No More Room in Hell 2 is built around making every weapon feel valuable because ammunition, inventory space, and opportunities to fight are limited. You are not expected to carry a full arsenal from the beginning of every mission. Instead, you normally start with your chosen loadout, search buildings and points of interest for better equipment, and decide whether a weapon is worth the space it occupies.
The 1.0 release, also known as the Armageddon update, is now live, and the developers have continued to emphasize the difference between firearms and melee combat. Firearms are powerful but attract attention, while melee weapons let you deal with many encounters more quietly.
No More Room in Hell 2 weapons at a glance
| Category | Current arsenal | How you generally get them |
|---|---|---|
| Firearms | 15 | Find them in missions or equip available loadout weapons |
| Melee weapons | 19 | Find them around maps or equip available loadout weapons |
| Explosives | Several | Find them during missions or use eligible loadout options |
| Attachments | Several types | Find them attached to weapons or in the field |
| Ammunition | Multiple calibers | Loot the environment, ammo crates and other supplies |
| Molotov Cocktail | 1 | Find it in missions or equip it through progression |
| Rescue Beacon | 1 | Purchase with Credits or Merits |
The exact availability of individual loadout items can change as the 1.0 progression system develops, so the most reliable distinction is between weapons you can encounter during a mission and weapons currently offered for your starting loadout.

How to get weapons during missions
| Weapon category | Main acquisition method | Important detail |
|---|---|---|
| Firearms | Map loot + eligible loadouts | Higher-tier weapons tend to appear deeper in missions |
| Melee | Map loot + eligible loadouts | Different tiers and weapon types suit different encounters |
| Explosives | Map loot + eligible loadouts | Best saved for groups or emergencies |
| Molotov | Map loot + progression/loadout | Useful for area denial |
| Attachments | Found with weapons/in the field | Improve handling, range or stealth |
| Rescue Beacon | Credits or Merits | Protects a Responder from one qualifying loss |
The most important thing to understand is that you do not need to unlock every weapon before you can use it. Weapons are part of the map loot system, meaning you can discover firearms and melee weapons while exploring.
Weapon spawns are distributed throughout mission areas, with stronger equipment generally appearing deeper into a run. The Armageddon update specifically adjusted Tier 3 weapon spawning to favor later stages of maps.
That means you should not immediately assume that the first pistol or pipe you find is representative of everything available. Early areas tend to be about getting enough equipment to survive, while deeper areas can reward you with considerably more useful weapons.

Firearms can also spawn with different amounts of ammunition depending on difficulty. The 1.0 update introduced this variation, making it particularly important to check a gun’s remaining ammunition before deciding whether it is worth carrying.
All guns in No More Room in Hell 2
The current documented firearm roster contains 15 weapons. The developers’ Revelation overhaul provides the clearest official breakdown of the firearm classes and confirms the individual weapons that make up the arsenal.
| Firearm | Type | Main ammunition |
|---|---|---|
| Gruber MKVII | Handgun | .22 LR |
| M1911 | Handgun | .45 ACP |
| M9A3 | Handgun | 9mm |
| Model 13 | Revolver | .357 Magnum |
| MP5 | Submachine gun | 9mm |
| M7A1 | Rifle | 6.8x51mm |
| MC-15 | Rifle | 5.56 NATO |
| Gruber 922 | Rifle | .22 LR |
| Gruber Ranch | Rifle | .22 LR |
| M14 Battle Rifle | Heavy rifle | .308 WIN |
| Rochester 1873 | Lever-action rifle | .357 Magnum |
| Hunter 85 | Bolt-action rifle | .308 WIN |
| Fierra DB12 | Double-barrel shotgun | 12 gauge |
| 590A1 | Pump-action shotgun | 12 gauge |
| X12 Super | Shotgun | 12 gauge |
The official firearm overhaul confirms the handgun, rifle, shotgun and SMG categories, including the M1911, M9A3, Model 13, Gruber MKVII, M14, Hunter 85, Rochester 1873, M7A1, MC-15, Gruber 922, Gruber Ranch, 590A1, Fierra DB12, X12 Super and MP5.
The Model 13 is especially important for new players because it has historically served as the default ranged weapon. You can therefore get into a mission with a firearm without first having to find one.
The M9A3 and DB12 are examples of firearms that have also been available through the loadout system. Ahead of 1.0, the developers specifically reduced the M9A3 loadout price and the DB12 price as part of the arsenal economy changes.

