
After spending two full playthroughs fumbling around with challenges and wasting CP on the wrong unlocks, I finally found a clean, efficient way to grab the infinite-ammo RPG-7 and the key unbreakable weapons in Resident Evil Requiem. This guide is the route I wish I’d followed right after beating the game the first time.
If you’ve just seen your first ending and unlocked the postgame content, you’re at the perfect moment to plan your purchases. The wrong buy order can easily cost you an extra run or two; the right order lets you snowball CP and turn Insanity difficulty into a CP printer.
Below I’ll break down:
First key point: you must finish the game at least once. Any ending is enough. After the credits, you unlock the Special / Additional Content menu, where you can spend CP (Challenge Points) on gameplay-altering bonuses.
CP is separate from your normal currency. You earn it by:
Once the Special Content shop is unlocked, here are the key items relevant to infinite ammo and weapon durability, with the in-game CP prices I’ve confirmed in my own runs:
There is a bit of confusion online: one French video mentions 100,000 “PC” total for the RPG-7 and other infinite ammo options, but every in-game menu I’ve checked (and multiple written guides) match the CP values above. I’ll stick with the in-game numbers I’ve personally seen.
Also important: buying an item is permanent. You don’t re-spend CP to reactivate it. Once purchased, it’s yours for every subsequent run, and you can toggle most of these modifiers on or off from the same Special/Bonus section without additional cost.
On my first clear I made the mistake of saving up for all-guns infinite ammo straight away. It felt like the “ultimate” reward, but it slowed my progress massively. The breakthrough came when I treated the unlocks like an investment ladder instead of a shopping list.
Your first priority should be the RPG-7 base weapon for 15,000 CP.
Why this first?
For that second run, I equipped the RPG-7 primarily for boss fights and nasty chokepoints, while still using pistols, shotguns, and melee for trash enemies to avoid running the RPG dry too early. Think of it as your panic button, not your default gun, until you get the infinite upgrade.
If you finished your first playthrough with around 15,000 CP (which is very doable just by completing natural challenges), you can usually buy the RPG-7 immediately before starting NG+.

With the RPG-7 unlocked, your second playthrough is where you start printing CP. Here’s what I did:
My first “serious but not sweaty” speedrun with the RPG-7 landed just under four hours and netted me enough CP, combined with earlier challenge completions, to push toward the infinite RPG upgrade.
Once you cross the 35,000 CP mark, immediately grab Infinite Ammo for the RPG-7.
This is the single most important unlock in the entire game from a CP-efficiency standpoint. With infinite rockets, Insanity difficulty goes from “painful but possible” to “guided tour with occasional caution.”
On my first Insanity run without infinite RPG, I quit halfway through. With infinite rockets, I cleared it in one sitting and pulled in another hefty CP chunk (around 40,000 CP from difficulty + stacked challenges).
This is the turning point: once you have infinite RPG, every future run funds your remaining unlocks much faster than any other path.
Next, I recommend Infinite Hatchet Durability for 20,000 CP.
Even with an infinite RPG, you don’t want to rocket every basic enemy. A durable hatchet lets Leon reliably finish off stunned foes and clear weaker enemies without spending ammo-perfect for sections where splash damage would be risky, or you want to preserve the “feel” of the game instead of nuking everything.
In my third run, this combo (infinite RPG + unbreakable hatchet) let me:
At 5,000 CP, the Kotetsu knife for Grace is a bargain, and I’d fit it in as soon as you have the spare CP after the RPG unlocks. I grabbed it right after the hatchet.

Grace’s sections are where ammo feels the tightest, and relying on breakable knives is stressful. Kotetsu fixes that. My next Grace-focused run felt completely different: I could slash my way through weaker enemies, safely finish crawlers, and save bullets for emergencies.
Once you’ve bought the RPG-7, infinite RPG ammo, infinite hatchet durability, and Kotetsu, then it’s time to start saving for the luxury item: 50,000 CP for infinite ammo on all guns.
By the time I reached this point, I was consistently finishing runs fast on high difficulty with the infinite RPG, so 50,000 CP didn’t feel like a brutal grind. This unlock turns Resident Evil Requiem into a full-on sandbox: magnum spam, shotgun-only runs, whatever you want for achievement cleanup.
Once I committed to the RPG-first route, CP farming stopped feeling random. Here’s the structure that worked for me.
From the main menu, open the Special / Additional Content section (or equivalent) and look at the Challenge list. There are about 50 in total, and a lot of them will unlock naturally as you play:
After each run, I’d scroll through and specifically note:
This let me passively stack CP rewards instead of chasing them one by one.
The sub-4-hour clear is one of the best time-to-CP ratios you can get early on, especially with the RPG-7. I treated my first serious attempt as practice: I didn’t reset for minor mistakes, I just pushed through and learned which segments were the real time-sinks.
Key tips that helped me achieve it:
That one run alone pumped enough CP into my account to make the RPG infinite upgrade realistic.
Once I had the infinite RPG, Insanity difficulty went from being something I dreaded to my primary CP farm.

Before enabling it, I did a quick mental check:
With that setup, bosses died in seconds and even the toughest enemy gauntlets became manageable. The CP payout from Insanity, combined with additional challenges you naturally complete on that difficulty, was enough to push me comfortably toward the 50,000 CP all-guns unlock.
I made most of these errors myself before tightening up my route. Skip them and you’ll save several hours.
After you’ve purchased any of these bonuses from the Special / Additional Content menu, they don’t auto-apply in all cases. The game lets you treat them like optional “cheats,” so you can keep a purist run if you want.
What worked for me was:
You’re never locked in permanently: you can do one “pure” Insanity run with no modifiers, then flip everything on for a victory lap NG+ where you rocket-jump your way through the story.
If you follow this order-RPG-7 → Infinite RPG → Hatchet durability → Kotetsu → All-guns infinite ammo—you’ll feel your power curve spike much earlier than if you chase the flashy 50,000 CP unlock first.
It took me roughly:
By then, every subsequent run was pure fun and experimentation instead of grind. If I can untangle my messy first attempts into a clean route like this, you absolutely can too. Focus on the RPG, respect your CP as an investment, and Resident Evil Requiem’s postgame opens up in a big way.
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