RESIDENT EVIL 2 · Guides

RESIDENT EVIL 2 100% guide

Published by Chubuggles

A chronological seven-run route to all 44 Xbox achievements in the 2019 Resident Evil 2 remake, including The 4th Survivor and The Ghost Survivors.

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  • ETA

    Estimated time, as the guide’s author estimates: 30-45 hours

  • Difficulty

    6/10, as the guide’s author rates it

Your Progress

44 achievements in this guide

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Guide contents

Before You Start

This guide covers the 2019 remake of Resident Evil 2 on Xbox One, Xbox Series X|S, and Windows (Microsoft Store / PC Game Pass). The Series X|S upgrade uses Smart Delivery and Xbox Play Anywhere, so all three share one list of 44 achievements worth 1,070 Gamerscore: 41 base-game achievements worth 1,000, plus three achievements worth 70 from free add-on content (Hell of a Sheriff and Got 'Em from The Ghost Survivors, and Chasing Jill from the free "Another Survivor" update).

Resident Evil 2: Z Version, the Japan-region release that Game Pass shows when your region is set to Japan, has its own separate list. Make sure you're playing the standard version.

The Short Version

  • Nothing in the list needs online play, and nothing is currently unobtainable.
  • You need seven story runs, plus The 4th Survivor and The Ghost Survivors. Every scenario is replayable from New Game or 2nd Run, so no achievement needs a whole extra run if you miss it, but several have to wait for the next run of that character.
  • Collectibles (Mr. Raccoons, files) save to your Records the moment you get them and carry across every save and run. A Waist of Space needs all six Hip Pouches in one run. Locks and safes may count across runs, but that isn't confirmed, so the guide opens all eight in one run.
  • Hardcore is needed for two achievements, but it removes three Hip Pouches, so never do your collectible runs on Hardcore.
  • Assisted counts for every achievement except the S-rank and Hardcore achievements.
  • The hardest achievement is Hell of a Sheriff, a 100-kill survival scenario in The Ghost Survivors. The second-hardest is The 4th Survivor.

Roadmap

  1. Leon A (Assisted or Standard): Leon-side collectibles, all locks, safes, and Hip Pouches, plus Leon's story and boss achievements.
  2. Claire A (Assisted or Standard): Claire-only collectibles, Sherry's segment, and Claire's story and boss achievements.
  3. Leon B (Standard): the S rank under 3:00:00, One Slick Super-spy, the 2nd Run-only Mr. Raccoon and files, and the true ending.
  4. Claire B (Assisted): Frugalist, Minimalist, and A Small Carbon Footprint in one run, plus the last two files.
  5. Claire A (Standard): the S rank under 3:30:00, using the infinite handgun from Run 3.
  6. Leon on Hardcore, either scenario.
  7. Claire on Hardcore, either scenario.
  8. The 4th Survivor, then The Ghost Survivors.

Run 1 unlocks Claire's 2nd Run and Run 2 unlocks Leon's 2nd Run. The 4th Survivor opens once you've cleared one character's first run and the other character's 2nd Run, so it's available after Run 3.

Skilled players can fold Runs 5 to 7 into fewer runs by getting S rank on Hardcore (under 2:30:00 for an A scenario, under 2:00:00 for a B scenario). A Hardcore S rank earns both that character's Hardcore achievement and their S-rank achievement. The route above keeps them separate because the Standard S rank timers are far more forgiving.

Missables and Points of No Return

The cable car at the end of the Sewers is the big one. Once you ride it, the RPD, the Underground Facility, and the Sewers are closed for the rest of that run. Before riding it in Run 1, you need all eight locks and safes, five Hip Pouches, Treasure Hunter, Gotcha!, and every RPD and Sewer Mr. Raccoon.

Smaller one-way stretches:

  • The Sewer Entrance ledge after the alligator chase (Leon): shoot the Mr. Raccoon there before climbing Ada's ladder.
  • Ada's segment (Leon) and Sherry's segment (Claire) play once per run.
  • Gun Shop Kendo (Leon) is a single visit on the story path.

Make a manual typewriter save before each of these: Ada's segment, Sherry's segment, the Stage 2 G crane fight, the cable car, and each final boss. They protect the timed and one-attempt achievements, and the guide points out each one as you reach it.

Difficulty, Ranks, and Run Rules

  • S rank is decided by time alone. Saves, deaths, healing, and infinite weapons don't affect it. On Standard you need under 3:30:00 for an A scenario or under 3:00:00 for a B scenario. On Hardcore you need under 2:30:00 or under 2:00:00.
  • S ranks on Assisted don't count.
  • The in-game clock stops during cutscenes and on the pause menu, but it keeps running while the inventory, map, or item box is open.
  • Hardcore has no autosaves, every typewriter save costs an Ink Ribbon, and enemies hit much harder.
  • If you die during a timed or step-counted run, never pick Continue on the death screen. It loads your last save but keeps the time and steps you spent after that save. Load a manual save from the menu instead. Quitting to the title screen and picking Continue usually resets too, but an autosave can occasionally carry the extra time, so check the clock and your step count afterwards.
  • Your first Standard S rank unlocks the infinite-ammo Samurai Edge handgun, a Hardcore S rank adds the infinite LE 5 SMG, and destroying all 15 Mr. Raccoons unlocks an unbreakable Combat Knife. These appear in the item box and make the later runs much easier. The S+ rank only unlocks bonus weapons and isn't needed for any achievement.
  • The paid "All In-game Rewards Unlock" add-on unlocks every bonus weapon and The 4th Survivor straight away. It's reported not to disable achievements, but it isn't needed, and taking anything from the item box breaks a Minimalist run.

Run 1: Leon A

Start a New Game as Leon on Assisted or Standard. This run collects almost everything that can be collected, so take your time; the clock doesn't matter.

Collectibles to Track All Run

Lore Explorer

There are 58 files in total. Leon A holds 40 of them, Claire A adds 12, Leon B adds 4, and Claire B adds the last 2. Progress is saved to Records the moment you pick a file up. The achievement text says "read," so open each file once when you collect it; it costs nothing.

The pause-menu Records show your running total out of 58, but not which files are missing, and the Files menu only lists what you've picked up on the current save. Tick files off in the Collectibles checklist at the end of this guide as you go; it lists all 58 in route order, so a 57/58 can be traced to the exact file.