The important thing is that buying a firearm for your loadout does not mean you have permanently unlocked it as a free item for every Responder. Loadouts are part of the game’s progression and Credit economy, so you need to manage your spending rather than simply purchasing every available weapon.
All melee in No More Room in Hell 2
Melee weapons are arguably even more important than firearms because they let you deal with zombies without constantly creating the noise associated with gunfire. The game’s melee system has also received substantial changes leading into 1.0, with different weapons designed around different strengths.
The current 19-weapon roster is:
| Melee weapon | General role |
|---|---|
| Mallet | Light blunt |
| Small Pipe | Light blunt |
| Tire Iron | Light blunt |
| Claw Hammer | Light blunt |
| Wrench | Light blunt |
| Crowbar | Light blunt |
| Small Knife | Light slashing |
| Cleaver | Light slashing |
| Hatchet | Light slashing |
| Machete | Light slashing |
| Baseball Bat | Blunt |
| Rebar | Heavy blunt |
| Large Pipe | Heavy blunt |
| Large Wrench | Heavy blunt |
| Sledgehammer | Heavy blunt |
| Shovel | Heavy melee |
| Tree Trimmer | Heavy slashing |
| Fire Axe | Heavy slashing |
| Hockey Stick | Heavy blunt |
The 1.0 update changed several melee weapons and confirms that the Mallet replaces the Small Pipe in the default inventory, while the Small Pipe moves to a higher tier. It also specifically adjusts the Small Wrench, Small Knife, Cleaver, Machete, Hatchet, Rebar, Hockey Stick, Large Pipe, Large Wrench, Baseball Bat, Shovel, Tree Trimmer and Fire Axe.
This is important because older weapon guides can be misleading. The melee system has changed considerably during Early Access, and the 1.0 version does not necessarily behave exactly like the weapons did in older videos.

How to use the loadout system to start with better weapons
The other way to obtain weapons is through your Responder’s loadout. The game’s progression system allows you to spend Credits on starting equipment, letting you enter a mission with something more reliable than whatever happens to spawn nearby.
The 1.0 progression system starts everyone fresh, resetting account progression, Credits, Responders and loadouts, while retaining eligible Early Access rewards.
Credits are earned primarily by successfully extracting with Supplies. Final extraction is particularly important because the team receives Credits based on the Supplies brought out, while early extraction provides much less progression.
The developers also removed Character Level requirements from loadout items for 1.0, giving players more freedom to decide whether they want to invest in equipment for a new Responder or save their Credits for a more experienced character.
How to use explosives and special weapons
Firearms and melee weapons are not the entire arsenal. No More Room in Hell 2 also has explosive and utility equipment that can dramatically change how you handle groups of zombies.
The arsenal includes the M67 Frag Grenade, Pipe Bomb and Proximity IED, while the Molotov Cocktail was added as another area-control option. The Molotov can be found across maps and can also be included in Responder loadouts after reaching its progression requirement in the earlier progression system.

The 1.0 release also introduced the Rescue Beacon. Unlike a conventional weapon, this is a high-end loadout item that can prevent the next loss that would otherwise kill a Responder when permadeath is enabled. It can be purchased with either Credits or Merits.
Explosives should generally be treated as emergency tools rather than ordinary ammunition. A well-placed explosive can save a team from a disastrous horde, but using one unnecessarily can create noise, consume a scarce resource and potentially make the situation worse.
No More Room in Hell 2’s weapon system is deliberately built around scarcity rather than constant firepower. The current 1.0 arsenal gives you a substantial selection of firearms and melee weapons, but the real challenge is learning when each weapon is worth using.
The safest approach is to use melee weapons for ordinary threats, save firearms for situations where they provide a meaningful advantage, and keep enough matching ammunition to make your gun worthwhile. As you survive more missions and earn Credits, you can gradually create loadouts tailored to different difficulties and playstyles.







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