Published guide

Trophy guide

Resident Evil 2

My route through both characters, scenario-specific speedruns and challenge clears, plus the No Way Out survival plan.

PlayStation 5 · 2019 remake

Trophies
45
Difficulty
6/10 for platinum
Completion time
25–40 hours, plus Ghost Survivors
Playthroughs
4 scenario routes plus separate challenge/Hard clears as needed

Before you play

Known trophy issues
Not checked
Missable trophies
Yes · plan ahead
Chapter select
Unavailable
Postgame cleanup
Unavailable

Keep manual saves before Ada/Sherry, the sewer boss, cable car and laboratory finale. Character and scenario collectibles differ. No Way Out is additional to the platinum.

Your route to completion

Start with Leon, New Game, Assisted to learn RPD and collect its documents, figures and hip pouches. Use Roadmap for the order of the campaigns and Trophies for each requirement. The two route sections are reminders for repeat runs, so use the first playthrough to learn rooms and boss fights.

Play Claire's first scenario as a separate New Game, then both characters' New Game [2nd Run] routes for their different files. Use Lore Explorer and Complete Vermin Extermination to track the collection. A 2nd Run also supplies Broken Umbrella and opens the HUNK challenge.

Once you know the route, earn an S clear on Standard with each character and a Hardcore clear with each. Combine them only if you are comfortable with the stricter timer. Keep no-healing, no-item-box and low-step attempts for a planned Assisted run or separate runs. Save before a challenge condition so one mistake can be retried.

The additional trophy sections cover Ghost Survivors and Jill's letter. The No Way Out solution uses the full 100-enemy mode and does not require the optional Gunslinger Record.

Exploration and campaign variants

Use Assisted for the first collection pass. Read the starting letters and search the character-specific rooms. Save before Ada or Sherry for One Slick Super-spy and Young Escapee, before G2 for Gotcha!, and before the final escape for the character's timed boss trophy. Finish RPD and sewer cleanup before boarding the cable car.

Ada's trophy and figure need separate attempts. Keep the save made before her section. First finish the section without firing for One Slick Super-spy. After the trophy unlocks, reload that pre-Ada save, replay her section and shoot the figure beside the incinerator for Complete Vermin Extermination. Continue the collection campaign from this second attempt.

Raccoon City Native

platinum

Obtain all trophies.

Earn the other 41 base-game trophies. The Ghost Survivors and Another Survivor trophies are additional groups and do not gate the platinum.

SourcesDK / PowerPyx: trophy route
Spoiler: reveal trophy

Welcome to the City of the Dead

bronze · unmissable

Make it to the police station.

Reach RPD after the opening streets.

SourcesDK / PowerPyx: trophy route
Spoiler: reveal trophy

Path to the Goddess

bronze · unmissable

Solve the Goddess Statue puzzle.

Insert the three medallions into the Main Hall statue and take the underground route.

SourcesDK / PowerPyx: trophy route
Spoiler: reveal trophy

Never-Ending Rain

bronze · unmissable

Escape the police station.

Obtain the parking-garage key card and leave the station.

SourcesDK / PowerPyx: trophy route
Spoiler: reveal trophy

Hack Complete

bronze · unmissable

Complete Ada's segment.

Finish Ada's section in Leon's campaign.

SourcesDK / PowerPyx: trophy route
Spoiler: reveal trophy

Hide and Seek

bronze · unmissable

Complete Sherry's segment.

Finish Sherry's section in Claire's campaign.

SourcesDK / PowerPyx: trophy route
Spoiler: reveal trophy

A Great Need for a Shower

bronze · unmissable

Escape from the sewers.

Defeat G2 and take the cable car toward NEST.

SourcesDK / PowerPyx: trophy route
Spoiler: reveal trophy

Broken Umbrella

silver · unmissable

Witness the true ending.

Finish a New Game [2nd Run] campaign and defeat G5 after the train fight.

SourcesDK / PowerPyx: trophy route

The Basics of Survival

bronze · optional

Combine two items together.

In the inventory, select two compatible items and choose Combine. Herbs, gunpowder and puzzle parts all provide opportunities.

SourcesDK / PowerPyx: trophy route

Customizer

bronze · optional

Customize a weapon.

