Guides

Residence Massacre Shotgun — Only Ranged Tool

Where to grab the Shotgun in Night 3, why two shells is the entire budget, and how Cabin ammo boxes refill it.

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Shotgun — Night 3 Defense

The Shotgun is an item exclusive to Night 3 in Residence Massacre. You find it on one of the tables inside the Lodge, and when somebody picks it up everyone in the lobby gets a copy in their inventory. It is modelled on a Remington M870 in the real world — though the in-game variant was actually designed after a Winchester Model 1897 / Trench Shotgun (which can carry up to 6 rounds in real life). It is the only reliable counter to The Spider and the main way to stun The Mutated Worker without dying. There is no Shotgun in the residence nights, the factory, Endless, or the lobby shop. Place 14437001043, online co-op, PvP removed January 9, 2026, no Codes multiply ammo.

What the Shotgun actually does

After pickup, a UI with 2 shotgun shells appears in the bottom-right corner showing how much ammunition you have. To fire it you aim with right-click (desktop), LT (console), or the designated mobile button, then click / tap / press RT to shoot. Firing takes one shell off the counter — when you fire your second shot the UI empties and you have to refill from one of the boxes of shotgun shells placed near Cabins 1, 2, 3/4. Clicking an ammo box refills your Shotgun back to full (2 shells).

Shells are powerful: they can break cabin windows and shutters, scare away The Spider, stun The Mutated Worker, and kill Undead Pumpkins (the Graves-variant Undeads on Night 3). They cannot break furniture and do not interact with the radio tower.

Why two shells is the whole budget

Night 3 only gives you 2 shells per round unless you refill. Ammunition spawns at four fixed map locations, two near each of the cabin-area crossroads — but only two of the four spots contain shells in any given round, with one shell box guaranteed on each of the two crossroads. There is no Shotgun pickup that refills you — once you shoot your two shells you must leave the cabin and physically walk to an ammo crate.

Every Shotgun shell makes noise. Loud noise lures The Mutated Worker — after every second shell the Husk will detour to investigate the cabin where the shot was fired. Two quick shots is exactly the threshold where he will come for you. Plan your shots: one shell to scare off a Spider, second shell only when you really need it, then run for ammo while the Husk is investigating your position.

Where to find it

The Shotgun sits on a table in the centre room of the Lodge at the start of Night 3. The Lodge’s front door is locked until you grab the Key from the left side of the porch; both characters (you and The Worker) walk in, the cutscene plays, and the Shotgun is interactable on the table. You cannot leave the Lodge without picking it up — an invisible wall stops you and the objective reads “Grab the Shotgun.” Once you have it, every player in the lobby has one too.

There is no Shotgun pickup anywhere else on Night 3. The cabin ammo crates refill only. If you wipe, the Shotgun respawns on the Lodge table for the next attempt.

Stun limit on The Mutated Worker

The Mutated Worker can be stunned by the Shotgun up to 3 times in a night. After three stuns he builds immunity — further shells will only slow him slightly instead of staggering him. Use your first two stuns on Spider scares and your third as a panic button for an escape. Trying to kite him with shells after stun 3 wastes your budget.

Cabins, lights and shutters

Every cabin has 4 windows, 2 beds, a fuse box, and a switch for the lights. Lights slow The Spider down when it tries to climb in through a window — turning them on when you hear the Spider at the window buys time to line up the Shotgun shot. Leaving the lights on too long makes them hum, then fail along with the cabin’s fuse box. Fuse boxes need three clicks on the breaker to repair. Shutters give one extra layer of protection — a Spider on a shutter has to break through before it can enter, and you get an audio cue while it is breaking. Shutters tank one Shellgun shell without breaking the window or damaging the Spider, so wait for the shutter to break before firing.

Camera + Trail Camera synergy

There are 4 Trail Cameras on Night 3 that you can place on any tree. Picking up any camera gives you the Camera Tablet, which lets you view the placed cameras from anywhere on the map. Unlike the residence nights there is no UV flash on Night 3 cameras — the Tablet exists only so you can scout where The Mutated Worker is before you leave the cabin for ammo. Place cameras far apart to cover as much of the camp perimeter as possible.

Strategy cheat sheet

  • First shell = Spider. If a Spider is on your window or hole, shoot it off. It will despawn after the shot (or after 2 failed lunges, or if it goes too far away from any player).
  • Second shell = bait. Save the second shell until a Spider or The Mutated Worker is actually on top of you. After firing, hide under a bed and let The Mutated Worker investigate the cabin while you recover stamina.
  • Don’t double-shot inside a cabin. Two shots in quick succession inside a cabin is the loudest possible noise — The Mutated Worker will come.
  • Refill in pairs. Going for ammo is safer when a teammate can lure The Mutated Worker away. Solo runs: pick the ammo spot furthest from your last known cabin.
  • Don’t break windows for fun. Each broken window makes your cabin easier to break into. Shells are for emergencies, not interior decorating.
  • Blizzard snowballs work too. Snowballs (drops from Undead Pumpkins, spawn during Graves + Blizzard) slow The Spider down. The Sharpshooter badge is the official “throw a snowball at the Spider” badge.

