor C.

Elevator 1 Key

Route Item

HintRoute objects and carrying enemies open the ship in layers.
WhereFind it at Corridor A zombie; it opens rear elevator.
Full detailIn 2F Corridor A, defeat the zombie carrying the key and search its body. Use the key at the western Rear Elevator only after collecting the Shotgun, nearby documents, and bathroom supplies.

Security Card

Route Item

HintRoute objects and carrying enemies open the ship in layers.
WhereFind it at Seat Deck zombie; it opens security room.
Full detailOn the 4F Seat Deck, defeat the item-carrying zombie among the chair rows and search it. Use the card on the locked Security Room door beside the Pool.

Rope

Route Item

HintRoute objects and carrying enemies open the ship in layers.
WhereFind it at Pool cupboard 4F; it opens floor descent.
Full detailAt the 4F Pool, inspect the small cupboard immediately beside the entrance. Keep the Rope until the first-class route directs you to the large opening in the Multi Purpose floor, where it is used automatically or through the inventory prompt.

Bar Room Key

Route Item

HintRoute objects and carrying enemies open the ship in layers.
WhereFind it at Pool female zombie; it opens eastern bar.
Full detailAt the Pool, defeat the female zombie holding the key and search the body. Use it on the eastern door to enter the Bar and continue toward the Elevator Passage.

Elevator 2 Key

Route Item

HintRoute objects and carrying enemies open the ship in layers.
WhereFind it at Suite Room P zombie; it opens main elevators.
Full detailEnter Suite Room P from the eastern upper-deck route, defeat the zombie guarding the room, and take its key. Return to the Elevator Passage and use it to activate the central Main Elevators.

Blowtorch

Route Item

HintRoute objects and carrying enemies open the ship in layers.
WhereFind it at Cargo Bay corpse; it opens special storage.
Full detailRide the Crew Elevators to the 1F Cargo Bay and inspect the body against the northern wall. Take the Blowtorch to the adjoining Storage Bay and use it on the western metal door.

Computer Card A

Route Item

HintRoute objects and carrying enemies open the ship in layers.
WhereFind it at Special Storage crates; it opens computer room.
Full detailAfter cutting into Special Storage, search between the crates close to the entrance and collect the first Computer Card. Carry it to the 3F computer-area door reached by the Crew Elevators.

Crowbar

Route Item

HintRoute objects and carrying enemies open the ship in layers.
WhereFind it at Special Storage boxes; it opens crew room.
Full detailIn Special Storage, inspect the small boxes along the southern wall. Return to the 2F Crew Elevator landing and use the Crowbar on the jammed Crew Room door.

Extinguisher

Route Item

HintRoute objects and carrying enemies open the ship in layers.
WhereFind it at Crew Room cupboard; it clears data-room fire.
Full detailOpen the 2F Crew Room with the Crowbar and take the Extinguisher from its cupboard. Keep it until the later 1F Storage Bay visit, then use it on the fire blocking Data Control.

Control Pass

Route Item

HintRoute objects and carrying enemies open the ship in layers.
WhereFind it at Computer Room console; it opens data control.
Full detailOpen the 3F Computer Room with either Computer Card and take the pass from the upper-left console. Use it on the middle Storage Bay door at 1F to enter Data Control.

Elevator Pass

Route Item

HintRoute objects and carrying enemies open the ship in layers.
WhereFind it at Data Control zombie; it opens fourth-floor elevator.
Full detailInside 1F Data Control, defeat the zombie carrying the pass and search its body. Use the pass at the Crew Elevator's sealed 4F doors to step into the upper access area.

Data Disk

Route Item

HintRoute objects and carrying enemies open the ship in layers.
WhereFind it at Data Control corpse; it operates data console.
Full detailSearch the blue-clothed body inside Data Control and take the disk. After the fire is removed and the room is re-entered later, approach the correct console so the disk is applied.

Boiler Key

Route Item

HintRoute objects and carrying enemies open the ship in layers.
WhereFind it at Operation Room corpse; it opens boiler room.
Full detailFrom the 4F Crew Elevator exit, enter the Operation Room and inspect the body for the key. Return to Corridor A on 2F and use it on the westernmost locked door.