Open Leon's desk in the West Office using NED on the left and MRG on the right. Combine the weapon part with the appropriate handgun in your inventory.

SourcesDK / PowerPyx: trophy route

Don't Need No Stinkin' Gun

bronze · optional

Defeat an enemy with a knife.

Equip a combat knife in the inventory. Weaken an isolated zombie, then hold L1 buttonL1 and use R2 buttonR2 to slash until the knife delivers the killing hit. Attack while it is down and keep away from its hands. A defensive knife counter alone is not a reliable finishing method.

SourcesDK / PowerPyx: trophy route

Eat This!

bronze · optional

Counterattack with a sub-weapon.

Carry an equipped knife or grenade and use L1 buttonL1 when the defensive prompt appears during a frontal grab.

SourcesDK / PowerPyx: trophy route

That'll Hold 'Em

bronze · optional

Use Wooden Boards to board up a window.

Pick up wooden boards in RPD, approach an eligible broken window and use the interaction prompt to barricade it.

SourcesDK / PowerPyx: trophy route

A Vault-like Mind

bronze · optional

Open a portable safe.

On a first scenario, take the portable safe from the RPD 2F Shower Room, beside the lockers. The other is in the 2F Linen Room, which needs the Diamond Key from the Morgue. In a 2nd Run, the Shower Room safe moves to 1F Observation for Leon and 1F Interrogation for Claire. Leon needs the Club Key, while Claire needs the Heart Key.

Inspect the safe in the inventory. Press one button at a time and note which green light it activates. Enter a sequence that lights the entire ring in order. A wrong press resets the lights but not the mapping, so extend your written sequence until all eight are correct. The order is random for each safe. Each contains a spare key for the Safety Deposit Room keypad.

SourcesPowerPyx: fixed safe and lock combinations · Evil Resource: portable safe locations by scenario

Bon Appétit

bronze · optional

Shoot the grenade you fed to an enemy.

Equip a hand grenade as the defensive item and let a zombie grab you from the front. Use it to counter, back away and shoot the grenade while it is in the zombie's mouth. Save before the attempt if you have only one grenade.

SourcesDK / PowerPyx: trophy route

Zombie Roundup

bronze · optional

Kill 3 enemies at once with a sub-weapon.

On Assisted, group three ordinary zombies in a narrow area, weaken them without killing them and throw a hand grenade into the group. All three must die to that explosion. Save first so a failed grouping does not consume your only grenade.

SourcesDK / PowerPyx: trophy route

Like Skeet Shooting

bronze · optional

Shoot a zombie dog or a licker out of the air.

Aim at a zombie dog and fire while it is airborne during a leap. Leon's parking-garage kennels provide a convenient opportunity. Use a shotgun at close range and keep a defensive item for a missed shot.

SourcesDK / PowerPyx: trophy route

Keep Their Heads Ringin'

bronze · optional

Paralyze a licker's sense of hearing.

Throw a flash grenade close to a licker. The corridor near the S.T.A.R.S. Office provides an early opportunity once lickers appear.

SourcesDK / PowerPyx: trophy route

Hats Off!

bronze · optional

Shoot Tyrant's hat off his head.

After extinguishing the helicopter, shoot Mr. X's hat once. Move away afterwards because the shot will not kill him.

SourcesDK / PowerPyx: trophy route
Spoiler: reveal trophy

Gotcha!

silver · missable

Defeat Stage 2 G using the crane only once.

Save in the Sewers Monitor Room after solving the chess-plug door. In the G2 container arena, send the container away, then damage G2 heavily until repeated knockdowns show it has been weakened. Call the container back while G2 is down in its path and stand safely beside the controls. It must defeat him on that first returning hit. If he survives, reload the pre-fight save and do more damage before calling it.

SourcesDK / PowerPyx: trophy route

Treasure Hunter

bronze · optional

Using the photo hints, find 2 hidden items.

Do this before boarding the cable car to NEST. Keep the T-bar handle with you.

