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Resident Evil 2 Remake has 11 collectible weapon entries, with Leon and Claire receiving different weapons in several slots. The shotgun or grenade launcher is the first major pickup in the RPD, the magnum or submachine gun requires a multi-step badge puzzle, and the strongest weapons are tied to the sewer route, final boss, second run, or S/S+ rankings.
This guide gives every location, access requirement, upgrade-part location, and infinite-ammo condition. Weapon names and ranking times below follow the walkthrough information published by PowerPyx (2019), PC Gamer (updated 2026), and Gameranx (2019).
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| 1 |
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Resident Evil 2 - PlayStation 5 | $15.19 | Buy on Amazon |
| 2 |
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Resident Evil 2 Remake PS4 | $23.49 | Buy on Amazon |
| 3 |
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Resident Evil 2 Remake - PS5 - UK PAL | $24.75 | Buy on Amazon |
| 4 |
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Resident Evil 3 - PlayStation 5 | $15.99 | Buy on Amazon |
Resident Evil 2 Remake weapons at a glance
Leon and Claire begin with different handguns, then follow mostly parallel weapon progression. Character-exclusive weapons cannot be transferred between campaigns, but infinite-reward weapons become available from the Item Box for every character and difficulty after they are unlocked.
| Weapon entry | Character | Area or timing | Access gate | Primary ammunition |
|---|---|---|---|---|
| Matilda | Leon | Starting equipment | None | Handgun ammunition |
| SLS 60 | Claire | Starting equipment | None | Handgun ammunition |
| W-870 shotgun | Leon | RPD 1F Safety Deposit Room | Weapons-locker key card from 2F Art Room | Shotgun shells |
| GM 79 grenade launcher | Claire | RPD 1F Safety Deposit Room | Weapons-locker key card from 2F Art Room | Grenade rounds |
| Lightning Hawk | Leon | RPD 2F S.T.A.R.S. Armory | Red Book puzzle, Red Jewel, Bejewelled Box, S.T.A.R.S. Badge and USB Dongle Key | Magnum ammunition |
| MQ-11 | Claire | RPD 2F S.T.A.R.S. Armory | Red Book puzzle, Red Jewel, Bejewelled Box, S.T.A.R.S. Badge and USB Dongle Key | Submachine-gun ammunition |
| JMB HP3 | Claire | B1 Parking Garage | Car key from the Firing Range yellow box | Handgun ammunition |
| Chemical Flamethrower | Leon | Lower-sewer Supplies Storage Room | Queen Plug and King Plug route | Fuel |
| Spark Shot | Claire | Lower-sewer Supplies Storage Room | Queen Plug and King Plug route | Needle cartridges |
| Rocket Launcher | Leon | Final boss fight | Story event | Rockets |
| Minigun | Claire | Final boss fight | Story event | Minigun ammunition |
| M19 | Leon, New Game [2nd Run] | Opening Guardroom | Second-run campaign | Handgun ammunition |
| Quickdraw Army | Claire, New Game [2nd Run] | Opening Guardroom | Second-run campaign | Handgun ammunition |
The 11-entry count used by PowerPyx treats Leon/Claire alternatives as shared checklist slots; the table shows every character-specific weapon so you do not miss either campaign’s version.
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RPD weapon locations
Matilda and SLS 60: starting handguns
Leon starts with the Matilda, while Claire starts with the SLS 60. There is no pickup or unlock step. Both remain useful throughout the campaign because their ammunition is common and their upgrade parts can improve capacity, handling or damage-related performance.
W-870 shotgun or GM 79 grenade launcher
Go to the 2F Art Room and take the weapons-locker key card. Carry it to the 1F Safety Deposit Room, then use the card on the secured weapons cabinet. Leon receives the W-870 shotgun; Claire receives the GM 79 grenade launcher.
- Reach the Art Room on the second floor of the RPD.
- Collect the weapons-locker key card.
- Return to the first-floor Safety Deposit Room.
- Use the card on the locked cabinet and take the character-specific weapon.
If the cabinet does not open, check that you picked up the key card rather than merely examining the Art Room display. The weapon is not randomly assigned: the campaign character determines whether the cabinet contains the W-870 or GM 79.
Lightning Hawk or MQ-11: the S.T.A.R.S. Armory chain
These weapons require the longest RPD preparation. Leon obtains the Lightning Hawk magnum and Claire obtains the MQ-11 submachine gun.
