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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).

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.

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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.

  1. Reach the Art Room on the second floor of the RPD.
  2. Collect the weapons-locker key card.
  3. Return to the first-floor Safety Deposit Room.
  4. 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.

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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.

  1. Take the Red Book and use it in the statue-arm sequence.
  2. Complete the statue puzzle to receive the Red Jewel.
  3. Combine the Red Jewel with the Bejewelled Box.
  4. Examine the resulting S.T.A.R.S. Badge so it becomes a USB Dongle Key.
  5. Use the USB Dongle Key on the computer in the 2F S.T.A.R.S. Office.
  6. 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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Sewer and endgame weapons

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.

  1. Use the Queen Plug to open the route into the storage area.
  2. Proceed through the opened path and obtain the King Plug.
  3. Use the King Plug on the weapon locker.
  4. 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.

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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

  1. Finish the qualifying challenge and allow the results screen to record the rank or collection unlock.
  2. Return to the main menu or load a save with access to an Item Box.
  3. 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

  1. Take the starting Matilda or SLS 60 and conserve ammunition while opening the RPD.
  2. Collect the Art Room key card, then immediately open the Safety Deposit Room cabinet for the W-870 or GM 79.
  3. 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.
  4. As Claire, visit the Firing Range before leaving the Parking Garage route if you want the JMB HP3.
  5. In the sewers, deliberately solve the Queen Plug route, take the King Plug and open the weapon locker.
  6. 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.

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