REC ● 1993 OSAKA — LAUNCH BUILD CHECKED 2026-10-31
COP BASTARD

The three guns, and when to hold each

CHECKED 2026-10-31 · Weapons

Quick answer

Three guns: Beretta for distance and headshots, double-barrel for doorway double kills, magnum for six kills in ten seconds. Swapping weapons cancels a reload.

Official screenshot: shotgun fired inside a trashed office corridor

Three guns, no upgrades in the campaign, and a swap system that lets you cancel a reload. That is the whole arsenal, so the interesting part is not which gun is best — it is which gun you should be holding when the door opens.

The three guns

GunWhat it is forAmmo behaviourWeak atAchievement tied to it
BerettaDefault handgun, accurate at distance, headshot machineFast, small magazine; reload oftenCrowds, close range panicPistol master (600 kills), Hitman with hair (25 m headshot)
Double-barrel shotgunRoom entries and stacked enemies; two barrels, two killsVery limited before a reloadAnything past close rangeShotgun sensei (500 kills), Brother yakuza? (double kill)
Magnum revolverHeavy single shots, executes whatever is in front of youSlow, punishing on a missSustained fightsDo i feel lucky? (six kills in ten seconds)

The game's own description names these three and nothing else. No assault rifle, no SMG, no throwables — if you are looking for a fourth slot, it does not exist.

Why the Beretta is the default, not the fallback

Two achievements point at it (600 kills, and a 25-metre headshot), which tells you what the developers expect you to be holding most of the time. It is the only gun that rewards distance, and the only one where a missed shot costs you nothing but time. On a first run, treat the other two as tools you pick up for a specific room.

Shotgun: the door-opener

The double-barrel's value is the double kill. Brother yakuza? asks for two enemies at once and 68.2 percent of players have it, which is the highest rate of any non-tutorial achievement — corridors funnel enemies into a line and the shotgun turns that line into one shot. Reload discipline matters more here than aim: two shells, then you are holding a stick until the animation ends.

Magnum: burst damage with a clock on it

Do i feel lucky? wants six kills in ten seconds, and that is the honest description of the weapon: a short window where it deletes everything, followed by a long recovery. Use it when you already know how many bodies are in the room. Do not walk into an unknown corridor with it.

The swap trick that replaces a reload

Reload cancelling is a real mechanic in this game, not a speedrun exploit: switching weapons interrupts the reload animation, and switching back gives you a fresh cylinder or magazine without waiting out the full animation. Practical version:

  1. Fire the shotgun dry at a doorway.
  2. Swap to the Beretta instead of watching the reload.
  3. Shoot whatever survived, then swap back — the shotgun is loaded.

The cost is a beat of vulnerability during the swap, so it is worth doing behind cover or between rooms, not in the middle of a firefight. More on the timing on the gunplay page.

Ammo economy without numbers

The game does not print damage values, and this site will not invent them. What you can rely on: the Beretta is the only weapon that stays useful when ammo is thin, the shotgun empties fastest, and the magnum asks you to make every shot count. When a room feels unwinnable, the usual answer is that you brought the wrong gun through the door, not that you need more bullets.

Checked 2026-10-31 against the Steam store description and the official demo patch notes.