| 3 · Care Center: Main Building | Grace, Parlor (Care Center 1F, West Wing; the door opens with the Red Jewel from the Unicorn Trinket Box in the Chairman's Office). Pay in Antique Coins, in this order: Hip Pouch (3), Override Manual (6), Stabilizer (4) and Steroids (4) (Game8 ranks the Stabilizer on a par with the Override Manual). That is 17 of Standard's 22 coins. Buy the Override Manual before filling your first Empty Injector: the first recipe needs 110 blood and the base collector holds 100.
✕ Insanity changes the cabinets: Hip Pouch (3), Handgun Ammo ×30 (5), R.I.P. Knife (5) and Override Manual (6), 19 coins; no Stabilizer or Steroids for sale. The Parlor is lost once you take the VIP Suite elevator (ch06). | Grace sells nothing. Leftover coins turn into Scrap (5 coins = 1) with a recipe found later. |
| 9 · East Raccoon City | Leon, Central Camp (the blue BSAA tent; power the generator). Take the Tactical Tracker from the top of the box and redeem the Café Oasis Tracking Module (Rare) (5,000). Buy the Case Upgrade (8×13) (4,000), Game8's first buy; any purchase gives the Retail Therapy trophy.
Fixed catalogue: Silencer 9 (5,500), 990-TAC (7,000), Stiri REVO3 A1 (6,000), Body Armor Lv.I (8,000) and Lv.II (15,000), Case Upgrade (4,000), Med Injector (1,500), Handgun Ammo ×10 (500), Shotgun Shells ×3 (600), Machine Gun Ammo ×20 (800) and Rifle Ammo ×3 (900). Ammo stock is limited and restocks as you progress.
(4,000)
✕ An automatic: the Gal is free in the Underground Parking Garage (IGN). The Supply Box sells no grenades and no 12.7×55mm Ammo. | Nothing yet: the Alligator Snapper and the MSBG 500 go once you can afford their replacements. |
| 9 · East Raccoon City | Central Camp, back from the Logistics Warehouse (after the Distributor). IGN usually arrives with over 10,000: buy Body Armor Lv.I (8,000). Sniping the highway zombies from the warehouse roof pays for it.
(8,000)
✕ Spending on the MSBG 500: you are going to sell it. | |
| 9 · East Raccoon City | Central Camp, with the BSAA Container Keys (after the Underground Parking Garage and the Sewage Facility Blister Borne). Redeem the modules from the way (1,200 + 2,300 + 4,200). Buy the Silencer 9 (5,500), the 990-TAC (7,000) and the Hatchet's Improved Grip (3,000). If there is spare, the Stiri REVO3 A1 (6,000) by selling the Gal. Open BSAA Container 02 here (Repair Kit and the motorcycle).
(15,500)
✕ Selling the Hatchet: it is your parry weapon and uses no ammo. | Alligator Snapper (1,000) and MSBG 500 (2,500). Gal (2,000) only if you buy the Stiri. |
| 9 · East Raccoon City | Central Camp, before Cedarbrook Apartments (IGN's order: Gas Station, Construction Yard, Ridgewood Station and BSAA Container 04 first). With the Gas Station (5,100), Underground Pipe (3,700) and Container 04 (8,600) modules, buy Body Armor Lv.II (15,000): one mortar hit breaks Lv.I. The Cedarbrook Foyer opens a shortcut back to Central Camp.
(15,000)
| One rifle: keep the Marksman 1A (BSAA Container 03) and sell the Classic 70 (5,000), or the other way round (6,500). Two do not fit comfortably. |
| 9 · East Raccoon City | Building 1 Storeroom (Grimstone Building, the door on the left after the Relay; save and Supply Box). With the Cedarbrook (3,000 + 5,100), Side Street (3,600), Willis Tower (4,200) and Building 1 Rooftop Edge (2,500) modules, raise power: the Silencer 9's Add-on Suppressor (3,000) and High-Capacity Mag. (2,000), the 990-TAC's Ceramic Coated Barrel (4,000) and Carbon Tube Extension (3,000), and the Marksman 1A's Reinforced Bolt (6,000) or the Classic 70's PVD Barrel (5,000).