Files that people often miss:

  • To any survivors, on the 3F hallway wall
  • Ada's two inspection files, which only exist during Ada's segment
  • Sally's and Tom's diaries, which only exist during Sherry's segment
  • the ID Wristband notice on the Lab reception whiteboard, which only highlights when you're right next to it
  • the Lab computer inboxes you can only use after upgrading the wristband

Jill's letter in Gun Shop Kendo isn't one of the 58; it's for Chasing Jill.

Complete Vermin Extermination

There are 15 Mr. Raccoon figures. Shoot or knife each one; destroyed figures stay destroyed across every save, run, and character. Leon A has 11 of the 15, and each one is pointed out in the route below with its exact spot. The Break Room figure is Leon A only among the first runs (Claire doesn't enter that room until her 2nd Run), and the Sewer Entrance and Incinerator figures are Leon-only.

Claire A adds three Claire-only figures and either 2nd Run adds one more. The achievement unlocks when the 15th is destroyed, which in this route is early in Run 3.

Master of Unlocking

Open all eight dial safes and locks in one run. Leon A visits all of them. Player reports suggest locks opened in different runs also count, but that isn't confirmed, so treat one run as the guaranteed way. The codes are the same in every scenario:

  • West Office desk, left lock: NED
  • West Office desk, right lock: MRG
  • West Office safe: Left 9, Right 15, Left 7
  • Shower Room (2F men's locker room) locker: CAP
  • 3F hallway locker: DCM
  • Waiting Room (2F) safe: Left 6, Right 2, Left 11
  • Sewers Control Room locker: SZF
  • Treatment Pool Room safe: Left 2, Right 12, Left 8

The two portable safes don't count toward this one. The last two locks are in the Sewers: the Treatment Pool Room safe, reached early in the Sewers, and the Control Room locker, which needs the flyer from the Workers' Break Room. The eighth lock you open completes the achievement.

Every scenario contains all eight locks with the same codes. If you miss one, open it in a later run, and if the achievement still doesn't pop, open the full set in that run.

The Main Hall and West Office

Collectibles 8 collectibles
  • Orientation Letter — Leon only. In your inventory from the start; read it once you're past the gas station.

  • Officer's Notebook — Watchman's Room (1F), a story pickup.

  • Record of Events — Operations Room (1F).

  • Uses of Gunpowder (Leon) — West Office (1F), on a desk. Leon's copy; Claire has her own copy that counts separately.

  • Operation Report — West Office (1F), beside the long bank of desks.

  • Rookie's First Assignment — West Office (1F), at the end of the long bank of desks.

  • Storage Locker Terminal Memo — Safety Deposit Room (1F), next to the locker code terminal.

  • Medicinal Benefits of Herbs — Dark Room (1F), on the box by the typewriter. Easy to miss.

Welcome to the City of the Dead

Unlocks automatically when you reach the police station after the opening streets.

The Basics of Survival

Combine any two items, such as two Green Herbs or gunpowder. This pops within the first few minutes.

Don't Need No Stinkin' Gun

Marvin gives Leon a Combat Knife in the Main Hall. Kill any enemy with the knife. The easiest way is to shoot a zombie's leg off, then knife it on the floor until it stops moving. The knife has durability, so pick up spares as you find them.

Eat This!

With the knife equipped as your sub-weapon, let a zombie grab you and press the sub-weapon button to stab it. Any counter with a knife, hand grenade, or flash grenade counts. This usually pops naturally early on.

That'll Hold 'Em

Pick up Wooden Boards and use them on any taped window. The first boards turn up on the 1F east side, and the Reception corridor window is a good first target.

Customizer

The roll-top desk in the West Office has two dial locks. The left one is NED and the right one is MRG. Inside is a High-Capacity Magazine for the Matilda. Combine it with the gun right away for this achievement.

Vermin Extermination

Collectibles 1 collectible
  • West Office — On the high cabinets along the north wall of the West Office (1F).

The first Mr. Raccoon is on the high cabinets along the north wall of the West Office. Destroy it with any weapon, including the knife.

First Break-In

The West Office safe opens with Left 9, Right 15, Left 7. You don't need the clue file first. Inside is the first Hip Pouch.

Hip to Add Squares

Picking up the first Hip Pouch unlocks this. Leon A has all six pouches, and the next ones are on 3F and in the Underground.

The Second and Third Floors

Collectibles 7 collectibles
  • Portable Safe Instructions — Shower Room (2F), near the portable safe.

  • To any survivors — 3F hallway, at the dead end before the West Storage Room. Easy to miss.

  • Some Guy's Scribblings — West Storage Room (3F), on the table with the Hip Pouch.

  • Guide Pamphlet — Waiting Room (2F), on the counter.

  • Art Article "The Red Stone" — Art Room (2F), on a chair by the statue.

  • Internal Memo — S.T.A.R.S. Office (2F), behind a desk near the Battery.

  • S.T.A.R.S. Office — On a desk near the south-east corner of the S.T.A.R.S. Office (2F), behind a monitor and boxes.

Work through the 2F and 3F as the Goddess Statue puzzle sends you around the building.

  • 3F West Storage Room: Hip Pouch, on the short table.
  • Shower Room locker (CAP) and portable safe.
  • S.T.A.R.S. Office: Mr. Raccoon (on a desk near the south-east corner, behind a monitor), the Internal Memo with the West Office safe code, and a Flash Grenade on the boxes between the desks. Save the grenade for the Licker below.

A Vault-like Mind

The portable safe on the towel stand in the Shower Room counts. Rotate the dial and press confirm when a light holds; the pattern is random for each player, so solve it by trial and error. It holds a Spare Key, one of the two keys you need for Hip Pouch #4.

Keep Their Heads Ringin'

Throw a Flash Grenade at a Licker. The Licker in the 2F corridor on the way to the S.T.A.R.S. Office is the earliest one. Get past it, grab the Flash Grenade inside the S.T.A.R.S. Office, then step back into the corridor and throw it near the Licker. The achievement unlocks when the flash stuns it.

Path to the Goddess

Place all three medallions in the Main Hall statue. The statue then lowers into the secret passage to the Underground Facility.

The Underground Facility and Parking Garage

Collectibles 6 collectibles
  • Memo "Jail Power Panel" — Leon only. Jail (B1), at the far end next to Ben's cell.