  1. Take the Sewers Key from the wall cabinet beside the ladder leading down into the Bottom Waterway, on the route toward Supplies Storage.
  2. Use the T-bar on the Lower Waterway gate and ride the Workroom Lift. Take the Hiding Place film from the Workroom.
  3. Open the nearby Workers' Break Room with the Sewers Key. Push the cabinet marked with yellow tape to uncover a lift. Ride it and follow the underground stairs to the lift leading back to the Secret Room beneath RPD's Main Hall. Use the T-bar to reopen the passage into the station on a first scenario.
  4. Develop Hiding Place at the Darkroom sink, RPD 1F west wing. The hidden drawers become searchable after development.
  5. Go upstairs to the S.T.A.R.S. Office. Enter its captain's small office and search the desk drawers shown in the first photo. Then cross to the Press Room, RPD 1F east wing and search the corner table holding a radio, microphones and cups.

Collect both hidden items for the trophy. If a drawer has no interaction, check that you developed the film on this campaign rather than only knowing its location. Keep a sewer save until both pickups are complete.

SourcesDK / PowerPyx: trophy route · Larryn Bell / Prima Games: Hiding Place film route · Evil Resource: Sewers Key

A Waist of Space

bronze · optional

Expand inventory slots to max.

On Leon's first scenario on Assisted or Standard, collect six hip pouches in one campaign. Check the West Office safe, West Storage Room, the post-G1 safe room, Safety Deposit Room locker 203, the Sewers Workroom and the NEST Nap Room. For locker 203, get the Morgue's Diamond Key, open both portable safes using A Vault-like Mind, and insert their spare keys into the Safety Deposit Room keypad as 2 and 3. The Nap Room needs the Signal Modulator to restore power. Do this on a collection run because Hardcore removes pouch opportunities.

SourcesDK / PowerPyx: trophy route
Spoiler: reveal trophy

One Slick Super-spy

bronze · missable

Use only the EMF Visualizer to complete Ada's gameplay segment.

Save after Leon's crocodile encounter. During Ada's playable section, never fire her handgun. Hold L2 buttonL2 to aim the EMF Visualizer, trace the powered cables to their junctions and hold R2 buttonR2 on a highlighted target to hack it. Use the fans, switches and power junctions to open the route, moving around zombies instead of fighting. If you accidentally fire the handgun, reload the save before her section. Complete her escape to register the trophy.

Do not shoot the incinerator-room figure during this attempt. For Complete Vermin Extermination, first finish Ada's section and unlock this trophy, then reload the retained pre-Ada save. Shoot the figure on that replay and continue the collection campaign from there.

SourcesDK / PowerPyx: trophy route · Push Square: main-game figures
Spoiler: reveal trophy

Young Escapee

bronze · missable

Escape the bedroom within 60 seconds during Sherry's segment.

Use Assisted or Standard for the autosave retry. Keep a separate save before Claire's electrical-panel puzzle starts Sherry's section.

  1. Take the stuffed toy from the chair and inspect its back for the missing block. Put it into the bedroom's four-block puzzle.
  2. Move and rotate blocks until the top and bottom rows both form matching pictures, including the fixed picture halves at the left and right ends. First find an end block whose two visible symbols match the fixed edge. Work inward, rotating each candidate to match both neighbouring rows. The arrangement varies, so a fixed button sequence is unreliable.
  3. Take the scissors from the opened drawer and cut through the cardboard covering the low wall opening. Crawl through before 60 seconds have passed.

Use a practice attempt to solve your arrangement and note the block order and rotations. Then quit to the title and select Continue. The bedroom autosave restores the same arrangement with a fresh timer. Repeat the learned solution immediately and escape the room, rather than stopping at the drawer.

SourcesDK / PowerPyx: trophy route
Spoiler: reveal trophy

With Time to Spare

bronze · missable

Defeat Stage 4 G with 4+ minutes left until detonation.

In Claire's final escape, reach G4 promptly and use the minigun on its exposed eyes. Keep firing into the eye cluster as it moves, heal only when necessary and finish with at least four minutes on the escape timer. Keep a pre-escape save for another attempt.

SourcesDK / PowerPyx: trophy route
Spoiler: reveal trophy

In the Blink of an Eye

bronze · missable

Defeat Super Tyrant with 5+ minutes left until detonation.

