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Resident Evil Outbreak File #2 (2004)

100% completion of the selected original PlayStation 2 route, including preserved online features, spoiler-free · 27 areas · 873 tracked items

This page shows everything, including exact locations. It exists so you can search for one specific collectible and find it. If you are playing blind, use the interactive spoiler-free version instead — it hides locations until you ask for them, one item at a time.

Open the spoiler-free interactive guide

Selected Route, Training, and Preserved Online

You are here when: The PS2 title screen, Training Ground, memory-card interface, Network Play, and a private lobby.

Establish a clean, reproducible original-release route before collecting anything.

Use the Original PlayStation 2 Route

Setup

HintOne console release contains the complete selected route.
WhereUse an original File #2 disc on a PlayStation 2 or a tested PS2 emulator.
Full detailConfirm the disc region, controller, real-time menu, memory-card slot, and save operation before measuring progress. There is no secondary or definitive edition to merge.

Begin on a Clean Memory Card

Archive Safety

HintImported data can make rewards appear before their requirements are met.
WhereCreate a blank File #2 save and retain an untouched copy.
Full detailBoot the chosen disc with a new card, verify the Collection and Scenario Select pages contain only initial entries, then clone the card. Keep separate working copies for difficulties, event marks, SP items, online play, and shop purchases.

Complete Training Ground

Tutorial

HintThe practice route teaches systems added for this entry.
WhereChoose Training Ground and follow every on-screen lesson through its exit.
Full detailRead each prompt, exchange an item with the AI partner, command that partner to use an item, help the downed partner stand, recover an item from another inventory, break the blocked door, and reach the tutorial finish.

Preserve the Japanese Network Route

Online Setup

HintCommunity-hosted multiplayer depends on one regional build.
WhereUse a lawfully owned Japanese disc with the current OBSRV connection instructions.
Full detailDump your own Japanese disc and console firmware, preserve untouched hashes, then configure either native PS2 networking or a compatible PCSX2 build. Apply an optional translation patch only to a duplicate image.

Reach an OBSRV Lobby

Online Setup

HintThe retired official network has a maintained archival replacement.
WhereRegister with OBSRV, use its current network values, and enter a private lobby.
Full detailFollow OBSRV's live setup page because addresses may change. Create a separate account, test DNS and memory-card persistence, enter Network Play, create a passworded room, and reconnect once after a cold boot.

Finish a Four-Player Scenario

Online Feature

HintFull cooperation exposes interactions that solo partners cannot demonstrate reliably.
WhereClear any scenario with four human players connected from start to result screen.
Full detailUse a private group, divide inventory and key-item duties, exchange one object, raise an injured teammate, respond with the built-in call system, and keep all four clients connected until the clear is recorded.

Record the Online Infected-State Feature (missable)

Online Feature

HintA failed online survivor can briefly remain interactive.
WhereOn a disposable private-room save, allow one consenting player's virus gauge to fill.
Full detailRemove rare items, leave at least one teammate active, let the chosen gauge reach its limit, and record the temporary player-controlled hostile state. End the test, discard the altered card, and restore the clean online copy.

Eight Main Survivors

You are here when: Character Select and the safe opening portion of any main scenario.

Demonstrate each personal item and signature action.

Kevin

Character

HintEach survivor changes inventory planning and moment-to-moment options.
WhereClear one scenario as Kevin while using the personal handgun and testing kick and focused shot.
Full detailStart on Easy with an uncluttered inventory. Demonstrate the personal handgun, perform kick and focused shot, exchange an item with a partner, become injured and recover, then finish the scenario so this survivor has a clean completion record.

Mark

Character

HintEach survivor changes inventory planning and moment-to-moment options.
WhereClear one scenario as Mark while using the personal handgun and testing guard and charged swing.
Full detailStart on Easy with an uncluttered inventory. Demonstrate the personal handgun, perform guard and charged swing, exchange an item with a partner, become injured and recover, then finish the scenario so this survivor has a clean completion record.

Jim

Character

HintEach survivor changes inventory planning and moment-to-moment options.
WhereClear one scenario as Jim while using the coin and testing luck toss and play dead.
Full detailStart on Easy with an uncluttered inventory. Demonstrate the coin, perform luck toss and play dead, exchange an item with a partner, become injured and recover, then finish the scenario so this survivor has a clean completion record.

George

Character

HintEach survivor changes inventory planning and moment-to-moment options.
WhereClear one scenario as George while using the medical set and testing medicine conversion and tackle.
Full detailStart on Easy with an uncluttered inventory. Demonstrate the medical set, perform medicine conversion and tackle, exchange an item with a partner, become injured and recover, then finish the scenario so this survivor has a clean completion record.

David

Character

HintEach survivor changes inventory planning and moment-to-moment options.
WhereClear one scenario as David while using the toolbox and testing repair, crafting, wrench, and knife chain.
Full detailStart on Easy with an uncluttered inventory. Demonstrate the toolbox, perform repair, crafting, wrench, and knife chain, exchange an item with a partner, become injured and recover, then finish the scenario so this survivor has a clean completion record.

Alyssa

Character

HintEach survivor changes inventory planning and moment-to-moment options.
WhereClear one scenario as Alyssa while using the lock picks and testing picking, back step, and focused shot.
Full detailStart on Easy with an uncluttered inventory. Demonstrate the lock picks, perform picking, back step, and focused shot, exchange an item with a partner, become injured and recover, then finish the scenario so this survivor has a clean completion record.

Yoko

Character

HintEach survivor changes inventory planning and moment-to-moment options.
WhereClear one scenario as Yoko while using the knapsack and testing expanded inventory and escape move.
Full detailStart on Easy with an uncluttered inventory. Demonstrate the knapsack, perform expanded inventory and escape move, exchange an item with a partner, become injured and recover, then finish the scenario so this survivor has a clean completion record.

Cindy

Character

HintEach survivor changes inventory planning and moment-to-moment options.
WhereClear one scenario as Cindy while using the herb case and testing herb storage, direct healing, and duck.
Full detailStart on Easy with an uncluttered inventory. Demonstrate the herb case, perform herb storage, direct healing, and duck, exchange an item with a partner, become injured and recover, then finish the scenario so this survivor has a clean completion record.

Scenario, Difficulty, and Extra-Mode Progression

You are here when: Scenario Select, the five main environments, and Collection > Extra.

Complete every main difficulty and unlockable challenge ruleset.

Complete Wild Things (missable)

Scenario

HintLearn the geography before combining hidden-object and event runs.
WhereFinish Wild Things once on Easy without an infinite-resource option.
Full detailCollect its wall map and readable files, preserve a save before the final one-way transition, reach any valid exit, and confirm Wild Things gains a result record. Later areas cover its alternate outcomes, four difficulties, events, and SP items.

Complete Underbelly (missable)

Scenario

HintLearn the geography before combining hidden-object and event runs.
WhereFinish Underbelly once on Easy without an infinite-resource option.
Full detailCollect its wall map and readable files, preserve a save before the final one-way transition, reach any valid exit, and confirm Underbelly gains a result record. Later areas cover its alternate outcomes, four difficulties, events, and SP items.

Complete Flashback (missable)

Scenario

HintLearn the geography before combining hidden-object and event runs.
WhereFinish Flashback once on Easy without an infinite-resource option.
Full detailCollect its wall map and readable files, preserve a save before the final one-way transition, reach any valid exit, and confirm Flashback gains a result record. Later areas cover its alternate outcomes, four difficulties, events, and SP items.

Complete Desperate Times (missable)

Scenario

HintLearn the geography before combining hidden-object and event runs.
WhereFinish Desperate Times once on Easy without an infinite-resource option.
Full detailCollect its wall map and readable files, preserve a save before the final one-way transition, reach any valid exit, and confirm Desperate Times gains a result record. Later areas cover its alternate outcomes, four difficulties, events, and SP items.

Complete End of the Road (missable)

Scenario

HintLearn the geography before combining hidden-object and event runs.
WhereFinish End of the Road once on Easy without an infinite-resource option.
Full detailCollect its wall map and readable files, preserve a save before the final one-way transition, reach any valid exit, and confirm End of the Road gains a result record. Later areas cover its alternate outcomes, four difficulties, events, and SP items.

Unlock and Complete Hard

Mode

HintA progression milestone exposes another ruleset or challenge sequence.
WhereMeet the Easy and Normal clears requirement and reserve 2000 points in Collection points.
Full detailClear all five scenarios on both Easy and Normal, spend 2,000 points, then finish the complete scenario set on Hard.

Unlock and Complete Very Hard

Mode

HintA progression milestone exposes another ruleset or challenge sequence.
WhereMeet the Hard clears requirement and reserve 3000 points in Collection points.
Full detailAfter the Hard set is complete, spend 3,000 points and clear all five scenarios on Very Hard without Infinity.

Unlock and Complete AIPC Amount Set

Mode

HintA progression milestone exposes another ruleset or challenge sequence.
WhereMeet the Easy and Normal clears requirement and reserve 5000 points in Collection points.
Full detailClear all five scenarios on Easy and Normal, spend 5,000 points, then start a run and verify the selectable AI-partner count changes.

Unlock and Complete Infinity

Mode

HintA progression milestone exposes another ruleset or challenge sequence.
WhereMeet the Very Hard clears requirement and reserve 50000 points in Collection points.
Full detailClear all five scenarios on Very Hard, spend 50,000 points, then confirm ammunition and weapon durability no longer decrease.

Unlock and Complete Nightmare

Mode

HintA progression milestone exposes another ruleset or challenge sequence.
WhereMeet the Very Hard clears requirement and reserve 10000 points in Collection points.
Full detailClear all five scenarios on Very Hard, spend 10,000 points, enable Nightmare, and complete a scenario under its altered damage rules.

Unlock and Complete Elimination 1

Mode

HintA progression milestone exposes another ruleset or challenge sequence.
WhereMeet the first two scenarios requirement and reserve 3000 points in Collection points.
Full detailClear Wild Things and Underbelly, spend 3,000 points, then defeat every required target in Elimination 1 and reach its result screen.

Unlock and Complete Elimination 2

Mode

HintA progression milestone exposes another ruleset or challenge sequence.
WhereMeet the first four scenarios requirement and reserve 5000 points in Collection points.
Full detailClear the first four main scenarios, spend 5,000 points, then complete Elimination 2 with ordinary supplies.

Unlock and Complete Elimination 3

Mode

HintA progression milestone exposes another ruleset or challenge sequence.
WhereMeet the earlier Elimination clear requirement and reserve 10000 points in Collection points.
Full detailFinish Elimination 1 or Elimination 2, spend 10,000 points, and clear the combined Elimination sequence.

Unlock and Complete Showdown 1

Mode

HintA progression milestone exposes another ruleset or challenge sequence.
WhereMeet the first three scenarios requirement and reserve 3000 points in Collection points.
Full detailClear the first three main scenarios, spend 3,000 points, and complete Showdown 1 without importing File #1 data.

Unlock and Complete Showdown 2

Mode

HintA progression milestone exposes another ruleset or challenge sequence.
WhereMeet the five scenarios or event requirement and reserve 5000 points in Collection points.
Full detailClear all five main scenarios, spend 5,000 points, and finish Showdown 2. The alternate event-based gate is not needed on this clean route.

Unlock and Complete Showdown 3

Mode

HintA progression milestone exposes another ruleset or challenge sequence.
WhereMeet the earlier Showdown clear requirement and reserve 10000 points in Collection points.
Full detailFinish Showdown 1 or Showdown 2, spend 10,000 points, and clear the combined Showdown sequence.

Clear Every Scenario on Easy

Difficulty

HintThe lowest setting has its own SP-item placements and completion marks.
WhereFinish all five main scenarios on Easy.
Full detailUse one survivor per run, collect no more than eight planned SP items, trigger any compatible checklist events, and save each result. Confirm five Easy records before moving to Normal.

Clear Every Scenario on Normal

Difficulty

HintNormal supplies a second fixed SP-item layout.
WhereFinish all five main scenarios on Normal.
Full detailRepeat the scenario set on Normal, collect its exclusive SP objects, use alternate exits where available, and verify five Normal records. These clears combine with Easy to expose several Collection extras.

Wild Things Event Checklist

You are here when: Public streets leading into animal enclosures, service buildings, stages, and a front gate.

Accumulate all 50 numbered event marks across repeat clears.

Event 01 — Solved combination lock (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, solved combination lock.
Full detailDuring Wild Things, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 01 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 02 — Cut chain on zoo gate (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, cut chain on zoo gate.
Full detailDuring Wild Things, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 02 adds 30 checklist points; reload the branch backup if the percentage does not change.

Event 03 — Played tape at Elephant Stage (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, played tape at Elephant Stage.
Full detailDuring Wild Things, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 03 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 04 — Copied parade BGM tape (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, copied parade BGM tape.
Full detailDuring Wild Things, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 04 adds 30 checklist points; reload the branch backup if the percentage does not change.

Event 05 — Played tape at front gate (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, played tape at front gate.
Full detailDuring Wild Things, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 05 adds 40 checklist points; reload the branch backup if the percentage does not change.

Event 06 — Crushed Rafflesia (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, crushed Rafflesia.
Full detailDuring Wild Things, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 06 adds 30 checklist points; reload the branch backup if the percentage does not change.

Event 07 — Turned on red light in office (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, turned on red light in office.
Full detailDuring Wild Things, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 07 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 08 — Turned on blue light in office (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, turned on blue light in office.
Full detailDuring Wild Things, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 08 adds 30 checklist points; reload the branch backup if the percentage does not change.

Event 09 — Solved red painting puzzle (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, solved red painting puzzle.
Full detailDuring Wild Things, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 09 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 10 — Solved blue painting puzzle (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, solved blue painting puzzle.
Full detailDuring Wild Things, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 10 adds 30 checklist points; reload the branch backup if the percentage does not change.

Event 11 — Entered electrical passcode (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, entered electrical passcode.
Full detailDuring Wild Things, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 11 adds 30 checklist points; reload the branch backup if the percentage does not change.

Event 12 — Closed Elephant Stage gate (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, closed Elephant Stage gate.
Full detailDuring Wild Things, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 12 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 13 — Trapped large zoo threat in Elephant Stage (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, trapped large zoo threat in Elephant Stage.
Full detailDuring Wild Things, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 13 adds 30 checklist points; reload the branch backup if the percentage does not change.

Event 14 — large zoo threat escaped in Elephant Stage (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, large zoo threat escaped in Elephant Stage.
Full detailDuring Wild Things, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 14 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 15 — Killed large zoo threat in zoo (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, killed large zoo threat in zoo.
Full detailDuring Wild Things, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 15 adds 40 checklist points; reload the branch backup if the percentage does not change.

Event 16 — Solved Terrarium Dome puzzle (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, solved Terrarium Dome puzzle.
Full detailDuring Wild Things, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 16 adds 30 checklist points; reload the branch backup if the percentage does not change.

Event 17 — Raised crane at boarding house (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, raised crane at boarding house.
Full detailDuring Wild Things, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 17 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 18 — Turned on spotlight (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, turned on spotlight.
Full detailDuring Wild Things, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 18 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 19 — Used Lion emblem (Red) (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, used Lion emblem (Red).
Full detailDuring Wild Things, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 19 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 20 — Used Lion emblem (Blue) (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, used Lion emblem (Blue).
Full detailDuring Wild Things, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 20 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 21 — large zoo threat appeared at front gate (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, large zoo threat appeared at front gate.
Full detailDuring Wild Things, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 21 adds 30 checklist points; reload the branch backup if the percentage does not change.

Event 22 — second zoo threat appeared (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, second zoo threat appeared.
Full detailDuring Wild Things, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 22 adds 40 checklist points; reload the branch backup if the percentage does not change.

Event 23 — Killed large zoo threat at front gate (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, killed large zoo threat at front gate.
Full detailDuring Wild Things, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 23 adds 40 checklist points; reload the branch backup if the percentage does not change.

Event 24 — Killed second zoo threat (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, killed second zoo threat.
Full detailDuring Wild Things, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 24 adds 50 checklist points; reload the branch backup if the percentage does not change.

Event 25 — Pushed cart away from stairs (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, pushed cart away from stairs.
Full detailDuring Wild Things, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 25 adds 30 checklist points; reload the branch backup if the percentage does not change.

Event 26 — Opened hatch in passage (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, opened hatch in passage.
Full detailDuring Wild Things, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 26 adds 30 checklist points; reload the branch backup if the percentage does not change.

Event 27 — Optional Scene Trigger (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, trigger this numbered optional scene.
Full detailNEEDS_VERIFICATION

Event 28 — Got item from the first attendant (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, got item from the first attendant.
Full detailDuring Wild Things, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 28 adds 30 checklist points; reload the branch backup if the percentage does not change.

Event 29 — Got item from the second attendant (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, got item from the second attendant.
Full detailDuring Wild Things, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 29 adds 30 checklist points; reload the branch backup if the percentage does not change.

Event 30 — Check out back alley (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, check out back alley.
Full detailDuring Wild Things, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 30 adds 30 checklist points; reload the branch backup if the percentage does not change.

Event 31 — Cut chain on boarding house (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, cut chain on boarding house.
Full detailDuring Wild Things, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 31 adds 40 checklist points; reload the branch backup if the percentage does not change.

Event 32 — Opened locker in office (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, opened locker in office.
Full detailDuring Wild Things, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 32 adds 30 checklist points; reload the branch backup if the percentage does not change.

Event 33 — Used elephant key (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, used elephant key.
Full detailDuring Wild Things, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 33 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 34 — Used alligator key (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, used alligator key.
Full detailDuring Wild Things, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 34 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 35 — Used lion key (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, used lion key.
Full detailDuring Wild Things, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 35 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 36 — Used office key (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, used office key.
Full detailDuring Wild Things, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 36 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 37 — Readable File — all maps (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, pick up the file titled all maps.
Full detailDuring Wild Things, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 37 added 20 checklist points.

Event 38 — Readable File — Evacuation Order (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, pick up the file titled Evacuation Order.
Full detailDuring Wild Things, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 38 added 10 checklist points.

Event 39 — Readable File — Joseph's Notebook (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, pick up the file titled Joseph's Notebook.
Full detailDuring Wild Things, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 39 added 10 checklist points.

Event 40 — Readable File — Repair Notifications (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, pick up the file titled Repair Notifications.
Full detailDuring Wild Things, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 40 added 10 checklist points.

Event 41 — Readable File — Elephant keeper's diary (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, pick up the file titled Elephant keeper's diary.
Full detailDuring Wild Things, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 41 added 10 checklist points.

Event 42 — Readable File — Message from management (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, pick up the file titled Message from management.
Full detailDuring Wild Things, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 42 added 10 checklist points.

Event 43 — Readable File — Employee evaluation form (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, pick up the file titled Employee evaluation form.
Full detailDuring Wild Things, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 43 added 10 checklist points.

Event 44 — Readable File — Zoo pamphlet (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, pick up the file titled Zoo pamphlet.
Full detailDuring Wild Things, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 44 added 10 checklist points.

Event 45 — Readable File — Zoo pamphlet 2 (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, pick up the file titled Zoo pamphlet 2.
Full detailDuring Wild Things, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 45 added 10 checklist points.

Event 46 — Readable File — Comet News (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, pick up the file titled Comet News.
Full detailDuring Wild Things, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 46 added 20 checklist points.

Event 47 — Readable File — Memo to Alyssa (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, pick up the file titled Memo to Alyssa.
Full detailDuring Wild Things, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 47 added 20 checklist points.

Event 48 — Readable File — Money Scoop (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, pick up the file titled Money Scoop.
Full detailDuring Wild Things, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 48 added 20 checklist points.

Event 49 — Readable File — Herb pie recipe (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, pick up the file titled Herb pie recipe.
Full detailDuring Wild Things, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 49 added 20 checklist points.

Event 50 — Readable File — Torn Memo (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Wild Things, pick up the file titled Torn Memo.
Full detailDuring Wild Things, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 50 added 10 checklist points.

Underbelly Event Checklist

You are here when: A rail station with entrances, staff corridors, platforms, lower works, and a ventilation tower.

Accumulate all 29 numbered event marks across repeat clears.

Event 01 — Entered passcode into locker (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Underbelly, entered passcode into locker.
Full detailDuring Underbelly, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 01 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 02 — Stopped leak in lower level (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Underbelly, stopped leak in lower level.
Full detailDuring Underbelly, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 02 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 03 — Solved switchboard puzzle (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Underbelly, solved switchboard puzzle.
Full detailDuring Underbelly, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 03 adds 30 checklist points; reload the branch backup if the percentage does not change.

Event 04 — Optional Scene Trigger (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Underbelly, trigger this numbered optional scene.
Full detailNEEDS_VERIFICATION

Event 05 — Fixed pipe with vinyl tape (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Underbelly, fixed pipe with vinyl tape.
Full detailDuring Underbelly, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 05 adds 40 checklist points; reload the branch backup if the percentage does not change.

Event 06 — Used Founder's emblem (Werner) (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Underbelly, used Founder's emblem (Werner).
Full detailDuring Underbelly, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 06 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 07 — Used Founder's emblem (Oral) (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Underbelly, used Founder's emblem (Oral).
Full detailDuring Underbelly, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 07 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 08 — Attacked by large subway threat (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Underbelly, attacked by large subway threat.
Full detailDuring Underbelly, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 08 adds 40 checklist points; reload the branch backup if the percentage does not change.

Event 09 — Used model train wheel (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Underbelly, used model train wheel.
Full detailDuring Underbelly, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 09 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 10 — Optional Scene Trigger (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Underbelly, trigger this numbered optional scene.
Full detailNEEDS_VERIFICATION

Event 11 — Optional Scene Trigger (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Underbelly, trigger this numbered optional scene.
Full detailNEEDS_VERIFICATION

Event 12 — Read all graffiti with lighter (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Underbelly, read all graffiti with lighter.
Full detailDuring Underbelly, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 12 adds 50 checklist points; reload the branch backup if the percentage does not change.

Event 13 — a non-player survivor was pulled into ceiling (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Underbelly, a non-player survivor was pulled into ceiling.
Full detailDuring Underbelly, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 13 adds 40 checklist points; reload the branch backup if the percentage does not change.

Event 14 — Used employee area key (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Underbelly, used employee area key.
Full detailDuring Underbelly, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 14 adds 10 checklist points; reload the branch backup if the percentage does not change.

Event 15 — Used B2F key (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Underbelly, used B2F key.
Full detailDuring Underbelly, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 15 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 16 — Used ventilation tower key (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Underbelly, used ventilation tower key.
Full detailDuring Underbelly, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 16 adds 30 checklist points; reload the branch backup if the percentage does not change.

Event 17 — Readable File — map (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Underbelly, pick up the file titled map.
Full detailDuring Underbelly, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 17 added 20 checklist points.

Event 18 — Readable File — Torn Memo (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Underbelly, pick up the file titled Torn Memo.
Full detailDuring Underbelly, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 18 added 10 checklist points.

Event 19 — Readable File — Ricky's notebook (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Underbelly, pick up the file titled Ricky's notebook.
Full detailDuring Underbelly, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 19 added 20 checklist points.

Event 20 — Readable File — Jean's Memo (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Underbelly, pick up the file titled Jean's Memo.
Full detailDuring Underbelly, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 20 added 20 checklist points.

Event 21 — Readable File — Connector Manual (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Underbelly, pick up the file titled Connector Manual.
Full detailDuring Underbelly, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 21 added 10 checklist points.

Event 22 — Readable File — Warning (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Underbelly, pick up the file titled Warning.
Full detailDuring Underbelly, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 22 added 10 checklist points.

Event 23 — Readable File — Old pamphlet (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Underbelly, pick up the file titled Old pamphlet.
Full detailDuring Underbelly, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 23 added 10 checklist points.

Event 24 — Readable File — Raccoon Today (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Underbelly, pick up the file titled Raccoon Today.
Full detailDuring Underbelly, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 24 added 10 checklist points.

Event 25 — Readable File — Daily Raccoon (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Underbelly, pick up the file titled Daily Raccoon.
Full detailDuring Underbelly, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 25 added 10 checklist points.

Event 26 — Readable File — Wonderful Life (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Underbelly, pick up the file titled Wonderful Life.
Full detailDuring Underbelly, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 26 added 10 checklist points.

Event 27 — Readable File — Small notebook (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Underbelly, pick up the file titled Small notebook.
Full detailDuring Underbelly, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 27 added 10 checklist points.

Event 28 — Readable File — Maintenance form (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Underbelly, pick up the file titled Maintenance form.
Full detailDuring Underbelly, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 28 added 10 checklist points.

Event 29 — Readable File — Company memo (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Underbelly, pick up the file titled Company memo.
Full detailDuring Underbelly, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 29 added 10 checklist points.

