Resident Evil Requiem Challenges: All 62 and What CP Actually Buys
Infinite ammo costs 50,000 CP. Forty-six of Requiem's fifty-one story challenges, combined, pay 35,000. The unlock economy is front-loaded onto five brutal runs, and nobody tells you that up front.

Infinite ammo for every gun in Resident Evil Requiem costs 50,000 CP. The RPG-7 costs 15,000, and infinite rockets for it cost another 35,000 on top. Meanwhile, the entire cheap tier of the challenge list — the twenty-six tasks that award 200 CP each for doing things like saving at a typewriter or parrying once — comes to 5,200 CP combined.
That gap is the whole story of Requiem's unlock economy. It is not a grind. It is a small number of very unpleasant runs, and everything else is loose change.
CP Is a Currency With Exactly 62 Sources
Completion Points are only paid out by challenges. There is no repeatable farm, no per-run trickle, no daily. There are 62 challenges in the game — 51 attached to the main story and 11 added with the Leon Must Die Forever update — and once you have cleared a challenge, that CP is spent from a fixed pool that never refills.
The challenge list only becomes visible — in the pause menu and from the main menu — after you have beaten the story once. Nothing is missable, but you also spend your entire first playthrough with no idea what the game is scoring you on, which is why most people come out the other side holding a few thousand CP and a shop full of five-figure price tags.
Where You Actually Spend It
Main menu, then Bonuses, then Special Content. The shop does not exist until your first completed playthrough. What is behind it: alternate weapons for both characters, permanent charms, costumes, collectible maps, and the infinite-resource cheats.
Weapons and charms bought here are not handed to you directly. They show up in Grace's item boxes or in Leon's supply boxes on your next run, which means every purchase is a purchase for a future playthrough, not the one you just finished.

The Math Nobody Puts on the Box
Add up the main story table and it comes to 185,000 CP across those 51 challenges. Add the Leon Must Die Forever block and you get 112,000 CP more, for a lifetime total of 297,000 CP.
Now the part that reframes everything. Five main-story challenges account for 150,000 of that 185,000. Which means the other forty-six challenges — every story beat, every tutorial-flavored task, every collectible sweep, every 500-CP flourish — pay a combined 35,000 CP.
Thirty-five thousand. That is less than a single infinite ammo unlock.
The Five Challenges That Fund Everything
- Remarkable Agent — complete the main story on Insanity. 40,000 CP.
- Never Touch the Stuff — complete the main story without using herbs or med injectors. 35,000 CP.
- Minimalist — complete the main story without Grace using the blood collector. 35,000 CP.
- Speed Demon — complete the main story by releasing Elpis within four hours. 20,000 CP.
- The Final Puzzle — "let the sweet pair hear the voice." 20,000 CP.
Four of those five are self-imposed restriction runs on a game that already rations resources. The fifth is a riddle. There is no version of the Special Content shop that opens up for you without touching this list.
The good news, if you want to call it that: Never Touch the Stuff and Minimalist are not mutually exclusive with Speed Demon. A fast run is a run where you are not fighting, and a run where you are not fighting is a run where you are not spending herbs. Stacking those three on one attempt is the single highest-value thing you can do in Requiem, and it is worth 90,000 CP by itself. If you are building toward that, the Grace survival and blood guide is the half you should read first, because the blood collector restriction is the harder of the two to route around.
The Difficulty Ladder Stacks in One Run
Read the wording on the difficulty challenges carefully, because it matters:
- Rookie Agent — complete the main story on at least Casual. 800 CP.
- Rising Agent — complete on at least Standard (Modern). 1,000 CP.
- Resolute Agent — complete on at least Standard (Classic). 1,500 CP.
- Remarkable Agent — complete on Insanity. 40,000 CP.
"At least" does the work. One Insanity clear satisfies all four and pays 43,300 CP in a single sitting. Grinding up through the difficulties one clear at a time earns you exactly the same amount and costs you three extra playthroughs.
Insanity itself is gated behind finishing the campaign once, so this is a second-run play, not a first-run play. But it does mean the correct second run is Insanity, not Standard Classic, no matter how much your first run hurt.
What the Shop Costs
Here is the documented price list, sorted by what it does to your wallet:
The expensive tier
- Infinite Ammo, all guns — 50,000 CP
- Infinite Ammo, RPG-7 — 35,000 CP
- Infinite Durability, hatchets — 20,000 CP
- RPG-7 — 15,000 CP
Weapons
- Clatter Carbine (Leon) — 6,000 CP
- Kotetsu (Grace, an unbreakable knife) — 5,000 CP
- Freya's Needle (Grace) — 4,000 CP
- Redemption (Leon) — 3,500 CP
- Mortal Edge (Leon's hatchet) — 3,000 CP
- Ghost Grudge (Leon) — 1,000 CP
- Matilda IMP (Leon) — 500 CP

