Resident Evil Requiem: the post-game guide — infinite ammo, Nightmare mode, and Special Content
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Resident Evil Requiem: the post-game guide — infinite ammo, Nightmare mode, and Special Content

Fabian Fabian Lainé
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In brief

Resident Evil Requiem locks its entire post-game behind PC, a currency you have to grind out through demanding challenges. Unlocking infinite ammo requires around 100,000 PC, which means two to three well-orchestrated playthroughs. Here's how to optimize your runs to access the real content without pulling your hair out.

Five months after its release on February 27, 2026, Resident Evil Requiem is still waiting for its story expansion, and everything left to do once the credits roll fits into a single menu: Special Content. That's where Capcom has stashed infinite ammo, the RPG-7, unbreakable knives, and alternate outfits, all payable with CP — the points earned from challenges (Challenge Points in the English version).

The problem is the price tag. Unlocking the trio that genuinely changes how you play — unlimited ammo for firearms, RPG-7, unlimited rockets — costs 100,000 CP, while a first playthrough thoroughly combed for everything only nets around 27,000. Without a game plan, it takes three or four full campaigns to unlock everything. With the right sequence, two are enough before tackling Nightmare mode under comfortable conditions.

Grace Ashcroft holding a gun in Resident Evil Requiem
Special Content only unlocks after a first ending. Credit: Capcom.

CP, the only post-game currency

The Special Content menu stays locked until the main story has been completed at least once, regardless of difficulty level. Once unlocked, it works like a shop: each entry has a fixed price in CP, and CP can only be earned one way, by clearing challenges.

These challenges largely overlap with the game's list of achievements and trophies — 49 on Steam, 50 on PlayStation. Some fall into place naturally while playing (I'll Borrow This, Tailor-Made, Professional Work), others require an entire playthrough built around a specific constraint. It's the latter that fund the post-game: small challenges give a few hundred points, big ones run into the tens of thousands.

Another important subtlety: Requiem doesn't have a traditional New Game+. When you start a new playthrough, you keep neither your arsenal, nor your upgrades, nor your resources. Only purchases already made in Special Content and collectible counters carry over. There's also no chapter select: your manual saves act as checkpoints, which technically makes every item missable.

The challenges that really pay off

Four challenges account for the bulk of the budget. Their conditions don't require any minimum difficulty, except for the first one.

ChallengeConditionReward
Legendary AgentComplete the main story on Nightmare40,000 CP
I Don't Touch ThatComplete the story without using herbs or injectable remedies35,000 CP
MinimalistComplete the story without using the blood collector with Grace35,000 CP
Straight LineComplete the story in under four hours20,000 CP

The math is obvious: I Don't Touch That, Minimalist, and Straight Line aren't mutually exclusive. A single timed playthrough, played on Easy, with no consumable healing and never activating the blood collector, clears all three at once and earns 90,000 CP. It's the central maneuver of the entire post-game, and there's nothing heroic about it: on Easy, damage taken is low enough that a player who already knows the layout can get by without healing.

A fifth challenge deserves to be tracked in parallel: Bloodlust, which requires collecting 5,000 blood micro-samples and rewards 10,000 CP. It fills up passively during Grace's segments, provided you don't forget about it.

To put the real difficulty of these objectives into perspective, Steam's public statistics are telling as of August 6, 2026: 16.9% of players have unlocked Legendary Agent, 19.0% Straight and Narrow, 20.4% Minimalist, and 21.7% I Don't Touch That. By comparison, 72.8% have finished the story at least on Easy. The wall isn't in the campaign, it's in the constraints.

All the Special Content and Its Price

The shop mixes cosmetics, bonus weapons, and gameplay bonuses. The labels below are those found in the French menu; several weapons keep their English proper name, as is customary at Capcom.