Flashback Event Checklist

You are here when: A mountain trail, cabin, overgrown medical building, auxiliary wing, and rooftop routes.

Accumulate all 44 numbered event marks across repeat clears.

Event 01 — Injected solvent in Aux B1 (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Flashback, injected solvent in Aux B1.
Full detailDuring Flashback, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 01 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 02 — Injected solvent on Aux rooftop (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Flashback, injected solvent on Aux rooftop.
Full detailDuring Flashback, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 02 adds 40 checklist points; reload the branch backup if the percentage does not change.

Event 03 — Injected solvent in Room 203 (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Flashback, injected solvent in Room 203.
Full detailDuring Flashback, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 03 adds 30 checklist points; reload the branch backup if the percentage does not change.

Event 04 — Filled syringe with solvent (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Flashback, filled syringe with solvent.
Full detailDuring Flashback, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 04 adds 10 checklist points; reload the branch backup if the percentage does not change.

Event 05 — Filed bottle with solvent (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Flashback, filed bottle with solvent.
Full detailDuring Flashback, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 05 adds 10 checklist points; reload the branch backup if the percentage does not change.

Event 06 — Moved bookcase in admin office (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Flashback, moved bookcase in admin office.
Full detailDuring Flashback, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 06 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 07 — Opened admin office switch (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Flashback, opened admin office switch.
Full detailDuring Flashback, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 07 adds 30 checklist points; reload the branch backup if the percentage does not change.

Event 08 — Reunited family on trail (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Flashback, reunited family on trail.
Full detailDuring Flashback, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 08 adds 50 checklist points; reload the branch backup if the percentage does not change.

Event 09 — Optional Scene Trigger (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Flashback, trigger this numbered optional scene.
Full detailNEEDS_VERIFICATION

Event 10 — Optional Scene Trigger (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Flashback, trigger this numbered optional scene.
Full detailNEEDS_VERIFICATION

Event 11 — Optional Scene Trigger (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Flashback, trigger this numbered optional scene.
Full detailNEEDS_VERIFICATION

Event 12 — Optional Scene Trigger (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Flashback, trigger this numbered optional scene.
Full detailNEEDS_VERIFICATION

Event 13 — Optional Scene Trigger (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Flashback, trigger this numbered optional scene.
Full detailNEEDS_VERIFICATION

Event 14 — Optional Scene Trigger (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Flashback, trigger this numbered optional scene.
Full detailNEEDS_VERIFICATION

Event 15 — Didn't escape crumbling hospital (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Flashback, didn't escape crumbling hospital.
Full detailDuring Flashback, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 15 adds 40 checklist points; reload the branch backup if the percentage does not change.

Event 16 — Optional Scene Trigger (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Flashback, trigger this numbered optional scene.
Full detailNEEDS_VERIFICATION

Event 17 — Optional Scene Trigger (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Flashback, trigger this numbered optional scene.
Full detailNEEDS_VERIFICATION

Event 18 — Optional Scene Trigger (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Flashback, trigger this numbered optional scene.
Full detailNEEDS_VERIFICATION

Event 19 — Optional Scene Trigger (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Flashback, trigger this numbered optional scene.
Full detailNEEDS_VERIFICATION

Event 20 — Optional Scene Trigger (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Flashback, trigger this numbered optional scene.
Full detailNEEDS_VERIFICATION

Event 21 — Opened locker in locker room (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Flashback, opened locker in locker room.
Full detailDuring Flashback, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 21 adds 30 checklist points; reload the branch backup if the percentage does not change.

Event 22 — Opened locker in locker room (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Flashback, opened locker in locker room.
Full detailDuring Flashback, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 22 adds 30 checklist points; reload the branch backup if the percentage does not change.

Event 23 — Saw box break in reception (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Flashback, saw box break in reception.
Full detailDuring Flashback, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 23 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 24 — Saw box break in main building 2F (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Flashback, saw box break in main building 2F.
Full detailDuring Flashback, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 24 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 25 — Used lighter to read memo (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Flashback, used lighter to read memo.
Full detailDuring Flashback, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 25 adds 40 checklist points; reload the branch backup if the percentage does not change.

Event 26 — Used lighter to find item (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Flashback, used lighter to find item.
Full detailDuring Flashback, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 26 adds 30 checklist points; reload the branch backup if the percentage does not change.

Event 27 — Got item from the trail companion (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Flashback, got item from the trail companion.
Full detailDuring Flashback, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 27 adds 30 checklist points; reload the branch backup if the percentage does not change.

Event 28 — Used rusty key (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Flashback, used rusty key.
Full detailDuring Flashback, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 28 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 29 — Used admin's office key (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Flashback, used admin's office key.
Full detailDuring Flashback, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 29 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 30 — Used auxiliary building key (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Flashback, used auxiliary building key.
Full detailDuring Flashback, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 30 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 31 — Readable File — map (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Flashback, pick up the file titled map.
Full detailDuring Flashback, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 31 added 20 checklist points.

Event 32 — Readable File — Kurt's notebook (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Flashback, pick up the file titled Kurt's notebook.
Full detailDuring Flashback, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 32 added 10 checklist points.

Event 33 — Readable File — Doctor's confession (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Flashback, pick up the file titled Doctor's confession.
Full detailDuring Flashback, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 33 added 10 checklist points.

Event 34 — Readable File — Admin's diary 2 (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Flashback, pick up the file titled Admin's diary 2.
Full detailDuring Flashback, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 34 added 10 checklist points.

Event 35 — Readable File — Botanist's notebook (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Flashback, pick up the file titled Botanist's notebook.
Full detailDuring Flashback, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 35 added 10 checklist points.

Event 36 — Readable File — Admin's diary 1 (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Flashback, pick up the file titled Admin's diary 1.
Full detailDuring Flashback, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 36 added 10 checklist points.

Event 37 — Readable File — Clinical report (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Flashback, pick up the file titled Clinical report.
Full detailDuring Flashback, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 37 added 10 checklist points.

Event 38 — Readable File — Pharmacist's memo (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Flashback, pick up the file titled Pharmacist's memo.
Full detailDuring Flashback, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 38 added 10 checklist points.

Event 39 — Readable File — Mt. Safety Report (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Flashback, pick up the file titled Mt. Safety Report.
Full detailDuring Flashback, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 39 added 10 checklist points.

Event 40 — Readable File — Nametag (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Flashback, pick up the file titled Nametag.
Full detailDuring Flashback, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 40 added 10 checklist points.

Event 41 — Readable File — Raccoon Today (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Flashback, pick up the file titled Raccoon Today.
Full detailDuring Flashback, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 41 added 10 checklist points.

Event 42 — Readable File — Daily Raccoon (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Flashback, pick up the file titled Daily Raccoon.
Full detailDuring Flashback, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 42 added 20 checklist points.

Event 43 — Readable File — Anesthesia memo (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Flashback, pick up the file titled Anesthesia memo.
Full detailDuring Flashback, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 43 added 20 checklist points.

Event 44 — Readable File — Sealed letter (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Flashback, pick up the file titled Sealed letter.
Full detailDuring Flashback, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 44 added 20 checklist points.

Desperate Times Event Checklist

You are here when: A police station with offices, hallways, holding areas, garage access, and a fortified entrance.

Accumulate all 31 numbered event marks across repeat clears.

Event 01 — Opened safe in east office (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Desperate Times, opened safe in east office.
Full detailDuring Desperate Times, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 01 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 02 — Opened safe in waiting room (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Desperate Times, opened safe in waiting room.
Full detailDuring Desperate Times, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 02 adds 40 checklist points; reload the branch backup if the percentage does not change.

Event 03 — Gave film to Ben (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Desperate Times, gave film to Ben.
Full detailDuring Desperate Times, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 03 adds 30 checklist points; reload the branch backup if the percentage does not change.

Event 04 — Gave film to Ben (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Desperate Times, gave film to Ben.
Full detailDuring Desperate Times, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 04 adds 50 checklist points; reload the branch backup if the percentage does not change.

Event 05 — Removed unicorn medal (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Desperate Times, removed unicorn medal.
Full detailDuring Desperate Times, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 05 adds 10 checklist points; reload the branch backup if the percentage does not change.

Event 06 — Opened secret door in hallway (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Desperate Times, opened secret door in hallway.
Full detailDuring Desperate Times, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 06 adds 30 checklist points; reload the branch backup if the percentage does not change.

Event 07 — Used onyx plate (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Desperate Times, used onyx plate.
Full detailDuring Desperate Times, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 07 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 08 — Used ruby plate (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Desperate Times, used ruby plate.
Full detailDuring Desperate Times, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 08 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 09 — Used sapphire plate (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Desperate Times, used sapphire plate.
Full detailDuring Desperate Times, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 09 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 10 — Used emerald plate (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Desperate Times, used emerald plate.
Full detailDuring Desperate Times, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 10 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 11 — Used amethyst plate (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Desperate Times, used amethyst plate.
Full detailDuring Desperate Times, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 11 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 12 — Opened parking garage shutter (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Desperate Times, opened parking garage shutter.
Full detailDuring Desperate Times, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 12 adds 30 checklist points; reload the branch backup if the percentage does not change.

Event 13 — Connected garage to main hall (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Desperate Times, connected garage to main hall.
Full detailDuring Desperate Times, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 13 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 14 — Boarded up front entrance (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Desperate Times, boarded up front entrance.
Full detailDuring Desperate Times, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 14 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 15 — Moved patrol car in garage (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Desperate Times, moved patrol car in garage.
Full detailDuring Desperate Times, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 15 adds 30 checklist points; reload the branch backup if the percentage does not change.

Event 16 — Opened Kevin's locker (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Desperate Times, opened Kevin's locker.
Full detailDuring Desperate Times, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 16 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 17 — Opened Kevin's desk drawer (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Desperate Times, opened Kevin's desk drawer.
Full detailDuring Desperate Times, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 17 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 18 — Unlocked Jean's desk drawer (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Desperate Times, unlocked Jean's desk drawer.
Full detailDuring Desperate Times, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 18 adds 40 checklist points; reload the branch backup if the percentage does not change.

Event 19 — Unlocked drawer in reception (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Desperate Times, unlocked drawer in reception.
Full detailDuring Desperate Times, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 19 adds 30 checklist points; reload the branch backup if the percentage does not change.

Event 20 — Unlocked 1F hall shelf (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Desperate Times, unlocked 1F hall shelf.
Full detailDuring Desperate Times, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 20 adds 30 checklist points; reload the branch backup if the percentage does not change.

Event 21 — Used padlock key (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Desperate Times, used padlock key.
Full detailDuring Desperate Times, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 21 adds 40 checklist points; reload the branch backup if the percentage does not change.

Event 22 — Readable File — all maps (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Desperate Times, pick up the file titled all maps.
Full detailDuring Desperate Times, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 22 added 20 checklist points.

Event 23 — Readable File — Station memo (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Desperate Times, pick up the file titled Station memo.
Full detailDuring Desperate Times, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 23 added 10 checklist points.

Event 24 — Readable File — Police notice (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Desperate Times, pick up the file titled Police notice.
Full detailDuring Desperate Times, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 24 added 10 checklist points.

Event 25 — Readable File — Secret file (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Desperate Times, pick up the file titled Secret file.
Full detailDuring Desperate Times, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 25 added 10 checklist points.

Event 26 — Readable File — Marvin's memo (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Desperate Times, pick up the file titled Marvin's memo.
Full detailDuring Desperate Times, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 26 added 10 checklist points.

Event 27 — Readable File — Emergency orders A (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Desperate Times, pick up the file titled Emergency orders A.
Full detailDuring Desperate Times, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 27 added 10 checklist points.

Event 28 — Readable File — Emergency orders B (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Desperate Times, pick up the file titled Emergency orders B.
Full detailDuring Desperate Times, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 28 added 10 checklist points.

Event 29 — Readable File — Police diary (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Desperate Times, pick up the file titled Police diary.
Full detailDuring Desperate Times, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 29 added 20 checklist points.

Event 30 — Readable File — Bizarre case file (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Desperate Times, pick up the file titled Bizarre case file.
Full detailDuring Desperate Times, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 30 added 20 checklist points.

Event 31 — Readable File — Resume envelope (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn Desperate Times, pick up the file titled Resume envelope.
Full detailDuring Desperate Times, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 31 added 20 checklist points.

End of the Road Event Checklist

You are here when: A research complex, drainage passages, industrial streets, and two evacuation routes.

Accumulate all 45 numbered event marks across repeat clears.

Event 01 — Used Mo disk (Code A) (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn End of the Road, used Mo disk (Code A).
Full detailDuring End of the Road, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 01 adds 30 checklist points; reload the branch backup if the percentage does not change.

Event 02 — Used MO disk (Code B) (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn End of the Road, used MO disk (Code B).
Full detailDuring End of the Road, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 02 adds 40 checklist points; reload the branch backup if the percentage does not change.

Event 03 — Opened electromagnetic shutter (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn End of the Road, opened electromagnetic shutter.
Full detailDuring End of the Road, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 03 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 04 — Opened shutter 1 with passcode (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn End of the Road, opened shutter 1 with passcode.
Full detailDuring End of the Road, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 04 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 05 — Opened shutter 2 with passcode (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn End of the Road, opened shutter 2 with passcode.
Full detailDuring End of the Road, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 05 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 06 — Pried duct cover with crowbar (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn End of the Road, pried duct cover with crowbar.
Full detailDuring End of the Road, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 06 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 07 — Used dummy grenade (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn End of the Road, used dummy grenade.
Full detailDuring End of the Road, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 07 adds 40 checklist points; reload the branch backup if the percentage does not change.

Event 08 — Killed all laboratory threats (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn End of the Road, killed all laboratory threats.
Full detailDuring End of the Road, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 08 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 09 — Optional Scene Trigger (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn End of the Road, trigger this numbered optional scene.
Full detailNEEDS_VERIFICATION

Event 10 — Destroyed crate in experimental chamber (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn End of the Road, destroyed crate in experimental chamber.
Full detailDuring End of the Road, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 10 adds 30 checklist points; reload the branch backup if the percentage does not change.

Event 11 — Activated water flow (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn End of the Road, activated water flow.
Full detailDuring End of the Road, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 11 adds 30 checklist points; reload the branch backup if the percentage does not change.

Event 12 — Put hole in floor in fidgt. Room (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn End of the Road, put hole in floor in fidgt. Room.
Full detailDuring End of the Road, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 12 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 13 — Processed valve handle (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn End of the Road, processed valve handle.
Full detailDuring End of the Road, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 13 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 14 — Optional Scene Trigger (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn End of the Road, trigger this numbered optional scene.
Full detailNEEDS_VERIFICATION

Event 15 — Optional Scene Trigger (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn End of the Road, trigger this numbered optional scene.
Full detailNEEDS_VERIFICATION

Event 16 — Blew up laboratory threat (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn End of the Road, blew up laboratory threat.
Full detailDuring End of the Road, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 16 adds 30 checklist points; reload the branch backup if the percentage does not change.

Event 17 — Blew up enhanced laboratory threat (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn End of the Road, blew up enhanced laboratory threat.
Full detailDuring End of the Road, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 17 adds 40 checklist points; reload the branch backup if the percentage does not change.

Event 18 — Located mines with detector (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn End of the Road, located mines with detector.
Full detailDuring End of the Road, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 18 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 19 — Blew up final street threat (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn End of the Road, blew up final street threat.
Full detailDuring End of the Road, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 19 adds 50 checklist points; reload the branch backup if the percentage does not change.

Event 20 — Deafeated final street threat (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn End of the Road, deafeated final street threat.
Full detailDuring End of the Road, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 20 adds 40 checklist points; reload the branch backup if the percentage does not change.

Event 21 — Optional Scene Trigger (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn End of the Road, trigger this numbered optional scene.
Full detailNEEDS_VERIFICATION

Event 22 — Optional Scene Trigger (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn End of the Road, trigger this numbered optional scene.
Full detailNEEDS_VERIFICATION

Event 23 — Optional Scene Trigger (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn End of the Road, trigger this numbered optional scene.
Full detailNEEDS_VERIFICATION

Event 24 — Optional Scene Trigger (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn End of the Road, trigger this numbered optional scene.
Full detailNEEDS_VERIFICATION

Event 25 — Optional Scene Trigger (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn End of the Road, trigger this numbered optional scene.
Full detailNEEDS_VERIFICATION

Event 26 — Spoke with the injured survivor in exam room (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn End of the Road, spoke with the injured survivor in exam room.
Full detailDuring End of the Road, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 26 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 27 — Spoke with the control-room contact in experimental room (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn End of the Road, spoke with the control-room contact in experimental room.
Full detailDuring End of the Road, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 27 adds 30 checklist points; reload the branch backup if the percentage does not change.

Event 28 — Spoke with the evacuation pilot in chopper (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn End of the Road, spoke with the evacuation pilot in chopper.
Full detailDuring End of the Road, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 28 adds 30 checklist points; reload the branch backup if the percentage does not change.

Event 29 — Used examination room key (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn End of the Road, used examination room key.
Full detailDuring End of the Road, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 29 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 30 — Used ID card Level 1 (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn End of the Road, used ID card Level 1.
Full detailDuring End of the Road, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 30 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 31 — Used ID card Level 2 (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn End of the Road, used ID card Level 2.
Full detailDuring End of the Road, perform this action yourself rather than letting an AI partner do it off-screen. Continue to a valid clear and verify event 31 adds 20 checklist points; reload the branch backup if the percentage does not change.

Event 32 — Readable File — Internal memo (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn End of the Road, pick up the file titled Internal memo.
Full detailDuring End of the Road, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 32 added 10 checklist points.

Event 33 — Readable File — Settings screen (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn End of the Road, pick up the file titled Settings screen.
Full detailDuring End of the Road, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 33 added 10 checklist points.

Event 34 — Readable File — Experiment file (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn End of the Road, pick up the file titled Experiment file.
Full detailDuring End of the Road, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 34 added 10 checklist points.

Event 35 — Readable File — Researcher's journal (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn End of the Road, pick up the file titled Researcher's journal.
Full detailDuring End of the Road, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 35 added 10 checklist points.

Event 36 — Readable File — Memo to Carter (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn End of the Road, pick up the file titled Memo to Carter.
Full detailDuring End of the Road, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 36 added 10 checklist points.

Event 37 — Readable File — Memo scrap (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn End of the Road, pick up the file titled Memo scrap.
Full detailDuring End of the Road, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 37 added 10 checklist points.

Event 38 — Readable File — CTS manual (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn End of the Road, pick up the file titled CTS manual.
Full detailDuring End of the Road, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 38 added 10 checklist points.

Event 39 — Readable File — Written orders (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn End of the Road, pick up the file titled Written orders.
Full detailDuring End of the Road, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 39 added 10 checklist points.

Event 40 — Readable File — Reagent file (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn End of the Road, pick up the file titled Reagent file.
Full detailDuring End of the Road, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 40 added 10 checklist points.

Event 41 — Readable File — Experiment participants (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn End of the Road, pick up the file titled Experiment participants.
Full detailDuring End of the Road, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 41 added 10 checklist points.

Event 42 — Readable File — Delivery permit (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn End of the Road, pick up the file titled Delivery permit.
Full detailDuring End of the Road, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 42 added 10 checklist points.

Event 43 — Readable File — Raccoon Today (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn End of the Road, pick up the file titled Raccoon Today.
Full detailDuring End of the Road, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 43 added 10 checklist points.

Event 44 — Readable File — Daily Raccoon (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn End of the Road, pick up the file titled Daily Raccoon.
Full detailDuring End of the Road, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 44 added 10 checklist points.

Event 45 — Readable File — Money Scoop (missable)

Event

HintA route action or optional interaction advances the scenario checklist.
WhereIn End of the Road, pick up the file titled Money Scoop.
Full detailDuring End of the Road, take the named readable file before the route closes, open it once in the File menu, then finish the scenario. On the result page, verify event 45 added 10 checklist points.

Wild Things SP Items

You are here when: Public streets leading into animal enclosures, service buildings, stages, and a front gate.

This pool contains 20 invisible SP objects; only eight total can be retained during one scenario run.

Admission Ticket (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in South Concourse on Normal, Hard, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In South Concourse, use these ordered locator facts—cue 1: fallen survivor. Press examine against that anchor without waiting for a sparkle, take Admission Ticket before the eight-item cap, save the run, and verify it in the SP log.

Alligator Handbag (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in Service Room on Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Service Room, use these ordered locator facts—cue 1: Descend ladder to water sewer area; cue 2: then navigate upward to end and; cue 3: search right corner. Press examine against that anchor without waiting for a sparkle, take Alligator Handbag before the eight-item cap, save the run, and verify it in the SP log.

Bird Tie Tack (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in Inner Office on Hard, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Inner Office, use these ordered locator facts—cue 1: Near Emblem Medal on mascot table; cue 2: take away Emblem Medal first. Press examine against that anchor without waiting for a sparkle, take Bird Tie Tack before the eight-item cap, save the run, and verify it in the SP log.

Expand your mind (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in Observation Deck on Easy, Normal, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Observation Deck, use these ordered locator facts—cue 1: In middle room opposite cart with; cue 2: Emblem Medal. Press examine against that anchor without waiting for a sparkle, take Expand your mind before the eight-item cap, save the run, and verify it in the SP log.

Feather Pen (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in Terrarium Dome on Easy, Normal.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Terrarium Dome, use these ordered locator facts—cue 1: In front door lakeside area turn; cue 2: right and search. Press examine against that anchor without waiting for a sparkle, take Feather Pen before the eight-item cap, save the run, and verify it in the SP log.

Gator Washboard (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in Lakeside Area on Normal.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Lakeside Area, use these ordered locator facts—cue 1: Left side sign post in front; cue 2: door at opposite shore to Path; cue 3: In Front Observation Deck. Press examine against that anchor without waiting for a sparkle, take Gator Washboard before the eight-item cap, save the run, and verify it in the SP log.

Green Umbrella (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in Front Gate on Easy, Normal, Hard, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Front Gate, use these ordered locator facts—cue 1: On pillar nearest to train door; cue 2: search from right. Press examine against that anchor without waiting for a sparkle, take Green Umbrella before the eight-item cap, save the run, and verify it in the SP log.

High-tech Planter (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in Terrarium Dome on Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Terrarium Dome, use these ordered locator facts—cue 1: In front door lakeside area turn; cue 2: right and search. Press examine against that anchor without waiting for a sparkle, take High-tech Planter before the eight-item cap, save the run, and verify it in the SP log.

Pay Stub (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in Supply Room on Easy, Normal, Hard, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Supply Room, use these ordered locator facts—cue 1: pink rabbit doll beside desk. Press examine against that anchor without waiting for a sparkle, take Pay Stub before the eight-item cap, save the run, and verify it in the SP log.

Plush Elephant (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in Office on Hard, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Office, use these ordered locator facts—cue 1: At corner children playground area. Press examine against that anchor without waiting for a sparkle, take Plush Elephant before the eight-item cap, save the run, and verify it in the SP log.

Plush Lion (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in East Concourse on Easy, Hard, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In East Concourse, use these ordered locator facts—cue 1: In corner at bottom stairs blocked; cue 2: by green vehicle Use Mark to; cue 3: get in Single Play. Press examine against that anchor without waiting for a sparkle, take Plush Lion before the eight-item cap, save the run, and verify it in the SP log.

Power Manure (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in Show Stage on Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Show Stage, use these ordered locator facts—cue 1: Cave hole on stage. Press examine against that anchor without waiting for a sparkle, take Power Manure before the eight-item cap, save the run, and verify it in the SP log.

Raccoon Snacks (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in South Concourse on Normal.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In South Concourse, use these ordered locator facts—cue 1: In front door leading to North; cue 2: Concourse Lure elephant to ram cart; cue 3: then search spot where cart item; cue 4: will not appear if ram cart; cue 5: yourself. Press examine against that anchor without waiting for a sparkle, take Raccoon Snacks before the eight-item cap, save the run, and verify it in the SP log.

Restaurant Coupon (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in Back Alley on Normal, Hard, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Back Alley, use these ordered locator facts—cue 1: Between 2 dumpsters. Press examine against that anchor without waiting for a sparkle, take Restaurant Coupon before the eight-item cap, save the run, and verify it in the SP log.

Silver Spoon (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in Elephant Restaurant on Easy, Normal, Hard, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Elephant Restaurant, use these ordered locator facts—cue 1: Right side middle counter internal. Press examine against that anchor without waiting for a sparkle, take Silver Spoon before the eight-item cap, save the run, and verify it in the SP log.

