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Arsenal

Every weapon with where to get it, its stats, its upgrades and whether it is worth the slot.

What to buy and when

in play order
When Buy Sell
1-1 · Kijuju: checkpoint and town First run: nothing. You start with ₦0 and no upgrades are on sale before 1-1; your only gun is the M92F from Reynard's briefcase. Replay from Chapter Select: you arrive with your whole inventory. Bring the upgraded shotgun, grenades and a Rocket Launcher or the Stun Rod if you plan to fight the whole horde (Topaz (Marquise)) and kill the Executioner Majini (Gold Ring). How the shop works: there is no Merchant. Item Management (Organize / Buy / Ready) opens before each chapter, on Continue and on a checkpoint restart. That is where you buy, sell, upgrade and move items between Chris and Sheva. It sells no firearm ammo and no herbs. (0) ✕ Leaving the VZ61 for later: take it in the Public Assembly before Kirk arrives.
1-2 · Urban District and Furnace Facility M92F, the whole first tier (₦7,000): Critical ★2 (₦3,000), Firepower 170 (₦2,000), Reload 1.62 (₦1,500) and Capacity 13 (₦500). If you are short, start with the Critical and the capacity. You pick up the Ithaca M37 mid-1-2, but its first tier (₦8,000) is already on sale: you can spend on it after a checkpoint restart. (7,000) ✕ The VZ61 upgrades (₦8,500): weak damage. The Melee Vest (₦10,000) not yet. The First Aid Spray (₦1,000): you find them in the field. Topaz (Marquise) (₦3,000) and Gold Ring (₦5,000), if you fought the horde and killed the Executioner Majini. Treasures have no other use: always sell them all.
2-1 · Port and Shanty Town - M92F: Critical ★3 (₦8,000), which opens now, and Capacity 16 (₦500). - Ithaca M37: Capacity 7 and Reload 2.85 (₦500 each, from the 1-2 tier) and Capacity 8 (₦500), which opens now along with Firepower 260 (₦2,000) and Reload 2.70 (₦1,000). If you cannot afford ★3, buy it at 2-2 together with ★4. Bring Hand Grenades: they skip the Shanty Town gate and handle the Ruby (Marquise) stall. (10,000) ✕ Buying the H&K MP5 or the S75: you pick them up for free in 2-1. Antique Clock and Ivory Relief (₦2,000 each), and the Gold Ring (₦5,000) if you killed the Uroboros without the furnace.
2-2 · Train Station and Mines - M92F: Critical ★4 (₦13,000), which opens now, and Capacity 20 (₦500). That completes its Critical. - Ithaca M37: Firepower 230 (₦2,000) and Capacity 9 (₦500). Give Sheva the H&K MP5 (free in 2-1) and a handgun. Bring Flash Grenades for the Cephalo. (16,000) ✕ Selling the VZ61 for ₦200 if you plan to go for the Gatling Gun: keep it in storage (54 spaces). Every 2-1 treasure, including the gems in the Shanty Town end chest and the Diamond (Pear). The Gold bars in that chest (₦3,000) go straight into your money.
2-3 · Savannah - Ithaca M37: Critical ★2 (₦5,000), Firepower 260 and 300 (₦2,000 + ₦3,000), Reload 2.70 and 2.40 (₦1,000 + ₦3,000) and Capacity 10 (₦500). - Sheva's H&K MP5: Piercing 3 (₦3,000) and Capacity 55 and 65 (₦500 each). 2-3 is spent entirely on the Gambit turrets: your inventory is not used. Heal up and get everything ready for 3-1. (18,500) ✕ Buying Proximity Bombs or grenades for 2-3: you cannot use them on the turrets. The 2-2 treasures (₦21,000 in all), including the Diamond (Brilliant) and the Diamond (Oval).
3-1 · Marshlands and Village Nothing big: 2-3 gives no money. Save for the S&W M29, which you pick up in 3-1 with ₦43,000 of upgrades already on sale. Optional: the Stun Rod (₦3,000) if you are short on bullets or want the Cattle Prod achievement. Bring the upgraded shotgun (tribal Majini are tougher and some carry shields), Hand or Flash Grenades for the Duvalia, and a rifle for two far BSAA Emblems. (0) ✕ The H&K P8 (₦4,000 plus ₦84,000 of upgrades): surplus if you are already upgrading the M92F.
3-2 · Execution Grounds and Oil Field - S&W M29: Firepower up to 2,400 (₦2,000 + ₦3,000 + ₦4,000 + ₦6,000), Piercing 3 (₦3,000) and Capacity 7 and 8 (₦3,000 + ₦4,000). - If your guns are weak: 2 packs of Proximity Bombs (₦3,000, 10 bombs) for the Chainsaw Majini. Keep the free Rocket Launcher from the marsh for Irving in 3-3: one hit skips his whole first phase. If you reach 4-1 without using it, it works on Popokarimu. (28,000) ✕ Selling the free Rocket Launcher for ₦1,000. Every 3-1 treasure (₦31,000): Ceremonial Mask, the 7 Beetle (Brown), the 2 Blue Enigma from the Giant Majini and the rest. Also any Egg (Gold) you will not eat (₦1,000).
3-3 · Drilling Facilities - S75: ₦16,000 of upgrades, on sale since 3-2: Firepower up to 1,050, Reload 3.30 and Capacity up to 15. 3-3 also opens Firepower 1,120 and Capacity 17 (₦5,000). - S&W M29: Reload down to 2.83 (₦1,000 + ₦2,000 + ₦3,000) and Capacity 9 (₦6,000). Most of 3-3 is on a boat: bring a machine gun and a rifle, since the shotgun is of little use. With the rifle, blow up the red tanks next to the Majini. (28,000) ✕ Spending on the shotgun for this chapter. The 3-2 treasures (₦25,000): the 2 Venom Fang from the Chainsaw Majini, the Jewel Bangles and the Gold Rings. The Gold bars in the dock case (₦3,000; ₦6,000 on Professional) go straight into your money.
4-1 · Caves, Ancient Village and Labyrinth - S&W M29: Capacity 10 (₦6,000) and Firepower 2,700 (₦8,000). Bring Flash Grenades for the Bui Kichwa and Proximity Bombs or the Rocket Launcher for Popokarimu: one rocket to the head usually kills it, and its Soul Gem is worth ₦10,000. If you picked up the M3 in 3-3, store it or give it to Sheva. (14,000) ✕ Buying the M3 if you missed it: the Ithaca M37 already does its job. The 3-3 treasures (₦4,000).
4-2 · Worship Area and Pyramid - Max the S&W M29: Capacity 11 (₦7,000), Firepower 3,200 (₦10,000) and Capacity 12 (₦10,000), on sale since 3-3 (or 4-1 at the latest); if you could afford them earlier, you are already done. That unlocks the S&W M500. - 1 pack of Flash Rounds (₦600) for the Grenade Launcher you picked up in 4-1. Bring a Flash Grenade for the Pyramid Bui Kichwa, grenades and a shotgun for the crowded altars, and a rifle. If the Bulletproof Vest is already on sale, buy it here or at 5-1. (27,600) ✕ The freshly unlocked S&W M500: ₦30,000 for a gun that hits weaker than your M29 until you put another ₦20,000 into it. The 4-1 treasures (₦33,000, plus the ₦10,000 Soul Gem if you killed Popokarimu). The gold in the sarcophagi goes straight into your money.
