← samimirash.com
Resident Evil Survivor (2000)
100% completion of the selected PlayStation route, spoiler-free · 13 areas · 93 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
PlayStation Setup and Persistent Data
You are here when: The PlayStation title menu, difficulty selector, controller options, and memory-card screen.
The game has no ordinary mid-run save; completion data records collections instead of position.
Use the Original PlayStation Release
Setup
HintConfirm the edition and input method before starting.
WhereUse the PlayStation version on original hardware or a tested PS1 emulator.
Full detailLaunch the original PlayStation release and keep its memory-card image separate from later Gun Survivor games. The uncommon regional Windows conversion adds no required content and is outside the selected route.
Standard Controller Clear
Setup
HintThe worldwide release always supports an ordinary pad.
WhereConfigure digital or analog controller aiming and finish one campaign.
Full detailChoose the control preset that maps aiming, firing, turning, and the quick turn comfortably. Complete one full campaign with the standard controller and preserve its clear data on the dedicated memory card.
GunCon Clear Where Supported
Control Mode
HintSome regional discs retain the original light-gun option.
WhereUse a Japanese or PAL disc with compatible GunCon support.
Full detailIf you own a supported Japanese or PAL release and compatible display or emulator input, calibrate the GunCon from Options and finish one campaign with it. The North American disc removed this control method, so do not mark it missing there.
Easy Campaign Clear
Difficulty
HintOne assisted run is useful for learning every branch transition.
WhereStart on Easy and finish a complete route.
Full detailCreate an Easy file, take one unrecorded combination of the four route choices, and finish without attempting the S-rank ledger. Save the completed inventory and archive when the result screen offers a memory-card write.
Normal Campaign Clear
Difficulty
HintThe standard setting enables the top rank and its reward.
WhereFinish one full campaign on Normal.
Full detailStart Normal from the accumulated memory-card data, carry forward collected weapons and files, and complete a route. Use a separate Normal attempt for S rank so exploration and route documentation do not compromise accuracy or time.
No Mid-Campaign Save
Save Rule
HintThis game records collections, not room position.
WherePlan to finish each attempt in one sitting.
Full detailThere are no typewriters or ordinary checkpoints. A completion write—or declining to continue after failure—stores weapons, ammunition, files, and statistics, but loading always begins a new campaign from the opening area.
Preserve Branch States Carefully
Save Safety
HintThree-way doors close permanently during an attempt.
WhereCreate emulator states before each of the four route selections.
Full detailWhen emulating, make a labelled state before spending each route key, but keep a legitimate cleared-data file as the completion ledger. On original hardware, cover the same choices through three short full campaigns instead.
Opening Three-Way Route
You are here when: The first street room with three locked building entrances and one fragile key.
SAVE-BACKUP: opening one door destroys the key and closes the other two for that attempt.
Opening Route — Chapel (missable)
Route Choice
HintThe first fragile key can open only one of three buildings.
WhereUse the opening key on the Chapel entrance.
Full detailUse the first dropped key on the chapel door. Take the Chapel Key and Clock Winder from the right-side room, open the opposite wing, read its document, fit the winder into the clock, descend, and recover the rear exit key.
Complete the Chapel Key Sequence (missable)
Route Item
HintEach building has its own short physical mechanism.
WhereCollect and use the route items inside Chapel.
Full detailUse the first dropped key on the chapel door. Take the Chapel Key and Clock Winder from the right-side room, open the opposite wing, read its document, fit the winder into the clock, descend, and recover the rear exit key.
Opening Route — Restaurant (missable)
Route Choice
HintThe first fragile key can open only one of three buildings.
WhereUse the opening key on the Restaurant entrance.
Full detailSpend the first dropped key on the restaurant entrance. Search the kitchen for its document, take the route key from the refrigerator area, collect the passage herb, and unlock the street exit without entering either other opening route.
Complete the Restaurant Key Sequence (missable)
Route Item
HintEach building has its own short physical mechanism.
WhereCollect and use the route items inside Restaurant.
Full detailSpend the first dropped key on the restaurant entrance. Search the kitchen for its document, take the route key from the refrigerator area, collect the passage herb, and unlock the street exit without entering either other opening route.
Opening Route — Cinema (missable)
Route Choice
HintThe first fragile key can open only one of three buildings.
WhereUse the opening key on the Cinema entrance.
Full detailChoose the cinema with the first dropped key, climb to the projector level, collect the document and 35mm Film, insert the film into the projector, return downstairs, take the key that appears by the screen, and unlock the remaining exit.
