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Resident Evil 5
Resident Evil 5 (known in Japan as Biohazard 5) is a survival horror third-person shooter video game developed and published by Capcom. It was released in 2009 for the Xbox 360, PS3, and PC. In the game, Chris Redfield, now an operative of the international anti-biohazard task force Bioterrorism Security Assessment Alliance (BSAA), investigates a bioterrorist threat in Kijuju, a fictional region in Africa. Joining him is fellow BSAA operative Sheva Alomar. The basic enemies, Majini, are a continuation of the Ganados form Resident Evil 4, being infected by a brain-controlling parasite that still leaves some intelligence intact.
Returning from Resident Evil 4 is The Mercenaries mode, an arcade-styled timed high score challenge arena. Two DLC, "Lost in Nightmares" and "Desperate Escape" were released for console versions of this game. "Nightmares" serves as a prequel to Resident Evil 5 and stars Chris Redfield and Jill Valentine, while "Escape" takes place concurrent to the main game, following Jill Valentine and Josh Stone. The DLCs also add The Mercenaries Reunion, basically a Mercenaries mode content pack with that features the return of Barry Burton and Rebecca Chambers, last seen in the original Resident Evil. While console exclusive for six years, both DLC were released for the PC as part of the "Untold Stories" Bundle when the game was ported to Steam on March 26, 2015.
The following weapons appear in the video game Resident Evil 5:
Resident Evil 5 features a weapon upgrade system similar to the one in Resident Evil 4. Instead of having a merchant NPC serve as the store, the store is presented between chapters instead. Most weapons can have their firepower, reload speed, and capacity upgraded. A few weapons can also upgrade their attack range or critical hit rate. As is somewhat expected, capacity upgrades means that weapon capacities can go to absurdly high levels. After completing the game once, the Bonus Features menu is unlocked, which allows players to use "Exchange Points" (gained by completing campaign chapters or finishing a game of The Mercenaries) to unlock infinite ammo for all fully upgraded weapons.
Ammo is divided between weapon types and shared between weapons of a type. The five basic ammo types in Resident Evil 5 are Handgun, Machine gun, Shotgun, Rifle, and Magnum, all of which have ammo box models recycled from Resident Evil 4. The "Machine gun" category encompasses the two submachine guns and the two assault rifles in the game, and the ammo box was the 9mm TMP ammo box in Resident Evil 4. The Milkor MGL Mk 1L uses its own special grenades.
Unlike Resident Evil 4, where most weapons can only be bought from the Merchant, many weapons in Resident Evil 5 are found inside the levels. Should the player miss the free weapon in a level, the weapon will be made available in the stores after that level.
Note: In the console versions of this game (and on the PC when using a gamepad), non-scoped weapons are aimed using a solid laser beam that enamates from their attached laser aiming modules (LAM), which are present on all weapons (even sniper rifles), as was seen in Resident Evil 4. These laser beams are not present in the vanilla PC version when using the standard mouse and keyboard controls; instead, a persistent reticule is placed on screen when the player aims. As such, many of this page's screenshots will not depict the lasers, as the screenshots are predominately from the PC version and the game automatically reverts to mouse and keyboard whenever either is touched, including when taking screenshots.
The Beretta 92FS is Chris and Sheva's starting weapon, given to them in the first level by BSAA undercover operative Reynard Fisher. It's also used by Irving in a few cutscenes and Wesker wields a custom version called the "Samurai Edge" from the REmake. Chris and Jill also wield them during the raid on Spencer's Estate during "Lost In Nightmares;" they acquire two identical ones from Spencer's deceased guards before confronting Wesker. Wesker also uses the normal 92FS on the plane to fire at Sheva, saving his Samurai Edge for Chris. Chris and Sheva both start with Beretta 92FS as part of their default Mercenaries loadouts (with 50 and 40 round magazines, respectively). Wesker uses his Samurai Edge model from the REmake during the Mercenaries as well (the only time you'll find a Beretta with the correct 15 round capacity); Josh Stone carries one in Mercenaries Reunion with a respectable 100 round magazine.
The "M92F" starts off with a humble ten round mag (like the Silver Ghost in Resident Evil 4), but can be upgraded all the way to 100 rounds (more handgun ammo than you can carry in a single item slot). This ridiculously high capacity is shared by the "starter" weapons of each type - the Skorpion, Ithaca 37, and Sako 75. It has an upgradable critical hit rate.