5-1 · Underground Garden and Experimental Facility - Bulletproof Vest (₦10,000), if you did not buy it at 4-2: it is a must before 5-2. - Ithaca M37: Firepower 330, 360 and 400 (₦3,000 + ₦5,000 + ₦9,000). - 1 pack of Acid Rounds (₦2,400) for the Lickers. Bring 5 Hand Grenades for the U-8 and a magnum for the Lickers. (29,400) ✕ SIG P226 and AK-74: they arrive late; do not upgrade them on a first run. The 4-2 treasures (₦25,000): Diamond (Trilliant), Beetle (Gold) and the 2 Blue Enigma from the Giant Majini, among others.
5-2 · Power Station and Missile Area - Bulletproof Vest, if you still do not have it. - M92F: Capacity 25 through 50 (₦500 + ₦1,000 × 3 + ₦2,000 × 2 + ₦4,000 = ₦11,500) and Firepower 190 and 210 (₦3,000 + ₦4,000). Each capacity step refills for free: buy them with the magazine empty. Uroboros Mkono needs no purchases: there are 5 Flame Rounds by the door, 5 Incendiary Grenades in the room and the Flamethrower. Bring a shotgun, a machine gun and a magnum for the Lickers and the Reaper. (18,500) ✕ Flame Rounds (₦2,400): the Mkono room already gives you plenty of fire. The 5-1 treasures and the Lion Hearts from the Lickers (₦2,500 each). The Gold bars in the monitor-room safe (₦3,000) go straight into your money.
5-3 · Uroboros Research Facility - S75: Firepower 1,120, 1,200, 1,270 and 1,350 (₦3,000 × 3 + ₦4,000) and Capacity 17 and 20 (₦2,000 + ₦3,000). - 1 pack of Flash Rounds (₦600) for the Reapers. - 2 packs of Proximity Bombs (₦3,000) to plant behind you while you push the container with the Lickers. Bring a magnum and a rifle for the Lickers and for Wesker. There are 12 free Electric Rounds in Missile Area 2F. (21,600) ✕ Buying Electric Rounds: there are 12 free ones in this chapter. The 5-2 treasures: the Reaper's Power Stone (₦5,000), the Dead Bride's Necklaces and the Lion Hearts.
6-1 · The Tanker: Deck and Hold - H&K PSG-1: Scope ★1 and ★2 (₦3,000 + ₦8,000), for the far emblems and the crane Majini. - S&W M500 (₦30,000) and its Firepower up to 3,300 (₦20,000): from there it beats the M29 and keeps climbing to 5,000. Bring a rifle, a shotgun and a magnum for the Gatling Gun Majini. (61,000) ✕ Maxing the L. Hawk when you already have the M29 or the M500: another ₦71,000 for a second magnum. The 5-3 treasures: about ₦46,000 for sure (with the Heart of Africa, the Monarch Room treasures and the Reapers' 2 Power Stones) and up to ₦58,500 if the 3 Lion Hearts and a third Power Stone drop.
6-2 · The Tanker: Bridge - S&W M500: Firepower 3,500, 3,700 and 3,900 (₦6,000 + ₦6,000 + ₦8,000). Each Uroboros Aheri minor core has 10,000 HP. Bring Flash Grenades or Flash Rounds for the Duvalia, a rifle and the magnum. You pick up the L.T.D. on the bridge. The last upgrade of every gun opens at 6-2: with money to spare, the M93R and the Hydra can already be unlocked on a first run. (20,000) ✕ Upgrading the Jail Breaker (free in 6-1): excellent, but that is ₦85,000 at the very end of the run. The 6-1 treasures: 3 Jewel Bangles, 3 Dead Bride's Necklaces and the 3 Topaz (Oval). The Gold bars in the two deck safes (₦3,000 each) go straight into your money.
6-3 · Hangar and Volcano - 2 packs of Proximity Bombs (₦3,000) for the Gatling Gun Majini wave. - Grenade Launcher rounds only if you have no Acid Rounds left for the Reapers: 1 pack (₦2,400). The Engine Room gives you 12 Nitrogen Rounds (in the small rooms, before the Reapers) and 12 Acid Rounds (after that fight). - A Rocket Launcher (₦10,000) if you no longer have the marsh one: it finishes Uroboros Wesker in one shot. Bring a rifle (Engine Room, the Gatlings, Wesker in the volcano), a magnum and a handgun to burst the rocket Wesker catches in the Hangar. (13,000) ✕ Spending on the last 6-2 upgrades if it leaves you without a rocket: the M93R and the Hydra can wait for the replay. The 2 Chalice (Gold) from 6-2 (₦3,000 each).
6-3 · Hangar and Volcano After the ending: - Infinite Ammo in Bonus Features (EP): first the M92F and VZ61 (6,000 EP each), then the Ithaca M37 (8,000 EP). - Max the VZ61 and the S75 for the Gatling Gun and the Longbow (₦50,000 each), and the M92F and the Ithaca M37 for the M93R and the Hydra (₦30,000 each). - Infinite Rocket Launcher: get the total of your best chapter times under 5 hours (on Amateur). Where to farm money (quit and save after grabbing it, then Continue): - 5-2, the Licker passage: ₦12,000-12,500 (5 Lion Hearts) in 1-2 min with a strong gun. - 3-1, the marsh: ₦19,000-20,000 per loop in 4-8 min, with no enemies if you leave the slates. - 4-1 in full: about ₦43,000 in 20 min. - 5-3, Monarch Room: ₦9,500 per loop (₦19,500 with the Heart of Africa). - 3-2, the dock case: ₦3,000 in 30-40 s (₦6,000 on Professional). ✕ Spreading money across every gun: finish the ones you want with infinite ammo first. The Take It to the Max achievement costs ₦1,398,000 in upgrades plus ₦98,000 for the buy-only guns (H&K P8, SIG P226, S&W M500, M93R, Hydra): about ₦1,500,000, four or five full runs. Every treasure, any Egg (Gold) (₦1,000) and Egg (Rotten) (₦2,000) you will not use, and ammo for guns you do not carry. Do not sell upgraded guns: per one source, they only return 10% of their price plus 25% of what you spent on upgrades.
LiN · Lost in Nightmares: The Spencer Estate There is no shop. Lost in Nightmares (unlocked by clearing 3-1) uses a fixed loadout: Chris starts with an M92F (30 rounds) and a First Aid Spray; nothing from the campaign carries over, and neither does infinite ammo. - Mansion weapons are random (3 patterns): a magnum, shotgun, rifle or machine gun in the Password 3 bedroom, in the dining hall (Jill's pickup: M3, H&K PSG-1 or H&K MP5) and in the ground-floor storeroom. - The storeroom always has 2 Hand Grenades and 2 Incendiary Grenades. - The maze trap strips everything; the first crate gives a Flash Grenade and a First Aid Spray. Before Wesker there are two M92Fs and a First Aid Spray. ✕ Spending the magnum ammo before the Blobs: three shots to the yellow eye on the back of its right-arm growth drop one on Normal.
DE · Desperate Escape: Out of the Tricell Facility There is no shop. Desperate Escape (unlocked by clearing 6-3) uses a fixed loadout: Jill starts with a VZ61 and Josh with an M92F; nothing from the campaign carries over, and neither does infinite ammo. - Weapons are random in safes and lockers: H&K P8 (15 rounds), H&K MP5 (100), H&K PSG-1 (7), M3 (8), S&W M29 (6) and Rocket Launcher (1 rocket), plus all four grenade types. - Get the shotgun in the first section (on Professional, restart if it did not spawn) and a magnum before the rooftop. - If the dock safe gives you the H&K P8, hand it to Josh. ✕ Spending rockets and heavy ammo before the rooftop: save them for the timed survival at the end (about 7 minutes).