Snake Ashtray (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in Supply Room on Easy.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Supply Room, use these ordered locator facts—cue 1: In front drawer. Press examine against that anchor without waiting for a sparkle, take Snake Ashtray before the eight-item cap, save the run, and verify it in the SP log.

Snakeskin Tie (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in Path In Front Of Observation Deck on Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Path In Front Of Observation Deck, use these ordered locator facts—cue 1: Search left side doorway doorway further; cue 2: from hole and nearer to Hyena; cue 3: might to move step downward. Press examine against that anchor without waiting for a sparkle, take Snakeskin Tie before the eight-item cap, save the run, and verify it in the SP log.

Sun Visor (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in Front Gate Plaza on Normal, Hard, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Front Gate Plaza, use these ordered locator facts—cue 1: Left window store besides Zebra Zone. Press examine against that anchor without waiting for a sparkle, take Sun Visor before the eight-item cap, save the run, and verify it in the SP log.

Tusk Knife (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in Elephant Stage on Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Elephant Stage, use these ordered locator facts—cue 1: In middle stage where found Office; cue 2: Key Search to left logo to; cue 3: turn on power supply close gate; cue 4: shutter and elephant to ram its; cue 5: way out gate to make item; cue 6: appear. Press examine against that anchor without waiting for a sparkle, take Tusk Knife before the eight-item cap, save the run, and verify it in the SP log.

Wetsuit (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in Lakeside Area on Easy, Hard, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Lakeside Area, use these ordered locator facts—cue 1: Left edge hut at shore shore; cue 2: nearer to Terrarium Dome. Press examine against that anchor without waiting for a sparkle, take Wetsuit before the eight-item cap, save the run, and verify it in the SP log.

Underbelly SP Items

You are here when: A rail station with entrances, staff corridors, platforms, lower works, and a ventilation tower.

This pool contains 20 invisible SP objects; only eight total can be retained during one scenario run.

99 Questions (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in West Entrance on Easy, Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In West Entrance, use these ordered locator facts—cue 1: Search near paper on ground near; cue 2: opened left door. Press examine against that anchor without waiting for a sparkle, take 99 Questions before the eight-item cap, save the run, and verify it in the SP log.

Ad Poster (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in Subway Car on Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Subway Car, use these ordered locator facts—cue 1: Bag on seat opposite typewriter. Press examine against that anchor without waiting for a sparkle, take Ad Poster before the eight-item cap, save the run, and verify it in the SP log.

Button (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in Subway Car on Easy, Normal, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Subway Car, use these ordered locator facts—cue 1: Bag on seat opposite typewriter. Press examine against that anchor without waiting for a sparkle, take Button before the eight-item cap, save the run, and verify it in the SP log.

Computer Pass (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in East Concourse on Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In East Concourse, use these ordered locator facts—cue 1: 1st pay phone left behind map; cue 2: near gate. Press examine against that anchor without waiting for a sparkle, take Computer Pass before the eight-item cap, save the run, and verify it in the SP log.

Emergency Rations (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in Storage Room on Easy, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Storage Room, use these ordered locator facts—cue 1: Between stairs and box 1 step; cue 2: behind. Press examine against that anchor without waiting for a sparkle, take Emergency Rations before the eight-item cap, save the run, and verify it in the SP log.

Employee ID Card (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in Break Room on Normal, Hard, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Break Room, use these ordered locator facts—cue 1: locker nearest to door Besides B2F; cue 2: Key locker Don't hide in locker. Press examine against that anchor without waiting for a sparkle, take Employee ID Card before the eight-item cap, save the run, and verify it in the SP log.

Employee List (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in Control Room on Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Control Room, use these ordered locator facts—cue 1: Alyssa to unlock locker at back; cue 2: room then check locker after taking; cue 3: item from within Alyssa only in; cue 4: Single Play. Press examine against that anchor without waiting for a sparkle, take Employee List before the eight-item cap, save the run, and verify it in the SP log.

Evacuation guide (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in West Concourse on Normal, Hard, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In West Concourse, use these ordered locator facts—cue 1: map board on left side door; cue 2: to Employee Passage slightly to right; cue 3: edge map board. Press examine against that anchor without waiting for a sparkle, take Evacuation guide before the eight-item cap, save the run, and verify it in the SP log.

Fear of the Dark (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in Pump Room on Easy, Normal, Hard, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Pump Room, use these ordered locator facts—cue 1: left edge pipe hole tape hole; cue 2: first. Press examine against that anchor without waiting for a sparkle, take Fear of the Dark before the eight-item cap, save the run, and verify it in the SP log.

Manners Poster (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in East Entrance on Easy, Normal, Hard, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In East Entrance, use these ordered locator facts—cue 1: Search paper on ground near left; cue 2: door by right edge board. Press examine against that anchor without waiting for a sparkle, take Manners Poster before the eight-item cap, save the run, and verify it in the SP log.

Molemen Attack! (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in Platform on Hard, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Platform, use these ordered locator facts—cue 1: Pillar beside subway car item only; cue 2: appear after use Lighter and read; cue 3: scribblings on these locations in order; cue 4: 1 Women's Restroom West - middle; cue 5: cubicle 2 Women's Restroom East -; cue 6: middle cubicle 3 Platform - Pillar; cue 7: beside subway car. Press examine against that anchor without waiting for a sparkle, take Molemen Attack! before the eight-item cap, save the run, and verify it in the SP log.

Red Orb (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in Refuse Dump on Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Refuse Dump, use these ordered locator facts—cue 1: Right side ventilation hole too dangerous; cue 2: to search there due to large; cue 3: threat recommended goes to pick item; cue 4: after large threat cutscene at Platform; cue 5: so large threat will not spawn; cue 6: in room Jim will find his; cue 7: SP Item Wooden Clogs at area; cue 8: too. Press examine against that anchor without waiting for a sparkle, take Red Orb before the eight-item cap, save the run, and verify it in the SP log.

Road Map (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in West Concourse on Easy.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In West Concourse, use these ordered locator facts—cue 1: map board on left side door; cue 2: to Employee Passage slightly to right; cue 3: edge map board. Press examine against that anchor without waiting for a sparkle, take Road Map before the eight-item cap, save the run, and verify it in the SP log.

Rulebook (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in East Tunnel on Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In East Tunnel, use these ordered locator facts—cue 1: corpse at back tunnel. Press examine against that anchor without waiting for a sparkle, take Rulebook before the eight-item cap, save the run, and verify it in the SP log.

Silver Umbrella (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in West Ticket Gate on Easy, Normal, Hard, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In West Ticket Gate, use these ordered locator facts—cue 1: Between 2 ticket machines on left; cue 2: side room face slightly to right; cue 3: ticket machine. Press examine against that anchor without waiting for a sparkle, take Silver Umbrella before the eight-item cap, save the run, and verify it in the SP log.

Subway Cap (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in Break Room on Normal.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Break Room, use these ordered locator facts—cue 1: Between drawer and chair don't open; cue 2: drawer. Press examine against that anchor without waiting for a sparkle, take Subway Cap before the eight-item cap, save the run, and verify it in the SP log.

Test Book (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in West Concourse on Hard, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In West Concourse, use these ordered locator facts—cue 1: Blue bin behind pillar. Press examine against that anchor without waiting for a sparkle, take Test Book before the eight-item cap, save the run, and verify it in the SP log.

The Inquisitor (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in West Ticket Gate on Normal.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In West Ticket Gate, use these ordered locator facts—cue 1: fallen bin on side ticket booth. Press examine against that anchor without waiting for a sparkle, take The Inquisitor before the eight-item cap, save the run, and verify it in the SP log.

Ticket Book (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in East Ticket Gate on Normal, Hard, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In East Ticket Gate, use these ordered locator facts—cue 1: Between bin and ticket machine right; cue 2: side room. Press examine against that anchor without waiting for a sparkle, take Ticket Book before the eight-item cap, save the run, and verify it in the SP log.

Wet Matches (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in Subway Car on Easy, Normal, Hard, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Subway Car, use these ordered locator facts—cue 1: Right train conductor seat. Press examine against that anchor without waiting for a sparkle, take Wet Matches before the eight-item cap, save the run, and verify it in the SP log.

Flashback SP Items

You are here when: A mountain trail, cabin, overgrown medical building, auxiliary wing, and rooftop routes.

This pool contains 20 invisible SP objects; only eight total can be retained during one scenario run.

Bait Worm (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Lakeside Area on Easy, Normal, Hard, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Lakeside Area, use these ordered locator facts—cue 1: to use 'Illusion Ending' path to; cue 2: get to place Then search rock; cue 3: at edge lake. Press examine against that anchor without waiting for a sparkle, take Bait Worm before the eight-item cap, save the run, and verify it in the SP log.

Crimson Umbrella (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Hospital Back Gate on Easy, Normal, Hard, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Hospital Back Gate, use these ordered locator facts—cue 1: Right edge fence gate. Press examine against that anchor without waiting for a sparkle, take Crimson Umbrella before the eight-item cap, save the run, and verify it in the SP log.

Exam Poster (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Main Building 2F Hall on Easy, Normal, Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Main Building 2F Hall, use these ordered locator facts—cue 1: Left wall broken elevator opposite green; cue 2: herb. Press examine against that anchor without waiting for a sparkle, take Exam Poster before the eight-item cap, save the run, and verify it in the SP log.

Fine Stethoscope (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Examination Room on Normal, Hard, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Examination Room, use these ordered locator facts—cue 1: drawer beyond private bedroom barricaded by; cue 2: wooden planks. Press examine against that anchor without waiting for a sparkle, take Fine Stethoscope before the eight-item cap, save the run, and verify it in the SP log.

Flower Blocks (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Room 202 on Hard, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Room 202, use these ordered locator facts—cue 1: left side bed with Rusty Key; cue 2: hard or Lighter Very hard. Press examine against that anchor without waiting for a sparkle, take Flower Blocks before the eight-item cap, save the run, and verify it in the SP log.

Flower Bookmark (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Suspension Bridge on Hard, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Suspension Bridge, use these ordered locator facts—cue 1: Middle bridge see map. Press examine against that anchor without waiting for a sparkle, take Flower Bookmark before the eight-item cap, save the run, and verify it in the SP log.

Guide Sign (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in In Front of Cabin on Easy, Normal, Hard, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In In Front of Cabin, use these ordered locator facts—cue 1: Between 2 windows cabin. Press examine against that anchor without waiting for a sparkle, take Guide Sign before the eight-item cap, save the run, and verify it in the SP log.

Last Moments (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Examination Room on Easy.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Examination Room, use these ordered locator facts—cue 1: drawer beyond private bedroom barricaded by; cue 2: wooden planks. Press examine against that anchor without waiting for a sparkle, take Last Moments before the eight-item cap, save the run, and verify it in the SP log.

Medicine Bottle (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Pharmacy on Easy, Hard, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Pharmacy, use these ordered locator facts—cue 1: chemical cart trolley. Press examine against that anchor without waiting for a sparkle, take Medicine Bottle before the eight-item cap, save the run, and verify it in the SP log.

Nametag (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Room 201 on Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Room 201, use these ordered locator facts—cue 1: Right bed at back room. Press examine against that anchor without waiting for a sparkle, take Nametag before the eight-item cap, save the run, and verify it in the SP log.

Nitroglycerine (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Pharmacy on Easy, Normal, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Pharmacy, use these ordered locator facts—cue 1: small box on ground in front; cue 2: chemical tank. Press examine against that anchor without waiting for a sparkle, take Nitroglycerine before the eight-item cap, save the run, and verify it in the SP log.

Old Pills (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Room 202 on Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Room 202, use these ordered locator facts—cue 1: Bed on left side door to; cue 2: break crate and then use Lighter; cue 3: at desk spot near crate in; cue 4: Reception Office first. Press examine against that anchor without waiting for a sparkle, take Old Pills before the eight-item cap, save the run, and verify it in the SP log.

Patient List (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Reception Office on Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Reception Office, use these ordered locator facts—cue 1: Near map area break crate first. Press examine against that anchor without waiting for a sparkle, take Patient List before the eight-item cap, save the run, and verify it in the SP log.

Protest Handbill (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Hospital Back Gate on Normal.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Hospital Back Gate, use these ordered locator facts—cue 1: Left side wall door. Press examine against that anchor without waiting for a sparkle, take Protest Handbill before the eight-item cap, save the run, and verify it in the SP log.

Rusty Nightstick (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Hospital Back Gate on Normal, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Hospital Back Gate, use these ordered locator facts—cue 1: back side tree near door Make; cue 2: sure tree blocking character. Press examine against that anchor without waiting for a sparkle, take Rusty Nightstick before the eight-item cap, save the run, and verify it in the SP log.

Rusty Ring (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Cabin on Hard, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Cabin, use these ordered locator facts—cue 1: Book shelf on right side Alyssa. Press examine against that anchor without waiting for a sparkle, take Rusty Ring before the eight-item cap, save the run, and verify it in the SP log.

Rusty Stethoscope (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Storage Room on Easy, Normal, Hard, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Storage Room, use these ordered locator facts—cue 1: shelf under ceiling hole. Press examine against that anchor without waiting for a sparkle, take Rusty Stethoscope before the eight-item cap, save the run, and verify it in the SP log.

Sketchbook (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Cabin on Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Cabin, use these ordered locator facts—cue 1: corner facing entrance door. Press examine against that anchor without waiting for a sparkle, take Sketchbook before the eight-item cap, save the run, and verify it in the SP log.

Talk to Plants (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Cabin on Normal.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Cabin, use these ordered locator facts—cue 1: Book shelf on right side Alyssa. Press examine against that anchor without waiting for a sparkle, take Talk to Plants before the eight-item cap, save the run, and verify it in the SP log.

Torn Nurse Uniform (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Locker Room on Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Locker Room, use these ordered locator facts—cue 1: 2nd locker on left side room; cue 2: break open locker first. Press examine against that anchor without waiting for a sparkle, take Torn Nurse Uniform before the eight-item cap, save the run, and verify it in the SP log.

Desperate Times SP Items

You are here when: A police station with offices, hallways, holding areas, garage access, and a fortified entrance.

This pool contains 20 invisible SP objects; only eight total can be retained during one scenario run.

Autobiography (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in Holding Cells on Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Holding Cells, use these ordered locator facts—cue 1: In front cell which holds 2; cue 2: prisoners. Press examine against that anchor without waiting for a sparkle, take Autobiography before the eight-item cap, save the run, and verify it in the SP log.

Collapsing Baton (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in Underground Parking Garage on Hard, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Underground Parking Garage, use these ordered locator facts—cue 1: Push car near shutter then search; cue 2: head car Mark only in Single; cue 3: Play. Press examine against that anchor without waiting for a sparkle, take Collapsing Baton before the eight-item cap, save the run, and verify it in the SP log.

Complaint List (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in East Office on Normal, Hard, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In East Office, use these ordered locator facts—cue 1: Counter on right side double door; cue 2: Check attendance list on board. Press examine against that anchor without waiting for a sparkle, take Complaint List before the eight-item cap, save the run, and verify it in the SP log.

Credit Card (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in Underground Parking Garage on Easy, Normal, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Underground Parking Garage, use these ordered locator facts—cue 1: vending machine near door After inserting; cue 2: all 5 puzzle pieces activate shutter; cue 3: using PC in main hall then; cue 4: search while shutter open. Press examine against that anchor without waiting for a sparkle, take Credit Card before the eight-item cap, save the run, and verify it in the SP log.

Donuts (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in East Office on Normal, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In East Office, use these ordered locator facts—cue 1: Corner counter on right side double; cue 2: door. Press examine against that anchor without waiting for a sparkle, take Donuts before the eight-item cap, save the run, and verify it in the SP log.

Expense Report (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in Interrogation Witness Room on Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Interrogation Witness Room, use these ordered locator facts—cue 1: Push table to left to reveal; cue 2: hole then search table. Press examine against that anchor without waiting for a sparkle, take Expense Report before the eight-item cap, save the run, and verify it in the SP log.

Indigestion Pills (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in East Office on Easy.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In East Office, use these ordered locator facts—cue 1: bin at corner in Private office. Press examine against that anchor without waiting for a sparkle, take Indigestion Pills before the eight-item cap, save the run, and verify it in the SP log.

Irons' Liquor (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in East Office on Normal.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In East Office, use these ordered locator facts—cue 1: Private office Search PC on desk. Press examine against that anchor without waiting for a sparkle, take Irons' Liquor before the eight-item cap, save the run, and verify it in the SP log.

Kevin's Bottle (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in East Office on Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In East Office, use these ordered locator facts—cue 1: Refrigerator at corner room. Press examine against that anchor without waiting for a sparkle, take Kevin's Bottle before the eight-item cap, save the run, and verify it in the SP log.

Marvin's Card (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in Police Station Front Entrance on Easy, Normal, Hard, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Police Station Front Entrance, use these ordered locator facts—cue 1: Left side front door Search with; cue 2: back facing knife/stick. Press examine against that anchor without waiting for a sparkle, take Marvin's Card before the eight-item cap, save the run, and verify it in the SP log.

Memento Photo (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in Night-Duty Room on Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Night-Duty Room, use these ordered locator facts—cue 1: ladder portion left bed. Press examine against that anchor without waiting for a sparkle, take Memento Photo before the eight-item cap, save the run, and verify it in the SP log.

New Recruit List (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in East Office on Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In East Office, use these ordered locator facts—cue 1: bin at corner in Private office. Press examine against that anchor without waiting for a sparkle, take New Recruit List before the eight-item cap, save the run, and verify it in the SP log.

Paperwork (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in Main Hall on Normal.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Main Hall, use these ordered locator facts—cue 1: RPD logo on ground in front; cue 2: counter statue After inserting all 5; cue 3: puzzle pieces. Press examine against that anchor without waiting for a sparkle, take Paperwork before the eight-item cap, save the run, and verify it in the SP log.

Pleasant Garden (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in Emergency Stairwell on Normal, Hard, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Emergency Stairwell, use these ordered locator facts—cue 1: Behind RPD cop. Press examine against that anchor without waiting for a sparkle, take Pleasant Garden before the eight-item cap, save the run, and verify it in the SP log.

Raccoon Weekly (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in Holding Cells on Easy, Hard, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Holding Cells, use these ordered locator facts—cue 1: In front contact's cell search little; cue 2: to right cell door to give; cue 3: Secret File to contact first. Press examine against that anchor without waiting for a sparkle, take Raccoon Weekly before the eight-item cap, save the run, and verify it in the SP log.

RPD Badge (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in Autopsy Room on Easy, Normal, Hard, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Autopsy Room, use these ordered locator facts—cue 1: Cardboard box at corner room opposite; cue 2: hole at end room. Press examine against that anchor without waiting for a sparkle, take RPD Badge before the eight-item cap, save the run, and verify it in the SP log.

RPD Mascot (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in East Office on Easy, Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In East Office, use these ordered locator facts—cue 1: Corner counter on right side double; cue 2: door. Press examine against that anchor without waiting for a sparkle, take RPD Mascot before the eight-item cap, save the run, and verify it in the SP log.

Search List (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in Reception Desk on Normal, Hard, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Reception Desk, use these ordered locator facts—cue 1: Besides right side desk which Alyssa; cue 2: can unlock at corner room. Press examine against that anchor without waiting for a sparkle, take Search List before the eight-item cap, save the run, and verify it in the SP log.

Sit, Stay, Beg (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in Kennel on Easy, Hard, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Kennel, use these ordered locator facts—cue 1: Right side shelf. Press examine against that anchor without waiting for a sparkle, take Sit, Stay, Beg before the eight-item cap, save the run, and verify it in the SP log.

Sky Blue Umbrella (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in Main Hall on Easy, Normal, Hard, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Main Hall, use these ordered locator facts—cue 1: Put all puzzle pieces into slot; cue 2: on statue central counter Climb ladder; cue 3: travel to left end 2F balcony; cue 4: and search. Press examine against that anchor without waiting for a sparkle, take Sky Blue Umbrella before the eight-item cap, save the run, and verify it in the SP log.

End of the Road SP Items

You are here when: A research complex, drainage passages, industrial streets, and two evacuation routes.

This pool contains 20 invisible SP objects; only eight total can be retained during one scenario run.

Attendance Sheet (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Reference Room on Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Reference Room, use these ordered locator facts—cue 1: Right edge shelf Stand on left; cue 2: side chair. Press examine against that anchor without waiting for a sparkle, take Attendance Sheet before the eight-item cap, save the run, and verify it in the SP log.

Bloody Doll (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in In Front Of Apple Inn on Hard, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In In Front Of Apple Inn, use these ordered locator facts—cue 1: Behind blue postal bin near Deli; cue 2: beware sniper. Press examine against that anchor without waiting for a sparkle, take Bloody Doll before the eight-item cap, save the run, and verify it in the SP log.

Capsule Ring (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Drainage Area on Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Drainage Area, use these ordered locator facts—cue 1: Under section where large threat drop; cue 2: down Position character in exact middle; cue 3: passage use map and search wall; cue 4: Defeat large threat first to search; cue 5: safely. Press examine against that anchor without waiting for a sparkle, take Capsule Ring before the eight-item cap, save the run, and verify it in the SP log.

Danger List (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Main Street North on Easy, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Main Street North, use these ordered locator facts—cue 1: blue postal bin on left side; cue 2: street quite near to giant box; cue 3: on left side chopper. Press examine against that anchor without waiting for a sparkle, take Danger List before the eight-item cap, save the run, and verify it in the SP log.

Detective Manual (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Nursery on Normal, Hard, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Nursery, use these ordered locator facts—cue 1: Right side chair with experimentation device; cue 2: under giant screen near side wall; cue 3: with 'Bar' item. Press examine against that anchor without waiting for a sparkle, take Detective Manual before the eight-item cap, save the run, and verify it in the SP log.

Dried Food (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Break Room on Easy, Normal, Hard, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Break Room, use these ordered locator facts—cue 1: bin in front door. Press examine against that anchor without waiting for a sparkle, take Dried Food before the eight-item cap, save the run, and verify it in the SP log.

Hurried Note (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Observation Messanine on Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Observation Messanine, use these ordered locator facts—cue 1: After using MO Disk and contact; cue 2: release large threat check monitor he; cue 3: operating on where use MO Disk. Press examine against that anchor without waiting for a sparkle, take Hurried Note before the eight-item cap, save the run, and verify it in the SP log.

Hypno Glasses (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Observation Messanine on Easy.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Observation Messanine, use these ordered locator facts—cue 1: After using MO Disk and contact; cue 2: release large threat check monitor he; cue 3: operating on where use MO Disk. Press examine against that anchor without waiting for a sparkle, take Hypno Glasses before the eight-item cap, save the run, and verify it in the SP log.

Landmine Tactics (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Main Street North on Normal, Hard, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Main Street North, use these ordered locator facts—cue 1: Along stairs leading up to footbridge; cue 2: Search book near bottle on right; cue 3: side head chopper along yellow emergency; cue 4: tape barrier. Press examine against that anchor without waiting for a sparkle, take Landmine Tactics before the eight-item cap, save the run, and verify it in the SP log.

Laughing Gas Spray (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Examination Room on Normal, Hard, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Examination Room, use these ordered locator facts—cue 1: chemical bottles shelf adjacent to back; cue 2: door Not one on left Search; cue 3: on right side shelf. Press examine against that anchor without waiting for a sparkle, take Laughing Gas Spray before the eight-item cap, save the run, and verify it in the SP log.

Movie Ticket Stub (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Observation Messanine on Normal.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Observation Messanine, use these ordered locator facts—cue 1: Chair in front monitor Right side; cue 2: trolley. Press examine against that anchor without waiting for a sparkle, take Movie Ticket Stub before the eight-item cap, save the run, and verify it in the SP log.

Sealed Eye Mask (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Drainage Area on Easy, Normal, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Drainage Area, use these ordered locator facts—cue 1: Under section where large threat drop; cue 2: down Position character in exact middle; cue 3: passage use map and search wall; cue 4: Defeat large threat first to search; cue 5: safely. Press examine against that anchor without waiting for a sparkle, take Sealed Eye Mask before the eight-item cap, save the run, and verify it in the SP log.

Temp Regulator (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Underground Waterworks on Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Underground Waterworks, use these ordered locator facts—cue 1: Lower section make sure area dry; cue 2: search before finding Rinda or after; cue 3: draining water on big pipe somewhere; cue 4: under bridge above use map. Press examine against that anchor without waiting for a sparkle, take Temp Regulator before the eight-item cap, save the run, and verify it in the SP log.

Torn ID Card (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Experimentation Lab on Normal, Hard, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Experimentation Lab, use these ordered locator facts—cue 1: end passage under stairs near green; cue 2: herb. Press examine against that anchor without waiting for a sparkle, take Torn ID Card before the eight-item cap, save the run, and verify it in the SP log.