  • Autopsy Record No. 53477 — Morgue (B1), reached through the Kennel.

  • Equipment Disposal Notice — Firing Range (B1), on a table.

  • A Message From Mr. Raccoon — Firing Range (B1), on the counter.

  • Firing Range — On the floor under a fallen target against the back wall of the Firing Range (B1).

  • Break Room — Leon only in first runs. Break Room (1F) back room, behind a bag at the foot of the left bunk bed. Opens after the Generator Room power is restored.

After the first G fight, climb up through the Operators Room. The locker in its south-west corner holds Hip Pouch #3. Pick it up on the way through.

Next is Leon's Parking Garage and jail stretch. Pick up the Diamond Key from the Morgue drawer and the 3F locker film from the side office of the Firing Range. The Firing Range Mr. Raccoon is on the floor under a fallen target against the back wall. Develop the film in the Dark Room to get the DCM code for the 3F locker.

The Break Room Mr. Raccoon is behind the door that opens once the Generator Room power is restored, in the back room behind a bag at the foot of the left bunk bed. It's the only Leon-only figure inside the RPD, so don't skip it.

Like Skeet Shooting

Turning on the Generator Room power releases zombie dogs around the Kennel and garage. Shoot a dog while it's mid-leap; a shotgun blast as it jumps works best. Any zombie dog or Licker counts, and Claire gets another chance on the streets behind the RPD in Run 2.

Back Through the RPD

Collectibles 7 collectibles
  • Confiscation Report — Observation Room (1F), on a shelf. Needs the Club Key.

  • Letter to S.T.A.R.S. Members — S.T.A.R.S. Office armory (2F). Combine the Red Jewel with the Bejeweled Box to get the S.T.A.R.S. Badge, examine the badge to reveal its USB connector, then use it on the S.T.A.R.S. Office computer to open the armory.

  • Repair Plan — Clock Tower (3F), straight ahead as you enter.

  • Ben's Memo — Leon only. Ben's cell in the Jail (B1), on the table. Needs the jail door panel fixed with both Electronic Parts.

  • Interview Transcript — Leon only. Ben's cell in the Jail (B1), on Ben's body. Same prerequisite as Ben's Memo.

  • East Stairway 2F — On a small table by the handrail of the 2F East Stairway, outside the Chief's Office hallway.

  • 3F window — On the windowsill at the dead end of the 3F hallway past the Clock Tower.

The Diamond Key opens the Linen Room. Its portable safe has the second Spare Key. Take both keys to the Safety Deposit Room and open locker 203 for Hip Pouch #4.

  • Open the 3F locker with DCM.
  • The Club Key opens the Observation Room. Its Confiscation Report gives the Waiting Room safe code, Left 6, Right 2, Left 11.
  • The East Stairway 2F Mr. Raccoon is on a small table by the handrail, past the shutter you open with the Square Crank.
  • The 3F window figure is on the sill at the dead end of the hallway past the Clock Tower.

Hats Off!

Mr. X starts hunting you through the RPD after you put out the helicopter fire. Save first, then aim for his head. A single well-placed headshot or a grenade blast can knock the hat off; you don't need to stagger him to a knee. A shotgun or Lightning Hawk makes the shot easier. The achievement unlocks the moment the hat comes off, and you can reload afterwards to get the ammo back.

Never-Ending Rain

Solve the jail power panel, take the Parking Garage Key Card, and leave the garage to unlock this.

Gun Shop Kendo and the Sewer Entrance

Collectibles 1 collectible
  • Sewer Entrance — Leon only. After the alligator chase, once Ada drops the ladder, turn around: it's on a small ledge in the right corner behind debris. Shoot it before you climb.

Chasing Jill

As soon as Ada lets you into Gun Shop Kendo, check the small wooden stand on the shop's west side, just behind the shelf with the Shotgun Long Barrel. Read Jill's letter to unlock this. If it doesn't pop, read the letter again from your Files. Only Leon visits the shop, and this route only returns there in Run 3, so get it now.

If the letter isn't there, make sure your game is fully updated. The letter was added with the free December 2019 update.

After the alligator chase, once Ada drops the ladder, turn around: the Sewer Entrance Mr. Raccoon is on a small ledge in the right corner behind debris. Shoot it before you climb.

Ada's Segment

Collectibles 3 collectibles
  • Sept. Inspection (Week 1) — Ada's segment only, in the room with the first zombie after the first hack.

  • Sept. Inspection (Week 2) — Ada's segment only, in the Incinerator room at the top of the stairs by the lever.

  • Incinerator — Ada's segment only. Upper level of the Incinerator, right of the large incinerator doors by the railing.

Make a manual save at the last typewriter before Ada's segment. In this run, shooting the Incinerator Mr. Raccoon (upper level, right of the large incinerator doors by the railing) with Ada's pistol is the priority. That breaks One Slick Super-spy for this run, which is fine: Run 3 handles it.

Hack Complete

Unlocks when Ada's segment ends and control returns to Leon.

The Sewers

Collectibles 6 collectibles
  • Copy of Emails to Umbrella HQ — Sewers Control Room, on the table.

  • Sewers Company Pamphlet — Sewers Monitor Room, the typewriter room.

  • Unlocking the U-Area Door — Sewers Monitor Room.

  • Delivery Receipt — Cable car platform, on a box down the stairs from the Treatment Pool Room.

  • Jazz Festival Flyer — Workers' Break Room (Upper Sewers). Needs the Sewers Key; its circled letters give the SZF code.

  • Sewers Supplies Storage — In the hall before the Supplies Storage Room, on the ground left of a table among boxes.

This is the last stretch before the point of no return, so clear it fully.

