Eternal Legend - Resident Evil
Resident Evil Weapons
Combat Knife

Locations: Initial equipment, Spider's lair

Attack power: Very low

Ammunition: N/A

One positive thing that can be said about the knife is that you don't need any ammo to use it. The negative things include its short range, lack of killing power, and the relatively long time it takes to swing the thing. It takes some nine stabs to drop even a simple zombie, and those must be performed when they are within lunging distance of your fleshy neck. Use it if you want a real challenge.

Beretta M92F

Locations: Initial equipment (Jill), Entrance hall (Chris)

Attack power: Low

Ammunition: Handgun Bullets, 15 per clip

The basic standard issue handgun, and a trusty tool against any of the weaker foes. Ammunition is plentiful after a while, and the rate of fire makes it easy to keep zombies and dogs at bay. Effective for picking off targets from long range.

Remington M870

Location: Lounge

Attack power: Moderate

Ammunition: Shotgun Shells, 7 per case

An excellent all-purpose weapon, effective against all manner of beasts. Even the mighty hunters fall after four rounds of buckshot. For best effect, use at close range to maximise the damage. Aim up when fighting zombies and you may even take their heads off in one shot.

The shotgun is the key to a fatal trap. In order to safely take this weapon from the lounge, it must be replaced by the Broken Shotgun.

Colt Python

Location: Tiger statue; Use Red Jewel

Attack power: High

Ammunition: Magnum Rounds, 6 per round

The ultimate handgun, capable of dispatching any foe in just a few shots. Zombies fall in one, hunters in two at most. Add to that the fast rate of fire and pinpoint accuracy, and you begin to realise why Barry favours such a tool. Truly one to save for those hairier moments, as ammunition is very scarce.

Bazooka

Location: Forest's balcony (Jill only)

Attack power: High

Ammunition: Explosive Rounds/Flame Rounds/Acid Rounds, 6 per canister

Nothing says "hello" like an explosive grenade. The bazooka is exclusive to Jill, and provides much-needed attack power. When it needs reloading, it takes one of three types of grenade. Although they are all powerful, some are better in certain situations. Acid Rounds are highly effective against snakes, for example, and Flame Rounds decimate overgrown plants.

Flamethrower

Location: Underground tunnels (Chris only)

Attack power: Moderate

Ammunition: Fuel (cannot be reloaded)

The flamethrower fires a continuous jet for as long as you hold down the trigger, but the fuel quickly runs out. It is by and large a useless weapon whose only purpose is to unlock doors. You can't take it out of the tunnels.

Rocket Launcher

Location: Helipad

Attack power: Very high

Ammunition: Rockets, 4 at a time (cannot be reloaded)

The Daddy. A single hit from one of this thing's rocket propelled grenades will take out any enemy, as long as the wielder isn't killed before they can hoist the thing onto their shoulder. Brad will toss this to you in order to defeat the Tyrant.