Resident Evil
44 Achievements
1,000
25-30h
Every Nook and Cranny
Visit all places on all maps.
20
1.46%
How to unlock the Every Nook and Cranny achievement in Resident Evil - Definitive Guide
-I strongly suggest creating multiple save files. Particularly when you reach the lab. There will be a point of no return soon.
1. You must take every item from every room. If a room has no items in it you must at least enter the room. All that really matters is that each room has been visited and that it appears green/100% on the map.
2. Check your map. If there is a room in red, there is still an item in that room to find. Also the link to the map below is SO awesome. It shows every room in the game, the items and their specific locations. Depending on your difficulty, there may be some items that are near impossible to see. Keep checking every spot.
3. Doorways appear in 3 colors: red, green and blue. Your goal for the doors is that they are all blue with the exception of a few that are sealed or rusted shut and those will appear red. There are a few areas in the mansion that have multiple entrances that have doors that can sometimes be missed: 1F hallway West Wing, 2F East Wing Small Library(dog whistle location), 2F West Wing Outside Balcony(dog whistle used) and the basement kitchen.
It also must be done in one play-through.
This will be much easier to do on hard or normal or even Survivor because there will be less items. Keep in mind that on hard difficulty, SOME of the items are in different spots than normal difficulty and the link on the bottom is for normal.
-This map is great:
http://www.evilresource.com/resident-evil-remake/maps/mansio...
Below are some spots I and others have found to be worth mentioning:
-There are a few doors that are red and there is nothing you can do about it. Once you reach the lab, these are the doors that will remain red:
-Mansion 1F, if you do not use the broken shotgun, the door leading to the shotgun room changes to red.
-Costume room(only if on second playthrough+).
-The door you removed the stone/metal object from will also be red.
-Mansion 2F, the elevator and the main door to the big library(west).
-Mansion B1 elevator.
-Residence 1F, after entering the plant room, the door behind you changes to red.
-Courtyard 1F There are two red doors in the main area that looks like a t-short with a long neck.
-There is the area that you used the two emblems (wolf/eagle) that will have two doors as well.
-Courtyard B1 the big elevator is red. Alter B2 also has a red door.
-There will also be a door in Labratory B3 that will always be red even though you can sneak through the vents to access the room itself.
-The secret costume room does not count if you can not access it like what happens if it is your first playthrough. If this is your second or "once again" play through, you might as well use the closet key just to be safe. I never opened it and others claim not to have either. If you are not sure where it is, it is in the mansion, 1F east wing. It is the room where you push the box to get the map. In the narrow hallway with paintings, go to the back corner with the closet key in your inventory and push to open the door.
-The west first floor store-room (serum room) in the mansion has a document that is hard to find. It is near the typewriter.
-The east first floor store-room can be tricky on easy difficulties due to a pistol clip that is hard to find. "Barry leaves a handgun magazine that is hard to find because it is on the very lower right edge of the camera view looking at the the item box in the room. (Right side of the room from the entrance.) That eluded me for a long time." -GrandmasterkaThanks
-Hard to find item on easier difficulties; Courtyard B2, room with compactor-it is by the top of the ladder. You are looking for a pistol clip.
Minor spoilers (sorry, but you have had since 1996 to play this game)
"The point of no-return is before : You can consider it is just after
you release Jill/Chris(I mean Barry) ?
Indeed, once you get to the floor where is the fusible thing, the game tells you it's useless to go back, preventing you to do so." -Exeio
thanks for the comments
Biomasterhazard says, "That(this) can be done without entering the secret room where you can change your clothes."-
O Palestrino + WhiterValkyrie discovered the information about opening the doors; many thanks to them.
MRMIdAS2k says "Also, you MUST get all 4 bottles in the V-jolt room when playing as Jill. The room stays red if you leave one, even after the plant 42 fight.
I would like to add as this confused me, if you don't save Jill/Chris the prison room they're in stays undiscovered.`DEEJUNE
bt
1. This has to be in one play through.
2. If the room is red there are more items. The room will turn a grayish green when it is done.
3. The guard room in the aqua ring is easy to miss. This is the room where you find Plant 42's roots.
4. Along with the above room, the room in the Gallery where you mix the V-Jolt is easy to miss too.
5. This is better to do on a hard/rocket launcher play through because there are less items to pick up and you have more inventory space allotted for the items since you shouldn't be lugging around any extra weapons or ammo.
6. If you are playing as Jill, make sure you either replace the shotgun with the broken shotgun or clear the room before leaving. That room closes for the rest of the play through once you leave if you do not replace the shotgun.
7. One other room that has historically given people fits is the garbage compactor room in the tunnels. This is the room where you push the box out of the gondola cage and into the compactor to get the "Broken Flamethrower". At the top of the ladder in this room is a "Handgun Magazine" that is very easy to miss. When you are standing at the top of the ladder look slightly forward and to your character's left to see it on the ground near the flood light.