(18,000)
✕ Using up grenades before Building 4 (Chainsaw Zombie and Blister Head) and the Maintenance Platform: they pay off most there. | Ammo for guns you no longer use (Machine Gun Ammo 20 per round if you sold the automatics). |
| 9 · East Raccoon City | Central Camp, before setting the Detonator on the gate (East Raccoon City's point of no return). Redeem the Building 4 Rooftop module (3,000), repair your armor and buy the Hatchet's Fortified Blade (5,000). Before the gate, clear the 3 BSAA containers and any Mr. Raccoons and files left.
(5,000)
✕ Buying ammo for the motorcycle chase: Leon has infinite ammo there. | |
| 10 · Raccoon City Center: R.P.D. | R.P.D. Main Hall (the BSAA camp in the middle of the hall; save and Supply Box). Repair your armor, restock ammo and buy the Requiem's Ported Barrel (5,000): you pick up the Power Shades Charm this chapter. It is the same box you use in ch12, when the Tyrant chase ends in the Main Hall.
(5,000)
| Not the 12.7×55mm Ammo: Leon can neither buy nor craft it. |
| 12 · Side Street and Blackthorn Station | Side Street (the BSAA container behind Gun Shop Kendo, SW; save and Supply Box), before the Super Tyrant. Redeem the Parking Garage module (3,700). Pick your shotgun: the free W870 Police from Kendo or your 990-TAC. Buy the Hatchet's level 2 Improved Grip (6,000): Game8 and IGN raise durability before this boss. Repair your armor.
(6,000)
✕ Walking toward the Orphanage before collecting the W870 Police, the Cute Bear Charm and the Silver Finish Scope: once you drop into the ruined Orphanage hole there is no way back. Blackthorn Station has no Supply Box on a first run. | The shotgun you drop: 990-TAC (7,000) or W870 Police (3,000). Selling it shelves its upgrades until you buy it back. |
| 13 · ARK: Arrival | ARK, Staff Room (left off the Service Corridor; save and Supply Box in the NW corner). Redeem the Blackthorn module (4,900) and repair Body Armor Lv.II without fail: the 3 Server Room Elite Guards shred it (grenade the doorway the moment it opens). After the Stockroom, the Central Corridor shortcut brings you back here: redeem the Control Room module (4,500), repair again and raise the Requiem's power (level 2 Ported Barrel, 10,000). Bullets do nothing to The Commander: with spare credits, the Hatchet's level 2 Fortified Blade (8,000).
(10,000)
✕ Looking for grenades in the box: it does not sell them. Craft them from 1 Scrap + 2 Gunpowder (Large) for the two Elite Guard fights. | |
| 15 · ARK: Finale | ARK, B4 Staff Room (save and Supply Box in the NW corner): the last shop, before the lift. Redeem the Bioweapon Repository 11 Tracking Module (Legendary) (10,100). Spend it all on power, ammo and Med Injectors (1,500), craft every bit of gunpowder, Scrap and herbs, and repair your armor. Game8: max the Hatchet and carry the Mortal Edge as a backup. Save and repair before using the Override Key in Repository 11 (IGN).
✕ Spending every grenade on the Repository 11 defence: Game8 and IGN keep some for Victor's last phase. The Destroy Elpis ending has no Victor fight. | Everything you will not use against Victor. If you fight with a maxed Hatchet, the Mortal Edge is worth 25,000. |
| 1 · Wrenwood (Prologue) | Later runs (any difficulty). There is a Supply Box from Leon's first section (Wrenwood Main Street, east end) and the Tactical Tracker is already in the inventory; credits and upgrades start from zero. With the Wrenwood modules (5,000 + 3,000 + 3,000), buy a shotgun (MSBG 500, 2,500) at the Connecting Passage (3F) Supply Box before the Attic, and a rifle (Marksman 1A, 6,500) at the West Balcony one before the ch07 escort: neither the MSBG 500 nor the Classic 70 spawns. If you bought the Ghost Grudge with CP, it covers Leon while Grace has the Requiem.
(9,000)
✕ On Insanity upgrades cost roughly double, with some far higher (one player saw 100,000 on the Requiem), and kills pay more; no price list is published. Body Armor Lv.III only exists there. One player says the game hands you 5,000 credits at the ch07 escort (unconfirmed). | Nothing early on. The Compensator is already in the box (5,000); the Gallery Corridor and Pantry Warped Closets hold modules (3,000 and 7,000; the Pantry one replaces the Connoisseur Charm if you already own it). |