Handguns

M92F ★

Starting weapon. In 1-1, in Reynard's butcher's shop (Back Alley), open the glowing silver briefcase on the table: it holds one M92F for Chris and one for Sheva. You must equip one to go on. If you sell it, it is back in the shop for ₦2,000. · ₦2,000

Firepower
150 → 250
Reload
1.70 → 1.36 s
Capacity
10 → 100
Critical
★1 → ★4
Ammo
Handgun Ammo (50 per slot)
Full upgrade
₦85,000 (₦87,000 with the purchase)
Infinite ammo
6,000 EP

Verdict Upgrade it from 1-2 and keep it all game: Critical ★4 and the cheap capacity steps make it your workhorse handgun.

Level-by-level upgrades

Firepower

150 → 170 (2,000) → 190 (3,000) → 210 (4,000) → 230 (5,000) → 250 (6,000)

Reload speed (s)

1.70 → 1.62 (1,500) → 1.53 (2,000) → 1.36 (2,500)

Capacity

10 → 13 (500) → 16 (500) → 20 (500) → 25 (500) → 30 (1,000) → 33 (1,000) → 37 (1,000) → 40 (2,000) → 45 (2,000) → 50 (4,000) → 60 (5,000) → 70 (5,000) → 100 (12,000)

Critical (★)

1 → 2 (3,000) → 3 (8,000) → 4 (13,000)

H&K P8

Shop only, from the start of 3-1 (after clearing 2-3): ₦4,000. It never appears in the campaign. One source says it is on sale from 2-3; most say 3-1. · ₦4,000

Firepower
140 → 300
Reload
1.53 → 0.85 s (the fastest handgun)
Capacity
9 → 25
Piercing
2 → 5 targets
Ammo
Handgun Ammo (50 per slot)
Full upgrade
₦84,000 (₦88,000 with the purchase)
Infinite ammo
10,000 EP

Verdict Good against lines of enemies, but on a first run it is surplus if you are already maxing the M92F.

Level-by-level upgrades

Firepower

140 → 160 (2,000) → 180 (2,000) → 200 (3,000) → 220 (4,000) → 240 (4,000) → 260 (5,000) → 300 (6,000)

Reload speed (s)

1.53 → 1.36 (2,000) → 1.19 (3,000) → 1.11 (3,000) → 1.02 (3,000) → 0.85 (7,000)

Capacity

9 → 11 (500) → 13 (500) → 15 (1,000) → 17 (2,000) → 19 (2,000) → 21 (3,000) → 25 (5,000)

Piercing (targets)

2 → 3 (5,000) → 4 (9,000) → 5 (12,000)

SIG P226

Shop only, from 5-1 (after clearing 4-2): ₦4,000. It never appears in the campaign. · ₦4,000

Firepower
180 → 480 (the strongest handgun)
Reload
1.70 → 1.62 s
Capacity
8 → 16
Ammo
Handgun Ammo (50 per slot)
Full upgrade
₦81,000 (₦85,000 with the purchase)
Infinite ammo
10,000 EP

Verdict Too late for a first run; on replays it is the best raw-damage handgun with infinite ammo.

