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RE4 Remake Challenges Guide: All 101, What They Pay, and the Runs You Have to Plan

The remake's challenge list pays 59,400 Completion Points across 101 entries. The shop it feeds needs about 5,000 of them. That gap tells you the list was never about the money — it is about the handful of challenges you can only earn by deliberately not doing the sensible thing.

Published August 14, 2026·13 min read·By Mythras
Leon S. Kennedy examining his Combat Knife in a dim storeroom in the Resident Evil 4 remake.

Finish the campaign once and the pause menu grows a tab that was not there before. That is the challenge list, and it is the entire postgame economy of the 2023 remake on one screen: 101 entries paying 59,400 Completion Points between them.

Now hold that number against the shop it feeds. Roughly 5,000 CP buys all three bonus weapons and the infinite-ammo accessory. The list pays about twelve times that. CP is not the bottleneck — the unlock conditions are, and a specific handful of them are only earnable if you deliberately refuse to do the obvious thing in a fight you have already learned to win.

What the challenge list actually is

Challenges do not exist on a first playthrough. Clear the story once and they appear in the pause screen during the main game and The Mercenaries, and from the main menu as well. Each one pays a flat CP amount on completion; a subset of them are also mirrored as RE.NET challenges with their own cosmetic rewards attached.

They track on your profile, not on a save file, and most of them are cumulative — you can chip away across as many runs as you like. Only a small group demands that a condition be met inside a single playthrough, and that group is worth knowing before you start a run rather than after.

The payout ladder in one table

Every challenge sits in one of nine payout bands. Laid out, the shape of the list is immediately obvious:

CP per challengeHow manySubtotal
3,00013,000
2,50037,500
2,00036,000
1,50069,000
1,00077,000
5002814,000
300278,100
200244,800
020
Total10159,400

The 200 and 300 bands are 51 of the 101 entries and pay 12,900 CP between them. The seven entries at the top pay 16,500. The list is bottom-heavy in count and top-heavy in value, and that is the trap: clearing a dozen 200 CP checkboxes feels productive and moves the total about as much as a single difficulty clear does.

Just finishing the story pays 6,800 CP

Sixteen of the 101 are chapter clears, and they are the softest money on the board. Chapters 1 through 6 pay 300 CP each. Chapters 7 through 16 pay 500 CP each. That is 1,800 plus 5,000 — 6,800 CP, roughly 11% of the entire list, for playing the game once on any difficulty you like.

The Chapter 16 entry is the one with a tail. "Darkest Before Dawn" pays its 500 CP and also unlocks Professional difficulty along with the Pinstripe Leon outfit, which is why the beginner guide tells you Professional is a second-playthrough mode and not a starting choice.

Sitting underneath the chapter clears is a tier of about two dozen 200 CP entries that are tutorial checkboxes with a payout attached: perform a stealth kill, parry with a knife, combine two items, equip a charm, buy anything from the Merchant, open Photo Mode, change a costume. Then a band of 300 CP kill-counters — 50 handgun kills, 30 shotgun kills, 10 rifle kills, 10 melee kills, 5 Bolt Thrower kills, 5 magnum kills. You will clear nearly all of these without trying, provided you actually use your whole inventory instead of running the same shotgun for sixteen chapters.

What 59,400 CP is actually for

The shop holds 217 items: 3 bonus weapons, 26 outfits and accessories, 135 character and enemy models, and 53 concept art pieces.

The three bonus weapons — Handcannon, Chicago Sweeper, Primal Knife — cost 1,000 CP each. The Cat Ears accessory, the infinite-ammo enabler, costs 2,000 CP. Add those up and the four of them come to 5,000 CP, under a tenth of what the list pays out. The remaining tens of thousands go on costumes, a model viewer, and an art gallery.

That is the reframe. Clear even a third of the list and you are not short of CP for the gear. What gates the gear is the challenge that makes it appear in the shop at all: the Handcannon does not become purchasable until "Professional Agent" is cleared or you take an S rank or better on the Village, Castle and Island maps in The Mercenaries, the Chicago Sweeper until Leon "A." Kennedy, and the Primal Knife until every Clockwork Castellan is gone. The New Game Plus guide covers what each of those weapons is worth once you own it; this post is about the price of admission.

