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REFERENCE

Weapons: Where Each One Is and How to Earn the Rest

Found
Knife, both Handguns, Hunting Gun, Shotgun, Grenade Launcher, Magnum, Molotov Cocktail.
Earned
Sub-Machinegun (rank A), Rocket Launcher (rank S), Magnum Revolver (Leech Hunter).
One per run
The Custom Handgun: one set of Handgun Parts per playthrough.

The weapons

WeaponWhereNotes
KnifeBilly's starting kit; two guides put a second one in cabin 102 on the trainKills with it count for Guns are Too Quick.
Handgun (Rebecca's)Rebecca's starting kitCan become a Custom Handgun.
Handgun (Billy's)Billy's kit when he joins youCan become a Custom Handgun.
Hunting GunOn the bed in cabin 101 on the trainA double-barrelled shotgun; two slots (one guide).
ShotgunStorage room, Training Facility 1F, in the same room as the Black StatueAim up at a close zombie to take its head off; two slots (one guide).
Grenade LauncherOn the couch in a room on Training Facility 2FFires Grenades, Acid Grenades and Napalm Grenades; two slots (one guide).
Molotov CocktailCombine an Empty Bottle with a Gas TankA fire weapon: a kill with it counts for Burned Alive.
Custom HandgunHandgun Parts from the Duralumin Case (code 385) in the Facility BasementOnly one set of parts per run, so one Custom Handgun per run.
MagnumOn the dead body in the cable car at the end of the LaboratoryVery powerful; the guides keep it for bosses.
Sub-MachinegunIn Billy's inventory on your next runEarned by finishing the game with rank A, under 5 hours; one guide says on Normal or Hard only.
Rocket LauncherIn Rebecca's inventory on your next run, with unlimited rocketsEarned by finishing the game with rank S, under 3 hours 30 minutes; one guide says on Normal or Hard only.
Magnum RevolverOn a train cabin bed once earned. Evil Resource and the PSNProfiles guide say cabin 202; the TrueAchievements walkthrough says room 201Earned with rank B or better in Leech Hunter.

Grenade rounds

  • The Grenade Launcher takes three kinds of rounds: Grenades, Acid Grenades and Napalm Grenades. You load a type by combining it with the launcher.
  • Napalm is the fire option: a Napalm Grenade or a Molotov Cocktail on a Mimicry Marcus earns How 'Bout a Light, Bud?
  • Ammunition is scarce, especially on Hard. The walkthroughs agree on the same advice: skip enemies you do not have to kill and keep the Magnum and grenades for bosses.

I Could Shoot, You Know

The all-weapons trophy needs at least two runs on the same save, because you can build only one Custom Handgun per run: put the Handgun Parts on one handgun the first time and on the other the next. The Sub-Machinegun, Rocket Launcher and Magnum Revolver come from rank rewards and Leech Hunter, so plan them into the same save.

Cross-checked

Cross-checked on 24 October 2026 against Evil Resource's weaponry pages, IGN's Resident Evil Zero walkthrough and end-game reward and Leech Hunter pages, the PSNProfiles trophy guide and the TrueAchievements walkthrough. Weapon names are the ones Evil Resource uses. The second Knife comes from Evil Resource's weapon pages and IGN's walkthrough; the two-slot sizes come from Evil Resource's weapon pages, and the TrueAchievements walkthrough names the Shotgun and Grenade Launcher too; the Normal or Hard limit on the Sub-Machinegun and Rocket Launcher comes from the PSNProfiles guide only. Not from a playthrough: nobody here has played it.
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