FinalUnlock
All0/0 Chapter0/0

Resident Evil 2 (2019)

Before you startMedium missable risk
Difficulty
Starting on hardest is not required. Start Leon's first run on Assisted to collect, because Hardcore removes three hip pouches. S ranks need Standard or higher, and an S rank on Hardcore also counts, so the rank and Hardcore achievements can share a run.
Difficulty details

Two Hardcore clears, two S ranks, timed final bosses and the No Way Out scenario need practice; everything else is forgiving on Assisted.

Missables
Medium missable risk; the count is not settled.
Missable details

Six achievements have one window per run: Gotcha! (second G fight), One Slick Super-spy (Ada's segment), Young Escapee (Sherry's segment), the two final-boss timers and Treasure Hunter (before the cable car to the lab). Keep a manual save before each.

Co-op
No co-op requirement recorded.
Online details

Every achievement is single-player and offline.

Save planning
Review the recorded save or replay precautions before advancing.
Read precautions

Six achievements have one window per run: Gotcha! (second G fight), One Slick Super-spy (Ada's segment), Young Escapee (Sherry's segment), the two final-boss timers and Treasure Hunter (before the cable car to the lab). Keep a manual save before each.

Unofficial guide. Locations are not verified in game. Details

Filters

Keys: / search · n next unchecked · [ ] previous / next chapter

Unofficial Resident Evil 2 (2019) 100% achievement guide: how to unlock all 44 achievements, plus all 97 collectibles with step-by-step directions and landmarks. Tick them off as you play.

Leon — first run (A)