2nd Class Key

Route Item

HintRoute objects and carrying enemies open the ship in layers.
WhereFind it at second character inventory; it opens second-class cabins.
Full detailWhen the 3F cabin objective begins, inspect the second party member's inventory and retain the supplied key. Use it on the western Lobby Balcony door to enter the second-class corridor.

Semtex

Route Item

HintRoute objects and carrying enemies open the ship in layers.
WhereFind it at second-class cabin; it opens captain-room door.
Full detailIn the second-class corridor, search the cupboard inside the middle lower-row cabin and take the explosive. Later, use it on the southern door beside the 3F Crew Elevators to enter the Captain Room.

Lock Pick

Route Item

HintRoute objects and carrying enemies open the ship in layers.
WhereFind it at second-class cabin; it opens northern cabin.
Full detailSearch the cupboard in a lower-row second-class cabin beyond the yellow-herb room. Return to the northernmost locked cabin and use the Lock Pick at its door.

Cabin C34 Key

Route Item

HintRoute objects and carrying enemies open the ship in layers.
WhereFind it at locked cabin drawers; it opens southwest cabin.
Full detailInside the cabin opened with the Lock Pick, inspect the drawers for C34's key and collect the Assault Rifle from the cupboard. Use the key on the southwest second-class cabin.

1st Class Key

Route Item

HintRoute objects and carrying enemies open the ship in layers.
WhereFind it at C34 cabin cupboard; it opens first-class cabins.
Full detailOpen the C34 cabin and take the key from its cupboard. Return to the 3F Lobby Balcony and use it on the eastern door only after all second-class weapons, armor, and ammunition are collected.

Computer Card B

Route Item

HintRoute objects and carrying enemies open the ship in layers.
WhereFind it at Captain Room safe; it opens computer room.
Full detailOpen the Captain Room with Semtex and search its safe for the second Computer Card. This provides another route into the 3F Computer Room; retain it in the shared inventory afterward.

Medical Key

Route Item

HintRoute objects and carrying enemies open the ship in layers.
WhereFind it at Corridor B toilet; it opens medical office.
Full detailAfter descending into Multi Purpose, reach Corridor B and inspect the toilet at its northeastern branch. Take the key and use it on the second locked door along 2F Corridor A.

Library Key

Route Item

HintRoute objects and carrying enemies open the ship in layers.
WhereFind it at Piano Bar zombie; it opens second-floor library.
Full detailEnter the 2F Piano Bar and defeat the female zombie standing in the dark near the piano. Search the body, return to Corridor A, and use the key on its first locked door.

Lounge Key

Route Item

HintRoute objects and carrying enemies open the ship in layers.
WhereFind it at Library 2F; it opens viewing lounge.
Full detailInside the 2F Library, inspect the room thoroughly and take the ornate key with the other pickups. Ride the Rear Elevator to 3F and use it on Corridor E's western door.

Operator Pass

Route Item

HintRoute objects and carrying enemies open the ship in layers.
WhereFind it at Viewing Lounge zombie; it reboots control computer.
Full detailOpen the 3F Viewing Lounge, travel to its far western side, defeat the item-carrying zombie, and search the body. Return to the Computer Room and approach the correct console to supply the required pass.

Cabin F50 Key

Route Item

HintRoute objects and carrying enemies open the ship in layers.
WhereFind it at Lounge Kitchen zombie; it opens first-class cabin.
Full detailEnter the upper kitchen off the Viewing Lounge's middle aisle and defeat the female zombie carrying the key. Return to first class and open the fifth cabin from the left for its supply cache.

Complete PDA Document Archive

You are here when: Readable papers on balconies, corridors, bathrooms, public rooms, the library, seat deck, and computer room.

Every paper should remain readable from the PDA after pickup.

Document 1 — Info Doc (missable)

PDA Document

HintReadable papers explain a mechanic or point toward a useful room.
WhereRead Info Doc in Side Deck 2F.
Full detailAt the opening 2F Side Deck, walk west from the start and read the document lying before the large Lobby door. Reopen it once through the PDA. Confirm its title remains available in the PDA archive before continuing.

