Resident Evil 4 Remake key art

RESIDENT EVIL 4 REMAKE

100% Completion Guide — All Treasures, Weapons, Castellans & Trophies
16
Chapters
104
Treasures
29
Weapons
16
Castellans
19
Requests
47
Trophies

Game Overview

Resident Evil 4 Remake is a complete reimagining of the 2005 survival horror classic, developed and published by Capcom on the RE Engine. You play Leon S. Kennedy, a U.S. government agent sent to rural Spain to rescue the President’s kidnapped daughter. It blends third-person action shooting with resource management, puzzle-solving, and tense melee combat centred around the new parry and knife systems, across a semi-open, semi-linear run of 16 chapters — with no chapter select and no free-roam after the story.

DetailInfo
TitleResident Evil 4 Remake
ReleaseMarch 24, 2023
Developer / PublisherCapcom
GenreSurvival Horror / Third-Person Shooter
Playable characterLeon S. Kennedy — Ada Wong in the Separate Ways DLC side campaign
Regions (in play order)Village → Castle → Island — 16 chapters in total
DifficultiesAssisted · Standard · Hardcore · Professional (Professional only appears after one story completion)
New Game+Available — everything carries over except treasure progress
100% playthroughRoughly 12–15 hours for the first run (Assisted/Standard) · NG+ speedrun roughly 3–4 hours with upgraded gear

Read This Before You Start

Six decisions shape the whole run.

DecisionWhy it matters
Start on Assisted or StandardDifficulty is locked in when you start a run — you cannot raise it mid-playthrough. The only switch the game offers is a one-way drop from Standard to Assisted after a Game Over. Professional is not available at launch; it only appears after you finish the story once. The cleanest path is a full-collection first run on Assisted or Standard, then New Game+ on Professional with your upgraded gear.
Treat every region as a point of no returnThere is no Chapter Select and no free-roam after finishing the story. Once you leave a region (Village → Castle → Island) you can never return, so all non-story trophies are technically missable.
Collect all 104 treasures in one playthroughTreasure progress does not carry into New Game+, so the Bandit and Burglar trophies demand a single-run sweep. Buy the Treasure Map for each region from the Merchant so treasures appear on your map.
Keep a manual save after each chapterChapter-specific trophies (e.g. Shield Your Eyes, Overkill, Hope You Like Thrill Rides!, You Talk Too Much!, Wave Goodbye, Right Hand) can be missed. Per-chapter saves let you reload for any of them without replaying the whole game.
Pick up the missable weaponsThe W-870, Red9, Boot Knife, CQBR, LE-5 and Fighting Knife are missable if you never grab them in the world. You only need to have owned each weapon once — you can sell them afterwards.
Smash Castellans and do Merchant Requests as you goAll 16 Clockwork Castellans unlock the unbreakable Primal Knife, and Castellans stay saved once destroyed, even if you die. Merchant Requests pay Spinels, the currency for exclusive weapons like the Punisher and Matilda.

Story Synopsis

Six years after the Raccoon City incident, Leon S. Kennedy — now a U.S. government agent — is sent to a remote rural village in Spain to rescue Ashley Graham, the President’s kidnapped daughter. The villagers are infected by Las Plagas, an ancient mind-controlling parasite, and are relentlessly hostile. Tracking Ashley through the village, a medieval castle ruled by the Salazar family, and a militarised island base, Leon uncovers a plot by the cult Los Iluminados and its leader Osmund Saddler to spread the Plaga worldwide. Along the way Leon is aided by rogue agent Ada Wong and former comrade Luis Sera.

100% Completion Roadmap

The cleanest path to 100% follows these steps. Because treasure progress does not carry into New Game+, all 104 treasures must be collected in a single playthrough.

StepWhat to do
1 · First runComplete the story on Assisted or Standard difficulty. Collect every treasure, Clockwork Castellan, and complete every Merchant Request along the way. Buy all weapons and weapon parts from the Merchant as you progress. This single run should net you the bulk of trophies including Bandit (all village treasures), Burglar (all island treasures), and Revolt Against the Revolting (all Castellans).
2 · NG+ ProfessionalNew Game+ on Professional difficulty. With upgraded weapons carried over, tackle the hardest difficulty. Aim for an A-rank to unlock the Chicago Sweeper (or S-rank for additional rewards). Grab any chapter-specific trophies you missed using manual saves between chapters.
3 · MercenariesS-rank all 3 Mercenaries maps. Unlocking the Handcannon requires S-rank on all Mercenaries stages (or completing Professional without using bonus weapons). Master the combo system and character abilities.
4 · Separate WaysSeparate Ways DLC. Ada Wong’s side campaign adds new chapters, weapons, and its own trophy list. Complete it for full series completion.

Tip: keep a manual save after each chapter during your first playthrough. This lets you reload later for any chapter-specific trophies without replaying the whole game.

Key Mechanics

Six systems drive the whole game — learn them early and every fight and shop visit gets cheaper.

SystemHow it works
Shooting & combatAim for headshots to stun enemies and trigger melee prompts (roundhouse kick). Staggered enemies can be suplexed or stabbed. Body shots build stagger; leg shots can drop enemies to their knees for a follow-up melee.
Parrying & knivesThe Combat Knife is essential: L1/Right-Click parries incoming melee attacks (including chainsaws) and breaks grabs. Knives degrade with use — repair them at the Merchant. The Primal Knife (unlock: all 16 Castellans) never breaks.
CraftingCombine gunpowder + resources to craft handgun/shotgun/rifle ammo, and combine herbs to make healing items. Recipes are unlocked by finding Crafting Recipes (5 total) sold or found in the world.
The MerchantThe hooded Merchant buys your treasures, sells weapons/upgrades/attaché cases, and posts Merchant Requests (blue letters on walls). Completing requests rewards Spinels, a special currency used to trade for exclusive weapons (Punisher, Matilda) and items.
Attaché case (inventory)Inventory is a tetris-style grid. Buy larger cases from the Merchant (M, L, XL). Attach Charms (from Shooting Range tokens) to cases for passive bonuses like ammo crafting discounts.
Treasure combos & gemstonesSome treasures (Elegant Mask, Flagon, Butterfly Lamp, etc.) have gem slots. Insert gemstones to dramatically increase sale value — same-colour gems in multiple slots give the biggest bonus. The Astute Appraiser trophy requires selling a single treasure for 100,000+ ptas (the Elegant Crown with the right gems).

Missables & Warnings

Everything below can cost you a full replay if ignored.

WarningDetail
No way back — criticalThere is no Chapter Select and no free-roam after finishing the story. Once you leave a region (Village → Castle → Island) you can never return. All non-story trophies are technically missable.
Treasures reset in NG+Treasure progress does not carry to New Game+. You must collect all 104 treasures in one playthrough for the Bandit and Burglar trophies. Buy the Treasure Map for each region from the Merchant so treasures appear on your map.
Missable weaponsThe W-870, Red9, Boot Knife, CQBR, LE-5 and Fighting Knife are missable if you don’t pick them up in the world. You only need to have owned each weapon once — you can sell them afterwards.
Chapter-specific trophiesTrophies like Shield Your Eyes, Overkill, Hope You Like Thrill Rides!, You Talk Too Much! and Wave Goodbye, Right Hand can be missed. Keep manual saves per chapter to retry them.
What saves whenCastellans stay saved once destroyed, even if you die. Merchants, typewriters, and treasure progress save at the last checkpoint.

Difficulty Levels

Difficulty is locked in when you start a run — you cannot raise it mid-playthrough. The only adaptive element the game shows you is the offer to drop from Standard to Assisted after a Game Over, and that switch is one-way. Professional is not available at launch — it only appears in the difficulty list after you have completed the main story once on any difficulty.

DifficultyWhat changesTrophies
AssistedWeakest enemies, thinner crowds, aim assist on by default, and Leon slowly regenerates health when he drops into DANGER. Crafting yields extra ammo and some Merchant items are cheaper.Earns no exclusive trophy — an Assisted clear does not unlock Promising Agent.
StandardThe baseline the other settings are measured against. No aim assist bonus, no auto-heal. After a Game Over the game offers to drop you to Assisted — that switch is one-way.Promising Agent, Mission Accomplished S+.
HardcoreEnemies have more health, hit harder and react faster; crowds are denser, some Merchant stock is marked up and crafting returns less ammo. No Game-Over downgrade is offered.Proficient Agent, S+ Rank Investigator. A-rank or better also unlocks Ashley’s Armor.
ProfessionalHarshest enemy stats, scarcest ammo, autosaves disabled (typewriters only) and only Perfect Parries work. In exchange every weapon modification is purchasable from the Merchant from the start.Peerless Agent — awarded for completing Professional, not for S+ rank.

Clear Ranks — A / S / S+

Rank is decided almost entirely by the difficulty you picked plus your final in-game clear time — accuracy, deaths and kill counts do not factor in. Anything slower than the A threshold defaults to B rank.

DifficultyA rankS rankS+ rank
AssistedUnder 15:00Under 4:00Under 4:00 — fresh save
StandardUnder 12:00Under 5:00Under 5:00 — fresh save
HardcoreUnder 10:00Under 5:30Under 5:30 — fresh save
ProfessionalUnder 7:00Under 5:30Under 5:30 — fresh save, max 15 saves

S and S+ share the same time on every difficulty — S+ just adds conditions. S+ only counts on a brand-new save: any New Game+ run caps at S no matter how fast you finish. The 15-save limit applies only to S+ on Professional — it is a rank condition, not a cap the game enforces. A and S ranks are attainable on New Game+, which is how most players farm the Chicago Sweeper.

What each rank unlocks:

RequirementReward
A rank or better on ProfessionalChicago Sweeper — New Game+ runs count, so this is the standard farm
A rank or better on Hardcore/ProfessionalAshley’s Armor (Knight outfit) — she becomes invulnerable in escort sections
S+ on AssistedWolf Tail accessory
S+ on StandardDeer Antlers accessory + Mission Accomplished S+
S+ on HardcoreChicken Hat accessory + S+ Rank Investigator
S+ on ProfessionalCat Ears accessory — boosts knife and melee performance. No trophy attached.
Any Professional clearGas Mask accessory + Peerless Agent
Fresh Professional clear, no bonus weaponsHandcannon

New Game+ — What Carries Over

NG+ unlocks after your first clear. It keeps your build but wipes everything that would let you skip content.

ItemCarries into NG+?
All weapons and weapon collection progressYes
Every weapon upgrade you bought, including exclusive upgradesYes
Pesetas and SpinelsYes
Ammo, grenades, healing items and crafting resourcesYes
Crafting recipes you learnedYes
Unsold treasures and loose gemsYes
Charms you collectedYes
Attaché case skins you unlockedYes
Yellow Herb health upgrades (max HP stays raised)Yes
Clockwork Castellan progress toward the Primal KnifeYes
Challenge Points and Extra Content Shop purchasesYes
Treasure collection progress — treasures respawn and must be re-collectedNo
Treasure Maps — buy them again from the Merchant each runNo
Merchant Request completion — every request must be redone (they pay Spinels again)No
Key items: emblems, keys, insignias, keycardsNo
Files and documentsNo
Attaché case size upgrades — the grid resets to base and must be repurchasedNo
The difficulty setting — you pick a new oneNo
Eligibility for S+ rank — an NG+ file caps at SNo

Why this matters: because treasure progress and requests reset, NG+ is the run where you sweep trophies you missed — but it can never earn you S+.

Story Walkthrough — All 16 Chapters

CH 1VillageHunter's Lodge → Village Square → Farm

Everything in Resident Evil 4 is region-locked. The Village closes behind you at the Chapter 5 bridge and again at the Chapter 6 drawbridge, and there is no chapter select — whatever you leave behind is gone for that playthrough. Treat Chapters 1–6 as one long shopping list.

Road & Hunter's Lodge
1
You start with the SG-09 R handgun (10 rounds), the Combat Knife and the FILE Mission Brief.
2
Inside the lodge, examine the Crude Charm and loot the cabinet for a Green Herb. The first Ganado is the game's parry tutorial — he drops the KEY ITEM Hunter's Lodge Key.
3
FILE Officer's Badge is near the basement door. Unlock the basement, sweep it, then head upstairs to trigger the escape.
4
On the forest trail there is a small cabin with a Red Herb and barrels worth breaking — free crafting material before the siege.
Village Squarethe bell siege
5
The siege begins and Dr. Salvador (Chainsaw Man) joins partway through. You only have to survive until the bell — killing him here is optional.
6
MISSABLE WEAPON W-870 shotgun. It is upstairs in the two-storey defendable house on the north-east side of the square.
Get it in the first thirty seconds of the siege. It carries the entire village half, and fighting the rest of Chapter 1 with a starting pistol is a different game.
7
Same house: a Hand Grenade in a cabinet. Another village house holds a First Aid Spray.
8
Note the locked drawer in that house. It holds TREASURE Vintage Compass (8,000) and 8,000 pesetas — but there is no Small Key anywhere in Chapter 1. You come back in Chapter 3.
9
Once the bell empties the square, sweep it: TREASURE Velvet Blue (2,500) on the top floor of the shotgun house, out on the roof near the pyre, and TREASURE Ruby (3,000) in a box in the northern shack by the eastern exit.
Farmwindmill and barns
10
REQUEST Destroy the Blue Medallions — the blue note is posted here. Five medallions, reward 3 Spinels, redeemed at the Chapter 2 Merchant. They are: the corner of the south-westernmost derelict house, inside the first large barn, the ceiling of the westernmost shed, the large window of the central barn, and — after the second-floor gear room — under the opposite walkway on your left.
11
TREASURE Pearl Pendant (5,000) hangs on a windmill blade on the west side.
Wait until the blade is not over the water before you shoot it down, or you are fishing for it.
12
MISSABLE TREASURE Flagon (4,000, 2 round gem sockets). Enter the large north-east windmill, climb the ladder, take the left door onto the balcony and drop to the chest below.
This is the chapter's first socketed treasure. Never sell a socketed treasure bare — two matching round gems roughly double its value.
13
Take the KEY ITEM Wooden Cog from the east shed.
This spawns the Brute (Cow-Head), a hammer-swinging heavy. Shoot the head and knees until the melee prompt appears, and crouch or dodge the hammer — do not trade hits.
14
TREASURE Ruby (3,000) in the ground-floor drawer of the large barn, reachable through the windmill window. Then fit the Wooden Cog to the gate mechanism.
Lakeside Settlementtraps and bomb-throwers
15
New threat: dynamite Ganados.
Shoot the dynamite while it is still in their hands and it wipes the cluster around them. Bear traps and tripwire bombs are everywhere — knife the tripwires rather than shooting them.
16
CASTELLAN Clockwork Castellan 1 of 16. The boarded-up stone house on the south-west side has no usable door: climb in through the window on its south-east face, take the door on your right, and look up — the doll sits on a broken section of roofing.
Every Castellan ticks audibly. If you think one is nearby, stop moving and listen; the sound is a far more reliable guide than any written description.
17
Clear the cabin and inspect the body bag in the basement to end the chapter.
Chapter 1 of 16
CH 2Abandoned Factorythe first Merchant → Chief's Manor

The single most important stop in the game sits in this chapter: the first Merchant. What you buy here shapes the next four hours.