What the Shotgun is not

  • Not a Hammer replacement. Hammer is for melee staggers, not for the Spider. Shooting The Mutated Worker at close range with a shotgun will stun him; chasing him down with a Hammer leaves you open to the Spider.
  • Not unlimited. There is no in-game way to extend your shell count beyond the 2 + however many refills you can grab before 6 AM.
  • Not in Endless. Endless mode uses different ranged items that are cosmetic reskins of the fists; they do not stun anomalies.
  • Not in the Coins Shop. No gamepass, no Coins Shop item, no rank unlock buys the Shotgun. Map spawn only.
  • Not droppable in mainline nights. Along with the Camera Tablet and the Key, the Shotgun is one of the toolbar items you cannot throw away in mainline nights.
  • Not effective after stun 3. The Mutated Worker builds immunity after three shotgun stuns. Don’t waste your budget trying to stun-lock him in the late game.

Badges tied to the Shotgun

  • Easy Trigger — shoot The Mutated Worker 3 times. Reward: Police Cap hat.
  • Pacifist — survive Night 3 without using your Shotgun. Reward: Cake Hat hat.
  • Icebreaker — stun The Mutated Worker by shooting a snowman close to it with the Shotgun in Night 3. Reward: Christmas Tree hat (Blizzard season).

Small details and trivia

  • The Shotgun is the first item in Residence Massacre to show the player’s arms in first person.
  • The Shotgun is the first toolbar item that cannot be thrown away in mainline nights, alongside the Camera Tablet and Key. (Gas Can doesn’t count because it was added later as an item.)
  • The Shotgun design is based on a Winchester Model 1897 / Trench Shotgun. In real life that variant can hold up to 6 rounds, not 2.
  • There was a 2024 bug that let you shoot Undead Pumpkins before they popped out of the ground by shooting their heads while still underground. That bug has since been patched.

How the Shotgun connects to the rest of the wiki

  • Night 3 walkthrough — full Lakeview Camp walkthrough.
  • Lakeview Camp — the camp map, cabins, ammo locations.
  • The Worker — the ally who mutates into The Husk and The Spider.
  • The Spider — the head anomaly the Shotgun scares off.
  • Camera Tablet — the only way to view your placed Trail Cameras.
  • Trail Camera — the 4 placeable cameras you place around the camp.
  • Undeads — Undead Pumpkins are the only Undeads the Shotgun can kill.
  • Memories — the Shotgun does not appear in any memory; it is Night 3 mainline only.

The Shotgun is the only ranged tool Residence Massacre gives you on Night 3, and the only one that scares off The Spider. Two shells is your whole budget — spend them on Spider first, refill at the cabin ammo crates, and never double-shot inside a cabin unless you are ready for The Mutated Worker to come knocking.

FAQ

Frequently Asked Questions

Quick answers for Residence Massacre survivors.

Where is the Shotgun in Residence Massacre?

On one of the tables in the centre room of the Lodge at the start of Night 3. When someone picks it up, every player in the lobby gets one. There is no Shotgun pickup anywhere else on the map.

Does the Shotgun appear in Night 1 or Night 2?

No. The Shotgun is exclusive to Night 3 Lakeview Camp. It does not spawn in the residence, the factory, Endless mode, or the lobby shop.

How many shells does the Shotgun hold?

Two shells. The Shotgun does not have a magazine — it is a 2-shot budget per refill. You cannot carry more than 2 shells at any time.

Where do you refill Shotgun shells?

At the boxes of shotgun shells near Cabins 1, 2, 3 and 4. Ammo spawns at 4 fixed map locations (two near each cabin-area crossroads), but only 2 of the 4 spots have shells in any given round — one must be on each of the two crossroads.

Can the Shotgun kill The Mutated Worker?

No. It stuns him for a short window, and you can stun him 3 times in a night. After the third stun he builds immunity and shells only slow him slightly. Plan your stuns.

Does the Shotgun scare off The Spider?

Yes. Shooting The Spider with the Shotgun makes it despawn. It can also despawn by failing 2 lunges, by being too far from any player, or by successfully marking a player.

Can I drop the Shotgun?

No. Along with the Camera Tablet and Key, the Shotgun is one of the toolbar items you cannot throw away in mainline nights.

Was the Shotgun ever available in the mansion basement?

No. There is no Shotgun pickup in the Mansion Incident memory; the basement prop is part of that memory's atmosphere only.