Toy Shovel (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Behind the Residential Area on Easy, Hard, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Behind the Residential Area, use these ordered locator facts—cue 1: feet UBCS member with Mine Scanner. Press examine against that anchor without waiting for a sparkle, take Toy Shovel before the eight-item cap, save the run, and verify it in the SP log.

Traps (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Rooftop - Elevated Railway on Easy, Hard, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Rooftop - Elevated Railway, use these ordered locator facts—cue 1: Under right edge neon signboard after; cue 2: defeating large threat. Press examine against that anchor without waiting for a sparkle, take Traps before the eight-item cap, save the run, and verify it in the SP log.

U.B.C.S. Vest (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Behind the Residential Area on Normal.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Behind the Residential Area, use these ordered locator facts—cue 1: feet UBCS member with Mine Scanner. Press examine against that anchor without waiting for a sparkle, take U.B.C.S. Vest before the eight-item cap, save the run, and verify it in the SP log.

U.S.S. Armband (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Under The Highway Overpass on Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Under The Highway Overpass, use these ordered locator facts—cue 1: Along fence side road left side; cue 2: there white car Search door on; cue 3: right side car. Press examine against that anchor without waiting for a sparkle, take U.S.S. Armband before the eight-item cap, save the run, and verify it in the SP log.

Universal Remote (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Underground Waterworks on Easy, Normal, Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Underground Waterworks, use these ordered locator facts—cue 1: Lower section make sure area dry; cue 2: search before finding Rinda or after; cue 3: draining water on big pipe somewhere; cue 4: under bridge above use map. Press examine against that anchor without waiting for a sparkle, take Universal Remote before the eight-item cap, save the run, and verify it in the SP log.

Violet Umbrella (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Waiting Room on Easy, Normal, Hard, Very Hard.
Full detailSelect any survivor and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Waiting Room, use these ordered locator facts—cue 1: Middle two benches Jim might find; cue 2: Luxurious Shoehorn here. Press examine against that anchor without waiting for a sparkle, take Violet Umbrella before the eight-item cap, save the run, and verify it in the SP log.

Kevin SP Items

You are here when: All five scenario maps, searched with the specified survivor and matching difficulty layout.

This pool contains 20 invisible SP objects; only eight total can be retained during one scenario run.

Ball cap (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in Connecting Passage on Easy, Very Hard.
Full detailSelect Kevin and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Connecting Passage, use these ordered locator facts—cue 1: box Take away Hemostat first. Press examine against that anchor without waiting for a sparkle, take Ball cap before the eight-item cap, save the run, and verify it in the SP log.

Basketball Shoes (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in Break Room on Easy.
Full detailSelect Kevin and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Break Room, use these ordered locator facts—cue 1: Between desk and right bed Face; cue 2: bottom right bed item only appear; cue 3: after use Lighter and read scribblings; cue 4: on these locations in order 1; cue 5: Women's Restroom West - middle cubicle; cue 6: 2 Women's Restroom East - middle; cue 7: cubicle 3 Platform - Pillar beside; cue 8: subway car 4 Break Room -; cue 9: Between desk and right bed Face; cue 10: bottom right bed. Press examine against that anchor without waiting for a sparkle, take Basketball Shoes before the eight-item cap, save the run, and verify it in the SP log.

Beer Coupon (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in West Ticket Gate on Hard, Very Hard.
Full detailSelect Kevin and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In West Ticket Gate, use these ordered locator facts—cue 1: fallen bin on side ticket booth. Press examine against that anchor without waiting for a sparkle, take Beer Coupon before the eight-item cap, save the run, and verify it in the SP log.

Car Air Freshener (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Examination Room on Normal, Hard.
Full detailSelect Kevin and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Examination Room, use these ordered locator facts—cue 1: Search head bed near door. Press examine against that anchor without waiting for a sparkle, take Car Air Freshener before the eight-item cap, save the run, and verify it in the SP log.

Cigarette Warning (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in West Entrance on Normal, Hard.
Full detailSelect Kevin and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In West Entrance, use these ordered locator facts—cue 1: paper on ground in front yellow; cue 2: sign on left wall. Press examine against that anchor without waiting for a sparkle, take Cigarette Warning before the eight-item cap, save the run, and verify it in the SP log.

Dust Cloth (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Reception Office on Easy.
Full detailSelect Kevin and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Reception Office, use these ordered locator facts—cue 1: Near map area break crate first. Press examine against that anchor without waiting for a sparkle, take Dust Cloth before the eight-item cap, save the run, and verify it in the SP log.

Flannel Shirt (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in Supply Room on Hard.
Full detailSelect Kevin and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Supply Room, use these ordered locator facts—cue 1: Office Worker clothes. Press examine against that anchor without waiting for a sparkle, take Flannel Shirt before the eight-item cap, save the run, and verify it in the SP log.

Hairspray (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Storage Room on Very Hard.
Full detailSelect Kevin and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Storage Room, use these ordered locator facts—cue 1: Chemical cart trolley. Press examine against that anchor without waiting for a sparkle, take Hairspray before the eight-item cap, save the run, and verify it in the SP log.

Hedonism (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in East Office on Easy, Hard.
Full detailSelect Kevin and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In East Office, use these ordered locator facts—cue 1: Kevin's desk Under 45 Bullets in; cue 2: easy mode. Press examine against that anchor without waiting for a sparkle, take Hedonism before the eight-item cap, save the run, and verify it in the SP log.

Key Case (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Room 202 on Easy, Hard.
Full detailSelect Kevin and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Room 202, use these ordered locator facts—cue 1: Search between 2 beds on left. Press examine against that anchor without waiting for a sparkle, take Key Case before the eight-item cap, save the run, and verify it in the SP log.

Make Up for Loss (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in Inner Office on Normal, Very Hard.
Full detailSelect Kevin and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Inner Office, use these ordered locator facts—cue 1: Behind chair near typewriter. Press examine against that anchor without waiting for a sparkle, take Make Up for Loss before the eight-item cap, save the run, and verify it in the SP log.

Old Baseball (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Room 201 on Normal.
Full detailSelect Kevin and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Room 201, use these ordered locator facts—cue 1: Right bed at back room. Press examine against that anchor without waiting for a sparkle, take Old Baseball before the eight-item cap, save the run, and verify it in the SP log.

Portable Ashtray (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in Men's Staff Restroom on Normal, Very Hard.
Full detailSelect Kevin and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Men's Staff Restroom, use these ordered locator facts—cue 1: Search around 1st urinal and ventilation; cue 2: hole opposite door. Press examine against that anchor without waiting for a sparkle, take Portable Ashtray before the eight-item cap, save the run, and verify it in the SP log.

Race poster (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in Reception Desk on Easy, Very Hard.
Full detailSelect Kevin and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Reception Desk, use these ordered locator facts—cue 1: Bulletin board on left end counter. Press examine against that anchor without waiting for a sparkle, take Race poster before the eight-item cap, save the run, and verify it in the SP log.

Sparkplug lighter (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in North Concourse on Easy, Normal.
Full detailSelect Kevin and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In North Concourse, use these ordered locator facts—cue 1: Left bin on left side Office; cue 2: shutter. Press examine against that anchor without waiting for a sparkle, take Sparkplug lighter before the eight-item cap, save the run, and verify it in the SP log.

S.T.A.R.S. Badge (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in 2F East Hall on Hard, Very Hard.
Full detailSelect Kevin and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In 2F East Hall, use these ordered locator facts—cue 1: small white ash bin at corner; cue 2: camera angle will be shown other; cue 3: side window. Press examine against that anchor without waiting for a sparkle, take S.T.A.R.S. Badge before the eight-item cap, save the run, and verify it in the SP log.

Strong Glove (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Footbridge on Normal, Very Hard.
Full detailSelect Kevin and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Footbridge, use these ordered locator facts—cue 1: On right side footbridge before going; cue 2: down stairs search right edge side; cue 3: shutter. Press examine against that anchor without waiting for a sparkle, take Strong Glove before the eight-item cap, save the run, and verify it in the SP log.

Ultimate Clean (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Special Research Room on Hard, Very Hard.
Full detailSelect Kevin and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Special Research Room, use these ordered locator facts—cue 1: Machine in middle room Search area; cue 2: on left side spot where use; cue 3: MO Disk here. Press examine against that anchor without waiting for a sparkle, take Ultimate Clean before the eight-item cap, save the run, and verify it in the SP log.

Used Jeans (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Floodgate Control Room on Easy.
Full detailSelect Kevin and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Floodgate Control Room, use these ordered locator facts—cue 1: Push crate down then search spot; cue 2: where crate originally. Press examine against that anchor without waiting for a sparkle, take Used Jeans before the eight-item cap, save the run, and verify it in the SP log.

Vintage Jacket (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in Night-Duty Room on Normal.
Full detailSelect Kevin and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Night-Duty Room, use these ordered locator facts—cue 1: Break central locker then search. Press examine against that anchor without waiting for a sparkle, take Vintage Jacket before the eight-item cap, save the run, and verify it in the SP log.

Mark SP Items

You are here when: All five scenario maps, searched with the specified survivor and matching difficulty layout.

This pool contains 20 invisible SP objects; only eight total can be retained during one scenario run.

Afro Wig (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in Storage Room on Hard, Very Hard.
Full detailSelect Mark and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Storage Room, use these ordered locator facts—cue 1: middle portion shelf opposite stairs. Press examine against that anchor without waiting for a sparkle, take Afro Wig before the eight-item cap, save the run, and verify it in the SP log.

Army cap (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in East Office on Very Hard.
Full detailSelect Mark and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In East Office, use these ordered locator facts—cue 1: Private office Search PC on desk. Press examine against that anchor without waiting for a sparkle, take Army cap before the eight-item cap, save the run, and verify it in the SP log.

Army Guide (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in North Waterway on Easy, Very Hard.
Full detailSelect Mark and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In North Waterway, use these ordered locator facts—cue 1: In lower section old tire on; cue 2: right side waterworks tunnel near under; cue 3: door. Press examine against that anchor without waiting for a sparkle, take Army Guide before the eight-item cap, save the run, and verify it in the SP log.

Army Pants (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in Platform on Easy.
Full detailSelect Mark and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Platform, use these ordered locator facts—cue 1: Pillar beside subway car item only; cue 2: appear after use Lighter and read; cue 3: scribblings on these locations in order; cue 4: 1 Women's Restroom West - middle; cue 5: cubicle 2 Women's Restroom East -; cue 6: middle cubicle 3 Platform - Pillar; cue 7: beside subway car. Press examine against that anchor without waiting for a sparkle, take Army Pants before the eight-item cap, save the run, and verify it in the SP log.

Army Shirt (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in East Concourse on Easy.
Full detailSelect Mark and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In East Concourse, use these ordered locator facts—cue 1: In front stairs under green cart; cue 2: Push green cart away. Press examine against that anchor without waiting for a sparkle, take Army Shirt before the eight-item cap, save the run, and verify it in the SP log.

Club Tickets (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in South Concourse on Normal, Hard.
Full detailSelect Mark and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In South Concourse, use these ordered locator facts—cue 1: From front gate travel to left; cue 2: path and check right side street; cue 3: lamp post Destroy bench first. Press examine against that anchor without waiting for a sparkle, take Club Tickets before the eight-item cap, save the run, and verify it in the SP log.

Cooking Set (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Main Building 2F Hall on Easy, Hard.
Full detailSelect Mark and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Main Building 2F Hall, use these ordered locator facts—cue 1: Opposite rusty bed edge wall which; cue 2: curves into crate area. Press examine against that anchor without waiting for a sparkle, take Cooking Set before the eight-item cap, save the run, and verify it in the SP log.

Criminal Mind (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in 1F Interrogation Witness Room on Normal, Hard.
Full detailSelect Mark and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In 1F Interrogation Witness Room, use these ordered locator facts—cue 1: Push table to left to reveal; cue 2: hole then search table. Press examine against that anchor without waiting for a sparkle, take Criminal Mind before the eight-item cap, save the run, and verify it in the SP log.

EZ Cooking 4 Men (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in East Concourse on Hard, Very Hard.
Full detailSelect Mark and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In East Concourse, use these ordered locator facts—cue 1: In front stairs under green cart; cue 2: Push green cart away. Press examine against that anchor without waiting for a sparkle, take EZ Cooking 4 Men before the eight-item cap, save the run, and verify it in the SP log.

Forbidden Recipe (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in East Concourse on Normal, Hard.
Full detailSelect Mark and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In East Concourse, use these ordered locator facts—cue 1: Blue bin behind pillar. Press examine against that anchor without waiting for a sparkle, take Forbidden Recipe before the eight-item cap, save the run, and verify it in the SP log.

Hair Pamphlet (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in Night-Duty Room on Easy, Hard.
Full detailSelect Mark and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Night-Duty Room, use these ordered locator facts—cue 1: Break central locker then search. Press examine against that anchor without waiting for a sparkle, take Hair Pamphlet before the eight-item cap, save the run, and verify it in the SP log.

Justice (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in Underground Parking Garage on Easy, Normal.
Full detailSelect Mark and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Underground Parking Garage, use these ordered locator facts—cue 1: Push car near shutter then search; cue 2: head car Mark only in Single; cue 3: Play. Press examine against that anchor without waiting for a sparkle, take Justice before the eight-item cap, save the run, and verify it in the SP log.

Leather Shoes (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Construction Side on Hard.
Full detailSelect Mark and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Construction Side, use these ordered locator facts—cue 1: On right side area near door; cue 2: leading to Under Highway Overpass. Press examine against that anchor without waiting for a sparkle, take Leather Shoes before the eight-item cap, save the run, and verify it in the SP log.

Liquor Ad (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Hospital Back Gate on Hard, Very Hard.
Full detailSelect Mark and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Hospital Back Gate, use these ordered locator facts—cue 1: Left side wall door. Press examine against that anchor without waiting for a sparkle, take Liquor Ad before the eight-item cap, save the run, and verify it in the SP log.

Medal (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Suspension Bridge on Normal, Very Hard.
Full detailSelect Mark and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Suspension Bridge, use these ordered locator facts—cue 1: Middle bridge see map. Press examine against that anchor without waiting for a sparkle, take Medal before the eight-item cap, save the run, and verify it in the SP log.

Nice Flask (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Main Street North evacuation vehicle on Normal.
Full detailSelect Mark and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Main Street North evacuation vehicle, use these ordered locator facts—cue 1: place where Rodrigez Search green cloth; cue 2: on right bench Search when countdown; cue 3: on. Press examine against that anchor without waiting for a sparkle, take Nice Flask before the eight-item cap, save the run, and verify it in the SP log.

Opera Tickets (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Administrator's Office on Easy, Very Hard.
Full detailSelect Mark and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Administrator's Office, use these ordered locator facts—cue 1: Right edge table with Flame Rounds; cue 2: Slide book shelf first. Press examine against that anchor without waiting for a sparkle, take Opera Tickets before the eight-item cap, save the run, and verify it in the SP log.

Sale Flyer (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in West Entrance on Normal, Very Hard.
Full detailSelect Mark and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In West Entrance, use these ordered locator facts—cue 1: paper on ground in front yellow; cue 2: sign on left wall. Press examine against that anchor without waiting for a sparkle, take Sale Flyer before the eight-item cap, save the run, and verify it in the SP log.

Special Detergent (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in Show Animals' Boarding House on Normal, Very Hard.
Full detailSelect Mark and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Show Animals' Boarding House, use these ordered locator facts—cue 1: box on left side red door; cue 2: lead to control room Stage. Press examine against that anchor without waiting for a sparkle, take Special Detergent before the eight-item cap, save the run, and verify it in the SP log.

Town Info Magazine (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in In Front Of Apple Inn on Easy, Normal.
Full detailSelect Mark and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In In Front Of Apple Inn, use these ordered locator facts—cue 1: Behind blue postal bin near Deli; cue 2: beware sniper. Press examine against that anchor without waiting for a sparkle, take Town Info Magazine before the eight-item cap, save the run, and verify it in the SP log.

Jim SP Items

You are here when: All five scenario maps, searched with the specified survivor and matching difficulty layout.

This pool contains 20 invisible SP objects; only eight total can be retained during one scenario run.

Basketball Ticket (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in Stage on Easy, Very Hard.
Full detailSelect Jim and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Stage, use these ordered locator facts—cue 1: In spot light tower console directly; cue 2: opposite door. Press examine against that anchor without waiting for a sparkle, take Basketball Ticket before the eight-item cap, save the run, and verify it in the SP log.

Biking Shoes (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in Warehouse 2 on Normal.
Full detailSelect Jim and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Warehouse 2, use these ordered locator facts—cue 1: Center hanging shelf door side Basically; cue 2: to keep crawling into ventilation holes; cue 3: until come into room with no; cue 4: other exit. Press examine against that anchor without waiting for a sparkle, take Biking Shoes before the eight-item cap, save the run, and verify it in the SP log.

Chicken Sneakers (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in Path In Front Of Observation Deck on Easy, Hard.
Full detailSelect Jim and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Path In Front Of Observation Deck, use these ordered locator facts—cue 1: Middle portion stairs to Observation Deck; cue 2: search somewhere near light. Press examine against that anchor without waiting for a sparkle, take Chicken Sneakers before the eight-item cap, save the run, and verify it in the SP log.

Crossword Cards (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Room 201 on Normal.
Full detailSelect Jim and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Room 201, use these ordered locator facts—cue 1: Position between two beds at back; cue 2: room search corner right bed. Press examine against that anchor without waiting for a sparkle, take Crossword Cards before the eight-item cap, save the run, and verify it in the SP log.

Custom Shoes (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in Warehouse 2 on Easy, Very Hard.
Full detailSelect Jim and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Warehouse 2, use these ordered locator facts—cue 1: Center hanging shelf door side Basically; cue 2: to keep crawling into ventilation holes; cue 3: until come into room with no; cue 4: other exit. Press examine against that anchor without waiting for a sparkle, take Custom Shoes before the eight-item cap, save the run, and verify it in the SP log.

Cyber Shoes (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in Autopsy Room on Hard, Very Hard.
Full detailSelect Jim and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Autopsy Room, use these ordered locator facts—cue 1: Stretcher in middle room. Press examine against that anchor without waiting for a sparkle, take Cyber Shoes before the eight-item cap, save the run, and verify it in the SP log.

Deodorizing Spray (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in Front Gate Plaza on Hard, Very Hard.
Full detailSelect Jim and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Front Gate Plaza, use these ordered locator facts—cue 1: Search right lion statue Jim should; cue 2: be partially hidden and facing slightly; cue 3: to right camera angle position. Press examine against that anchor without waiting for a sparkle, take Deodorizing Spray before the eight-item cap, save the run, and verify it in the SP log.

Fanny Pack (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in Elephant Stage on Easy.
Full detailSelect Jim and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Elephant Stage, use these ordered locator facts—cue 1: Edge back table with recording machine; cue 2: Trap Elephant first. Press examine against that anchor without waiting for a sparkle, take Fanny Pack before the eight-item cap, save the run, and verify it in the SP log.

Light-up Shoes (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Room 203 on Easy, Normal.
Full detailSelect Jim and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Room 203, use these ordered locator facts—cue 1: Left side wall between two rooms. Press examine against that anchor without waiting for a sparkle, take Light-up Shoes before the eight-item cap, save the run, and verify it in the SP log.

Luxurious Shoehorn (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Waiting Room on Easy, Hard.
Full detailSelect Jim and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Waiting Room, use these ordered locator facts—cue 1: Middle two benches Jim might find; cue 2: Violet Umbrella here. Press examine against that anchor without waiting for a sparkle, take Luxurious Shoehorn before the eight-item cap, save the run, and verify it in the SP log.

Memorial Sneakers (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in Breaker Room on Easy, Hard.
Full detailSelect Jim and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Breaker Room, use these ordered locator facts—cue 1: spot between console and area with; cue 2: Green Herb to restore power first. Press examine against that anchor without waiting for a sparkle, take Memorial Sneakers before the eight-item cap, save the run, and verify it in the SP log.

Perfect Dictionary (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in Reception Desk on Normal, Hard.
Full detailSelect Jim and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Reception Desk, use these ordered locator facts—cue 1: Bulletin board on left end counter. Press examine against that anchor without waiting for a sparkle, take Perfect Dictionary before the eight-item cap, save the run, and verify it in the SP log.

Puzzle 100 (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Main Street North on Normal, Hard.
Full detailSelect Jim and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Main Street North, use these ordered locator facts—cue 1: blue postal bin on left side; cue 2: street quite near to giant box; cue 3: on left side chopper. Press examine against that anchor without waiting for a sparkle, take Puzzle 100 before the eight-item cap, save the run, and verify it in the SP log.

Racing Helmet (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in 1F Lobby on Easy.
Full detailSelect Jim and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In 1F Lobby, use these ordered locator facts—cue 1: Among boxes near door leading to; cue 2: Hallway Under Lumber. Press examine against that anchor without waiting for a sparkle, take Racing Helmet before the eight-item cap, save the run, and verify it in the SP log.

Racing Pants (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Main Frame on Very Hard.
Full detailSelect Jim and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Main Frame, use these ordered locator facts—cue 1: Check cooling storage device on left; cue 2: side MO Disk slot Use MO; cue 3: Disk first. Press examine against that anchor without waiting for a sparkle, take Racing Pants before the eight-item cap, save the run, and verify it in the SP log.

Shoes Monthly (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Construction Site on Easy, Normal.
Full detailSelect Jim and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Construction Site, use these ordered locator facts—cue 1: On right side area near door; cue 2: leading to Under Highway Overpass. Press examine against that anchor without waiting for a sparkle, take Shoes Monthly before the eight-item cap, save the run, and verify it in the SP log.

Stopwatch (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Examination Room on Easy, Very Hard.
Full detailSelect Jim and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Examination Room, use these ordered locator facts—cue 1: Chemical trolley cart in middle room. Press examine against that anchor without waiting for a sparkle, take Stopwatch before the eight-item cap, save the run, and verify it in the SP log.

Waterproof Parka (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Locker Room on Hard.
Full detailSelect Jim and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Locker Room, use these ordered locator facts—cue 1: 2nd locker on left side room; cue 2: break open locker first. Press examine against that anchor without waiting for a sparkle, take Waterproof Parka before the eight-item cap, save the run, and verify it in the SP log.

Wooden Clogs (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in Refuse Dump on Hard, Very Hard.
Full detailSelect Jim and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Refuse Dump, use these ordered locator facts—cue 1: Left side door too dangerous to; cue 2: search there due to large threat; cue 3: recommended goes to pick item after; cue 4: large threat cutscene at Platform so; cue 5: large threat will not spawn in; cue 6: room Jim might find another SP; cue 7: Item Red Orb at area instead. Press examine against that anchor without waiting for a sparkle, take Wooden Clogs before the eight-item cap, save the run, and verify it in the SP log.

Wristband (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in Kennel on Normal, Very Hard.
Full detailSelect Jim and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Kennel, use these ordered locator facts—cue 1: square table at corner. Press examine against that anchor without waiting for a sparkle, take Wristband before the eight-item cap, save the run, and verify it in the SP log.

George SP Items

You are here when: All five scenario maps, searched with the specified survivor and matching difficulty layout.

This pool contains 20 invisible SP objects; only eight total can be retained during one scenario run.

Chipped Scalpel (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Administrator's Office on Easy, Very Hard.
Full detailSelect George and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Administrator's Office, use these ordered locator facts—cue 1: Corner table. Press examine against that anchor without waiting for a sparkle, take Chipped Scalpel before the eight-item cap, save the run, and verify it in the SP log.

Climbing Spikes (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in Underground Parking Garage on Normal, Hard.
Full detailSelect George and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Underground Parking Garage, use these ordered locator facts—cue 1: Side mirror red car. Press examine against that anchor without waiting for a sparkle, take Climbing Spikes before the eight-item cap, save the run, and verify it in the SP log.

Emergency Penlight (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in Substation Room on Hard, Very Hard.
Full detailSelect George and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Substation Room, use these ordered locator facts—cue 1: drawer desk at corner desk contain; cue 2: 1 Puzzle Piece in Easy/Normal mode. Press examine against that anchor without waiting for a sparkle, take Emergency Penlight before the eight-item cap, save the run, and verify it in the SP log.

Exam Set (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in South Concourse on Very Hard.
Full detailSelect George and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In South Concourse, use these ordered locator facts—cue 1: From front gate travel to left; cue 2: path and check right side street; cue 3: lamp post Destroy bench first. Press examine against that anchor without waiting for a sparkle, take Exam Set before the eight-item cap, save the run, and verify it in the SP log.