Abandoned Factoryweaponless start
1
You begin with nothing. Take the Kitchen Knife from the corpse — it is disposable and it is all you have. Stealth genuinely works in this section; the game is teaching it.
2
Turn the yellow valve to open the route to your confiscated gear and sprint through before the shutter drops. You get back the SG-09 R, the W-870 and the Combat Knife.
3
TREASURE Sapphire (4,000) inside the kiln on the right.
4
MISSABLE There is a locked drawer here holding TREASURE Elegant Mask (5,000, 3 round gem sockets). You get the key later this chapter — come back for it.
Abandoned Factory Groundsthe first Merchant
5
FILE Merchant Tip: Get Rich Quick! is beside him. Turn in Destroy the Blue Medallions for 3 Spinels.
6
REQUEST Pest Control opens here — exterminate the rats, 3 Spinels.
7
First-time stock: SR M1903 rifle 12,000 (the Scope comes bundled with it), Bolt Thrower 10,000, Punisher 5 Spinels, Laser Sight 10 Spinels, Recipe: Bolts 6,000, Treasure Map: Village, and attaché case upgrades.
8
Buy the case upgrades and the Treasure Map first. Inventory space is what lets you carry the treasure you are about to sell, and the map pins every treasure in the region. Then buy ammo recipes for the guns you actually shoot — you cannot buy ammunition directly from the Merchant, only craft it.
9
Spinels are zero-sum. The whole village half yields about 31 Spinels from requests, and the shop wants 10 for the Laser Sight, 9 for the Red9 Stock, 8 for the TMP Stock, 7 for the High-Power Scope and 5 for the Punisher. You cannot have everything. The Laser Sight improves every gun you own; the Red9 Stock fixes the recoil on the best free handgun in the half. Those two first.
Valley
10
MISSABLE KEY ITEM Small Key #1 is in the south-eastern building, in the smaller of its two rooms, inside a small case on a shelf.
Take it straight back to the factory drawer for the Elegant Mask. Small Keys are single-use and there are only five in the region.
11
FILE Scribbles About Dolls is in a hut north of the factory — the in-fiction hint that Castellans exist at all.
12
TREASURE Ruby (3,000) in a chest at the north-east corner of the Valley.
13
CASTELLAN Castellan 2 of 16. It is in one of the small sheds in the stretch between the factory and the Chief's Manor — sitting low, on a pile of dirt or a hay bale, near the door.
Guides describe this one three different ways because the sheds all look alike. Sweep that corridor with your ears; the ticking is the tell.
14
PUZZLE Hexagonal Emblem. It is on the shrine on top of the building on the right side of the Valley. Rotate it left once to seat it in the slot. TREASURE Sapphire (4,000) is in a chest in the west corner immediately past the gate it opens.
Chief's Manor groundsChainsaw Man, round two
15
BOSS Dr. Salvador.
Kite him into the tripwire explosive in the courtyard — it takes a huge free chunk off him. Then shotgun the head and use flash grenades to break his charge.
His chainsaw decapitation grab is an instant kill. Parry it with the knife — on Professional, only a perfect parry stops it. He drops TREASURE Emerald (5,000).
16
TREASURE Sapphire (4,000) in a container hanging from a tree near the wooden shack, and TREASURE Pearl Pendant (5,000) in the censer over the wellshoot the lid off first, then the censer.
Village Chief's Manor
17
TREASURE Ruby (3,000) in the entrance drawer. KEY ITEM Small Key #2 is on the low furniture in the ground-floor living/dining room.
18
FILE Photo of a Family (ground floor, large table), Illuminados 4:3 (first floor, near the typewriter) and Village Records Vol. 3 (first floor, unlocked room).
19
PUZZLE Combination lock. The answer is Crop – Pig – Baby, and it gives you the Crystal Marble.
This code changes on Hardcore and Professional. On those difficulties read the clue in your own game rather than trusting any written answer.
20
Use the Crystal Marble on the master bedroom mechanism for the KEY ITEM Insignia Key.
21
Note the tilted picture in the second-floor bedroom. Examining it reveals a lever for the attic ladder — but you cannot get up there without Ashley. You return in Chapter 5, and that attic holds a Castellan, a 10,000-peseta treasure and five files. Write it down now.
Chapter 2 of 16
CH 3Village Return & the LakeTown Hall → Quarry → Del Lago

The chapter that opens up the village again, gives you the only shooting range in the region, and ends on a boat.

Leaving the manor
1
FILE Luis Serra Report is granted automatically.
2
MISSABLE Free the dog. Outside the manor gate a wolf is caught in a bear trap. Releasing it costs nothing.
It comes back and fights beside you in the Chapter 4 El Gigante fight, holding aggro while you work. This is the single most valuable optional action in the village half and most players walk straight past it.
Village Square & Town Hall
3
Use the Insignia Key on the gate. Open the Chapter 1 locked drawer with a Small Key for TREASURE Vintage Compass (8,000).
4
The tower collapses and Colmillos attack — fast, low-health infected wolves.
A single flash grenade resets the whole pack. Otherwise shotgun them, or parry the lunge.
5
REQUEST Viper Hunter — sell 3 vipers, 4 Spinels. The note is on the wall near the Town Hall.
6
TREASURE Velvet Blue (2,500) hangs from the Town Hall ceiling — shoot it down. FILE Illuminados 4:9 and Merchant Tip: The Prudent Choice are here too.
7
Take the ladder left of the Town Hall entrance into the sewers for pesetas and ammunition.
8
Merchant (Town Hall). New stock: TMP 10,000, TMP Stock 8 Spinels, Recipe: Flash Grenade 6,000.
Church exterior
9
TREASURE Elegant Headdress (7,000) in the chest behind the church.
10
REQUEST Grave Robber — destroy the tombstone emblems, 2 Spinels. The note is in the shed behind the church.
The tombstones themselves are in the cemetery, which you properly reach in Chapter 5. Open the request now and finish it then — but do not forget, because the cemetery is behind the Chapter 5 bridge.
11
FILE Photo of Ashley and Lakeside Map in the church side room. Take the hatch near the typewriter into the tunnel.
QuarryMerchant, shooting range, medallions
12
REQUEST Destroy the Blue Medallions 2 — five medallions across the Quarry and Fish Farm, 4 Spinels. They are: on the scaffolding in the north-west of the Quarry (look up), underneath the docks where you first find the boat, above two breakable barrels in a mid-Fish-Farm shed, at ground level mid-scaffold in the western Fish Farm, and under a platform in the north-western Fish Farm (crawl through the opening).
13
TREASURE Ruby (3,000) hanging from a rope above the Quarry, and TREASURE Brass Pocket Watch (8,000) in the locked chest near the Merchant.
14
MISSABLE The Shooting Range. Take the lift immediately to the right of the Quarry Merchant down into it.
This is the only shooting range in the entire village half, and it dies at the Chapter 5 bridge. The next one is in Chapter 9.
15
How charms work: each challenge awards Silver and Gold Tokens by score — accuracy matters more than speed. Feed any three tokens into the machine beside the lift for one random charm; more Gold Tokens improves the rarity odds but never guarantees anything. Reloading a save does not re-roll it. You can equip three charms at once at any typewriter. Play every challenge once just to bank the completion tokens.
16
Charms worth having early: Merchant (−5% on all weapon upgrades — it compounds over everything you will ever buy), Ashley Graham (+50% green herb recovery), Cute Bear (−1 gunpowder per craft), and Black Bass (+100% healing from bass, which respawn free in the lake).
17
CASTELLAN Castellan 3 of 16. Take the ladder to the left of the Merchant down, follow the path right, and look up — the doll is on top of stacked crates.
If you cannot get a clean line from below, there is a crack in the wall you can shoot it through from the upper right.
18
Take Hexagonal Piece A from the chest at the Merchant. FILE Target Practice Rules and Merchant Tip: Get Cash Back! are here.
Fish Farm & the lake
19
KEY ITEM Small Key #3 is in a drawer in one of the shacks by the boat-fuel hut.
20
Get the Boat Fuel: drop into the water in the centre, up the ramp on the right, then the structure under the torchlit tower — it is on a table. FILE When Low on Boat Fuel is on the boards along the way.
21
BOSS Another Cow-Head Brute patrols the Fish Farm. Same rules: distance, heavy ammunition, head and knees until the melee prompt.
22
Hexagonal Piece B is in an underwater chest to the right of the fuel house. A Yellow Herb is in the hut by the docks, and black bass in the water are free healing.
23
BOSS Del Lago. Take the harpoons, fuel the boat and launch.
Your guns, grenades and knife are all disabled — the boat's infinite harpoon is your only weapon. Healing items still work.
24
Weak point: the open mouth. When it surfaces and charges head-on, put a harpoon down its throat to cancel the charge. While it is dragging you, keep throwing harpoons into its back.
25
It screams from a direction before it comes — that audio cue is your aim. Steer around the floating debris it herds you into. When it dives and leaps, that is the heavy attack: drop the harpoon and steer hard sideways. Harpoons are unlimited, so the only real cost of this fight is health — budget a herb or two.
Chapter 3 of 16
CH 4Lake Explorationthe free-roam chapter — and the first hard lock

The densest treasure chapter in the game, and the one that punishes rushing hardest. A free handgun, a 15,000-peseta idol and five wayshrines all live out on this lake — and the moment you leave the Quarry for the church, the whole region collapses behind you.

Dockhouse & the first shrine
1
New enemy: Plaga Parasites. Shoot a Ganado's head off and the parasite underneath erupts — either a blade-armed Guadaña or a whip type. A flash grenade instantly kills an exposed Plaga. That is the answer to this entire chapter; buy the recipe if you have not.
2
Interact with the lake painting at the tunnel shrine to mark the two investigation sites on your map.
3
MISSABLE Take the KEY ITEM Old Wayshrine Key from the chest near the shrine.
Unlike Small Keys, this one is reusable — it opens all five wayshrines in the game.
4
FILE Old Man's Journal in the eastern tunnel on the Lakeside Settlement side.
Large Cave Shrineinvestigation site 1
5
PUZZLE Cave buttons. On Assisted and Standard, press the 2nd, 5th and 8th buttons.
The yellow paint marks on the walls are the actual clue — read them and you can derive it yourself, which matters because Hardcore and Professional use a different arrangement.
6
Take the KEY ITEM Apostate's Head and TREASURE Velvet Blue (2,500) from the ceiling.
Small Cave Shrineinvestigation site 2
7
PUZZLE Second button puzzle — 4th, 6th and 7th on Assisted and Standard. Same caveat on the higher difficulties.
8
Take the KEY ITEM Blasphemer's Head, Hexagonal Piece C, and TREASURE Ruby (3,000).
9
PUZZLE In the Mural Cave, place both heads on the pedestals and rotate them to match — two rotations on Standard. You receive the KEY ITEM Church Insignia.
Free-roam the lakeeverything here is lost at the Quarry
10
Stop and read this before you go anywhere near the Quarry. Once you head past the El Gigante arena toward the church, the cliffside bridge collapses and the entire lake region is gone — including a free weapon most players never find.
11
MISSABLE WEAPON Red9 handgun. Boat out to the dilapidated shipwreck in the middle of the lake; it is in a chest at the ship's bow.
It is free, it is one of the best handguns in the game, and it is 100% missable.
12
TREASURE Alexandrite (6,000) is at the same shipwreck. Also on the lake: TREASURE Velvet Blue (2,500) on the east side, TREASURE Gold Bar (10,000) in a locked cabin chest, TREASURE Red Gemstone Ring (6,000) in a basement, and a second TREASURE Alexandrite (6,000) if you follow the river south-west.
13
MISSABLE TREASURE Depraved Idol (15,000) sits behind the hexagonal-panel puzzle — that is what the three Hexagonal Pieces are for. It is the highest-value single treasure in the village half.
14
MISSABLE The five wayshrines (Old Wayshrine Key): the Quarry path between the Quarry and the Merchant gives Butterfly Lamp (6,000); the river cave west of the Merchant dock gives Splendid Bangle (4,000); the Lakeside Settlement, left of the main house, gives Pearl Bangle (12,000); the Farm, north-east behind the barn, gives Antique Pipe (7,000); and the Checkpoint one in Chapter 6 gives Elegant Headdress (7,000).
15
CASTELLAN Castellan 4 of 16. Dock at the Lakeside Settlement, use the Insignia Key on the locked gate to the north, climb the ladder in the storage room and walk out past the Forest Altar and the body on it. The doll is in the woods beyond — aim through the gap between the fence beams.
16
KEY ITEM Small Key #4 is on the back of a cart by a barrel in that same Forest Altar / Lakeside Settlement area — boat access only.
17
REQUEST Egg Hunt (sell a Gold Chicken Egg, 3 Spinels) and REQUEST Catch Me a Big Fish (sell a Lunker Bass, 4 Spinels) both open here. Gold eggs come from the chickens around the farm and settlements; the big bass is in the lake.
18
Merchant (Quarry). New stock: Recipe: Attachable Mines 8,000, High-Power Scope 7 Spinels, Rocket Launcher 80,000.
The rocket launcher is a legitimate delete-Mendez button if you are rich, but it is 80,000 pesetas you never see again.
QuarryBOSS El Gigante
19
Use Hexagonal Piece C on the dock control panel to open the Quarry.
20
BOSS El Gigante — mandatory, and the only one in the village half.
If you freed the dog in Chapter 3 it arrives and pins its attention, which is the difference between a fight and a chore.
21
The loop: dodge the stomps and shoot the head until it staggers → the Plaga erupts from its backthrow a flash grenade at the back, which does heavy damage and instantly staggers it → close for the melee prompt and knife the parasite. Roughly four or five cycles, around four flash grenades on Standard.
22
Its overhead slam and grab both use on-screen dodge prompts — watch the prompt, not the animation. And loot the surrounding shacks during the fight while the dog holds it.
23
FILE Rearing Log is inside the El Gigante cage after the fight.
24
POINT OF NO RETURN Moving past the arena toward the church collapses the bridge and closes the entire lake region. Red9, Depraved Idol, both Alexandrites, the Gold Bar, Castellan 4, Small Key 4, the lake wayshrines and the two fishing/egg requests all go with it. Go back and finish them now if you have not.
Church
25
Colmillos ambush outside. Place the Church Insignia on the door.
26
KEY ITEM Small Key #5 is on the flower table next to the altar, and TREASURE Yellow Diamond (7,000) is in a locked chest here. FILE Broken Cell Phone on the ground floor.
27
PUZZLE Stained glass. The Blue Dial is in the cabinet by the wooden crates on the right. Rotate the red, green and blue dials until the Las Plagas insignia forms with no white light showing through.
This one is align-by-eye on every difficulty — any guide printing fixed rotation counts is publishing its own playthrough.
28
Up the stairs to find Ashley. Chapter ends.
Chapter 4 of 16
CH 5Village Escape with Ashleythe last call for the entire village

Ashley joins, which unlocks two things you could not reach before — and then the chapter ends by closing the village permanently. Everything you have not done is gone at the bridge.

Ashley — how she works
1
ASHLEY She has no health bar and two failure states. Downed: enemy hits or your own crossfire knock her over and you revive her with the right stick — but a second hit while she is down is an instant game over. Carried off: an enemy picks her up and a capture bar appears; close the distance and press the melee prompt to backstab the carrier before it fills.
2
The right stick toggles tight and loose formation — not follow and wait. Use tight in corridors and when retreating, and loose in any fight involving fire, explosions, grenades or Plaga tentacles, because area damage is what actually kills her. Where the game offers a locker or dumpster, put her in it — that removes her from the encounter entirely.
Church interior
3
TREASURE Yellow Diamond (7,000) — shoot the suspended censer in the sanctuary to drop it.
4
Boost Ashley up to reach the ladder, collect the ammunition and mines on the way, and exit through the window.
Cemetery
5
MISSABLE Complete Grave Robber here. Destroy the tombstone emblems for 2 Spinels.
The cemetery is behind the bridge lock at the end of this chapter. It is now or never.
Village Square & Town Hall
6
REQUEST A Savage Mutt8 Spinels, the largest single payout in the village half. The note is on the wall by the Merchant, beside the Town Hall door. The target is the mutated dog with a scorpion-like tail: you first glimpse it at the Chief's Manor gate, then double back into the village to kill it. It is much tougher than a Colmillos — shotgun or rifle, and keep Ashley far away.
7
MISSABLE TREASURE Elegant Bangle (5,000, 2 round gem sockets) is in the blue chest in Village Square, reachable only by boosting Ashley through a wall gap. Ashley-gated and easy to miss.
Chief's Manor atticthe Chapter 2 IOU
8
MISSABLE Go back to the second-floor bedroom, examine the tilted picture to reveal the lever, and pull it. Ashley kicks the ladder down.
This room is the densest single location in the village half and it is behind a Chapter-5-only, Ashley-only, bridge-locked door.
9
CASTELLAN Castellan 5 of 16 is up here.
Destroy the first box on your left to clear the firing line, or shoot through the hole in the centre of the far wall. It is near a chessboard and a bucket, and it is audible before it is visible.
10
TREASURE Antique Camera (10,000) on top of a drawer, plus a Yellow Herb.
11
MISSABLE Five files, all in this attic: FILE Photo of the Factory, Village Records Vol. 1, Village Records Vol. 2, A Father's Portrait and Photo of a Boy and His Grandfather.
Farm
12
The Farm wayshrine gives TREASURE Antique Pipe (7,000) with the Old Wayshrine Key.
13
The Cow-Head Brutes here can knock Ashley down in one hit. Send her to hang back before you engage.
The bridgePOINT OF NO RETURN
14
POINT OF NO RETURN Crossing the rickety bridge past the Farm ends the village. Gone permanently: Village Square, the Cemetery, the Chief's Manor attic, the Farm wayshrine, the Town Hall Merchant, and the Quarry Merchant and the only shooting range in the region. Every unturned request goes with them, including A Savage Mutt.
15
Before you cross: socket your gems, then sell every treasure. Spend every Spinel. Buy every upgrade you want. Finish every request. The Merchant will even hint at it in dialogue — take him literally.
16
Gem sockets, briefly. Round slots take Ruby, Sapphire and Yellow Diamond; rectangular slots take Emerald, Alexandrite and Red Beryl. For the 2- and 3-socket treasures in this half, matching colours beat mixed sets — three Yellow Diamonds in the Elegant Mask, matching pairs in the Flagon and Elegant Bangle. Only the big 5-socket treasures later favour all-different.
VillaStand Your Ground
17
Board the windows with the wooden planks lying around and kick down the ladders to slow the climbers.
Luis is invincible — play entirely for your own survival and hold a staircase corner.
18
BOSS A Brute closes the sequence.
Chapter 5 of 16
CH 6Village FinaleCheckpoint → Bella Sisters → Mendez

Short, dense, and it ends with the drawbridge that closes the village forever.