Level-by-level upgrades

Firepower

180 → 220 (1,000) → 240 (2,000) → 260 (2,000) → 280 (3,000) → 300 (3,000) → 320 (4,000) → 340 (4,000) → 350 (5,000) → 370 (5,000) → 390 (7,000) → 410 (7,000) → 430 (10,000) → 480 (15,000)

Reload speed (s)

1.70 → 1.62 (2,000)

Capacity

8 → 10 (1,000) → 12 (1,000) → 13 (2,000) → 14 (3,000) → 16 (4,000)

M93R

Unlocked in the shop by maxing the M92F: ₦30,000. No clear needed, but the M92F's last upgrade opens at 6-2, so on a first run you can buy it at 6-2 at the earliest. · ₦30,000

Firepower
170 → 400
Reload
1.70 → 1.36 s
Capacity
10 → 30
Fire mode
3-round burst when held; single shots when tapped
Ammo
Handgun Ammo (50 per slot)
Full upgrade
₦86,000 (₦116,000 with the purchase, the priciest handgun)
Infinite ammo
20,000 EP

Verdict A replay toy: with infinite ammo it is the handgun with the most damage per second.

Level-by-level upgrades

Firepower

170 → 190 (2,000) → 210 (2,000) → 230 (3,000) → 250 (3,000) → 270 (4,000) → 290 (4,000) → 310 (5,000) → 330 (5,000) → 350 (7,000) → 370 (8,000) → 400 (15,000)

Reload speed (s)

1.70 → 1.62 (1,000) → 1.53 (2,000) → 1.36 (3,000)

Capacity

10 → 12 (500) → 14 (1,000) → 16 (1,500) → 18 (1,500) → 20 (2,000) → 22 (2,000) → 24 (2,500) → 26 (3,000) → 30 (8,000)

Machine guns

VZ61

1-1, Public Assembly: silver briefcase in the small house in the north-east corner, right of the gate Kirk blows open at the end. Take it before Kirk arrives: once the chapter ends it is gone for this run and goes to the shop (₦2,000). · ₦2,000

Firepower
50 → 100
Reload
2.83 → 2.27 s
Capacity
50 → 300 (the biggest in the game)
Critical
★1 → ★3
Ammo
Machine Gun Ammo (150 per slot)
Full upgrade
₦75,000 (₦77,000 with the purchase)
Infinite ammo
6,000 EP

Verdict Weak damage: upgrade it only as the road to the Gatling Gun or for its cheap infinite ammo.

Level-by-level upgrades

Firepower

50 → 60 (2,000) → 80 (2,000) → 100 (4,000)

Reload speed (s)

2.83 → 2.69 (1,000) → 2.55 (1,000) → 2.27 (2,000)

Capacity

50 → 60 (500) → 80 (500) → 100 (1,000) → 120 (1,000) → 140 (1,500) → 160 (1,500) → 180 (2,000) → 200 (3,000) → 220 (4,000) → 240 (5,000) → 260 (6,000) → 280 (7,000) → 300 (10,000)

Critical (★)

1 → 2 (5,000) → 3 (15,000)

H&K MP5 ★

2-1, Storage Facility: silver briefcase on the left in the warehouse where the chapter starts; you cannot miss it. Shop: ₦2,000. · ₦2,000

Firepower
60 → 120
Reload
2.70 → 2.10 s
Capacity
45 → 150
Piercing
2 → 4 targets
Ammo
Machine Gun Ammo (150 per slot)
Full upgrade
₦67,000 (the cheapest machine gun to max)
Infinite ammo
10,000 EP

Verdict Sheva's weapon for the early game: it punches through wooden shields and lines of Majini.

Level-by-level upgrades

Firepower

60 → 70 (2,000) → 80 (3,000) → 90 (4,000) → 100 (6,000) → 120 (8,000)

Reload speed (s)

2.70 → 2.55 (1,000) → 2.40 (2,000) → 2.10 (3,000)

Capacity

45 → 55 (500) → 65 (500) → 80 (1,000) → 90 (2,000) → 100 (2,000) → 110 (3,000) → 120 (4,000) → 130 (4,000) → 150 (6,000)

Piercing (targets)

2 → 3 (3,000) → 4 (12,000)

AK-74

5-1, Progenitor Virus House: briefcase in the small monitor room right after the first Licker, before the stairs. The same room has a safe with Gold bars (₦3,000). Shop: ₦4,000. · ₦4,000

Firepower
90 → 250 (the strongest machine gun)
Reload
2.83 → 2.55 s
Capacity
30 → 50
Ammo
Machine Gun Ammo (150 per slot)
Full upgrade
₦73,000 (₦77,000 with the purchase)
Infinite ammo
15,000 EP

Verdict Strong, but it eats ammo and arrives late: only for completion or with infinite ammo.

Level-by-level upgrades

Firepower

90 → 100 (2,000) → 110 (2,000) → 120 (3,000) → 130 (3,000) → 140 (3,000) → 150 (3,000) → 160 (4,000) → 170 (5,000) → 180 (5,000) → 190 (6,000) → 200 (8,000) → 220 (10,000) → 250 (10,000)

Reload speed (s)

2.83 → 2.55 (3,000)

Capacity

30 → 35 (500) → 40 (1,000) → 45 (1,500) → 50 (3,000)

SIG 556

5-2, Missile Area 1F: briefcase between the second and third conveyor belts; turn around right after the previous BSAA Emblem. Shop: ₦4,000. · ₦4,000

Firepower
80 → 180
Reload
2.55 → 1.42 s (the fastest machine gun)
Capacity
40 → 80
Ammo
Machine Gun Ammo (150 per slot)
Full upgrade
₦71,000 (₦75,000 with the purchase)
Infinite ammo
15,000 EP

Verdict Comfortable, with little recoil: a good support gun on replays, pricey on a first run.

