WEAPONS |
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Combat Knife
Location: In your "toy box" at start Damage: Useless!!! Attack rate: very slow Ammo type: N/A Max capacity: N/A |
Get through the game using only the knife and I'll give you a million dollars. OK... maybe not. But it doesn't change the fact that this thing is COMPLETELY worthless. |
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Beretta M92F 9mm
Location: Jill's default weapon Damage: Minimal, but useful Attack rate: Very slow Ammo type: Handgun Rounds Max capacity: 15 |
The handgun has been the same since the first Resident Evil game - useful in the beginning, but useless at the end. Use up your initial group of rounds, then put it aside. |
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SIG Pro 9mm
Location: Nicholai's weapon Damage: Minimal, but useful Attack rate: Very slow Ammo type: Handgun Rounds Max capacity: 15 |
Damages and controls just like to standard Beretta. Note: It's only accessible when playing the Mercenaries game with Nicholai. |
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STI Eagle 9mm
Location: Get from Nemesis Damage: Minimal + critical hits Attack rate: Moderate Ammo type: Handgun Rounds Max capacity: 15 |
You'll get critical hits every so often (5% of the time), killing Zombies on the first shot. Otherwise, it's the same as the previous two handguns-mediocre at best. |
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S&W .44 Magnum
Location: Power room locker Damage: Very high Attack rate: Moderate Ammo type: Magnum Rounds Max capacity: 6 |
One-shot kills on tougher enemies (including Hunters, Spiders, etc.), make it the choice of champions on subsequent trials through the game. |
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Benelli M39 Shotgun
Location: Dead body near beginning Damage: Moderate + spread damage Attack rate: Slow Ammo type: Shotgun Shells Max capacity: 7 |
Spread damage means that you can take out more than one enemy with one blast. If Zombies are lining up, this weapon is your best choice as a room-clearer. |
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Western Custom M37
Location: Get from Nemesis Damage: Moderate + spread damage Attack rate: Fast Ammo type: Shotgun Shells Max capacity: 6 |
A riot to play with, although not quite powerful enough, it shoots extremely fast and does massive spread damage due to its ultra short barrel. |
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HK-p Grenade Launcher
Location: In locker in S.T.A.R.S. Office Damage: High Attack rate: Slow Ammo type: Any Grenade rounds Max capacity: What you can hold (any amount) |
Massive damage, and quite the selection of rounds to play with. Try making both Acid and Freeze rounds, since they work the best for what they cost (powder-wise). |
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M4A1 Assault Rifle
Location: Carlos' weapon, Mercenary game Damage: Very low Attack rate: Selectable Ammo type: N/A Max capacity: 100% |
You get this for $2,000 in the Mercenaries game. Great against hordes of zombies, but crappy against any of the fast moving enemies. |
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Mine Thrower
Location: Dead body in Clock Tower Damage: Moderate to high Attack rate: Slow Ammo type: MT Rounds Max capacity: 6 |
Great for use in groups of zombies, but utterly useless with any other sort of creature. A neat idea, but not practical enough to carry around at all time. |
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Gatling Gun
Location: Mercenaries game Damage: High Attack rate: Very fast Ammo type: N/A Max capacity: Infinite |
It's a great weapon, but it takes a while to get spinning (like the minigun from Resident Evil 2). Once you finally get it going, though, nothing will stand in your way for a long time, believe me. |
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Rocket Launcher
Location: Locker in Dead Factory, Mercenaries game Damage: Ultra hish Attack rate: Very slow Ammo type: N/A Max capacity: 4, 8, Infinite |
The Rocket Launcher has the best stopping power of any weapon, and is absolutely essential for fighting the Nemesis (one-shot kills). Buy it in the Mercenaries game for $4,000. |