Beretta 92FS "Samurai Edge" (Albert Wesker)
This custom Beretta 92FS Brigadier is wielded exclusively by Albert Wesker, originally seen in Resident Evil (2002). Wesker's Samurai Edge features a two-tone finish with Black and Inox parts, a full-length under-barrel rail, a skeletonized hammer, an extended beavertail, and is equipped with an EoTech LAM-1000 under the barrel.
Primarily appearing in CG cutscenes, the pistol can also be used in gameplay in the "Mercenaries" mode by equipping Wesker with the S.T.A.R.S. Outfit. This weapon cannot be unlocked and used in the main game. The weapon is statistically nearly identical to the standard 92FS, but with a meatier firing sound, more damage with each shot, and a 90% increased critical rate for headshots. Similar to the Beretta 92FS for Chris, a Samurai Edge will always be in the holster for Wesker's STARS costume in the Mercenaries, even if the player has discarded the weapon.
Returning from Code Veronica, an actual Beretta 93R (and not a remodeled version of the game's Beretta 92FS as is common in most games) is unlocked for purchase when one fully upgrades the Beretta 92FS. The pistol fires in 3 shot bursts. The burst mode in this game, unlike burst-firing weapons in other games, behaves realistically, requiring the player hold down the trigger for the full burst. Releasing the trigger prematurely results in only one or two rounds being fired. The 93R's optional shoulder stock is permanently attached, and because of the presence of the folding grip, the laser sight is mounted "over-barrel" on a scope mount bolted to the pistol frame.
The Beretta 93R's magazine capacity can be upgraded up to 30 rounds, which is equal in capacity to some real aftermarket magazines. Excella Gionne carries one with said 30 shot magazine in the Mercenaries Reunion mode, though she never uses one in the main game.
Beretta 96FS "Samurai Edge"
This customized .40S&W "Samurai Edge" is exclusive to player character Barry Burton in the "Mercenaries Reunion" mode (DLC from PSN/XboxLive or RE5 Gold Edition). Previously appearing in Resident Evil (2002) as a deliberately overpowered "New Game+" weapon, RE5 is ironically the first time Barry is seen using this pistol that he ostensibly owns. Being .40 S&W, the pistol is based on the Beretta 96, equipped with an extended barrel, compensator, and extended magazine.
Performance-wise, the weapon has a penetration ability similar to the P8 and the FiveseveN in the previous game, and as in the previous title, its critical hit chances reset after each successive penetration, making it possible to explode the head of the enemy behind the enemy you just shot. Fires from a 30-round magazine. Despite being a .40 handgun, it is coded to use 9mm rounds like everything else.
Beretta Px4 Storm
The Beretta Px4 Storm is BSAA Jill's exclusive weapon in the Mercenaries minigame. It is apparently meant to be Jill's BSAA sidearm, though she wielded a regular Beretta 92FS in Revelations and "Lost in Nightmares" which both take place before Resident Evil 5.
The weapon's special ability is a combination between that of the H&K P8 and the Critical Hit Ability as it has a high chance of killing an enemy with a headshot.
Heckler & Koch P8
The Bundeswehr-issue variant of the 9mm H&K USP, identified by its reversed safety lever markings, is one of the usable pistols in this game. It appears to be a standard-issue BSAA sidearm, as all members (except Jill and informant Renard Fisher) in-game have a P8 in a thigh-holster. Sheva will always have one in her holster regardless if she equips other guns or when no handgun is in her inventory; switching to a handgun will cause it to magically become whatever it should be.
The pistol is made available for purchase in the campaign after finishing Chapter 2-3. Midnight Wesker carries a P8 (along with a Model 500 and a lot of explosives) in the Mercenaries mode and Warrior Chris uses one along with the fictional Hydra and a PSG-1 in Mercenaries Reunion.
The weapon is very similar to the Five-seveN in Resident Evil 4, in that the weapon has a piercing ability, able to penetrate 2 or 3 enemies at a time and flawlessly penetrate wooden shields, which can be upgraded to pierce 5 enemies at the same time. The weapon, like most handguns, is fitted with under barrel laser sight. It starts with a 9-round capacity by default and can be upgraded to a max capacity of 25 rounds.
IMI Desert Eagle Mark XIX
The Desert Eagle Mark XIX appears in the game marked under the name "Lightning Hawk", and can be found in Chapter 5-3. The in-game version is identical to the Desert Eagle used in Resident Evil 2, featuring custom wooden grips. Its caliber is not stated, but is likely .50 AE, though gameplay wise it's just generic Magnum Ammo, which it shares with the Model 29 and Model 500. Fully upgraded, the weapon has an 8-round capacity. It can be found in a stone tomb during the battle with Wesker. STARS Wesker carries one in Mercenaries, while Business Sheva uses one alongside the P8.