Document 2 — Run Doc (missable)

PDA Document

HintReadable papers explain a mechanic or point toward a useful room.
WhereRead Run Doc in Lobby 2F.
Full detailInside the 2F Lobby, move to the western wall and read the paper above the left exit before entering the Restaurant Balcony. Confirm its title remains available in the PDA archive before continuing.

Document 3 — Health Doc (missable)

PDA Document

HintReadable papers explain a mechanic or point toward a useful room.
WhereRead Health Doc in Restaurant Balcony 2F.
Full detailOn the western Restaurant Balcony at 2F, collect the document near the first wall recess before taking the Coolant Fuse. Confirm its title remains available in the PDA archive before continuing.

Document 4 — Equip Doc (missable)

PDA Document

HintReadable papers explain a mechanic or point toward a useful room.
WhereRead Equip Doc in Restaurant Balcony 2F.
Full detailContinue along the same 2F balcony toward Corridor A and read the document beside the next doorway before entering. Confirm its title remains available in the PDA archive before continuing.

Document 5 — Poison Doc (missable)

PDA Document

HintReadable papers explain a mechanic or point toward a useful room.
WhereRead Poison Doc in Bathroom 6 2F.
Full detailEnter Bathroom 6 from Corridor A, deal with the occupants, and read the paper near the purple-herb pickup. Confirm its title remains available in the PDA archive before continuing.

Document 6 — Items Doc (missable)

PDA Document

HintReadable papers explain a mechanic or point toward a useful room.
WhereRead Items Doc in Corridor A 2F.
Full detailProceed along 2F Corridor A and read the document at the bend before approaching the key-carrying zombie and Shotgun position. Confirm its title remains available in the PDA archive before continuing.

Document 7 — Escape Doc (missable)

PDA Document

HintReadable papers explain a mechanic or point toward a useful room.
WhereRead Escape Doc in Corridor A 2F.
Full detailFrom Corridor A's central crossing, travel south and west, then read the paper before unlocking the Rear Elevator. Confirm its title remains available in the PDA archive before continuing.

Document 8 — Targeting Doc (missable)

PDA Document

HintReadable papers explain a mechanic or point toward a useful room.
WhereRead Targeting Doc in Corridor E 3F.
Full detailRide the Rear Elevator to 3F, clear the immediate corridor, and read the paper near the stair route to the Seat Deck. Confirm its title remains available in the PDA archive before continuing.

Document 9 — Armour Doc (missable)

PDA Document

HintReadable papers explain a mechanic or point toward a useful room.
WhereRead Armour Doc in Seat Deck 4F.
Full detailClimb to the 4F Seat Deck and read the document near the upper walkway before searching the western chair row for Kevlar. Confirm its title remains available in the PDA archive before continuing.

Document 10 — Library Doc (missable)

PDA Document

HintReadable papers explain a mechanic or point toward a useful room.
WhereRead Library Doc in Piano Bar 2F.
Full detailIn the 2F Piano Bar, collect the paper before searching the dark piano area for the key-carrying enemy. Confirm its title remains available in the PDA archive before continuing.

Document 11 — Kitchen Doc (missable)

PDA Document

HintReadable papers explain a mechanic or point toward a useful room.
WhereRead Kitchen Doc in Library 2F.
Full detailOpen the 2F Library from Corridor A and read the document among its main pickups before taking the Lounge Key. Confirm its title remains available in the PDA archive before continuing.

Document 12 — Computer Doc (missable)

PDA Document

HintReadable papers explain a mechanic or point toward a useful room.
WhereRead Computer Doc in Computer Room 3F.
Full detailOpen the 3F Computer Room with a Computer Card and read the document beside the upper consoles before taking the Control Pass. Confirm its title remains available in the PDA archive before continuing.

Fourteen Fixed Save Windows

You are here when: Prompt screens appearing after major room objectives from the Rear Elevator through the Boiler Room.

Declining a prompt removes that exact opportunity; rotate all three slots.

Save Point 1 (missable)

Save Point

HintA one-time prompt appears after a major physical objective.
WhereSave at Rear Elevator 2F, after Elevator 1 Key.
Full detailAfter collecting both Corridor A documents, the Shotgun, Elevator 1 Key, and nearby shells, use the Rear Elevator and accept the first save prompt. Write Slot 1 and back up save-RAM.