ContentCharacterCost
Raccoon Roundup Map (Rhodes Hill)200 CP
Raccoon Roundup Map (Raccoon City)300 CP
FBI OutfitGrace500 CP
R.P.D. UniformLeon500 CP
Matilda IMP (pistol, three-round burst)Leon500 CP
Ghost Grudge (revolver)Leon1,000 CP
Master Matsuoka's ManualGrace1,000 CP
Mortal Edge (hatchet)Leon3,000 CP
Tactical Tracker (modified version)Leon3,000 CP
Redemption (pistol)Leon3,500 CP
Freya's Needle (submachine gun)Grace4,000 CP
Kotetsu (unbreakable knife)Grace5,000 CP
Clatter Rifle (assault rifle)Leon6,000 CP
Rugged Rookie CharmGrace6,500 CP
RPG-7 Rocket LauncherLeon15,000 CP
Infinite Durability (hatchets)Leon20,000 CP
Infinite Ammo (RPG-7)Leon35,000 CP
Infinite Ammo (firearms)Both50,000 CP

The 44 models and 56 concept arts can also be purchased here, for around 10,000 CP total. These are what unlock the Model Parade and Art Collection challenges: save them for last, as they only count toward completion.

The purchase order isn't trivial. Infinite ammo for firearms (50,000 CP) is by far the best first purchase: it covers the entire arsenal for both characters and removes inventory management, which is the main source of deaths on Nightmare. The RPG-7 and its unlimited rockets together cost 50,000 CP more and remain a convenience weapon, cumbersome and ill-suited to the healthcare center's corridors. The Kotetsu knife, at 5,000 CP, is on the other hand an unbeatable purchase in terms of price-to-usefulness ratio: no more repairs, no more breaking at the worst possible moment.

Grace exploring a dark hallway with a lighter's flame in Resident Evil Requiem
Document and Mr. Raccoon memento counters carry over from one playthrough to the next. Credit: Capcom.

The Three-Part Plan

Playthrough 1 — Standard (modern), full exploration. This is the run where you take your time: the 75 documents, the 25 Mr. Raccoon mementos, the 22 antique coins, the 5 safes, the 3 B.S.A.A. containers and the 9 Plant 43 sprouts. Expect around 27,000 PC on completion if you also tackle the smaller side challenges (crafting every possible item with Leon, parrying an attack, defeating 300 enemies, buying an item at the supply crate). Finishing on Standard also unlocks Promising Agent and gives you access to Nightmare.

Playthrough 2 — Easy, the race to 90,000 PC. A single goal: finish in under four hours, without herbs, without injectable remedies and without a blood collector. Save this run for once you know the puzzles and codes by heart, and save manually before every major encounter to avoid losing an hour on the clock. By the end, your cumulative total will pass 100,000 PC: immediately buy infinite ammo for firearms, then the Kotetsu and infinite hatchet durability if your budget allows.

Playthrough 3 — Nightmare, unlimited ammo in your pocket. With infinite ammo, the hardest mode in the game becomes a matter of positioning and patience rather than resource management. The reward — 40,000 PC for Legendary Agent — then covers the RPG-7 with its unlimited rockets, the models, the concept art and the outfits.

If you only have one playthrough left to spare on the game, the best pick remains the Easy speedrun: on its own, it earns more than the other two combined.

What changes on Nightmare

Nightmare isn't just a damage slider. Zombies take noticeably more hits and hit harder, the chance of mutation rises and you encounter the advanced variants much earlier. Capcom has also changed enemy placements and, more importantly, changed the safe combinations: the codes you noted down during your first playthrough no longer work, and you'll need to find the corresponding documents again.

A second, sneakier trap: Grace's save points require an ink ribbon, exactly as on Standard (classic), even if you've been playing on modern the whole time until now. Automatic saves also become scarcer as a result. Stock up on ribbons before long stretches without a typewriter, or you'll be replaying thirty minutes after every mistake.

Finally, the big enemies show no mercy anymore: hits that used to cost a single health bar become lethal. This is where infinite ammo changes everything, allowing constant aggression instead of fleeing.