Technically the "weakest" magnum in terms of damage (still more than enough to kill many kinds of enemies in one shot), it has the highest piercing power, a fast rate of fire, and a quick reload to compensate.
The SIG-Sauer P226 is the most powerful of the non-magnum caliber handguns, fitting a similar role to the Mauser C96 in the previous game. The weapon is unlocked for purchase after finishing Chapter 4-2, and starts with a meager 8-round capacity that only goes up to 16 when fully upgraded. Safari Chris carries one with the aforementioned 16-round magazine in Mercenaries.
Barry Burton's "Silver Serpent" magnum revolver from Resident Evil (2002 VG) returns in the "Mercenaries Reunion" mode, which he uses in two of his melee attacks and is present in a special shoulder holster when not in use. Note that the model of revolver has changed from a Colt Python/Colt Anaconda hybrid to a Smith & Wesson Model 500, but still features the same underlug weight.
Smith & Wesson Model 29
The Smith & Wesson Model 29 is a Magnum first found in Chapter 3-1 on a booby-trapped corpse of a BSAA member in a hut. It can later be purchased for 3000 gold. Its cylinder capacity can be upgraded to hold 12 rounds. STARS Chris carries one with said 12-shot cylinder in the Mercenaries mode and Barry carries an identical magnum in Mercenaries Reunion. Uses generic magnum ammo, which it shares with the .50 AE Desert Eagle and .500 Model 500. Its damage is higher than the Desert Eagle, but balanced with its slower rate of fire.
Smith & Wesson Model 500
The Smith & Wesson Model 500 returns from Resident Evil 4, this time under its real name. It is unlocked for purchase upon fully upgrading the Model 29. Still the most powerful Magnum type weapon, its damage per shot tops out at 5,000, which is higher than any other in-game weapon barring the 30,000 damage dealt by the rocket launcher. A single shot is usually enough to take down most foes. Can be upgraded from its standard (correct) capacity of five shots to six. Midnight Wesker carries one alongside an H&K P8 in Mercenaries and Fairy Tale Sheva uses one in Mercenaries Reunion alongside a SIG 556. It uses generic magnum ammo, shared with the Desert Eagle and Model 29.
Strangely, after each shot, the hammer returns to the cocked position, even though there is clearly no animation of the characters cocking it. While a DAO variant of the M500 exists, it wasn't in wide production in 2008, when Resident Evil 5 was released, so it's unlikely the shooter is partially depressing the trigger to drop the hammer.
The Ithaca 37 is the first available shotgun in the game, found in Chapter 1-2. It is a 5-shot riot gun model fitted with the Stakeout model's pistol grip. While the weakest of the shotguns in terms of damage, its critical hits and capacity can both be easily upgraded due to its cheap upgrade costs; the capacity in particular can be upgraded to a ludicrous 25 rounds. BSAA Chris carries one (alongside his trusty Beretta) in the Mercenaries mode.
Even though the Ithaca is supposed to eject downwards, the in-game version ejects to the side, despite there being visibly no ejection port to the side.
Benelli M3 Super 90
Returning from Resident Evil 4, the Benelli M3 Super 90 is the second available shotgun in game, found near the oil rig in Chapter 3-3; another M3 with a fixed eight-round magazine can be found in Spencer's bedroom during "Lost in Nightmares." The weapon comes with its real name this time, and no longer has the Benelli M4-style sliding stock. Safari Chris carries one (along with a P226 and a pair of RPG-7s) in Mercenaries and Josh Stone carries an M3 of his own (along with a fully-upgraded Beretta and a single RPG-7) in Mercenaries Reunion. It is the hardest-hitting shotgun in terms of raw damage. The magazine capacity can be upgraded to a maximum of ten rounds.
SWD/Cobray Street Sweeper
Retunring (sort of) from Resident Evil 4, an SWD/Cobray Street Sweeper is found on the tanker in Chapter 6-1. Clubbin' Sheva carries one (along with an AK-74 and a Sako 75) in Mercenaries and Rebecca Chambers uses another one (alongside an MP5) in Mercenaries Reunion. Called the "Jail Breaker" in-game, it's effective range can be upgraded; this upgrade interestingly applies to the range of the spread as well, widening it, and adding extra pellets per shot. The weapon starts with a 5 shots capacity and can be upgraded to a maximum of 15.