Before Leon's final escape, save and set aside MAG ammo and Hand Grenades for Super Tyrant. Reach the lift promptly, collect the Joint Plug and leave room in your inventory for the rocket launcher.

During the fight, aim magnum shots at the exposed heart on his chest and use Hand Grenades for damage and stagger. Staggering him brings the rocket launcher drop forward, which is why I recommend attacking during safe openings instead of only running out the clock. Keep fallen rubble between you and a charge when possible. If he starts charging in the open, a strong hit to the heart or a grenade can interrupt him.

When the launcher arrives, collect it and fire at his upper body. Finish with at least five minutes left on the detonation timer. If you finish too late, reload the pre-escape save, take the escape route more directly and preserve more magnum ammunition and grenades for the fight.

SourcesDK / PowerPyx: trophy route · chris-williams / GameFAQs: Leon's Super Tyrant fight

Lore Explorer

bronze · missable

Read all of the files.

Read 58 files across the character and scenario variants. The route below begins with Leon's first scenario, adds Claire's exclusive files, then finishes both 2nd Runs. Open each document and check the Lore Explorer Record. Collection carries across campaigns.

Before moving on: Ada's inspection files must be read while controlling her. Collect the three diaries during Sherry's section. Finish station and sewer cleanup before the cable car, then check NEST before taking the G-virus or antiviral. Keep manual saves at these transitions. Jill's additional letter and developed film photographs are outside the original 58.

Route or room File Pickup
Leon start Orientation Letter Open Leon's starting inventory letter.
RPD east wing Officer's Notebook First scenario, automatically after the Watchman's Room officer scene.
Operations Room Record of Events Southwest table.
West Office Uses of Gunpowder, Leon version Small table near west door. Read again as Claire for her separate version.
West Office Operation Report Elliot's desk.
West Office Rookie's First Assignment Locked desk at the east end of the desk row.
Safety Deposit Room Storage Locker Terminal Memo Desk beside the entrance.
Darkroom Medicinal Benefits of Herbs Low cabinet beside the central table.
Shower Room 2F Portable Safe Instructions Wall beside the towel stand.
Northwest hallway 3F To any survivors Wrapped boxes at the south end, beyond the Spade Key room.
West Storage Room Some Guy's Scribblings Low table opposite the explosive barricade.
Waiting Room Guide Pamphlet Reception desk.
Art Room Art Article: The Red Stone Chair in the northeast corner.
S.T.A.R.S. Office Internal Memo Cabinets inside the captain's small office.
Jail, Leon Memo: Jail Power Panel Table outside Ben's cell.
Morgue Autopsy Record No. 53477 Towel trolley near the door.
Firing Range Equipment Disposal Notice East bench.
Firing Range A Message From Mr. Raccoon North reception bench.
Observation Room Confiscation Report Northeast filing cabinet. Leon uses Club Key, Claire crosses from Heart-key Interrogation.
S.T.A.R.S. armory Letter to S.T.A.R.S. Members In front of weapon lockers. Open with the badge's USB dongle.
Clock Tower Repair Plan Small east-side table on the lower floor.
Ben's cell, Leon Ben's Memo Table after repairing the Jail panel.
Ben's cell, Leon Interview Transcript Inspect Ben's body after opening the cell.
Ada storage room Sept. Inspection (Week 1) North table after the first fan section.
Ada incinerator Sept. Inspection (Week 2) Bench at the top of the north stairs, before entering the furnace.
Sewers Control Room Copy of Emails to Umbrella HQ Table near the door.
Sewers Monitor Room Sewers Company Pamphlet Table beside item box.
Sewers Monitor Room Unlocking the U-Area Door Bench on west wall near the plug puzzle.
Cable Car Platform Delivery Receipt Table at the bottom of the north steps.
Workers' Break Room Jazz Festival Flyer Central table.
NEST Reception Nap Room Log Computer behind reception desk.
NEST Reception office ID Wristbands Whiteboard in the small office behind reception.
NEST Main Shaft Special Forces Recording Soldier's body by the north door.
Drug Testing Lab Herbicide Synthesis South end of central desks.
East-area Store Room Somebody's Note Office chair in west part of room.
Low-Temp Testing Lab Wayne Li's Inbox Computer in the outer room. Restore power first.
Presentation Room Byron Cartwright's Inbox Podium laptop, accessible with senior wristband.
Nap Room Wayne Li's Note Middle sleeping pod after restoring power with Signal Modulator.
Biotesting Lab William Birkin's Inbox Southwest computer in the northern room.
P-4 Level Testing Lab Research Diary East-side computer. Read before taking the G-virus.
Claire start Letter from Best Friend Open Claire's starting inventory letter.
West Office, Claire Uses of Gunpowder, Claire version Same small west-side table, separate file despite shared title.
Elevator Passage B1, Claire Raccoon Monthly, June Issue Northeast table in the passage off the garage.
Chief's Office, Claire Copy of Emails to Chief Irons Chief's desk.
Chief's Office, Claire Taxidermy Log Central coffee table.
Private Collection Room, Claire Repair Shop Letter South display cabinet.
Sherry, corridor 2F Sally's Diary Southwest hallway table after leaving bedroom.
Sherry, Front Hall Tom's Diary West-side table downstairs.
Sherry, Director's Room _____'s Diary Northeast cabinet near the typewriter.
Orphanage Bathroom, Claire Letter from the Director Southeast bench. Return upstairs through Nursery as Claire.
Sewers Office, Claire Report: About G Whiteboard beside northwest door in the room where Claire lands.
NEST Security Room, Claire IMPORTANT NEST-wide Alert Laptop on east desk where Sherry rests.
2nd Run, Watchman's Room Scrap of Paper Northwest desk.
2nd Run, Main Hall Notebook with Missing Page Seats where Marvin rested in the first scenario.
Leon 2nd Run, S.T.A.R.S. Claire's Memo Trolley beside northeast desk.
Leon 2nd Run, Cable Car Platform Claire's Note Trolley next to the cable car.
Claire 2nd Run, S.T.A.R.S. Leon's Memo Trolley beside northeast desk.
Claire 2nd Run, Cable Car Platform Leon's Note Trolley next to the cable car.