Villa exterior & the gorge
1
FILE Merchant Tip: Midnight Stroll east of the Villa, and Tighten the Defences on the boards to the north-east.
2
The game suggests stealth here; realistically it lasts about two enemies. Use the explosive barrels along the chase instead.
3
MISSABLE TREASURE Chalice of Atonement (7,000, 3 rectangular gem sockets) is in a chest inside the cabin on the wooden bridge before the Checkpoint.
This is the last socketed treasure of the village half — fill it before you sell anything.
4
CASTELLAN Castellan 6 of 16. Past the abandoned building, before the Checkpoint, there is a large bonfire — the doll sits on the ledge on its right-hand side.
CheckpointMerchant and typewriter
5
WEAPON Riot Gun — 28,000.
Buy it before Mendez if you can afford it at all; it is a straight upgrade on the W-870 and the fight is built for it.
6
TREASURE Yellow Diamond (7,000) in the chest on the west side of the Merchant's shop, and the fifth wayshrine — south-west, outside the chainsaw-villager house, reached from the second-floor platform — gives TREASURE Elegant Headdress (7,000).
7
A Yellow Herb is on the left stairs during the mid-chapter climb.
Bella SistersBOSS two chainsaws at once
8
BOSS Hide Ashley in a locker before you start. Clear the ordinary Ganados first so you are not fighting three fronts, then dump hand grenades, flash grenades and shotgun into the pair.
9
They drop the KEY ITEM Checkpoint Crank, which is required to progress.
SlaughterhouseBOSS Bitores Mendez
10
The Merchant and typewriter outside are the last in the village. Spend everything here.
11
BOSS Mendez, phase one (ground). Weak points are the head and the centipede-like spine segment between torso and legs — breaking the spine ends the phase.
12
Climb to the second-floor walkways early. Better angles, and there is ammunition and healing stashed up there.
13
Tells: the stinger jab is parryable; the tail sweep is dodgeable; and when he retracts his limbs and speaks, he throws two consecutive spinning charges — run, then dodge twice. If he grabs you, knife-break immediately. Stunning a weak point gives a leaping knife-stab prompt — take it every time.
14
BOSS Phase two (aerial). He loses his lower half and swings from the rafters, throwing burning wood and red explosive barrels.
Shoot the barrels while they are still in his hands. That is your main damage source in this phase. Stay on one side of the barn and move just before he throws; rifle at range, shotgun point-blank when he lands.
15
He drops TREASURE Mendez's False Eye (12,000).
16
Ashley breaks a window and you escape the burning slaughterhouse. TREASURE Emerald (5,000) hangs in a censer from a tree on the road to the castle — shoot it down.
17
POINT OF NO RETURN Crossing the drawbridge ends the Village half permanently. There is no chapter select and no way back. Any Small Keys you are still carrying become dead weight.
Chapter 6 of 16
CH 7Castle EntranceAudience Chamber → Dungeons → Treasury

A new region means a new Merchant stock, a new treasure map and a new bestiary. It also means a new lockout clock: the whole castle closes at the Chapter 12 gondola.

Castle entryMerchant
1
FILE Quarterly Findings — Excerpt is added automatically. Take the first door on the right for the castle Merchant and buy the Castle Treasure Map immediately.
2
WEAPON Four weapons unlock in his stock here: Blacktail handgun (~24,000), Stingray semi-auto rifle (~30,000), Broken Butterfly magnum (~29,400, discounted and bundled with its ammo recipe) and the Riot Gun (~28,000).
3
TREASURE Vintage Compass in a chest behind the Merchant's building, outside. WEAPON Boot Knife drops from the very first enemy of the chapter — free knife durability, always take them.
Chapel & Battlementsthe catapult gauntlet
4
New enemy: Zealots. Robed Ganados, two or three headshots — except the shielded variants, which need a shotgun blast, a grenade, or a knife parry into a kick. A new Plaga subspecies opens its head into a fanged maw: shoot into the open mouth for massive damage, and flash grenades still one-shot any exposed Plaga.
5
Clear the crossbow Zealots on the walls first, then push the spiral stairs between catapult volleys. Look for the green-domed tower.
6
TREASURE Elegant Bangle (2 large gem sockets) — after you destroy the cannon tower's counterweight bag and climb out, it is tucked behind yellow-painted barrels.
7
Board the cannon: shoot the red barrels beside each trebuchet to wipe them, then aim at the castle gate to blow it open.
Castle Gate
8
REQUEST Destroy the Blue Medallions 3 — the note is on the wall just past the gate you blew open. Six medallions, 5 Spinels: in the pavilion, in the window ruins, hanging directly above that one, on a room ceiling, at the next ladder, and just before the next door. Your map pins them once the request is active.
Audience Chamber
9
Salazar introduces himself, then a Zealot ambush including shield-bearers.
They start tightly bunched — a hand grenade into the centre of the pack on the opening frame is the single best opener in the chapter.
10
ASHLEY Boost Ashley up the north-eastern wall; she unlocks the metal gate. This route also yields TREASURE Elegant Perfume Bottle.
11
TREASURE Ruby — after you squeeze through the narrow gap, turn left and shoot the hanging silver container through the hole in the wall.
DungeonsBOSS the first Garrador
12
FILE Caretaker's Note beside the torture devices.
13
BOSS Garrador. It is blind and navigates entirely by sound.
Crouch-walk everywhere. Do not sprint, do not vault, do not reload in the open. Sprinting is what gets people killed here.
14
Weak point: the Plaga on its back. Shoot the back to expose it, then a flash grenade is an instant kill once the tentacles are out. Bells and other noise sources pull it away from you; Bolt Thrower bolts are silent and never give away your position.
15
TROPHY Never Heard It Coming — kill a Garrador with the knife only. Stealth-stab the back and keep stabbing; a stage-1 knife needs about five hits, so upgrade durability first and carry spare Boot Knives.
16
KEY ITEM Dungeon Key at the end of the left-hand path. Use the winch to leave, climb the ladders, rejoin Ashley and open the next gate.
Storage Room
17
CASTELLAN Castellan 7 of 16. In the storage room directly north of the Treasury. Walk between the shelving units keeping right — it sits on top of a shelf. A Spinel is on the floor right next to it.
TreasuryPUZZLE two puzzles
18
PUZZLE Animal gongs. The barred gate's lock displays three animal symbols. Pull the chain on the gong you can physically reach, then shoot the other two gongs bearing the gate's animals — they hang out of reach behind bars.
Do not memorise animal names. This puzzle's gong layout changes on Hardcore and Professional. Read the three symbols on the lock in your own game and match them.
It opens the alcove holding the Bloodied Sword.
19
PUZZLE Knight reliefs. Four reliefs show stages of a knight's life; match each sword's condition to its scene. Left to right: Iron → Golden → Bloodied → Rusted.
A knight holding a plain hilt takes Iron; being knighted in gold armour takes Golden; run through takes Bloodied; a sword planted by a gravestone takes Rusted. This one is fixed on every difficulty.
20
TREASURE Gold Bangle in a chest in the corridor immediately after the Treasury.
Upper Audience Chamber & Water Hall
21
MISSABLE TREASURE Golden Hourglass. From the upper Audience Chamber, jump across the chandelier on the right, turn right, and drop through the hole.
Almost everyone walks straight past this one.
22
PUZZLE KEY ITEM Halo Wheel is on a statue in the Water Hall. Slot it into the statue pedestals to raise the walkway sections. ASHLEY This is a two-phase defence fight: Ashley works the cranks while you hold the room.
Put her in loose formation so she is not caught by grenades or fire, take the elevated platforms, and grenade the packs funnelling toward her.
23
ASHLEY Final boost over the wall, then cross the bridge. Chapter ends in the Courtyard.
Chapter 7 of 16
CH 8Wine Cellar & BattlementsLeon alone → Armored El Gigante

Ashley is separated for the whole chapter, which means no boosts and no Ashley-gated pickups — but also nothing to protect. It ends on a boss you cannot shoot to death.

OpeningMerchant
1
The Merchant is behind your starting position. WEAPON Body Armor is now in stock — buy it as soon as you can afford it.
It materially changes the Chapter 10 double-Garrador arena and the Salazar fight.
2
Shoot the fish in the pond by the Merchant for free healing.
Wine Cellarthe Summoner
3
New enemy: the Summoner, a red-robed priest. He stuns you from range and converts nearby Ganados into Plaga forms. He is physically weak and will run — kill him immediately with a magnum, a rifle shot or a melee rush. Letting him work costs you a magazine.
4
He drops the KEY ITEM Crimson Lantern. TREASURE Mirror with Pearls & Rubies is in a chest directly behind where he stood.
5
FILE Consign the Crimson Flame is nailed to the wall next to the stone statue.
6
PUZZLE Crimson Lantern. Place it in the hands of the statue that is holding nothing. That is the entire puzzle — it opens the door and a shortcut back to the Merchant.
BinderyPUZZLE lithographic stones
7
FILE Iluminados 3:2 on a table in the room north of the Bindery.
8
TREASURE Extravagant Clock (1 large + 1 small socket) in the chest left of the fireplace, and TREASURE Velvet Blue in the glass case left of the open window.
9
PUZZLE Lithographic stones. Four slots in a wall mural; one stone is already in place and you find the other three inside the Bindery itself — on the bookshelf left of the door, on a small cabinet near the entryway, and inside a hanging glass cabinet opposite the door (break the glass).
10
Each slot has a faded ghost image showing both the icon and the shape. The stones are double-sided — flip them with the shoulder buttons. Top: Shield, square. Right: Sword, square. Bottom: Armour, hexagon. Left: Helmet, hexagon.
11
The solution is the same on every difficulty, but the stones are hidden in different places on Hardcore and Professional. Sweep the whole room rather than going straight to the three spots above.
12
MISSABLE KEY ITEM Small Key is on a wooden crate in the corridor beyond the lithograph door.
Take it straight back into the Bindery and open the locked drawer near the entryway for TREASURE Brass Pocket Watch. Push on without backtracking and you lose it.
To the roofPUZZLE Sun and Moon gates
13
Shove the blocking bookshelf. Right-side stairs lead to a Merchant and typewriter — save.
14
At the drawbridge, three crossbow Ganados are above you. Shoot the left counterweight to drop the bridge.
15
PUZZLE Sun / Moon levers. Each lever opens one gate of a pair and closes the other. Ignore the first levers, climb the left stairs, clear the top, then loop left through the enemy room.
Use the hanging lantern for crowd control.
16
TREASURE Ornate Necklace (2 large + 2 small sockets) — flip the Sun switch, climb the yellow-painted planks, pull the next lever, drop through the hole, and the chest is in the side room to the right.
BattlementsBOSS Armored El Gigante
17
BOSS
You cannot meaningfully damage its armour with small arms. This is not a stand-and-shoot fight — it is a movement puzzle that ends with a cannon.
18
It throws boulders with pinpoint accuracy along the ramparts. Move using cover, shoot portcullis counterweights to duck indoors when it winds up, and let it friendly-fire the Ganados for you. The moment the rock leaves its hand is your sprint window.
19
MISSABLE CASTELLAN Castellan 8 of 16 and TREASURE Emerald. As soon as El Gigante appears, drop down the right side toward the west of the map, take the lower path and climb the ladder to the centre of the tower. The doll is on the boxes at the top; the Emerald is in a chest at the tower's centre.
This is the most-missed collectible pair in the castle, because a boss is actively chasing you while you look for it.
20
TREASURE Ruby — after the third tower, drop twice to the bottom floor, enter the room beneath and shoot the silver container hanging from the ceiling.
21
Enter the Moon Gate, pull the interior lever, exit the far side and drop down. Kill the crossbowman blocking the ladder.
22
Destroy the two counterweights to raise the cannon, wait out a rock throw, sprint to the top and line up a direct head shot with the cannon to kill it. Then swing the cannon left to blow the castle gate, and shoot the left counterweight to open your escape.
23
MISSABLE There is an Ornate Beetle in a locked chest of drawers in the first tower here — but the Small Key that opens it is not yours until Chapter 12. Write down the location; you come back via the gondola.
Chapter 8 of 16
CH 9Grand Hallthe three heads → Ashley alone

The biggest chapter in the castle. It has a hedge maze, three sub-puzzles feeding one statue, a shooting range, and then it takes Leon away and makes you play Ashley with no weapons at all — carrying a set of keys that leave with her when the chapter ends.

Courtyard hedge maze
1
Colmillos patrol the hedge lanes. Flash grenades are the hard counter. Keep Ashley in tight formation here — the lanes are exactly the kind of place she gets separated and carried off.
2
PUZZLE Three banner levers, one per tower, all three needed to open the way east. Lever 1 is down the stairs and left, in the central area. Lever 2 is along the path left of the stairs, then left at the first junction. Lever 3 (south-west) needs Ashley to hold a switch while you run to the tower's upper level.
3
While Ashley is holding that lever she cannot defend herself, and the western tower triggers an enemy rush. Clear the lane completely before you commit her.
4
CASTELLAN Castellan 9 of 16 is in the north-west corner of the maze, behind a pillar.
From the elevator staircase the turns are right, left, right, left, right, left, right.
5
TREASURE Elegant Chessboard on the east side of the maze.
Merchant & save room
6
MISSABLE Shooting range — challenges 2A, 2B and 2C, in the elevator next to the Merchant.
It dies with the castle at the Chapter 12 gondola.
7
REQUEST Destroy the Blue Medallions 4 — note on the table beside the typewriter. Six medallions, 5 Spinels: on the gate wall, behind a statue, the Dining Hall window, a chandelier, the Armory ceiling, and the far end of the Gallery.
8
WEAPON Matilda handgun becomes available as a 10-Spinel trade here. FILE Merchant Tip: Next-level Upgrades! is on a bag beside the shop.
Grand Hallthe headless statue
9
PUZZLE The centrepiece statue is missing three heads — Serpent, Lion and Goat. Each is behind its own sub-puzzle; this is a hub, not a riddle.
10
REQUEST More Pest Control — note on the wall left of the statue. Kill 3 rats, 3 Spinels.
Two rats are in Chapter 9; the third is in the Library hallway in Chapter 10. This is the request people most often fail, because they finish the castle without ever finding the third.
11
TREASURE Alexandrite — shoot the silver container hanging from one of the statues' hands.
Dining HallPUZZLE the Serpent Head
12
PUZZLE Two portraits on the back wall show a Lady and a Lord at specific place settings. Send Ashley to the Lady's chair (second on the right) and sit Leon in the Lord's chair (last on the left), then ring the service bell.
The tiebreaker if you cannot read the portraits: the queen's setting has two sets of silverware, the king's has three. Fixed on every difficulty.
13
The cage opens: KEY ITEM Serpent Head.
ArmoryPUZZLE the Lion Head — Armadura
14
KEY ITEM A Small Key is in the cabinet on the left in the small upstairs room before the Armory.
15
KEY ITEM Lion Head is on the lion statue in the centre. Taking it triggers the ambush.
16
New enemy: Armadura, animated suits of armour, in three or four waves. They cannot be staggered by small arms. Shoot the tentacled Plaga at the neck to expose it, then kick the helmet off and destroy the parasite. Flash grenades and blue lantern light are the hard counters; a shotgun to the helmet is the efficient opener.
17
ASHLEY Ashley helps from the floor above, throwing lanterns to stun them. She is safe up there — do not panic and recall her. Catch her when she drops down afterwards.
18
MISSABLE KEY ITEM Cubic Device is in a chest in the corridor immediately outside the Armory.
Do not skip this. It opens all five Square Lock Boxes in the castle — one of which contains the only assault rifle in the game.
GalleryPUZZLE the Goat Head
19
An enemy lowers the walkway; kill him, climb the ladder to the balcony, pull the lever to raise the path, then cross.
20
TREASURE Yellow Diamond is on the Gallery floor beneath the raised platform, visible once you have pulled that lever. KEY ITEM Goat Head is up the side stairs.
Cubic Device backtrackdo this before you place the heads
21
MISSABLE Square Lock Box 1 — Grand Hall Merchant's room → TREASURE Butterfly Lamp (3 large gem sockets).
22
MISSABLE Take the golden gondola from the door next to the Merchant back to the Audience Chamber: Square Lock Box 2 in the north-west corner → TREASURE Justitia Statue (~12,000), and the locked desk on the north wall (Small Key) → TREASURE Gold Bar.
23
MISSABLE Wine Cellar secret room. North-east of the Wine Cellar, boost Ashley to open a hidden room containing TREASURE Depraved Idol and FILE Salazar Family Chronology.
Only doable in Chapter 9, while Ashley is still with you.
Ashley aloneLibrary and Mausoleum
24
Place Serpent, Lion and Goat on the statue. Cutscene: Leon is caged and Ashley is on her own.
25
ASHLEY Ashley has no weapons. Her entire toolkit is run, crouch, hide and carry lanterns. A blue lantern placed on a pedestal freezes Armadura — that is your only defence. Armadura contact kills her outright; there is no downed state here.
26
TREASURE Elegant Perfume Bottlecrouch under the hole in the bookshelves in the Library.
27
KEY ITEM Bunch of Keys — on a table upstairs after you place the lantern on the second pedestal and crank the stairs down. Sequence: take the lantern → place it on pedestal 2 in the south library to shift the bookshelves → work the crank to lower the stairs → retrieve the lantern → climb → take the keys → use the third key to power the elevator on the north side.
28
MISSABLE TREASURE Sapphire in a key-locked decorated chest behind the bookshelf on the Library's second floor.
29
This is the worst missable in the castle. The decorated key-locked chests can only be opened by Ashley with the Bunch of Keys — and when she is taken at the end of this chapter, she keeps the keys. Leon never gets them. Open every decorated chest before you finish the Mausoleum.
30
PUZZLE Grandfather clock. FILE Way to the Hidden Mausoleum is by the first clock; FILE Librarian's Note and Hastily Written Note are in the room with the second — the Hastily Written Note is the actual clue, showing a time in Roman numerals.
31
Assisted and Standard: 11:04 (long hand on XI, short hand on IV). Hardcore and Professional: 7:00.
Guides disagree on the Standard answer — some print 10:10. The note in your own game is generated for your difficulty, so read it and trust it over any written guide, including this one. If you find two grandfather clocks, set both; there is no penalty.
32
PUZZLE Mausoleum chains. Four corners with chain-activated symbols — pulling the chains wakes the Armadura, so this is a timed pressure sequence. Keep moving and use the lantern to stall them. TREASURE Emerald is in a key-locked chest behind the shelves nearby.
33
PUZZLE Mausoleum lanterns. The cenotaph wall carries three reliefs — Star, Full Moon and Half Moon — and each lantern casts light in one of those shapes. Match the cast light to the relief it faces: Half Moon on the left pedestal, Full Moon on the back/centre, Star on the right. Fixed on every difficulty.
34
KEY ITEM Salazar Family Insignia. Backtrack through the Library, up to the balcony, and slot it into the wall. Cutscene: Ashley is taken.
Chapter 9 of 16
CH 10UndergroundBallroom → double Garrador → Verdugo

Leon alone, the two best Cubic Device boxes, an optional mini-boss worth 8 Spinels, and the fight the whole underground laboratory is built around.