The Street Sweeper is never seen ejecting any shells. While this is technically accurate as the Street Sweeper lacks an automatic shell ejection system, the shells would realistically have to be manually ejected during the reloading process. The game however depicts none of it, the spent shells apparently just disappearing inside the gun.
The "Hydra" is a secret weapon unlocked for purchase when the Ithaca 37 is fully upgraded. It is a triple-barreled side-by-side sawed-off shotgun. STARS Wesker carries a Hydra (alongside his custom Beretta and a Desert Eagle) in Mercenaries and Warrior Chris uses one (with a PSG-1 and a P8) in the Mercenaries Reunion.
This gun was likely based on a Dickson triple-barreled shotgun with a sawed-off stock and barrels - but unlike that shotgun, this one has only one trigger, meaning only one barrel can be fired at a time, like an over/under shotgun. Strangely, the transition between barrels happens automatically. The Hydra has a baffling starting capacity of four, and this can be further improved as the game progresses. Like the "Jail Breaker" it has an upgradable attack range.
Heckler & Koch MP5A3
The Heckler & Koch MP5A3 appears in the game as "H&K MP5". It is the second submachine gun found in the game, found fairly early on at a BSAA rally point in Chapter 2-1, and can be bought after the chapter. The MP5A3 features an unrealistic 45-round magazine by default, which can be upgraded to hold an impressively impossible load of 150 rounds. One with a 100 round magazine can be found by Jill in the upstairs of the mansion during "Lost in Nightmares." BSAA Jill uses one in Mercenaries (with her Px4 as a backup) and Rebecca carries one alongside a Streetsweeper in Mercenaries Reunion.
Like all the other "machine gun" type weapons, it fires "machine gun ammunition". It is equipped with a reflex sight that is useless gameplay-wise, and a laser pointer/flashlight combination attachment on the forend, though the flashlight component is never turned on even where flashlights are needed (they would rather carry around a 40-pound lamp and let the other guy do all the fighting by himself).
Skorpion vz. 61
The Skorpion vz. 61 is found very early in the game in Chapter 1-1 (the first level). It starts with a 30 round magazine in most versions of the game, but starts with a 50-round magazine in the PAL version, along with reduced starting damage. Like many other guns, can be upgraded to hold a truly absurd 300 rounds of ammunition per magazine (that's not one, but two full boxes of the generic machine gun ammo). It has an upgradable critical hit rate, making it a fairly effective weapon but next to useless when used by the AI partner.
Jill carries two Skorpions during a boss battle against her midway through the game. In "Desperate Escape", following Jill right after the boss fight, she starts with one Skorpion instead. In the Mercenaries, Battlesuit Jill also uses one (alongside a PSG-1) and BSAA Sheva carries another, alongside a Beretta 92FS and an SVD.
The AK-74 is one of the "machine guns" that can be found in Chapter 5-1, and can later be bought for ₦4000. The weapon starts out with a 30-round capacity (the same as most real life AK-74s), and can be upgraded up to 50 rounds. Clubbin' Sheva carries one in Mercenaries mode and Excella has one in Mercenaries Reunion. The AK-74 is the most powerful of the "machine gun" class weapons, but is also by far the least accurate and has the smallest capacity.
The AK-74 is also used by some Majini soldiers, who are found in Chapter 5 and the "Experimental Facility" Mercenaries stage in the Mercenaries Reunion expansion. Their AKs are equipped with green laser sights and dissolve along with the rest of their bodies when killed.
SIG-Sauer SIG556 HOLO
The SIG-Sauer SIG556 HOLO is depicted as the primary weapon of the BSAA, used by BSAA operatives. It is found fairly late into the game, in Chapter 5-2. STARS Chris carries one in Mercenaries and Fairy Tale Sheva has one in Reunion. Josh uses a scoped SIG556 during a battle between Chris and Sheva with a group of motorcycle riding Majini.
Like the MP5A3, it is equipped with a holographic sight that is useless in gameplay. The SIG556 maxes out its ammunition capacity at 90 rounds. While it is depicted as fully automatic in-game, the real SIG556 is a semi-auto only rifle for civilian use.
The Sako 75 is featured in-game as the S75, first found in Chapter 2-1. It is the most powerful out of the 3 sniper rifles when fully upgraded, likely to balance its slow rate of fire, and holds 50 rounds when its capacity upgrade is maxed out. It uses generic rifle ammo, which it shares with the SVD and the PSG-1.