The rank ladder is a third of the list

Ten challenges cover difficulty clears and completion ranks. They pay 20,500 CP between them, 34% of everything available, and they are the reason the list looks so much larger than it plays.

ChallengeConditionCPCleared by
Promising AgentClear the story on Standard or higher1,00048.6% (Steam)
Mission Accomplished AStandard or higher with an A rank1,50016.9% (RE.NET)
Proficient AgentClear the story on Hardcore or higher1,50020.4% (Steam)
Mission Accomplished S+Standard with an S+ rank2,0009.0% (Steam)
A Rank InvestigatorHardcore or higher with an A rank2,00012.4% (RE.NET)
Peerless AgentClear the story on Professional2,00013.6% (Steam)
S+ Rank InvestigatorHardcore with an S+ rank2,5008.2% (Steam)
Professional AgentNew game on Professional, no bonus weapons2,5003.5% (RE.NET)
Leon "A." KennedyProfessional with an A rank2,50010.4% (RE.NET)
Leon "S+" KennedyProfessional with an S+ rank3,0005.0% (RE.NET)

Note the wording on the two mid-tier S+ entries. Capcom names Standard and Hardcore specifically there, with none of the "or higher" that the A-rank entries carry — that difference matters in a moment.

Two different samples are mixed in that last column, and they are not interchangeable. The Steam figures are global achievement percentages; the RE.NET figures are the share of RE.NET-linked players worldwide, published on Capcom's own overview page. Both sets were read on 15 August 2026, and both drift downward over time as new owners join the denominator. Read them as rough difficulty signals rather than a single ranked list.

The rank thresholds, by difficulty

Rank is a completion-time check, with one extra clause on Professional:

RankAssistedStandardHardcoreProfessional
S+4:005:005:305:30, max 15 saves
S4:005:005:305:30
A15:0012:0010:007:00

The binding clause is not the clock. S+ requires a fresh save with nothing carried over from New Game Plus. S and A ranks do not care — you can bring a maxed loadout into those. S+ specifically wants a clean start, which puts it in direct tension with rolling New Game Plus into Professional with a fully upgraded arsenal: the same save that makes the run survivable is the one that disqualifies the rank.

One Professional S+ run cashes a stack of them

Look at how the conditions are worded and the ladder collapses. Four of the entries say "or higher," which means a single Professional clear satisfies the Standard and Hardcore versions underneath them. The two S+ entries are worded tighter — Capcom names Standard and Hardcore, with no "or higher" — but a Professional S+ clear pops both of those too. That stacking runs one way only: a Hardcore S+ clear does not unlock the Standard one. Do the Professional clear at S+ on a fresh save without bonus weapons and one run pays:

  • Leon "S+" Kennedy — 3,000
  • S+ Rank Investigator (Hardcore S+) — 2,500
  • Professional Agent (new game, no bonus weapons) — 2,500
  • Mission Accomplished S+ (Standard S+) — 2,000
  • Peerless Agent (Professional clear) — 2,000
  • Proficient Agent (Hardcore or higher) — 1,500
  • Sprinter (finish within 8 hours — an S+ run is under 5:30) — 1,500
  • Promising Agent (Standard or higher) — 1,000

That is 16,000 CP from one playthrough, 27% of the whole list, in under five and a half hours of game clock. It is also a brutal set of constraints to hold at once: a from-scratch Professional run with autosave disabled, no carried gear, no bonus weapons, a save counter capped at 15, and a stopwatch running. The RE.NET figure for Professional Agent alone is 3.5%.

If that is not the run you want, the honest alternative is to split it. Take the A-rank tier on a comfortable New Game Plus Professional run for 6,000 CP across three challenges, and leave S+ for a later attempt or never. The S+ tier's own rewards are Deer Antlers on Standard, the Chicken Hat on Hardcore, and Cat Ears on Professional — one accessory that matters and two hats.

