Gaming Guide

No More Room in Hell 2 Weapons: Every Gun, Melee, and Throwable

A full breakdown of the firearms, melee tools, and explosives you can scavenge or bring into a mission.

A full breakdown of the firearms, melee tools, and explosives you can scavenge or bring into a mission.

Survival in No More Room in Hell 2 comes down to what you are holding when the horde notices you. The 1.0 release built its whole arsenal around scarcity, so you rarely start with the gear you want and instead scrounge for it as you push deeper into a map. Knowing what each weapon does before you pick it up saves ammo, saves noise, and often saves your Responder.

Quick answer: The current arsenal spans 15 firearms, a set of one- and two-handed melee weapons, and three throwables (M67 Frag Grenade, Pipe Bomb, and Molotov Cocktail). You either find them as loot during a mission or bring them in through your loadout.

Illustration
Image via Torn Banner Studios

How you get weapons in No More Room in Hell 2

Weapons are part of the map loot system. You do not need to unlock anything before you can use it, because guns and melee tools spawn throughout mission areas and you simply pick them up. Early zones tend to hand you just enough to survive, while stronger gear generally appears deeper into a run. The 1.0 update specifically pushed Tier 3 weapon spawns toward later stages of maps.

The other route is your Responder’s loadout. You spend Credits, earned mainly by extracting with Supplies, to start a mission with something reliable instead of whatever happens to be lying around. Buying a firearm for a loadout is not a permanent free unlock for every Responder, so you have to manage that spending. Note that firearms can now spawn with different amounts of ammo depending on difficulty, so check a gun’s remaining rounds before you commit inventory space to it.


All pistols and the revolver

Handguns are your reliable backup when a bigger gun runs dry. The Model 13 has historically served as the default ranged option, so you can usually enter a mission already carrying a sidearm.

HandgunAmmoNotes
M9A39mmHighest magazine capacity of any pistol; one-shots regular zombies with the Increased Pistol Damage perk.
M1911A1.45 ACPAlso one-shots regular zombies, but holds half the M9A3’s magazine.
Gruber MKVII.22 LRMuch steadier to aim, at the cost of reduced damage.
Model 13.357 MagnumPowerful revolver that can 2-shot prime zombies, but only holds 6 rounds.

The only SMG

There is a single submachine gun in the game. The MP5A4 shares 9mm ammo with the M9A3 but fires much faster, which makes each loose round count for more, and burns through a magazine just as quickly.


All rifles and marksman weapons

This is the broadest firearm category, covering standard assault rifles, semi-automatic marksman rifles, and slower high-power options. The right pick depends on how close the zombies get and how much ammo you can spare.

RifleAmmoNotes
MC-155.56 NATOStandard AR with good stability and stopping power; low fire rate keeps recoil manageable.
M7A16.8x51mmHigher fire rate than the MC-15 and kills prime zombies with a single headshot.
Gruber 922.22 LRBalanced and precise like a lighter MC-15, trading raw damage for control.
Gruber Ranch.22 LRSemi-automatic DMR with decent firepower, not built for close range.
M14 Battle Rifle.308 WINDirect upgrade over the Gruber Ranch: bigger magazine, better fire rate, 2-shots prime zombies.
Rochester 1873.357 MagnumLever-action rifle sharing ammo with the Model 13 for extra punch.
Hunter 85.308 WINHigh-power bolt-action; small magazine and slow fire rate mean you don’t want a horde close.

All shotguns

Shotguns clear a lane fast but make a lot of noise, so they are best held for emergencies. All three fire 12-gauge shells.

Illustration
Firearms clear a crowd quickly but the noise draws more zombies. Image via Torn Banner Studios
ShotgunActionNotes
Fierra DB12Over-under double barrelHits hard but holds only two shots at a time.
590A1Pump-actionHolds up to 7 shells, but reloads slowly.
X12 SuperSemi-automaticFires faster than the pump, still with a slower reload.

All melee weapons

Melee is the backbone of survival here. These weapons stay silent, so you can pick off lone zombies without alerting the whole horde. They split into one-handed options, which are lighter and quicker, and two-handed options, which hit harder but slow you down.

One-handed meleeTwo-handed melee
Small PipeRebar
Tire IronJunction Pipe
WrenchGiant Wrench
Claw HammerBaseball Bat
MalletSledgehammer
Kitchen KnifeFire Axe
Hand AxeShovel
CleaverTree Trimmer

Tip: The 1.0 update reshuffled several melee weapons, including moving the Mallet into the starting inventory and pushing the Small Pipe to a higher tier. Older footage may not match how these weapons behave now.


All throwables and explosives

Explosives are emergency tools, not everyday ammo. A well-placed one can break up a horde bearing down on your squad, but tossing one carelessly wastes a scarce resource and adds noise that pulls more zombies in.

ThrowableUse
M67 Frag GrenadeStandard grenade for a crowd heading your way; time the throw carefully.
Pipe BombMakes noise to draw zombies toward it, so it needs little aiming.
Molotov CocktailSets an area ablaze for crowd control and can be found across maps.

Beyond the throwables, the arsenal also includes the Proximity IED for setting traps. The Rescue Beacon sits apart from the rest as a high-end loadout item rather than a weapon. It prevents the next loss that would otherwise kill a Responder when permadeath is on, and you buy it with Credits or Merits.


The smart loop is to lean on melee for ordinary threats, keep firearms for moments where they clearly earn their noise, and hold explosives for the disasters. Match your ammo to the guns you carry, spread the load across your squad so someone always has an answer for close and long range, and you will make it out of a lot more missions with your Responder intact.