  • Treatment Pool Room: the dial safe, Left 2, Right 12, Left 8. Open it as soon as you reach the room.
  • Bottom Waterway: the Sewers Key hangs at the end of the bridge.
  • Supplies Storage Room hall: Mr. Raccoon, on the ground left of a table among boxes.
  • Workroom: Hip Pouch #5 and the roll film "Hiding Places." Reach it with the T-Bar Handle on the Lower Waterway valve, then the Workroom lift.
  • Leave the Rook Plug in its wall socket outside the Workroom for now. Pulling it raises the walkway to the Water Injection Chamber, so do that room first with the Sewers Key.
  • Workers' Break Room: open it with the Sewers Key. Inside is the Jazz Festival Flyer, which spells out SZF for the Control Room locker, and the hidden lift for the Treasure Hunter detour below.
  • After the detour, take the hidden lift back down to the Workers' Break Room. Now pull the Rook Plug from its socket on the walkway; you've already finished the Water Injection Chamber, so raising that walkway costs nothing, and the chess puzzle needs the plug.
  • Take the Workroom lift back down to the Lower Waterway and follow it to the Control Room. Open the Control Room locker with SZF. If this is your eighth lock, it completes Master of Unlocking.
  • Only then drop from the Control Room into the Monitor Room for the chess puzzle. That drop is one way, so make sure you're carrying the Rook Plug and have opened the locker first.

Treasure Hunter

Develop the "Hiding Places" film from the Workroom in the RPD Dark Room to get two photos.

  1. Use the Sewers Key to open the Workers' Break Room. You don't need to touch the Rook Plug for this.
  2. Push the taped lockers aside to reveal a hidden lift.
  3. Ride it up into the secret room under the Goddess Statue.
  4. Use the T-Bar to open the door into the Main Hall.
  5. Develop the film in the Dark Room.
  6. Pick up the two hidden items: one in the S.T.A.R.S. Office private office desk, and one in the Press Room desk.

The achievement unlocks when you collect the second item. While you're back in the RPD, pick up any lock, file, or Mr. Raccoon you still need, then return the way you came: the Main Hall door, the secret room, and the hidden lift down to the Workers' Break Room.

Gotcha!

Make a manual save at the Monitor Room typewriter after placing the chess plugs. This fight is Stage 2 G in the crane room.

  1. Wait under the vent while G punches through the ceiling.
  2. When he tears the door open, run to the crane platform.
  3. Press the crane switch once to send the container out.
  4. Shoot his shoulder eye hard until it turns deep red. That color is the real sign he's ready. As a rough guide, that's two to three knockdowns on Assisted and about four on Standard.
  5. When he's down in the container's path, press the switch again to bring it back onto him.

The achievement unlocks when that first return hit finishes him. If he survives it, reload; a second hit fails the requirement.

A Great Need for a Shower

Unlocks when you ride the cable car out of the Sewers.

Point of no return. Before riding the cable car, check that the Treatment Pool safe and Control Room locker are open, you have five Hip Pouches, both Treasure Hunter items are collected, and every RPD, Underground, and Sewers file and Mr. Raccoon up to this point is ticked off in the Collectibles checklist. Make a backup save first.

The Laboratory

Collectibles 12 collectibles
  • Nap Room Log — Laboratory Reception (B1).

  • ID Wristband — Laboratory Reception, the notice on the whiteboard in the typewriter room. It only highlights up close.

  • Special Forces Recording — Laboratory North Area, on a body by the bridge door. Needs the upgraded wristband.

  • Herbicide Synthesis — Drug Testing Lab, on the table. Needs the greenhouse door code.

  • Somebody's Note — Laboratory B1, room south of the Lobby, on a chair. Easy to miss.

  • Wayne Li's Inbox — Low-Temp Testing Lab (B2), on the computer.

  • Byron Cartwright's Inbox — Presentation Room (B1), on the computer. Needs the Senior Staff wristband.

  • Wayne Li's Note — Nap Room (B1). Needs the Signal Modulator.

  • William Birkin's Inbox — Biotesting Lab (B1), on the computer.

  • Research Diary — P-4 Level Testing Lab (B1), on the computer.

  • Lab Cafeteria — Laboratory Cafeteria, on a counter by the window near the ladder at the back.

  • Lab Nap Room — Laboratory Nap Room, in the first (left) sleeping pod, the same pod as the Hip Pouch. Restore power with the Signal Modulator on the west-wall terminal to open the pods.

  • Cafeteria: Mr. Raccoon, on a counter by the window near the ladder at the back.
  • Nap Room: Mr. Raccoon and Hip Pouch #6, together in the first (left) sleeping pod. The Nap Room needs the Signal Modulator.
  • Files: the Lab holds the last ten Leon A files. Check the Collectibles checklist before the final countdown, since the escape leaves no time to search.

A Waist of Space

Hip Pouch #6 completes your inventory and unlocks this. It needs all six pouches in one run, so if you missed one earlier, collect them all in a later non-Hardcore run.

Zombie Roundup

Kill three enemies with a single hand grenade. In the Lab Lounge, several zombies lie close together; throw the grenade once they get up and bunch. A flash grenade won't work. If this doesn't happen here, the start of Run 3 gives an easy second chance.

Bon Appétit

Equip a hand grenade or flash grenade as your sub-weapon. Let a zombie grab you, counter so the grenade goes into its mouth, then shoot the grenade before it detonates. Do this whenever you have a spare grenade.

The Escape

After the third G fight, a 10-minute self-destruct countdown begins. Make a manual save at the first typewriter you reach.

In the Blink of an Eye

Defeat Super Tyrant with at least 5:00 left on the countdown. Don't stop to loot on the way down. On the platform, stagger him repeatedly with the shotgun, Lightning Hawk, and hand grenades. Once he's taken enough damage, Ada throws you a rocket launcher; one shot finishes him. If the timer is under 5:00 at the kill, reload and try again.

A Hero Emerges

Unlocks when Leon's story ends. Finishing Leon A also unlocks Claire's 2nd Run.

Run 2: Claire A

Start a New Game as Claire on Assisted or Standard. The goals are the three Claire-only Mr. Raccoons, the 12 new files Claire A adds to your total (11 Claire-only files plus Claire's own copy of Uses of Gunpowder, which counts separately from Leon's), Sherry's segment, and Claire's final boss. Locks and pouches are already done, so you don't have to chase them.

The RPD

Collectibles 7 collectibles
  • Letter from Best Friend — Claire only. In your inventory from the start of Claire A.

  • Uses of Gunpowder (Claire) — West Office (1F), same desk as Leon's copy. Claire's copy counts separately.

  • Raccoon Monthly, June Issue — Claire only. Elevator controls room (B1), opened from the Parking Garage card reader.

  • Copy of Emails to Chief Irons — Claire only. Chief's Office (2F).