Complete the Cinema Key Sequence (missable)
Route Item
HintEach building has its own short physical mechanism.
WhereCollect and use the route items inside Cinema.
Full detailChoose the cinema with the first dropped key, climb to the projector level, collect the document and 35mm Film, insert the film into the projector, return downstairs, take the key that appears by the screen, and unlock the remaining exit.
Waterfront Three-Way Route
You are here when: The street reached after the second telephone, facing an arcade, hospital, and library.
SAVE-BACKUP: this choice selects a handgun, route file, and final presentation.
Waterfront Route — Arcade (missable)
Route Choice
HintThe second junction selects a weapon and later presentation.
WhereAfter the second telephone, enter the Arcade.
Full detailAfter the second telephone area, enter the Arcade. Clear or evade the armed occupants, take the Manhole Opener, descend through the casino side, collect Hand Gun C near the sewer access, and use the opener on the manhole.
Complete the Arcade Route (missable)
Route Mechanic
HintSearch its offices and vertical exits before entering the sewer.
WhereObtain Manhole Opener and Hand Gun C along the Arcade route.
Full detailAfter the second telephone area, enter the Arcade. Clear or evade the armed occupants, take the Manhole Opener, descend through the casino side, collect Hand Gun C near the sewer access, and use the opener on the manhole.
Waterfront Route — Hospital (missable)
Route Choice
HintThe second junction selects a weapon and later presentation.
WhereAfter the second telephone, enter the Hospital.
Full detailChoose the Hospital, take the key from the examination scanner, unlock the medicine-room chain, read the doctor's-office file, collect Hand Gun B from the upstairs office, operate the electrical controls, and leave through the basement manhole.
Complete the Hospital Route (missable)
Route Mechanic
HintSearch its offices and vertical exits before entering the sewer.
WhereObtain Medicine Room Key and Hand Gun B along the Hospital route.
Full detailChoose the Hospital, take the key from the examination scanner, unlock the medicine-room chain, read the doctor's-office file, collect Hand Gun B from the upstairs office, operate the electrical controls, and leave through the basement manhole.
Waterfront Route — Library (missable)
Route Choice
HintThe second junction selects a weapon and later presentation.
WhereAfter the second telephone, enter the Library.
Full detailEnter the Library, climb upstairs, survive the locked reading room, collect Hand Gun D from its far corner, then leave when the door releases. Read the first-floor desk file and use the Manhole Opener at the sewer access.
Complete the Library Route (missable)
Route Mechanic
HintSearch its offices and vertical exits before entering the sewer.
WhereObtain locked Hunter room and Hand Gun D along the Library route.
Full detailEnter the Library, climb upstairs, survive the locked reading room, collect Hand Gun D from its far corner, then leave when the door releases. Read the first-floor desk file and use the Manhole Opener at the sewer access.
Sewers and Prison Cleanup
You are here when: Orange-marked sewer rooms leading into offices, cells, showers, and a three-way exit.
Collect the common documents, Rope, and Shotgun before choosing the next route.
Sewer Caretaker Room (missable)
File
HintA photograph-filled workroom holds a common-route document.
WhereRead the diary on the caretaker-room desk and take the shells from its shelf.
Full detailFollow the orange-marked sewer rooms to the caretaker's workroom. Read the desk document completely, then turn toward the shelf on the right and collect the Shotgun Bullets before following the only open continuation.
Prison Office Key (missable)
Route Item
HintThe administrative rooms open the cell block.
WhereTake the Prison Cell Key from the office corner desk.
Full detailEnter the two connected prison offices, clear enough space to circle the large table, take the Prison Cell Key from the corner desk, and read the Prison Chief's Diary from the opposite side before returning to the main hall.
Prison Rope (missable)
Route Item
HintOne cell-block item enables the tower branch.
WhereTake the Rope from the long prison corridor before choosing an exit.
Full detailUnlock the cell block, collect the Rope from the corridor desk, and read the separate diary inside the open cell. Keep the Rope even if the current run will use the underground route; it persists only after a completed data write.
Prison Shower Shotgun (missable)
Weapon
HintA side room before the third junction contains a heavy weapon.
WhereTake the Shotgun from the far corner of the prison shower.
Full detailBefore committing to the guard tower or underground stairs, enter the nearer right-hand shower room, clear the occupants, and collect the SPAS-12 from the far corner. Equip it once and retain its limited shells.
Prison Branch Backup (missable)
Cleanup
HintThe next doorway separates three mutually exclusive paths.
WhereFinish both office documents, the cell document, Rope, and Shotgun first.