Save Point 2 (missable)

Save Point

HintA one-time prompt appears after a major physical objective.
WhereSave at Security Room 4F, after first console.
Full detailComplete the early ship-wide utility sweep, use Security Card at the 4F Pool, operate the Security Room console, and save when the exit prompt appears. Write Slot 2.

Save Point 3 (missable)

Save Point

HintA one-time prompt appears after a major physical objective.
WhereSave at Elevator Passage 4F, after upper-deck combat.
Full detailComplete the first upper-deck combat, return to Elevator Passage, and accept the prompt before taking the Main Elevators toward the cabin route. Write Slot 3.

Save Point 4 (missable)

Save Point

HintA one-time prompt appears after a major physical objective.
WhereSave at Second-Class Cabins 3F, after 1st Class Key.
Full detailFinish the full second-class sweep, including Kevlar, Semtex, Lock Pick, Assault Rifle, C34 Key, ammunition, and 1st Class Key. Save before opening first class.

Save Point 5 (missable)

Save Point

HintA one-time prompt appears after a major physical objective.
WhereSave at Multi Purpose 4F, after floor descent.
Full detailOpen first class, complete its required transition, reach Multi Purpose through the floor descent, and save before leaving that room for Corridor B.

Save Point 6 (missable)

Save Point

HintA one-time prompt appears after a major physical objective.
WhereSave at Security Room 4F, after second console.
Full detailComplete the Library, Medical Office, Lounge, cabin-cache, and Dressing Room cleanup, then operate the Security Room console again. Save at its exit.

Save Point 7 (missable)

Save Point

HintA one-time prompt appears after a major physical objective.
WhereSave at Side Deck 2F, before Upper Deck.
Full detailTravel to the 2F Side Deck, collect its current cabinet and enemy drops, and accept the prompt immediately before the Upper Deck door.

Save Point 8 (missable)

Save Point

HintA one-time prompt appears after a major physical objective.
WhereSave at Computer Room 3F, after computer attempt.
Full detailDuring the new playable phase, reach the 3F Computer Room, attempt the upper console with the required card and pass state, then save before descending to 1F.

Save Point 9 (missable)

Save Point

HintA one-time prompt appears after a major physical objective.
WhereSave at Data Control 1F, after Data Disk.
Full detailRemove the Storage Bay fire, enter Data Control, apply Data Disk at the console, and save before beginning the return to Security Room.

Save Point 10 (missable)

Save Point

HintA one-time prompt appears after a major physical objective.
WhereSave at Security Room 4F, after third console.
Full detailOperate the 4F Security Room console for the third time and accept the save prompt at its exit before traveling toward the Piano Bar.

Save Point 11 (missable)

Save Point

HintA one-time prompt appears after a major physical objective.
WhereSave at Upper Deck 2F, before solo equipment sweep.
Full detailFinish the next physical transition and save on the Upper Deck before starting the solo weapon-and-ammunition sweep.

Save Point 12 (missable)

Save Point

HintA one-time prompt appears after a major physical objective.
WhereSave at Engine Room 1F, before engine combat.
Full detailCollect Gas Launcher, its first rounds, Boiler Room missiles, Power Control grenade rounds, and engine supplies. Save at the southern Engine Room approach before combat.

Save Point 13 (missable)

Save Point

HintA one-time prompt appears after a major physical objective.
WhereSave at Submarine Control Room, before control console.
Full detailOn the submarine, collect Sickbay herbs, Crew Quarters armor and ammunition, Torpedo Room missiles, and Bridge gas rounds. Enter Control Room and save before operating its console.

Save Point 14 (missable)

Save Point

HintA one-time prompt appears after a major physical objective.
WhereSave at Boiler Room 2F, before final deck return.
Full detailReturn through the ship's unblocked northern route, regroup in the Engine Room, clean Power Control, and save in the Boiler Room before the final Upper Deck journey.

Complete Weapon Roster

You are here when: Starting inventory, Corridor A, second-class cabins, Refrigerator, Special Storage, and Operation Room.