Cage room
1
REQUEST Merciless Knight — blue note in the first room south of the cage, on the sideboard opposite the Ballroom doors. 8 Spinels.
Must be completed before the Chapter 12 gondola.
2
FILE The Chronicles of Pursuit 1 in the room next to the Ballroom.
Library returnthe two Cubic Device boxes
3
MISSABLE Square Lock Box 3 — Library upper mezzanine, east wall, up the hidden stairs Ashley created → WEAPON CQBR Assault Rifle.
This is the only assault rifle in the entire game. Do not leave the castle without it.
4
MISSABLE Square Lock Box 4 — the typewriter room off the Grand Hall's south-east balcony → TREASURE Golden Lynx (2 large + 1 small socket, ~15,000).
Both boxes are within thirty seconds of each other — sweep both rooms with the Cubic Device.
5
Rat 3 for More Pest Control is in the hallway leading to the Library.
MausoleumBOSS Merciless Knight — optional
6
BOSS Head south through the Library, through the clock door Ashley opened, down to the Mausoleum. One gold-armoured Merciless Knight plus two or three standard Armadura, in a tight pillared space.
7
It hits for roughly half of Leon's health per greatsword swing even on lower difficulties.
8
Kill the regular Armadura first. Shotgun to knock the helmets off, then one flash grenade wipes every exposed parasite at once. Then the boss: bait a swing, circle behind, shotgun the back parasite, and once the helmet drops finish with a second flash or rifle fire from range. Use the pillars to break line of sight from its thrust and slam. Its attacks are parryable with an upgraded knife.
9
All three drop jewels and Spinels. Entirely optional — skipping it costs 8 Spinels plus the drops.
BallroomNovistadors
10
New enemy: Novistador. Insectoid, wall-crawling and camouflaged until they attack. A camouflaged one dies to a single headshot; once awake they take two or three, or one shot into a kick and knife finish. Shotgun is the answer in the swarm rooms.
11
TREASURE Ruby — lower Ballroom floor, shoot the hanging silver container right of the stairs. TREASURE Ornate Beetle — walk the northern edge along the wooden scaffolding, past a ladder and around the rubble, to a chest.
12
PUZZLE Two levers. Do not fight the locked doors ahead — vault the railing and take the stairs to the upper balcony. Lever 1: drop from the north balcony, then take the other stairs to the south side. Lever 2: climb the ladder below the north section. Then shoot the two counterweights on opposite sides to lower the drawbridge.
AntechamberBOSS double Garrador
13
BOSS Two Garradors and a room full of Zealots — mandatory.
14
The key mechanic is the bells. Shoot the bells hanging in the corners and both Garradors charge the noise at once, presenting their backs. Shoot a back to expose the Plaga, then a flash grenade is an instant kill. Let them work for you — any noise pulls them, and they will shred the Zealots on the way.
15
Silent weapons are gold here. Bolt Thrower bolts make no noise, so you can whittle them without ever being located. Grenades pull both to one spot.
Never sprint in the open — a Garrador that locks on at close range can chain its claws into a kill.
16
Each drops a KEY ITEM Unicorn Horn. Slot both into the statues at the far end to open the way onward — which is why this fight is mandatory.
Throne Room → the Depths
17
Cutscene: Salazar drops Leon into the Depths.
This is only a soft lock. You regain access to the Ballroom, Throne Room, Battlements and Courtyard in Chapter 12 via the gondola room. What you genuinely lose is the Depths and the Mines, once cleared.
18
FILE Prisoner's Note by a skeleton in the western Depths.
19
MISSABLE TREASURE Elegant Crown (2 large + 3 small sockets) — in a small building in the north-west of the Depths, on the floor next to a corpse, right before you squeeze through the cracked wall.
20
TREASURE Red Beryl — heading west through the sewer tunnels, look up for a silver container in a ceiling alcove.
21
MISSABLE CASTELLAN Castellan 10 of 16 is directly opposite the Merchant's shop door, behind the sewer grate — shoot it through the bars.
Very easy to walk past, because the Merchant pulls your eye the moment you enter.
Underground LaboratoryBOSS Verdugo
22
FILE Emergency Liquid Nitrogen Showers on the wall at the lab entrance — that file is the game telling you how to win. Also FILE Chronicles of Pursuit 3 and Notice About Power Supply by the dead elevator.
23
Restore power: down the tunnel, into the side room, pull the lever, then hit the circuit breaker. This also arms the nitrogen showers.
24
BOSS Verdugo.
You must survive it, but you do not have to kill it. You can loop the lab dodging until the elevator arrives — and there is no way to speed the elevator up. Skipping costs you the Gold Monocle drop, the trophy, and the Yellow Diamond chest in the powered lab area.
25
The nitrogen tactic. There are about four shower stations on red wall buttons around the lab loop. Scout all four before the fight starts. Then run a full loop, and as it closes on you, stand at a shower and press the button so it runs into the spray. Frozen, it takes massively increased damage — dump the Riot Gun, Broken Butterfly and hand grenades into it. Expect three or four freeze cycles on Standard. A rocket launcher hit on a frozen Verdugo is an instant kill.
26
Tells: its claw and tail melee are knife-parryable; the multi-hit tail combo needs consecutive parries; the lunging grab needs a dodge on the prompt. When it unfreezes and vanishes, it re-emerges through a random vent with a sweeping tail — watch for the rattle.
27
POINT OF NO RETURN Riding the elevator out closes the Depths and the lab permanently. Elegant Crown, Red Beryl, Castellan 10, the Yellow Diamond and the Gold Monocle all go with them.
Chapter 10 of 16
CH 11The Minestwo Gigantes, minecarts, and Krauser's knife

Leon is partnered with Luis, who is effectively invincible and supplies the dynamite. The chapter ends with a duel in which none of your guns work.

MinesMerchant and shooting range
1
Spend everything at this Merchant. It is your last shop before two set-piece boss fights, and there is a shooting range here too.
2
Upgrade your Combat Knife's durability and power here. This is the single best pre-chapter investment in the castle half — the chapter ends in a knife-only duel.
3
FILE Foreman's Log near the shop, and Explosives Shortage Notice by the collapsed passage.
4
TREASURE Sapphire — take the north-west stairs and shoot the silver container hanging from the support beams.
5
Push west — Chainsaw Ganados return here — and pull the lever to lower the steel bridge. KEY ITEM Dynamite is in Storeroom M-4; use it on the rubble.
6
MISSABLE TREASURE Golden Hourglass — after lowering the bridge there is a small tunnel in the wall to the right of where you pick up the Dynamite, with a chest hidden in it.
Blast FurnaceBOSS two El Gigantes
7
BOSS One unarmoured and one armoured El Gigante in the foundry.
8
Kill the unarmoured one first — shoot until the Plaga bursts from its back, then unload and knife-finish. Then wait for Luis to attach dynamite to the armoured one; that is the only thing that cracks its plating.
9
You can also work the Blast Furnace controls and manoeuvre a Gigante over the central grate to drop it into the lava for an instant kill.
TROPHY Decide before you start: the No Hot Bath For You! achievement requires killing both Gigantes without using the lava. You cannot have the easy kill and the achievement.
Minecarts
10
On-rails shooting with unlimited ammunition.
Lean into the turns — push the stick in the direction of the bend — or the cart flips. Shoot the debris on the track, the track switchers, and the red barrels on enemy clusters.
11
TREASURE Flagon (2 large sockets) at the Stopover — go upstairs; the chest is on the balcony floor.
12
CASTELLAN Castellan 11 of 16 — in the Stopover building, from the ground floor look up toward the balcony; it is on a support beam.
13
The second cart run has a Chainsaw Ganado board the cart. Keep him staggered with continuous fire — there is nowhere to retreat to.
The Hive
14
REQUEST Insect Hive — blue note behind the explosive barrel, on a wooden pallet in the first cave after the minecart. Destroy 4 glowing yellow nests on the cave ceilings, 4 Spinels: one large one in the open cave, one before the tunnel entrance, and two immediately after you exit the tunnel.
15
TREASURE Gold Barshoot the red explosive barrel in a Hive cave to blow open a hidden path to a chest. Novistadors here are camouflaged and drop from the ceiling.
KrauserBOSS the knife duel
16
Take the elevator up. Cutscene: Luis is killed by Jack Krauser.
17
BOSS
Firearms are disabled. Knife only. Boot Knives are scattered around the arena as backups if yours breaks.
18
Watch the parry prompt in the bottom-right of the HUD, not Krauser's animation. Press on the prompt and the parry is guaranteed. Stand your ground and let him come — chasing him gets you countered.
19
Early on, one parry opens a punish window; later phases need several consecutive parries. Evade prompts are unblockable — dodge, do not parry. Clash prompts are a mash. Melee prompts are free critical damage — always take them.
If he grabs you, mash out rather than knife-escaping, to save blade durability.
20
POINT OF NO RETURN Clearing the minecarts and the Hive locks the Mines permanently. Castellan 11, all four treasures and the Insect Hive request go with them.
Chapter 11 of 16
CH 12Clock Towerthe castle backtrack → Salazar

This chapter hands you a Small Key and two requests and then gives you a free run of the castle — and it is your last run of the castle. Do the backtrack before you touch the gondola.

Gondola Roomcollect these first
1
MISSABLE KEY ITEM Small Key in a display case near the gondola, at the very start of the chapter.
This is the key that opens the Chapter 8 Battlements drawer. Nothing tells you that.
2
REQUEST Jewel Thief — note on the wall left of the elevator. Obtain and sell a Scratched Emerald, which is in a crow's nest in the Courtyard. 3 Spinels.
3
REQUEST The Disgrace of the Salazar Family — same wall. Throw an egg at Ramón's portrait in the Throne Room. 4 Spinels.
The castle backtrackyour final window
4
Everything below has to happen before you board the gondola. Once you do, the castle is closed for the run.
5
MISSABLE Throne Room: Square Lock Box 5 in the back-right corner → TREASURE Gold Chicken Egg (~9,000) — which is also the egg you throw at the portrait to finish The Disgrace of the Salazar Family. FILE Housekeeper's Memo 2, Ramón's Confession and Chronicles of Pursuit 2 are all in this room.
6
MISSABLE Castle Battlements, first towerTREASURE Ornate Beetle, in the locked chest of drawers behind the ladder, opened with the Small Key from step 1.
This is the collectible most 100% runs lose, because it needs you to remember a Chapter 8 location during Chapter 12.
7
CourtyardScratched Emerald from the crow's nest; sell it to finish Jewel Thief.
8
Final castle checklist: rat 3 for More Pest Control, the Merciless Knight, Blue Medallions 3 and 4, any unplayed shooting-range challenges, any Cubic Device box you skipped, and your Castellan count — you should have 7, 8, 9, 10 and 11 done, with 12 still to come.
Clock Tower
9
TREASURE Gold Bar immediately on entering, behind the boxes under the stairs.
10
CASTELLAN Castellan 12 of 16 — ground floor, under the stairs, sitting on a crate, right beside that Gold Bar.
11
TREASURE Alexandrite — up the stairs at a dead end on the first floor, shoot the metal container hanging from the ceiling.
12
Hazards: a fire-breathing Salazar statue gouts flame across the walkway — shoot the opening in the back of its head to destroy it. And rolling iron balls on the staircases — duck into the inset alcoves, do not try to outrun them.
13
Pull the ball-release lever and immediately rush to the lift and the rolling ball can crush the pursuing Summoner for you. The timing is tight but it deletes the chapter's most annoying enemy for free.
14
MISSABLE TREASURE Mirror with Pearls & Rubies near the top — do not take the ladder immediately; go through the gap in the handrail past it. Then descend that ladder for TREASURE Extravagant Clock (1 large + 1 small socket) on the left of the lift area.
Grab it before you pull the lift lever.
15
The lift ascent is a wave fight against Zealots and Crimson Zealots. TROPHY There is an achievement for reaching the top without the lift being stopped — kill aggressively.
16
TREASURE Yellow Diamond on the outdoor scaffolding after the lift — shoot the hanging metal container. Snipe the crossbowmen before crossing; the walkways are narrow and knockback is lethal.
17
POINT OF NO RETURN Boarding the gondola / taking the Clock Tower lift ends castle access permanently. You lose Castellans 7–12, every uncollected treasure, all five Square Lock Box contents including the CQBR Assault Rifle, the castle shooting-range charms, and all six castle requests — a combined 28 Spinels.
Ancient ChantryBOSS Ramón Salazar
18
BOSS Salazar's body is fused into the top of a giant Plaga mass.
Weak point: Salazar's human body inside the open maw. The mouth only opens after he finishes an attack — shoot the human form, never the armoured body.
19
The devour is an unavoidable one-hit death. If he locks on at melee range and the maw comes down, there is no QTE and no escape. The entire fight strategy is never being in melee range when the mouth is closing. Keep the pillars and staircases between you.
20
Other attacks: a telegraphed acid spit — dodge left or right; explosive acid pods he seeds around the arena — shoot them from a distance, they often contain items; acid rain from above at point-blank — get out from under him; and a horizontal sweep — reposition behind him.
21
Ranged: Stingray with a scope, Broken Butterfly, Bolt Thrower for the pustules. Close, only during his stun: Striker or Riot Gun. When he is stunned you get a special critical knife strike prompt worth a large chunk of his health — repair the knife beforehand. Roughly four full cycles.
22
TROPHY You Talk Too Much — throw a hand grenade into his open mouth. It also does enormous damage. He drops TREASURE Lip Rouge (~24,000).
23
Cross the drawbridge, run the Armadura tunnels (or simply run past them — they are linear), take FILE Housekeeper's Memo 1 on the way, and reach the speedboat. Krauser escapes with Ashley and the castle half ends.
Chapter 12 of 16
CH 13Island Arrivalthe facility → three keycards

The island is the last region and the last shop window. It opens with a warning: the moment Chapter 13 begins, the Village and the Castle are gone forever.