8. Don't forget to re-enter the cell of your partner after rescuing them near the end. You are forced to leave that room after the cut scene and it contains shotgun shells.
I suggest every person who is going for this chievo to save the game before they save Chris/Jill : This is the point when you cannot go back to the mansion and all the places you've visited before.
By doing that, you can restart from the saved game if the achievement doesn't pop when you get the firework case once you got to the heliport.
Had to reload a save and backtrack - I had missed 2 things I feel should be mentioned.
The room in the Aqua ring with plant 42's roots (did this on a rocket launcher run so I didn't mix v-jolt, though I had run into the v-jolt room)
I also mixed the 2nd door from the terrace where you fight the 2 dogs for the imitation of a key to get the armor key. The 2nd door that goes into the 2nd floor of the mansion - I had not gone through that door.
I went back, did those 2 rooms and the achievement popped as soon as I picked up the signal rockets.
All you have to do is make sure every room is green, and every door is blue, although there are some exceptions to the every door is blue rule; The door that allows you to get to the Courtyard can be red because you need to have the emblem to progress after the Caves/Courtyard 2 section. The door(s) to the room between the hallway and the room where you get the shotgun. (Side note, you DO NOT need to use the Broken Shotgun for the achievement), the door that is too rusted to use in the Laboratory, the door that's too broken or whatever to use to get to Yawn 2's room. Doors that are forcefully locked like those DO NOT NEED TO BE BLUE, EVERY OTHER DOOR DOES!!!!
There are a couple rooms I struggled with to find all the items in, but the most common one people struggle with (me included) is the room where you push the box into a cage thing and send it down to the crusher thing, In the Cave section. In that room there are like 4 unmovable box, you can climb on those and the one on the top has like 3 items in it. YOU NEED TO SAVE CHRIS/Jill IN THE LABORATORY, THERE IS AMMO THERE
YOU HAVE TO PICK UP FILES AND MAPS AS WELL!
THE ACHIEVEMENT WILL POP WHEN YOU GRAB THE FLARE DURING THE FINAL BOSSFIGHT
I don't know if you need to grab the Assault Shotgun or not for the achievement but just in case do it, to get it save Richard with the serum, and while fighting Yawn (The giant snake) for the first time, once Yawn "Dies" Richard will die and you will get the Assault Shotgun
(Missable) This trophy is easily missable as its description is misleading due to the fact that it also requires you to pick up every item in every room that contains items. So you must enter every room and you must pick up every item in the game. This trophy can be earned on any difficulty and may vary depending on how good you play. On higher difficulties the trophy can be argued to be easier as there are fewer items; while on lower difficulties it can be argued to be more time consuming due to running back and forth between items boxes to stash what you pick up. Keep in mind there are also two rooms that get restocked with items as Wesker/Barry will leave some for Chris/Jill when you hit checkpoints in the storyline. Regardless of what difficulty you play on, Jill has it easier as she has two more item slots.
An easy way to keep track of what rooms you haven’t cleared of items yet is by looking at your in game map; if a room is red there are still items in it, if the room is white you have cleared it of all items. Keep in mind that items don’t just constitute health/ammo/keys, but also the in game files and maps. Some are hidden and hard to see, so be sure to search everywhere in a room that’s still showing itself as red. One final note is that you can backtrack to any area in the game as long as you haven’t initiated the self-destruct sequence in the Laboratory. If you need to head back to the Residence, but have already put the two Metal and Stone Objects into the gate in the Mansion Foyer, attempt to go through the door but select “No” when asked to go through it.
See Gameplay Helps/Hints for additional details.
SPECIAL NOTE: The virtual last Point of No Return is just before turning on the elevator that takes you to the Tyrant battle in the labs (not the rooftop one). Afterwards, you cannot return to areas before the laboratory due to a message on the courtyard elevator reading "There's no point in going back."
This achievement description is incorrect. It misleads one to believe you simply have to visit every room but that is not the case. You need to "100%" every room, which simply requires picking up all items it has to offer. As a special note, you DO NOT have to have access to the Costume Room. This achievement can be done on the first playthrough of either character, just insure that you pick up every item.
To know if you've picked up everything, check your map and examine the room you're in. If it's brown, there are still items to search for. If it's a pale green, you've found everything and can move on.
The game allows you to backtrack even more than the original Gamecube release. You're no longer restricted from returning after hitting the laboratory, however the door will lock after you've beaten the Tyrant in the labs. Before then, if there's anything you need to do, simply head back up to the surface and go back to any areas you missed. But it's much wiser to just knock out each room as you come to it or at the very least, have everything greened before you leave a location (Mansion, Courtyard, Residence, Caves, Laboratory).
Note: If you need to return to the Courtyard, Caves or Residence...once you return to the Mansion via the Gates, turn to them and click "No" when asked to go through. You will reobtain one of the Stone & Metal Objects, allowing you to use it to return to those areas.
The achievement will unlock as you arrive on the Helipad at the end of the game (you do not have to pick up the Signal Flare, the area will already be marked as green).