Resident Evil Reququum: How to Use New Game Plus & Post-Game CP

Resident Evil Reququum: How to Use New Game Plus & Post-Game CP

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Resident Evil Reququum

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Genre: Action

Why the Post‑Game Matters in Resident Evil Reququum

After spending a little over 20 hours clearing Resident Evil Reququum twice, the thing that tripped me up most wasn’t a boss or a puzzle – it was understanding what actually happens after the credits. There’s technically a “New Game Plus” style loop, but it doesn’t behave like Resident Evil 4 Remake or Village, and if you go in blind you can easily waste time, Challenge Points, and even whole runs.

This guide breaks down, in practical terms, what carries over, what unlocks, and how I’d recommend structuring your replays so you get the most out of Reququum’s post‑game without burning out.

How New Game Plus Actually Works

Reququum does let you replay the story with extra perks, but it is not a traditional NG+ where you keep all weapons and upgrades. Think of it more like a “completion run” system with bonuses.

How to start a replay

Once you finish the game for the first time:

  • From the title screen, go to Main Menu → New Game.
  • Select the save profile where you’ve already beaten the game.
  • Pick your difficulty (you’ll see Insanity added to the list after your first clear).
  • Start the story from the beginning – this is essentially your NG+ run.

There’s no special “New Game Plus” button and no auto‑generated “clear” save like in Village. That confused me on my first clear; I spent a few minutes hunting for a NG+ slot that just doesn’t exist. Everything is tied to your existing profile and the global progress attached to it.

If you ever want a completely fresh experience with no progress carried over, you’ll need to start on a different system profile or manually delete your saves. Otherwise, every new run on that profile shares the same long‑term stats and challenge progress.

What Carries Over (and What You Lose)

This is where I made my first big mistake: I assumed I’d keep my upgraded guns. You don’t. Here’s how it actually works.

Things that carry over between runs

  • Collectibles
    • All files you’ve already picked up stay marked as collected.
    • All shattered Mr. Raccoon figures remain destroyed.
    • That means on replays, you only need to chase what you missed.
  • Challenge progress
    • All progress on the game’s 50 challenges is stored globally.
    • If you’re halfway to “kill X enemies” or “use Y syringes,” that partial progress stays.
  • Kill and syringe tallies
    • Total enemies killed across all runs.
    • Total blood syringes used.
    • These are crucial for some CP‑heavy challenges that you’re not meant to finish in one run.
  • Challenge Points (CP)
    • Any CP you’ve earned (and haven’t spent) is shared across all runs.
    • Anything you’ve already purchased with CP stays unlocked.
  • Bonus unlocks visibility
    • Costumes, concept art, and weapons you’ve unlocked via CP become permanently available from then on.

Things that reset between runs

  • Weapons in your inventory
    • You start a fresh run with the standard early‑game loadouts, not your endgame arsenal.
  • Weapon upgrades
    • All tuning you bought is gone – capacity, damage, reload speed, everything.
  • Consumables and crafting materials
    • Ammo, Reququum bullets, hemolytic injectors, and crafting junk all reset.
  • Key items and puzzle progress
    • You redo all key pickups and puzzles as normal.
    • Some puzzle documents (like safe codes) can change if you start on a different difficulty, so don’t blindly reuse old solutions if you bump up to Insanity.

The one big perk you do get right away is that Leon starts subsequent runs with his tactical tracker already in his inventory. That means he can start earning credits from every kill immediately and hit those supply boxes earlier, which makes re‑arming him much faster than on your first playthrough.

Don’t make my mistake of assuming you can faceroll your second run just because you’ve beaten the game once. You still need to build your kit all over again — it’s just quicker the second time thanks to the tracker and early supply box access.

Screenshot from Resident Evil (2002)
Screenshot from Resident Evil (2002)

Challenges, CP, and the Special Content Menu

This is the real backbone of Reququum’s replayability. The story itself doesn’t change much on replays, but the challenge system pushes you to play differently each run.

There are 50 challenges tied to the main campaign. They range from straightforward stuff like reaching certain chapters, up through long‑term goals like killing hundreds of enemies, and hardcore tasks like finishing the game under 4 hours.

Every completed challenge rewards Challenge Points (CP). Harder objectives pay out more CP, and you can then spend those points in the game’s post‑game shop (often under a Bonuses or Special Content menu on the main screen).

What you can buy with CP

  • Weapons and weapon charms for both Grace and Leon, which then appear in their storage / supply boxes.
  • Gameplay modifiers, such as:
    • Unbreakable knife.
    • Infinite ink ribbons (so you can save freely at typewriters).
    • Infinite ammo (very expensive, but a game‑changer for later runs).
    • Extra ammo types like RPG‑7 rockets.
  • Cosmetics like alternate costumes and gun skins.
  • Unlockables such as concept art, a behind‑the‑scenes motion capture video, and Grace’s Report — a lengthy in‑universe document digging into the Raccoon City incident.

Prices vary a lot: cosmetic or gallery items are cheap, while things like infinite ammo can cost tens of thousands of CP. On my first couple replays I burned points on art and costumes, then kicked myself later when I realised how powerful the gameplay unlocks are.

The most efficient CP unlock order

If you care about long‑term efficiency, here’s what I wish I’d done from the start:

  • Early priority – quality of life
    • Unbreakable knife (saves resources and bails you out in close quarters).
    • Infinite ink ribbons (removes save anxiety so you can practice tough sections).
  • Mid priority – combat power
    • A strong bonus weapon for your preferred character (Leon for action, Grace for stealth‑leaning runs).
    • Useful weapon charms that buff damage or stability.
  • Late priority – power fantasy
    • Infinite ammo for your favorite gun once you’re ready to demolish Insanity or do cleanup runs.
    • Rocket launcher ammo and other “for fun” unlocks.