Level-by-level upgrades

Firepower

80 → 90 (2,000) → 100 (2,000) → 110 (3,000) → 120 (3,000) → 130 (4,000) → 140 (4,000) → 150 (6,000) → 160 (8,000) → 180 (12,000)

Reload speed (s)

2.55 → 2.41 (1,000) → 2.27 (2,000) → 1.98 (2,000) → 1.70 (3,000) → 1.42 (4,000)

Capacity

40 → 45 (500) → 50 (500) → 55 (1,000) → 60 (1,000) → 65 (2,000) → 70 (4,000) → 80 (6,000)

Melee

Knife

Always equipped, for every character (L2 + R1 on PS3). It takes no slot, never breaks and cannot be removed.

Damage
50 per slash (the same for everyone)
Slots
none
Ammo
none

Verdict For breaking crates and barrels without spending bullets, not for fighting: Majini surround you fast.

Stun Rod

Shop only, ₦3,000, from 3-1 (after 2-3; other sources say after 3-2). Both Chris and Sheva can use it. · ₦3,000

Damage
≈666 per hit (one source)
Slots
1
Ammo
none
Sells for
₦300

Verdict Cheap and saves bullets, but it takes a slot: buy it for the achievement and for farming.

Throwables

Hand Grenade

Fixed and random pickups from 1-1 on: the first one is in the Kijuju back alley, and there are more in the Public Assembly. The shop does not sell them.

Damage
1,500 at the feet / 1,000 in the radius
Per slot
5
Sells for
₦250

Verdict Always carry a stack: crowds, Duvalia and the U-8 are all solved with grenades.

Incendiary Grenade

Fixed and random pickups from 1-1 on (there is one in the Public Assembly). The shop does not sell them.

Damage
500 (one source)
Per slot
5
Sells for
₦200

Verdict For stopping pursuers in corridors and for the Uroboros.

Flash Grenade

Random pickups from 1-1 on, plus fixed ones: The Mines (2-2), the hut at the start of the caves (4-1) and the huts in the Popokarimu arena. The shop does not sell them.

Damage
0
Per slot
5
Sells for
₦100

Verdict The best value per slot: it instantly kills exposed Plagas, Cephalo, Duvalia and Bui Kichwa.

Proximity Bomb

The first fixed one is in 2-2, among the tents at the end of the Mining Area; crates and barrels drop them too. The shop adds them once you clear 2-2 (on sale from 2-3) in packs of 5 for ₦1,500 (₦300 each). · ₦1,500 (pack of 5)

Damage
1,500 direct / 1,000 splash
Per slot
5
Sells for
₦30

Verdict Buy it for slow bosses and waves: the 3-2 Chainsaw Majini, Popokarimu, the 5-3 Lickers and the 6-3 Gatling wave.

Shotguns

Ithaca M37 ★

1-2, Urban District: inside the house with the green/blue door that the Old Building Key opens. Sheva gets the key with the assisted jump to the second broken ladder on the roof, before or after the Allyson scene. If you skip it, it enters the shop for ₦2,000. · ₦2,000

Firepower
200 → 400
Reload
3.00 → 2.40 s
Capacity
6 → 25 (the largest shotgun magazine)
Critical
★1 → ★2
Ammo
Shotgun Shells (30 per slot)
Full upgrade
₦70,000 (₦72,000 with the purchase)
Infinite ammo
8,000 EP

Verdict Your main shotgun: upgrade it early for the hordes, and it is also the key to the Hydra.

Level-by-level upgrades

Firepower

200 → 230 (2,000) → 260 (2,000) → 300 (3,000) → 330 (3,000) → 360 (5,000) → 400 (9,000)

Reload speed (s)

3.00 → 2.85 (500) → 2.70 (1,000) → 2.40 (3,000)

Capacity

6 → 7 (500) → 8 (500) → 9 (500) → 10 (500) → 12 (1,000) → 13 (1,000) → 15 (1,500) → 16 (2,000) → 17 (3,000) → 18 (4,000) → 20 (5,000) → 22 (7,000) → 25 (10,000)

Critical (★)

1 → 2 (5,000)

M3

3-3, Drilling Facilities: at the second floodgate (the two-switch one), run down the west pier to the end: silver briefcase by a small cabin. Take it before you move on by boat; otherwise it enters the shop at 4-1 (₦4,000). · ₦4,000

Firepower
300 → 900 (the highest listed firepower; with 15 pellets a maxed Hydra hits harder)
Reload
3.00 → 2.70 s
Capacity
5 → 10
Ammo
Shotgun Shells (30 per slot)
Full upgrade
₦73,000 (₦77,000 with the purchase)
Infinite ammo
12,000 EP

Verdict The best stopping power against Big Man, Giant and Gatling Majini; a good main shotgun from 3-3 if you did not commit to the Ithaca.

Level-by-level upgrades

Firepower

300 → 320 (1,000) → 350 (1,000) → 370 (2,000) → 400 (2,000) → 420 (3,000) → 450 (3,000) → 480 (4,000) → 500 (4,000) → 550 (5,000) → 600 (5,000) → 650 (8,000) → 700 (10,000) → 900 (12,000)

Reload speed (s)

3.00 → 2.70 (3,000)

Capacity

5 → 6 (1,000) → 7 (1,500) → 8 (2,000) → 9 (2,500) → 10 (3,000)

Jail Breaker

6-1, Ship Hold: briefcase at the very bottom of the long staircase into the ship. Shop: ₦4,000. · ₦4,000

Firepower
180 → 350
Reload
2.52 → 1.82 s (the fastest shotgun; drum magazine)
Capacity
5 → 15
Attack range
7 → 15 pellets (≈×2.14 damage)
Ammo
Shotgun Shells (30 per slot)
Full upgrade
₦85,000 (₦89,000 with the purchase)
Infinite ammo
12,000 EP

Verdict Excellent against crowds, but it arrives in the last chapter: a replay weapon.