For the armory letter, take the Library's Red Book, combine it with the Art Room statue's hand, then place the assembled hand holding the book back on the statue. Take the sceptre it releases and inspect it for its jewel. Put that jewel into the Bejeweled Box to obtain the S.T.A.R.S. badge, then inspect the badge's back for the USB dongle. Leon's box is in Observation, Claire's in Interrogation in a first scenario. In a 2nd Run it moves to the Shower Room. Use the dongle on the S.T.A.R.S. computer to open the armory.

If the count is short, compare the inventory's file names with this list. Reload a save containing that character and region. The two starting letters, two gunpowder texts and both sets of 2nd Run personal notes are separate pickups.

SourcesEvil Resource: file catalogue · SnowNinjaRaccoon and PowerPyx: collectibles · Evil Resource: Art Room sceptre

Complete Vermin Extermination

silver · missable

Destroy all Mr. Raccoons.

Shoot or slash all 15 figures across the scenarios. Progress accumulates, so collect the character-exclusive figures on their routes.

Ada: shooting her incinerator-room figure conflicts with One Slick Super-spy. Keep a pre-Ada save, finish her section without firing to unlock that trophy, then reload the save and shoot the figure on the replay. Continue the collection campaign from this second attempt.

Route Figure location
RPD West Office high shelf
RPD S.T.A.R.S. Office, between box and monitor
RPD Firing Range, below target
RPD Corridor beyond Clock Tower, window
Sewers Before Supplies Storage, near supplies
NEST Cafeteria table near ladder
NEST Nap Room pod after restoring power
Leon Break Room, behind bag by bed
Leon Corridor beyond the Art Room crank shutter
Leon After crocodile, before climbing the ladder
Ada Incinerator-room corner
Claire East Storage heart-key side room
Claire Bus beyond basketball court
Claire Orphanage nursery shelf
2nd Run Starting courtyard planter near RPD steps

Use the map room names for the indoor pickups and check the Records total after each new figure. The infinite knife reward is useful for later runs.

SourcesPush Square: main-game figures

Master of Unlocking

silver · optional

Open all of the safes and locks in the game.

Open these eight fixed locks. Turn dial safes in the stated directions to each number.