The challenges you fail by playing well

This is the group worth reading before you start a chapter. Several of them are forfeited by doing the exact thing the level is teaching you to do; the rest simply ask for a clean run through a set piece. Drop a Gigante into the molten pit, use the nitrogen tanks on the Verdugo, board up the villa windows — all correct play, all a failed challenge.

The Gigante entry is the easiest one to misread. The castle's Blast Furnace room holds two El Gigantes, and "No Hot Bath for You!" is asking you to kill both of them the hard way, in that room. It is not a running condition across every Gigante in the campaign.

The Blast Furnace room in the Resident Evil 4 remake, the castle chamber where two El Gigantes appear and can be dropped into the molten pit.

ChallengeWhat you must not doCPCleared by
No Hot Bath for You!Drop either Blast Furnace El Gigante into the pit50040.7% (RE.NET)
Light or FlightUse the lantern to immobilise enemies in Ashley's section50025.0% (RE.NET)
Did You Send Out Those Invitations?Board any villa window with wooden planks20013.4% (RE.NET)
Too Cool for Such TricksUse a liquid nitrogen shower on the Verdugo50012.0% (RE.NET)
In Tune with the HarpoonMiss a single harpoon on Del Lago5004.3% (RE.NET)
Hope You Like Thrill Rides!Take damage in either minecart section50019.3% (Steam)
Smooth EscapeTake damage on the water scooter escape50018.7% (Steam)
Capacity ComplianceLet the clock tower lift stop even once50012.4% (Steam)
Never Heard It ComingUse anything but knives on a Garrador50011.8% (Steam)

The villa interior in the Resident Evil 4 remake, showing the boardable windows that must be left unplanked for the Did You Send Out Those Invitations challenge.

Two practical notes. The Verdugo one is the nastiest of the set, because the nitrogen tanks are the whole reason that fight is survivable at a reasonable ammo cost — the boss guide treats freezing it as the default plan, and it is, right up until you want the 500 CP. And the Ashley section challenge is worth lining up with a replay of Chapter 9 rather than a full run, since it is bounded to a single self-contained stretch.

The scaffolded clock tower interior in the Resident Evil 4 remake, where the lift must reach the top without stopping for the Capacity Compliance challenge.

The four runs you have to plan in advance

Four entries at 1,500 CP each apply a condition across the entire campaign. They cannot be salvaged mid-run:

ChallengeConditionCPCleared by
SprinterFinish the main story within 8 hours1,50014.1% (Steam)
FrugalistFinish without using a recovery item1,5007.4% (Steam)
Silent StrangerFinish without talking to the Merchant once1,5006.4% (Steam)
MinimalistFinish using only knives and handguns (specific battles excluded)1,5005.2% (Steam)

Sprinter is close to free if you are already chasing S+, since the S+ clock is under 5:30 on every difficulty and Sprinter allows 8:00. The other three fight each other in ways worth thinking about before you commit a run to them. Silent Stranger means no weapon upgrades, no case upgrades and no knife repairs for the whole game — on Assisted that is an inconvenience, on anything higher it is the run. Minimalist pairs with it more naturally than you would expect, since a run that never buys anything was never getting a Riot Gun anyway. Stacking Frugalist on top of either is where I would stop; a no-heal Professional run is a different hobby.

Assisted exists, it is a legitimate difficulty, and none of these four specify a difficulty floor. That is the play.

The 1,000 CP tier is where the real work is

Seven challenges pay 1,000 CP. Six of them are collection tasks with a hard number attached, and they are the entries that quietly demand a route:

A Clockwork Castellan wind-up doll from the Resident Evil 4 remake, the collectible that unlocks the Primal Knife once all 16 are destroyed.

ChallengeWhat it takesCPCleared by
Revolution Wind-upDestroy all 16 Clockwork Castellans (also unlocks the Primal Knife)1,00012.7% (Steam)
Jack of All TradesComplete all 19 Merchant requests1,00016.3% (Steam)
RaiderAll island treasure-map treasures in a single playthrough1,00016.3% (Steam)
BanditAll village treasure-map treasures in a single playthrough1,00013.1% (Steam)
BurglarAll castle treasure-map treasures in a single playthrough1,0009.0% (Steam)
Real DeadeyeS rank in all 12 shooting range games1,00010.3% (Steam)
Promising AgentClear the story on Standard or higher1,00048.6% (Steam)

Those three treasure-map entries are the only place on the list where the phrase "in a single playthrough" appears — I checked all 101 descriptions, and no other challenge scopes itself to one run. That wording is the whole difficulty: a castle treasure you walked past does not top up a counter on your next run, because the sweep has to be completed inside the run it started in.

