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.

Location
Scattered throughout the mansion, guesthouse, and tunnels
Features
  • 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 Only

Jill's answer to a zombie grab — a quick jolt that frees her instantly, alongside the Combat Knife.

Location
Auto-equipped as Jill's default defense item
Features
  • Reliably stuns whatever grabbed you
  • Never takes up inventory space
  • Only useful for escaping a grab, not for offense

Defense Grenade

Chris Only

Chris carries a small grenade instead of a stun gun for the same purpose: breaking free the moment something grabs him.

Location
Auto-equipped as Chris's default defense item
Features
  • 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.

Location
Starting inventory (Jill) / Main Hall floor (Chris)
Features
  • 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.

Location
Guesthouse — Room 001
Features
  • 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.

Location
Mansion 1F — Small Room off the Serpentine Corridor
Features
  • 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.

Location
Courtyard — Second Tomb (Insert all three Crests)
Features
  • .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 Only

Jill'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.

Location
Exterior Courtyard (Forest Speyer's body)
Features
  • 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.

Location
Underground Mines — Trash Compactor (Broken) / repaired automatically once used on the clamps
Features
  • 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 / Bonus

Brad 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.

Location
Helipad (Dropped by Brad during the final battle)
Features
  • 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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