Full detailCheck the prison office, cell block, and shower before leaving. If emulating, make a state at the third junction; otherwise record which branch this full clear will cover on the persistent ledger.
Prison Exit Routes
You are here when: The junction beyond the prison shower, with upper stairs, a street door, and underground access.
Each path has different combat spaces even when it rejoins the same headquarters approach.
Prison Exit — Guard Tower Rooftop (missable)
Route Choice
HintThe prison exit offers three physically distinct approaches.
WhereChoose the Guard Tower Rooftop route after collecting the prison Rope and Shotgun.
Full detailTake the guard-tower stairs, cross the upper walkway, use the Rope at the marked edge, and clear the rooftop squad before descending toward headquarters. Record both the tower crossing and the rooftop combat on this attempt.
Prison Exit — Nightclub (missable)
Route Choice
HintThe prison exit offers three physically distinct approaches.
WhereChoose the Nightclub route after collecting the prison Rope and Shotgun.
Full detailUse the street-level nightclub approach after leaving the prison. The large pursuer can appear three times along this line; defeat each instance to document its ammunition drops, then use the club key or access card to reach headquarters.
Prison Exit — Underground Waterway (missable)
Route Choice
HintThe prison exit offers three physically distinct approaches.
WhereChoose the Underground Waterway route after collecting the prison Rope and Shotgun.
Full detailDescend the prison's underground stairs, pass the moth, Hunter, and Licker rooms, use the Rope where prompted, and enter the waterway. Defeat or bypass the first alligator, then reach the ladder guarded by the second to complete the hidden route.
Headquarters, Canal, and House
You are here when: A damaged corporate lobby, working elevator, parking lot, shallow canal, and small family house.
This common route contains two files, a rare ammunition pickup, a weapon, and transport power.
Headquarters Magnum Rounds
Ammunition
HintThe ruined lobby rewards a careful check behind its central emblem.
WhereTake the Magnum Rounds from the headquarters entrance pedestal.
Full detailEnter headquarters, clear or evade the two agile enemies, and inspect the pedestal carrying the large company emblem. Take the first rare Magnum Rounds before using the working elevator.
Thirteenth-Floor Office File (missable)
File
HintThe upper office holds a document and the next access card.
WhereRead the diary in the red-doored office on floor thirteen.
Full detailRide the functioning elevator to floor thirteen, pass the corridor enemies, enter the red-doored office, read the document from the wall-side case, and take the Card Key beside the desk before leaving.
Headquarters Card Key
Route Item
HintAn office card opens a shutter on the same floor.
WhereTake the Card Key beside the thirteenth-floor desk.
Full detailCollect the card immediately after the office file, return through the red shutter, and use it at the next locked barrier before crossing the blue floor sensor. Keep moving through the opened communications route.
Communications-Room File (missable)
File
HintA bank of consoles contains another common document.
WhereRead the wiretapping record from the communication-room console.
Full detailAfter opening the card-controlled shutter, enter the communications room, examine the active console, and read the full record. Check the room before calling the elevator because a large pursuer can enter afterward.
Parking-Lot Grenade Gun (missable)
Weapon
HintA weapon rests on a vehicle before the canal transition.
WhereTake the Grenade Gun from the car in the headquarters parking lot.
Full detailReturn to the lower floor, descend into the parking lot, clear the dogs, and inspect the car before taking the ramp exit. Collect the M79 Grenade Gun and verify that grenade, flame, and acid loads remain separate.
Children's-House Bedroom File (missable)
File
HintOne bedroom contains a document behind its occupant.
WhereRead the diary from the desk in the children's bedroom.
Full detailCross the canal, enter the small house, and search the children's bedroom after the conversation finishes. The diary sits behind the room's occupant; open all pages before returning to the yard.
Cable-Car Power
Route Mechanic
HintThe next transport requires a nearby control room.
WhereRestore power in the room beside the cable-car platform.
Full detailAt the cable-car building, enter the side control room, activate the power panel, and leave promptly when ceiling enemies enter. Board only after the arrival animation completes and collect nearby supplies first.
Three Factory Approaches
You are here when: The junction after the cable car with a right doorway, central lift, and left grass path.
The cliff, tunnel, and grassland routes are mutually exclusive for the attempt.
Factory Approach — Cliff Route (missable)
Route Choice
HintThe last outdoor junction divides into three approaches.
WhereSelect the Cliff Route at the three-way factory approach.