Because CP progress is global, every smart purchase pays off across multiple replays. The earlier you get those core buffs, the easier everything else becomes.

Screenshot from Resident Evil (2002)
Screenshot from Resident Evil (2002)

How to farm CP without burning out

What finally made the system click for me was treating each replay as a “challenge run” instead of trying to do everything at once.

  • On one run, focus on collectibles and exploration.
  • On another, go for speed and time‑based challenges.
  • On a later run, aim for low save / no heal / knife‑heavy style challenges once your unlocks support it.

Trying to hit every challenge in a single run is how you end up frustrated. The game is clearly built for multiple, focused playthroughs.

Insanity Difficulty: When to Turn It On

Clearing the game once unlocks Insanity, the hardest difficulty. The game itself warns you that it’s “only for those who dare,” and that’s not just marketing. Enemies hit harder, resources feel brutally tight, and certain encounters that were tense on Standard turn into genuine roadblocks.

My advice after getting wrecked on my first Insanity attempt:

  • Don’t jump into Insanity immediately after your first clear. Do at least one more run on Standard/Hard to build CP and unlock a few key bonuses.
  • At minimum, unlock:
    • Unbreakable knife (for panic situations).
    • Either infinite ink ribbons or a strong bonus weapon to ease harder sections.
  • Use your second run as an Insanity “scouting” mission. Even if you fail or quit halfway, you’ll learn where the worst choke points are and can plan your next CP purchases around them.

Once you’ve got a couple of powerful CP unlocks backing you up, Insanity becomes tough but fair instead of brutally miserable.

Two Endings and the Late‑Game Revert Option

Reququum has two different endings, decided by a binary choice at the climax of the story. One version ends relatively quickly after a cutscene, while the other leads into the “proper” final boss and a longer epilogue.

The clever part — and something I didn’t realise until I hit the credits — is that the game lets you instantly jump back to that crucial decision point after the credits roll. You don’t have to replay the entire campaign just to see the other outcome.

Screenshot from Resident Evil (2002)
Screenshot from Resident Evil (2002)

So, if you pick one option, see its ending, and then change your mind, the game offers a “revisit choice” style option from the post‑credits screen. Use that to quickly trigger the alternate path, fight the other version of the finale if applicable, and log both endings without extra grind.

If you’re chasing 100% completion, I recommend doing both endings before you dive into heavy challenge runs, just so you’re not wondering what you missed.

No Mercenaries Mode (For Now)

One of the first things I looked for after finishing was a Mercenaries option in the menu. Right now, at launch, Reququum doesn’t have a Mercenaries mode. All of the replay value is tied to campaign replays, challenges, and CP unlocks.

Given Capcom’s recent history, it wouldn’t be shocking if a score‑attack mode showed up later as a free update or DLC, like it did for Resident Evil 4 Remake — but there’s nothing officially confirmed yet. If you’re buying the game today, plan around the campaign and its challenge system being the main post‑game loop.

Putting it all together, here’s how I’d structure your first few clears so you’re always making progress without feeling like you’re spinning your wheels.

  • Run 1 – Blind story clear (any difficulty)
    • Focus on survival, learning layouts, and enjoying the story.
    • Grab collectibles when convenient, but don’t obsess over them.
    • By the end you’ll have unlocked Insanity and a decent chunk of challenges.
  • Run 2 – Cleanup & CP building (Standard/Hard)
    • Use your knowledge of the maps to mop up missed files and Mr. Raccoons.
    • Intentionally push for a few specific challenges (kill counts, syringe usage, etc.).
    • Spend CP on unbreakable knife, infinite ink ribbons, and maybe a strong bonus weapon.
  • Run 3 – Challenge‑focused or Speedrun
    • Go for the under‑4‑hour challenge if you’re comfortable, or aim for low‑save / no‑heal tasks.
    • Lean on your CP unlocks to make risky routes feasible.
  • Run 4 – Insanity
    • Only once you’ve got enough CP gear to survive the opening hours comfortably.
    • Expect to die a lot, but you’ll earn big CP and bragging rights.

Post‑Game Checklist

If you’ve just seen the credits and you’re wondering “what now?”, use this as your quick reference:

  • Start a new run via Main Menu → New Game on your completed profile.
  • Remember: collectibles, challenges, and tallies carry over; weapons and upgrades do not.
  • Check the Bonuses / Special Content menu and spend CP wisely (knife & saves first, cosmetics later).
  • Use CP to pull new weapons and charms into Grace’s storage or Leon’s supply box from the very start.
  • Exploit Leon’s starting tactical tracker on replays to gear up faster.
  • Use the late‑game revert option to see both endings without a full replay.
  • Plan your next run around a handful of specific challenges rather than everything at once.
  • Hold off on Insanity until you’ve banked a few powerful unlocks.

Reququum’s post‑game is less about steamrolling the campaign with a god‑tier loadout and more about gradually bending the rules in your favor with CP unlocks. Once that clicked for me, replaying the campaign stopped feeling like a chore and started feeling like a series of custom challenge runs. If I can drag myself through Insanity with limited ammo and a knife, you can absolutely squeeze a few more great runs out of this game too.

F
FinalBoss
Published 3/3/2026Updated 3/16/2026
10 min read
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