Imperial Watch (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in Control Room on Easy, Very Hard.
Full detailSelect George and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Control Room, use these ordered locator facts—cue 1: Drawer on right side console Key; cue 2: in passcode take item from drawer; cue 3: first to make SP Item appear. Press examine against that anchor without waiting for a sparkle, take Imperial Watch before the eight-item cap, save the run, and verify it in the SP log.

Instant Photograph (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in Front Gate Plaza on Easy, Hard, Very Hard.
Full detailSelect George and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Front Gate Plaza, use these ordered locator facts—cue 1: In exact middle between two lion; cue 2: statues to open Front Gate by; cue 3: using emblem s on statue s; cue 4: first. Press examine against that anchor without waiting for a sparkle, take Instant Photograph before the eight-item cap, save the run, and verify it in the SP log.

Large Watch (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Nursery on Easy, Normal.
Full detailSelect George and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Nursery, use these ordered locator facts—cue 1: chemical culture device on left side; cue 2: large threat storage cyrotubes. Press examine against that anchor without waiting for a sparkle, take Large Watch before the eight-item cap, save the run, and verify it in the SP log.

Loafers (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in Witness Interrogation Room on Easy.
Full detailSelect George and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Witness Interrogation Room, use these ordered locator facts—cue 1: Push table to left to reveal; cue 2: hole then search table. Press examine against that anchor without waiting for a sparkle, take Loafers before the eight-item cap, save the run, and verify it in the SP log.

Lost Love (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in Platform on Easy, Hard.
Full detailSelect George and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Platform, use these ordered locator facts—cue 1: Right edge bench on side subway; cue 2: car. Press examine against that anchor without waiting for a sparkle, take Lost Love before the eight-item cap, save the run, and verify it in the SP log.

Modern Medicine (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Central Passage 2 on Easy, Very Hard.
Full detailSelect George and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Central Passage 2, use these ordered locator facts—cue 1: There 2 bends on passage Search; cue 2: left side left bend. Press examine against that anchor without waiting for a sparkle, take Modern Medicine before the eight-item cap, save the run, and verify it in the SP log.

Mr. Raccoon Watch (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in Front Gate Plaza on Easy, Normal.
Full detailSelect George and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Front Gate Plaza, use these ordered locator facts—cue 1: Search right lion statue George should; cue 2: be partially hidden and facing slightly; cue 3: to right camera angle position. Press examine against that anchor without waiting for a sparkle, take Mr. Raccoon Watch before the eight-item cap, save the run, and verify it in the SP log.

Nurse's Watch (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Reception Office on Normal, Very Hard.
Full detailSelect George and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Reception Office, use these ordered locator facts—cue 1: Break crate and search corner shelf; cue 2: and drawer. Press examine against that anchor without waiting for a sparkle, take Nurse's Watch before the eight-item cap, save the run, and verify it in the SP log.

O. R. Scrubs (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Auxilliary Building 3F Hall on Normal.
Full detailSelect George and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Auxilliary Building 3F Hall, use these ordered locator facts—cue 1: side with 2 wasps Search corner; cue 2: room opposite door and along stairs; cue 3: Among debris. Press examine against that anchor without waiting for a sparkle, take O. R. Scrubs before the eight-item cap, save the run, and verify it in the SP log.

Old Magazine (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in Break Room on Hard, Very Hard.
Full detailSelect George and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Break Room, use these ordered locator facts—cue 1: Between drawer and chair don't open; cue 2: drawer. Press examine against that anchor without waiting for a sparkle, take Old Magazine before the eight-item cap, save the run, and verify it in the SP log.

Outdoor Guide (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in 1F Lobby on Normal, Very Hard.
Full detailSelect George and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In 1F Lobby, use these ordered locator facts—cue 1: Among boxes near door leading to; cue 2: Hallway Under Lumber. Press examine against that anchor without waiting for a sparkle, take Outdoor Guide before the eight-item cap, save the run, and verify it in the SP log.

Pill Case Watch (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Apple Inn Front Lobby on Normal, Very Hard.
Full detailSelect George and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Apple Inn Front Lobby, use these ordered locator facts—cue 1: left edge lobby counter. Press examine against that anchor without waiting for a sparkle, take Pill Case Watch before the eight-item cap, save the run, and verify it in the SP log.

Rabbit Pocket Watch (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Hospital Back Gate on Easy, Hard.
Full detailSelect George and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Hospital Back Gate, use these ordered locator facts—cue 1: back side tree near door Make; cue 2: sure tree blocking character. Press examine against that anchor without waiting for a sparkle, take Rabbit Pocket Watch before the eight-item cap, save the run, and verify it in the SP log.

Space-age T-shirt (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Examination Room on Hard.
Full detailSelect George and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Examination Room, use these ordered locator facts—cue 1: left chemical shelf near back door. Press examine against that anchor without waiting for a sparkle, take Space-age T-shirt before the eight-item cap, save the run, and verify it in the SP log.

Super Stethoscope (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in Storage Room on Normal.
Full detailSelect George and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Storage Room, use these ordered locator facts—cue 1: middle portion shelf opposite stairs. Press examine against that anchor without waiting for a sparkle, take Super Stethoscope before the eight-item cap, save the run, and verify it in the SP log.

World Medicine (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in Stage on Normal, Hard.
Full detailSelect George and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Stage, use these ordered locator facts—cue 1: In spot light tower console directly; cue 2: opposite door. Press examine against that anchor without waiting for a sparkle, take World Medicine before the eight-item cap, save the run, and verify it in the SP log.

David SP Items

You are here when: All five scenario maps, searched with the specified survivor and matching difficulty layout.

This pool contains 20 invisible SP objects; only eight total can be retained during one scenario run.

3 Minute Cement (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in Employee Passage on Easy, Normal.
Full detailSelect David and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Employee Passage, use these ordered locator facts—cue 1: shelf opposite door leading to Storage; cue 2: Room. Press examine against that anchor without waiting for a sparkle, take 3 Minute Cement before the eight-item cap, save the run, and verify it in the SP log.

Barefoot Healing (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Room 202 on Very Hard.
Full detailSelect David and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Room 202, use these ordered locator facts—cue 1: Search between 2 beds on left. Press examine against that anchor without waiting for a sparkle, take Barefoot Healing before the eight-item cap, save the run, and verify it in the SP log.

Beast Claw (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in Terrarium Dome on Hard, Very Hard.
Full detailSelect David and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Terrarium Dome, use these ordered locator facts—cue 1: Sign post on top stairs near; cue 2: box. Press examine against that anchor without waiting for a sparkle, take Beast Claw before the eight-item cap, save the run, and verify it in the SP log.

Bloody Goggles (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in Lakeside Area on Easy, Hard.
Full detailSelect David and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Lakeside Area, use these ordered locator facts—cue 1: Left side sign post in front; cue 2: door at opposite shore to Path; cue 3: In Front Observation Deck. Press examine against that anchor without waiting for a sparkle, take Bloody Goggles before the eight-item cap, save the run, and verify it in the SP log.

Camera Wrench (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Special Research Room on Normal, Very Hard.
Full detailSelect David and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Special Research Room, use these ordered locator facts—cue 1: preservative liquid treatment device near Model; cue 2: Grenade Launcher. Press examine against that anchor without waiting for a sparkle, take Camera Wrench before the eight-item cap, save the run, and verify it in the SP log.

Japanese Jacket (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Tunnel on Hard, Very Hard.
Full detailSelect David and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Tunnel, use these ordered locator facts—cue 1: Right side tinplate board opposite ladder. Press examine against that anchor without waiting for a sparkle, take Japanese Jacket before the eight-item cap, save the run, and verify it in the SP log.

Lion Wooden Sword (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in Main Hall on Easy, Very Hard.
Full detailSelect David and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Main Hall, use these ordered locator facts—cue 1: Right side typewriter might want to; cue 2: take file away first. Press examine against that anchor without waiting for a sparkle, take Lion Wooden Sword before the eight-item cap, save the run, and verify it in the SP log.

Lion Wrench (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Cabin on Easy, Normal.
Full detailSelect David and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Cabin, use these ordered locator facts—cue 1: Right edge table behind Alyssa. Press examine against that anchor without waiting for a sparkle, take Lion Wrench before the eight-item cap, save the run, and verify it in the SP log.

Long Wrench (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in Platform on Normal, Very Hard.
Full detailSelect David and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Platform, use these ordered locator facts—cue 1: Right edge bench bench at opposite; cue 2: side subway car up on map. Press examine against that anchor without waiting for a sparkle, take Long Wrench before the eight-item cap, save the run, and verify it in the SP log.

Mermaid Claw (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Auxillary Building 3F Hall on Normal, Hard.
Full detailSelect David and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Auxillary Building 3F Hall, use these ordered locator facts—cue 1: side with 2 wasps Search corner; cue 2: room opposite door and along stairs; cue 3: Among debris. Press examine against that anchor without waiting for a sparkle, take Mermaid Claw before the eight-item cap, save the run, and verify it in the SP log.

Nanomeasure (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Storage Room on Easy, Hard.
Full detailSelect David and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Storage Room, use these ordered locator facts—cue 1: Left edge chemical cart trolley. Press examine against that anchor without waiting for a sparkle, take Nanomeasure before the eight-item cap, save the run, and verify it in the SP log.

School Spirit (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in In Front Of Elephant Restaurant on Easy, Very Hard.
Full detailSelect David and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In In Front Of Elephant Restaurant, use these ordered locator facts—cue 1: Check door truck. Press examine against that anchor without waiting for a sparkle, take School Spirit before the eight-item cap, save the run, and verify it in the SP log.

Small File (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in Emergency Power Room on Easy, Very Hard.
Full detailSelect David and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Emergency Power Room, use these ordered locator facts—cue 1: end passage inside fenced area to; cue 2: take Valve Handle nearby to make; cue 3: SP Item appear. Press examine against that anchor without waiting for a sparkle, take Small File before the eight-item cap, save the run, and verify it in the SP log.

Suede Pants (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Main Street North on Easy.
Full detailSelect David and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Main Street North, use these ordered locator facts—cue 1: Along stairs leading up to footbridge; cue 2: Search book near bottle on right; cue 3: side head chopper along yellow emergency; cue 4: tape barrier. Press examine against that anchor without waiting for a sparkle, take Suede Pants before the eight-item cap, save the run, and verify it in the SP log.

Super Pliers (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in Holding Cells on Normal, Very Hard.
Full detailSelect David and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Holding Cells, use these ordered locator facts—cue 1: In front cell which holds 2; cue 2: prisoners. Press examine against that anchor without waiting for a sparkle, take Super Pliers before the eight-item cap, save the run, and verify it in the SP log.

Survive! (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Under The Highway Overpass on Normal, Hard.
Full detailSelect David and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Under The Highway Overpass, use these ordered locator facts—cue 1: Along fence side road left side; cue 2: there white car Search door on; cue 3: right side car. Press examine against that anchor without waiting for a sparkle, take Survive! before the eight-item cap, save the run, and verify it in the SP log.

The Body's Limit (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in Substation Room on Hard.
Full detailSelect David and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Substation Room, use these ordered locator facts—cue 1: Right shelf at back room. Press examine against that anchor without waiting for a sparkle, take The Body's Limit before the eight-item cap, save the run, and verify it in the SP log.

Tool Cleaner (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in Autopsy Room on Easy, Normal.
Full detailSelect David and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Autopsy Room, use these ordered locator facts—cue 1: Stretcher in middle room. Press examine against that anchor without waiting for a sparkle, take Tool Cleaner before the eight-item cap, save the run, and verify it in the SP log.

Wild Briefs (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in Break Room on Hard.
Full detailSelect David and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Break Room, use these ordered locator facts—cue 1: 1st locker on left side not; cue 2: row lockers where key in passcode; cue 3: Break locker open by force before; cue 4: checking. Press examine against that anchor without waiting for a sparkle, take Wild Briefs before the eight-item cap, save the run, and verify it in the SP log.

Wild Cologne (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in Service Road on Normal.
Full detailSelect David and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Service Road, use these ordered locator facts—cue 1: van where zombie lion escape must; cue 2: make zombie lion escape first. Press examine against that anchor without waiting for a sparkle, take Wild Cologne before the eight-item cap, save the run, and verify it in the SP log.

Alyssa SP Items

You are here when: All five scenario maps, searched with the specified survivor and matching difficulty layout.

This pool contains 20 invisible SP objects; only eight total can be retained during one scenario run.

Anti-fart Patch (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in Women's Restroom (East) on Normal, Very Hard.
Full detailSelect Alyssa and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Women's Restroom (East), use these ordered locator facts—cue 1: Middle cubicle item only appear after; cue 2: use Lighter and read scribblings on; cue 3: these locations in order 1 Women's; cue 4: Restroom West - middle cubicle 2; cue 5: Women's Restroom East - middle cubicle. Press examine against that anchor without waiting for a sparkle, take Anti-fart Patch before the eight-item cap, save the run, and verify it in the SP log.

Antique Pen (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Auxlliary Building 3F Hall on Easy, Very Hard.
Full detailSelect Alyssa and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Auxlliary Building 3F Hall, use these ordered locator facts—cue 1: side with 2 wasps Search corner; cue 2: room opposite door and along stairs; cue 3: Among debris. Press examine against that anchor without waiting for a sparkle, take Antique Pen before the eight-item cap, save the run, and verify it in the SP log.

Auto Card Case (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in East Concourse on Easy, Normal.
Full detailSelect Alyssa and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In East Concourse, use these ordered locator facts—cue 1: 1st pay phone left behind map; cue 2: near gate. Press examine against that anchor without waiting for a sparkle, take Auto Card Case before the eight-item cap, save the run, and verify it in the SP log.

Black Belt (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in Substation Room on Normal.
Full detailSelect Alyssa and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Substation Room, use these ordered locator facts—cue 1: drawer desk at corner desk contain; cue 2: 1 Puzzle Piece in Easy/Normal mode. Press examine against that anchor without waiting for a sparkle, take Black Belt before the eight-item cap, save the run, and verify it in the SP log.

Bullet Lipstick (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Rooftop - Elevated Railway on Normal, Hard.
Full detailSelect Alyssa and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Rooftop - Elevated Railway, use these ordered locator facts—cue 1: Left seat at end truck with; cue 2: Rocket Launcher Take away Rocket Launcher; cue 3: to search easier to take during; cue 4: large threat battle. Press examine against that anchor without waiting for a sparkle, take Bullet Lipstick before the eight-item cap, save the run, and verify it in the SP log.

Chin Patch (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in Women's Staff Restroom on Easy, Very Hard.
Full detailSelect Alyssa and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Women's Staff Restroom, use these ordered locator facts—cue 1: spot where blood on ground hole; cue 2: on top Alyssa. Press examine against that anchor without waiting for a sparkle, take Chin Patch before the eight-item cap, save the run, and verify it in the SP log.

Diet Patch (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in East Office on Easy, Hard.
Full detailSelect Alyssa and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In East Office, use these ordered locator facts—cue 1: Private office Search PC on desk. Press examine against that anchor without waiting for a sparkle, take Diet Patch before the eight-item cap, save the run, and verify it in the SP log.

Digital Camera (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Footbridge on Easy, Hard.
Full detailSelect Alyssa and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Footbridge, use these ordered locator facts—cue 1: On right side footbridge before going; cue 2: down stairs search right edge side; cue 3: shutter. Press examine against that anchor without waiting for a sparkle, take Digital Camera before the eight-item cap, save the run, and verify it in the SP log.

Fancy Meal Coupon (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in Back Alley on Normal, Very Hard.
Full detailSelect Alyssa and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Back Alley, use these ordered locator facts—cue 1: left edge grass opposite back metal; cue 2: gate. Press examine against that anchor without waiting for a sparkle, take Fancy Meal Coupon before the eight-item cap, save the run, and verify it in the SP log.

Forgotten Gi (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in Storage Room on Hard.
Full detailSelect Alyssa and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Storage Room, use these ordered locator facts—cue 1: Between box and right railing stairs. Press examine against that anchor without waiting for a sparkle, take Forgotten Gi before the eight-item cap, save the run, and verify it in the SP log.

Herbal Medicine (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in North Concourse on Hard, Very Hard.
Full detailSelect Alyssa and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In North Concourse, use these ordered locator facts—cue 1: Stand on middle portion stairs leading; cue 2: to Office entrance search right rail. Press examine against that anchor without waiting for a sparkle, take Herbal Medicine before the eight-item cap, save the run, and verify it in the SP log.

Japanese Cloth (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Examination Room on Hard.
Full detailSelect Alyssa and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Examination Room, use these ordered locator facts—cue 1: Left edge chemical cart trolley. Press examine against that anchor without waiting for a sparkle, take Japanese Cloth before the eight-item cap, save the run, and verify it in the SP log.

Olympic book (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Maintenance Passage 2 on Very Hard.
Full detailSelect Alyssa and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Maintenance Passage 2, use these ordered locator facts—cue 1: Among debris at end passage. Press examine against that anchor without waiting for a sparkle, take Olympic book before the eight-item cap, save the run, and verify it in the SP log.

Pain Patch (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Examination Room on Easy, Normal.
Full detailSelect Alyssa and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Examination Room, use these ordered locator facts—cue 1: cart trolley right side behind Rinda. Press examine against that anchor without waiting for a sparkle, take Pain Patch before the eight-item cap, save the run, and verify it in the SP log.

Rose Oil (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Room 203 on Normal, Very Hard.
Full detailSelect Alyssa and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Room 203, use these ordered locator facts—cue 1: Left side right bed Right room. Press examine against that anchor without waiting for a sparkle, take Rose Oil before the eight-item cap, save the run, and verify it in the SP log.

Slimming Necklace (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in Emergency Stairwell on Easy, Very Hard.
Full detailSelect Alyssa and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Emergency Stairwell, use these ordered locator facts—cue 1: corner balcony near door leading to; cue 2: 2F East Hall. Press examine against that anchor without waiting for a sparkle, take Slimming Necklace before the eight-item cap, save the run, and verify it in the SP log.

Suspicious film (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in Witness Interrogation Room on Hard, Very Hard.
Full detailSelect Alyssa and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Witness Interrogation Room, use these ordered locator facts—cue 1: Crawl to Interrogation Room Search box; cue 2: besides fallen locker with shotgun. Press examine against that anchor without waiting for a sparkle, take Suspicious film before the eight-item cap, save the run, and verify it in the SP log.

Tears of Aglaia (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Storage Room on Easy, Normal.
Full detailSelect Alyssa and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Storage Room, use these ordered locator facts—cue 1: Right left cabinet shelf near window. Press examine against that anchor without waiting for a sparkle, take Tears of Aglaia before the eight-item cap, save the run, and verify it in the SP log.

Thermal Underwear (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in Show Animals' Boarding House on Normal.
Full detailSelect Alyssa and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Show Animals' Boarding House, use these ordered locator facts—cue 1: Position between 2 doors and search; cue 2: cage where Zombie Lion standing on. Press examine against that anchor without waiting for a sparkle, take Thermal Underwear before the eight-item cap, save the run, and verify it in the SP log.

Treasure Map (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in Office on Normal, Hard.
Full detailSelect Alyssa and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Office, use these ordered locator facts—cue 1: bin besides cabinet opposite Office side; cue 2: door. Press examine against that anchor without waiting for a sparkle, take Treasure Map before the eight-item cap, save the run, and verify it in the SP log.

Yoko SP Items

You are here when: All five scenario maps, searched with the specified survivor and matching difficulty layout.

This pool contains 20 invisible SP objects; only eight total can be retained during one scenario run.

Ad Pamphlet (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in Subway Car on Easy, Hard.
Full detailSelect Yoko and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Subway Car, use these ordered locator facts—cue 1: Train rear section check slip paper; cue 2: on ground edge seats adjacent to; cue 3: typewriter Face downward. Press examine against that anchor without waiting for a sparkle, take Ad Pamphlet before the eight-item cap, save the run, and verify it in the SP log.

Being Open (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in B1F West Hall on Easy, Hard.
Full detailSelect Yoko and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In B1F West Hall, use these ordered locator facts—cue 1: corner table in front door leading; cue 2: to holding cell. Press examine against that anchor without waiting for a sparkle, take Being Open before the eight-item cap, save the run, and verify it in the SP log.

Chinese Cap (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in Storage Room on Very Hard.
Full detailSelect Yoko and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Storage Room, use these ordered locator facts—cue 1: left corner door. Press examine against that anchor without waiting for a sparkle, take Chinese Cap before the eight-item cap, save the run, and verify it in the SP log.

Floppy Disk (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Room 203 on Hard, Very Hard.
Full detailSelect Yoko and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Room 203, use these ordered locator facts—cue 1: Left side wall between two rooms. Press examine against that anchor without waiting for a sparkle, take Floppy Disk before the eight-item cap, save the run, and verify it in the SP log.

Flowery Yukata (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in Night-Duty Room on Easy, Normal.
Full detailSelect Yoko and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Night-Duty Room, use these ordered locator facts—cue 1: ladder portion left bed. Press examine against that anchor without waiting for a sparkle, take Flowery Yukata before the eight-item cap, save the run, and verify it in the SP log.

Get Over It (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in Break Room on Normal, Hard.
Full detailSelect Yoko and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Break Room, use these ordered locator facts—cue 1: Between desk and right bed Face; cue 2: bottom right bed item only appear; cue 3: after use Lighter and read scribblings; cue 4: on these locations in order 1; cue 5: Women's Restroom West - middle cubicle; cue 6: 2 Women's Restroom East - middle; cue 7: cubicle 3 Platform - Pillar beside; cue 8: subway car 4 Break Room -; cue 9: Between desk and right bed Face; cue 10: bottom right bed. Press examine against that anchor without waiting for a sparkle, take Get Over It before the eight-item cap, save the run, and verify it in the SP log.

Gold Glasses (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Main Frame on Easy, Hard.
Full detailSelect Yoko and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Main Frame, use these ordered locator facts—cue 1: Check cooling storage device on left; cue 2: side MO Disk slot Use MO; cue 3: Disk first. Press examine against that anchor without waiting for a sparkle, take Gold Glasses before the eight-item cap, save the run, and verify it in the SP log.

Headache Medicine (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in Observation Deck on Easy, Normal.
Full detailSelect Yoko and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Observation Deck, use these ordered locator facts—cue 1: side table facing door. Press examine against that anchor without waiting for a sparkle, take Headache Medicine before the eight-item cap, save the run, and verify it in the SP log.

Kung-fu shoes (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in Elephant Stage on Hard.
Full detailSelect Yoko and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Elephant Stage, use these ordered locator facts—cue 1: Edge back table with recording machine; cue 2: Trap Elephant first. Press examine against that anchor without waiting for a sparkle, take Kung-fu shoes before the eight-item cap, save the run, and verify it in the SP log.

Kung Fu Pants (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Cabin on Easy.
Full detailSelect Yoko and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Cabin, use these ordered locator facts—cue 1: Corner opposite cabin door and Alyssa; cue 2: Right edge cabinet. Press examine against that anchor without waiting for a sparkle, take Kung Fu Pants before the eight-item cap, save the run, and verify it in the SP log.

Kung Fu Top (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in Underground Parking Garage on Very Hard.
Full detailSelect Yoko and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Underground Parking Garage, use these ordered locator facts—cue 1: Side mirror red car. Press examine against that anchor without waiting for a sparkle, take Kung Fu Top before the eight-item cap, save the run, and verify it in the SP log.

Lab Uniform (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Reference Room on Easy, Very Hard.
Full detailSelect Yoko and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Reference Room, use these ordered locator facts—cue 1: boxes at back room. Press examine against that anchor without waiting for a sparkle, take Lab Uniform before the eight-item cap, save the run, and verify it in the SP log.

Make-up Set (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Locker Room on Normal, Very Hard.
Full detailSelect Yoko and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Locker Room, use these ordered locator facts—cue 1: 2nd locker on left side room; cue 2: break open locker first. Press examine against that anchor without waiting for a sparkle, take Make-up Set before the eight-item cap, save the run, and verify it in the SP log.

Making friends (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in Main Hall on Normal, Hard.
Full detailSelect Yoko and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Main Hall, use these ordered locator facts—cue 1: Right side typewriter might want to; cue 2: take file away first. Press examine against that anchor without waiting for a sparkle, take Making friends before the eight-item cap, save the run, and verify it in the SP log.

Old Photo (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Observation Messanine on Hard, Very Hard.
Full detailSelect Yoko and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Observation Messanine, use these ordered locator facts—cue 1: Chair in front monitor Right side; cue 2: trolley. Press examine against that anchor without waiting for a sparkle, take Old Photo before the eight-item cap, save the run, and verify it in the SP log.