Hostile creature in the care center restrooms in Resident Evil Requiem
On Nightmare, enemy placements and safe codes are changed. Credit: Capcom.

Collectibles: what carries over, what doesn't

Good news for completionists: the counters for documents and Mr. Raccoon mementos carry over between playthroughs. So you don't need to collect everything in a single campaign to unlock Case Closed and More Than a Distant Memory; splitting the collection between your first playthrough and your Nightmare run works perfectly well. These two achievements remain among the least unlocked in the game, at 16.4% and 19.6% on Steam.

Everything else — weapons, upgrades, resources, money — starts from scratch. And since there's no chapter select, an item missed in a permanently closed area can only be recovered by reloading an earlier manual save. Hence the value of keeping one per major area during your collection run, rather than always overwriting the same file.

What not to expect from the amiibo

The Leon S. Kennedy and Grace Ashcroft amiibo figures were released on July 30, 2026. They're read on Nintendo Switch 2 and unlock weapon skins: cosmetics, nothing more. No ammo, no challenges, no PC. If you're playing on PC, PlayStation 5, or Xbox Series, you're not missing anything from the post-game content described here.

What's coming before the fall

On the content side, the latest major update remains 1.3.1, rolled out in late June, which rebalanced the Leon Must Die Forever mode. Capcom hasn't announced a date for the story expansion, and the first-quarter results published on July 28, 2026 — 8 million units sold, the best launch in the series' history — mainly give the publisher every reason to take its time.

The next date to watch is Wednesday, August 26, 2026: Nick Apostolides and Angela Sant'Albano, the voice actors for Leon and Grace, will present the gamescom Future Games Show at 7 p.m. French time. A third-party conference isn't a Capcom conference, but having both actors on stage makes it the most credible window for an announcement before the end of summer. Until then, the race to 90,000 PCs remains the best use of your evenings.

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Frequently asked questions

How many playthroughs does it take to unlock all the Special Content?
Three playthroughs minimum if you optimize: a first one on Standard for 27,000 PC with full exploration, a second on Easy where you complete all three "no healing" challenges in under four hours for 90,000 PC, then a third on Nightmare with infinite ammo for 40,000 PC. If you only have two runs to spare, skipping the first and going straight to Easy then Nightmare is enough.
Do you really need to finish on Nightmare to access everything?
No. Most of the budget comes from the Easy speedrun, which alone earns 90,000 PC. Nightmare only adds 40,000 more, mostly useful for cosmetics. If you're not into extreme difficulty, you can stop before that without losing anything essential.
Why does infinite ammo cost 50,000 PC when a first playthrough only earns 27,000?
Because Capcom structured the post-game in three stages: first explore, then farm challenges on Easy, and finally take on Nightmare fully equipped. It's intentional. A single optimized Easy run already earns more than two Standard playthroughs, so the design forces you to replay to really benefit.
Are the safe codes on Nightmare different from the ones on Standard?
Yes. Capcom changed the safe combinations on Nightmare, which means your notes from your first playthrough are useless. You'll need to find the corresponding documents again on each run. It's a real trap for anyone hoping to just speed through it faster.
Do I keep my arsenal when I start a new playthrough?
No. Requiem doesn't have a true New Game+. Every new playthrough, you start from scratch with weapons, upgrades, and resources. Only Special Content purchases carry over from one run to the next.

Key takeaways

  • The four profitable challenges — Legendary Agent, Don't Touch That, Minimalist, and Straight Line — can all be stacked in a single Easy playthrough for 90,000 PC at once.
  • Infinite ammo for firearms is the first purchase to make: it eliminates inventory management, the main cause of death on Nightmare.
  • Requiem has no New Game+: you start from scratch every time except for Special Content purchases and collectible counters.
  • The Kotetsu with an unbreakable knife (5,000 PC) offers the best value for avoiding mid-combat repairs.
  • Nightmare mode changes the safe codes and alters enemy placements: knowing the map isn't enough, you'll need to find the right documents again.

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