Level-by-level upgrades

Firepower

180 → 200 (2,000) → 220 (3,000) → 250 (4,000) → 300 (7,000) → 350 (10,000)

Reload speed (s)

2.52 → 2.38 (500) → 2.24 (1,500) → 2.10 (2,000) → 1.96 (5,000) → 1.82 (7,000)

Capacity

5 → 6 (1,000) → 7 (1,000) → 8 (1,500) → 9 (1,500) → 10 (2,000) → 11 (2,000) → 12 (3,000) → 13 (4,000) → 15 (6,000)

Attack range (pellets)

7 → 10 (6,000) → 15 (15,000)

Hydra

Unlocked in the shop by maxing the Ithaca M37: ₦30,000. Since the Ithaca's last upgrade opens at 6-2, on a first run it is 6-2 onward. · ₦30,000

Firepower
280 → 550 (≈1,177 effective with 15 pellets)
Reload
3.67 → 3.30 s (the slowest)
Capacity
4 → 10
Attack range
7 → 15 pellets
Ammo
Shotgun Shells (30 per slot)
Full upgrade
₦94,000 (₦124,000 with the purchase)
Infinite ammo
20,000 EP

Verdict The best shotgun in the game after a ₦124,000 investment: a post-game weapon.

Level-by-level upgrades

Firepower

280 → 290 (2,000) → 310 (3,000) → 330 (3,000) → 350 (4,000) → 380 (4,000) → 400 (5,000) → 420 (5,000) → 440 (7,000) → 460 (7,000) → 500 (10,000) → 550 (13,000)

Reload speed (s)

3.67 → 3.30 (2,000)

Capacity

4 → 5 (1,000) → 6 (1,000) → 7 (1,000) → 8 (1,500) → 9 (1,500) → 10 (2,000)

Attack range (pellets)

7 → 10 (6,000) → 15 (15,000)

Rifles

S75 ★

2-1, The Port: silver briefcase in the small red-gated warehouse in the north-east corner, before the helicopter section ends. Shop: ₦2,000. · ₦2,000

Firepower
750 → 2,000
Reload
3.67 → 3.30 s
Capacity
6 → 50
Ammo
Rifle Ammo (30 per slot)
Full upgrade
₦90,000 (₦92,000 with the purchase)
Infinite ammo
15,000 EP

Verdict The strongest sniper rifle: raise its firepower step by step, it opens slowly and stays cheap.

Level-by-level upgrades

Firepower

750 → 800 (1,000) → 850 (1,000) → 900 (2,000) → 950 (2,000) → 1,050 (2,000) → 1,120 (3,000) → 1,200 (3,000) → 1,270 (3,000) → 1,350 (4,000) → 1,420 (5,000) → 1,500 (5,000) → 1,700 (8,000) → 2,000 (12,000)

Reload speed (s)

3.67 → 3.30 (3,000)

Capacity

6 → 7 (500) → 8 (500) → 10 (1,000) → 12 (1,000) → 15 (2,000) → 17 (2,000) → 20 (3,000) → 22 (4,000) → 25 (4,000) → 40 (8,000) → 50 (10,000)

Dragunov SVD

2-2, Mining Area: in a locker in the building overlooking the mine, on your left right after the Irving scene. Shop: ₦4,000. · ₦4,000

Firepower
650 → 1,300
Reload
2.83 → 2.41 s
Capacity
7 → 18
Ammo
Rifle Ammo (30 per slot)
Full upgrade
₦62,000 (the cheapest rifle)
Infinite ammo
15,000 EP

Verdict A semi-auto for Sheva: the AI handles it well. For you, it is redundant with the S75.

Level-by-level upgrades

Firepower

650 → 700 (2,000) → 750 (2,000) → 800 (3,000) → 850 (3,000) → 900 (4,000) → 950 (5,000) → 1,000 (5,000) → 1,100 (8,000) → 1,300 (12,000)

Reload speed (s)

2.83 → 2.69 (500) → 2.55 (1,000) → 2.41 (1,500)

Capacity

7 → 9 (500) → 10 (500) → 12 (1,000) → 13 (2,000) → 15 (2,000) → 16 (3,000) → 18 (6,000)

H&K PSG-1

5-3, Missile Area 2F: briefcase in the room on the east side of the metal walkway (the one with lots of ammo and the generator lever that powers the loading platform). Shop: ₦4,000. · ₦4,000

Firepower
600 → 1,200 (the weakest rifle)
Reload
2.55 → 1.70 s
Capacity
5 → 15
Scope
4× → 8×
Ammo
Rifle Ammo (30 per slot)
Full upgrade
₦64,000 (₦68,000 with the purchase)
Infinite ammo
15,000 EP

Verdict Buy both scope upgrades (₦11,000) before 6-1: it is the rifle for the far emblems and the crane Majini.

Level-by-level upgrades

Firepower

600 → 650 (1,000) → 700 (2,000) → 750 (3,000) → 800 (3,000) → 900 (4,000) → 1,000 (5,000) → 1,200 (7,000)

Reload speed (s)

2.55 → 2.41 (1,000) → 2.27 (2,000) → 2.13 (2,000) → 1.98 (3,000) → 1.70 (5,000)

Capacity

5 → 6 (1,000) → 7 (2,000) → 9 (3,000) → 11 (4,000) → 15 (5,000)

Scope (★)

0 → 1 (3,000) → 2 (8,000)

Stage weapons

Mounted Machine Gun

2-3: the whole chase and the Ndesu fight happen on the Gambit; Chris mans the top gun and Sheva the lower one. 6-3: there is another one on a tower on the left, past the primary bulkhead of the Engine Room.

Ammo
infinite, but it overheats (red bar)
Slots
none

Verdict Fire in bursts: overheating it in front of Ndesu can get you killed.