Location Combination
West Office safe Left 9, right 15, left 7
West Office desk left NED
West Office desk right MRG
Shower Room locker CAP
RPD third-floor locker DCM
Waiting Room safe Left 6, right 2, left 11
Sewers Control Room locker SZF
Treatment Pool Room safe Left 2, right 12, left 8

Portable safes have randomized button sequences and are handled by A Vault-like Mind. They supply spare keys for the pouch route.

SourcesPowerPyx: fixed safe and lock combinations

Leon first-run route

This is a replay route for Leon's first scenario. Keep a separate exploration save for collectibles.

  1. RPD: get the notebook from the east corridor, reach Operations through Reception and climb to the third-floor Spade Key. Open the route back to Main Hall. Collect bolt cutters, the East Office valve and fuse. Fit the valve at the showers, take the S.T.A.R.S. battery and combine it with the Operations detonator.
  2. Medallions: use Lion lion, leaf, bird, Unicorn fish, scorpion, jug, Maiden woman, bow, snake. Insert all three and finish G1 below the station.
  3. Garage: take the square crank, collect the first electrical part in Generator Room and set the switches to off, off, on, on. Return through the Break Room to the upper station.
  4. Second station loop: take the Large Gear, get the Club Key near the boiler room and extinguish the helicopter. Get the jack from Records, move the library shelves, then use the Large and Small Gears in Clock Tower to obtain the second electrical part.
  5. Jail and Ada: solve the electrical panel, take the key card and escape the garage. Continue through Kendo and the crocodile, then finish Ada's EMF route.
  6. Sewers: collect the T-bar handle, take the Workroom Lift for the Rook plug, then collect Queen and King from Supplies Storage. Place the plugs using the wall notes for this first-run scenario. Finish the G2 container arena and take the cable car only after any station cleanup.
  7. NEST: get the staff wristband from Nap Room, use 2067 and 3123 at the greenhouse console. Treat the symbol keys as a phone keypad: 1, 2, 3 across the top, 4, 5, 6 across the middle, 7, 8, 9 across the next row, and 0 below the centre. Make the herbicide. Chill it in the Low-Temp Testing Lab, dispense it and collect the senior wristband. Restore the west laboratory power, take the G-virus and beat G3.
  8. Escape: collect the joint plug, survive Super Tyrant until the rocket launcher arrives and finish the story.

Second-run differences

The 2nd Run starts at RPD rather than the gas station. Keep its puzzle solutions separate from the first scenario.

Use crown, fire, bird for Lion, children, scales, snake for Unicorn and ram, harp, bird for Maiden. Collect bolt cutters, the Break Room fuse, valve, detonator and battery before opening the statue passage.

Leon: retain the square-crank and Club Key route. The generator switches are off, on, on, off. Collect both panel parts, finish Jail and Ada, then follow the sewer key-item loop. His late boss is Super Tyrant, followed by G5 on the train.

Claire: take the Diamond Key from the Morgue and restore the elevator to Chief Irons's office. Take the Heart Key from the picture-frame item in the Private Collection Room. Collect the East Storage part and Large Gear, get the jack through Records and take the Clock Tower part. Finish Sherry's section, leave the garage and reach the orphanage.

Both 2nd Runs use greenhouse codes 2048 and 5831. Treat the symbol keys as a phone keypad: 1, 2, 3 across the top, 4, 5, 6 across the middle, 7, 8, 9 across the next row, and 0 below the centre. Follow that run's plug-riddle notes in the Monitor Room rather than copying the first-run arrangement. Claire fights G4 in the final escape, then G5 on the train.

Ranks and restricted runs

Use Leon "S." Kennedy and Sizzling Scarlet Hero for the exact S times. Hardcore clears are separate conditions. Plan Frugalist, Minimalist and A Small Carbon Footprint on Assisted, combining them only when the inventory and route are familiar. A no-box run cannot take bonus weapons from storage.

Spoiler: reveal trophy

Leon "S." Kennedy

gold · difficulty

Complete Leon's story on "Standard" or "Hardcore" with an S rank.