Full detailAt the three-way approach beyond the cable car, take the right-hand doorway. Continue after the rockfall, keep distance from the repeated large pursuers, and follow the descending path until it reconnects with the factory entrance.
Factory Approach — Tunnel Elevator (missable)
Route Choice
HintThe last outdoor junction divides into three approaches.
WhereSelect the Tunnel Elevator at the three-way factory approach.
Full detailChoose the central lift at the final approach, ride into the tunnel, and use the direct doors while avoiding the agile enemies. This is the shortest of the three lines and reaches the factory without grassland combat.
Factory Approach — Grassland Route (missable)
Route Choice
HintThe last outdoor junction divides into three approaches.
WhereSelect the Grassland Route at the three-way factory approach.
Full detailUse the left-hand doorway, cross the outdoor grass path, and clear each armed group separately before advancing. Follow the perimeter line to the factory gate and inspect the laser-targeting visual on a non-ranking run.
Factory Systems and Final Transport
You are here when: A dark industrial building with security controls, laboratories, shutters, capsules, and a train platform.
SAVE-BACKUP: collect every factory item before opening the train shutter.
Factory Security Power
Route Mechanic
HintA side security room restores machinery and contains a weapon.
WhereUse the security-room switch and take the Magnum beside it.
Full detailEnter the factory through the side route, descend to the Security Room, activate its power control, and collect the S&W M19 from the same section. Load it only after finding the scarce Magnum Rounds.
Activation Disk
Route Item
HintA laboratory desk holds the first power-routing item.
WhereTake the Activation Disk from the laboratory beyond the specimen rooms.
Full detailAfter restoring initial power, ride the elevator, pass the occupied corridors and capsule room, and enter the laboratory. Take the Activation Disk from its desk, then retreat before the ceiling enemies crowd the exit.
Activation-Disk Console
Puzzle
HintThe disk belongs beside the facility's emergency device.
WhereInsert the Activation Disk at the bomb-room control panel.
Full detailReturn to the room adjoining the naked-zombie corridor, insert the Activation Disk into the control beside the emergency device, and defeat the newly released occupants. Check the opened hot-pipe room for Grenade Rounds.
Factory ID Card
Route Item
HintA blue wall control opens access to a fallen researcher.
WherePress the blue hallway switch, then take the ID Card from the body.
Full detailReturn toward the Activation Disk laboratory, activate the blue-lit shutter switch, move past the nearby plant enemies, and collect the ID Card from the researcher. Use it at the next plant-area shutter to reach the upper machinery.
E-Area Power Sequence
Puzzle
HintA second console and corridor switch open the restricted laboratory.
WherePower E-Area from Operations, then press the hallway shutter control.
Full detailInside Operations, use the console facing the locked route to energize E-Area. Return to the corridor, press its newly active switch, pass the two plant enemies, and enter the cultivation chamber.
Master Key
Route Item
HintThe final laboratory console holds the universal exit key.
WhereTake the Master Key from the cultivation chamber's central console.
Full detailIn the cultivation chamber, read the file beside the large capsule, take the Master Key from the middle console, and return to Operations. Use the key on the far exit only after all factory documents and ammunition are collected.
Train-Shutter Control (missable)
Point of No Return
HintA nearby exterior switch commits the final transport.
WhereOpen the train shutter with the platform switch, then board.
Full detailAfter using the Master Key, cross the last industrial area, take the ammunition to the left, and activate the shutter switch to the right. Board the train only after confirming the archive, Magnum, and launcher ammunition are complete.
Complete the Final Combat Sequence (missable)
Campaign Result
HintThe transport leads directly to the result screen.
WhereFinish the remaining encounters and save the completion data.
Full detailLeave the train, complete each remaining combat form without selecting Continue, and wait through the final presentation. At the result screen save to the established memory-card file so weapons, ammunition, documents, and statistics carry forward.
Complete File Archive
You are here when: Document surfaces distributed across route buildings, sewers, prison, headquarters, house, and factory.
Five of the thirteen files require mutually exclusive early-route clears.
File #1 — Church Manager's Diary (missable)
File
HintInspect desks, consoles, cells, and bedroom furniture before each exit.
WhereCollect Church Manager's Diary from the chapel side-room table.
Full detailReach the chapel side-room table, examine the document prompt, and advance Church Manager's Diary through its final page. This file exists only on the Chapel opening route. Save a completed campaign afterward so the archive entry persists across future route clears.
File #2 — Restaurant Owner's Diary (missable)
File
HintInspect desks, consoles, cells, and bedroom furniture before each exit.
WhereCollect Restaurant Owner's Diary from the restaurant kitchen.