Own every weapon before collecting its associated rare ammunition caches.

Knife

Weapon

HintThe arsenal expands through increasingly remote side rooms.
WhereCollect it from starting inventory; close-range reusable.
Full detailOpen the starting inventory, equip the Knife, and land a centered hit against a lone nearby enemy. Its attack consumes nothing, but its range begins only when the enemy is close enough to retaliate.

Handgun

Weapon

HintThe arsenal expands through increasingly remote side rooms.
WhereCollect it from starting inventory; uses HG Bullets.
Full detailEquip the starting Handgun, collect its first bullets from the opening Side Deck cabinet, and land a central weak-point shot. Use it for ordinary encounters to preserve rarer ammunition.

Shotgun (missable)

Weapon

HintThe arsenal expands through increasingly remote side rooms.
WhereCollect it from Corridor A vase; uses SG Shells.
Full detailIn 2F Corridor A, search the wall recess beside the second vase after obtaining Elevator 1 Key. Take the Shotgun, backtrack through both bathrooms and the balcony for shells, then fire it during a successful encounter.

Assault Rifle (missable)

Weapon

HintThe arsenal expands through increasingly remote side rooms.
WhereCollect it from locked second-class cabin; uses AR Bullet Clips.
Full detailUse the Lock Pick on the northernmost second-class cabin, take C34 Key from the drawers, and collect the Assault Rifle from the cupboard. Retrieve the nearby wall-plant clip before leaving the cabin area.

Grenade Gun (missable)

Weapon

HintThe arsenal expands through increasingly remote side rooms.
WhereCollect it from Refrigerator 1F; uses GL Rounds.
Full detailAfter obtaining Medical and Library access, revisit the 1F Refrigerator and inspect its weapon pickup. Collect grenade rounds from the Restaurant curtain and later side rooms, then fire the weapon during a completed battle.

Rocket Launcher (missable)

Weapon

HintThe arsenal expands through increasingly remote side rooms.
WhereCollect it from Special Storage corner; uses RL Missiles.
Full detailDuring the later solo 1F sweep, enter Special Storage and clear the upper-left corner. Take the Rocket Launcher, then collect missiles from the Boiler Room, first-class cache, and submarine Torpedo Room before the final deck.

Gas Launcher (missable)

Weapon

HintThe arsenal expands through increasingly remote side rooms.
WhereCollect it from Operation Room console; uses GG Rounds.
Full detailAfter the eleventh save window, ride the Crew Elevators to 4F and inspect the eastern Operation Room console. Take the Gas Launcher, collect rounds from first class and the submarine Bridge, and use one normal shot before testing its run-mode glitch.

Armor and Herb Types

You are here when: Chair rows, cabin cupboards, library and medical rooms, shops, utility passages, and submarine compartments.

Collect all three copies of every armor tier so each party member can upgrade.

Kevlar (missable)

Armor

HintThree copies let the whole party share one protection tier.
WhereCollect all copies: Seat Deck 4F, second-class cabin 3F, Library 2F.
Full detailCollect the three light-armor copies from the western chair row on Seat Deck 4F, a cupboard in the second-class cabins, and the 2F Library. Equip one on each party member until stronger armor replaces it.

Titanium (missable)

Armor

HintThree copies let the whole party share one protection tier.
WhereCollect all copies: Elevator Passage 4F, Shop 2F, first-class cabin 3F.
Full detailCollect the medium-armor copies from the northern Elevator Passage at 4F, the first display behind the 2F Shop counter, and a first-class cabin. Replace Kevlar on every character as copies become available.

Diamet (missable)

Armor

HintThree copies let the whole party share one protection tier.
WhereCollect all copies: Medical Office 2F, Captain Room 3F, Submarine Crew Quarters.
Full detailCollect the heavy-armor copies from the 2F Medical Office, the 3F Captain Room cupboard, and the submarine Crew Quarters. Equip all three before the late return route so each playable character receives maximum protection.

Green Herb

Herb Type

HintEach color has a distinct recovery purpose.
WhereCollect and use one; it provides light healing.
Full detailCollect one from the Restaurant Balcony recess and use it only after light damage. Additional green herbs appear throughout passenger, security, and submarine rooms.