  • Taxidermy Log — Claire only. Chief's Office (2F), middle of the room.

  • Repair Shop Letter — Claire only. Private Collection Room (2F), on a shelf.

  • 3F small storage room — Claire only. Through the Heart Key door off the 3F East Storage Room, on the top shelf beside the door.

Claire's route uses the Heart Key and the Chief's Office instead of Leon's jail, Club Key, and Square Crank. The Heart Key opens a small storage room off the 3F East Storage Room, where a Claire-only Mr. Raccoon sits on the top shelf beside the door. Collect every new file in the Chief's Office, the Private Collection Room, and around Claire's route.

Behind the RPD and the Orphanage

Collectibles 3 collectibles
  • Letter from the Director — Claire only. Orphanage 2F bathroom, entered through the Nursery.

  • Bus behind the RPD — Claire only. On the bus dashboard, right of the driver's seat, in the streets behind the RPD.

  • Orphanage Nursery — Claire only. Straight ahead as you enter the Orphanage Nursery (2F), in a cubby on the shelves. Claire must destroy it; Sherry can't.

After leaving the garage, the bus in the streets behind the RPD holds a Claire-only Mr. Raccoon on the dashboard, right of the driver's seat. The third one is straight ahead as you enter the Orphanage Nursery, in a cubby on the shelves, and Claire must destroy it herself; Sherry can see it but can't collect it. If you still need Like Skeet Shooting, the dogs on the way to the Orphanage give another chance.

Sherry's Segment

Collectibles 3 collectibles
  • Sally's Diary — Sherry's segment only. Orphanage 2F hallway outside Sherry's bedroom. Easy to miss.

  • Tom's Diary — Sherry's segment only. Orphanage front hall (1F).

  • Director's Room diary — Orphanage Director's Room (1F), next to the typewriter. Its title shows a blank name. Sherry or Claire can pick it up.

Make a manual save at the Chief's Office typewriter before solving the electric-parts puzzle in the Private Collection Room. That puts you before Sherry's section with time to retry.

Young Escapee

You have 60 seconds from the moment Sherry wakes in the bedroom.

  1. Turn around and take the stuffed doll from the chair.
  2. In the inventory, examine and rotate the doll and pull its zipper to get the missing picture block.
  3. Put the block in the toy box puzzle by the door and complete the picture.
  4. Take the scissors.
  5. Cut the tape on the cardboard panel and crawl through.

The starting layout of the blocks is random, but the finished picture is always the same. If you fail, quit to the main menu and pick Continue; the puzzle stays the same and the timer resets. Practice the solution on your first attempt, then reload and do it at speed. The achievement unlocks as Sherry crawls out of the bedroom.

Hide and Seek

Unlocks when Sherry's segment ends and control returns to Claire.

The Sewers and the Laboratory

Collectibles 2 collectibles
  • Report About "G" — Claire only. Sewers office save room, on the whiteboard.

  • [IMPORTANT] NEST-wide Alert — Claire only. Laboratory Security Room, on the computer where Sherry rests.

Claire's Sewers and Lab follow the same layout as Leon's. Pick up Report About "G" on the whiteboard in the Sewers office save room and the NEST-wide alert on the Security Room computer. Nothing else here is needed again, though repeating Gotcha! is harmless if you want the practice.

Claire's Finale

With Time to Spare

After the self-destruct countdown starts, save at the item box room before the final fight. Defeat Stage 4 G with at least 4:00 left. The game hands you a minigun; pour it into the eyes on his chest, then finish him with the grenade launcher (acid rounds if you have them) and any hand grenades. Reload and retry if the clock is under 4:00 when he goes down.

A Heroine Emerges

Unlocks when Claire's story ends. Finishing Claire A also unlocks Leon's 2nd Run.

Run 3: Leon B, Standard S Rank

Start Leon's 2nd Run on Standard. You need under 3:00:00 for the S rank; experienced players finish in about two hours. Saves and deaths don't affect the rank.

The Rank Target

Leon "S." Kennedy

S rank as Leon on Standard or Hardcore. Finish Leon B on Standard in under 3:00:00. Pause when you step away, since the clock runs in menus and stops only on the pause screen. If you die, load a save rather than taking Continue. The achievement unlocks on the results screen, and your first S rank also unlocks the infinite Samurai Edge for later runs.

Opening and the RPD

Collectibles 5 collectibles
  • Scrap of Paper — 2nd Run only (either character). Watchman's Room (1F), on the table.

  • Notebook with Missing Page — 2nd Run only (either character). Main Hall (1F), where Marvin sat in the first run.

  • Claire's Memo — Leon's 2nd Run only. S.T.A.R.S. Office (2F).

  • Claire's Note — Leon's 2nd Run only. Treatment Pool Room by the cable car, on the table with the T-Bar Handle.

  • Side entrance flowerbed — 2nd Run only (either character). Among the plants on the left of the courtyard path by the side entrance, shortly after the run starts.

The 2nd Run starts outside the RPD with a different opening. Grab these quick extras:

  • The 15th Mr. Raccoon is among the plants on the left of the courtyard path by the side entrance, shortly after the 2nd Run starts. Destroying it completes Complete Vermin Extermination and unlocks the infinite Combat Knife.
  • A hand grenade is in the opening area while several zombies bunch together. Use it for Zombie Roundup if Run 1 didn't give it to you.
  • Leon B adds four files: Scrap of Paper (Watchman's Room), Notebook with Missing Page (Main Hall), Claire's Memo (S.T.A.R.S. Office), and Claire's Note (Treatment Pool Room / cable car platform area). These are along your route and cost little time.

Ada's Segment

Make a manual save at the last typewriter before Ada's segment. Don't shoot the Incinerator Mr. Raccoon this time; you already have it, and shooting it breaks the achievement below.

One Slick Super-spy

Complete Ada's whole segment using only the EMF Visualizer. Don't fire her pistol, don't throw anything, and don't use any other item as a weapon. There's no forced fight.

  • Hack the fan and door controls in order.
  • In the maze room, hug the outer wall past the zombies. A couple of bites are fine as long as you don't die.
  • During the Mr. X chase, keep moving toward the next hack.
  • After the Incinerator and the ID wristband, the timed hacking sequence is the last step.

The achievement unlocks when Leon regains control after the closing cutscene. If you slip, reload your save.

