Starsenal Trophy / Achievement Guide
You never forget your first zombie-infested nightmare mansion, do you? Say what you will about the way Oswell Spencer treats his employees, but the man's got a lovely estate filled to the brim with puzzles, trinkets, terrifying mutated animals, zombies, monstrous little girls, and of course - weapons.
Pistols and knives are all well and good, but completionists will need to get their hands on every single one of the game's weapons to unlock the 'Starsenal' trophy / achievement. This will involve multiple playthroughs and even a speedrun or two, but don't let that scare you - the ultimate reward is an infinite rocket launcher!
Before we begin...
As mentioned above, the Starsenal trophy tasks you with picking up weapons across more than one playthrough, as some are exclusive to Jill while others can only be obtained by Chris. These playthroughs must be part of the same save file - when you've beaten the game, save your 'clear data' then load it to find the 'Once again...' option. It'll start a new playthrough, but the weapons you found previously won't need to be collected again - assuming you saved after you grabbed them.
To be on the safe side, save your game ASAP after collecting a new weapon. This will ensure it counts towards the trophy, even if you die right after. |
Survival Knife
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- Jill and Chris start with these weapons by default.
- Both characters can find an extra knife underground in the 'Black Tiger' arena (spider boss fight).
Despite their identical names, these two knives look and act slightly differently. Chris's knife does more damage and has a larger hitbox (making it ideal for the CQC FTW trophy), while Jill's should really only be used in a pinch. There's some debate over whether or not the 'bonus knife' needs to be taken as it's identical to the one your character starts with, but to be on the safe side, grab it and throw it in an item box right after the fight.
Handgun
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- Jill starts with this weapon by default.
- Chris must collect it from the Main Hall at the start of the game.
A fairly reliable (if weak) part of your starting arsenal (or 'starsenal', if you will), this weapon uses handgun magazines and can hold fifteen 9mm bullets at a time.
Shotgun
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- Both characters can find it, but Jill has an easier time collecting the shotgun.
After grabbing the armor key, you can technically get this weapon right away - but only if you're playing as Jill, and haven't met Barry on the balcony or in the fish tank room yet. It's as simple as walking into the room seen in the screenshot on the right, grabbing the shotgun, then trying to open both doors as the ceiling starts coming down when you try to exit.
If you're playing as Chris, use an Old Key to get into the room seen in the screenshot on the left first; you'll find a fake shotgun inside. With it, you can head to the room in the screenshot on the right to take the real shotgun off some hooks. Pull an Indiana Jones and put the fake one in its place to leave the room with a weapon I can only describe as Groovy.
As you might expect, this weapon uses shotgun shells and can be loaded with six of them at a time.
Grenade Launcher (& Three Unique Shells)
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- This weapon can only be obtained by Jill after getting the armor key.
- Each shell, when combined with the launcher, counts as a different weapon.
- There are three kinds of shell - acid, incendiary, and explosive.
The grenade launcher, found on a balcony you can enter through the south-eastern corner of the upper main hall, is exclusive to Jill.
It's very, very good at killing pretty much everything in the game, and as mentioned above, it inexplicably counts as three distinct weapons when filled with its three unique ammo types. Shells can be found fairly often (especially on lower difficulties), but you should consult the evil resource map for help finding them if you're struggling - just be sure to combine each one with the launcher to make sure they've counted towards the trophy.
The grenade launcher can hold six shells of a given type at a time.
Assault Shotgun
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- Both characters can get this weapon, but Jill gets it much earlier than Chris.
- If you fail to save Richard from the poison, then the weapon cannot be obtained in that playthrough.
You may recognise this weapon as belonging to Richard, one of the mansion's precious few friendly faces. It's effectively a better version of the regular shotgun, and to claim it, you'll need to get the Serum for Richard before he succumbs to snake venom early in the game. After entering his room it takes roughly five minutes for the venom to work its magic, so you should be fine if you know your way back to the safe room - but be sure to save the game before you start the clock just in case.
Once the serum is administered, you'll need to make a bit more progress before getting your hands on the shotgun. Jill needs to start fighting the snake boss and damage it until Richard gets eaten (leaving the room early will make the weapon unobtainable), while Chris needs to drain the shark tank later in the game to find the shotgun in the room where the biggest shark is finished off. In both scenarios, you'll find it on the floor as seen in the screenshots above.
Like the regular shotgun, this weapon uses shotgun shells - but with increased damage and room for ten shells at a time.
Magnum Revolver
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- Both characters can get this weapon, though Chris will need an Old Key to get access to the first puzzle's room.
A personal favourite, the magnum revolver is the be-all and end-all of zombie killing. Each shot is all but guaranteed to explode heads and ask questions later. Naturally, a weapon like this is well-hidden, but solving its bizarre puzzle with the steps below is well worth the effort.