WharfMerchant
1
Anything you left in the Village or the Castle is now permanently out of reach. Nothing that follows can recover it.
2
Take the right-hand path and use the control panel to shut down the first security turret.
You can also rotate a turret from behind it to swing the laser arc and open a gap for yourself.
3
MISSABLE At the Merchant east of the Wharf, buy the MAP Treasure Map: Island — 5 Spinels straight away; it pins every treasure for the rest of the game. The WEAPON Killer7 magnum also unlocks in his stock here at 77,700.
4
Clear the soldiers and the minigun Brute on the rooftops.
5
TREASURE Pearl Bangle — in the first Wharf building, jump through the window and head left; it is beside the turret.
6
MISSABLE FILE Eroded Cave Epitaph — a tombstone plaque in a cave south of the Wharf. Easy to walk past entirely.
Cave & Container Yard
7
A rocket-launcher soldier appears on the cave path. He is the single biggest instant-kill threat in the chapter — kill him first, every time.
8
TREASURE Golden Lynx (1 rectangular + 2 round sockets, base 15,000) — after the rocket soldier, enter the building on the right and shoot the red barrel to blow open the path.
9
MISSABLE TREASURE Elegant Crown (3 rectangular + 2 round sockets, base 19,000) — in the open container area past the stairs, against the wall on the right, in plain sight.
This is the most valuable socketed item in the game — fully gemmed it is worth well over 100,000. Do not sell it bare. With five sockets, all-different gems beat matching ones.
10
CASTELLAN Castellan 13 of 16 — same open area, north of the Wharf: on the ground between the green forklift and the brown truck, low down behind a concrete barrier. Clear the enemies first, then crouch and line it up.
Surveillance
11
Wait at the end of the tunnel before entering and pick off the patrols from there. If you are spotted approaching, the facility sends a heavyweight after you.
12
Disarm the tripwire on the upstairs door — or leave it and lure enemies into it.
13
TREASURE Velvet Blue in an attaché case as you enter the Surveillance room. Press the control-room button to unlock the door below.
Utilities & DissectionLevel 1 Keycard
14
Merchant #2 is in the south part of Utilities. TREASURE A second Velvet Blue is in the small room off the Utilities hallway, through the silver door on the left.
15
FILE Laboratory Notice by the Power Control Lever, and FILE Subject Analysis: Regenerador in the lab room next to Dissection.
Read the Regenerador file — it is the game explaining why your bullets are about to stop working.
16
In the green-lit room, pull the Power Control Lever south of the terminal to route power to the right side of the facility. Raise the gate for TREASURE Red Beryl in the cabinet west of Dissection.
17
PUZZLE Electronic lock terminal. Concentric rings of circuit segments: move the red cursor between the outer, middle and inner groups and press interact to rotate the highlighted segment until current reaches every lightning-bolt icon, then move to the yellow confirm notch.
18
The counter in the corner is the whole technique. Fix the outer ring first, then the middle, then the inner, watching the count climb. Assisted and Standard have fewer bolts than Hardcore and Professional, so these puzzles have two different solutions — there is no fixed rotation sequence worth memorising.
19
The terminal reads System Restored. Take the KEY ITEM Level 1 Keycard from the back room.
Freezerthe first Regeneradors → Level 2 Keycard
20
A Regenerador activates and you do not have the Biosensor Scope yet. Do not fight it. Shoot its legs to drop it and walk away, or lure it through a doorway — it disengages. Skipping it here is the correct play.
21
TREASURE Gold Ingot behind glass in the Regenerador room at the bottom of the dissection area — smash the glass.
22
Reroute the electricity to the Freezer, use the Level 1 Keycard on the door, and start the Overwrite Terminal. A second Regenerador attacks during the overwrite — same trick.
23
PUZZLE Freezer terminal. Meter reads 0/5. On Assisted and Standard: notch 1 rotate twice, notch 2 rotate twice, notch 3 rotate three times, notch 4 rotate three times, then confirm at the yellow notch.
On Hardcore and Professional treat that sequence as unverified and solve by the counter.
24
MISSABLE WEAPON LE 5 submachine gun — on the shelf opposite the door once the Freezer opens. Free, and the best SMG in the game for popping parasites.
25
Collect the KEY ITEM Level 2 Keycard, then reroute power again to actually open the Freezer door.
Incubation Labthe Biosensor Scope → Level 3 Keycard
26
MISSABLE WEAPON Biosensor Scope — in an attaché case in the small room north of the Incubation Lab.
This is the most important pickup on the island. Without it you cannot see Regenerador parasites, and you will waste an enormous amount of ammunition guessing. Attach it to the Stingray or the LE 5.
27
FILE Case 2002-f: Escaped Test Subject is right beside it.
28
PUZZLE The Wrench. Scope the four Regeneradors in the incubation chambers — one, in the back right chamber, shows a wrench-shaped silhouette inside it. Shoot its weak points from the back of the room to release it, destroy both parasites, and it explodes and drops the KEY ITEM Wrench.
29
Use the Wrench on the final Overwrite Terminal.
Soldiers and a Bull-Head Brute ambush you while the terminal runs. Stay near the terminal, use grenades and the shotgun, and do not wander off.
30
Take the KEY ITEM Level 3 Keycard, use it on the locked door and swipe into the Holding Cell. FILE Captive Researcher's Note is inside. Chapter ends.
Chapter 13 of 16
CH 14Facility Ascentthe lift window → Krauser

The chapter with the most valuable single missable in the island half — an 8-Spinel request behind a lift you cannot come back through.

Holding Cell & Facility 1 Storage
1
TREASURE Crystal Ore on the trolley where you rescue Ashley. Boost her to unlock the north room.
2
REQUEST Destroy the Blue Medallions 5 — note at the entrance. 5 Spinels.
Cargo Depot
3
All five medallions are here: the eastern part immediately on entry; by the northern stairs, high up facing south; the north-west corner; the southern area between two containers; and from the western stairs, looking south and up.
You can destroy them before picking up the note and still complete the request.
4
MISSABLE TREASURE Alexandriteshoot the container hanging above you as you enter. You have to look up, which is why it is missed.
5
TREASURE Gold Bangle — climb the stairs, turn right, take the ladder down, and it is in the bin on the left at the bottom.
Facility 2
6
ASHLEY Order Ashley to hold the lever, then jump out the window and run the narrow path to open the shortcut. Enemies storm in — clear them, then call her back.
7
MISSABLE TREASURE Velvet Blue hanging from the ceiling in the open back section — look up.
SewersIron Maiden
8
TREASURE Emerald on the floor in the back-left corner of the sewers.
9
PUZZLE Lever timing. The door levers must be pulled the instant the sweeping arrow enters the red band. Pure reaction — no code, no difficulty variant.
10
ASHLEY Order Ashley into the locker before the next fight.
11
BOSS Iron Maiden — an elite Regenerador covered in spikes. It fires spike volleys and explodes on death. Scope it, kill the head parasite, then get behind cover before it goes.
Waste Disposal
12
ASHLEY Ashley turns the wheel to raise the bridge. Cross and follow the path to the power switch —
flipping it immediately spawns an assault on Ashley. Turn around the moment you press it.
13
PUZZLE A third electronic lock terminal, same mechanic. The target configuration is shown on the calibration terminal itself.
14
REQUEST Even More Pest Control — note on a crate near the Merchant east of Waste Disposal. Four rats, 3 Spinels: one in the hallway near the entrance, one just before the control room, and two on adjacent walkways near the Power Control Lever.
15
TREASURE Ornate Necklace (2 rectangular + 2 round sockets, base 11,000) — in an attaché case on the control-room desk, after Ashley raises the bridge.
CraneASHLEY the wrecking ball
16
Ashley operates the crane and you defend her and the machine through enemy waves. This is one of the highest-risk Ashley moments in the game. Flash grenades are strong here, and the swinging iron ball is a usable weapon — bait enemies into its arc.
The liftMISSABLE the 8-Spinel window
17
REQUEST The Wandering Dead — note in the box on the left, just before the lift. 8 Spinels, the joint-largest payout in the game.
18
Do not take the lift yet. The target is a black Iron Maiden with eight parasites back in the Incubation Lab — open the nearby gate and take the stairs down. Once you ride the lift you cannot return and the 8 Spinels are gone permanently.
19
How to kill it cheaply: hide Ashley in a locker, equip the Biosensor-scoped rifle, and stop in the doorway without entering the room — you can scope and shoot weak points before it fully activates. The head parasite is the hardest. Fight near already-broken incubators so you do not wake more. TROPHY Killing multiple parasites with one shot earns a challenge.
Amber Storeroom
20
TREASURE Crystal Ore on the shelf in the north-east, plus a Yellow Herb.
21
FILE Transporting the Amber (chest), Superior Species Report (north-eastern section) and Defenses Development (desk in the small room to the south).
22
MISSABLE CASTELLAN Castellan 14 of 16. Past the Amber Storeroom, right before you drop down into the Campsite, turn around and go into the nearby building. It is on top of the lockers in that rest room.
You have to deliberately backtrack after the tunnel — this is very easy to miss.
Campsite
23
A Merchant sits south of the Ruins. TREASURE Gold Bar (L) is in the chest inside the tent.
24
MISSABLE Four files in the large tent: FILE [REDACTED] Case File, Photo of Leon, Krauser's Recording and Ashley Graham's Abduction.
Krauser's Recording is the strongest story beat in the chapter.
KrauserBOSS the real fight
25
BOSS Phase 1 — ranged. He opens with an SMG and explosive arrows, using flash grenades to reposition.
Break line of sight behind the pillars, and a well-timed headshot interrupts the bow before the arrow launches.
He then closes for a knife duel — here you may use other weapons, and a shotgun blast after a successful parry is the highest-value follow-up.
26
Go upstairs, turn the wheel to raise the marked gate, then back down into the trap maze.
27
Phase 2 is not a fight, it is an exit. Proximity mines (shootable), bear traps and turrets, with Krauser sniping from above. Shoot the first mine from the alcove with the crate; the second is past the bear trap; turn left and shoot the turret ahead; look right for a passage and shoot the mine blocking it; a second turret is around the other side.
In the final arrow-spam corridor there is almost no cover — just run straight through the gate rather than trading shots.
28
BOSS Phase 3 — mutated Krauser. Climb the ladder to start it. Weak point: the head. The mutated arm works mechanically like his knife — it can still be parried.
29
The one attack that will kill you is the leap into an arena-wide plunging slam. Climb a ladder on either side of the platform and you are immune to it. Everything else is survivable.
30
The loop is parry → stagger → shotgun blast or magnum round into the head → repeat. With consistent parries this is a short fight; without them it is an ammunition sink. Retreat to a corner to heal — never in his face.
31
WEAPON He drops the Fighting Knife. A second Yellow Herb is in the ruins afterwards. Cross the drawbridge to end the chapter.
Chapter 14 of 16
CH 15Island AssaultStronghold → Specimen Storage

The most combat-heavy chapter in the game, and the one where the island quietly closes behind you.

Stronghold & the anti-aircraft gun
1
Mike's helicopter clears soldiers for you. Stay in cover and snipe from the back rather than pushing — let him work.
2
TREASURE Red Beryl — near the first barricade, go around to the back of the left building; the container hangs from the corner of the roof.
3
MISSABLE TREASURE Velvet Blue — at the Stronghold, climb the ladder and look up for a container hanging from a beam.
4
Push through the turret emplacements and lever gates, then mount the machine gun to destroy the anti-aircraft gun.
Mike returns briefly and is then shot down and killed — scripted and unavoidable.
Bulwark Gate & Cliffside Ruins
5
Armoured soldiers, turret gunners, Novistadors and a minigun Brute all appear in this stretch. It is the densest fighting in the game.
6
REQUEST Destroy the Blue Medallions 6 — note at the end of the main path the Cliffside Ruins run along. Five medallions, 5 Spinels: inside or atop the tower above the note; to the right of the note; in the ruins below, roughly opposite that one; on the left of the ladder as you descend, behind a ladder past an arch; and one visible through a tower window from below the ladder — use the Stingray for that.
The request menu keeps a counter; sweep with a rifle until it reads 5.
7
TREASURE Staff of Royalty — in the Cliffside Ruins underground section: climb down the ladder, chest against the back wall. FILE Cliffside Epitaph is on a tombstone in the lower ruins.
8
A Merchant sits on the cliff behind the Ruins — good place to bank the medallion Spinels. ASHLEY Ashley rejoins here after the gate mechanism and the fight.
Specimen Storage
9
FILE Biological Specimen Transfer on a desk nearby.
10
The room is full of hanging body bags containing Regeneradors. Hug the right-hand wall to avoid waking most of them — two fights are unavoidable, the rest are optional. Do not shoot bags speculatively.
11
TREASURE Splendid Bangle (2 rectangular sockets) — in the chest on the table in the small room north of Specimen Storage.
12
MISSABLE CASTELLAN Castellan 15 of 16same small room as the Splendid Bangle. From the chest, look up and to the left: it is on top of a wooden ceiling beam.
You will probably need the flashlight on the ceiling to spot it. Kill the Novistadors first.
13
A second Merchant is on the west side of Specimen Storage.
Upgrade Krauser's Fighting Knife here — fully upgraded it outperforms the maxed Combat Knife.
14
POINT OF NO RETURN The crank door in Specimen Storage closes the island behind you. Before you turn that crank: finish Blue Medallions 6, settle up at both Merchants, and confirm Castellan 15 is collected.
Warehouse & Sanctuary
15
Clear two defended buildings —
grenades through the windows is the efficient line here.
16
FILE Illuminados Final Chapter (the large book at the Sanctuary altar) and Provenance Monolith (the stone slab beside it).
You pass back through the Sanctuary in Chapter 16, so you get two chances at these.
17
KEY ITEM Luis's Key auto-unlocks the door into Luis's Laboratory here. Luis gave it to you at the end of Chapter 11, back in the castle — it is not found on the island. It has a sell value, so if you sold it as treasure you have a problem. Never sell key items.
18
ASHLEY Put Ashley in the treatment chair. Cutscene, chapter ends.
Chapter 15 of 16
CH 16FinalSaddler → the escape

One laboratory, one last Merchant, one boss and one two-minute run — which contains the single most missable collectible in the game.

Luis's Laboratory
1
MISSABLE Five files in one room — the biggest cluster in the game: FILE Emails (computer), Methods for Eradicating Las Plagas, Group Photo, Saddler's Animus and The Amber (computer in the southern part).
2
Collect the supplies including a First Aid Spray, then exit the way you came. ASHLEY Boost Ashley up so she can lower the ladder.
Sanctuary & caves
3
TREASURE Velvet Blue — after climbing the ladder and crossing the bridge, shoot the container hanging from the ceiling above you.
4
MISSABLE TREASURE Iluminados Pendant — in the Sanctuary, look for a small hole in the left-hand wall you can crawl through, then interact with the statue at the back of the hidden alcove.
This is the most-missed treasure of the chapter.
5
The Novistadors here are camouflaged — use the Biosensor Scope to spot them. Camouflaged ones still die to a single headshot.
6
TREASURE Gold Ingot — through the double doors, in a chest directly outside the Merchant room.
Loading Docksthe last Merchant in the game
7
This is your final chance to spend anything. Socket your gems, then sell every treasure. Fully upgrade your best weapons, repair the body armour, buy healing and craft ammunition, and cash out every Spinel. Move past this Merchant and the Saddler fight triggers — nothing after it is recoverable.
8
Recommended loadout: Red9, a shotgun (Riot Gun or Striker), the Stingray rifle, a magnum (Killer7 or Broken Butterfly), and an automatic for the Novistador swarms. And if you can afford a Rocket Launcher, bring it — see the next step.
SaddlerBOSS the final boss
9
BOSS Phase 1 — the eyes. His weak points are the eyeballs on his limbs and knees. Shooting out a leg eye drops him — run in and knife-stab the central eye in his mouth. That stab loop is the fight's main damage engine.
10
Tells: the claw rush brings up an evade prompt — take it, and fight in corners or wide areas so you are not cornered. The black acid stream can remove almost your entire health bar — strafe left or right. He has two breath variants: a trident-shaped spray (dodge sideways) and a horizontal sweep (crouch).
11
When he screams he summons a Novistador swarm. Ignore them where you can — they drop ammunition, so they are a resource, not a threat. Prioritise eyes over bugs. You can also lure him into the explosive canisters around the arena to stun him.
12
The rocket launcher shortcut: if you walk in with a Rocket Launcher in your case, one shot into the main eye ends Phase 1 immediately — and on Standard a single rocket can effectively end the fight. That is the single best reason to buy one at the Loading Docks.
13
BOSS Phase 2 — the giant eye. The arena collapses in sections and he becomes enormous, reduced to tendrils around a giant glowing orb. Focus everything on the central eye; magnum ammunition is the standout.
Upright, raised tentacles mean run to the opposite side of the arena; winding, coiling tentacles mean take the timed dodge prompt. This phase is mostly evasion — survive rather than trying to out-damage it.
14
Ada throws you a special Rocket Launcher. Equip it and fire immediately into the orb to end the fight.
This is scripted and unmissable, you do not keep the launcher, and there is no better outcome for firing it sooner or later. The only thing you can lose here is the fight itself.
Underground Passagethe two-minute escape
15
MISSABLE CASTELLAN Castellan 16 of 16 is DURING the escape, not before it. In the room with flashing red lights, look to the north-western side, just above the green forklift — it is on top of a storage container. Shoot it while running.
16
This is the single most missable collectible in the game. The countdown is about two minutes and there is no combat during the escape, so you have time — but only if you already know exactly where to look. If you are going for all sixteen, read this step twice before you start the run.
17
The jet ski finale is hold-to-accelerate and steer around the falling debris. TROPHY Never touching a wall earns the Smooth Escape challenge.
18
After the credits: your clear save unlocks New Game+ and, on a first clear, Professional difficulty. Weapons, upgrades, treasure and charms all carry over, which is what makes the harder difficulties and the S+ rank attempts realistic. See the Achievements & Unlockables tab for the full list.
Chapter 16 of 16

Weapons — All 29

There are 29 weapons in RE4 Remake. You only need to have owned each weapon once — you can sell them afterwards. They come from starting inventory, in-world pickups, Merchant purchases, Spinel trades, and New Game+/bonus unlocks.

Missable: In-world weapons (W-870, Red9, Boot Knife, CQBR, LE-5, Fighting Knife) must be picked up — you cannot return to a region once you leave it.

