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RE4 Remake Shooting Range Guide: All 12 Courses, S Ranks

Four ranges, twelve courses, and a token machine that is not the slot machine it looks like. Here is every course with its locked weapon set and score thresholds, why a sailor target costs you 500 points, and the 2,100 CP the range pays out if you clear it properly.

Published August 22, 2026·9 min read·By Mythras
The Punisher handgun from the Resident Evil 4 remake, the piercing pistol used on shooting range courses 3-B, 3-C and 4-A.

The Resident Evil 4 remake tucks its shooting range behind an elevator next to the Merchant, calls it target practice, and pays you in tokens for a prize machine. That framing undersells it twice.

First, the payout. Add up the reward lines across all twelve courses and a complete sweep hands you at least 26 Gold Tokens — one for the top score line on each course, one for a clean skull sweep on each course, and two extra from 4-C, whose first two score lines pay gold where the other eleven courses pay silver. Gold is what shifts the prize machine toward the rarer charms; the in-game item text says so outright.

Second, the machine itself. It is not a slot machine. Game8's testing found the result is fixed by which three tokens you insert — reload a save, feed it the same combination, and the same charm comes back out.

So the range rewards being cleared properly rather than dabbled in. Here is where all four are, what all twelve courses hand you, and the scoring rules that decide whether you walk out with an S rank or a fistful of silver.

The four ranges and when they open

All four sit at a Merchant's shop. For the first three, take the elevator to the right of the Merchant; the fourth is at his shop northeast of Facility 1 Storage, which you pass through as part of the story.

RangeChapterWhereCourses
13Merchant in the Quarry1-A, 1-B, 1-C
29Merchant on the ground floor of the Grand Hall2-A, 2-B, 2-C
311Merchant in the Depths3-A, 3-B, 3-C
414Merchant northeast of Facility 1 Storage4-A, 4-B, 4-C

Each range adds three courses to the menu, and previously unlocked ones stay on it — GameWith's chapter table lists 1-A through 2-C available from Chapter 9, 1-A through 3-C from Chapter 11, and the full set from Chapter 14. A course you skipped is still on the menu at the next range.

One caveat on the count: there is a fifth entrance. Game Rant places it in Chapter 15, just before the temple after the body-bags room, and GameWith's chapter table lists Chapter 15 as offering the same stages as Chapter 14. Game8 and Vandal describe four ranges and stop there. No source lists a thirteenth course, and Game Rant says outright that the final range adds no new challenges, so the Chapter 15 door is an extra way in rather than extra content — the same thing the 2005 original did with its fifth entrance in Chapter 5-3.

Playing costs nothing, and the guns the range hands you carry unlimited ammo. Your own inventory is not touched, so a course is also free practice with a gun you have not bought yet.

All 12 courses in one table

Every course locks you to a fixed loadout — you do not bring your own guns — and pays out at three score lines, plus an extra Silver Token at repeating score increments — the Repeats column below.

CourseLoadout1st line2nd lineTop lineRepeatsBonus condition
1-ASG-09 R3,0005,0007,000+1,000Destroy all pirates
1-BSR M19033,0004,0005,000+1,000Destroy all pirates
1-CSG-09 R, SR M19034,0006,0008,000+1,000Destroy all pirates
2-ATMP4,0006,0008,000+1,000All pirates, 20s or more left
2-BRiot Gun3,0006,0009,000+1,000All pirates, 30s or more left
2-CTMP, Riot Gun6,0009,00012,000+1,500All pirates, 30s or more left
3-ARed94,0006,0008,000+1,000All pirates in 10 shots or fewer
3-BPunisher4,0006,0008,000+1,000All pirates in 10 shots or fewer
3-CPunisher5,0007,0009,000+1,000All pirates in 10 shots or fewer
4-APunisher, Riot Gun3,0006,0009,000+1,500All pirates in 20 shots or fewer
4-BBolt Thrower2,0004,0006,000+1,000Destroy all pirates
4-CBlacktail, Stingray, Striker, TMP10,00014,00018,000+1,500Destroy all pirates

Two things fall out of reading that top to bottom.