Complete Leon on Standard or Hardcore with S rank. The time limits are 3:30 for a Standard first run, 3:00 for Standard 2nd Run, 2:30 for a Hardcore first run and 2:00 for Hardcore 2nd Run. Assisted cannot earn this trophy. S+ is unnecessary.

Practise Leon's route before the ranked attempt. Skip collection detours, keep a defensive item and carry the keys for the next section. Pause when reading directions. After a death, quit to the title and load the save instead of continuing with accumulated failed-attempt time.

SourcesDK / PowerPyx: trophy route
Spoiler: reveal trophy

Sizzling Scarlet Hero

gold · difficulty

Complete Claire's story on "Standard" or "Hardcore" with an S rank.

Complete Claire on Standard or Hardcore within the same scenario-specific S limits as Leon "S." Kennedy. Use the Claire 2nd Run stage for the main route differences. Finish the story within the threshold. The trophy asks for S, so do not add S+ save restrictions to the run.

SourcesDK / PowerPyx: trophy route

Hardcore Rookie

gold · difficulty

Complete Leon's story on "Hardcore" game mode.

Finish either Leon scenario on Hardcore. Use ink ribbons at typewriters because Hardcore removes autosaves. Save before G1, the sewer boss and the final laboratory sequence. An S rank is optional here, so use the time to prepare ammunition and healing instead of rushing a first Hardcore clear.

SourcesDK / PowerPyx: trophy route

Hardcore College Student

gold · difficulty

Complete Claire's story on "Hardcore" game mode.

Finish either Claire scenario on Hardcore. Keep ink ribbons for planned typewriter saves and enough acid/flame ammunition for bosses. Carry defensive items through the sewer waterway and use the minigun in the final escape. You can take this as a separate clear without an S time target.

SourcesDK / PowerPyx: trophy route

Frugalist

silver · missable

Complete the game without using a recovery item.

Start a separate Assisted run and never use herbs or first-aid spray. Assisted's passive recovery helps with ordinary damage. Carry defence items and save often so a badly damaged section can be replayed. Scripted healing is separate from manually consuming a recovery item. Check the run's recovery-item Record before proceeding after an uncertain input.

SourcesDK / PowerPyx: trophy route

Minimalist

silver · missable

Clear the game without opening the item box.

Finish one campaign without opening any item box. Collect hip pouches and take only the weapons and ammunition you need. Discard keys when the red completion check allows it and leave optional bulky weapons behind. Bonus weapons stored in the item box are unavailable to this route. Save normally and reload if you accidentally open a box.

SourcesDK / PowerPyx: trophy route

A Small Carbon Footprint

silver · missable

Take 14000 steps or fewer in one playthrough.

Finish a single campaign at 14,000 steps or fewer. Use a practised route and collect key items in planned loops so you do not repeatedly cross the station. The 2nd Run shortcut and a separate collection save make this easier to manage. Check the Records step count at major transitions and reload a recent save if a wrong turn costs too much.

SourcesDK / PowerPyx: trophy route

Extra modes

Finish Grim Reaper after the true-ending run. Then use Ghost Survivors to collect its ten separate figures and practise each initial scenario. The wave plan in Hell of a Sheriff belongs to the full No Training scenario. Read Chasing Jill during a Leon campaign if that additional trophy is still missing.

Spoiler: reveal trophy

Grim Reaper

bronze · optional

Complete "The 4th Survivor" extra mode.

Finish a New Game [2nd Run] story, then select Extra Modes > The 4th Survivor. HUNK has a fixed inventory and no pickups. Make ammunition with his gunpowder, keep healing for emergencies and reserve defensive items for the late crowds. Aim to stagger blockers and escape rather than clear rooms.

