If you want Insanity difficulty in Resident Evil Requiem to feel easier than Standard, you need to treat it as your third prepared playthrough, not a blind first run. The optimal route is: finish a relaxed first clear, stack three big CP challenges in a second run for around 90,000 CP, then start Insanity with infinite ammo, an infinite RPG, and infinite saves already unlocked.
| Unlock | Cost (CP) | Reason to Buy |
|---|---|---|
| Infinite Ammo (Guns) | 50,000 | Gives all firearms unlimited ammo (except RPG‑7); removes resource stress completely. |
| RPG‑7 | 15,000 | One‑shot kills most enemies and bosses; perfect for fast Insanity clears. |
| Infinite Ammo (RPG‑7) | 35,000 | Grants infinite rockets, trivializing most combat sections. |
| Freya’s Needle (Grace) | 4,000 | Fast, accurate SMG alternative when Grace can’t use Requiem. |
| Kotetsu (Grace) | 5,000 | Unbreakable knife—saves ammo and fits Minimalist challenge runs. |
| Infinite Ribbon | Free (Challenge Unlock) | Allows unlimited manual saves across all runs, including Insanity. |
In practice, that means you’ll use your first playthrough to unlock Insanity and farm early Completion Points (CP), your second to combine Speed Demon, Minimalist, and Never Touch the Stuff in one go, and your third to cruise through Insanity with infinite ammo for all guns, infinite RPG‑7 ammo, Kotetsu, Freya’s Needle, and Infinite Ribbon for unlimited saves. Done this way, Insanity becomes a power trip rather than a brick wall.
Quick step‑by‑step plan
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Beat the game once on any difficulty to unlock Insanity and the Bonus Content Shop.
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Use that first run to pick up easy challenges and an early Bloodlust‑style CP farm for roughly 25,000–30,000 CP.
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Spend 5,000 CP on Kotetsu (Grace’s unbreakable knife) and nothing else.
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Start a Casual NG+ run and stack Speed Demon, Minimalist, and Never Touch the Stuff in one playthrough for about 90,000 CP plus Infinite Ribbon.
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Use your 110,000–115,000 CP pool to buy Infinite Ammo (Guns), the RPG‑7, Infinite Ammo (RPG‑7), and Freya’s Needle.
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Launch Insanity NG+ with infinite saves and infinite ammo, prioritising stabilizers over steroids and letting the RPG and Requiem carry almost every fight.
How Insanity works in Resident Evil Requiem
Insanity is Requiem’s highest difficulty and only unlocks after you clear the main story once on any setting. Enemies get more health, move faster, and hit much harder than on Standard or Classic, with some attacks capable of one‑ or two‑shot kills. Item placements and some puzzle codes also change, so you can’t fully rely on low‑difficulty routing for every pickup.
The key catch is that the game is balanced assuming you’ve already bought powerful bonus content with CP, particularly infinite ammo options and better weapons. Going in without those is possible, but most guides treat it as a self‑imposed challenge rather than the intended experience.
First playthrough: unlock Insanity and farm early CP
Your first goal is simple: finish the story once, unlock Insanity, and set up a strong CP base without stressing over perfect routing.
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Difficulty: Standard or Casual both work; Casual is easier if you’re mostly interested in later Insanity runs.
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Focus: Learn layouts, grab files and Mr. Raccoons when convenient, and clear easy combat or exploration challenges as you go.
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Saves: Keep a few manual saves across big sections because there’s no chapter select; you can come back later if you miss something simple.
Easy CP spike: blood‑based challenges
Several guides highlight “blood usage” challenges like Bloodlust as some of the quickest ways to earn 10,000 CP in a controlled way.
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Collect transfusion bags but don’t immediately spend their contents.
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Make a manual save, empty your blood collector by crafting, then consume transfusion bags to refill and craft again.
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Once the challenge pops, reload your save so you keep the bags but still own the CP reward.
Between this and natural story challenges, many players leave their first run with roughly 25,000–30,000 CP.
Second run: stack Speed Demon, Minimalist, and Never Touch the Stuff
Your second playthrough is where the big CP payoff happens, and it’s the core of this entire strategy.
What to buy before this run
From your first‑run CP, buy only one thing before starting this NG+:
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Kotetsu (Grace) – 5,000 CP, unbreakable knife that never breaks and is extremely useful when you’re trying not to craft or heal.
Skip costumes and side weapons for now; they don’t help with the challenges you’re about to stack.
Challenge requirements and CP rewards
You can safely do all three of these in a single Casual NG+ run.
Combined, these three are widely documented as awarding around 90,000 CP in one go.
Route tips for the triple‑challenge run
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Play on Casual NG+ and skip all optional encounters you don’t need.
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Use the challenge screen mid‑run to confirm your craft count and heal usage remain at zero; reload if anything increments.
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Kotetsu lets Grace conserve bullets without crafting ammo, which is crucial for Minimalist.
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The in‑game timer pauses on the pause screen, so you can breathe and plan before tricky sections.
Expert insight: because NG+ lets you bring upgraded weapons into Casual, many players report finishing this stack around 3 to 3.5 hours without extreme speedrun tech, leaving comfortable buffer under the four‑hour limit.
Infinite Ribbon unlock
Completing the four‑hour “release” clear also unlocks Infinite Ribbon for Grace, which gives you unlimited manual saves on later runs, including Insanity. It appears in her item box and can be used immediately on any difficulty once unlocked.
What to buy with 110k+ CP before Insanity
After your first two runs, you’ll typically sit around 110,000–115,000 CP, enough to buy almost everything that matters for Insanity.
Priority CP purchases
With this shopping list, you enter Insanity with infinite ammo on all regular firearms, an infinite RPG‑7 for Leon, solid backup options for Grace, and unlimited saves.
How to beat Insanity easily with infinite ammo
Once all of this is in place, Insanity becomes more about staying disciplined than about raw survival.
Leon: lean on the RPG‑7
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The RPG‑7 is available from Leon’s supply box once purchased and can be toggled with its infinite ammo option you bought with CP.
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Most regular enemies die in a single rocket, and the splash damage lets you clear groups or stagger bosses safely.
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Use your other guns occasionally to keep things interesting, but you can comfortably let the RPG carry every major encounter.
Grace: Requiem and Freya’s Needle
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Infinite Ammo (Guns) applies to Grace’s firearms as well, making Requiem incredibly efficient for headshots and limb control.
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Consistent headshots prevent some zombies from escalating into nastier forms later, which keeps later sections calmer.
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When Grace doesn’t have the Requiem, Freya’s Needle offers a high‑rate‑of‑fire option that feels great with infinite handgun ammo.
Stabilizers vs steroids
Across higher‑difficulty guides, stabilizers tend to be the better pick once infinite ammo is online.
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Stabilizers improve weapon control and recovery, so every fight feels smoother.
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Steroids increase maximum health, but Insanity enemies hit so hard that some attacks will still be fatal from near full HP.