Police Station and underground facility

  1. File — Orientation Letter (Leon only). It is in your inventory from the start of Leon's story. Open the inventory and read it once you have left the gas station shop.
  2. File — Officer's Notebook. You get it automatically during the story scene in the Watchman's Room on the police station's first floor. You cannot pass this room without it.
  3. File — Record of Events. In the Operations Room, the north-west room of the first floor. It lies on a desk; the 1F map is in the same room.
  4. File — Uses of Gunpowder (Leon). On a desk in the West Office on the first floor. Claire has her own file with the same name in the same spot; the two count as separate files.
  5. File — Operation Report. In the West Office, lying on the side of the long row of desks (Elliot's desk).
  6. File — Rookie's First Assignment. In the West Office at the far end of the long row of desks, on Leon's own desk.
  7. Desk lock (left dial) — West Office. Leon's desk in the West Office has two dial locks. Set the left one to NED. Opening both locks gives a handgun part.
  8. Desk lock (right dial) — West Office. On Leon's desk at the end of the long row in the West Office, set the right-hand dial lock to MRG. Both locks must be open for the handgun part.
  9. Dial safe — West Office. Find the floor safe in the West Office and turn the dial left to 9, right to 15, then left to 7. It holds a hip pouch.
  10. Hip Pouch — West Office safe. Inside the dial safe in the West Office (left 9, right 15, left 7). This is the first pouch you can get in any scenario.
  11. Mr. Raccoon — West Office. Look up at the tall shelf on the north wall of the West Office, across from Marvin's desk. It is in a dark spot on the top; listen for its ticking if you cannot see it.
  12. File — Storage Locker Terminal Memo. In the Safety Deposit Room on the first floor, on the desk next to the code terminal for the lockers.
  13. File — Medical Benefits of Herbs. In the Dark Room on the first floor, on the box beside the typewriter.
  14. Locker lock — Shower Room (CAP). In the steam-filled Shower Room on the second floor, set the dial lock on a locker to CAP. It holds ammunition.
  15. File — Portable Safe Instructions. In the Shower Room on the second floor, the steamy room where a valve handle is needed, next to the locker.
  16. Portable Safe (first). Pick up the portable safe in the Shower Room and examine it in the inventory. Press the buttons until all the lights glow green in an unbroken circle; the order is random for each player, so note which presses keep their light. It holds a Spare Part for the Safety Deposit Room lockers.
  17. Locker lock — 3F hallway (DCM). After climbing to the third floor, find a locker in the hallway before you reach the Blue (spade) Key on its table. Set the dial lock to DCM for ammunition. The map marks it with an exclamation point.
  18. File — To any survivors. On the third floor, at the dead end of the hallway just before the West Storage Room.
  19. Hip Pouch — West Storage Room. On the table in the West Storage Room on the third floor; the map marks it. Watch out: Not present on Hardcore; collect pouches on Assisted or Standard.
  20. File — Some Guy's Scribblings. On the same table as the hip pouch in the West Storage Room on the third floor.
  21. File — Guide Pamphlet. In the Waiting Room on the second floor, lying on the counter. The dial safe is behind the same counter.
  22. Dial safe — Waiting Room. In the Waiting Room on the second floor, behind the counter. Turn the dial left to 6, right to 2, then left to 11.
  23. File — Art Article "The Red Stone". In the Art Room on the second floor (the room with the statue), on a chair.
  24. File — Internal Memo. Upstairs (2F) in the special unit office, behind a desk next to where you take the Battery. Turn off the Shower Room steam with the Round Handle to get here.
  25. Mr. Raccoon — S.T.A.R.S. Office. In the south-east corner of the same office, tucked between a box and a computer monitor behind the last desk on the right. It is hard to see; listen for it.
  26. Hip Pouch — Operator's Room locker. After the first boss fight in the underground facility, enter the save room. Open the locker to the right of the typewriter. Watch out: Not present on Hardcore; collect pouches on Assisted or Standard.
  27. File — Memo "Jail Power Panel" (Leon). In the jail in the basement, on the table next to Ben's cell at the far end of the cell block.
  28. File — Autopsy Record 53477. Go through the Kennel into the Morgue in the basement. The file is on a table inside.
  29. File — Equipment Disposal Notice. In the Firing Range in the basement, on the table next to the box that holds the car key.
  30. File — A Message From Mr. Raccoon. In the basement Firing Range, lying on the counter at the front of the shooting lanes. The raccoon under a target is close by.
  31. Mr. Raccoon — Firing Range. Standing beneath one of the shooting targets in the Firing Range in the basement.
  32. Mr. Raccoon — Break Room. In the Break Room on the first floor, behind the briefcase beside the twin beds. The Electrical Part on the chair is in the same room.
  33. Mr. Raccoon — 2F east hallway. On a small table by the stairs in the second-floor east hallway, outside Chief Irons' office. As Leon you reach it after opening the roll-up shutter beside the Art Room with the Square Crank.
  34. File — Confiscation Report. Go down the stairs north of the Art Room and open the Observation Room on the first floor with the Club Key. The file is on a shelf (filing cabinet).
  35. File — Letter to S.T.A.R.S. Members. Inside the armory of the special unit office on 2F. Examine the S.T.A.R.S. Badge to turn it into a USB dongle, plug it into the office computer and use the screen to open the armory; the letter is inside with the Lightning Hawk.
  36. Portable Safe (second). Open the Linen Room on the second floor with the Diamond Key. The door is in the long hallway between the Lounge and the Shower Room where a licker roams. Take the portable safe and solve it in the inventory the same way as the first. It holds the second Spare Part.
  37. Hip Pouch — Safety Deposit Room locker. Bring both Spare Parts from the portable safes to the Safety Deposit Room on the first floor. Fit them into the broken keypad and enter 203 to open the locker with the pouch.
  38. File — Repair Plan. Use the Jack in the second-floor Library to line up the bookshelves, then cross them on the third floor into the Clock Tower. The file is in front of you as you enter.
  39. Mr. Raccoon — Corridor west of the Clock Tower. From the Clock Tower, take the door on the west side into a hidden corridor. Follow it to the dead end; the raccoon sits in the window.
  40. File — Ben's Memo (Leon). Fix the electronic door panel in the jail with the two Electronic Parts to open Ben's cell. The memo is on the table inside.
  41. File — Interview Transcript (Leon). You take it from Ben's body inside his cell, together with the Parking Garage Key Card.
  42. Hidden item — Press Room (photo hint). After developing the film roll from the sewers in the Dark Room, one picture leads to a hiding place in the Press Room on the first floor. Match the developed picture to the room and check that place. Incomplete: Only the room is known; where inside the room the photo points to is not written yet.
  43. Hidden item — S.T.A.R.S. Office (photo hint). The other developed picture leads to the S.T.A.R.S. Office on the second floor, the room with the armory and the desks where the Battery sits. Compare the picture with the room to find the hiding place. Incomplete: Only the room is known; where inside the room the photo points to is not written yet.

Kendo's shop, Ada's segment and the sewers

Point of no return: Riding the cable car after the second G fight ends the sewers and the police station for this run. Make a backup save first.