Yellow Herb

Herb Type

HintEach color has a distinct recovery purpose.
WhereCollect and use one; it provides medium healing.
Full detailTake the opening yellow herbs from the Side Deck cabinet and use one after moderate damage. Check passenger rooms and Sickbay for later copies.

Red Herb

Herb Type

HintEach color has a distinct recovery purpose.
WhereCollect and use one; it provides heavy healing.
Full detailCollect the first red herb from the 1F Restaurant and use it after heavy damage. Preserve another copy for the long blocked-corridor return.

Blue Herb

Herb Type

HintEach color has a distinct recovery purpose.
WhereCollect and use one; it provides cures poison.
Full detailTake a blue herb from the 4F Dressing Room or submarine Sickbay and use it while the poison indicator is active. It removes poison without serving as the main healing item.

Purple Herb

Herb Type

HintEach color has a distinct recovery purpose.
WhereCollect and use one; it provides heavy healing plus antidote.
Full detailCollect the first purple herbs from Bathroom 6 and test one while both poisoned and injured. It removes poison and restores heavy damage in the same inventory action.

Finite Ammunition Cleanup

You are here when: Wall cabinets, vases, curtains, bathrooms, corpses, enemy drops, cabins, utility rooms, and submarine storage.

The game refuses ammunition for weapons not yet owned, so remember and revisit early caches.

Grenade Rounds (missable)

Ammunition Family

HintFinite caches appear only after their matching weapon is owned.
WhereCollect its caches from Restaurant curtain, Shop 2F, Dressing Room 4F, Suite Room S.
Full detailAfter collecting the Grenade Gun, recover its caches from the 1F Restaurant curtain, 2F Shop, 4F Dressing Room, and Suite Room S, then collect later Power Control and submarine rounds. Do not approach an ammo pickup before owning its weapon because the game refuses it.

Rocket Missiles (missable)

Ammunition Family

HintFinite caches appear only after their matching weapon is owned.
WhereCollect its caches from Boiler Room 2F, first-class cabin 3F, Submarine Torpedo Room.
Full detailAfter taking the Rocket Launcher, collect missiles from the 2F Boiler Room, the remembered first-class cabin cache, and the submarine Torpedo Room. Reserve enough for the final upper-deck combat and use the repeated-cache glitch only on a separate slot.

Gas Rounds (missable)

Ammunition Family

HintFinite caches appear only after their matching weapon is owned.
WhereCollect its caches from first-class cabin 3F, Submarine Bridge.
Full detailAfter taking Gas Launcher, revisit the remembered first-class cabin cache and collect the box near the submarine Bridge periscope. Keep one round for the run-target glitch test and the rest for crowded rooms.

Assault Clips (missable)

Ammunition Family

HintFinite caches appear only after their matching weapon is owned.
WhereCollect its caches from second-class wall plant, Library zombie, Submarine Crew Quarters.
Full detailTake the first clip from the wall plant in the second-class corridor after obtaining the Assault Rifle. Later collect clips from an item-carrying Library enemy and the submarine Crew Quarters.

Shotgun Shells (missable)

Ammunition Family

HintFinite caches appear only after their matching weapon is owned.
WhereCollect its caches from bathrooms and corpses, submarine route, final return.
Full detailAfter collecting the Shotgun, revisit both Corridor A bathrooms, the Restaurant Balcony body, and nearby corpses. Continue checking side-deck, library, engine, submarine, and final-return enemies for later shell drops.

Handgun Bullets (missable)

Ammunition Family

HintFinite caches appear only after their matching weapon is owned.
WhereCollect its caches from many cabinets zombies, all route phases.
Full detailInspect opening wall cabinets and vases, then search defeated item-carrying zombies throughout every floor. Keep the total below 99 only when an upcoming pickup would otherwise be wasted.

Reproducible Ammunition Glitches

You are here when: The battle escape interface and the connected Boiler, Engine, and Power Control rooms around Save Point 12.

Use separate slots so glitch testing never replaces the normal campaign state.