Full detailReach the restaurant kitchen, examine the document prompt, and advance Restaurant Owner's Diary through its final page. This file exists only on the Restaurant opening route. Save a completed campaign afterward so the archive entry persists across future route clears.
File #3 — Destroyed Raccoon City Report (missable)
File
HintInspect desks, consoles, cells, and bedroom furniture before each exit.
WhereCollect Destroyed Raccoon City Report from the cinema projector room.
Full detailReach the cinema projector room, examine the document prompt, and advance Destroyed Raccoon City Report through its final page. This file exists only on the Cinema opening route. Save a completed campaign afterward so the archive entry persists across future route clears.
File #4 — Umbrella Top Secret File (missable)
File
HintInspect desks, consoles, cells, and bedroom furniture before each exit.
WhereCollect Umbrella Top Secret File from the library first-floor desk.
Full detailReach the library first-floor desk, examine the document prompt, and advance Umbrella Top Secret File through its final page. This file exists only on the Library waterfront route. Save a completed campaign afterward so the archive entry persists across future route clears.
File #5 — Patients' Chart (missable)
File
HintInspect desks, consoles, cells, and bedroom furniture before each exit.
WhereCollect Patients' Chart from the hospital doctor's office.
Full detailReach the hospital doctor's office, examine the document prompt, and advance Patients' Chart through its final page. This file exists only on the Hospital waterfront route. Save a completed campaign afterward so the archive entry persists across future route clears.
File #6 — Janitor Andy's Diary (missable)
File
HintInspect desks, consoles, cells, and bedroom furniture before each exit.
WhereCollect Janitor Andy's Diary from the sewer caretaker room.
Full detailReach the sewer caretaker room, examine the document prompt, and advance Janitor Andy's Diary through its final page. Collect it before leaving its common-route building. Save a completed campaign afterward so the archive entry persists across future route clears.
File #7 — Prison Chief's Diary (missable)
File
HintInspect desks, consoles, cells, and bedroom furniture before each exit.
WhereCollect Prison Chief's Diary from the prison office table.
Full detailReach the prison office table, examine the document prompt, and advance Prison Chief's Diary through its final page. Collect it before leaving its common-route building. Save a completed campaign afterward so the archive entry persists across future route clears.
File #8 — An Imprisoned Boy's Diary (missable)
File
HintInspect desks, consoles, cells, and bedroom furniture before each exit.
WhereCollect An Imprisoned Boy's Diary from the prison cell.
Full detailReach the prison cell, examine the document prompt, and advance An Imprisoned Boy's Diary through its final page. Collect it before leaving its common-route building. Save a completed campaign afterward so the archive entry persists across future route clears.
File #9 — Commander Vincent's Diary (missable)
File
HintInspect desks, consoles, cells, and bedroom furniture before each exit.
WhereCollect Commander Vincent's Diary from the headquarters thirteenth-floor office.
Full detailReach the headquarters thirteenth-floor office, examine the document prompt, and advance Commander Vincent's Diary through its final page. Collect it before leaving its common-route building. Save a completed campaign afterward so the archive entry persists across future route clears.
File #10 — Wiretapping Record of Vincent (missable)
File
HintInspect desks, consoles, cells, and bedroom furniture before each exit.
WhereCollect Wiretapping Record of Vincent from the headquarters communication room.
Full detailReach the headquarters communication room, examine the document prompt, and advance Wiretapping Record of Vincent through its final page. Collect it before leaving its common-route building. Save a completed campaign afterward so the archive entry persists across future route clears.
File #11 — Lott's Diary (missable)
File
HintInspect desks, consoles, cells, and bedroom furniture before each exit.
WhereCollect Lott's Diary from the children's house bedroom.
Full detailReach the children's house bedroom, examine the document prompt, and advance Lott's Diary through its final page. Collect it before leaving its common-route building. Save a completed campaign afterward so the archive entry persists across future route clears.
File #12 — Factory Worker's Diary (missable)
File
HintInspect desks, consoles, cells, and bedroom furniture before each exit.
WhereCollect Factory Worker's Diary from the system-disk laboratory desk.
Full detailReach the system-disk laboratory desk, examine the document prompt, and advance Factory Worker's Diary through its final page. Collect it before leaving its common-route building. Save a completed campaign afterward so the archive entry persists across future route clears.
File #13 — How to Extract Material (missable)
File
HintInspect desks, consoles, cells, and bedroom furniture before each exit.
WhereCollect How to Extract Material from the cultivation chamber console.
