Enemies

The mansion's zombies, Crimson Heads, Hunters, and every boss — where they show up and how to put them down for good.

Zombies (T-Virus Infected)

Encounter

The mansion's most common threat, and the reason you carry a Kerosene Canteen everywhere — any zombie left unburned eventually comes back as a much deadlier Crimson Head.

Location
Spencer Mansion, Guesthouse, Laboratory
Recommendations
  • Handgun for single kills
  • Burn every body with the Kerosene Canteen afterward

Crimson Head

Encounter

A regular zombie's second life. Faster, far tougher, and capable of lunging at you, Crimson Heads exist purely to punish skipping the Kerosene Canteen — burn bodies as you go and you'll rarely see one.

Location
Anywhere an unburned zombie corpse was left behind
Recommendations
  • Shotgun at close range
  • Better yet: never let one exist in the first place

Cerberus (Zombie Dogs)

Encounter

Fast, aggressive dogs that often ambush through windows or in packs. One solid hit knocks them down — wait for them to stand back up rather than wasting a second shot immediately.

Location
Courtyard, Exterior Balcony, Covered Passage
Recommendations
  • Handgun or Shotgun
  • Knock one down, then wait before firing again

Giant Spiders

Encounter

Regular-sized spiders show up a few times and are easy to simply walk around rather than fight.

Location
Guesthouse Recreation Room, Underground Mines
Recommendations
  • Dodge the smaller ones
  • Save the Shotgun for Black Tiger, their boss-sized cousin

Hunter Alpha (MA-121)

Elite

Fast, reptilian bio-weapons that start showing up once you've made progress in the guesthouse and aquarium. Their jumping claw attack can be lethal if your health is already low.

Location
Covered Passage, Mansion North Corridor, Concrete Passage
Recommendations
  • Grenade Launcher (Acid) if you have one
  • Shotgun or Magnum otherwise

Chimera

Elite

Grafted human-insect hybrids that ambush from the lab's vents and ceiling. The Magnum handles them cleanly; save it for these fights if you can.

Location
Laboratory ventilation ducts, Operating Room
Recommendations
  • Magnum for reliable one-on-one kills
  • Shotgun works if you're conserving Magnum rounds

Infected Sharks

Encounter

Two smaller sharks patrol the flooded aquarium halls. They're manageable, but simply avoiding them while the water's still up is the better use of your resources.

Location
Flooded Aquarium
Recommendations
  • Dodge — fighting them burns far more ammunition than it saves

Bosses

Yawn (Giant Snake)

Boss · Medium

Fought twice — first as a scripted encounter in the attic (where Richard may sacrifice himself against it on Jill's path), then again for real in the Library, where either the Shotgun or Magnum brings it down.

Location
Attic (first encounter), Library (second encounter)
Recommendations
  • Shotgun or Magnum
  • Circle its coils while firing

Neptune (Giant Shark)

Boss · Easy

A massive shark stranded once the aquarium's tanks are drained. Rather than fight it directly, pull the generator lever to electrocute it and safely retrieve the key it's guarding.

Location
Aquarium Shark Tanks
Recommendations
  • Drain the tank and use the generator lever to electrocute it — no ammo required

Plant 42

Boss · Easy (with V-Jolt) / Medium (without)

A mutated, carnivorous plant that's overrun the guesthouse gallery. Jill can weaken it with V-Jolt chemical solution beforehand, turning the fight into a formality; Chris, lacking any chemistry knowledge in this remake, has to fight it head-on.

Location
Guesthouse Gallery — Hidden Vestibule
Recommendations
  • Brew V-Jolt from the guesthouse chemistry puzzle if you can
  • Otherwise, Grenade Launcher or Magnum from the open railing

Black Tiger (Giant Spider)

Boss · Easy

A boss-sized spider guarding the mine passages. A few Shotgun blasts put it down for good.

Location
Underground Mines
Recommendations
  • Shotgun works well
  • Follow up with your Combat Knife to clear the cobwebs it leaves behind

Lisa Trevor

Boss · Hard

A tortured, immortal experiment who stalks you through several earlier areas purely to unsettle you — running is always the right call until the Altar, where knocking down the room's four pillars finally ends her.

Location
Guesthouse Cabin (scripted appearance), Underground Mines (scripted appearance), The Altar (final battle)
Recommendations
  • Don't fight her outside the Altar — she's unkillable until then
  • Knock down all four chained pillars during the real fight to force her coffin open

Tyrant (T-002)

Boss · Deadly

Umbrella's ultimate bioweapon, unleashed by Wesker himself. Fought once in the lab's containment room and again, further mutated, on the helipad — where a Rocket Launcher from Brad is the only thing that finishes it for good.

Location
Laboratory Containment Room (Phase 1), Helipad (Final Phase)
Recommendations
  • Grenade Launcher (Jill) or Magnum (Chris) for Phase 1
  • Dodge its claw charges on the helipad until Brad drops the Rocket Launcher

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