Prescription slip (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in Terrarium Dome on Normal.
Full detailSelect Yoko and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Terrarium Dome, use these ordered locator facts—cue 1: Push crate on 2F down to; cue 2: destroy Rafflesia then search middle portion; cue 3: edge ledge where crate drop. Press examine against that anchor without waiting for a sparkle, take Prescription slip before the eight-item cap, save the run, and verify it in the SP log.

Salon Pamphlet (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in West Concourse on Easy, Normal.
Full detailSelect Yoko and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In West Concourse, use these ordered locator facts—cue 1: Blue bin behind pillar. Press examine against that anchor without waiting for a sparkle, take Salon Pamphlet before the eight-item cap, save the run, and verify it in the SP log.

Simple Chinese (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Nursery on Normal.
Full detailSelect Yoko and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Nursery, use these ordered locator facts—cue 1: left 1st large threat storage cyrotube; cue 2: Search after large threat burst out; cue 3: To make large threat burst out; cue 4: take Grenade Launcher and don't put; cue 5: in Model Grenade Launcher. Press examine against that anchor without waiting for a sparkle, take Simple Chinese before the eight-item cap, save the run, and verify it in the SP log.

Tattered Notebook (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in Elephant Restaurant on Easy, Very Hard.
Full detailSelect Yoko and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Elephant Restaurant, use these ordered locator facts—cue 1: Search right edge table behind table; cue 2: with Handgun. Press examine against that anchor without waiting for a sparkle, take Tattered Notebook before the eight-item cap, save the run, and verify it in the SP log.

Young Girls' Comic (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Room 202 on Normal, Hard.
Full detailSelect Yoko and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Room 202, use these ordered locator facts—cue 1: Side right bed near door. Press examine against that anchor without waiting for a sparkle, take Young Girls' Comic before the eight-item cap, save the run, and verify it in the SP log.

Cindy SP Items

You are here when: All five scenario maps, searched with the specified survivor and matching difficulty layout.

This pool contains 20 invisible SP objects; only eight total can be retained during one scenario run.

Acquaintances (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in Witness Interrogation Room on Easy, Normal.
Full detailSelect Cindy and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Witness Interrogation Room, use these ordered locator facts—cue 1: Crawl to Interrogation Room Search box; cue 2: besides fallen locker with shotgun. Press examine against that anchor without waiting for a sparkle, take Acquaintances before the eight-item cap, save the run, and verify it in the SP log.

Aphrodite Cosmetic (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in Storage Room on Easy, Normal.
Full detailSelect Cindy and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Storage Room, use these ordered locator facts—cue 1: left corner door. Press examine against that anchor without waiting for a sparkle, take Aphrodite Cosmetic before the eight-item cap, save the run, and verify it in the SP log.

Beauty Cream (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Main Building 2F Hall on Normal, Very Hard.
Full detailSelect Cindy and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Main Building 2F Hall, use these ordered locator facts—cue 1: Opposite rusty bed edge wall which; cue 2: curves into crate area. Press examine against that anchor without waiting for a sparkle, take Beauty Cream before the eight-item cap, save the run, and verify it in the SP log.

Beauty Jelly (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Examination Room on Easy, Very Hard.
Full detailSelect Cindy and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Examination Room, use these ordered locator facts—cue 1: left chemical shelf near back door. Press examine against that anchor without waiting for a sparkle, take Beauty Jelly before the eight-item cap, save the run, and verify it in the SP log.

Biker Gals (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in Main Hall on Hard.
Full detailSelect Cindy and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Main Hall, use these ordered locator facts—cue 1: RPD logo on ground in front; cue 2: counter statue After inserting all 5; cue 3: puzzle pieces. Press examine against that anchor without waiting for a sparkle, take Biker Gals before the eight-item cap, save the run, and verify it in the SP log.

Changing Doll (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in Night-Duty Room on Easy, Very Hard.
Full detailSelect Cindy and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Night-Duty Room, use these ordered locator facts—cue 1: Left opened locker. Press examine against that anchor without waiting for a sparkle, take Changing Doll before the eight-item cap, save the run, and verify it in the SP log.

Cute Apron (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in East Ticket Gate on Normal, Hard.
Full detailSelect Cindy and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In East Ticket Gate, use these ordered locator facts—cue 1: Right side ticket booth Opposite side; cue 2: with file. Press examine against that anchor without waiting for a sparkle, take Cute Apron before the eight-item cap, save the run, and verify it in the SP log.

Deluxe Sunblock (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in Women's Restroom (East) on Easy, Hard.
Full detailSelect Cindy and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Women's Restroom (East), use these ordered locator facts—cue 1: only appear after use Lighter and; cue 2: read scribblings on these locations in; cue 3: order 1 Women's Restroom West -; cue 4: middle cubicle. Press examine against that anchor without waiting for a sparkle, take Deluxe Sunblock before the eight-item cap, save the run, and verify it in the SP log.

Energy Drink (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Locker Room on Normal, Hard.
Full detailSelect Cindy and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Locker Room, use these ordered locator facts—cue 1: Right rows lockers Break first locker; cue 2: and seach. Press examine against that anchor without waiting for a sparkle, take Energy Drink before the eight-item cap, save the run, and verify it in the SP log.

Herb Cream (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Floodgate Control Room on Hard, Very Hard.
Full detailSelect Cindy and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Floodgate Control Room, use these ordered locator facts—cue 1: Push crate down then search spot; cue 2: where crate originally. Press examine against that anchor without waiting for a sparkle, take Herb Cream before the eight-item cap, save the run, and verify it in the SP log.

Herb Tea (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Desperate Times, examine the scenery in East Office on Normal, Very Hard.
Full detailSelect Cindy and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In East Office, use these ordered locator facts—cue 1: Refrigerator at corner room. Press examine against that anchor without waiting for a sparkle, take Herb Tea before the eight-item cap, save the run, and verify it in the SP log.

Leather Belt (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Underbelly, examine the scenery in Women's Restroom (West) on Very Hard.
Full detailSelect Cindy and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Women's Restroom (West), use these ordered locator facts—cue 1: only appear after use Lighter and; cue 2: read scribblings on these locations in; cue 3: order 1 Women's Restroom West -; cue 4: middle cubicle. Press examine against that anchor without waiting for a sparkle, take Leather Belt before the eight-item cap, save the run, and verify it in the SP log.

Leather Pants (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Rooftop - Elevated Railway on Normal.
Full detailSelect Cindy and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Rooftop - Elevated Railway, use these ordered locator facts—cue 1: Under right edge neon signboard after; cue 2: defeating large threat. Press examine against that anchor without waiting for a sparkle, take Leather Pants before the eight-item cap, save the run, and verify it in the SP log.

Moisturizer (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn End of the Road, examine the scenery in Apple Inn Front Lobby on Easy, Hard.
Full detailSelect Cindy and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Apple Inn Front Lobby, use these ordered locator facts—cue 1: left edge lobby counter. Press examine against that anchor without waiting for a sparkle, take Moisturizer before the eight-item cap, save the run, and verify it in the SP log.

Plant Foundation (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in In Front of Cabin on Hard, Very Hard.
Full detailSelect Cindy and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In In Front of Cabin, use these ordered locator facts—cue 1: Under big tree on right side; cue 2: cabin. Press examine against that anchor without waiting for a sparkle, take Plant Foundation before the eight-item cap, save the run, and verify it in the SP log.

Raccoon Cookies (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in Elephant Restaurant on Normal, Hard.
Full detailSelect Cindy and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Elephant Restaurant, use these ordered locator facts—cue 1: Search right edge table behind table; cue 2: with Handgun. Press examine against that anchor without waiting for a sparkle, take Raccoon Cookies before the eight-item cap, save the run, and verify it in the SP log.

Short boots (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in Office on Very Hard.
Full detailSelect Cindy and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Office, use these ordered locator facts—cue 1: In front window at back room; cue 2: Beware damn Zombie Elephant. Press examine against that anchor without waiting for a sparkle, take Short boots before the eight-item cap, save the run, and verify it in the SP log.

Sleepy Raccoon (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in Office on Easy, Normal.
Full detailSelect Cindy and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Office, use these ordered locator facts—cue 1: At corner children playground area near; cue 2: window. Press examine against that anchor without waiting for a sparkle, take Sleepy Raccoon before the eight-item cap, save the run, and verify it in the SP log.

Tight Jacket (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Flashback, examine the scenery in Room 202 on Easy.
Full detailSelect Cindy and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In Room 202, use these ordered locator facts—cue 1: left side bed with Rusty Key; cue 2: in hard or Lighter in Very; cue 3: hard. Press examine against that anchor without waiting for a sparkle, take Tight Jacket before the eight-item cap, save the run, and verify it in the SP log.

Zoo Coaster (missable)

Special Item

HintAn invisible bonus object is attached to fixed scenery on selected difficulties.
WhereIn Wild Things, examine the scenery in In Front Of Elephant Restaurant on Easy, Hard.
Full detailSelect Cindy and one listed difficulty; File #2 ties each SP object directly to difficulty, so no random path reroll is needed. In In Front Of Elephant Restaurant, use these ordered locator facts—cue 1: Area left side in front door; cue 2: to back alley location zombie corpse; cue 3: in Normal mode. Press examine against that anchor without waiting for a sparkle, take Zoo Coaster before the eight-item cap, save the run, and verify it in the SP log.

Gallery Collection

You are here when: The Collection menu's gallery page and its numbered purchase slots.

Unlock and purchase every one of the 145 entries in this category.

Kevin CG A

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 001; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Gallery, highlight slot 001, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Kevin Illustration A

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 002; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Gallery, highlight slot 002, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Kevin CG B

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 003; its price is 1,000 points.
Full detailComplete any three main scenarios while playing as Kevin. Return to Collection > Gallery, highlight slot 003, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Kevin Illustration B

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 004; its price is 1,000 points.
Full detailComplete any three main scenarios while playing as Kevin. Return to Collection > Gallery, highlight slot 004, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Mark CG A

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 005; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Gallery, highlight slot 005, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Mark Illustration A

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 006; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Gallery, highlight slot 006, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Mark CG B

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 007; its price is 1,000 points.
Full detailComplete any three main scenarios while playing as Mark. Return to Collection > Gallery, highlight slot 007, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Mark Illustration B

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 008; its price is 1,000 points.
Full detailComplete any three main scenarios while playing as Mark. Return to Collection > Gallery, highlight slot 008, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Jim CG A

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 009; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Gallery, highlight slot 009, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Jim Illustration A

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 010; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Gallery, highlight slot 010, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Jim CG B

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 011; its price is 1,000 points.
Full detailComplete any three main scenarios while playing as Jim. Return to Collection > Gallery, highlight slot 011, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Jim Illustration B

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 012; its price is 1,000 points.
Full detailComplete any three main scenarios while playing as Jim. Return to Collection > Gallery, highlight slot 012, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

George CG A

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 013; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Gallery, highlight slot 013, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

George Illustration A

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 014; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Gallery, highlight slot 014, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

George CG B

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 015; its price is 1,000 points.
Full detailComplete any three main scenarios while playing as George. Return to Collection > Gallery, highlight slot 015, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

George Illustration B

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 016; its price is 1,000 points.
Full detailComplete any three main scenarios while playing as George. Return to Collection > Gallery, highlight slot 016, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

David CG A

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 017; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Gallery, highlight slot 017, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

David Illustration A

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 018; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Gallery, highlight slot 018, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

David CG B

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 019; its price is 1,000 points.
Full detailComplete any three main scenarios while playing as David. Return to Collection > Gallery, highlight slot 019, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

David Illustration B

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 020; its price is 1,000 points.
Full detailComplete any three main scenarios while playing as David. Return to Collection > Gallery, highlight slot 020, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Alyssa CG A

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 021; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Gallery, highlight slot 021, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Alyssa Illustration A

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 022; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Gallery, highlight slot 022, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Alyssa CG B

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 023; its price is 1,000 points.
Full detailComplete any three main scenarios while playing as Alyssa. Return to Collection > Gallery, highlight slot 023, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Alyssa Illustration B

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 024; its price is 1,000 points.
Full detailComplete any three main scenarios while playing as Alyssa. Return to Collection > Gallery, highlight slot 024, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Alyssa CG C

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 025; its price is 2,000 points.
Full detailComplete any three main scenarios while playing as Alyssa. Return to Collection > Gallery, highlight slot 025, spend 2,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Alyssa Illustration C

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 026; its price is 2,000 points.
Full detailComplete any three main scenarios while playing as Alyssa. Return to Collection > Gallery, highlight slot 026, spend 2,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Yoko CG A

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 027; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Gallery, highlight slot 027, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Yoko Illustration A

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 028; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Gallery, highlight slot 028, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Yoko CG B

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 029; its price is 1,000 points.
Full detailComplete any three main scenarios while playing as Yoko. Return to Collection > Gallery, highlight slot 029, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Yoko Illustration B

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 030; its price is 1,000 points.
Full detailComplete any three main scenarios while playing as Yoko. Return to Collection > Gallery, highlight slot 030, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Yoko CG C

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 031; its price is 2,000 points.
Full detailComplete any three main scenarios while playing as Yoko. Return to Collection > Gallery, highlight slot 031, spend 2,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Yoko Illustration C

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 032; its price is 2,000 points.
Full detailComplete any three main scenarios while playing as Yoko. Return to Collection > Gallery, highlight slot 032, spend 2,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Cindy CG A

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 033; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Gallery, highlight slot 033, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Cindy Illustration A

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 034; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Gallery, highlight slot 034, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Cindy CG B

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 035; its price is 1,000 points.
Full detailComplete any three main scenarios while playing as Cindy. Return to Collection > Gallery, highlight slot 035, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Cindy Illustration B

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 036; its price is 1,000 points.
Full detailComplete any three main scenarios while playing as Cindy. Return to Collection > Gallery, highlight slot 036, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Cindy CG C

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 037; its price is 2,000 points.
Full detailComplete any three main scenarios while playing as Cindy. Return to Collection > Gallery, highlight slot 037, spend 2,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Cindy Illustration C

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 038; its price is 2,000 points.
Full detailComplete any three main scenarios while playing as Cindy. Return to Collection > Gallery, highlight slot 038, spend 2,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Zombie A

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 039; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Gallery, highlight slot 039, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Zombie B

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 040; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Gallery, highlight slot 040, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Zombie C

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 041; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Gallery, highlight slot 041, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Zombie nurse

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 042; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Gallery, highlight slot 042, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Zombie cop

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 043; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Gallery, highlight slot 043, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Zombie researcher

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 044; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Gallery, highlight slot 044, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Zombie subway employee

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 045; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Gallery, highlight slot 045, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Zombie lab-coat

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 046; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Gallery, highlight slot 046, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Cerberus

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 047; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Gallery, highlight slot 047, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Rat

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 048; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Gallery, highlight slot 048, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Crow

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 049; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Gallery, highlight slot 049, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Wasp

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 050; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Gallery, highlight slot 050, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Giant Spider

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 051; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Gallery, highlight slot 051, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Scissortail A

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 052; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Gallery, highlight slot 052, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Scissortail B

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 053; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Gallery, highlight slot 053, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Hunter

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 054; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Gallery, highlight slot 054, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Hunter Gamma

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 055; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Gallery, highlight slot 055, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Licker

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 056; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Gallery, highlight slot 056, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Regis Licker

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 057; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Gallery, highlight slot 057, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Giant Moth

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 058; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Gallery, highlight slot 058, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Baby Moth

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 059; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Gallery, highlight slot 059, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Mutated G

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 060; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Gallery, highlight slot 060, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Fetal G

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 061; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Gallery, highlight slot 061, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Leech Man

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 062; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Gallery, highlight slot 062, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Leech

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 063; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Gallery, highlight slot 063, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Giant Leech

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 064; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Gallery, highlight slot 064, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Neptune

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 065; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Gallery, highlight slot 065, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Thanatos

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 066; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Gallery, highlight slot 066, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Thanatos R

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 067; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Gallery, highlight slot 067, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Cerberus illustration

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 068; its price is 500 points.
Full detailComplete any three different main scenarios on the same card. Return to Collection > Gallery, highlight slot 068, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Rat illustration

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 069; its price is 500 points.
Full detailComplete any three different main scenarios on the same card. Return to Collection > Gallery, highlight slot 069, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Wasp illustration

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 070; its price is 500 points.
Full detailComplete any three different main scenarios on the same card. Return to Collection > Gallery, highlight slot 070, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Giant Spider illustration

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 071; its price is 500 points.
Full detailComplete any three different main scenarios on the same card. Return to Collection > Gallery, highlight slot 071, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Scissortail A illustration

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 072; its price is 500 points.
Full detailComplete any three different main scenarios on the same card. Return to Collection > Gallery, highlight slot 072, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Scissortail B illustration

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 073; its price is 500 points.
Full detailComplete any three different main scenarios on the same card. Return to Collection > Gallery, highlight slot 073, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Giant Moth illustration

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 074; its price is 500 points.
Full detailComplete any three different main scenarios on the same card. Return to Collection > Gallery, highlight slot 074, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Baby Moth illustration

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 075; its price is 500 points.
Full detailComplete any three different main scenarios on the same card. Return to Collection > Gallery, highlight slot 075, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Mutated G illustration

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 076; its price is 500 points.
Full detailComplete any three different main scenarios on the same card. Return to Collection > Gallery, highlight slot 076, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Thanatos R illustration

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 077; its price is 500 points.
Full detailComplete any three different main scenarios on the same card. Return to Collection > Gallery, highlight slot 077, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Titan illustration

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 078; its price is 1,000 points.
Full detailComplete Wild Things on any difficulty and save the result. Return to Collection > Gallery, highlight slot 078, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Gnaw illustration

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 079; its price is 1,000 points.
Full detailComplete Wild Things on any difficulty and save the result. Return to Collection > Gallery, highlight slot 079, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Swarm illustration

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 080; its price is 1,000 points.
Full detailComplete Wild Things on any difficulty and save the result. Return to Collection > Gallery, highlight slot 080, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Rafflesia illustration

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 081; its price is 1,000 points.
Full detailComplete Wild Things on any difficulty and save the result. Return to Collection > Gallery, highlight slot 081, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Hornbill illustration

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 082; its price is 1,000 points.
Full detailComplete Wild Things on any difficulty and save the result. Return to Collection > Gallery, highlight slot 082, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Feral illustration

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 083; its price is 1,000 points.
Full detailComplete Wild Things on any difficulty and save the result. Return to Collection > Gallery, highlight slot 083, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Stalker illustration

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 084; its price is 1,000 points.
Full detailComplete Wild Things on any difficulty and save the result. Return to Collection > Gallery, highlight slot 084, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Large Roach illustration

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 085; its price is 1,000 points.
Full detailComplete Wild Things on any difficulty and save the result. Return to Collection > Gallery, highlight slot 085, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Botanic Zombie illustration

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 086; its price is 1,000 points.
Full detailComplete Wild Things on any difficulty and save the result. Return to Collection > Gallery, highlight slot 086, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Evil Shade illustration

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 087; its price is 1,000 points.
Full detailComplete Wild Things on any difficulty and save the result. Return to Collection > Gallery, highlight slot 087, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Axe Man illustration

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 088; its price is 1,000 points.
Full detailComplete Wild Things on any difficulty and save the result. Return to Collection > Gallery, highlight slot 088, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Tyrant illustration

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 089; its price is 1,000 points.
Full detailComplete Wild Things on any difficulty and save the result. Return to Collection > Gallery, highlight slot 089, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Tyrant R illustration

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 090; its price is 1,000 points.
Full detailComplete Wild Things on any difficulty and save the result. Return to Collection > Gallery, highlight slot 090, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Nyx illustration

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 091; its price is 1,000 points.
Full detailTrigger event 20 in End of the Road and carry that run to its result page. Return to Collection > Gallery, highlight slot 091, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Early Creature Design: Pitcher Plant

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 092; its price is 1,000 points.
Full detailComplete Wild Things on any difficulty and save the result. Return to Collection > Gallery, highlight slot 092, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Early Creature Design: Gnaw

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 093; its price is 2,000 points.
Full detailComplete Wild Things on any difficulty and save the result. Return to Collection > Gallery, highlight slot 093, spend 2,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Early Creature Design: Tyrant

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 094; its price is 2,000 points.
Full detailComplete Wild Things on any difficulty and save the result. Return to Collection > Gallery, highlight slot 094, spend 2,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Early Creature Design: Tyrant R

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 095; its price is 2,000 points.
Full detailComplete Wild Things on any difficulty and save the result. Return to Collection > Gallery, highlight slot 095, spend 2,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Early Creature Design: Nyx

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 096; its price is 2,000 points.
Full detailTrigger event 20 in End of the Road and carry that run to its result page. Return to Collection > Gallery, highlight slot 096, spend 2,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

wild things: Set Design Zoo 1

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 097; its price is 1,500 points.
Full detailComplete Wild Things on any difficulty and save the result. Return to Collection > Gallery, highlight slot 097, spend 1,500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

wild things: Set Design Zoo 2

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 098; its price is 1,500 points.
Full detailComplete Wild Things on any difficulty and save the result. Return to Collection > Gallery, highlight slot 098, spend 1,500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

wild things: Set Design Zoo 3

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 099; its price is 1,500 points.
Full detailComplete Wild Things on any difficulty and save the result. Return to Collection > Gallery, highlight slot 099, spend 1,500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

wild things: Set Design Zoo 4

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 100; its price is 1,500 points.
Full detailComplete Wild Things on any difficulty and save the result. Return to Collection > Gallery, highlight slot 100, spend 1,500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

underbelly: Set Design Subway 1

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 101; its price is 1,500 points.
Full detailComplete Underbelly on any difficulty and save the result. Return to Collection > Gallery, highlight slot 101, spend 1,500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

underbelly: Set Design Subway 2

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 102; its price is 1,500 points.
Full detailComplete Underbelly on any difficulty and save the result. Return to Collection > Gallery, highlight slot 102, spend 1,500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

underbelly: Set Design Subway 3

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 103; its price is 1,500 points.
Full detailComplete Underbelly on any difficulty and save the result. Return to Collection > Gallery, highlight slot 103, spend 1,500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

underbelly: Set Design Subway 4

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 104; its price is 1,500 points.
Full detailComplete Underbelly on any difficulty and save the result. Return to Collection > Gallery, highlight slot 104, spend 1,500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

flashback: Set Design Abandoned hospital 1

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 105; its price is 1,500 points.
Full detailComplete Flashback on any difficulty and save the result. Return to Collection > Gallery, highlight slot 105, spend 1,500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

flashback: Set Design Abandoned hospital 2

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 106; its price is 1,500 points.
Full detailComplete Flashback on any difficulty and save the result. Return to Collection > Gallery, highlight slot 106, spend 1,500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

flashback: Set Design Abandoned hospital 3

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 107; its price is 1,500 points.
Full detailComplete Flashback on any difficulty and save the result. Return to Collection > Gallery, highlight slot 107, spend 1,500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

flashback: Set Design Abandoned hospital 4

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 108; its price is 1,500 points.
Full detailComplete Flashback on any difficulty and save the result. Return to Collection > Gallery, highlight slot 108, spend 1,500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

desperate times: Set Design Police station 1

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 109; its price is 1,500 points.
Full detailComplete Desperate Times on any difficulty and save the result. Return to Collection > Gallery, highlight slot 109, spend 1,500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

desperate times: Set Design Police station 2

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 110; its price is 1,500 points.
Full detailComplete Desperate Times on any difficulty and save the result. Return to Collection > Gallery, highlight slot 110, spend 1,500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

desperate times: Set Design Police station 3

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 111; its price is 1,500 points.
Full detailComplete Desperate Times on any difficulty and save the result. Return to Collection > Gallery, highlight slot 111, spend 1,500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

desperate times: Set Design Police station 4

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 112; its price is 1,500 points.
Full detailComplete Desperate Times on any difficulty and save the result. Return to Collection > Gallery, highlight slot 112, spend 1,500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

end of the road: Set design Minefield 1

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 113; its price is 1,500 points.
Full detailComplete End of the Road on any difficulty and save the result. Return to Collection > Gallery, highlight slot 113, spend 1,500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

end of the road: Set design Minefield 2

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 114; its price is 1,500 points.
Full detailComplete End of the Road on any difficulty and save the result. Return to Collection > Gallery, highlight slot 114, spend 1,500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

end of the road: Set design Minefield 3

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 115; its price is 1,500 points.
Full detailComplete End of the Road on any difficulty and save the result. Return to Collection > Gallery, highlight slot 115, spend 1,500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

end of the road: Set design Minefield 4

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 116; its price is 1,500 points.
Full detailComplete End of the Road on any difficulty and save the result. Return to Collection > Gallery, highlight slot 116, spend 1,500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Gallery Entry 117 — ステージ 初期デザイン画 「咆哮」ゲート付近

