Weapons
Every firearm and defensive item Jill and Chris can find, with pros, cons, and exactly where to pick each one up.
Defense Items
Combat Knife
A backup escape tool, not a real weapon — use it the instant a zombie grabs you to break free without burning a bullet.
- Breaks a zombie grab without spending ammo
- Also cuts through cobweb-blocked doors
- Doesn't always finish off the zombie that grabbed you
- Deals almost no damage in a direct fight
Stun Gun
Jill OnlyJill's answer to a zombie grab — a quick jolt that frees her instantly, alongside the Combat Knife.
- Reliably stuns whatever grabbed you
- Never takes up inventory space
- Only useful for escaping a grab, not for offense
Defense Grenade
Chris OnlyChris carries a small grenade instead of a stun gun for the same purpose: breaking free the moment something grabs him.
- Frees Chris from a grab immediately
- Never takes up inventory space
- Purely defensive — does nothing outside a grab
Handguns
Beretta 92FS
Your standard sidearm for most of the game. Fine against lone zombies and dogs, but save your Shotgun and Magnum ammo for anything tougher.
- 9mm Handgun Rounds
- Ammunition is everywhere in the mansion
- Fast, reliable, and cheap to spam
- Weak against Hunters, Crimson Heads, and bosses
- Takes several shots to drop a single zombie
Self-Defense Pistol
A second pistol found beside a suicide note in the Guesthouse. Functionally identical to the Beretta, so there's little reason to carry both.
- 9mm Handgun Rounds
- A spare Handgun if you want a second one on hand
- Not required to progress — mostly a curiosity item
Shotguns
Remington M870
One of the most essential weapons in the game. Jill can take it and rely on Barry's rescue from the ceiling trap that follows; Chris has to plant the Broken Shotgun back on its bracket himself to disarm that same trap.
- Shotgun Shells
- Can decapitate zombies at point-blank range
- Excellent against Cerberus and Hunters
- Ammunition is scarce
- Limited effective range
Magnums
Colt Python (.357 Magnum)
The strongest conventional firearm in the game, unlocked through the courtyard's crest puzzle. Chris leans on this one especially hard, since he never gets a Grenade Launcher.
- .357 Magnum Rounds
- Massive damage per shot
- Can drop most enemies, including bosses, in a few hits
- Extremely limited ammunition
- Best saved strictly for bosses and Hunter emergencies
Special
Grenade Launcher
Jill OnlyJill's signature heavy weapon, grabbed early from a fallen teammate's body. Chris never finds an equivalent, which is a large part of why his campaign runs so much tighter on firepower.
- Explosive, Acid, and Flame Rounds
- Three distinct ammo types for different threats
- Acid melts Hunters, Flame is ideal against Plant 42
- Exclusive to Jill
- Slower to reload than the Shotgun
Flamethrower
Found broken in the mines. Rather than repairing it for combat, you'll wedge it into a set of mechanical clamps to hold a passage open — a puzzle solution more than a gun.
- Fuel Tank
- High, sustained damage over a wide arc
- Found broken and used mainly as a one-time tool to prop open a trap, not as a combat weapon
Rocket Launcher
Story / BonusBrad throws this down at the last possible second during the helipad showdown. Clearing the game quickly enough on a later run unlocks it permanently, with unlimited ammunition, from the start.
- High-Explosive Rockets
- One-shots the final Tyrant fight
- Unlockable with infinite ammo on a fast, low-save clear
- Only available during the last fight on a first playthrough
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