Full detailReach the cultivation chamber console, examine the document prompt, and advance How to Extract Material through its final page. Collect it before leaving its common-route building. Save a completed campaign afterward so the archive entry persists across future route clears.
Weapons and Ammunition
You are here when: Starting inventory, three route-specific rooms, prison shower, parking lot, factory security, and reward data.
Complete the eight-weapon ledger and handle every limited ammunition family.
Hand Gun A — Glock 17
Weapon
HintEvery handgun route and limited-ammunition weapon must reach the persistent ledger.
WhereObtain Hand Gun A from the starting weapon; it uses infinite ammunition.
Full detailBegin any campaign, inspect the Glock 17 listed as Hand Gun A, equip it, and fire one aimed shot. Its ammunition is unlimited, so use it to protect rare shells and launcher rounds.
Hand Gun B — CZ 75 (missable)
Weapon
HintEvery handgun route and limited-ammunition weapon must reach the persistent ledger.
WhereObtain Hand Gun B from the hospital office table; it uses infinite ammunition.
Full detailChoose the Hospital at the second junction, reach the upstairs office opposite the patient rooms, and take the CZ 75 from the table. Equip and fire it before entering the basement exit.
Hand Gun C — M8000 Cougar G (missable)
Weapon
HintEvery handgun route and limited-ammunition weapon must reach the persistent ledger.
WhereObtain Hand Gun C from the arcade manhole room; it uses infinite ammunition.
Full detailChoose the Arcade at the second junction, pass through the casino rooms, and take the M8000 Cougar G beside the manhole. Equip it before using the Manhole Opener.
Hand Gun D — Nanbu 14 Custom (missable)
Weapon
HintEvery handgun route and limited-ammunition weapon must reach the persistent ledger.
WhereObtain Hand Gun D from the library Hunter room; it uses infinite ammunition.
Full detailChoose the Library at the second junction, climb upstairs, and take the Nanbu 14 Custom from the far corner of the locked Hunter room. Survive until the door reopens and finish the campaign to preserve it.
Shotgun — SPAS-12 (missable)
Weapon
HintEvery handgun route and limited-ammunition weapon must reach the persistent ledger.
WhereObtain Shotgun from the prison shower corner; it uses limited shells.
Full detailBefore selecting the third route, enter the prison shower and take the SPAS-12 from the far corner. Fire one shell, then reserve the remaining limited ammunition for agile targets and late encounters.
Grenade Gun — M79 (missable)
Weapon
HintEvery handgun route and limited-ammunition weapon must reach the persistent ledger.
WhereObtain Grenade Gun from the headquarters parking-lot car; it uses three round types.
Full detailIn the headquarters parking lot, inspect the car before taking the ramp exit and collect the M79. Fire one grenade, one flame, and one acid round on separate non-ranking branches.
Magnum — S&W M19 (missable)
Weapon
HintEvery handgun route and limited-ammunition weapon must reach the persistent ledger.
WhereObtain Magnum from the factory security room; it uses limited rare rounds.
Full detailRestore power in the factory Security Room and take the S&W M19 beside its controls. Load one of the scarce six-round Normal pickups, fire a test shot on a backup branch, and reserve the rest for the final sequence.
Rocket Launcher — M20A1 (missable)
Weapon
HintEvery handgun route and limited-ammunition weapon must reach the persistent ledger.
WhereObtain Rocket Launcher from the Normal S-rank reward; it uses infinite rockets.
Full detailEarn S on Normal, save the result to the continuing memory-card file, and begin a new campaign from that data. Confirm the M20A1 Rocket Launcher is in the opening inventory and fire one unlimited rocket.
Shotgun Bullets
Ammunition
HintLimited ammunition should be handled on exploration clears, not the rank run.
WhereCollect Shotgun Bullets from fixed pickups pursuer drops.
Full detailCollect fixed Shotgun Bullets and defeat the recurring large pursuer on a nightclub-route clear to observe its random ammunition drops. Load the SPAS-12 and fire one shell.
Grenade Rounds
Ammunition
HintLimited ammunition should be handled on exploration clears, not the rank run.
WhereCollect Grenade Rounds from standard launcher ammunition.
Full detailTake Grenade Rounds from fixed factory and route pickups, load them into an empty M79, and fire one standard explosive shell. Preserve another stack on cleared data.
Flame Rounds
Ammunition
HintLimited ammunition should be handled on exploration clears, not the rank run.
WhereCollect Flame Rounds from launcher fire ammunition.