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 117; its price is 1,000 points.
Full detailComplete Wild Things on Easy and Normal and save the result. Return to Collection > Gallery, highlight slot 117, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Gallery Entry 118 — ステージ 初期デザイン画 「咆哮」動物園内部

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 118; its price is 1,000 points.
Full detailComplete Wild Things on Easy and Normal and save the result. Return to Collection > Gallery, highlight slot 118, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Gallery Entry 119 — ステージ 初期デザイン画 「咆哮」北門

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 119; its price is 1,000 points.
Full detailComplete Wild Things on Easy and Normal and save the result. Return to Collection > Gallery, highlight slot 119, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Gallery Entry 120 — ステージ 初期デザイン画 「異界」ホーム

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 120; its price is 1,000 points.
Full detailComplete Underbelly on Easy and Normal and save the result. Return to Collection > Gallery, highlight slot 120, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Gallery Entry 121 — ステージ 初期デザイン画 「異界」トイレ

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 121; its price is 1,000 points.
Full detailComplete Underbelly on Easy and Normal and save the result. Return to Collection > Gallery, highlight slot 121, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Gallery Entry 122 — ステージ 初期デザイン画 「異界」ゴミ集積所

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 122; its price is 1,000 points.
Full detailComplete Underbelly on Easy and Normal and save the result. Return to Collection > Gallery, highlight slot 122, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Gallery Entry 123 — ステージ 初期デザイン画 「異界」ポンプ室

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 123; its price is 1,000 points.
Full detailComplete Underbelly on Easy and Normal and save the result. Return to Collection > Gallery, highlight slot 123, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Gallery Entry 124 — ステージ 初期デザイン画 「異界」ギガバイトの巣

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 124; its price is 1,000 points.
Full detailComplete Underbelly on Easy and Normal and save the result. Return to Collection > Gallery, highlight slot 124, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Gallery Entry 125 — ステージ 初期デザイン画 「記憶」山小屋外

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 125; its price is 1,000 points.
Full detailComplete Flashback on Easy and Normal and save the result. Return to Collection > Gallery, highlight slot 125, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Gallery Entry 126 — ステージ 初期デザイン画 「記憶」山小屋内部

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 126; its price is 1,000 points.
Full detailComplete Flashback on Easy and Normal and save the result. Return to Collection > Gallery, highlight slot 126, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Gallery Entry 127 — ステージ 初期デザイン画 「記憶」廃病院全景

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 127; its price is 1,000 points.
Full detailComplete Flashback on Easy and Normal and save the result. Return to Collection > Gallery, highlight slot 127, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Gallery Entry 128 — ステージ 初期デザイン画 「記憶」廃病院表側

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 128; its price is 1,000 points.
Full detailComplete Flashback on Easy and Normal and save the result. Return to Collection > Gallery, highlight slot 128, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Gallery Entry 129 — ステージ 初期デザイン画 「記憶」受付事務所

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 129; its price is 1,000 points.
Full detailComplete Flashback on Easy and Normal and save the result. Return to Collection > Gallery, highlight slot 129, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Gallery Entry 130 — ステージ 初期デザイン画 「記憶」診察室

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 130; its price is 1,000 points.
Full detailComplete Flashback on Easy and Normal and save the result. Return to Collection > Gallery, highlight slot 130, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Gallery Entry 131 — ステージ 初期デザイン画 「記憶」病室

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 131; its price is 1,000 points.
Full detailComplete Flashback on Easy and Normal and save the result. Return to Collection > Gallery, highlight slot 131, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Gallery Entry 132 — ステージ 初期デザイン画 「記憶」2F廊下

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 132; its price is 1,000 points.
Full detailComplete Flashback on Easy and Normal and save the result. Return to Collection > Gallery, highlight slot 132, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Gallery Entry 133 — ステージ 初期デザイン画 「記憶」院長室

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 133; its price is 1,000 points.
Full detailComplete Flashback on Easy and Normal and save the result. Return to Collection > Gallery, highlight slot 133, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Gallery Entry 134 — ステージ 初期デザイン画 「記憶」地下室

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 134; its price is 1,000 points.
Full detailComplete Flashback on Easy and Normal and save the result. Return to Collection > Gallery, highlight slot 134, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Gallery Entry 135 — ステージ 初期デザイン画 「記憶」屋上

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 135; its price is 1,000 points.
Full detailComplete Flashback on Easy and Normal and save the result. Return to Collection > Gallery, highlight slot 135, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Gallery Entry 136 — ステージ 初期デザイン画 「記憶」ヒュージプラント

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 136; its price is 1,000 points.
Full detailComplete Flashback on Easy and Normal and save the result. Return to Collection > Gallery, highlight slot 136, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Gallery Entry 137 — ステージ 初期デザイン画 「突破」水路

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 137; its price is 1,000 points.
Full detailComplete End of the Road on Easy and Normal and save the result. Return to Collection > Gallery, highlight slot 137, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Gallery Entry 138 — ステージ 初期デザイン画 「突破」旧水路連絡路

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 138; its price is 1,000 points.
Full detailComplete End of the Road on Easy and Normal and save the result. Return to Collection > Gallery, highlight slot 138, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Gallery Entry 139 — ステージ 初期デザイン画 「突破」非常用保管スペース

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 139; its price is 1,000 points.
Full detailComplete End of the Road on Easy and Normal and save the result. Return to Collection > Gallery, highlight slot 139, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Gallery Entry 140 — ステージ 初期デザイン画 「突破」排水エリア

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 140; its price is 1,000 points.
Full detailComplete End of the Road on Easy and Normal and save the result. Return to Collection > Gallery, highlight slot 140, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Gallery Entry 141 — その他 壁紙① パッケージ

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 141; its price is 2,000 points.
Full detailFill the forty-cell matrix: eight survivors multiplied by all five main scenarios. Return to Collection > Gallery, highlight slot 141, spend 2,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Gallery Entry 142 — その他 壁紙② タイトル

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 142; its price is 2,000 points.
Full detailFill the forty-cell matrix: eight survivors multiplied by all five main scenarios. Return to Collection > Gallery, highlight slot 142, spend 2,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Gallery Entry 143 — その他 壁紙③ PC8人

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 143; its price is 2,000 points.
Full detailFill the forty-cell matrix: eight survivors multiplied by all five main scenarios. Return to Collection > Gallery, highlight slot 143, spend 2,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Gallery Entry 144 — その他 壁紙④ 見上げる8人

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 144; its price is 2,000 points.
Full detailFill the forty-cell matrix: eight survivors multiplied by all five main scenarios. Return to Collection > Gallery, highlight slot 144, spend 2,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Gallery Entry 145 — その他 壁紙⑤ 緊迫する4人

Gallery

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Gallery, slot 145; its price is 2,000 points.
Full detailFill the forty-cell matrix: eight survivors multiplied by all five main scenarios. Return to Collection > Gallery, highlight slot 145, spend 2,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Costume Collection

You are here when: The Collection menu's costume page and its numbered purchase slots.

Unlock and purchase every one of the 59 entries in this category.

Kevin B: (Six-Shooter)

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 001; its price is 1,000 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Costume, highlight slot 001, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Kevin C: (Lone Wolf '87)

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 002; its price is 10,000 points.
Full detailFinish this five-part SP set: object 1, Flannel Shirt; object 2, Basketball Shoes; object 3, Hairspray; object 4, Vintage Jacket; object 5, Used Jeans. Return to Collection > Costume, highlight slot 002, spend 10,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Mark: B (Casual Wear)

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 003; its price is 1,000 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Costume, highlight slot 003, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Mark: C (Sir, Yes Sir!)

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 004; its price is 10,000 points.
Full detailFinish this five-part SP set: object 1, Army Shirt; object 2, Army Pants; object 3, Medal; object 4, Army cap; object 5, Leather Shoes. Return to Collection > Costume, highlight slot 004, spend 10,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Jim: B (Slam Dunk)

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 005; its price is 1,000 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Costume, highlight slot 005, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Jim: C (Chase the Wind)

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 006; its price is 10,000 points.
Full detailFinish this five-part SP set: object 1, Fanny Pack; object 2, Biking Shoes; object 3, Waterproof Parka; object 4, Racing Helmet; object 5, Racing Pants. Return to Collection > Costume, highlight slot 006, spend 10,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

George: B (Outdoor Expert)

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 007; its price is 1,000 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Costume, highlight slot 007, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

George: C (Operation X)

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 008; its price is 10,000 points.
Full detailFinish this five-part SP set: object 1, Exam Set; object 2, Super Stethoscope; object 3, O. R. Scrubs; object 4, Loafers; object 5, Space-age T-shirt. Return to Collection > Costume, highlight slot 008, spend 10,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

David: B (Club Scene)

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 009; its price is 1,000 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Costume, highlight slot 009, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

David: C (Sole Survivor)

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 010; its price is 10,000 points.
Full detailFinish this five-part SP set: object 1, Wild Cologne; object 2, Wild Briefs; object 3, Barefoot Healing; object 4, The Body's Limit; object 5, Suede Pants. Return to Collection > Costume, highlight slot 010, spend 10,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Alyssa: B (Street Scene)

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 011; its price is 1,000 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Costume, highlight slot 011, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Alyssa: C (Midnight Caller)

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 012; its price is 3,000 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Costume, highlight slot 012, spend 3,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Alyssa: D (Karate Spirit)

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 013; its price is 10,000 points.
Full detailFinish this five-part SP set: object 1, Thermal Underwear; object 2, Forgotten Gi; object 3, Japanese Cloth; object 4, Black Belt; object 5, Olympic Book. Return to Collection > Costume, highlight slot 013, spend 10,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Alyssa: E (Victory Road)

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 014; its price is 30,000 points.
Full detailComplete Showdown 1 and save its result. Return to Collection > Costume, highlight slot 014, spend 30,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Yoko: B (Spring Fashion)

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 015; its price is 1,000 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Costume, highlight slot 015, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Yoko: C (Gym Class)

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 016; its price is 3,000 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Costume, highlight slot 016, spend 3,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Yoko: D (Worker's Basic)

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 017; its price is 10,000 points.
Full detailFinish this five-part SP set: object 1, Kung-Fu Shoes; object 2, Chinese Cap; object 3, Kung-fu Pants; object 4, Kung-fu Top; object 5, Simple Chinese. Return to Collection > Costume, highlight slot 017, spend 10,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Yoko: E (Summer Daze)

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 018; its price is 30,000 points.
Full detailComplete Showdown 3 and save its result. Return to Collection > Costume, highlight slot 018, spend 30,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Cindy: B (On Vacation)

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 019; its price is 1,000 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Costume, highlight slot 019, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Cindy: C (Funny Bunny)

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 020; its price is 3,000 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Costume, highlight slot 020, spend 3,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Cindy: D (Night Life)

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 021; its price is 10,000 points.
Full detailFinish this five-part SP set: object 1, Short Boots; object 2, Leather Belt; object 3, Tight Jacket; object 4, Biker Gals; object 5, Leather Pants. Return to Collection > Costume, highlight slot 021, spend 10,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Cindy: E (Coquette)

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 022; its price is 30,000 points.
Full detailComplete Showdown 2 and save its result. Return to Collection > Costume, highlight slot 022, spend 30,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Austin Taylor

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 023; its price is 4,000 points.
Full detailOn Hard or Very Hard, speak to the first zoo attendant, then contact both remaining attendants during the same clear. Return to Collection > Costume, highlight slot 023, spend 4,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Patric , Lloyd

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 024; its price is 3,000 points.
Full detailComplete Wild Things on any difficulty and save the result. Return to Collection > Costume, highlight slot 024, spend 3,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Al , Al:C

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 025; its price is 4,000 points.
Full detailComplete Flashback on any difficulty and save the result. Return to Collection > Costume, highlight slot 025, spend 4,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Al:B, Axeman

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 026; its price is 8,000 points.
Full detailComplete Flashback on Very Hard and save the result. Return to Collection > Costume, highlight slot 026, spend 8,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Regan , Regan: B

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 027; its price is 3,000 points.
Full detailUse Flashback's alternate trail route and reunite both separated family members before clearing. Return to Collection > Costume, highlight slot 027, spend 3,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Dorothy

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 028; its price is 5,000 points.
Full detailComplete Flashback on any difficulty and save the result. Return to Collection > Costume, highlight slot 028, spend 5,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Kurt , Kurt: B

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 029; its price is 3,000 points.
Full detailPlay Flashback as Alyssa, secure all three route-defining files, and use its most complete exit condition. Return to Collection > Costume, highlight slot 029, spend 3,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Marvin

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 030; its price is 4,000 points.
Full detailComplete Desperate Times on any difficulty and save the result. Return to Collection > Costume, highlight slot 030, spend 4,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Rita

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 031; its price is 6,000 points.
Full detailComplete Desperate Times on Very Hard and save the result. Return to Collection > Costume, highlight slot 031, spend 6,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Ben

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 032; its price is 3,000 points.
Full detailNEEDS_VERIFICATION

Fred , Andy , Jean , Tony

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 033; its price is 5,000 points.
Full detailComplete Desperate Times on any difficulty and save the result. Return to Collection > Costume, highlight slot 033, spend 5,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Nathan , Samuel

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 034; its price is 4,000 points.
Full detailComplete Desperate Times on Hard and save the result. Return to Collection > Costume, highlight slot 034, spend 4,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Linda

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 035; its price is 4,000 points.
Full detailComplete End of the Road on any difficulty and save the result. Return to Collection > Costume, highlight slot 035, spend 4,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Carter

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 036; its price is 3,000 points.
Full detailComplete End of the Road on any difficulty and save the result. Return to Collection > Costume, highlight slot 036, spend 3,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Arnold

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 037; its price is 5,000 points.
Full detailComplete End of the Road on Very Hard and save the result. Return to Collection > Costume, highlight slot 037, spend 5,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Rodriguez

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 038; its price is 5,000 points.
Full detailComplete End of the Road on any difficulty and save the result. Return to Collection > Costume, highlight slot 038, spend 5,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Bob

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 039; its price is 400 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Costume, highlight slot 039, spend 400 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Will

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 040; its price is 300 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Costume, highlight slot 040, spend 300 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Raymond , Arthur , Aaron , Dorian

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 041; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Costume, highlight slot 041, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Elliott , Eric , Harry

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 042; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Costume, highlight slot 042, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Yoko Z: J's Bar disguise

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 043; its price is 800 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Costume, highlight slot 043, spend 800 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Monica

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 044; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Costume, highlight slot 044, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Frost , Frost:B

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 045; its price is 300 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Costume, highlight slot 045, spend 300 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Hursh

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 046; its price is 400 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Costume, highlight slot 046, spend 400 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Ethan , Howard , Isaac

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 047; its price is 600 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Costume, highlight slot 047, spend 600 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Kathy , Elena

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 048; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Costume, highlight slot 048, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Danny , Danny:B

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 049; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Costume, highlight slot 049, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Gill , Gill:B

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 050; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Costume, highlight slot 050, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Len

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 051; its price is 350 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Costume, highlight slot 051, spend 350 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Peter Jenkins

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 052; its price is 300 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Costume, highlight slot 052, spend 300 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Greg Mueller

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 053; its price is 1,000 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Costume, highlight slot 053, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Frank

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 054; its price is 300 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Costume, highlight slot 054, spend 300 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Karl , Dustin

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 055; its price is 800 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Costume, highlight slot 055, spend 800 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Luke

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 056; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Costume, highlight slot 056, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Nicholas , Sean , Philip , Don , Rodney

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 057; its price is 1,000 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Costume, highlight slot 057, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Mr. Red , Mr. Blue , Mr. Green , Mr. Gold , Mr. Black

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 058; its price is 100,000 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Costume, highlight slot 058, spend 100,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Mrs. White , Mrs. Water , Mrs. Peach

Costume

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Costume, slot 059; its price is 30,000 points.
Full detailNEEDS_VERIFICATION

Movie Collection

You are here when: The Collection menu's movie page and its numbered purchase slots.

Unlock and purchase every one of the 146 entries in this category.

Movie 001

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 001; its price is 500 points.
Full detailThis entry is present on a new card; no gameplay gate is required. Return to Collection > Movie, highlight slot 001, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 002 — Wild Things

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 002; its price is 500 points.
Full detailNEEDS_VERIFICATION

Movie 003 — Wild Things

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 003; its price is 500 points.
Full detailNEEDS_VERIFICATION

Movie 004 — Wild Things (Kevin)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 004; its price is 500 points.
Full detailPlay Wild Things as Kevin and open the zoo's rear gate. Return to Collection > Movie, highlight slot 004, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 005 — Wild Things (Mark)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 005; its price is 500 points.
Full detailPlay Wild Things as Mark and open the zoo's rear gate. Return to Collection > Movie, highlight slot 005, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 006 — Wild Things (Jim)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 006; its price is 500 points.
Full detailPlay Wild Things as Jim and open the zoo's rear gate. Return to Collection > Movie, highlight slot 006, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 007 — Wild Things (George)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 007; its price is 500 points.
Full detailPlay Wild Things as George and open the zoo's rear gate. Return to Collection > Movie, highlight slot 007, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 008 — Wild Things (David)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 008; its price is 500 points.
Full detailPlay Wild Things as David and open the zoo's rear gate. Return to Collection > Movie, highlight slot 008, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 009 — Wild Things (Alyssa)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 009; its price is 500 points.
Full detailPlay Wild Things as Alyssa and open the zoo's rear gate. Return to Collection > Movie, highlight slot 009, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 010 — Wild Things (Yoko)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 010; its price is 500 points.
Full detailPlay Wild Things as Yoko and open the zoo's rear gate. Return to Collection > Movie, highlight slot 010, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 011 — Wild Things (Cindy)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 011; its price is 500 points.
Full detailPlay Wild Things as Cindy and open the zoo's rear gate. Return to Collection > Movie, highlight slot 011, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 012 — Wild Things

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 012; its price is 500 points.
Full detailPlay Wild Things as any survivor and open the zoo's rear gate. Return to Collection > Movie, highlight slot 012, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 013 — Wild Things

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 013; its price is 500 points.
Full detailOn Normal or harder, restore electricity to the zoo before clearing. Return to Collection > Movie, highlight slot 013, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 014 — Wild Things

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 014; its price is 500 points.
Full detailOperate the Elephant Stage gate and leave it closed before proceeding. Return to Collection > Movie, highlight slot 014, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 015 — Wild Things

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 015; its price is 500 points.
Full detailLure the large zoo threat into Elephant Stage, close the gate, then deliberately let it break free. Return to Collection > Movie, highlight slot 015, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 016 — Wild Things

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 016; its price is 500 points.
Full detailTrigger event 21 in Wild Things and carry that run to its result page. Return to Collection > Movie, highlight slot 016, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 017 — Wild Things

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 017; its price is 500 points.
Full detailTrigger event 22 in Wild Things and carry that run to its result page. Return to Collection > Movie, highlight slot 017, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 018 — Wild Things

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 018; its price is 500 points.
Full detailTrigger event 23 in Wild Things and carry that run to its result page. Return to Collection > Movie, highlight slot 018, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 019 — Wild Things

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 019; its price is 500 points.
Full detailTrigger event 24 in Wild Things and carry that run to its result page. Return to Collection > Movie, highlight slot 019, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 020 — Wild Things (Kevin)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 020; its price is 500 points.
Full detailComplete Wild Things on any difficulty and save the result. Return to Collection > Movie, highlight slot 020, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 021 — Wild Things (Mark)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 021; its price is 500 points.
Full detailComplete Wild Things on any difficulty and save the result. Return to Collection > Movie, highlight slot 021, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 022 — Wild Things (Jim)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 022; its price is 500 points.
Full detailComplete Wild Things on any difficulty and save the result. Return to Collection > Movie, highlight slot 022, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 023 — Wild Things (George)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 023; its price is 500 points.
Full detailComplete Wild Things on any difficulty and save the result. Return to Collection > Movie, highlight slot 023, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 024 — Wild Things (David)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 024; its price is 500 points.
Full detailComplete Wild Things on any difficulty and save the result. Return to Collection > Movie, highlight slot 024, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 025 — Wild Things (Alyssa)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 025; its price is 500 points.
Full detailComplete Wild Things on any difficulty and save the result. Return to Collection > Movie, highlight slot 025, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 026 — Wild Things (Yoko)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 026; its price is 500 points.
Full detailComplete Wild Things on any difficulty and save the result. Return to Collection > Movie, highlight slot 026, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 027 — Wild Things (Cindy)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 027; its price is 500 points.
Full detailComplete Wild Things on any difficulty and save the result. Return to Collection > Movie, highlight slot 027, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 028 — Underbelly

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 028; its price is 500 points.
Full detailComplete Underbelly on any difficulty and save the result. Return to Collection > Movie, highlight slot 028, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 029 — Underbelly

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 029; its price is 500 points.
Full detailTrigger event 02 in Underbelly and carry that run to its result page. Return to Collection > Movie, highlight slot 029, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 030 — Underbelly

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 030; its price is 500 points.
Full detailTrigger event 04 in Underbelly and carry that run to its result page. Return to Collection > Movie, highlight slot 030, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 031 — Underbelly

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 031; its price is 500 points.
Full detailComplete Underbelly on any difficulty and save the result. Return to Collection > Movie, highlight slot 031, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 032 — Underbelly

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 032; its price is 500 points.
Full detailComplete Underbelly on any difficulty and save the result. Return to Collection > Movie, highlight slot 032, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 033 — Underbelly

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 033; its price is 500 points.
Full detailComplete Underbelly on any difficulty and save the result. Return to Collection > Movie, highlight slot 033, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 034 — Underbelly (Kevin)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 034; its price is 500 points.
Full detailTrigger event 09 in Underbelly and carry that run to its result page. Return to Collection > Movie, highlight slot 034, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 035 — Underbelly (Mark)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 035; its price is 500 points.
Full detailTrigger event 09 in Underbelly and carry that run to its result page. Return to Collection > Movie, highlight slot 035, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 036 — Underbelly (Jim)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 036; its price is 500 points.
Full detailTrigger event 09 in Underbelly and carry that run to its result page. Return to Collection > Movie, highlight slot 036, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 037 — Underbelly (George)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 037; its price is 500 points.
Full detailTrigger event 09 in Underbelly and carry that run to its result page. Return to Collection > Movie, highlight slot 037, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 038 — Underbelly (David)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 038; its price is 500 points.
Full detailTrigger event 09 in Underbelly and carry that run to its result page. Return to Collection > Movie, highlight slot 038, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 039 — Underbelly (Alyssa)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 039; its price is 500 points.
Full detailTrigger event 09 in Underbelly and carry that run to its result page. Return to Collection > Movie, highlight slot 039, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 040 — Underbelly (Yoko)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 040; its price is 500 points.
Full detailTrigger event 09 in Underbelly and carry that run to its result page. Return to Collection > Movie, highlight slot 040, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 041 — Underbelly (Cindy)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 041; its price is 500 points.
Full detailTrigger event 09 in Underbelly and carry that run to its result page. Return to Collection > Movie, highlight slot 041, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 042 — Underbelly (Kevin)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 042; its price is 500 points.
Full detailTrigger event 11 in Underbelly and carry that run to its result page. Return to Collection > Movie, highlight slot 042, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 043 — Underbelly (Mark)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 043; its price is 500 points.
Full detailTrigger event 11 in Underbelly and carry that run to its result page. Return to Collection > Movie, highlight slot 043, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 044 — Underbelly (Jim)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 044; its price is 500 points.
Full detailTrigger event 11 in Underbelly and carry that run to its result page. Return to Collection > Movie, highlight slot 044, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 045 — Underbelly (George)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 045; its price is 500 points.
Full detailTrigger event 11 in Underbelly and carry that run to its result page. Return to Collection > Movie, highlight slot 045, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 046 — Underbelly (David)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 046; its price is 500 points.
Full detailTrigger event 11 in Underbelly and carry that run to its result page. Return to Collection > Movie, highlight slot 046, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 047 — Underbelly (Alyssa)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 047; its price is 500 points.
Full detailTrigger event 11 in Underbelly and carry that run to its result page. Return to Collection > Movie, highlight slot 047, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 048 — Underbelly (Yoko)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 048; its price is 500 points.
Full detailTrigger event 11 in Underbelly and carry that run to its result page. Return to Collection > Movie, highlight slot 048, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 049 — Underbelly (Cindy)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 049; its price is 500 points.
Full detailTrigger event 11 in Underbelly and carry that run to its result page. Return to Collection > Movie, highlight slot 049, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 050 — Underbelly (Kevin)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 050; its price is 500 points.
Full detailTrigger event 12 in Underbelly and carry that run to its result page. Return to Collection > Movie, highlight slot 050, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 051 — Underbelly (Mark)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 051; its price is 500 points.
Full detailTrigger event 12 in Underbelly and carry that run to its result page. Return to Collection > Movie, highlight slot 051, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 052 — Underbelly (Jim)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 052; its price is 500 points.
Full detailTrigger event 12 in Underbelly and carry that run to its result page. Return to Collection > Movie, highlight slot 052, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 053 — Underbelly (George)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 053; its price is 500 points.
Full detailTrigger event 12 in Underbelly and carry that run to its result page. Return to Collection > Movie, highlight slot 053, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 054 — Underbelly (David)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 054; its price is 500 points.
Full detailTrigger event 12 in Underbelly and carry that run to its result page. Return to Collection > Movie, highlight slot 054, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 055 — Underbelly (Alyssa)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 055; its price is 500 points.
Full detailTrigger event 12 in Underbelly and carry that run to its result page. Return to Collection > Movie, highlight slot 055, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 056 — Underbelly (Yoko)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 056; its price is 500 points.
Full detailTrigger event 12 in Underbelly and carry that run to its result page. Return to Collection > Movie, highlight slot 056, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 057 — Underbelly (Cindy)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 057; its price is 500 points.
Full detailTrigger event 12 in Underbelly and carry that run to its result page. Return to Collection > Movie, highlight slot 057, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 058 — Flashback