Free Gas Launcher Run Shot (missable)

Glitch

HintOne battle-state transition can fire without reducing the counter.
WhereEnter Run mode with Gas Launcher equipped and at least one round.
Full detailEquip Gas Launcher while it holds one or more rounds, enter a battle, press Start to activate the red Run Target, then press the normal fire action before completing the escape. The shot clears the visible enemies without decreasing gas ammunition; test this on a separate save and then reload.

Engine-Room Ammunition Loop (missable)

Glitch

HintA late Continue repopulates three nearby supplies.
WhereAt Save Point 12, lose the engine combat and choose Continue.
Full detailUse a separate Slot 3 save at Point 12. Collect the Engine Room handgun bullets, Power Control grenade rounds, and Boiler Room missiles, enter the nearby combat, intentionally lose, and choose Continue. Repeat the three pickups until the desired counters reach 99, then preserve the normal pre-glitch slot separately.

99 Handgun Bullets

Glitch Result

HintThe nearest repeated cache fills the basic weapon first.
WhereRepeat the engine loop until Handgun ammunition reaches 99.
Full detailAfter each Continue at Save Point 12, take the repopulated Handgun bullets in Engine Room before re-entering combat. Stop when the inventory displays 99 so no later pickup is silently wasted.

99 Grenade Rounds

Glitch Result

HintA side-room cache also returns after the same Continue.
WhereRepeat the engine loop through Power Control until Grenade ammunition reaches 99.
Full detailFrom the resumed checkpoint, detour into Power Control, collect the restored grenade rounds, return to the engine combat, lose, and Continue. Repeat while retaining the Grenade Gun until its counter reaches 99.

99 Rocket Missiles

Glitch Result

HintThe boiler cache is the rarest repeated supply.
WhereRepeat the engine loop through Boiler Room until Rocket ammunition reaches 99.
Full detailAfter each Continue, climb back to Boiler Room and take the restored missile box, then return to the engine combat and repeat. Because each trip is long, maintain the untouched normal Slot 1 or Slot 2 in case the cartridge state becomes unstable.

Campaign and Completion Ledger

You are here when: The final Upper Deck, ending presentation, credits, title screen, PDA, and character equipment screens.

One ending and one campaign setting exist; completion comes from the full content ledger.

Complete the Full Campaign

Campaign Clear

HintOne continuous route covers every mandatory location.
WhereFinish the final Upper Deck combat and reach the credits.
Full detailUse the Save Point 14 file, distribute heavy armor and strong weapons across all three characters, return through Corridor B and Corridor C, complete the last combat without using an older Continue state, and allow the entire ending presentation and credits to finish.

Record the Single Ending

Ending

HintThere is no alternate branch or character-specific conclusion.
WhereFinish once and record the ending without describing its events.
Full detailComplete the campaign from any valid Save Point 14 file and let the final presentation play. The game has one ending, no route choices that alter it, and no separate ending unlock, so preserve one completed credits recording in the ledger.

Use Every Playable Character

Character Ledger

HintThe campaign changes control and permits party switching.
WhereLand a successful attack as Barry, Leon, and Lucia.
Full detailDuring each available party configuration, place a weapon and armor on every character, switch to that character in battle, and land one centered hit. Record all three names in the completion ledger before the final deck.

Complete the PDA Archive

Collection

HintEvery readable mechanic sheet remains accessible in one menu.
WhereVerify all twelve document titles in the PDA.
Full detailBefore Save Point 14, open the PDA and compare its archive against the twelve-document guide list. Revisit any still-accessible floor for missing papers, then preserve a slot showing the complete archive before finishing.

No Difficulty Clears Required

Scope Note

HintThis release offers no selectable difficulty ladder.
WhereComplete the sole campaign setting once.
Full detailDo not invent Easy, Normal, Hard, rank, or New Game Plus requirements: the Game Boy Color release exposes one campaign setting and no post-clear difficulty unlock. Completion is the full content ledger on that route.

No Post-Clear Unlocks

Scope Note

HintCredits do not add a bonus weapon, costume, or mode.
WhereVerify the title screen after one full clear.
Full detailAfter credits, return to the title screen and inspect its available options. Record that no new mode, outfit, rank reward, weapon, or extra scenario appears; retain the completed save only as evidence of the clear.

Open the spoiler-free interactive guide

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