
Short answer: you cannot buy infinite ammo until you have finished Resident Evil Requiem once (any ending, any difficulty). After the credits the Bonus / Additional Content shop opens and you spend CP (Challenge Points). The fastest route is RPG-7 (15,000 CP) → Infinite RPG-7 ammo (35,000 CP) → Infinite hatchet durability (20,000 CP) → Kotetsu (5,000 CP) → Infinite ammo for all guns (50,000 CP). Those are still the shop prices on the current build, version 1.3.1 (25 June 2026) — no post-launch patch has repriced the CP shop.
Below is the full route, the CP payouts that actually move the needle, and the buy-order mistake that cost me an entire extra playthrough.
Requiem is on 1.3.1, released 25 June 2026. That update fixed minor issues, eased the early stages of the Leon Must Die Forever minigame, and adjusted several minigame skills plus grenade and throwable skill effects. It did not touch CP pricing or challenge rewards. The earlier updates were the same story: the 1.1.0 day-one patch on 27 February, the 4 March PC update that cleared a detonator key-item softlock and fixed path-tracing/upscaling issues, and the 9 March update that unblocked progression on Switch 2.
Two things to know before you commit to a grind. Capcom has confirmed story DLC is in development, with no release date attached. And the 30 July 2026 amiibo tie-in adds weapon skins, not a new currency. Nothing announced so far devalues the CP you bank now.
CP is permanent and completely separate from the credits you spend inside a run. You earn it from:
Purchases are permanent — you never re-spend CP to reactivate an unlock — and most of these modifiers toggle on and off from the same menu afterwards, so buying infinite ammo does not spoil a later purist run. For the menu itself, see our postgame content walkthrough.
| Unlock | CP cost | Why it earns its place |
|---|---|---|
| Kotetsu (unbreakable knife, Grace) | 5,000 | Cheapest genuinely useful buy in the shop |
| RPG-7 (Leon) | 15,000 | Deletes bosses even on finite rockets |
| Infinite durability – hatchets | 20,000 | Free trash clear for Leon, no splash risk |
| Infinite ammo – RPG-7 | 35,000 | The unlock that turns Insanity into a farm |
| Infinite ammo – all guns | 50,000 | Sandbox toggle; buy it last |
You will run into videos quoting a flat “100,000” figure for the launcher package. That number bundles the RPG-7 with its infinite-ammo upgrade and other purchases. The individual menu prices above are what multiple written guides and the in-game shop show on 1.3.1.
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Buy the launcher before any infinite-ammo unlock. Most players finish a first clear sitting on roughly this much CP from natural challenge completions, so it is usually affordable the moment the shop opens. Even on finite rockets it collapses boss fights and chokepoints — which is exactly the leverage you need for step 2. Treat it as a panic button, not a default weapon: pistol and melee handle trash, and the RPG stays loaded for the boss arenas.

With the RPG in hand, drop to a difficulty you can route comfortably and go for Speed Demon. Twenty thousand CP for one focused run is the best time-to-CP ratio available at this stage. What made the difference for me:
This is the pivot of the whole postgame. Buy it the second you cross 35,000. With unlimited rockets an Insanity run stops being an endurance test and becomes your primary farm — and the Insanity clear alone pays 40,000 CP, more than the unlock you just bought.
Worth knowing what Insanity actually changes: it only unlocks after a first clear, and it raises enemy toughness, thins resources and shifts item and enemy placement. Also note that Requiem ships no mode called “Hardcore.” The ladder is Casual, Standard (Modern), Standard (Classic, with limited saves) and Insanity, which is exactly why community threads keep asking for something in between Classic and Insanity.
Even with unlimited rockets you do not want to fire one down a corridor you are standing in. An unbreakable hatchet lets Leon finish staggered enemies and clear tight spaces for free. RPG for bosses and packs, hatchet for everything else, is the combination that made my third run genuinely quick.

Grace’s sections are where ammo pressure is worst, and breakable knives are why. At 5,000 CP the Kotetsu is the best value item in the shop; fit it in as soon as you have spare change after the RPG unlocks. Until then, our notes on conserving ammo early will keep you solvent.
Last, always. By the time you are clearing high difficulty quickly with the infinite RPG, 50,000 CP arrives without a grind. It is a sandbox toggle for achievement cleanup — it does not help you earn CP any faster than the launcher already does.
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Three runs for the whole ladder, and each one is faster than the last.
No. Any ending on any difficulty opens Bonus / Additional Content after the credits.
No. Through the current 1.3.1 build (25 June 2026), no published patch notes alter CP prices or challenge rewards.
Yes. Purchases are permanent but toggleable from the same Bonus menu, so you can do a clean Insanity attempt and then flip everything on for a victory lap.
Yes. Earn Speed Demon and the Insanity clear first. Do not assume a heavily modified run will satisfy a difficulty-clear challenge you have not already locked in.
Ignore the 50,000 CP headline unlock until the very end. Buy the RPG-7, convert it into a sub-4-hour clear, buy infinite rockets, then let Insanity pay for everything else. That order turns the postgame from a grind into three fast runs — and as of July 2026, no patch has changed a single number in it.