Full detailCollect Flame Rounds from fixed pickups or large-pursuer drops, load the M79, and fire once against an ordinary non-story target on a non-ranking attempt.
Acid Rounds
Ammunition
HintLimited ammunition should be handled on exploration clears, not the rank run.
WhereCollect Acid Rounds from launcher acid ammunition.
Full detailSearch the factory capsule rooms for Acid Rounds, load them into the M79 after its current chamber is empty, and fire one shell before saving cleared data.
Magnum Rounds
Ammunition
HintLimited ammunition should be handled on exploration clears, not the rank run.
WhereCollect Magnum Rounds from two scarce pickups.
Full detailTake both documented Magnum Round pickups across headquarters and factory, load the S&W M19, and retain at least one surviving stack through a completed campaign write.
Persistent Collection and Ending Variations
You are here when: The memory-card result screen and the three endings selected by the waterfront branch.
Narrative content is withheld; only route flags and collection mechanics are recorded.
Save Completed Campaign Data
Clear Data
HintThe memory card carries collection state between full attempts.
WhereWrite the result screen to the same continuing file after every clear.
Full detailAt each result screen, save over the designated continuing collection file only after making an external backup. Loading it begins at the opening but retains registered weapons, ammunition, files, and cumulative collection information.
Complete the Eight-Weapon Ledger
Collection
HintSeveral guns occupy mutually exclusive branches or a rank reward.
WhereCarry all eight weapon types onto one continuing memory-card file.
Full detailFinish the Hospital, Arcade, and Library routes on the same data to retain Hand Guns B, C, and D alongside starting Hand Gun A. Also collect the Shotgun, Grenade Gun, Magnum, then earn and load the Rocket Launcher reward.
Complete the Thirteen-File Archive
Collection
HintFive documents sit inside mutually exclusive early routes.
WhereSave every file onto one continuing memory-card record.
Full detailComplete the Chapel, Restaurant, Cinema, Hospital, and Library branches across repeat clears while collecting all eight common-route documents. After each result, save to the same backed-up data and verify all thirteen archive slots remain filled.
Arcade ending presentation (missable)
Ending Variation
HintThe second three-way building choice selects a different final presentation.
WhereChoose the Arcade waterfront route and finish that campaign.
Full detailAt the second junction enter the Arcade, complete the entire campaign without loading a different branch state, and record the ending presentation reached from that flag. Do not describe its character or narrative content in the guide.
Hospital ending presentation (missable)
Ending Variation
HintThe second three-way building choice selects a different final presentation.
WhereChoose the Hospital waterfront route and finish that campaign.
Full detailAt the second junction enter the Hospital, complete the entire campaign without loading a different branch state, and record the ending presentation reached from that flag. Do not describe its character or narrative content in the guide.
Library ending presentation (missable)
Ending Variation
HintThe second three-way building choice selects a different final presentation.
WhereChoose the Library waterfront route and finish that campaign.
Full detailAt the second junction enter the Library, complete the entire campaign without loading a different branch state, and record the ending presentation reached from that flag. Do not describe its character or narrative content in the guide.
Normal S Rank and Reward
You are here when: The Normal difficulty selector, full campaign timer, result statistics, and next-run inventory.
Use conservative targets because the internal rank formula is not displayed or officially published.
Normal Rank S
Rank
HintThe top result combines speed, accuracy, survival, and a strong kill count.
WhereFinish Normal under 1:30 with no spray or continue and strong statistics.
Full detailUse Normal, finish before 1:30:00, use no First Aid Spray, and select no Continue. Because the exact formula was never published, target at least 85% accuracy and 150 defeated enemies to stay above every consistently reported threshold.
Finish Before 1:30
Rank Rule
HintUse the shortest branch combination and avoid unnecessary rooms.
WhereKeep the final clear time below ninety minutes.
Full detailUse Restaurant first, Library second, the nightclub line third, and the central elevator fourth. Pre-learn every key location, skip files and weapons already preserved, and reach the result screen at 1:29:59 or faster.
Maintain 85% Accuracy
Rank Rule
HintEvery missed unlimited-handgun shot lowers the result statistic.
WhereKeep the displayed hit average at 85% or higher.
Full detailFire only with a centered target, favor close controlled handgun shots, and stop shooting during invulnerable animations. Check the result statistic after practice clears; 85% is a conservative target above the varying reported minimums.
Target 150 Defeated Enemies
Rank Rule
HintPure evasion can produce an excellent time but an insufficient combat record.
WhereDefeat at least 150 enemies while remaining under the time limit.