- Take the Red Book and use it in the statue-arm sequence.
- Complete the statue puzzle to receive the Red Jewel.
- Combine the Red Jewel with the Bejewelled Box.
- Examine the resulting S.T.A.R.S. Badge so it becomes a USB Dongle Key.
- Use the USB Dongle Key on the computer in the 2F S.T.A.R.S. Office.
- Open the Armory and collect the Lightning Hawk or MQ-11.
The badge must be examined; carrying the physical badge without converting it to the USB Dongle Key will not unlock the Armory computer. After opening the Armory, you can return the dongle to badge form through the inventory examination interface when needed for other interactions.
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JMB HP3: Claire’s parking-garage handgun
Claire’s JMB HP3 is in the B1 Parking Garage sequence. Enter the Parking Garage Firing Range and inspect the yellow box to obtain a car key. Examine the key in your inventory to expose its remote function, then use it at the police car in the garage. The trunk opens and contains the JMB HP3.
This pickup is Claire-exclusive. Leon’s equivalent progression does not place a JMB HP3 in his campaign, so do not spend time searching the garage for a weapon that is not available to him.
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Chemical Flamethrower or Spark Shot
In the lower sewers, enter the Supplies Storage Room. The weapon locker is reached by solving the plug route rather than by finding a conventional key.
- Use the Queen Plug to open the route into the storage area.
- Proceed through the opened path and obtain the King Plug.
- Use the King Plug on the weapon locker.
- Take Leon’s Chemical Flamethrower or Claire’s Spark Shot.
Leon receives the flamethrower, which consumes fuel; Claire receives the Spark Shot, which uses needle cartridges. If the locker remains closed, one of the plugs is still in the wrong socket or has not been collected. Trace the Queen-Plug route first, then bring the King Plug back to the locker.
Rocket Launcher and Minigun
These are story rewards during the final boss fights, not hidden pickups. Leon receives the Rocket Launcher and Claire receives the Minigun. The weapons appear as part of the endgame sequence, so there is no reason to backtrack through the police station or laboratory looking for them.
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M19 and Quickdraw Army in New Game [2nd Run]
Start a New Game [2nd Run] campaign and check the first Guardroom. The weapon is beside the storage box: Leon finds the M19, while Claire finds the Quickdraw Army. This second-run placement is separate from the first-run handgun starts and is available immediately in the alternate opening.
Upgrade-part locations
Weapon parts are optional pickups, but they can materially change capacity, reload speed, handling or special effects. The following locations are the notable parts identified by Gameranx (2019).
| Weapon | Part | Location or combination |
|---|---|---|
| Matilda | Extended Magazine | 1F West Office desk locks: NED and MRG |
| Matilda | Gunstock | B1 Parking Garage police-car trunk |
| Matilda | Muzzle Brake | 2F Waiting Room safe; combination 6-2-11 |
| W-870 | Long Barrel | Kendo’s Gunshop |
| W-870 | Stock | Sewers Treatment Pool safe; combination 2-12-8 |
| Lightning Hawk | Long Barrel | Underground Facility Special Weapons Case |
| Chemical Flamethrower | Regulator | Laboratory Nap Room after restoring power |
| SLS 60 | Speed Loader and Reinforced Frame | Claire’s parallel upgrade path |
| JMB HP3 | High-Capacity Mag | Claire’s weapon-specific upgrade |
| GM 79 | Shoulder Stock | Claire’s weapon-specific upgrade |
| MQ-11 | Silencer and Extended Magazine | Claire’s weapon-specific upgrades |
| Spark Shot | High-Voltage Condenser | Claire’s weapon-specific upgrade |
The listed safe combinations are entered in the displayed left-to-right, right-to-left or dial order shown by the safe’s markings; enter 6-2-11 for the Waiting Room safe and 2-12-8 for the Treatment Pool safe. Parts occupy inventory space until combined, so store them when you are not ready to fit them.