Starting Weapons (Chapter 1)

Swipe the table sideways
WeaponTypeLocationPriceNotes
Combat KnifeKnifeAuto at chapter startStandard knife; degrades with use
SG-09 RPistolAuto at chapter startReliable starting pistol
W-870 ShotgunShotgunVillage Square house, upstairs wallEssential for crowds; pick up during first village siege

Found In-World

Swipe the table sideways
WeaponTypeLocationPriceNotes
Kitchen KnifeKnife (weak)Ch.1 table after balcony; Ch.2 corpseWeak backup knife
Red9PistolCh.4 shipwreck in middle of lakeHigh damage pistol; exclusive upgrade boosts power
Boot KnifeKnifeCh.7 dropped by first Plaga MandibulaMISSABLE — loot the body
CQBR Assault RifleAssault RifleCh.10 library, Cubic Device on lock boxFull-auto; great DPS
LE 5Submachine GunCh.13 freezer room (solve power console)Free SMG; ammo-efficient
Fighting KnifeKnifeCh.14 auto-drop after Krauser fightUnmissable; stronger than Combat Knife
Special Rocket LauncherRocket LauncherCh.16 thrown by Ada during Saddler fightStory finisher; unmissable

Bought from the Merchant

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WeaponTypeLocationPriceNotes
BlacktailPistolMerchant (from Ch.4)24,000 ptasFast-firing, good all-rounder
Bolt ThrowerCrossbowMerchant (from Ch.2)10,000 ptasSilent; bolts retrievable; mounts mines
TMPSubmachine GunMerchant (from Ch.3)10,000 ptasRapid-fire; cheap ammo
Riot GunShotgunMerchant (from Ch.8)28,000 ptasHigher damage than W-870
StrikerShotgunMerchant (from Ch.10)38,000 ptasMagazine-fed; huge capacity
SR M1903RifleMerchant (from Ch.2)12,000 ptasBolt-action sniper
StingrayRifleMerchant (from Ch.8)30,000 ptasSemi-auto sniper; higher DPS
Broken ButterflyMagnumMerchant (from Ch.7)42,000 ptasHigh per-shot damage
Killer7MagnumFinal Merchant (Ch.15)77,700 ptasStrongest magnum; fast reload
Rocket LauncherRocket LauncherMerchant50,000 ptasOne-shot most bosses; consumable

Traded for Spinels

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WeaponTypeLocationPriceNotes
PunisherPistolMerchant — trade 5 Spinels5 SpinelsPenetrates through multiple enemies
MatildaPistolMerchant — trade 10 Spinels10 Spinels3-round burst fire

Grenades & Throwables

ItemEffectSource
Hand GrenadeStandard explosive; damages groupsRandom drops, craftable, Merchant
Heavy GrenadeLarger explosion; more damageRandom drops, craftable
Flash GrenadeStuns enemies; instakills Plaga formsRandom drops, craftable, world
Yes, the grenades count. The 29 weapons for Gun Fanatic are the 26 guns and knives listed on this page plus the Hand Grenade, Heavy Grenade and Flash Grenade. Simply picking each one up once is enough.

New Game+ & Bonus Weapons

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WeaponTypeLocationPriceNotes
Infinite Rocket LauncherRocket LauncherMerchant in NG+2,000,000 ptasInfinite ammo; ultimate power
Chicago SweeperSubmachine GunProfessional difficulty A-rankUnlockInfinite ammo Tommy gun
HandcannonMagnumMercenaries S-rank all maps OR Professional no-bonusUnlockInfinite ammo magnum
Primal KnifeKnifeDestroy all 16 Clockwork CastellansUnlockNever breaks
Note: The Handcannon can be unlocked either by getting S-rank on all Mercenaries maps, OR by completing the main game on Professional difficulty without using any bonus weapons.

Weapon Upgrades

How Upgrades Work

Each weapon has upgradeable stats at the Merchant: Power, Rate of Fire, Reload Speed, Capacity, Ammo. Fully upgrading a stat unlocks the weapon’s Exclusive Upgrade (a unique perk). Exclusive Upgrades become available from Chapter 7 onward (Castle).

Exclusive Upgrade Ticket

The Exclusive Upgrade Ticket (costs 30 Spinels) instantly unlocks any weapon’s exclusive upgrade without fully upgrading it first. Save it for your main weapon. Recommended uses:

  • SG-09 R — 5x critical hit chance (huge headshot payoff)
  • Red9 — +1.5x damage (massive per-shot power)
  • Striker — infinite ammo (if not using bonus weapons)
  • Broken Butterfly / Killer7 — boosted magnum damage
Pro tip: Focus your ptas on 1–2 main weapons rather than spreading upgrades thin. A fully-upgraded pistol + shotgun carries most of the game.

Attaché Cases & Inventory

All cases share one upgradeable grid — swapping skins never changes your capacity, only the passive perk. Every case has exactly 3 charm slots.

CaseHow to get itPassive bonus
Silver (starting case)Free — equipped from the openingRaises handgun ammo drop rate
Black8 Spinels at the Merchant, from around Ch.4Raises Resources (Large) drop rate
Leather12 Spinels at the Merchant, from around Ch.7–8Raises Red Herb drop rate
ClassicOriginally a pre-order bonus, later sold as DLCRaises Gunpowder drop rate
GoldDeluxe Edition, later sold as DLCRaises peseta drop rate from enemies

Grid upgrades (bought from the Merchant)

SizeAvailable fromPrice
7×12 (84 slots)Ch.210,000 ptas
8×12 (96 slots)Ch.420,000 ptas
8×13 (104 slots)Ch.936,000 ptas
9×13 (117 slots)Ch.1364,000 ptas
Case size upgrades do NOT carry into New Game+. The grid resets to base and all 130,000 ptas of expansions must be repurchased. The charms and the skins you unlocked do carry over.

Treasures & Collectibles

There are 104 treasures across the three regions. Treasures are sold to the Merchant for ptas (currency). Treasure progress does NOT carry to New Game+ — you must collect all 104 in a single playthrough for the Bandit (Village) and Burglar (Island) trophies.

Buy the Treasure Map for each region from the Merchant (Village, Castle, Island). This marks all treasure locations on your map so none are missed.

Treasures by Region

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RegionChaptersTreasuresTrophy
VillageCh. 1–639Bandit (collect all village treasures)
CastleCh. 7–1241
IslandCh. 13–1624Burglar (collect all island treasures)
Total104

Clockwork Castellans (All 16)

One Clockwork Castellan figurine is hidden in each of the 16 chapters. Shoot/destroy them. Destroying all 16 unlocks the Primal Knife (a knife that never breaks) and the Revolution Wind-up / Revolt Against the Revolting trophy.

#ChapterLocation
1VillageLakeside Settlement — climb in window, look up in rafters
2Abandoned FactorySmall hut, right corner
3Lake / QuarryDrop down east of Merchant area, gap between overhang and boxes
4Lake ExplorationForest Altar — look through fence north side
5Village ReturnChief's Manor attic, behind barrel
6Village EscapeRight of bonfire, down path before checkpoint
7Castle EntranceStorage room after ladder, top of shelves
8Castle InteriorRooftop battlements, circle around to junk
9Grand HallNorthwest corner of maze, under balcony
10UndergroundSewers, hanging upside down behind grate
11MinecartRight of Flagon chest, on Stopover wall
12Clock TowerNorthwest corner on a box
13IslandSoutheast corner near forklift, on ground
14Island UndergroundTunnel after Amber Storeroom, on lockers
15Island AssaultSpecimen Storage, north area in rafters
16FinalRoom after Saddler fight, back right corner on boxes

Cubic Device

The Cubic Device (found in Chapter 9) opens Square Lock Boxes scattered through the Castle. These contain valuable treasures and weapons (CQBR, Golden Lynx, Butterfly Lamp, Justitia Statue, Gold Chicken Egg). Don’t miss any lock boxes after obtaining it.

Small Keys (8 Total)

Small Keys open locked drawers (marked with a lock icon) throughout each region. There are 8 in total across the game:

#ChapterLocation
1Ch.2Valley area — in a house in the south, inside a little box
2Ch.2Village Chief's Manor — ground floor corner
3Ch.3Fish Farm — shed on the left at the end
4Ch.4Forest Altar area — on a cart
5Ch.4Church — right of the altar
6Ch.8Corridor after Lithographic Stones puzzle
7Ch.9Upstairs room — cabinet on the left
8Ch.12Briefcase straight ahead after elevator

Gemstones — All 6 Types

Only six gems can be socketed. Three are round (Ruby, Sapphire, Yellow Diamond) and three are rectangular (Emerald, Alexandrite, Red Beryl). Slot shape is fixed, so a rectangular socket will never take a Ruby.

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GemColour / cutBase valueWhere to find it
RubyRed — round3,000Ch.1 Village Square hut chest; Ch.1 Farm shed; Ch.2 Chief's Manor drawer and the Valley chest; Castle containers in the Audience Chamber and Ballroom
SapphireBlue — round4,000Ch.2 Abandoned Factory (one in the kiln, one in the west-corner chest); Ch.9 room north of the Library; Ch.11 container on the mine beams
EmeraldGreen — rectangular5,000Ch.6 censer hanging from a tree on the castle road; Ch.8 Battlements chest down the cliff; Ch.9 Mausoleum chest behind the sealed door
AlexandritePurple — rectangular6,000Ch.4 wrecked boat chest and the censer southwest of the lake; Ch.9 statue container east of the maze; Ch.12 Clock Tower stairwell; Ch.14 Cargo Depot entrance
Yellow DiamondYellow — round7,000Ch.4 El Gigante drop at the Quarry; Ch.5 church Small-Key chest; Ch.6 chest west of the Merchant; several Castle containers
Red BerylRed — rectangular · most valuable9,000Ch.1 first Chainsaw Villager drop; Ch.10 Depths ceiling container; Ch.13 Dissection side-room glass; Ch.15 Stronghold container behind Mike's building
Only four Red Beryls exist in a story playthrough and the best crown build eats three of them. Never sell a Red Beryl loose and do not sink them into the Chalice.

Gem-Slot Treasures

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TreasureSlotsBase valueWhere
Elegant Crown5 — 3 rect + 2 round19,000Ch.10 Depths, Ch.13 Wharf
Golden Lynx3 — 1 rect + 2 round15,000Ch.10 Library lock box, Ch.13 Wharf cave
Ornate Necklace4 — 2 rect + 2 round11,000Ch.8 Battlements, Ch.14 Waste Disposal
Extravagant Clock2 — 1 rect + 1 round9,000Ch.8 Bindery, Ch.12 Clock Tower
Chalice of Atonement3 — all rect7,000Ch.6 Checkpoint hut; also 3 Spinels at the Merchant
Butterfly Lamp3 — all round6,000Ch.3 Quarry, Ch.9 Grand Hall lock box
Elegant Mask3 — all round5,000Ch.2 Abandoned Factory; also 2 Spinels at the Merchant
Elegant Bangle2 — both round5,000Ch.5 Village Square house, near the Castle Gate
Splendid Bangle2 — both rect4,000Ch.4 lake shrine, Ch.15 Specimen Storage
Flagon2 — both round4,000Ch.1 Farm windmill chest, Ch.11 Stopover hut

How the Combination Bonus Works

Sale price = (treasure base value + total gem value) × pattern multiplier. The multiplier depends only on the shape of the colour pattern, not on which gems you used — and colour is what matches, so Ruby and Red Beryl both count as red even though their cuts differ.

PatternMultiplier
Two Colours×1.1
Duo — 2 matching×1.2
Three Colours×1.3
Trio — 3 matching×1.4
Two Duos — two matching pairs×1.5
Four Colours×1.6
Quartet — 4 matching×1.7
Duo & Trio — a pair plus a triple×1.8
Quintet — 5 matching×1.9
Five Colours — all five distinct×2.0
The bigger multiplier does not automatically win. ×1.8 on three Red Beryls beats ×2.0 on a spread of cheap gems — that is exactly the case on the Elegant Crown.

Best Combinations

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TreasureGemsPatternSells forNotes
Elegant Crown3× Red Beryl + 2× Yellow DiamondDuo & Trio ×1.8108,000The single most lucrative sale in the game. Needs 3 of the 4 Red Beryls in a story run — do not sell Red Beryls loose.
Elegant CrownRed Beryl + Emerald + Alexandrite + Yellow Diamond + SapphireFive Colours ×2.0100,000Hits the Astute Appraiser threshold exactly, with zero margin — but only needs one of each gem.
Ornate Necklace2× Red Beryl + 2× Ruby (all red)Quartet ×1.759,500Genuinely the necklace's ceiling; a four-colour ×1.6 spread falls just short.
Chalice of Atonement3× Red BerylTrio ×1.447,600Competes directly with the Crown for Red Beryls, so feed the Crown first.
Golden LynxRed Beryl + Yellow Diamond + SapphireThree Colours ×1.345,500Most published lists show a 40,300 Emerald version; the Red Beryl swap is worth 5,200 more.
Butterfly Lamp3× Yellow DiamondTrio ×1.437,800Yellow Diamonds are plentiful, but each one here is one not going into the Crown.
Elegant Mask3× Yellow DiamondTrio ×1.436,400Far stronger than the commonly published 24,700 mixed-colour build.
Extravagant ClockAlexandrite + SapphireTwo Colours ×1.120,900Its one-round-one-rectangular layout caps it at ×1.1 — a poor place to spend good gems.
Astute Appraiser (sell one treasure for 100,000+ ptas): use the Elegant Crown with 3× Red Beryl + 2× Yellow Diamond for 108,000 ptas. The five-different-colours build also works but lands on exactly 100,000 with zero margin. Sell the finished crown in one piece — selling gems separately does not count.

Merchant Requests — All 19

Merchant Requests are blue letters posted on walls in the world. Accepting one marks objectives on your map. Completing each rewards 3 Spinels (a special currency for trading with the Merchant). Completing all 19 earns the Jack of All Trades trophy.

Missable: Requests must be completed in the chapter they appear. You can’t return to a region once you leave it.
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#ChapterRequestObjectiveReward
1Ch. 1Destroy the Blue MedallionsFarm area — shoot 5 Blue Medallions3 Spinels
2Ch. 2Pest ControlKill 3 rats3 Spinels
3Ch. 3Viper HunterCatch & sell 3 vipers3 Spinels
4Ch. 3Grave RobberDestroy 2 gravestones3 Spinels
5Ch. 3Destroy Blue Medallions 2Shoot 5 Blue Medallions3 Spinels
6Ch. 4Egg HuntFind golden egg at chicken farm3 Spinels
7Ch. 4Catch Me A Big FishCatch Lunker Bass3 Spinels
8Ch. 5A Savage MuttKill unique Colmillos at Village Square3 Spinels
9Ch. 7Destroy Blue Medallions 3Shoot 6 Blue Medallions3 Spinels
10Ch. 9Destroy Blue Medallions 4Shoot 6 Blue Medallions3 Spinels
11Ch. 9More Pest ControlKill 3 rats (2 here + 1 in Ch.10)3 Spinels
12Ch. 10Merciless KnightKill gold armor knight in Mausoleum3 Spinels
13Ch. 11Insect HiveDestroy 4 hive entrances3 Spinels
14Ch. 12Jewel ThiefShoot crow's nest, sell Scratched Emerald3 Spinels
15Ch. 12The Disgrace of the Salazar FamilyThrow golden egg at Ramon's painting3 Spinels
16Ch. 14Destroy Blue Medallions 5Shoot 5 Blue Medallions3 Spinels
17Ch. 14Even More Pest ControlKill 4 rats3 Spinels
18Ch. 14The Wandering DeadKill special enemy3 Spinels
19Ch. 15Destroy Blue Medallions 6Shoot 5 Blue Medallions (before entering building!)3 Spinels
Total Spinels from requests: 19 × 3 = 57 Spinels. Spinels are used to trade for exclusive weapons (Punisher = 5, Matilda = 10) and the Exclusive Upgrade Ticket (30).

Blue Medallion Locations — All 32

Six of the nineteen requests are medallion hunts, and they account for 32 medallions in total. Accepting the blue note pins them on your map, but the map marker is a rough area, not an exact spot.

Carry a scoped weapon. At least one medallion in the Castle set and one in the Cliffside Ruins set are out of comfortable handgun range.

REQUEST Ch.1 — Destroy the Blue Medallions (5 medallions)

Note location: Farm — note hangs by the north gate

Not instantly missable, but gone for good once the story moves you to the Castle.
Medallion 1
On the outside rear wall of the little hut holding the typewriter, near where you first enter the Farm.
Medallion 2
Inside the cattle stable, fixed to a post by the animal stalls — you can line it up through the side window.
Medallion 3
Up in the roof beams of the small storage shed on the Farm's western side; stand underneath and aim straight up.
Medallion 4
In the upper-storey window of the big two-storey barn near the north gate.
Medallion 5
Under the wooden balcony inside the windmill by the north gate — climb the ladder, walk past the gear room, drop off and look back up.

REQUEST Ch.3 — Destroy the Blue Medallions 2 (5 medallions)

Note location: Quarry approach — 1 in the Quarry, 4 in the Fish Farm

Lost once the Village region closes off. Clear the Ganados and water snakes first.
Medallion 1
High on the timber scaffolding over the Quarry's northern gate toward the Merchant — a scope makes this far easier.
Medallion 2
Slung underneath the wooden dock between the Quarry and the Fish Farm; stand by the moored boat and look down.
Medallion 3
Inside the small shed in the middle of the Fish Farm (the one with a life ring outside), dangling above a pair of barrels on the right.
Medallion 4
Beneath the walkway along the Fish Farm's northern edge, near the chest holding Hexagon Piece B — hop down and turn around.
Medallion 5
In the south-central Fish Farm, wedged under the scaffold supports between the ramp and the tall wooden wall.