  1. Letter to the Shopkeeper (Jill's letter). After you leave the police station through the parking garage, Ada opens the door of the Kendo gun shop. Inside, turn right at the first shelf and cross to the table and counter on the far side; the letter lies there. It is not one of the 58 files.
  2. Mr. Raccoon — Sewer entrance (Leon). Right after beating the giant alligator, look in the dark south-east corner of the sewer room, on the side opposite the ladder, before you climb up. Watch out: You cannot return to this room later in the same run.
  3. File — Sept. Inspection (Week 1) (Ada). While playing as Ada, after your second hack, it is on a table in the room where you meet your first zombie.
  4. Mr. Raccoon — Incinerator Room (Ada). While playing as Ada, check the floor beside the big incinerator door in the Incinerator Room. Watch out: Ada's segment cannot be replayed later in the same run.
  5. File — Sept. Inspection (Week 2) (Ada). In the Incinerator Room during Ada's segment, go up the stairs to the lever; the file is on a table up there.
  6. File — Copy of Emails to Umbrella HQ. In the Control Room of the upper sewers, on the table beside the locker with the SZF dial lock.
  7. Locker lock — Control Room (SZF). In the Control Room of the upper sewers, next to the emails, set the locker's dial lock to SZF for ammunition.
  8. File — Sewers Company Pamphlet. In the Monitor Room (the save room with the typewriter) in the middle sewers, on the table by the video player.
  9. File — Unlocking the U-Area Door. In the Monitor Room of the middle sewers (the save room with the chess plug wall), on a table near the pamphlet.
  10. File — Delivery Receipt. North of the Treatment Pool Room, go down the stairs to the Cable Car Platform. The receipt is on a box.
  11. Dial safe — Treatment Pool Room. In the Treatment Pool Room, find the safe near a zombie and enter 2-12-8 (turn left, right, left as on the other safes). It holds a weapon part.
  12. Mr. Raccoon — Supplies Storage corridor. After leaving the Bottom Waterway in the lower sewers, check the short corridor that joins the Supplies Storage Room, to the left of the Item Box and behind some boxes at its end.
  13. Hip Pouch — Workroom. Open the valve in the Lower Waterway with the T-Bar Valve Handle to reach the Workroom lift. Ride it up; the pouch is on a table in the Workroom. Watch out: Not present on Hardcore; collect pouches on Assisted or Standard.
  14. Film roll ("Hiding Places"). On a table in the Workroom, reached by the lift behind the T-Bar valve in the Lower Waterway. Carry it back to the Dark Room in the police station to develop it: go through the Workers' Break Room and push the shelf there to open the shortcut back to the station. Watch out: Develop the film and find both items before you ride the cable car into the lab.
  15. File — Jazz Festival Flyer. Open the Workers' Break Room in the upper sewers with the Sewers Key; the flyer is on a table.

NEST laboratory

Point of no return: The lab is the last area; nothing earlier can be reached.

  1. File — Nap Room Log. In the lab reception hall, on the computer behind the counter. You arrive here by cable car from the sewers.
  2. File — ID Wristband. In the reception save room (typewriter and item box), pinned to the whiteboard.
  3. Mr. Raccoon — Cafeteria. In the dark Cafeteria, on a table by the window to the right of the ladder.
  4. File — Special Forces Recording. Go through the door south of the reception save room toward the bridge you lower with your wristband. The file is on a body there.
  5. File — Herbicide Synthesis. In the Drug Testing Lab, where you fill the Dispersal Cartridge, on a table.
  6. File — Somebody's Note. After the underground section of the greenhouse, climb into a lit storage room that connects to the Lobby. The note is on a chair.
  7. File — Wayne Li's Inbox. On the computer in the Low-Temp Testing Lab. Tune the Signal Modulator to the MURF frequency and fit it into the Lounge circuit box to open the door.
  8. File — Byron Cartwright's Inbox. Once your wristband is upgraded to Senior Staff, read the computer in the Presentation Room.
  9. Hip Pouch — Nap Room. Restore power to the Nap Room with the Signal Modulator. The last pouch is inside.
  10. Mr. Raccoon — Nap Room. In the powered Nap Room, on the shelf of the first bunk bed.
  11. File — Wayne Li's Note. In the powered Nap Room with the last pouch and raccoon, lying on the middle bed.
  12. File — William Birkin's Inbox. Restore power to the Biotesting Lab with the Signal Modulator, then read its computer.
  13. File — Research Diary. In the P-4 Level Testing Lab on B1, near the end of the lab, read the computer.