1-B has the lowest top line of the twelve at 5,000 points, and it is a rifle-only course, which means the SR M1903 punches through targets lined up behind each other. Lowest threshold plus a piercing weapon makes it a sensible first serious attempt.

4-C is the outlier. It is the only course whose first two score lines pay Gold Tokens instead of Silver, and its top line is 18,000, half again as high as the next-highest (2-C, at 12,000). It also hands you four weapons instead of one or two. Save it for last and expect to repeat it.

The SR M1903 bolt-action rifle from the Resident Evil 4 remake, the only weapon on shooting range course 1-B.

What the top threshold is actually worth

The top line on each course is the S rank. That equivalence is published for two of the twelve: Insider Gaming gives 7,000 points for an S on 1-A and 8,000 for an S on 1-C, and both numbers match the top reward line in the table above exactly.

I have not found a published S-rank figure for the other ten courses, so treat the top line as the number to beat rather than a confirmed rank cutoff. One outlier worth knowing about: dbltap says roughly 10,000 points is enough for an S on the first course, which conflicts with Insider Gaming's 7,000 for 1-A. I would trust the specific number over the rounded one, but if you are chasing a rank rather than a token, watch the grade the game gives you and not a guide.

Course 1-A has 27 pirate targets and 1-C has 23. Clearing all of them triggers a bonus round — about 45 seconds on 1-C, with treasure chests and parrots to shoot and no sailors present, worth roughly another 2,000 points.

Sailors cost 500, skulls pay 300

Two target types decide the score, and neither of them is a pirate.

TargetEffect
PirateStandard scoring target; clearing all of them triggers the bonus round
Sailor (white uniform)-500 points
Skull300 points, and a clean sweep of all skulls in a run pays a Gold Token

The sailor is the one target to actively avoid, and 500 points is a serious dent when the pass line on 1-B is 5,000. It also means shotguns are dangerous on grouped targets: a Riot Gun blast that clips a sailor standing behind your pirate costs you more than the pirate was worth. Game8's general advice is to reach for the SMG over the shotgun when a sailor is near the cluster — which, reading the loadouts above, only helps on 2-C and 4-C, the two courses that issue both.

Skulls are fiddly on purpose. They sit as a marked circle on a target, and GameWith notes the target will not break unless you hit the skull mark itself rather than the target body. They are also fixed — the same skulls appear on the same targets every run, so a scouting run is not wasted.

One useful wrinkle: the skull sweep and the score are separate rewards. GameWith's read is that shooting a sailor does not forfeit the skull Gold Token, only points. If gold is what you are farming, a sloppy run that finds every skull can still be the right run.

A Silver Token from the Resident Evil 4 remake, exchanged for prizes at the shooting range token machines.

The bonus condition is hidden the first time

Every course carries a bonus condition that spawns extra targets when you meet it, and the game does not show you what it is until you have completed that course once. The conditions are in the table above, and they cluster by range: Range 1 just wants every pirate down, Range 2 adds a clock, Range 3 adds a shot budget, and Range 4 keeps the shot budget on 4-A — a looser 20 — then drops back to a plain clear-them-all on 4-B and 4-C.

The practical order, then, is: clear each course once badly to reveal its condition and learn the pattern, then go for score. Target patterns are fixed per course, so the second attempt is a different exercise from the first.

Reloading is the other thing worth planning. Each course has designated reload windows, and Game8's tip is to leave the last target of a group standing when you have cleared the rest quickly — the next wave does not spawn until you break it, which buys you a free reload on your own terms rather than mid-wave.

The piercing courses are where two trophies live

3-B, 3-C and 4-A all give you the Punisher, and 1-B and 1-C give you the SR M1903. Game8 names both as weapons that pierce through targets, and the ranges line targets up in rows accordingly. That is not decoration — it is the intended route to two separate rewards.

Trick Shot asks you to destroy five targets at the range with a single shot. It is a bronze trophy and a 300 CP challenge, and a piercing course with a row of targets is where to attempt it.

Perfect Game asks you to destroy every target except the sailors in a course without missing a single shot. On a piercing course a collateral row counts as one shot for several kills, which makes the accuracy demand less brutal than it reads.