REQUEST Ch.7 — Destroy the Blue Medallions 3 (6 medallions)

Note location: Castle Gate — note beside the gate you blow open with the cannon

Safer to finish the cannon sequence first. Missable once you leave the Castle Gate area.
Medallion 1
Under the roof of the little pavilion beside the cannon (the one with the yellow banner), on its right-hand side.
Medallion 2
Across the gap in the roofless ruined building opposite the cannon, in a window opening to the left.
Medallion 3
On that same far wall but higher and further right — use a scope, or just blast it with the cannon.
Medallion 4
Stuck to the underside of the cannon lift, i.e. the ceiling of the mechanism room below the cannon platform.
Medallion 5
Inside the roofless building on the back wall next to a treasure chest — reach it via the ladder underneath the cannon.
Medallion 6
Far below to the south near the outer wall, hanging in a tree; lean over the railing on the steps before the catapult run.

REQUEST Ch.9 — Destroy the Blue Medallions 4 (6 medallions)

Note location: Grand Hall — note on the table by the Merchant's typewriter

Clear the Gallery before hunting the last one. Missable once you progress past the Grand Hall wing.
Medallion 1
Just inside the Grand Hall entrance, on the wall left of the gate back to the Courtyard, near the Merchant's torch.
Medallion 2
Behind the big chimera statue in the Grand Hall, on the rearmost pillar of the rotunda.
Medallion 3
Hanging off the chandelier above the Grand Hall — much easier from the second-floor landing.
Medallion 4
In the Dining Hall, peeking out from behind the curtain of the rear window near the portraits.
Medallion 5
In the Armory, in the recess above the throne on the right-hand side.
Medallion 6
In the Gallery, on the stone column at the back by the bridge puzzle.

REQUEST Ch.14 — Destroy the Blue Medallions 5 (5 medallions)

Note location: Cargo Depot — note beside the door outside the Merchant room

Armoured and electric-staff Ganados patrol here and shooting the crate medallion tends to aggro them — clear the area first.
Medallion 1
Step out of the Merchant building and look far right past the barbed wire — it hangs off the stairwork by the cliff, well in the distance.
Medallion 2
Go up the first flight of steps, turn back and look up: it dangles from the underside of the metal gantry overhead.
Medallion 3
Down in the depot proper, on the flank of a red shipping container along the left-hand path.
Medallion 4
Straight across from that container, hidden behind a stack of large crates and wire cages.
Medallion 5
On the round water tower in the far corner — glance left as you climb the stairs toward the exit door.

REQUEST Ch.15 — Destroy the Blue Medallions 6 (5 medallions)

Note location: Cliffside Ruins — note beside the Specimen Storage doorway

HARD POINT OF NO RETURN. Take the note, then backtrack and clear all five BEFORE you turn the crank — the door seals every earlier Island area permanently. One medallion needs a scoped rifle.
Medallion 1
High in the window of the church bell tower across from the ruins — you need real magnification for this one.
Medallion 2
On the wooden scaffolding near the ruins, on a rail in the middle of the frame, roughly under the burning roof.
Medallion 3
Down in the lower ruins, on a wall above the lower treasure chest — look over the cliff path down and to the left.
Medallion 4
In a nook beside the ladder that drops to the lower section (the same spot as the Staff of Royalty) — you do not need to go down to hit it.
Medallion 5
Climb down that ladder and aim out of the rightmost window; the last one sits on the rocky crags overlooking the sea.

Enemies & Bosses

RE4 Remake features a variety of infected enemies across the three regions. Understanding enemy types and weak points is key to surviving on higher difficulties.

Enemy Types

EnemyRegionBehavior / Weakness
GanadosVillageInfected villagers. Headshots stun → melee. Some wield chainsaws (Dr. Salvador) or explosives.
ZealotsCastleRobed cultists. Similar to Ganados but tougher; some wear helmets/armor requiring leg shots.
MilitiaIslandArmed soldiers with body armor. Use melee and precision shots to exposed areas.
ColmillosVillage/CastleInfected dogs. Fast; lunge attacks. Shoot or knife; beware the back-parasite form.
GarradorsCastleBlind, hunt by sound. Sneak & backstab; bells distract them. Exposed parasite on back = weak point.
BrutesVariousHammer or crossbow variants. Tanky; stun with headshots then melee. Heavy hitters.
Plaga (Mandibula)AllSpider-like parasite from burst Ganado heads. Vulnerable to flash grenades (instakill).
Plaga (Arana)Castle/IslandSpider Plaga that jumps and latches. Flash grenades instakill.
Plaga (Guadaña)Castle/IslandWhip-tentacle Plaga with long reach. Flash grenades instakill.
ArmaduraCastleAnimated suits of armor. Shoot the Plaga inside the helmet; some require breaking armor first.
RegeneradoresIslandRegenerate health. Use the Biosensor Scope to see internal parasites and shoot them.
NovistadorsCastle/IslandInvisible insects that spit acid and lunge. Track by sound/displacement; flash/stun them.
SummonersCastleSpawn Plagas endlessly. Kill them quickly to stop reinforcements.
Flash grenades instakill all exposed Plaga forms (Mandibula, Arana, Guadaña). Always carry a few.

Boss Strategies

BOSS Del Lago (Ch.3)
Lake boss. Steer the boat and throw harpoons — only hit when its mouth is open. Avoid debris to prevent boat damage. A long fight; stay patient.
BOSS El Gigante (Ch.4)
Shoot the head until the parasite emerges, then damage the parasite. The rescued dog distracts it. Dodge charges and grabs; use explosive barrels.
BOSS Bitores Mendez (Ch.6)
Phase 1: climb to upper platform, shoot from above, melee when stunned. Phase 2: he hangs from rafters — shoot barrels, dodge sweeps, hit the weak point.
  • Phase 1: upper platform + shoot
  • Phase 2: barrels + weak point
BOSS Garrador (Ch.7)
Blind, hunts by sound. Sneak and backstab. Use bells to distract. Knife-only kill earns the Never Heard It Coming trophy.
BOSS Garrador Pair (Ch.10)
Two Garradors. Ring bells to distract one while you backstab the other. Walk, never run.
BOSS Verdugo (Ch.10)
Use liquid nitrogen wall panels to freeze, then shoot for bonus damage. Each panel works once. Killing him earns Wave Goodbye, Right Hand trophy — don't escape via elevator.
  • Freeze with LN2 panels
  • Shoot while frozen
  • Don't escape — kill for trophy
BOSS Two Gigantes (Ch.11)
Unarmored: damage Plagas, knock into lava. Armored: wait for Luis's dynamite to strip armor, then repeat. Use the lava trap.
BOSS Krauser (Ch.11 & Ch.14)
Ch.11: scripted knife duel — parry, slash, dodge. Ch.14: 3 phases. Ruins: parry blade arm. Path: tripmines/turrets. Final: shoot feet, dodge grab, ladder bait.
  • Ch.11: knife duel — parry & slash
  • Ch.14 P1: ruins — parry blade
  • Ch.14 Path: tripmines & turrets
  • Ch.14 Final: shoot feet, dodge grab
BOSS Ramon Salazar (Ch.12)
Shoot the human body inside the monster's mouth. Avoid black goo (use cover). Ceiling phase = grenade window (You Talk Too Much trophy). Ada throws the Special Rocket Launcher to finish.
  • Shoot human body in mouth
  • Use cover vs goo
  • Ceiling phase = grenade window
BOSS Osmund Saddler (Ch.16)
Phase 1: shoot 4 leg eyes to stun, melee face. Phase 2: shoot center eye, dodge tentacles. Finish with Ada's Special Rocket Launcher.
  • Phase 1: 4 leg eyes → melee face
  • Phase 2: center eye, dodge tentacles
  • Finish: Special Rocket Launcher

Achievements & Unlockables

The base game has 40 trophies/achievements (Platinum + 39). Separate Ways adds another 7, for 47 in total — but none of the DLC trophies are required for the Platinum. The bonus content shop unlocks after your first clear.

Trophy List

TrophyRequirement
Cuz Boredom Kills MePlatinum — Earn all other trophies
Promising AgentComplete the main story on Standard difficulty or higher
Mission Accomplished S+Complete the main story on Standard with S+ rank
Proficient AgentComplete the main story on Hardcore difficulty or higher
S+ Rank InvestigatorComplete the main story on Hardcore with S+ rank
Peerless AgentComplete the main story on Professional difficulty
SprinterComplete the main story within 8 hours
FrugalistComplete the story without using recovery items
MinimalistComplete the story using only handguns and knives (no other weapon types)
Silent StrangerComplete the main story without talking to the Merchant once
Jack of All TradesComplete all 19 Merchant Requests
Nice One, Stranger!Complete your first Merchant Request
Revolt Against the RevoltingDestroy a Clockwork Castellan
Revolution Wind-upDestroy all 16 Clockwork Castellans
BanditObtain all treasures in the Village region (39)
RaiderObtain all treasures in the Castle region (41)
BurglarObtain all treasures on the Island (24)
Astute AppraiserSell a single treasure for 100,000 ptas or more
Gun FanaticObtain all 29 weapons (at least once)
My Preferred PieceUpgrade a weapon for the first time
A MasterpieceObtain the exclusive upgrade for a weapon
Knife BasicsParry an enemy with a knife
Harpoon HurlerDefeat Del Lago (Ch.3)
Grilled Big CheeseDefeat Bitores Mendez (Ch.6)
Wave Goodbye, Right HandDefeat Verdugo (Ch.10)
No Thanks, Bro!Defeat Ramon Salazar (Ch.12)
You Used to Be a Good GuyDefeat Jack Krauser (Ch.14)
You're Small Time!Defeat Osmund Saddler (Ch.16)
Shield Your EyesDefeat 3 enemies at once with a flash grenade
Hope You Like Thrill Rides!Complete both minecart sections without taking damage (Ch.11)
You Talk Too Much!Throw a grenade into Salazar's mouth (Ch.12)
OverkillUse a cannon to defeat a zealot (Ch.7)
Never Heard It ComingDefeat a Garrador using only knives (Ch.7)
Capacity ComplianceRide the clock tower elevator without stopping (Ch.12)
Two Bugs, One StoneKill 2 Regenerador parasites with a single bullet (Ch.13)
Talk About Near-Death Experience!Rescue Ashley as she's being carried away (Ch.5)
Smooth EscapeComplete the water scooter escape without taking damage (Ch.16)
Amateur ShooterComplete a shooting range game
Trick ShotShoot through and destroy 5 targets at once at the Shooting Range
Real DeadeyeEarn S-rank on all Shooting Range challenges

Bonus Weapon Unlocks

WeaponUnlock Requirement
Primal KnifeDestroy all 16 Clockwork Castellans
Chicago SweeperProfessional difficulty A-rank
HandcannonMercenaries S-rank all maps OR Professional no-bonus-weapons
Infinite Rocket LauncherBuy in New Game+ (2,000,000 ptas)

Accessory Unlocks

AccessoryEffectUnlock
Armor (Ashley)Ashley takes no damage / can’t be grabbedComplete the game once
Deer AntlersReduces damage taken by LeonBonus content shop
Chicken HatAuto-heal over timeClear story on Hardcore

Weapon Parts (7)

Weapon parts are attachments that enhance weapon performance. Collecting all 7 completes the Parts Enthusiast challenge.

Weapon PartSourceCost
Biosensor ScopeCh.13 — Incubation Lab (in-world)Free
ScopeMerchant purchase4,000 ptas
Laser SightMerchant trade (Spinel)10 Spinels
High-Power ScopeMerchant trade (Spinel)7 Spinels
TMP StockMerchant trade (Spinel)8 Spinels
Red9 StockMerchant trade (Spinel)9 Spinels
Matilda StockMerchant trade (Spinel)12 Spinels

Crafting Recipes (5)

These recipes unlock new crafting options. Collecting all 5 completes the Crafty Crafter challenge. All are purchased from the Merchant.

RecipeCostUnlocks
Heavy Grenade12,000 ptasCraft Heavy Grenades (higher damage than regular)
Flash Grenade6,000 ptasCraft Flash Grenades from gunpowder + resources
Bolts6,000 ptasCraft bolts for the Bolt Thrower
Attachable Mines8,000 ptasCraft attachable mines
Magnum Ammo7,000 ptasCraft magnum ammunition

Weapon Exclusive Upgrades

Each weapon has one exclusive upgrade that maxes out its potential. Unlock via the Merchant by fully upgrading the weapon first, or use an Exclusive Upgrade Ticket (1st: 30 Spinels, 2nd: 40 Spinels).

WeaponExclusive UpgradeCost
SG-09 RCritical rate x580,000 ptas
PunisherPenetrate 5 targets70,000 ptas
Red9Power x1.5100,000 ptas
BlacktailPower x1.5100,000 ptas
MatildaAmmo capacity x270,000 ptas
W-870Rate of fire x280,000 ptas
Riot GunPower x1.5100,000 ptas
StrikerCapacity x280,000 ptas
SR M1903Power x2100,000 ptas
StingrayRate of fire x260,000 ptas
CQBR Assault RiflePower x1.5100,000 ptas
TMPPower x1.5100,000 ptas
LE 5Penetrate 5 targets80,000 ptas
Chicago SweeperAmmo never runs out10,000 ptas
Broken ButterflyPower x1.5100,000 ptas
Killer7Critical rate x577,700 ptas
HandcannonAmmo never runs out10,000 ptas
Combat KnifeAttack speed x1.560,000 ptas
Fighting KnifePower x280,000 ptas
Primal KnifeBecomes indestructible10,000 ptas
Bolt ThrowerAmmo capacity x260,000 ptas

Shooting Range — All 12 Challenges

Four ranges open up across the campaign, each adding three courses. Every terminal lets you replay every course you have unlocked, so all twelve can be cleaned up from the last range you reach.

ChapterWhereUnlocks
Ch.3Elevator beside the Quarry MerchantUnlocks 1-A / 1-B / 1-C
Ch.9Elevator next to the Grand Hall MerchantAdds 2-A / 2-B / 2-C
Ch.11Elevator by the Merchant in the minesAdds 3-A / 3-B / 3-C
Ch.14Island facility, near the Facility 1 Storage MerchantAdds 4-A / 4-B / 4-C

The 12 courses

CourseLoadoutBonus condition
1-ASG-09 RDestroy every pirate target
1-BSR M1903Destroy every pirate target
1-CSG-09 R + SR M1903Destroy every pirate target
2-ATMPAll pirates with 20+ seconds left
2-BRiot GunAll pirates with 30+ seconds left
2-CTMP + Riot GunAll pirates with 30+ seconds left
3-ARed9All pirates in 10 shots or fewer
3-BPunisherAll pirates in 10 shots or fewer
3-CPunisher (longer layout)All pirates in 10 shots or fewer
4-APunisher + Riot GunAll pirates in 20 shots or fewer
4-BBolt Thrower — bolts arc, so aim highDestroy every pirate target
4-CRotating four-gun gauntletDestroy every pirate target
Real Deadeye needs an S rank on all twelve. Score tiers plus the bonus round are what get you there — you do not strictly need every hidden skull, though a full skull sweep pays a free Gold Token.

Tokens & the capsule machine

Courses drop Silver and Gold Tokens. A first clear can pay up to four rewards at once — the score-tier tokens plus a Gold Token for wiping out every skull — and each extra 1,000 points in the bonus round adds another Silver. The capsule machine beside the range elevator costs 3 tokens per pull in any mix; the more Gold you feed it, the better your odds of a high-rarity charm, but nothing is guaranteed. From Chapter 11 the Merchant sells Gold Tokens for 3 Spinels each — that is the reliable way to farm charms. Pull results are seeded per playthrough, so reloading a save to re-roll gives you the same charm back.

Tips

  • Every range terminal lets you replay all previously unlocked courses, so all 12 can be cleaned up from the last range you reach.
  • Do a throwaway practice run first — target spawn order and movement are fixed, so the second attempt is where you actually score.
  • Aim assist and aim deceleration are switched OFF inside the range. Let the reticle finish contracting before firing.
  • Hunt the hidden skull targets — heavy points, and a full sweep pays a Gold Token. You do not strictly need every skull for S rank, but you do need the bonus round.
  • Always satisfy the bonus condition; the bonus round it unlocks is where the extra thousands of points come from.
  • Shooting a sailor (civilian) target subtracts points, but eating one small penalty is occasionally worth it to open a clean firing line.
  • Shoot a dynamite-carrying pirate standing in a tight cluster — that is the standard route to the Trick Shot trophy.
  • Minimise reloads. Most courses are winnable with about two, and every reload is dead clock.
  • Walk around inside the booth — sidestepping opens angles that are blocked from the default firing position.

Charms — All 30

Charms attach to your attaché case and give passive bonuses. Three can be equipped at once, and they carry over on New Game+.