Full detailUse dense but quick rooms along the chosen short route, count confirmed dissolves or collapses, and finish with 150 or more. This conservative target avoids the lower-rank outcomes reported on otherwise clean runs near 130.
Use No First Aid Spray
Rank Rule
HintHerb mixtures heal without triggering the spray restriction.
WhereNever activate a First Aid Spray during the S attempt.
Full detailIgnore every spray or leave it in inventory unused. Heal with green herbs, green-red mixtures, or green-red-blue mixtures; check the item name carefully before confirming Use.
Use No Continues
Rank Rule
HintA death should end the attempt rather than resume it.
WhereDo not select Continue after a failure.
Full detailIf defeated, decline continuation, save the accumulated collection only if desired, then reload from the campaign beginning. The successful S attempt must reach the result screen without a continue.
Infinite Rocket Launcher
Reward
HintSaving the top result adds a weapon to the next opening inventory.
WhereSave a Normal S result and load that continuing data.
Full detailWhen the result screen displays S, write it to the protected memory-card file. Start another campaign from that record, inspect the opening inventory for the M20A1, equip it, and confirm its rocket supply does not decrease.
Conservative S-Rank Targets
Verification Note
HintThe software exposes statistics but not its internal scoring equation.
WhereUse all four safe targets together rather than relying on one rumored minimum.
Full detailTreat Normal, sub-1:30 time, zero sprays, and zero continues as fixed. Keep accuracy at 85% or better and kills at 150 or more; these deliberately exceed conflicting historical estimates without inventing a hidden formula.
Environmental Secrets and Regional Control
You are here when: Arcade walls, house bedrooms, the underground waterway, grassland targeting view, and regional options menu.
Inspect these on exploration clears; none should compromise the S-rank route.
Dino Crisis Poster
Secret
HintOptional route details reward close inspection away from ranking attempts.
WhereInspect Arcade wall for Dino Crisis Poster.
Full detailOn an Arcade-route exploration run, clear the first public room and inspect the bright promotional artwork on its wall. Approach until the Dino Crisis design is fully legible, then continue without transcribing story material.
Darkstalkers Poster
Secret
HintOptional route details reward close inspection away from ranking attempts.
WhereInspect Arcade first combat room for Darkstalkers Poster.
Full detailIn the Arcade's first armed encounter room, face the wall opposite the more obvious promotional art and move close to the darker poster. Confirm the Darkstalkers design before entering the casino route.
Street Fighter II Poster
Secret
HintOptional route details reward close inspection away from ranking attempts.
WhereInspect children's bedroom for Street Fighter II Poster.
Full detailInside the children's house, enter the bedroom and inspect the wall around the beds. Move close enough to recognize the Street Fighter II poster before collecting the room's file.
Ghouls 'n Ghosts Poster
Secret
HintOptional route details reward close inspection away from ranking attempts.
WhereInspect children's bedroom for Ghouls 'n Ghosts Poster.
Full detailRemain in the same bedroom and inspect the second game poster separately. Confirm the Ghouls 'n Ghosts artwork rather than counting both wall references as one secret.
Bedroom Zombie Animation
Secret
HintOptional route details reward close inspection away from ranking attempts.
WhereInspect approach beds slowly for Bedroom Zombie Animation.
Full detailEnter the other bedroom in the small house, avoid firing, and walk slowly toward the beds. Observe the seated zombie's unusual idle animation from a safe distance before leaving.
Hidden Alligator Route (missable)
Secret
HintOptional route details reward close inspection away from ranking attempts.
WhereInspect prison underground stairs for Hidden Alligator Route.
Full detailAt the prison's third junction, descend the underground stairs rather than using the tower or nightclub line. Continue through the ventilation and waterway rooms until both alligators and the far ladder have been reached.
Oversized Cleaner Glitch
Secret
HintOptional route details reward close inspection away from ranking attempts.
WhereInspect grassland laser targeting for Oversized Cleaner Glitch.
Full detailOn a non-ranking Grassland-route attempt, aim near the red targeting lasers while distant armed enemies are present. Record the occasional oversized model glitch only if it occurs naturally; never use it as required progression.
GunCon Control Route (missable)
Secret
HintOptional route details reward close inspection away from ranking attempts.
WhereInspect Japanese PAL releases only for GunCon Control Route.
Full detailUse a Japanese or PAL PlayStation disc, connect and calibrate a compatible GunCon, and finish one complete route. North American copies do not expose this option, so platform absence is a valid completion state.
Open the spoiler-free interactive guide
Part of the 100% guide collection at
samimirash.com/guides.