Sheva carries a Sako when equipping her Clubbin costume in the Mercenaries.
The SVD Dragunov is the first semi-auto sniper rifle found in the game, found in Chapter 2-2. It has a starting capacity of 7 rounds and can be upgraded to a maximum of 18 rounds. It has mid level performance, less powerful than the Sako but more than the PSG-1. BSAA Sheva carries one in Mercenaries. Uses generic rifle ammo.
Heckler & Koch PSG1
The Heckler & Koch PSG1 is found late in the game in Chapter 5-3, aboard the Tricell freighter. It starts out with 5 round capacity, but can only be upgraded to a 15-round capacity. In real life the PSG1 can use any magazine that the G3 battle rifle can, including the G3's 20-round magazine and the 50-round drum magazines used in the HK11 automatic rifle series, making it the only weapon in the game with a max capacity lower than it can hold in real life.
In "Lost in Nightmares," a PSG1 can be found in the storeroom of Spencer's mansion. Battlesuit Jill carries one (alongside a single Skorpion) in the Mercenaries and Warrior Chris uses one in the Mercenaries Reunion.
It is the only rifle in game where the scope can be upgraded, which makes it extremely useful for getting some of the more difficult BSAA emblems. The PSG-1 is the "weakest" rifle in the game (though this is again, relative), but it also has an insanely fast reload time, comparable to some of the handguns and faster than just about everything else.
Milkor MGL Mk 1L
The Milkor MGL Mk 1L is the game's grenade launcher. It holds twelve rounds, twice as many as the real world weapon. In addition to high explosive rounds, other fictional rounds are available for the weapon to fire which include flash rounds, flame rounds, acid rounds, nitrogen rounds, and electric rounds. It cannot be upgraded.
In the Mercenaries, STARS Chris and Tribal Sheva both equip them (loaded with Electric and Nitrogen rounds, respectively); Excella uses one in Mercenaries Reunion. One loaded with incendiary rounds can be picked up on the "Ship Deck" stage, while several more are scattered throughout the "Ruins" stage in Mercenaries No Mercy for the PC.
Hybrid Machine gun
A fictional (although quite convincing) hybrid machine gun is mounted on the Hummer during the Savanna chapter, is operated by Chris and is used to take out motorcycle mounted foes. The entire rear section of the weapon appears to be a FN M249 SAW as evident from the club foot stock (which in this case it's made out of wood), general receiver layout, and the gas regulator knob under the barrel. However the front section has an RPK style fore grip, and a PKM style carry handle and front sight. This same gun is used by several enemies and some BSAA light vehicles in Resident Evil 6.
There are two Miniguns in the game. The first is mounted on a tripod in the bed of a BSAA HMMWV and is used by Sheva. The second is a portable version that is carried by the Gatling gun Majini sub-bosses and unlocked as a special weapon usable only by Chris. When the Skorpion is fully-upgraded and the game is beaten once on any difficulty, the "Gatling gun" can be purchased for ₦50,000. No upgrades are available for this weapon.
The hand held version is what you would expect from a video game Minigun. It fires at only 600RPM, but the rounds travel slow enough that the screen can be saturated with bullets, giving the illusion that the weapon has a high fire rate. Further adding to this illusion is a noticeable upward recoil while firing and the weapon has a tendency to jerk around to the left or the right as Chris tries desperately to control the bullet hose. Once firing it is almost impossible to aim the weapon accurately. In addition to the latent inaccuracy of the weapon due to excessive recoil, making slight corrections in where the weapon is pointed causes the weapon to jump significantly in that direction in a jerky manner, rather than smoothly like other weapons.
The portable Gatling gun has a red laser sight in the center of the barrel cluster, individual flash hiders for each barrel like the ones found on early GE Miniguns, and includes a custom "chainsaw grip" attached to the gun mount. The portable weapon features a brass deflector and a fully-modeled flexible chute (much too large for 7.62mm rounds) that connects an unidentifiable block on the bottom of the gun (as opposed to the feeder/delinker) to the bottom right side of an enormous full-metal ammunition backpack. The ammo backpack stores an unlimited supply of rounds and is completely indestructible. Flaming arrows and bullets alike will bounce off doing absolutely no damage and enemies seem to have trouble grabbing Chris from behind when he wears it. Even if the weapon is unequipped, he will still wear the backpack, giving him an extra measure of protection at all times; this can be helpful, unless you also equip the Hydra, since the change of perspective puts that ammo box right in the center of the screen.