The maps themselves are Merchant trades and they are cheap in the currency that matters: 1 spinel for the village map, 3 for the castle, 5 for the island. Nine spinel total is roughly one good request payout, and it is the best nine spinel you will spend if you are chasing this tier. Buy each map on entering its region rather than after clearing it. The treasure guide covers the gem-combination side once the treasures are in your case.

The other three each have a companion piece elsewhere in this vertical. All 16 Castellan positions are mapped in the Clockwork Castellan guide; the 19 requests and the spinel they pay are in the Merchant guide; and the 12 shooting range games sit across four ranges, opening in Chapters 3, 9, 11 and 14, with the token payouts covered in the charms guide.

The two challenges that pay nothing

Two of the 101 pay 0 CP, which is either a joke or an oversight and works fine as both.

Gun Fanatic asks you to obtain every weapon in the game and hands back nothing in Completion Points — 6.8% of Steam players have it. Doing some "Overtime" asks you to complete all challenges and likewise pays 0 CP, on the reasonable grounds that if you have cleared the other 100 you are not short of currency. Its RE.NET clear rate is 1.1%, the lowest of the figures quoted anywhere in this post.

Both pay out as RE.NET rewards instead, so they are cosmetic trophies for the profile rather than shop money. Do not route around them expecting a payday.

A sane order to clear the list

  1. Play the game once, on Standard, and stop optimising. That is 6,800 CP of chapter clears plus most of the 200 and 300 CP tier, and the list does not exist until you finish anyway.
  2. Pick up the single-playthrough entries on your second run, not your first — the treasure maps, the 16 Castellans, the 19 requests. You now know the map and the counters do not carry.
  3. Do the negative-condition set in chapter select, one bad idea at a time. Chapter 9 for Light or Flight, the villa for Invitations, the Verdugo for Too Cool for Such Tricks.
  4. Grind the shooting range in one sitting. Twelve S ranks pays 1,000 for Real Deadeye plus 300 apiece for Respectable Marksman, Trick Shot and Perfect Game.
  5. Decide honestly about S+. A New Game Plus Professional A-rank run pays 6,000 CP and is a victory lap. The fresh-save S+ run pays 16,000 and is a project. Both are valid; only one of them is a weekend.

Quick Action Checklist

  • The list is 101 challenges paying 59,400 CP, and it only appears after your first story clear.
  • The shop needs about 5,000 CP for all three bonus weapons plus Cat Ears. CP is not your constraint; unlock conditions are.
  • Chapter clears alone pay 6,800 CP — 300 each for Chapters 1-6, 500 each for Chapters 7-16.
  • The ten difficulty and rank challenges pay 20,500 CP, a third of the list.
  • S+ requires a fresh save. No New Game Plus carryover. Professional S+ also caps you at 15 saves.
  • Decide on No Hot Bath for You! before you enter the castle's Blast Furnace. The pit is the easy kill on both Gigantes and it forfeits the challenge.
  • Buy each region's treasure map on arrival — 1 spinel village, 3 castle, 5 island. Bandit, Burglar and Raider all demand a single playthrough.
  • Sprinter is nearly free on any S+ attempt: S+ is under 5:30, Sprinter allows 8:00.
  • Gun Fanatic and Doing some "Overtime" pay 0 CP. Chase them for the RE.NET reward or not at all.

Frequently Asked Questions

There are 101 challenges in the 2023 remake, and together they pay 59,400 Completion Points. The bands run 3,000 CP at the top down to 200 CP, with two entries — Gun Fanatic and Doing some "Overtime" — paying 0 CP and rewarding RE.NET items instead. The list only becomes visible after you complete the main story once.

Keep Reading

Sources & Further Reading
Last updated August 14, 2026.

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