The Ending

Broken Umbrella

Finish any 2nd Run to see the true ending. The 4th Survivor is now unlocked in Extra Modes.

Run 4: Claire B, Restrictions Run

Start Claire's 2nd Run on Assisted. This run stacks three restriction achievements. The bottom of the pause-menu Records shows this run's progress for each of them, so check after any slip; if one breaks, load a save from before the mistake.

The Three Restrictions

Frugalist

Finish the run without using any recovery item to heal: no Green Herbs, mixtures, or First Aid Sprays. Assisted refills your health to Caution over time, which is what makes this practical. A Blue Herb used only to cure poison is reported not to break it, but avoid it unless you need it.

Minimalist

Never open an item box, not even to store something. That means no infinite weapons, since they live in the box.

  • Grab the Hip Pouches that are on or near your route for the extra space. 2nd Run placements differ from the first run: there's one on the Main Hall reception desk right at the start, and none in the 3F West Storage Room. A Waist of Space is already done, so skip pouches that need a detour.
  • Use key items until the game lets you discard them.
  • Leave weapons you don't need on the ground, because you can't throw weapons away once you're carrying them.

A Small Carbon Footprint

Finish in 14,000 steps or fewer. Your current count is at the bottom of Records. A B run on Assisted leaves enough margin if you route efficiently: expect roughly 10,700 steps by the start of the final G fight, about 3,300 under the limit. Never pick Continue on the death screen, since it keeps the steps you took after your last save; load a manual save instead.

The Last Files

Collectibles 2 collectibles
  • Leon's Memo — Claire's 2nd Run only. S.T.A.R.S. Office (2F).

  • Leon's Note — Claire's 2nd Run only. Treatment Pool Room by the cable car, on the table with the T-Bar Handle.

Lore Explorer

Claire B adds the last two files: Leon's Memo in the S.T.A.R.S. Office and Leon's Note on the T-Bar Handle table in the Treatment Pool Room. The achievement unlocks with the 58th file. If Records shows fewer than 58, compare the Collectibles checklist against what you've ticked off; the missing file's scenario tells you which run to replay. If Records and your checklist disagree, reopen a file you already have from the Files menu before replaying anything.

Run 5: Claire A, Standard S Rank

The Rank Target

Sizzling Scarlet Hero

S rank as Claire on Standard or Hardcore. Start a New Game as Claire on Standard and finish in under 3:30:00. The infinite Samurai Edge from Run 3 removes most ammo worries, and the infinite Combat Knife is useful too. Skip side rooms you don't need for progress, and use the same death rules as Run 3. The achievement unlocks on the results screen.

Runs 6 and 7: Hardcore

Hardcore has no autosaves, every typewriter save costs an Ink Ribbon, and two hits can kill you. Take the infinite Samurai Edge and the infinite Combat Knife from the first item box. Save before each boss, and keep a few Ink Ribbons in reserve. Hip Pouches and some item placements are different on Hardcore, but that no longer matters.

Run 6: Leon on Hardcore

Hardcore Rookie

Finish any Leon scenario on Hardcore. There's no rank or time requirement. The achievement unlocks when the story ends.

Run 7: Claire on Hardcore

Hardcore College Student

Finish any Claire scenario on Hardcore. As with Leon, completion is the only requirement.

Extra Modes

The 4th Survivor

Grim Reaper

Play as HUNK from the Sewers to the RPD front gate. You have a fixed loadout and nothing to pick up, so every bullet and herb is what you start with. There's no difficulty setting, and the achievement unlocks when you reach the gate.

  • Run past almost everything. Zombies can't hit you while they're getting up, dogs and Lickers can't follow you through doors, and Lickers can't follow you up stairs.
  • At the start, craft shotgun shells from the gunpowder.
  • Save the defensive herb mix for a dangerous stretch, such as the 2F West Hallway or the final courtyard. Its damage reduction only lasts a short time.
  • Evade the G-adults in the Upper Waterway along the right wall instead of fighting them; use the knife if one grabs you.
  • For the Ivies in the 2F West Hallway, spray their bulbs with the SMG. Magnum rounds also work there.
  • Save hand grenades for the Underground stairwell and the final courtyard stairs, and don't waste them breaking grabs.
  • Mr. X appears inside the station. Flash grenades or headshots get you past him.

Each attempt takes around ten minutes once you know the route, and a death sends you back to the start. If you reach the Main Hall with no shotgun shells or grenades left, restarting is usually faster than pushing on.

The Ghost Survivors

The Ghost Survivors is free and sits in Extra Modes on a fully updated game. If it's missing, look for the free add-on on the game's store page. Runaway, No Time to Mourn, and Forgotten Soldier are open from the start and can be played in any order. Clearing all three, on either mode, unlocks No Way Out. The first three scenarios also have an easier Training mode; No Way Out must be played on its regular difficulty.

Got 'Em

Collectibles 10 collectibles
  • No Time to Mourn: Gun Shop — On the Gun Shop shelves.

    DLC

  • No Time to Mourn: Machinery Room — Seen from the top of the ladder in the Machinery Room.

    DLC

  • No Time to Mourn: Lower Waterway path — Path one from the Workers' Break Room, through the Workroom to the Lower Waterway: inside a pipe next to an Ivy.

    DLC

  • No Time to Mourn: Upper Waterway path — Path two from the Workers' Break Room, down the stairs to a dead-end Upper Waterway corridor: up on the platforms. Needs a second run.

    DLC

  • Runaway: basketball court — On the bench; shoot it through the fence.

    DLC

  • Runaway: ambulance — Inside the ambulance by the Parking Garage.

    DLC

  • Runaway: jail cell — In a jail cell, seen through a broken wall.

    DLC

  • Forgotten Soldier: Pump Room — On the scaffolding near the Pump Room, seen from the top of the lift.

    DLC

  • Forgotten Soldier: Security Room — On the Security Room desk. Mr. X bursts out as you enter, so stun him first.

    DLC

  • No Way Out: back room — On a box in the back room by the cooler, the door the first zombies burst through. You can't enter: shoot it through the doorway while zombies hold the door open, early in the run.

    DLC

Destroy all 10 Mr. Raccoons in The Ghost Survivors. Progress carries across runs, and Training mode counts, so use Training for this.

