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.
Published guide
Trophy guide
My route through both characters, scenario-specific speedruns and challenge clears, plus the No Way Out survival plan.
PlayStation 5 · 2019 remake
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.
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.
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.
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.
bronze · unmissable
Make it to the police station.
Reach RPD after the opening streets.
bronze · unmissable
Solve the Goddess Statue puzzle.
Insert the three medallions into the Main Hall statue and take the underground route.
bronze · unmissable
Escape the police station.
Obtain the parking-garage key card and leave the station.
bronze · unmissable
Complete Ada's segment.
Finish Ada's section in Leon's campaign.
bronze · unmissable
Complete Sherry's segment.
Finish Sherry's section in Claire's campaign.
bronze · unmissable
Escape from the sewers.
Defeat G2 and take the cable car toward NEST.
silver · unmissable
Complete Leon's story.
Finish either Leon campaign.
silver · unmissable
Complete Claire's story.
Finish either Claire campaign.
silver · unmissable
Witness the true ending.
Finish a New Game [2nd Run] campaign and defeat G5 after the train fight.
bronze · optional
Combine two items together.
In the inventory, select two compatible items and choose Combine. Herbs, gunpowder and puzzle parts all provide opportunities.
bronze · optional
Increase your inventory slots.
Collect a hip pouch. Use the six-pouch route in A Waist of Space.
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.
bronze · optional
Defeat an enemy with a knife.
Equip a combat knife in the inventory. Weaken an isolated zombie, then hold and use 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.
bronze · optional
Counterattack with a sub-weapon.
Carry an equipped knife or grenade and use when the defensive prompt appears during a frontal grab.
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.
bronze · optional
Destroy a Mr. Raccoon.
Destroy one of the figures in Complete Vermin Extermination with a shot or knife hit.
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.
bronze · optional
Open a dial safe.
Open any dial safe using the combinations in Master of Unlocking.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 to aim the EMF Visualizer, trace the powered cables to their junctions and hold 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.
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.
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.
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.
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.
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.
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.
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.
This is a replay route for Leon's first scenario. Keep a separate exploration save for collectibles.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Keep a knife or grenade ready for Ivy grabs and use 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.
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.
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.
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.