Claire — first run (A)

Police Station (Claire)

  1. File — Letter from Best Friend (Claire only). It is in your inventory from the start of Claire's story. Read it in the inventory after leaving the gas station shop.
  2. File — Uses of Gunpowder (Claire). On the same desk in the first-floor West Office as Leon's version. It covers Claire's weapons and counts as a separate file.
  3. File — Raccoon Monthly, June Issue (Claire). After using the card reader in the parking garage, the Elevator Controls Room in the basement opens (the officer comes out of it). The magazine is on a table inside.
  4. File — Copy of Emails to Chief Irons (Claire). Restore the elevator with the Diamond Key and ride up to the Chief's Office on the second floor. The emails are on the desk.
  5. File — Taxidermy Log (Claire). In the Chief's Office on the second floor, on a table in the middle of the room, near the emails.
  6. File — Repair Shop Letter (Claire). In the Private Collection Room behind the Chief's Office, on a shelf.
  7. Mr. Raccoon — East Storage Room back room (Claire). Take the Heart Key from the Private Collection Room. Open the heart-lock door at the south end of the East Storage Room on the third floor; the raccoon is on a top shelf behind it.

Orphanage, Sherry's segment and the sewers

Point of no return: Sherry's segment cannot be replayed in the same run.

  1. File — Sally's Diary (Sherry). During Sherry's segment, in the hallway just outside the bedroom where she starts, on a table in the corner.
  2. File — Tom's Diary (Sherry). During Sherry's segment, in the large front hall after you go downstairs, on a table.
  3. File — _____'s Diary (Sherry). During Sherry's segment, in the Director's Room next to the typewriter.
  4. Mr. Raccoon — City bus (Claire). After the parking garage card reader, cross the basketball court where the dogs attack. Just past it is a bus; the raccoon is inside on the dashboard by the front window. Watch out: You cannot come back here later in the same run.
  5. Mr. Raccoon — Orphanage Nursery (Claire). When Claire reaches the orphanage, go up to the Nursery on the second floor. The raccoon is in a cubby on the shelf straight ahead as you enter.
  6. File — Letter from the Director (Claire). Through the Nursery, enter the bathroom where Irons washed his face during Sherry's segment. The letter is on a bench.
  7. File — Report About "G" (Claire). After the escape from the orphanage you reach the small sewer save room called Office. The report is on the whiteboard.

NEST laboratory (Claire)

  1. File — [IMPORTANT] NEST-wide Alert (Claire). After the cable car to the lab, Claire carries Sherry to the Security Room and lays her on the bed. Read the computer in that room.

Leon — 2nd Run (B)

Leon's 2nd Run extras

  1. Mr. Raccoon — Entrance bushes (2nd Run). At the very start of the 2nd Run, climb the steps outside the station and look in the bushes on the left side.
  2. File — Scrap of Paper. In the 2nd Run, go to the first-floor Watchman's Room off the Main Hall and look on the desk.
  3. File — Notebook with Missing Page. In the first-floor Main Hall, on the couch where Marvin sat in the first run.
  4. File — Claire's Memo (Leon 2nd Run). Only Leon's 2nd Run has this memo. Head up to the second-floor office of the special unit, where the armory and the Battery desk are, and look on a table there.
  5. File — Claire's Note (Leon 2nd Run). During Leon's 2nd Run, find the table by the cable car in the Treatment Pool Room (middle sewers). Claire's note lies beside the T-Bar Valve Handle pickup.

Claire — 2nd Run (B)

Claire's 2nd Run extras

  1. File — Leon's Memo (Claire 2nd Run). Claire's 2nd Run puts a memo from Leon on a table in the special unit's office upstairs (2F), the same table that holds Claire's Memo when Leon plays his second run.
  2. File — Leon's Note (Claire 2nd Run). Playing Claire's second run, cross the middle sewers to the Treatment Pool Room. Leon leaves this note on the cable-car table, next to where you collect the T-Bar Valve Handle.

The Ghost Survivors

No Time to Mourn

  1. Golden Mr. Raccoon — Gun shop shelf. Before you leave the gun shop at the start, look on a high shelf in the back-right corner, near the shooting target.
  2. Golden Mr. Raccoon — Machinery catwalk. In the underground facility's machinery area, after the three poisonous zombies and before the first backpack zombie, look to the right off the catwalk at the machinery in the middle.
  3. Golden Mr. Raccoon — Pipe behind the Ivy. After the lift down to the sewers, take the right-hand path down the Lower Waterway past the three G-adults. A lone Ivy plant stands ahead; the raccoon is in the pipe behind it.
  4. Golden Mr. Raccoon — Dead end above a container. After the lift down to the sewers, take the left-hand path. Slip past the first G-adult and keep left to a dead end (where Leon slid into the sewers). Look up; the raccoon is above a container.