If the Punisher's piercing has you reconsidering it as a real weapon rather than a range toy, the weapon upgrade guide covers where it sits against the Red9 and Blacktail.

The range pays 2,100 CP

Five of the remake's 101 RE.NET challenges live at the shooting range. Three of them are also trophies.

ChallengeConditionCPTrophySteam clear rate
Amateur ShooterComplete a game at the shooting range200Bronze72.5%
Respectable MarksmanEarn an S rank in a game at the shooting range300
Trick ShotDestroy 5 targets with one shot300Bronze19.5%
Perfect GameDestroy all targets except sailors without missing a shot300
Real DeadeyeEarn an S rank in all games at the shooting range1,000Gold11.6%

That is 2,100 CP for the set. The Steam figures were read off the Resident Evil Wiki award pages, which sampled them on 20 March 2026; they drift downward as new owners join the denominator, so read them as difficulty signals rather than fixed numbers.

The gap between Amateur Shooter at 72.5% and Real Deadeye at 11.6% is the shape of the whole minigame: a single course is a five-minute detour, and the twelve-course S-rank sweep is a deliberate project. For where those 2,100 points sit against the full 59,400 CP the challenge list pays, see the challenges guide.

The Real Deadeye award icon from the Resident Evil 4 remake, the gold trophy for an S rank in every shooting range game.

The token machine is not a slot machine

This is the part that changes how you spend.

The prize machine by the range takes three tokens per pull, in any mix of silver and gold. What comes out is not rolled fresh each time. Game8 documents the result as fixed by the combination you insert: load a save, put in the same three tokens, and you get the same charm. Put in a different combination — two gold and one silver instead of two silver and one gold — and you get a different charm, and that mapping holds across reloads. The order you insert them in does not matter, only the mix.

That makes the sensible routine obvious: save before you spend, try a combination, and if the charm is filler, reload and change the mix rather than feeding the machine again with the same three. And it makes gold tokens worth more than their rarity bonus alone, because every gold you hold is another combination you can test.

Tokens have a second source. From Chapter 11 the Merchant will trade you Gold Tokens at 3 spinel each, with no cap on how many, per GameWith — TheGamer confirms the trade is for gold specifically. That is real money in a currency that also funds Exclusive Upgrade Tickets at 30 and 40 spinel. Farm the ranges first; buy tokens only once your upgrade tickets are locked in.

Which charms are worth the slots once they come out of the machine is a separate question, and the charms guide answers it.

Quick Action Checklist

  • Four ranges, all at a Merchant: Chapter 3 (Quarry), Chapter 9 (Grand Hall), Chapter 11 (the Depths), Chapter 14 (northeast of Facility 1 Storage). A fifth entrance in Chapter 15 adds no new courses.
  • Play every course once badly to reveal its hidden bonus condition, then go for score.
  • Start your S-rank hunt on 1-B — 5,000 points is the lowest top line of the twelve.
  • Do not shoot white-uniformed sailors: -500 points each. On 2-C and 4-C, swap to the TMP over the shotgun when one is behind your cluster.
  • Sweep every skull for a Gold Token. Hit the skull mark itself, not the target body.
  • Attempt Trick Shot and Perfect Game on a Punisher or SR M1903 course, where one shot pierces a row.
  • Save before you feed the token machine. The charm is fixed by the three-token mix, so reload and change the mix instead of repeating it.
  • Leave the last target of a group standing when you need a reload — the next wave waits on it.

Frequently Asked Questions

The Resident Evil 4 remake has four shooting ranges, each at a Merchant. The first is at the Merchant in the Quarry in Chapter 3, the second at the Merchant on the ground floor of the Grand Hall in Chapter 9, and the third at the Merchant in the Depths in Chapter 11 — all three reached by the elevator to the right of the Merchant. The fourth is at the Merchant northeast of Facility 1 Storage in Chapter 14. Each range adds three courses, for 12 in total, and a fifth entrance in Chapter 15 adds no new ones.

Keep Reading

Sources & Further Reading
Last updated August 22, 2026.

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