Charms, gear, and cosmetics
- Rugged Rookie Charm (Grace) — 6,500 CP
- Tactical Tracker, Modded (Leon) — 3,000 CP
- Matsuoka Master Manual (Grace) — 1,000 CP
- FBI Attire (Grace) — 500 CP
- R.P.D. Uniform (Leon) — 500 CP
- Raccoon Roundup Map, City — 300 CP
- Raccoon Roundup Map, Rhodes Hill — 200 CP
That catalogue adds up to roughly 155,000 CP, with models and concept art reported at 100 CP apiece on top of it. Set against the 185,000 CP the main story can pay, the conclusion is clean: the campaign alone can buy the entire shop, but only if you clear all five of the big challenges. Skip even one and you are choosing between infinite ammo and everything else.
The Order That Makes Sense
If you are buying in sequence rather than saving up, buy the things that make the next CP easier to earn:
- Kotetsu, 5,000 CP. A knife that never breaks removes Grace's single most annoying resource constraint, and it directly helps a Minimalist run where you are refusing to craft.
- Mortal Edge and Tactical Tracker (Modded), 3,000 CP each. Better hatchet, better credit income for Leon. Both compound across a full run.
- Raccoon Roundup Maps, 500 CP for the pair. They mark the Mr. Raccoon memoriams. You Little Rascal! pays 2,000 CP, so the maps pay for themselves four times over.
- Infinite Durability for hatchets, 20,000 CP. The cheapest of the infinite unlocks and the one that changes a run the most, because Leon's melee stops being a budget.
- Infinite Ammo, 50,000 CP, last. By the time you can afford it you have already done the runs it would have trivialized.
Buying infinite ammo first feels great and is backwards. It is the reward for finishing the hard list, not the tool for finishing it.
The Cheap Tier Is Still Worth Sweeping
35,000 CP is not nothing when the Kotetsu is 5,000 and the maps are 500. The 200-CP tier is largely unmissable story progression, but a handful of the flat-rate ones are easy to walk past forever:
- The Ol' Fashioned Way — save at a typewriter with an ink ribbon. Trivial, and easy to never do if you play on a difficulty that autosaves.
- Internal Dispute — make a zombie attack another zombie in the hospital wards. Location-specific.
- Can I Borrow This? — throw a weapon dropped by an enemy.
- Master Craftsman — craft every possible item as Leon.
- Order Up! and Deadly Duet — 500 CP each, both tied to specific optional kills in the care center and the main story.
- No Safe is Safe and Crate Expectations — open every safe, open all BSAA containers. 500 CP each and pure exploration.

The collectible pair is the best value in the cheap tier: Case Closed (read every file) pays 3,000 CP and You Little Rascal! (destroy every Mr. Raccoon memoriam) pays 2,000. Credit Where Credit Is Due hands you another 3,000 for earning 200,000 credits, which happens naturally on a Leon-heavy run if you are actually using the Tactical Tracker the way the Leon combat guide describes.
Leon Must Die Forever Adds a Second Bank
The May 2026 free update did not just add a mode. It added eleven challenges worth 112,000 CP, which is more than half of what the entire main story pays.
The heavy hitters there are Victor Must Die Now (35,000 CP), and then a trio at 15,000 apiece — Leon's Limbo, Leon's Purgatory, and Leon's Inferno — all gated behind Forever Rank 3 or higher. Same City, Different Tyrant pays 10,000 and Leon's ARK pays 9,000, both at Rank 2 or higher. The entry-level ones are almost jokes: Ready to Die gives you 1,000 CP for failing the mode three times, and Farewell to Arms gives another 1,000 for discarding a weapon.
Practically, that means there are now two viable paths to a full Special Content shop. Suffer through the restriction runs in the campaign, or get good at the roguelite mode. The mode is faster per attempt and does not ask you to replay eight hours to find out whether your no-herb run survives. Whether it is easier depends entirely on how your parry timing holds up.
Quick Action Checklist
- CP comes only from challenges. 62 of them, 297,000 CP total, no repeatable farm.
- The Special Content shop lives under Bonuses and does not exist until your first story clear.
- Five main-story challenges pay 150,000 of the campaign's 185,000. Everything else combined is 35,000.
- Make your second run Insanity. "At least" wording means one clear pays all four difficulty challenges — 43,300 CP.
- Stack Speed Demon with Never Touch the Stuff and Minimalist where you can. Fast runs are low-consumption runs.
- Buy the Raccoon Roundup Maps early. 500 CP spent to make a 2,000 CP challenge trivial.
- Buy Infinite Ammo last. It is the trophy, not the tool.
- Purchased weapons and charms appear in item boxes and supply boxes on your next run, not the current one.
- Leon Must Die Forever is worth 112,000 CP on its own and is the shortcut if restriction runs are not your thing.
- New to all of this? Start with the Requiem beginner guide before you worry about the ledger.
Frequently Asked Questions
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