CharmEffectRarity
Cute BearCrafting consumes 1 less Gunpowder per craftLegendary
StrikerLeon's running speed +8%Legendary
Ashley GrahamGreen Herbs restore 50% more healthEpic
Illuminados EmblemMelee critical hit rate +20%Epic
MerchantAll weapon upgrades cost 5% lessEpic
Rhinoceros BeetleRecovery items sell for 100% moreEpic
Ada WongBody armor repairs cost 30% lessRare
Black BassBlack Bass restores 100% more healthRare
ChickenAll egg types restore 100% more healthRare
J.J.Resources bought from the Merchant cost 40% lessRare
Leon w/ HandgunKnife repairs cost 30% lessRare
Leon w/ Rocket LauncherRocket Launcher price −20%Rare
Leon w/ ShotgunAmmo sells for 40% moreRare
Luis SeraWeapons sell for 20% moreRare
Bella SistersMagnum ammo craft bonus +20%Common
Dr. SalvadorRifle ammo craft bonus +20%Common
Soldier w/ HammerHandgun ammo craft bonus +20%Common
Zealot w/ BowgunBolt craft bonus +20%Common
Zealot w/ ScytheSMG ammo craft bonus +20%Common
Zealot w/ ShieldShotgun shell craft bonus +20%Common
Soldier w/ DynamiteAttachable mine craft bonus +30%Common
Don DiegoRifle ammo craft bonus +15%Common
Don EstebanShotgun shell craft bonus +15%Common
Don JoseHandgun ammo craft bonus +15%Common
Don ManuelSMG ammo craft bonus +15%Common
MariaMagnum ammo craft bonus +15%Common
Soldier w/ Stun RodBolt craft bonus +15%Common
Don PedroVipers restore 40% more healthCommon
IsabelVipers restore 30% more healthCommon
Leader ZealotGreen Herbs restore 10% more healthCommon

The ones actually worth equipping

CharmWhy
StrikerThe only charm that changes how the game plays rather than how the economy works. 8% movement helps in every encounter and is the pick for high-difficulty runs.
Cute BearOne less Gunpowder per craft compounds enormously. On Hardcore and Professional it converts the same loot pile into noticeably more bullets.
Illuminados Emblem+20% melee crit makes roundhouse and suplex finishers proc far more often — free kills that cost zero ammo. Pairs naturally with Leon w/ Handgun.
Merchant5% off every upgrade applies to the most expensive purchases in the game, so the saving scales with how much you invest.
Ashley GrahamGreen Herbs are the most common heal in the game; +50% lets you stop burning sprays on routine chip damage.
Rhinoceros BeetleDoubling recovery-item resale is the strongest pure money charm, ideal on an NG+ run where you want pesetas rather than herbs.
  • 30 charms come out of the token machine. The Green Herb and Handgun Ammo charms are Deluxe/pre-order extras and are not dropped by the machine.
  • Rarity split of the 30: 16 Common, 8 Rare, 4 Epic, 2 Legendary.
  • Charm effects of the same type do not stack. Two herb-healing charms do not add their percentages — build across different categories.
  • Every attaché case has exactly 3 charm slots, regardless of skin or grid size. Charms carry over on New Game+.

The Mercenaries

A free download, not an in-game unlock — grab it from your platform's store. Four maps: The Village, then The Castle, The Island and The Docks, each unlocked by clearing the previous one once.

Characters

CharacterHow to unlock / what they do
Leon S. KennedyPlayable from the start — close-quarters shotgun bruiser. Roundhouse kick sweeps groups, suplex finishes grabs. Two-stock Mayhem raises attack power and speed.
Luis SerraA-rank any stage as Leon. Explosives specialist with Red9 and scoped SR M1903; single-stock Mayhem plants up to three timed dynamite charges. Strong at range, fragile up close.
Jack KrauserA-rank as Luis. Knife-focused and durable — roughly 4 extra seconds per blade kill. No-stock Mayhem mutates his arm for heavy slashes.
HUNKA-rank as Krauser. Low health, high precision, LE 5 — his Neckbreaker instantly executes staggered enemies. Two-stock Mayhem gives unlimited ammo with no reloads.
Ada WongFree with the Separate Ways update, available immediately. Blacktail AC, Sawed-off W-870 and Blast Crossbow; grapples into staggered enemies for a kick.
Albert WeskerA-rank any stage as Ada. XM96E1, Killer7 and a big grenade stock; parries into a heavy counter, and his no-stock Mayhem adds a melee combo plus a dash attack.
Leon (Pinstripe)S-rank every stage as Leon. W-870, Chicago Sweeper and Broken Butterfly, with a front kick on staggered foes.
Ada (Dress)S-rank every stage as Ada. Scoped TMP, Stingray and a Rocket Launcher with heavy grenade stock.

Score thresholds (identical on every map and every character)

RankScore
C0
B50,000
A100,000
S200,000
S+500,000
S++1,000,000
S rank on every stage (200,000+ each) unlocks the Handcannon in the Extra Content Shop — which then counts toward Gun Fanatic. The alternative route is a fresh Professional clear with no bonus weapons.

S-rank tips

  • The combo counter is the whole game. You have a 10-second window between kills, and the multiplier steps up at 10, 25, 50, 70 and 100 chained kills (roughly +10% to +50%).
  • Kill with melee and headshots, not raw gunfire. Physical finishers are worth about 200 bonus points each and add ~2 seconds back to the clock (Krauser gets ~4 on knife kills). Leftover time converts at 1,000 points per second.
  • Herd before you shoot. Let a crowd bunch in a doorway, then take them out together with a grenade, an explosive barrel or a map-mounted heavy weapon.
  • Learn the green time orbs (30/60/90 seconds) and yellow Mayhem orbs like a speedrun route — a memorised loop is worth more than any weapon.
  • Save Mayhem for the moment a large wave or an elite spawns, not for stragglers.
  • Hunt the exclamation-mark elites early — 5,000 to 10,000 points plus generous time, and clearing them while the map is crowded keeps your chain fed.
  • Each stage hides a chicken that can drop a Golden Egg worth roughly 50,000 points — a quarter of an S rank from one item.
  • You do not need to clear all 150 enemies for S. Roughly 80 well-chained kills gets you there, so a fast aggressive run beats a slow complete one.

Separate Ways — Ada's Campaign

A paid add-on released 21 September 2023. It is a completely separate save — no gear, money or upgrades move between Ada's campaign and Leon's. Four difficulties are offered, with Professional opening after your first clear.

None of its trophies are required for the base game Platinum. Separate Ways has its own 7-trophy list that sits outside Cuz Boredom Kills Me.

Length & Structure

DetailInfo
Chapters7
Story runAbout 3–4 hours
With Merchant RequestsAbout 4–5 hours
Full collectible clearRoughly 7–10 hours
Chapter pacingThe opener is about 20 minutes; Chapter 3 can run over an hour
TreasuresRoughly 52–56 depending on how a guide counts them; Chapter 4 is the densest, Chapter 7 the thinnest
Merchant Requests7
Clockwork CastellansNone — the 16 wind-up dolls are a base-game collectible

Ada's Grapple Gun

The hookshot is bound to a button rather than being a scripted set-piece, and it changes both halves of the game.

1
Traversal. Ada can pull herself onto rooftops, ledges and balconies Leon simply cannot reach — the Church roof stash is the obvious example. Exploration is genuinely three-dimensional here.
2
Combat opener. Stagger an enemy with a shot to the head or knees and a grapple prompt appears, letting Ada zip in from well outside melee range and land a kick. The loop becomes shoot-to-stagger, grapple, kick.
3
Use a weaker gun on purpose. Because the prompt only fires on a stagger, an overpowered shot that knocks the target away costs you the grapple window.
4
Grapple Shield. The Ada Wong (Special) charm, 5 Spinels from the Merchant, rips shields off shield-carrying Ganados without needing them stunned first.

Chapter Summaries

ChapterWhat happens
Chapter 1Ada frees Luis from the castle holding cells, then grapples her way back out of Salazar's fortress toward the village, tangling with the Black Robe cultist on the way.
Chapter 2A trek down from the mountain cliffs and through the village proper, past the Church and on to the Village Chief's manor.
Chapter 3Ada meets Luis again at the house beyond the windmill, detours through the Abandoned Factory where the Blast Crossbow is stashed, and pushes on to the villa.
Chapter 4The pair comb Salazar Castle for the components of Luis's suppressant — Red Ink, a Gold Bottle and a Blue Butterfly — while Luis chases the Amber. This is the densest chapter for treasure.
Chapter 5Krauser has made off with the Amber. Ada uses the I.R.I.S. device to trace him, works through the waterways, puts down Pesanta, and follows him to the island.
Chapter 6The hunt continues into the island's Communications Facility, opening locked sections and fighting back out.
Chapter 7After rigging the Communications Lab terminal for Wesker, Ada follows Saddler's trail, reclaims the Amber, picks up a heavy weapon and faces the finale.

Weapons

WeaponTypeHow to get it
Blacktail ACHandgunStarting weapon — DLC-exclusive variant, gains ×1.5 damage at full upgrade. Her best all-rounder.
TMPSMGStarting weapon
Tactical KnifeMeleeStarting weapon — DLC-exclusive knife, used for parries and stealth kills
Punisher MCHandgunMerchant, ~10,000 ptas from Ch.2 — penetrating shots
Sawed-off W-870ShotgunMerchant, ~10,000 ptas from Ch.2
SR M1903RifleFound on a table in the lower archway of the Castle Gate in Ch.1; also purchasable later
Blast CrossbowCrossbowCh.3 Abandoned Factory weapon room — DLC-exclusive explosive bolts
Red9HandgunMerchant, ~14,000 ptas from Ch.4
StingrayRifleMerchant, ~20,000 ptas from Ch.5
Rocket LauncherHeavyMerchant, 80,000 ptas — single use, the only weapon that cannot be upgraded
Elite KnifeMelee (bonus)Finish all 7 Merchant Requests — an unbreakable knife
Chicago SweeperSMG (bonus)Clear Separate Ways on Professional with A rank or better
Infinite Rocket LauncherHeavy (bonus)Merchant on New Game+, 1,500,000 ptas

Merchant Requests — All 7

Completing all seven unlocks the Elite Knife — an unbreakable knife that replaces the Tactical Knife on later runs.

  • Cliffside Blue Medallions
  • Jacket of All Trades
  • Courtyard Blue Medallions
  • Lord of the Waterway
  • Path of Penitence Bug Buster
  • Beautiful Beetles
  • Defensive Line Bug Buster

Unlocks & Rewards

  • Professional difficulty for Separate Ways — clear Chapter 7 on any difficulty
  • Costume set (Ada's Dress, Undercover Ada, Luis's Vest, Wesker's Suit) — clear Chapter 7
  • Elite Knife (unbreakable) — finish all 7 Merchant Requests
  • Chicago Sweeper — clear Professional with A rank or better
  • Infinite Rocket Launcher — 1,500,000 ptas on New Game+
  • Cat Set — clear Professional with S+; unlimited ammo on everything except the standard Rocket Launcher
  • Bear Hat — S+ on Standard or higher; boosts knife damage
  • Chicken Hat — S+ on Hardcore or higher; reduces damage taken
  • Wolf Set — S+ on Assisted or higher; strengthens melee on staggered enemies
Separate Ways uses tighter rank rules than the base game — S+ on Professional allows a maximum of 10 manual saves, not 15.

Chapters, Bosses & Trophies

A paid DLC campaign starring Ada Wong, running parallel to Leon’s story. Features a new grappling hook traversal mechanic, 7 chapters, 58 treasures, 7 Merchant Requests, unique bosses, and 7 DLC trophies.

DLC Chapters (7)

ChapterTitleKey Content
Ch.1InseparableAda’s introduction; grappling hook tutorial; first Blue Medallion request
Ch.2ConflictedVillage area; fight El Gigante (DLC version); new SR M1903 rifle
Ch.3AfecciónCastle infiltration; Pesanta chase sequence; Antique Key quest
Ch.4Sweeping CemeteryCemetery area; multiple treasures and requests
Ch.5The Failure of IdealismDeep castle; meeting Luis; new weapons available
Ch.6Breaking the MindIsland infiltration; Regenerador encounter; final requests
Ch.7A Crow’s NestFinal chapter; defeat Saddler (DLC version); epilogue

DLC Bosses

  • Pesanta — Unique DLC boss encountered in Ch.3. A mutated creature that chases Ada through the castle. Use grappling hook points to escape and create distance. Counter its charge attacks with Flash Grenades.
  • El Gigante (DLC) — Fought in Ch.2. Similar to main game but Ada has different weapons and grappling hook for repositioning.
  • Osmund Saddler (DLC) — Final boss of Separate Ways. Uses the same arena but with different attack patterns.

DLC Merchant Requests (7)

Complete all 7 DLC requests to unlock the Elite Knife (infinite durability). Requests include 2 Blue Medallion requests, extermination requests, and item delivery requests.

DLC Weapons

  • SR M1903 — Sniper rifle with scope (DLC exclusive)
  • Elite Knife — Reward for completing all 7 requests (infinite durability)
  • Ada can also use weapons from the main game

DLC Trophies (7)

TrophyRequirement
Giant SlayerDefeat El Gigante in Separate Ways
"It" Kept You BusyDefeat Pesanta in Separate Ways
Had Enough of PreachersDefeat Osmund Saddler in Separate Ways
Capable OperativeComplete Separate Ways on Standard or higher
Skilled AgentComplete Separate Ways on Hardcore or higher
The Perfect MissionComplete Separate Ways on Professional difficulty
Ada the "S+"pyComplete Separate Ways on Professional with S+ rank

DLC Small Keys (5)

Five Small Keys are purchasable from the Merchant in the DLC (costs: 2, 3, 4, 5, 6 Spinels) to unlock locked drawers in the DLC areas.

100% Completion Checklist

Use this checklist to track your progress toward 100% completion. Most items must be done in a single playthrough due to the lack of chapter select.

Story & Difficulty

  • Complete the story on Assisted/Standard (first run, all collectibles)
  • Complete the story on Hardcore difficulty (Daredevil trophy)
  • Complete the story on Professional difficulty (Wasteland trophy)
  • Get S+ rank on Standard and Hardcore difficulties
  • Complete all 16 chapters

Collectibles

  • Find all 104 treasures in ONE playthrough (Bandit + Burglar + Raider trophies)
  • Buy the Treasure Map for each region (Village, Castle, Island)
  • Destroy all 16 Clockwork Castellans (Revolution Wind-up trophy)
  • Sell a treasure worth 100,000+ ptas (Astute Appraiser trophy)
  • Open all Square Lock Boxes with the Cubic Device (Castle)

Weapons

  • Obtain all 29 weapons (Gun Fanatic trophy) — own each once
  • Pick up all in-world weapons: W-870 (Ch.1), Red9 (Ch.4), Boot Knife (Ch.7), CQBR (Ch.10), LE-5 (Ch.13), Fighting Knife (Ch.14)
  • Buy all Merchant weapons (Blacktail, Bolt Thrower, TMP, Riot Gun, Striker, SR M1903, Stingray, Broken Butterfly, Killer7, Rocket Launcher)
  • Trade Spinels for Punisher (5) and Matilda (10)
  • Obtain the Special Rocket Launcher (Ch.16, story)

Merchant Requests & Side Content

  • Complete all 19 Merchant Requests (Jack of All Trades trophy)
  • Complete all 12 Shooting Range challenges with S-rank (Real Deadeye trophy)
  • Collect Reward Tokens and unlock Charms

Bonus Unlocks

  • Unlock Primal Knife (all 16 Castellans)
  • Unlock Chicago Sweeper (Professional A-rank)
  • Unlock Handcannon (Mercenaries S-rank all maps OR Professional no-bonus)
  • Unlock Infinite Rocket Launcher (NG+, 2M ptas)
  • Unlock Armor for Ashley (complete game once)
  • Unlock Chicken Hat (clear Hardcore)

Chapter-Specific Trophies (Missable)

  • Shield Your Eyes — flash grenade crows (Ch.3)
  • Talk About Near-Death Experience! — rescue carried Ashley (Ch.5)
  • Overkill — cannon on zealot (Ch.7)
  • Never Heard It Coming — knife-only Garrador (Ch.7)
  • Wave Goodbye, Right Hand — defeat Verdugo (Ch.10)
  • Hope You Like Thrill Rides! — minecart no damage (Ch.11)
  • You Talk Too Much! — grenade in Salazar’s mouth (Ch.12)
  • Capacity Compliance — elevator without stopping (Ch.12)
  • Two Bugs, One Stone — 2 parasites one bullet (Ch.13)
  • Smooth Escape — water scooter no damage (Ch.16)

Extra Modes

  • Complete Mercenaries mode — S-rank on all 3 maps
  • Complete Separate Ways DLC

Challenge Trophies

  • Frugalist — clear story without recovery items
  • Minimalist — clear story using only handguns & knives
  • Silent Stranger — clear story without talking to the Merchant
  • Sprinter — complete the story within 8 hours

Ranks & Difficulty

  • S+ on Standard — fresh save, under 5:00 (Mission Accomplished S+)
  • S+ on Hardcore — fresh save, under 5:30 (S+ Rank Investigator)
  • Complete Professional (Peerless Agent) — unlocked only after your first clear
  • A rank or better on Professional — unlocks the Chicago Sweeper (NG+ counts)
  • S+ on Professional — Cat Ears (no trophy, but the marquee reward)

Charms & Shooting Range

  • S rank on all 12 shooting range courses (Real Deadeye)
  • Destroy 5+ targets with one shot (Trick Shot)
  • Collect all 30 charms from the capsule machine — buy Gold Tokens for 3 Spinels each from Ch.11
  • Buy every attaché case grid upgrade (130,000 ptas total)

Separate Ways DLC

  • Complete all 7 chapters
  • Complete all 7 Merchant Requests — unlocks the Elite Knife
  • Clear on Professional (The Perfect Mission)
  • S+ on Professional (Ada the "S+" Spy) — max 10 saves
  • Kill El Gigante, Pesanta and Saddler for their three trophies

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