  • No Time to Mourn (4): the route splits at the Workers' Break Room and each path holds one figure, so you need two runs, one down each path.
  • Runaway (3) and Forgotten Soldier (2): all reachable in one run each.
  • No Way Out (1): you can't walk to it. Shoot it through the back-room doorway by the cooler while zombies hold the door open, early in the run. No Way Out has no Training mode, so this one needs a regular attempt, though you don't have to finish the run.

Exact spots for all ten are in the Collectibles checklist.

The achievement unlocks with the 10th.

Hell of a Sheriff

Clear No Way Out on its normal mode; Training mode doesn't count. You have to kill 100 zombies in the gas station, and the enemies get tougher as the count rises: armored, poisonous, and mutated types join in. Expect several attempts.

  • Kill zombies as they come in rather than letting a crowd build.
  • Lead groups along the aisles and use the counter as a partial barrier.
  • Backpack zombies drop weapons. Grab them.
  • Bring down gas-tank zombies where the blast will catch others but not you, and don't let several tanks cluster near you.
  • Keep rockets for Pale Heads or when you're surrounded.
  • Avoid healing early. Combine herbs into stronger mixes and save them for the later waves.

The achievement unlocks when the scenario clears.

Collectibles

Reference

Files: Leon A

40 in the game

Lore Explorer needs all 58 files. These are the 40 a Leon A run adds, in route order. The pause-menu Records track the total but not which files are missing, so tick them off here.

  • Orientation Letter — Leon only. In your inventory from the start; read it once you're past the gas station.

    View in guide

  • Officer's Notebook — Watchman's Room (1F), a story pickup.

    View in guide

  • Record of Events — Operations Room (1F).

    View in guide

  • Uses of Gunpowder (Leon) — West Office (1F), on a desk. Leon's copy; Claire has her own copy that counts separately.

    View in guide

  • Operation Report — West Office (1F), beside the long bank of desks.

    View in guide

  • Rookie's First Assignment — West Office (1F), at the end of the long bank of desks.

    View in guide

  • Storage Locker Terminal Memo — Safety Deposit Room (1F), next to the locker code terminal.

    View in guide

  • Medicinal Benefits of Herbs — Dark Room (1F), on the box by the typewriter. Easy to miss.

    View in guide

  • Portable Safe Instructions — Shower Room (2F), near the portable safe.

    View in guide

  • To any survivors — 3F hallway, at the dead end before the West Storage Room. Easy to miss.

    View in guide

  • Some Guy's Scribblings — West Storage Room (3F), on the table with the Hip Pouch.

    View in guide

  • Guide Pamphlet — Waiting Room (2F), on the counter.

    View in guide

  • Art Article "The Red Stone" — Art Room (2F), on a chair by the statue.

    View in guide

  • Internal Memo — S.T.A.R.S. Office (2F), behind a desk near the Battery.

    View in guide

  • Memo "Jail Power Panel" — Leon only. Jail (B1), at the far end next to Ben's cell.

    View in guide

  • Autopsy Record No. 53477 — Morgue (B1), reached through the Kennel.

    View in guide

  • Equipment Disposal Notice — Firing Range (B1), on a table.

    View in guide

  • A Message From Mr. Raccoon — Firing Range (B1), on the counter.

    View in guide

  • Confiscation Report — Observation Room (1F), on a shelf. Needs the Club Key.

    View in guide

  • Letter to S.T.A.R.S. Members — S.T.A.R.S. Office armory (2F). Combine the Red Jewel with the Bejeweled Box to get the S.T.A.R.S. Badge, examine the badge to reveal its USB connector, then use it on the S.T.A.R.S. Office computer to open the armory.

    View in guide

  • Repair Plan — Clock Tower (3F), straight ahead as you enter.

    View in guide

  • Ben's Memo — Leon only. Ben's cell in the Jail (B1), on the table. Needs the jail door panel fixed with both Electronic Parts.

    View in guide

  • Interview Transcript — Leon only. Ben's cell in the Jail (B1), on Ben's body. Same prerequisite as Ben's Memo.

    View in guide

  • Sept. Inspection (Week 1) — Ada's segment only, in the room with the first zombie after the first hack.

    View in guide

  • Sept. Inspection (Week 2) — Ada's segment only, in the Incinerator room at the top of the stairs by the lever.

    View in guide

  • Copy of Emails to Umbrella HQ — Sewers Control Room, on the table.

    View in guide

  • Sewers Company Pamphlet — Sewers Monitor Room, the typewriter room.

    View in guide

  • Unlocking the U-Area Door — Sewers Monitor Room.

    View in guide

  • Delivery Receipt — Cable car platform, on a box down the stairs from the Treatment Pool Room.

    View in guide

  • Jazz Festival Flyer — Workers' Break Room (Upper Sewers). Needs the Sewers Key; its circled letters give the SZF code.

    View in guide

  • Nap Room Log — Laboratory Reception (B1).

    View in guide

  • ID Wristband — Laboratory Reception, the notice on the whiteboard in the typewriter room. It only highlights up close.

    View in guide

  • Special Forces Recording — Laboratory North Area, on a body by the bridge door. Needs the upgraded wristband.

    View in guide

  • Herbicide Synthesis — Drug Testing Lab, on the table. Needs the greenhouse door code.

    View in guide

  • Somebody's Note — Laboratory B1, room south of the Lobby, on a chair. Easy to miss.

    View in guide

  • Wayne Li's Inbox — Low-Temp Testing Lab (B2), on the computer.

    View in guide

  • Byron Cartwright's Inbox — Presentation Room (B1), on the computer. Needs the Senior Staff wristband.

    View in guide

  • Wayne Li's Note — Nap Room (B1). Needs the Signal Modulator.

    View in guide

  • William Birkin's Inbox — Biotesting Lab (B1), on the computer.

    View in guide

  • Research Diary — P-4 Level Testing Lab (B1), on the computer.

    View in guide

Files: Claire A and 2nd Runs

18 in the game

The other 18 Lore Explorer files: 12 that Claire A adds, 4 that Leon's 2nd Run adds, and 2 that Claire's 2nd Run adds. Both 2nd Runs contain Scrap of Paper and Notebook with Missing Page, so pick them up in whichever comes first.

  • Letter from Best Friend — Claire only. In your inventory from the start of Claire A.

