Resident Evil Requiem: How to Get Infinite Ammo Fast – Best CP Route

Resident Evil Requiem: How to Get Infinite Ammo Fast – Best CP Route

FinalBoss·3/12/2026·8 min read

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.

Patch status – verified July 2026

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.

How CP and infinite ammo actually work

CP is permanent and completely separate from the credits you spend inside a run. You earn it from:

  • Challenges — roughly 50 of them, and most tick over just by playing. Our full challenge list shows which ones stack.
  • Difficulty clears. The Insanity clear challenge (“Remarkable Agent”) is the biggest single payout in the game at 40,000 CP.
  • The sub-4-hour speedrun challenge (“Speed Demon”), worth 20,000 CP.

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.

Every CP price that matters

UnlockCP costWhy it earns its place
Kotetsu (unbreakable knife, Grace)5,000Cheapest genuinely useful buy in the shop
RPG-7 (Leon)15,000Deletes bosses even on finite rockets
Infinite durability – hatchets20,000Free trash clear for Leon, no splash risk
Infinite ammo – RPG-735,000The unlock that turns Insanity into a farm
Infinite ammo – all guns50,000Sandbox 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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The buy order that gets you there fastest

Step 1 – RPG-7 first (15,000 CP)

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.

Screenshot from Resident Evil Requiem
Screenshot from Resident Evil Requiem

Step 2 – Cash the sub-4-hour speedrun (20,000 CP)

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:

  • Skip every fight that is not gating a door. If you can run past it, run past it.
  • Save rockets for clusters and bosses only.
  • Craft in safe rooms. Menuing mid-level costs more time than it feels like it does.
  • Know your key-item route so you are not over-looting. Our inventory upgrade route pairs well here — fewer item-box trips is straight time saved.

Step 3 – Infinite RPG-7 ammo (35,000 CP)

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.

Step 4 – Infinite hatchet durability (20,000 CP)

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.

Screenshot from Resident Evil Requiem
Screenshot from Resident Evil Requiem

Step 5 – Kotetsu (5,000 CP)

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.

Step 6 – All-guns infinite ammo (50,000 CP)

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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Realistic timeline

  • Run 1 — any difficulty, any ending. Unlocks the shop, funds the RPG-7.
  • Run 2 — sub-4-hour speedrun with the RPG. Funds infinite RPG ammo.
  • Run 3 — Insanity with infinite rockets. Funds hatchet durability, the Kotetsu, and most of the way to all-guns infinite.

Three runs for the whole ladder, and each one is faster than the last.

Mistakes that cost me time

  • Saving for the 50,000 CP unlock first. Without an infinite RPG helping you farm, it is a much longer grind for a reward that accelerates nothing.
  • Burning finite rockets on trash. I ran the launcher dry right before a boss on my first NG+. Until step 3 lands, it is a nuke, not a rifle.
  • Not reading the challenge list between runs. Scan it after every clear and stack objectives — a speedrun plus a minimal-weapon challenge in the same run is free CP.
  • Trusting launch-week currency numbers. Early community videos use different labels and totals. Cross-check the shop on your own build.

FAQ

Do I need a specific ending to unlock the CP shop?

No. Any ending on any difficulty opens Bonus / Additional Content after the credits.

Has a patch changed CP costs?

No. Through the current 1.3.1 build (25 June 2026), no published patch notes alter CP prices or challenge rewards.

Can I turn infinite ammo off again?

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.

Should I bank the difficulty challenges before I start toggling?

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.

Bottom line

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.

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Published 3/12/2026 · Updated 7/28/2026