Runaway

  1. Golden Mr. Raccoon — Basketball court bench. In the basketball court with the lickers and the crawling backpack zombie, on the red benches at the back.
  2. Golden Mr. Raccoon — Open ambulance. On the street outside the parking garage (the street with the gun shop), look into the ambulance with its back doors open.
  3. Golden Mr. Raccoon — Jail side cells. In the upper jail, take the right-hand door off your normal route (toward the candy machine) and look on the desk in the middle cell.

Forgotten Soldier

  1. Golden Mr. Raccoon — Girder below the lift. After riding the first lift up, stay on it and look down at the beam under the catwalk straight ahead.
  2. Golden Mr. Raccoon — Security Room desk. In the Security Room by the cable car station (where Sherry rests in Claire's story), on the desk. The room opens only after you trigger the main door and the Tyrant appears.

No Way Out

  1. Golden Mr. Raccoon — Behind a zombie door. You cannot enter the room. When the zombies push open the door that has the "Let's Dance" sign beside it, shoot the raccoon you can see in the back hallway.

Achievements

44 achievements. 6 can be missed for good: they are marked Missable. Labels show which ones need Hardcore difficulty.

Story (9)

Welcome to the City of the Dead

Reach the police station in either story. It unlocks on arrival.

Path to the Goddess

Solve the Goddess Statue in the Main Hall by placing the Lion, Unicorn and Maiden medallions.

Never-Ending Rain

Escape the police station through the parking garage with either character.

Hack Complete

Finish Ada's segment in Leon's story. It starts in the sewers after the alligator fight.

Hide and Seek

Finish Sherry's segment in Claire's story. It starts after the Private Collection Room power puzzle.

A Great Need for a Shower

Leave the sewers by riding the cable car to the lab after the second G fight, with either character.

A Hero Emerges

Finish Leon's story (first run or 2nd Run) on any difficulty.

A Heroine Emerges

Finish Claire's story (first run or 2nd Run) on any difficulty.

Broken Umbrella

Finish any 2nd Run (B) scenario, Leon or Claire, to see the true ending. Tip: Finishing Leon's first run unlocks Claire's 2nd Run, and Claire's first run unlocks Leon's.

Combat and items (14)

The Basics of Survival

Combine any two items in the inventory, such as two herbs or gunpowder; the story makes you combine key items early anyway.

Eat This!

Counter a grab with a sub-weapon (knife, grenade or flash grenade) equipped.

Hip to Add Squares

Pick up your first hip pouch. The earliest is in the West Office safe.

That'll Hold 'Em

Board up a first-floor window in the police station with Wooden Boards.

First Break-In

Open any dial safe. The first is the West Office floor safe on 1F (left 9, right 15, left 7).

Customizer

Attach a weapon part to a weapon. Leon's desk locks in the West Office give a handgun part.

A Vault-like Mind

Open either portable safe from the inventory. The first is in the 2F Shower Room, the second in the Linen Room.

Vermin Extermination

Shoot or break any Mr. Raccoon; the West Office one is the first.

Don't Need No Stinkin' Gun

Kill any enemy with the knife. A downed zombie is the easiest target.

Bon Appétit

Counter a grab with a grenade or flash grenade equipped, then shoot the grenade in the enemy's mouth before it goes off. Tip: A grenade sits in the first room of either 2nd Run, with zombies just outside.

Hats Off!

Shoot the Tyrant's hat off once he starts stalking the police station.

Keep Their Heads Ringin'

Hit a licker with a flash grenade, thrown or used as a counter.

Zombie Roundup

Kill three enemies at once with a thrown grenade; wait until a group bunches up before you throw. Tip: The opening area of either 2nd Run has a grenade and a crowd of zombies.

Like Skeet Shooting

Shoot a zombie dog or a licker while it leaps at you. Dogs are the safer target.

Collectibles (5)

Treasure Hunter

(Incomplete, Missable) Develop the sewers film roll in the Dark Room, then find the two items its photos show in the Press Room and the S.T.A.R.S. Office. Incomplete: Where inside the Press Room and S.T.A.R.S. Office the two photo items sit is not written yet. Tip: Do this before the cable car into the lab; afterwards the police station is closed for that run.