Infinite-ammo weapons and how to unlock them
There are five infinite-ammo rewards. PowerPyx’s 2019 requirements are tied to difficulty, scenario, completion time or a collection challenge.
| Reward | Requirement | Time and restrictions |
|---|---|---|
| Infinite Samurai Edge | Standard S rank | Leon A or Claire A: 3:30:00; Leon B or Claire B: 3:00:00 |
| Infinite LE 5 | Hardcore S rank | A scenarios: 2:30:00; B scenarios: 2:00:00 |
| Infinite Combat Knife | Find all 15 Mr. Raccoons | Collection requirement; difficulty and time are not listed as prerequisites |
| Infinite ATM-4 | Leon story on Hardcore S+ | A scenario: 2:30:00; B scenario: 2:00:00; do not use infinite weapons and make no more than three manual saves |
| Infinite Minigun | Claire story on Hardcore S+ | A scenario: 2:30:00; B scenario: 2:00:00; do not use infinite weapons and make no more than three manual saves |
How to claim an unlocked reward
- Finish the qualifying challenge and allow the results screen to record the rank or collection unlock.
- Return to the main menu or load a save with access to an Item Box.
- Open the Item Box and select the newly unlocked infinite weapon.
After unlocking, each infinite weapon can be retrieved from the Item Box by all characters on all difficulty settings. The unlock is account-wide for the game save profile, while the Hardcore S+ challenge itself remains character-specific for the ATM-4 and Minigun.
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S rank versus S+ rank: what changes
Standard and Hardcore S ranks
An S rank is primarily a completion-time target. The Samurai Edge uses the Standard limits listed above, while the LE 5 requires Hardcore. The A and B scenarios have separate time thresholds, with B scenarios allowing less time in the cited PowerPyx targets.
Hardcore S+ for ATM-4 and Minigun
S+ adds restrictions beyond the clock. To earn Leon’s ATM-4, finish Leon’s Hardcore story within the applicable A/B limit; to earn Claire’s Minigun, finish Claire’s Hardcore story within its limit. Do not use infinite weapons, and keep manual saves to three or fewer. PowerPyx reports that making more than three manual saves converts the result to S rather than S+.
Plan your route before attempting S+. Keep mandatory puzzle items, avoid optional detours, and use ordinary weapons efficiently. Because the save cap is part of the requirement, rotate only up to three deliberate manual saves and rely on autosaves between them rather than saving after every room.
Practical collection order and troubleshooting
Best order for a first campaign
- Take the starting Matilda or SLS 60 and conserve ammunition while opening the RPD.
- Collect the Art Room key card, then immediately open the Safety Deposit Room cabinet for the W-870 or GM 79.
- Complete the Red Book, Red Jewel, Bejewelled Box and S.T.A.R.S. Badge chain before leaving the RPD so the Armory weapon is not forgotten.
- As Claire, visit the Firing Range before leaving the Parking Garage route if you want the JMB HP3.
- In the sewers, deliberately solve the Queen Plug route, take the King Plug and open the weapon locker.
- Keep enough inventory space for the endgame Rocket Launcher or Minigun story reward.
Common reasons a weapon seems missing
- Safety Deposit Room cabinet locked: the Art Room weapons-locker key card has not been collected.
- S.T.A.R.S. Armory computer rejects the item: examine the S.T.A.R.S. Badge so it becomes the USB Dongle Key.
- Claire’s JMB HP3 does not appear: the yellow Firing Range box gives a car key, but the key must be examined and used at the police-car trunk.
- Sewer locker remains closed: use the Queen Plug to open the route, retrieve the King Plug, and place it on the locker.
- Second-run weapon is absent: M19 and Quickdraw Army only appear in New Game [2nd Run], in the first Guardroom beside the storage box.
- S+ result downgraded: more than three manual saves or use of an infinite weapon invalidates the cited Hardcore S+ condition.
Which weapons matter most for your goal?
For ordinary story completion, prioritize the W-870 or GM 79 because the Safety Deposit Room pickup arrives early, then obtain the Armory weapon before the RPD sequence ends. For crowd control and area denial, Claire’s GM 79 and Spark Shot provide different ammunition choices from Leon’s shotgun and flamethrower. For high-damage single targets, Leon’s Lightning Hawk is the magnum option, while Claire’s MQ-11 provides sustained automatic fire.
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Completionists should treat the 15 Mr. Raccoons as a separate checklist from the timed S ranks: finding every raccoon unlocks the Infinite Combat Knife without a stated rank requirement. Players pursuing the ATM-4 or Minigun should postpone infinite-weapon use until after the S+ attempt, because the cited condition explicitly excludes infinite weapons.
Quick Recap
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