  1. Run through the starting sewer corridor, shoot the zombie at its raised exit and climb the stairs and ladder.
  2. Cross the dog room, descend the empty lift shaft and drop again. Pass the feeding zombies into Treatment Pool Room. Clear the bridge's dogs, cross and descend the far stairs.
  3. Follow the lower stairs and bridge into the water. Take the right fork through the G-adults, cure poison if grabbed, and climb the ledge toward Workers' Break Room. Ride its lift.
  4. Climb through the underground facility, passing the licker corridor and bridge to Operator's Room. Climb its ladder into the garage.
  5. Cross the garage, take the northeast door and stairs. Stagger Mr. X, pass Watchman's Room and cross East Office into Main Hall.
  6. Main Hall's front exit is blocked. Go through West Office, out toward the northwest stairs, then climb to Shower Room.
  7. Pass the Ivies into Lounge, then Library. Cross Main Hall's upper balcony to Waiting Room.
  8. Leave Waiting Room, climb the east stairs to the outdoor balcony and descend its ladder. Walk past lickers, then follow the east corridor out to the courtyard stairs.
  9. Use a flash for the final crowded gate, follow the front underpass and climb to RPD's front gate. Interact to extract.

Keep a knife or grenade ready for Ivy grabs and use L1 buttonL1 at the defensive prompt. Heal before trying to force past the final crowd. Death restarts the mode, so learn the sewer and station legs over successive attempts.

SourcesDK / PowerPyx: trophy route · October Keegan / Rely on Horror: HUNK extraction route · Gamer Guides: HUNK route
Spoiler: reveal trophy

Hell of a Sheriff

silver · The Ghost Survivors · optional

Complete the No Way Out scenario. (No training mode)

Unlock No Way Out by clearing the three initial Ghost Survivors scenarios, then choose its normal No Training version. Survive all 100 kills. Training's shortened target does not award this trophy.

The optional Gunslinger Record limits handgun shots. It is not required for this trophy, so use the unlimited handgun whenever an isolated ordinary zombie can be handled safely. Loot backpack enemies, combine herbs and leave room for the weapons they drop. Explosive cylinders are your main way to clear groups.

Kill range Plan
1–10 Use controlled handgun headshots. Drop the cylinder near a door without detonating it early
11–20 Prioritise backpack supplies and group targets behind the counter for a cylinder
21–30 Detonate the saved cylinder as the doorway fills. Keep poison enemies at range
31–40 Save one of this group's cylinders for the next group
41–50 Take the flamethrower from the early backpack. Burn groups rather than single targets
51–70 Use Spark Shot on pale heads and keep a flash ready for crowded escapes. Collect the launcher
71–85 Save fuel, use the launcher on a packed group and collect the late flamethrower
86–100 Start near the back door with fuel ready. Detonate incoming cylinders and use the last Spark Shot on survivors

Do not deliberately accept a cylinder carrier's grab when your health is in Danger. Heal before an unavoidable hit and avoid trapping yourself behind the counter. Learn the door spawns from attempts, then adjust the weapon plan if a backpack was missed.

SourcesDK / PowerPyx: trophy route

Got 'Em

bronze · The Ghost Survivors · optional

Destroy all Mr. Raccoons hidden in The Ghost Survivors mode.

Destroy ten additional figures in The Ghost Survivors. The main-game 15 do not count here. No Time to Mourn has two sewer branches, so replay it for the other branch.

Scenario Locations
No Time to Mourn Kendo's high shelf, machinery below catwalk, upper-waterway dead-end barrel, pipe beyond the Ivy on the other branch
Runaway Basketball-court bench, open ambulance, centre jail cell on the optional cell route
Forgotten Soldier Girders below the lift catwalk, NEST security-room desk after the Tyrant opens it
No Way Out Back hallway visible when the rear door opens

Shoot each when visible and check the scenario's collectible progress. Use Training for easier searching where available, but complete the normal No Way Out separately for Hell of a Sheriff.

SourcesKevin Thielenhaus / Gameranx: Ghost Survivors figures

Chasing Jill

bronze · Another Survivor · missable

Read a letter left behind by Jill.

During Leon's story, leave the parking garage with Ada and enter Gun Shop Kendo. Turn right by the first shelf and read Jill's letter on the counter toward the middle of the shop. This is a separate additional trophy.

SourcesPlayStationTrophies: Chasing Jill

Cleanup

Sources

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Controller icons

Use [ps:cross], [ps:circle], [ps:square] or [ps:triangle] for PlayStation face buttons. Directions use [ps:up], [ps:down], [ps:left] and [ps:right]. Shoulder and stick buttons use [ps:l1] through [ps:l3] and [ps:r1] through [ps:r3]. Use [ps:options] for Options. Preview formatting to see the icons.

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