Heavy Metal Chris carries one in Mercenaries Reunion.
The M2 Flamethrower can be used during Chapter 5-2, when Chris and Sheva are fighting the Uroboros Mkono boss in a Tricell lab. Defeating Mkono requires using the flamethrower first to expose its weak points.
As with the flamethrower in Resident Evil 2, the ammunition is represented by a percentage bar, although the percent symbol itself is not present, making it appear as if the flamethrower is loaded with 100 invisible projectiles which become a torrent of flame whenever the weapon is fired. A refueling station is present inside the lab, located on a wall. At any time, the flamethrower may be placed into the refueling station to refuel.
General Dynamics GAU-19/A
The General Dynamics GAU-19/A is seen in several fixed gun emplacements, first on the back of a truck near the Mines, and later on a naval mounting in the third chapter. Two GAU-19/As are also mounted on Irving's boat along with two fictional missile launchers. Has unlimited ammunition, but can overheat. Despite being designed to destroy tanks the weapon is treated more like a machine gun in Resident Evil (meaning it inflicts damage roughly comparable to an electric airsoft gun); most notably, it's a completely valid strategy to hide behind sheet metal during the player's first encounter with the weapon.
Returning from Resident Evil 4, three varieties of the RPG-7 can be found in Resident Evil 5. The basic version is a disposable single-shot version, one of which can be found in the Marshlands in Chapter 3-1 on a half sunken boat, and can bought after that for ₦10,000.
A special RPG-7 fitted with a night vision scope is used exclusively in the first battle with Wesker. Unlike the normal disposable version, this weapon can be reloaded with various RPG ammunition laying around in ammunition crates and barrels but it must be picked up and carried separately from the launcher requiring your partner to carry the ammunition while another operates and reloads the weapon.
The Infinite Launcher with unlimited ammo is unlocked for use after beating the game in five hours or less. This particular weapon will replace any RPGs already in inventory or encountered by the player, and due to having infinite ammo, is an absolute must for completing the game on higher difficulties. Because the RPG lacks a reload animation, it's possible to fire the infinite version without allowing the scope animation to take place, meaning the player can see the magically respawning warheads on the weapon.
RPGs are depicted in much the same way they were in the previous game (and like the MGL is here): they fire in a straight line with very little sway. In fact, the RPG-7 has a variable zoom scope with similar power to the sniper rifles, meaning it can be used to kill large groups of enemies at extreme ranges.
Safari Chris carries two in Mercenaries (the only time two of the same weapon can be carried at a time) and Josh has one in Reunion. Several are scattered around the Mercenaries stage "Ship Deck" in all versions of the game (along with an MGL) and they appear in all stages in Mercenaries No Mercy, probably to help the player deal with multiple bosses at a time.
Outside of player-usable RPGs, the RPG-7 is equipped by various armed Majini in Chapter 5.
A Majini uses a FIM-92A Stinger surface-to-air missile launcher in an attempt to destroy the helicopter in the downloadable Chapter "Desperate Escape". Unlike in Resident Evil 2, here it is correctly depicted as a lock-on missile; bizarrely, it doesn't lock on to the chopper, but the pilot instead.
Mk 48 Grenade Series
A fictional (or could we say "generic") series of grenades, consisting of a fragmentation, flashbang, and incendiary grenade. The characters do not remove the safety pins before throwing these grenades.
M26 Frag Grenade
Some of the infested soldiers have M26 hand grenades on their vests. These can be shot, with predictable results.
Model 24 Stielhandgranate
Despite carrying M26 hand grenades, the grenades that some Majini soldiers can throw at Chris and Sheva are low-detail Model 24 Stielhandgranates (likely recycled from RE4), possibly for their higher profile. These soldiers also appear in Mercenaries mode. Strangely, they sometimes function like flash-bang grenades when thrown by enemies. That particular breed of M24 is slightly magical, as the burst and report only affect the player, despite player thrown grenades effecting everyone, and being instantly lethal to any exposed Plaga form.
The Proximity Land Mine is featured in the game as a weapon and is mostly used against one of the bosses encountered. It does not appear to be based on any real-life land mine.
The Proximity Mine is fitted with a LED light on top and frequently beeps when planted after 5 seconds. It cannot be triggered by the player characters, though they can be caught in the blast if detonated by an enemy or gunfire. In Versus, they can be set off by enemy players, and are extremely lethal.