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 058; its price is 500 points.
Full detailComplete Flashback on any difficulty and save the result. Return to Collection > Movie, highlight slot 058, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 059 — Flashback

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 059; its price is 500 points.
Full detailComplete Flashback on any difficulty and save the result. Return to Collection > Movie, highlight slot 059, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 060 — Flashback

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 060; its price is 500 points.
Full detailComplete Flashback on any difficulty and save the result. Return to Collection > Movie, highlight slot 060, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 061 — Flashback

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 061; its price is 500 points.
Full detailTrigger event 01 in Flashback and carry that run to its result page. Return to Collection > Movie, highlight slot 061, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 062 — Flashback

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 062; its price is 500 points.
Full detailTrigger event 02 in Flashback and carry that run to its result page. Return to Collection > Movie, highlight slot 062, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 063 — Flashback

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 063; its price is 500 points.
Full detailTrigger event 03 in Flashback and carry that run to its result page. Return to Collection > Movie, highlight slot 063, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 064 — Flashback

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 064; its price is 500 points.
Full detailTrigger event 01 in Flashback and carry that run to its result page. Return to Collection > Movie, highlight slot 064, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 065 — Flashback

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 065; its price is 500 points.
Full detailTrigger event 12 in Flashback and carry that run to its result page. Return to Collection > Movie, highlight slot 065, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 066 — Flashback

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 066; its price is 500 points.
Full detailTrigger event 13 in Flashback and carry that run to its result page. Return to Collection > Movie, highlight slot 066, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 067 — Flashback

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 067; its price is 500 points.
Full detailNEEDS_VERIFICATION

Movie 068 — Flashback (Kevin)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 068; its price is 500 points.
Full detailTrigger event 19 in Flashback and carry that run to its result page. Return to Collection > Movie, highlight slot 068, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 069 — Flashback (Mark)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 069; its price is 500 points.
Full detailTrigger event 19 in Flashback and carry that run to its result page. Return to Collection > Movie, highlight slot 069, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 070 — Flashback (Jim)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 070; its price is 500 points.
Full detailTrigger event 19 in Flashback and carry that run to its result page. Return to Collection > Movie, highlight slot 070, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 071 — Flashback (George)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 071; its price is 500 points.
Full detailTrigger event 19 in Flashback and carry that run to its result page. Return to Collection > Movie, highlight slot 071, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 072 — Flashback (David)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 072; its price is 500 points.
Full detailTrigger event 19 in Flashback and carry that run to its result page. Return to Collection > Movie, highlight slot 072, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 073 — Flashback (Alyssa)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 073; its price is 500 points.
Full detailTrigger event 19 in Flashback and carry that run to its result page. Return to Collection > Movie, highlight slot 073, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 074 — Flashback (Yoko)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 074; its price is 500 points.
Full detailTrigger event 19 in Flashback and carry that run to its result page. Return to Collection > Movie, highlight slot 074, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 075 — Flashback (Cindy)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 075; its price is 500 points.
Full detailTrigger event 19 in Flashback and carry that run to its result page. Return to Collection > Movie, highlight slot 075, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 076 — Flashback (Kevin)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 076; its price is 500 points.
Full detailTrigger event 16 in Flashback and carry that run to its result page. Return to Collection > Movie, highlight slot 076, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 077 — Flashback (Mark)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 077; its price is 500 points.
Full detailTrigger event 16 in Flashback and carry that run to its result page. Return to Collection > Movie, highlight slot 077, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 078 — Flashback (Jim)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 078; its price is 500 points.
Full detailTrigger event 16 in Flashback and carry that run to its result page. Return to Collection > Movie, highlight slot 078, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 079 — Flashback (George)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 079; its price is 500 points.
Full detailTrigger event 16 in Flashback and carry that run to its result page. Return to Collection > Movie, highlight slot 079, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 080 — Flashback (David)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 080; its price is 500 points.
Full detailTrigger event 16 in Flashback and carry that run to its result page. Return to Collection > Movie, highlight slot 080, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 081 — Flashback (Alyssa)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 081; its price is 500 points.
Full detailTrigger event 16 in Flashback and carry that run to its result page. Return to Collection > Movie, highlight slot 081, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 082 — Flashback (Yoko)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 082; its price is 500 points.
Full detailTrigger event 16 in Flashback and carry that run to its result page. Return to Collection > Movie, highlight slot 082, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 083 — Flashback (Cindy)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 083; its price is 500 points.
Full detailTrigger event 16 in Flashback and carry that run to its result page. Return to Collection > Movie, highlight slot 083, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 084 — Desperate Times

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 084; its price is 500 points.
Full detailComplete Desperate Times on any difficulty and save the result. Return to Collection > Movie, highlight slot 084, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 085 — Desperate Times

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 085; its price is 500 points.
Full detailTrigger event 07 in Desperate Times and carry that run to its result page. Return to Collection > Movie, highlight slot 085, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 086 — Desperate Times

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 086; its price is 500 points.
Full detailTrigger event 07 in Desperate Times and carry that run to its result page. Return to Collection > Movie, highlight slot 086, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 087 — Desperate Times (Kevin)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 087; its price is 500 points.
Full detailComplete Desperate Times on any difficulty and save the result. Return to Collection > Movie, highlight slot 087, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 088 — Desperate Times (Mark)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 088; its price is 500 points.
Full detailComplete Desperate Times on any difficulty and save the result. Return to Collection > Movie, highlight slot 088, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 089 — Desperate Times (Jim)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 089; its price is 500 points.
Full detailComplete Desperate Times on any difficulty and save the result. Return to Collection > Movie, highlight slot 089, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 090 — Desperate Times (George)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 090; its price is 500 points.
Full detailComplete Desperate Times on any difficulty and save the result. Return to Collection > Movie, highlight slot 090, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 091 — Desperate Times (David)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 091; its price is 500 points.
Full detailComplete Desperate Times on any difficulty and save the result. Return to Collection > Movie, highlight slot 091, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 092 — Desperate Times (Alyssa)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 092; its price is 500 points.
Full detailComplete Desperate Times on any difficulty and save the result. Return to Collection > Movie, highlight slot 092, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 093 — Desperate Times (Yoko)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 093; its price is 500 points.
Full detailComplete Desperate Times on any difficulty and save the result. Return to Collection > Movie, highlight slot 093, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 094 — Desperate Times (Cindy)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 094; its price is 500 points.
Full detailComplete Desperate Times on any difficulty and save the result. Return to Collection > Movie, highlight slot 094, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 095 — Desperate Times (Kevin)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 095; its price is 500 points.
Full detailComplete Desperate Times on any difficulty and save the result. Return to Collection > Movie, highlight slot 095, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 096 — Desperate Times (Mark)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 096; its price is 500 points.
Full detailComplete Desperate Times on any difficulty and save the result. Return to Collection > Movie, highlight slot 096, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 097 — Desperate Times (Jim)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 097; its price is 500 points.
Full detailComplete Desperate Times on any difficulty and save the result. Return to Collection > Movie, highlight slot 097, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 098 — Desperate Times (George)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 098; its price is 500 points.
Full detailComplete Desperate Times on any difficulty and save the result. Return to Collection > Movie, highlight slot 098, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 099 — Desperate Times (David)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 099; its price is 500 points.
Full detailComplete Desperate Times on any difficulty and save the result. Return to Collection > Movie, highlight slot 099, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 100 — Desperate Times (Alyssa)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 100; its price is 500 points.
Full detailComplete Desperate Times on any difficulty and save the result. Return to Collection > Movie, highlight slot 100, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 101 — Desperate Times (Yoko)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 101; its price is 500 points.
Full detailComplete Desperate Times on any difficulty and save the result. Return to Collection > Movie, highlight slot 101, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 102 — Desperate Times (Cindy)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 102; its price is 500 points.
Full detailComplete Desperate Times on any difficulty and save the result. Return to Collection > Movie, highlight slot 102, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 103 — End of the Road

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 103; its price is 500 points.
Full detailComplete End of the Road on any difficulty and save the result. Return to Collection > Movie, highlight slot 103, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 104 — End of the Road

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 104; its price is 500 points.
Full detailComplete End of the Road on any difficulty and save the result. Return to Collection > Movie, highlight slot 104, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 105 — End of the Road

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 105; its price is 500 points.
Full detailComplete End of the Road on any difficulty and save the result. Return to Collection > Movie, highlight slot 105, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 106 — End of the Road

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 106; its price is 500 points.
Full detailComplete End of the Road on any difficulty and save the result. Return to Collection > Movie, highlight slot 106, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 107 — End of the Road

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 107; its price is 500 points.
Full detailComplete End of the Road on any difficulty and save the result. Return to Collection > Movie, highlight slot 107, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 108 — End of the Road (Kevin)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 108; its price is 500 points.
Full detailTrigger event 11 in End of the Road and carry that run to its result page. Return to Collection > Movie, highlight slot 108, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 109 — End of the Road (Mark)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 109; its price is 500 points.
Full detailTrigger event 11 in End of the Road and carry that run to its result page. Return to Collection > Movie, highlight slot 109, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 110 — End of the Road (Jim)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 110; its price is 500 points.
Full detailTrigger event 11 in End of the Road and carry that run to its result page. Return to Collection > Movie, highlight slot 110, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 111 — End of the Road (George)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 111; its price is 500 points.
Full detailTrigger event 11 in End of the Road and carry that run to its result page. Return to Collection > Movie, highlight slot 111, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 112 — End of the Road (David)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 112; its price is 500 points.
Full detailTrigger event 11 in End of the Road and carry that run to its result page. Return to Collection > Movie, highlight slot 112, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 113 — End of the Road (Alyssa)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 113; its price is 500 points.
Full detailTrigger event 11 in End of the Road and carry that run to its result page. Return to Collection > Movie, highlight slot 113, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 114 — End of the Road (Yoko)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 114; its price is 500 points.
Full detailTrigger event 11 in End of the Road and carry that run to its result page. Return to Collection > Movie, highlight slot 114, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 115 — End of the Road (Cindy)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 115; its price is 500 points.
Full detailTrigger event 11 in End of the Road and carry that run to its result page. Return to Collection > Movie, highlight slot 115, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 116 — End of the Road

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 116; its price is 500 points.
Full detailTrigger event 15 in End of the Road and carry that run to its result page. Return to Collection > Movie, highlight slot 116, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 117 — End of the Road

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 117; its price is 500 points.
Full detailNEEDS_VERIFICATION

Movie 118 — End of the Road

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 118; its price is 500 points.
Full detailNEEDS_VERIFICATION

Movie 119 — End of the Road

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 119; its price is 500 points.
Full detailTrigger event 20 in End of the Road and carry that run to its result page. Return to Collection > Movie, highlight slot 119, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 120 — End of the Road

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 120; its price is 500 points.
Full detailTrigger event 20 in End of the Road and carry that run to its result page. Return to Collection > Movie, highlight slot 120, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 121 — End of the Road

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 121; its price is 500 points.
Full detailTrigger event 20 in End of the Road and carry that run to its result page. Return to Collection > Movie, highlight slot 121, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 122 — End of the Road (Kevin)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 122; its price is 500 points.
Full detailTrigger event 22 in End of the Road and carry that run to its result page. Return to Collection > Movie, highlight slot 122, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 123 — End of the Road (Mark)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 123; its price is 500 points.
Full detailTrigger event 22 in End of the Road and carry that run to its result page. Return to Collection > Movie, highlight slot 123, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 124 — End of the Road (Jim)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 124; its price is 500 points.
Full detailTrigger event 22 in End of the Road and carry that run to its result page. Return to Collection > Movie, highlight slot 124, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 125 — End of the Road (George)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 125; its price is 500 points.
Full detailTrigger event 22 in End of the Road and carry that run to its result page. Return to Collection > Movie, highlight slot 125, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 126 — End of the Road (David)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 126; its price is 500 points.
Full detailTrigger event 22 in End of the Road and carry that run to its result page. Return to Collection > Movie, highlight slot 126, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 127 — End of the Road (Alyssa)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 127; its price is 500 points.
Full detailTrigger event 22 in End of the Road and carry that run to its result page. Return to Collection > Movie, highlight slot 127, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 128 — End of the Road (Yoko)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 128; its price is 500 points.
Full detailTrigger event 22 in End of the Road and carry that run to its result page. Return to Collection > Movie, highlight slot 128, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 129 — End of the Road (Cindy)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 129; its price is 500 points.
Full detailTrigger event 22 in End of the Road and carry that run to its result page. Return to Collection > Movie, highlight slot 129, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 130 — End of the Road (Kevin)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 130; its price is 500 points.
Full detailTrigger event 24 in End of the Road and carry that run to its result page. Return to Collection > Movie, highlight slot 130, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 131 — End of the Road (Mark)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 131; its price is 500 points.
Full detailTrigger event 24 in End of the Road and carry that run to its result page. Return to Collection > Movie, highlight slot 131, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 132 — End of the Road (Jim)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 132; its price is 500 points.
Full detailTrigger event 24 in End of the Road and carry that run to its result page. Return to Collection > Movie, highlight slot 132, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 133 — End of the Road (George)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 133; its price is 500 points.
Full detailTrigger event 24 in End of the Road and carry that run to its result page. Return to Collection > Movie, highlight slot 133, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 134 — End of the Road (David)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 134; its price is 500 points.
Full detailTrigger event 24 in End of the Road and carry that run to its result page. Return to Collection > Movie, highlight slot 134, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 135 — End of the Road (Alyssa)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 135; its price is 500 points.
Full detailTrigger event 24 in End of the Road and carry that run to its result page. Return to Collection > Movie, highlight slot 135, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 136 — End of the Road (Yoko)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 136; its price is 500 points.
Full detailTrigger event 24 in End of the Road and carry that run to its result page. Return to Collection > Movie, highlight slot 136, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 137 — End of the Road (Cindy)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 137; its price is 500 points.
Full detailTrigger event 24 in End of the Road and carry that run to its result page. Return to Collection > Movie, highlight slot 137, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 138

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 138; its price is 500 points.
Full detailTrigger event 21 in End of the Road and carry that run to its result page. Return to Collection > Movie, highlight slot 138, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 139 (Kevin)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 139; its price is 500 points.
Full detailTrigger event 25 in End of the Road and carry that run to its result page. Return to Collection > Movie, highlight slot 139, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 140 (Mark)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 140; its price is 500 points.
Full detailTrigger event 25 in End of the Road and carry that run to its result page. Return to Collection > Movie, highlight slot 140, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 141 (Jim)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 141; its price is 500 points.
Full detailTrigger event 25 in End of the Road and carry that run to its result page. Return to Collection > Movie, highlight slot 141, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 142 (George)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 142; its price is 500 points.
Full detailTrigger event 25 in End of the Road and carry that run to its result page. Return to Collection > Movie, highlight slot 142, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 143 (David)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 143; its price is 500 points.
Full detailTrigger event 25 in End of the Road and carry that run to its result page. Return to Collection > Movie, highlight slot 143, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 144 (Alyssa)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 144; its price is 500 points.
Full detailTrigger event 25 in End of the Road and carry that run to its result page. Return to Collection > Movie, highlight slot 144, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 145 (Yoko)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 145; its price is 500 points.
Full detailTrigger event 25 in End of the Road and carry that run to its result page. Return to Collection > Movie, highlight slot 145, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Movie 146 (Cindy)

Movie

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Movie, slot 146; its price is 500 points.
Full detailTrigger event 25 in End of the Road and carry that run to its result page. Return to Collection > Movie, highlight slot 146, spend 500 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Sound Collection

You are here when: The Collection menu's sound page and its numbered purchase slots.

Unlock and purchase every one of the 14 entries in this category.

wild things BGM

Sound

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Sound, slot 001; its price is 1,000 points.
Full detailComplete Wild Things on any difficulty and save the result. Return to Collection > Sound, highlight slot 001, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

underbelly BGM

Sound

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Sound, slot 002; its price is 1,000 points.
Full detailComplete Underbelly on any difficulty and save the result. Return to Collection > Sound, highlight slot 002, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

flashback BGM

Sound

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Sound, slot 003; its price is 1,000 points.
Full detailComplete Flashback on any difficulty and save the result. Return to Collection > Sound, highlight slot 003, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

desperate times BGM

Sound

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Sound, slot 004; its price is 1,000 points.
Full detailComplete Desperate Times on any difficulty and save the result. Return to Collection > Sound, highlight slot 004, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

end of the road BGM

Sound

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Sound, slot 005; its price is 1,000 points.
Full detailComplete End of the Road on any difficulty and save the result. Return to Collection > Sound, highlight slot 005, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

miscellaneous BGM

Sound

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Sound, slot 006; its price is 1,000 points.
Full detailComplete Wild Things on any difficulty and save the result. Return to Collection > Sound, highlight slot 006, spend 1,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Kevin Voice

Sound

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Sound, slot 007; its price is 2,000 points.
Full detailCollect every one of Kevin's twenty character-specific SP objects. Return to Collection > Sound, highlight slot 007, spend 2,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Mark Voice

Sound

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Sound, slot 008; its price is 2,000 points.
Full detailCollect every one of Mark's twenty character-specific SP objects. Return to Collection > Sound, highlight slot 008, spend 2,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Jim Voice

Sound

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Sound, slot 009; its price is 2,000 points.
Full detailCollect every one of Jim's twenty character-specific SP objects. Return to Collection > Sound, highlight slot 009, spend 2,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

George Voice

Sound

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Sound, slot 010; its price is 2,000 points.
Full detailCollect every one of George's twenty character-specific SP objects. Return to Collection > Sound, highlight slot 010, spend 2,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

David Voice

Sound

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Sound, slot 011; its price is 2,000 points.
Full detailCollect every one of David's twenty character-specific SP objects. Return to Collection > Sound, highlight slot 011, spend 2,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Alyssa Voice

Sound

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Sound, slot 012; its price is 2,000 points.
Full detailCollect every one of Alyssa's twenty character-specific SP objects. Return to Collection > Sound, highlight slot 012, spend 2,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Yoko Voice

Sound

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Sound, slot 013; its price is 2,000 points.
Full detailCollect every one of Yoko's twenty character-specific SP objects. Return to Collection > Sound, highlight slot 013, spend 2,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Cindy Voice

Sound

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Sound, slot 014; its price is 2,000 points.
Full detailCollect every one of Cindy's twenty character-specific SP objects. Return to Collection > Sound, highlight slot 014, spend 2,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Extra Collection

You are here when: The Collection menu's extra page and its numbered purchase slots.

Unlock and purchase every one of the 11 entries in this category.

HARD difficulty is now available

Extra

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Extra, slot 001; its price is 2,000 points.
Full detailComplete Wild Things on Easy and Normal and save the result. Return to Collection > Extra, highlight slot 001, spend 2,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

VERY HARD difficulty is now available

Extra

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Extra, slot 002; its price is 3,000 points.
Full detailComplete Wild Things on Hard and save the result. Return to Collection > Extra, highlight slot 002, spend 3,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Costumes and NPC characters are now selectable

Extra

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Extra, slot 003; its price is 5,000 points.
Full detailComplete Wild Things on Easy and Normal and save the result. Return to Collection > Extra, highlight slot 003, spend 5,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

INFINITY MODE is now available

Extra

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Extra, slot 004; its price is 50,000 points.
Full detailComplete Wild Things on Very Hard and save the result. Return to Collection > Extra, highlight slot 004, spend 50,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

NIGHTMARE MODE is now available

Extra

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Extra, slot 005; its price is 10,000 points.
Full detailComplete Wild Things on Very Hard and save the result. Return to Collection > Extra, highlight slot 005, spend 10,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

elimination 1 is now playable

Extra

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Extra, slot 006; its price is 3,000 points.
Full detailComplete Wild Things on any difficulty and save the result. Return to Collection > Extra, highlight slot 006, spend 3,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

elimination 2 is now playable.

Extra

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Extra, slot 007; its price is 5,000 points.
Full detailComplete Wild Things on any difficulty and save the result. Return to Collection > Extra, highlight slot 007, spend 5,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

Elimination 3 is now playable.

Extra

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Extra, slot 008; its price is 10,000 points.
Full detailNEEDS_VERIFICATION

showdown 1 is now playable.

Extra

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Extra, slot 009; its price is 3,000 points.
Full detailComplete Wild Things on any difficulty and save the result. Return to Collection > Extra, highlight slot 009, spend 3,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

showdown 2 is now playable.

Extra

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Extra, slot 010; its price is 5,000 points.
Full detailTrigger event 20 in End of the Road and carry that run to its result page. Return to Collection > Extra, highlight slot 010, spend 5,000 points, open or equip it once, save, and confirm its purchased marker survives a reboot.

showdown 3 is now playable.

Extra

HintA related clear, event, character run, or hidden object exposes this archive entry.
WhereCheck Collection > Extra, slot 011; its price is 10,000 points.
Full detailNEEDS_VERIFICATION

Final 100% Audit

You are here when: Scenario records, event percentages, SP logs, Collection pages, online evidence, and memory-card copies.

Do not declare completion until every independent total agrees.

Collect All 260 SP Items

Completion Audit

HintFive scenario pools and eight survivor pools form one hidden-object total.
WhereVerify 100 scenario-wide SP objects and 160 survivor-specific SP objects.
Full detailCheck every SP page: each main scenario must show twenty objects, and each of the eight survivors must show twenty. The combined count must be 260; this also exposes the final color-themed NPC group.

Reach 100% on All Five Event Lists

Completion Audit

HintMutually exclusive triggers accumulate over many successful exits.
WhereRaise every scenario's event checklist to 100%.
Full detailCompare the five numbered ledgers in this pack against the game after every result screen. Verify 100% separately for End of the Road and Flashback, then for Wild Things, Desperate Times, and Underbelly.

Finish the Four-Difficulty Scenario Grid

Completion Audit

HintEach difficulty changes resources and SP placement.
WhereRecord twenty main clears: five scenarios on Easy, Normal, Hard, and Very Hard.
Full detailMaintain a five-by-four grid outside the game, fill one cell only after its result saves, and keep Infinity disabled. Confirm every cell plus all eleven Extra-mode purchase and clear records.

Finish the Forty-Clear Survivor Grid

Completion Audit

HintCharacter-linked art and costumes require broad scenario coverage.
WhereClear all five scenarios with each of the eight main survivors.
Full detailTrack Kevin, Mark, Jim, George, David, Alyssa, Yoko, and Cindy against all five scenarios. Every one of the forty cells must have a saved result; use this clean matrix instead of importing File #1 completion data.

Purchase the Entire 375-Entry Collection

Completion Audit

HintThe final archive spans images, costumes, movies, sounds, and extra modes.
WhereBuy 145 Gallery, 59 Costume, 146 Movie, 14 Sound, and 11 Extra entries.
Full detailCount purchased markers by page and confirm 145 + 59 + 146 + 14 + 11 = 375. Open every gallery image and movie, preview every costume, play every sound, and launch every Extra option at least once.

Preserve a Verified 100% Card

Completion Record

HintA clean final artifact should prove its own unlock route.
WhereCapture all event, SP, difficulty, survivor, Collection, and online summary pages.
Full detailCold-boot the original disc with the completed card, verify every total, clone the card twice, hash all three copies, and write-protect one archive. Keep the OBSRV profile and unmodified disc image beside—but separate from—the completion save.

Open the spoiler-free interactive guide

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