Flamethrower

5-2, the Uroboros Mkono room (Uroboros Research Facility): it hangs on a refuelling station on the east wall. It starts charging when the fight begins and can be lifted once all 5 lights are green.

Fuel
100, uses ≈5 per second
Slots
none

Verdict Shoot Mkono's arms off before you take it; solo, give it to Sheva and shoot the orbs yourself.

L.T.D.

6-2, Bridge Deck: the wall panel with the Tricell logo; the Bridge Keycard opens it (turn around after entering). It is the laser designator for the Shango satellite.

Lock-on
hold the trigger ≈5 s
Reload
≈1 min (recharges even when put down)
Slots
none

Verdict The tool against Uroboros Aheri: with the AI, leave it to Sheva and shoot the cores yourself.

RPG-7 NVS

6-3, Hangar (second Wesker fight): left of the entrance, in a glass case by the broken floodlight console in the north-west corner; shoot the glass. RPG Rounds: 1 loose on the ground floor and 5 in a glass case on the upper catwalk (climb the ladders); the crates by the consoles hold random items.

Capacity
1 rocket; manual reload
Ammo
RPG Rounds (they do not fit the Rocket Launcher; gone after the fight)

Verdict It exists for the Wesker loop: a shot at his back, he catches the rocket and you blow it up in his hands.

Magnums

S&W M29 ★

3-1, Village: next to a dead BSAA soldier in the open hut on the east side of the village (right of the central bonfire). Take it before the horde has sprung and spiked poles rise to trap you in the hut while the Majini ambush arrives; once the village is clear, there is no trap. It comes loaded (6 rounds). Shop: ₦4,000 after 3-1. · ₦4,000

Firepower
1,500 → 3,200
Reload
3.53 → 2.83 s
Capacity
6 → 12 (the largest magnum magazine)
Piercing
2 → 3 targets
Ammo
Magnum Ammo (12 per slot)
Full upgrade
₦78,000 (₦82,000 with the purchase)
Infinite ammo
15,000 EP

Verdict Your boss gun: max it mid-game and it opens the S&W M500.

Level-by-level upgrades

Firepower

1,500 → 1,700 (2,000) → 1,900 (3,000) → 2,100 (4,000) → 2,400 (6,000) → 2,700 (8,000) → 3,200 (10,000)

Reload speed (s)

3.53 → 3.36 (1,000) → 3.18 (2,000) → 2.83 (3,000)

Capacity

6 → 7 (3,000) → 8 (4,000) → 9 (6,000) → 10 (6,000) → 11 (7,000) → 12 (10,000)

Piercing (targets)

2 → 3 (3,000)

S&W M500

Unlocked in the shop by maxing the S&W M29: ₦30,000. No clear needed: on a first run it is possible from 3-3 (or 4-1, depending on the source). · ₦30,000

Firepower
2,100 → 5,000 (the most powerful gun after the Rocket Launcher)
Reload
3.53 → 3.18 s
Capacity
5 → 6
Piercing
2 → 3 targets
Ammo
Magnum Ammo (12 per slot)
Full upgrade
₦89,000 (₦119,000 with the purchase)
Infinite ammo
20,000 EP

Verdict The ultimate boss killer, but fresh from the shop it hits weaker than a maxed M29: put ₦20,000 into firepower before you switch.

Level-by-level upgrades

Firepower

2,100 → 2,300 (2,000) → 2,500 (2,000) → 2,700 (3,000) → 2,900 (4,000) → 3,100 (4,000) → 3,300 (5,000) → 3,500 (6,000) → 3,700 (6,000) → 3,900 (8,000) → 4,100 (8,000) → 4,300 (10,000) → 4,500 (10,000) → 5,000 (15,000)

Reload speed (s)

3.53 → 3.18 (2,000)

Capacity

5 → 6 (2,000)

Piercing (targets)

2 → 3 (2,000)

L. Hawk

5-3, Monarch Room, during the Wesker and Jill fight: inside the sarcophagus in the upstairs room on the west side, together with several treasures. The lid needs both partners. It comes fully loaded. Shop: ₦5,000 after 5-3. · ₦5,000

Firepower
1,400 → 3,000
Reload
1.70 → 1.36 s (the fastest magnum)
Capacity
5 → 8
Piercing
3 → 7 targets
Ammo
Magnum Ammo (12 per slot)
Full upgrade
₦71,000 (₦76,000 with the purchase)
Infinite ammo
15,000 EP

Verdict If you already upgraded the M29, do not switch; on replays it is the best-value infinite-ammo magnum.

Level-by-level upgrades

Firepower

1,400 → 1,600 (2,000) → 1,800 (3,000) → 2,000 (4,000) → 2,300 (6,000) → 2,600 (8,000) → 3,000 (12,000)

Reload speed (s)

1.70 → 1.62 (2,000) → 1.53 (3,000) → 1.45 (4,000) → 1.36 (6,000)

Capacity

5 → 6 (1,000) → 7 (2,000) → 8 (3,000)

Piercing (targets)

3 → 5 (5,000) → 7 (10,000)

Launchers

Grenade Launcher ★

4-1, the statue area of the ruins (Labyrinth): silver briefcase, loaded with 12 Explosive Rounds. Sources place it differently (south-west ground-floor quadrant, or the upper floor of the statue-puzzle room), but all in 4-1. Shop: ₦10,000 (one source says ₦5,000). · ₦10,000

Capacity
12 rounds of one type
Rounds (damage)
Explosive 1,000 · Acid 500 · Flame 500 · Electric 400 · Flash 100 · Nitrogen 100 + freeze
Slots
1
Upgrades
none; no infinite ammo

Verdict Load it for the boss: Flame for the Uroboros and final Wesker, Electric or Acid for Reapers, Acid for Lickers, Flash for Plagas.

Post-game

Gatling Gun

Max the VZ61 and clear the campaign; then buy it in the shop for ₦50,000. Some sources only ask for the full upgrade, but most also require the clear. · ₦50,000

Damage
≈450 per bullet, rising with sustained fire (one source)
Ammo
infinite from the start
Upgrades
none

Verdict Fun on replays, but no match for the Hydra.