- Use the armor key (and as Chris, an Old Key) to visit the room in the screenshot on the left.
- Take the Fishhook and 'Lure of a bee' out of the display cases, then combine them in your inventory.
- Take the Bee Specimen out of the other display case, and 'use' your hook-lure on the same case to replace it.
- Put the Bee Specimen in the insect display case, then press the switch.
- Take the Wind Crest outside to the area in the screenshot on the right, then put it in the solo grave.
- Grab the three crests that appear and inspect them to reveal buttons on their backsides. Press the buttons.
- Put the three crests into the other grave and the magnum is yours!
Holding six magnum rounds at a time, it's worth noting this bespoke ammo is very rare. Use it wisely.
Self Defense Gun
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- Both characters can find this weapon in the Residence. It's on the desk in room 001.
Despite appearances, this is one of the most powerful weapons in the game. It has only one shot and cannot be reloaded, making it ideal for quickly dealing with Plant 42 or other bosses.
Flamethrower
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- This weapon can only be obtained by Chris in the leadup to the spider boss fight.
Chris may not get a grenade launcher, but he does get a consolation prize in the form of this flamethrower. You can use it to make the spider boss fight a little easier, and putting it onto the hooks near certain doors unlocks them, but it can't be reloaded and must be left behind soon after you get it. Womp womp!
Barry's 44 Magnum
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- This weapon can only be obtained by Jill.
If you're going for the good ending, you're in the wrong place. To betray Barry during the Lisa Trevor fight beneath the mansion, choose 'No' when he asks for his weapon back and try not to cry as the best character in the game meets a terrible fate.
Barry's magnum is an incredible weapon, capable of one-shotting everything in the game (including the final boss), but it's worth noting that getting Barry killed will prevent you from getting the regular Rocket Launcher in that playthrough.
The weapon holds six rounds and cannot be reloaded.
Rocket Launcher
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- Can be obtained by both characters, but only if they kept their respective companions alive.
This weapon is effectively a reward for getting the good ending, as it only appears during the Tyrant fight on the helipad. As mentioned above, the fight will only happen if Rebecca / Barry are alive by the time you reach the laboratory. To make sure this happens as Jill, you'll need to give Barry his gun back during the Lisa fight and keep him alive throughout.
As Chris, you'll need to save Rebecca from a hunter. Like Richard earlier in the game, this is a time-sensitive event with the clock starting when you use the emblem key to enter a small office on the ground floor of the mansion. You'll hear her scream, and should run upstairs into the room where you found the dog whistle earlier to find her there.
This launcher holds four shots and can't be reloaded. Make them count!
Infinite Handgun / Infinite Rocket Launcher
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- Both characters can use these weapons after beating the game on Normal difficulty or above within a time limit.
- The handgun (AKA Samurai Edge) is a reward for beating the game in under 5 hours, and appears in the item box
- The rocket launcher is a reward for beating the game in under 3 hours, and it'll be in your inventory when starting a new game
A speedrun may seem daunting, but I can promise you that the infinite ammo rocket launcher is well worth it. Even if your first run is shy of the time limit, an infinite ammo pistol makes the next one easier - and my speedrun guide can help if you're at your wit's end. General tips are as follows:
- Play as Jill on Normal difficulty for her better weapons, extra inventory slots, and slightly smaller hitbox.
- Note that the timer only stops when you're on the main menu
- Watch speedrunners play the game to remember where to go. I recommend this video by Dans_Survival.
Defensive Items (Dagger, Flash Grenade, Stun Gun)
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- Daggers can be used by both characters.
- Flash Grenades are exclusive to Chris.
- The Stun Gun (and its Battery Packs) are exclusive to Jill.
These are abundant on lower difficulties, and protect our protagonists whenever a zombie gets a little too handsy. Each one acts a little differently - daggers can be reclaimed by destroying an enemy's head, the stun gun briefly knocks zombies down to the ground, and flash grenades will blow up a zombie's head after a few seconds (or even sooner if you shoot them first.)
The last thing any competent gamer (or rational human) wants is to be be grabbed and bitten, so picking these up wherever you find them is highly encouraged. Again, I'd recommend the evil resource maps for help finding extras if you're struggling - just be sure to change the contents to match your current character and difficulty setting.
That's all, folks!
Assuming you found every weapon in one save file, the Starsenal trophy will be yours when the last brain-blaster enters your inventory. If it doesn't unlock, make sure you've used all three grenade launcher shells and picked up the extra knife. If that doesn't do it, try equipping each weapon (and defensive item) at least once. If nothing else, the infinite rocket launcher will make replays nice and quick - enjoy the mayhem!