A Waist of Space

Collect all six hip pouches in one run; the checklist lists each one in Leon's first run. Tip: Three pouches are missing on Hardcore, so do this on Assisted or Standard.

Lore Explorer

Read all 58 files across the four scenarios. Jill's letter does not count toward the 58. Tip: Files are saved to Records as you pick them up, so you can collect them across runs and quit early.

Complete Vermin Extermination

Break all 15 Mr. Raccoons across the four scenarios. The reward is an unbreakable combat knife.

Master of Unlocking

Open all eight safes and locks: three dial safes and five dial locks. All are in Leon's first run. Tip: The two portable safes are not part of this count.

Bosses and segments (5)

Gotcha!

(Missable) In the second G fight at the end of the sewers, knock G into the pit with the first call of the crane.

  1. Make a manual save after placing the chess plugs in the Monitor Room, before the fight.
  2. On the crane platform, press the red button to send the container away, then damage G until he is close to death. His shoulder eye turning orange is the reported sign.
  3. When he kneels, press the red button again; the returning container must knock him off on this first call. If he stays up, reload.

One Slick Super-spy

(Missable) Finish Ada's segment in Leon's story using only the EMF Visualizer, never her handgun or a sub-weapon. Tip: Save after the alligator fight so you can retry the segment.

Young Escapee

(Missable) In Sherry's segment, escape the starting bedroom within 60 seconds.

  1. Save before the Private Collection Room power puzzle, before Sherry's segment starts.
  2. Take the stuffed toy, examine it for the block, and place the block to start the sliding puzzle. The start layout is random but the finished picture is fixed.
  3. Note your moves, then quit and choose Continue: the timer resets and the layout stays the same. Repeat until you can solve it and cut through the wall with the scissors inside 60 seconds.

With Time to Spare

(Missable) Beat Stage 4 G, Claire's final boss, with at least 4 minutes left on the countdown. Tip: Use the minigun from the room before the fight and aim at the eyes on its chest.

(Missable) Beat the Super Tyrant, Leon's final boss, with at least 5 minutes left on the countdown. Tip: Deal enough damage and a rocket launcher is handed to you for the finish.

Rank, difficulty and challenge runs (7)

Leon "S." Kennedy

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

  1. Rank depends on clear time: within 3:30 for a first run or 3:00 for a 2nd Run on Standard; 2:30 and 2:00 on Hardcore.
  2. Assisted does not count. Pausing stops the timer; inventory and file screens do not.
  3. After a death, quit to the title and load rather than choosing Continue, which keeps the lost time.

Sizzling Scarlet Hero

Finish Claire's story on Standard or Hardcore with an S rank. The time limits are the same as Leon's.

Hardcore Rookie

(Hardcore) Finish Leon's story, first run or 2nd Run, on Hardcore difficulty. Tip: Saving needs Ink Ribbons on Hardcore. An S rank on Hardcore also counts for the S-rank achievement.

Hardcore College Student

(Hardcore) Finish Claire's story, first run or 2nd Run, on Hardcore difficulty.

Frugalist

Finish any story scenario without using a single healing item. Tip: Assisted heals you partway on its own, which makes this easier. A blue herb used only for poison was reported not to break it.

Minimalist

Finish any story scenario without ever opening the item box. Tip: Grab the hip pouches. Unlocked infinite weapons come from the item box, so you cannot use them here.

A Small Carbon Footprint

Finish a story in 14,000 steps or fewer. Records in the pause menu show your count.

Extra modes and updates (4)

Grim Reaper

Finish The 4th Survivor extra mode, unlocked by finishing any 2nd Run. Tip: Save grenades for the police station stretch and avoid fighting the Tyrant.

Hell of a Sheriff

Finish No Way Out in The Ghost Survivors with Training mode off. Clear the other three Ghost Survivors scenarios first to unlock it.

  1. Finish No Time to Mourn, Runaway and Forgotten Soldier; Training mode is fine for these.
  2. In No Way Out, kill 100 enemies at the gas station with Training off. Weapons come from backpack zombies; there is no extra ammo for emptied guns, so drop them.

Got 'Em

Break all 10 golden Mr. Raccoons in The Ghost Survivors: four in No Time to Mourn, three in Runaway, two in Forgotten Soldier and one in No Way Out.

Chasing Jill

As Leon, read Jill's letter in Kendo's gun shop after leaving the police station through the parking garage.