Longbow

Max the S75 and clear the campaign; then buy it in the shop for ₦50,000. · ₦50,000

Damage
1,500 per arrow
Ammo
infinite arrows
Upgrades
none

Verdict Give it to AI Sheva as her only weapon while you have no infinite-ammo guns yet.

Desperate Escape

Mounted Launcher

Desperate Escape, turret area (second act): four fixed launchers. Majini man them and aim with a white laser sight; once you kill their gunners, you use them.

Effect
breaks a red gate in one hit, plus the red-marked boulders
Slots
none

Verdict Open the gates with them, or save time by blasting them with the Rocket Launchers you find.

The Mercenaries

Px4

The Mercenaries only: the handgun of Jill (BSAA), unlocked with an A rank on Public Assembly. It does not exist in the campaign.

Firepower
300
Reload
1.70 s
Capacity
25
Critical
very high

Verdict A strong handgun with a high critical rate: go for the head and finish with melee.

Samurai Edge

The Mercenaries only: Wesker's handgun and, in Mercenaries Reunion, Barry's. Wesker also uses one in a 6-3 cutscene.

Wesker
firepower 400, 15 rounds, magnum-like stopping power
Barry (Reunion)
firepower 340, 30 rounds, pierces 3

Verdict The best handgun in the mode: with Wesker, almost a 15-round magnum.

Gear and upgrades

inventory, health and everything else that is not a gun

Melee Vest Vest

Halves all melee damage taken by whoever wears it. - It takes 1 of the 9 inventory slots (there is no way to expand the grid). - It can be worn together with the Bulletproof Vest. - It helps against Big Man Majini, Executioner Majini and Chainsaw Majini, who all hit in melee. - In online co-op, one source says the guest cannot buy in the shop: let the host buy it and hand it over (vests can be given; weapons cannot).

Shop only, ₦10,000. On sale from 1-2 per two sources and from 2-1 per two others. Sells for ₦1,000. · ₦10,000

Useful, but ₦10,000 early on is a lot: buy it once the M92F has its Critical and you can spare a slot.

Card →

Bulletproof Vest Vest

Halves all firearm and ranged damage taken by whoever wears it. - It takes 1 of the 9 slots. - It can be worn together with the Melee Vest: with both, you give up 2 slots. - The first gun-armed Majini appear in 5-2; from then on, Base Majini with rifles and rockets are the biggest source of damage.

Shop only, ₦10,000. On sale from 4-2 per two sources and from 5-1 per two others. Sells for ₦1,000. · ₦10,000

Buy it before 5-2: it is the best defensive purchase in the game.

Card →

Infinite Ammo Unlockable (EP)

The gun uses no bullets and never reloads. Steps: - Clear all 16 chapters. - Max the gun in the shop with ₦. - Buy its infinite ammo in Bonus Features with EP. - In Special Settings → INFINITE AMMO, set the mode to ON (until your first clear that line shows as "?????"). - When you start a chapter, set infinite ammo to allowed on the start screen. Bought but not switched on, it does nothing. Prices: M92F and VZ61 6,000 EP; Ithaca M37 8,000; H&K P8, SIG P226 and H&K MP5 10,000; M3 and Jail Breaker 12,000; AK-74, SIG 556, S75, Dragunov SVD, H&K PSG-1, S&W M29 and L. Hawk 15,000; M93R, Hydra and S&W M500 20,000. All 18 add up to 239,000 EP. A Japanese guide to the PS4/Switch release lists half of each price; not confirmed. - It does not exist for the Grenade Launcher, the Stun Rod or grenades. The Gatling Gun and the Longbow are infinite from the start. - If everyone carries only infinite guns, enemies drop Handgun Ammo by default. - It works on every difficulty, but not in Lost in Nightmares or Desperate Escape. - Co-op: it belongs to your own save. Your partner needs their own clear, their own maxed gun and their own purchase; the host's session must also allow infinite weapons. - A guest who joins mid-chapter does not get that chapter marked as cleared. If the option still shows "?????", check Records for the missing chapter and play it solo or as host. - EP per chapter on Normal: S 1,500, A 1,000, B 800; on Professional, S 2,500. An SS in The Mercenaries gives 5,000.

Bonus Features, paid in Exchange Points (EP, not ₦), after clearing all 16 chapters. It is bought gun by gun, and each gun has to be fully upgraded in every stat. · 6,000-20,000 EP per gun (239,000 EP for all 18)

Start with the cheap ones (M92F and VZ61, then the Ithaca M37); for Veteran, the L. Hawk is a great first buy.

Card →

Infinite Rocket Launcher Unlockable

It is not a new weapon: it switches on infinite ammo for the normal Rocket Launcher, which then shows up in the INFINITE AMMO list. - You need a Rocket Launcher in your inventory: the free one from the 3-1 sunken boat or one from the shop (₦10,000). - Switch it on in Special Settings and on the chapter start screen, like the rest of the infinite ammo. - It does not cover the RPG-7 NVS in 6-3. - Sources disagree on whether the times must all come from one difficulty: do all 16 on the same one, Amateur. - The S-rank time limits add up to 5 h 17 min, so going for S is not fast enough. One guide suggests these splits (4 h total): 1-1 10:00, 1-2 7:00, 2-1 13:30, 2-2 11:00, 2-3 13:30, 3-1 13:30, 3-2 13:45, 3-3 12:15, 4-1 17:15, 4-2 12:30, 5-1 7:00, 5-2 18:00, 5-3 30:00, 6-1 20:00, 6-2 20:00, 6-3 20:00. - Do not Continue after a bad section: quit and restart the chapter.

Chapter Select: it unlocks on the results screen as soon as the Total of your best chapter times drops under 5 hours. Each chapter keeps its best time, so you can improve them one at a time. · free (no EP or ₦); you need a Rocket Launcher

Do it on Amateur with infinite-ammo guns: afterwards, Professional becomes a formality.

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Ammunition and grenades

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