    View in guide

  • Uses of Gunpowder (Claire) — West Office (1F), same desk as Leon's copy. Claire's copy counts separately.

    View in guide

  • Raccoon Monthly, June Issue — Claire only. Elevator controls room (B1), opened from the Parking Garage card reader.

    View in guide

  • Copy of Emails to Chief Irons — Claire only. Chief's Office (2F).

    View in guide

  • Taxidermy Log — Claire only. Chief's Office (2F), middle of the room.

    View in guide

  • Repair Shop Letter — Claire only. Private Collection Room (2F), on a shelf.

    View in guide

  • Sally's Diary — Sherry's segment only. Orphanage 2F hallway outside Sherry's bedroom. Easy to miss.

    View in guide

  • Tom's Diary — Sherry's segment only. Orphanage front hall (1F).

    View in guide

  • Director's Room diary — Orphanage Director's Room (1F), next to the typewriter. Its title shows a blank name. Sherry or Claire can pick it up.

    View in guide

  • Letter from the Director — Claire only. Orphanage 2F bathroom, entered through the Nursery.

    View in guide

  • Report About "G" — Claire only. Sewers office save room, on the whiteboard.

    View in guide

  • [IMPORTANT] NEST-wide Alert — Claire only. Laboratory Security Room, on the computer where Sherry rests.

    View in guide

  • Scrap of Paper — 2nd Run only (either character). Watchman's Room (1F), on the table.

    View in guide

  • Notebook with Missing Page — 2nd Run only (either character). Main Hall (1F), where Marvin sat in the first run.

    View in guide

  • Claire's Memo — Leon's 2nd Run only. S.T.A.R.S. Office (2F).

    View in guide

  • Claire's Note — Leon's 2nd Run only. Treatment Pool Room by the cable car, on the table with the T-Bar Handle.

    View in guide

  • Leon's Memo — Claire's 2nd Run only. S.T.A.R.S. Office (2F).

    View in guide

  • Leon's Note — Claire's 2nd Run only. Treatment Pool Room by the cable car, on the table with the T-Bar Handle.

    View in guide

Mr. Raccoons

15 in the game

Complete Vermin Extermination needs all 15. Leon A has 11, Claire A adds 3, and either 2nd Run adds the last one.

  • West Office — On the high cabinets along the north wall of the West Office (1F).

    View in guide

  • S.T.A.R.S. Office — On a desk near the south-east corner of the S.T.A.R.S. Office (2F), behind a monitor and boxes.

    View in guide

  • Firing Range — On the floor under a fallen target against the back wall of the Firing Range (B1).

    View in guide

  • Break Room — Leon only in first runs. Break Room (1F) back room, behind a bag at the foot of the left bunk bed. Opens after the Generator Room power is restored.

    View in guide

  • East Stairway 2F — On a small table by the handrail of the 2F East Stairway, outside the Chief's Office hallway.

    View in guide

  • 3F window — On the windowsill at the dead end of the 3F hallway past the Clock Tower.

    View in guide

  • Sewer Entrance — Leon only. After the alligator chase, once Ada drops the ladder, turn around: it's on a small ledge in the right corner behind debris. Shoot it before you climb.

    View in guide

  • Incinerator — Ada's segment only. Upper level of the Incinerator, right of the large incinerator doors by the railing.

    View in guide

  • Sewers Supplies Storage — In the hall before the Supplies Storage Room, on the ground left of a table among boxes.

    View in guide

  • Lab Cafeteria — Laboratory Cafeteria, on a counter by the window near the ladder at the back.

    View in guide

  • Lab Nap Room — Laboratory Nap Room, in the first (left) sleeping pod, the same pod as the Hip Pouch. Restore power with the Signal Modulator on the west-wall terminal to open the pods.

    View in guide

  • 3F small storage room — Claire only. Through the Heart Key door off the 3F East Storage Room, on the top shelf beside the door.

    View in guide

  • Bus behind the RPD — Claire only. On the bus dashboard, right of the driver's seat, in the streets behind the RPD.

    View in guide

  • Orphanage Nursery — Claire only. Straight ahead as you enter the Orphanage Nursery (2F), in a cubby on the shelves. Claire must destroy it; Sherry can't.

    View in guide

  • Side entrance flowerbed — 2nd Run only (either character). Among the plants on the left of the courtyard path by the side entrance, shortly after the run starts.

    View in guide

The Ghost Survivors Mr. Raccoons

DLC10 in the game

Got 'Em needs all 10. Training mode counts for every scenario except No Way Out, which has no Training mode.

  • No Time to Mourn: Gun Shop — On the Gun Shop shelves.

    View in guide

  • No Time to Mourn: Machinery Room — Seen from the top of the ladder in the Machinery Room.

    View in guide

  • No Time to Mourn: Lower Waterway path — Path one from the Workers' Break Room, through the Workroom to the Lower Waterway: inside a pipe next to an Ivy.

    View in guide

  • No Time to Mourn: Upper Waterway path — Path two from the Workers' Break Room, down the stairs to a dead-end Upper Waterway corridor: up on the platforms. Needs a second run.

    View in guide

  • Runaway: basketball court — On the bench; shoot it through the fence.

    View in guide

  • Runaway: ambulance — Inside the ambulance by the Parking Garage.

    View in guide

  • Runaway: jail cell — In a jail cell, seen through a broken wall.

    View in guide

  • Forgotten Soldier: Pump Room — On the scaffolding near the Pump Room, seen from the top of the lift.

    View in guide

  • Forgotten Soldier: Security Room — On the Security Room desk. Mr. X bursts out as you enter, so stun him first.

    View in guide

  • No Way Out: back room — On a box in the back room by the cooler, the door the first zombies burst through. You can't enter: shoot it through the doorway while zombies hold the door open, early in the run.

    View in guide

Troubleshooting

HISTORICALLY REPORTED BUG (as of March 2026): achievements, mostly Leon's story achievements and Lore Explorer, can show as earned in the game's Records without popping, or pop late. Quick Resume is the usual suspect. Fully close and relaunch the game instead of using Quick Resume, and give the Xbox app time to sync. If an achievement still hasn't popped, replay the last fight from a manual save. This is a speculative fix, not a confirmed one.

Since Mr. Raccoons and files stay recorded across every save, loading an older save never costs you collectible progress.

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