Weapons

Every firearm Rebecca and Billy can find between the train and Marcus's laboratory, with pros, cons, and where to pick each one up.

Melee

Combat Knife

A self-defense blade for when you're truly out of options. Damage is minimal and you have to get uncomfortably close to land a hit, so it's mostly there for the rare moment every gun runs dry.

Location
Billy Coen Starting Inventory / Room 102 (second copy)

Handguns

Rebecca's Handgun

Rebecca Starting Inventory

A Beretta M92FS custom-built for S.T.A.R.S. by the Kendo gun shop — standard issue, and part of why Rebecca is carrying it from the start. Best used at close range against easy targets; Leech Hunter Rank D unlocks infinite ammo for it.

Features
  • 9mm Parabellum (15-round magazine, boxes of 19)
  • Reliable against early threats — zombies, crows, leeches
  • Ammo boxes are common throughout the game
  • Weaker than Billy's Handgun

Rebecca's Custom Handgun

Rebecca's Handgun fitted with a scope and precision parts for noticeably better accuracy. Worth building if you're set on using Rebecca's sidearm, but the same parts pay off more on Billy's gun.

Location
Handgun parts in a locked briefcase, inside a locked cabinet in the Training Facility Basement Control Room (key is in the waterfall room, guarded by Plague Crawlers; the briefcase's code is written on it)
Features
  • 9mm Parabellum (15-round magazine, boxes of 19)
  • Fewer shots needed to drop most enemies
  • Still not enough against mid-to-high-tier threats
  • The less useful of the two custom handgun options — the parts are better spent on Billy's

Billy's Handgun

Billy Starting Inventory

A modified M9-1911 army sidearm, likely lifted from the soldiers escorting him. Slightly more powerful than Rebecca's Beretta and just as useful against Cerberus, crows, and leeches; Leech Hunter Rank D unlocks infinite ammo for it.

Features
  • 9mm Parabellum (15-round magazine, boxes of 19)
  • Hits harder than Rebecca's Handgun — can decapitate zombies outright
  • Same ammo pool as every other 9mm weapon

Billy's Custom Handgun

The same scope-and-parts upgrade as Rebecca's, but on Billy's already-stronger pistol — the combination the parts are best spent on.

Location
Handgun parts in a locked briefcase, inside a locked cabinet in the Training Facility Basement Control Room (key is in the waterfall room, guarded by Plague Crawlers; the briefcase's code is written on it)
Features
  • 9mm Parabellum (15-round magazine, boxes of 19)
  • Fewer shots needed to drop most enemies, more frequent decapitations
  • Slightly stronger than Rebecca's version — the recommended combo
  • Still falls short against many mid-to-high-tier enemies

Shotguns

Hunting Gun

A hunting shotgun, and useful crowd control against mid-tier threats, especially groups. Leech Hunter Rank C unlocks infinite ammo for it — which also removes the constant reloading, since you won't need to conserve those two shells anymore.

Location
Somewhere aboard the Ecliptic Express — has an engraving on the barrel
Features
  • 12-gauge Shells (2-round magazine)
  • More damage than a Handgun
  • Hits multiple enemies in a line and can decapitate in one shot
  • Only holds 2 shells before reloading

Shotgun

A pump-action shotgun that replaces the Hunting Gun as your main crowd-control option. Point-blank shots can clear or decapitate a crowd of zombies in one blast.

Location
Storage room, east wing of the Training Facility's first floor (through the door right of the Dining Room)
Features
  • 12-gauge Shells (7-round magazine)
  • More damage than a Handgun
  • Knocks enemies back and hits multiple targets
  • Excellent against Eliminators
  • Heavier ammo footprint than the Hunting Gun

Heavy Weapons

Grenade Launcher

A large, rotary-fed launcher whose usefulness depends entirely on what you load it with: standard Grenade Rounds for regular enemies, Acid Rounds against Hunters and Plague Crawlers, and Napalm Rounds saved for the Leech Zombie when you're out of Molotov Cocktails.

Location
Art room, east wing of the Training Facility's second floor (through the door just before the stairs up to the Centipede's room)
Features
  • Grenade Rounds / Acid Rounds / Napalm Rounds (up to 255 rounds carried)
  • Behaves like a shotgun with standard rounds — good general use
  • Acid and Napalm rounds counter specific threats
  • Round type matters — the wrong ammo wastes the weapon's potential

Rocket Launcher

Ultimate

The reward for a Rank S clear: unlimited rocket ammunition that turns every fight, including the bosses, into a non-issue.

Location
Billy or Rebecca's starting inventory on a New Game, after clearing the game once on Normal or Hard with Rank S
Features
  • Unlimited
  • One-shot kills on anything in the game
  • Never needs reloading
  • Heavy recoil staggers Rebecca and leaves her briefly vulnerable — better carried by Billy

Magnums

Magnum Pistol

A hard-hitting semi-automatic sidearm. Ammo is scarce enough that it's worth saving entirely for the Prototype Tyrant and the Queen Leech rather than spending it on regular enemies.

Location
On a body aboard the monorail leaving the Laboratory, after Billy and Rebecca are separated
Features
  • .357 Magnum Rounds (8-round magazine)
  • Strongest standard-issue weapon in the game
  • One or two shots down most mid-to-high-tier enemies
  • Very limited ammo, and found near the end of the game

Magnum Revolver

An upgraded revolver with a reworked cylinder and frame. On a normal playthrough you only see Billy use it once, to finish off the Queen Leech in the ending. Reaching Leech Hunter Rank B lets you carry it from the very start of a new game instead.

Location
Train Room 202, on the bed beside a dead passenger — only appears on a New Game after reaching Leech Hunter Rank B
Features
  • .357 Magnum Rounds (5-round magazine)
  • The strongest weapon in the game short of the Rocket Launcher
  • Can down most bosses in one or two shots
  • Ammo is extremely scarce without infinite ammo unlocked, and doesn't normally show up until very late
  • Recoil unbalances Rebecca, leaving her briefly vulnerable — better carried by Billy

Special

Molotov Cocktail

An improvised firebomb assembled on the fly. Save it specifically for Leech Zombies rather than spending it on enemies you can handle with bullets — and don't get too close before you throw it.

Location
Crafted from an Empty Bottle and a Gas Can — both found near wherever Leech Zombies appear
Features
  • Devastating against the fire-vulnerable Leech Zombie
  • Effective on most mid-tier enemies in a pinch
  • A noticeable delay while lighting and throwing leaves you exposed — worse when Billy throws it

Machine Gun (MP5)

Bonus

A submachine gun that doesn't need to hit hard when it can just keep an enemy from ever attacking back — a burst is often a cleaner, safer kill than a single well-aimed shot from anything else.

Location
Billy's starting inventory on a New Game, after clearing the game once on Normal or Hard with Rank A or S; ammo drops appear during a normal playthrough after reaching Leech Hunter Rank E
Features
  • 9mm belt magazine (fills from 0% to 100%)
  • Fast enough fire rate to lock enemies in hitstun, preventing any counterattack
  • Looks unimpressive on paper compared to the Shotgun or Magnums

Hook Shot

Traversal Tool

Not a weapon in the traditional sense, but essential kit — the Hook Shot pulls down ladders, yanks open grapple points, and is required again much later to reach the church roof in the Laboratory area. Worth carrying even during the long stretches it does nothing.

Location
Ecliptic Express Bar (upper floor)
Features
  • Opens shortcuts and reaches items no other tool can
  • Takes up an inventory slot and is genuinely useless for stretches of the game

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