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CREATURE ANALYTICS

This section will cover enemy details including: behavior, stuns, and how to combat enemies. Similar to Resident Evil 3: Nemesis, the enemies can be unpredictable and that can make them hard to fight effectively. However, all enemies have exploitable patterns which players can take advantage of to easily kill them.

CREATURE ANALYTICS: Text

FRAME DATA

Like in fighting games, characters and enemies have frames in all their actions. Smaller numbers mean there are less frames in a certain action while a larger number means an action has a longer window and takes longer for a certain action to end. The numbers listed below are an example as you’ll also see these numbers on the character and creature section of the guide.


20/+-10(15)/45


The first set of numbers represent the start-up frames up whenever an attack is trying to be performed. The lower the number, the less start-up frames the attack requires before an active hit box comes out one frame after complete start-up. Higher numbers mean an attack takes longer to come out and gives either the character or enemy more time to react before the hit box is in effect.


The second set of numbers represent when the hit box is active and will cause a character to stun and take damage when that hit box comes into contact with the target's hurt box. A smaller number means the attack doesn’t last very long and are usually associated with quick attacks. Higher numbers mean the attack lasts for a very long time. This is usually tied to consecutive attacks or attacks that stay active for a long time. If a + is by the number, it means the attack can extend for longer periods of time. If brackets appear by the number, it means the hit box will change at different frames (usually from grabs). Also, enemies that have alternating movement speeds such as zombies will have different grabbing speeds. A - means that the hit box can come out slower than the usual appearance of the hit box. Zombies and the Giant Leech can move slower making the hit box come out slower and last longer or shorter.


The last set of numbers represents the cool down when the hit box of an attack ends. Cool down allows characters or enemies to take advantage and attack when recovering from an attack. Smaller number values mean the attack has a very fast cool down and can allow the character or enemy to perform another action or become mobile shortly. A higher number means an attack takes much longer to recover from. You’ll notice some attacks have no recovery or a number value because the attack either transitions to another attack or the attack is a grab.

CREATURE ANALYTICS: Text

HOW AGGRO WORKS

Enemy aggro in Resident Evil: Outbreak is triggered in two ways. The first, is by stepping into the enemies’ field of vision. The enemies’ field of vision cannot be seen, but by constantly playing and studying the enemies, you’ll quickly learn how broad their field of vision is. You can study those patterns to find ways to get around it or not trigger it prematurely. The second, is by making loud noises via a character running or using firearms. Therefore, in some instances, it is possible to sneak past enemies without alerting them. Most enemies have preset fields of vision, but there are some that have different fields of vision (usually smaller or larger). Once an enemy has aggro’ed onto a character, they will chase and attack that character until the character leaves the room, stays outside the enemies’ field of vision long enough, or enters Dying status. Jim in particular can easily cause enemies to lose aggro due to the power of his Play Dead ability.


Enemies have a preset order in which characters they’ll attack over others. For Single Play Mode, many enemies will aggro the AIPC partners over the actual player but will attack the player if they’re too close to the enemy. In Network Play Mode, enemies will aggro a specific character but will shift their aggro to another, if the prime aggro player is occupied in any way. This is something to watch out for when playing online as the sudden aggro swapping can catch players off guard (especially in lag).

CREATURE ANALYTICS: Text

FIELD OF VISION

As previously mentioned, all enemies have fields of vision that are invisible to the players. When a character steps into an enemies’ field of vision, it will immediately aggro onto that character and will only switch if another character that has more priority for the aggro is also in their field of vision. Some enemies have extremely large fields of vision where the character is not safe or cannot possibly escape the enemies’ field of vision without leaving the room. There are a few enemies in the game that have different sized fields of vision. Zombies and Hunters in particular have different fields of vision and don’t always aggro at the same time.


When a character has left the enemies’ field of vision, they must stay out of the enemies’ field of vision in order to cause the enemy to lose aggro completely. This is difficult to do with some enemies but sometimes causing a particular stun helps in escaping the enemies’ field of vision.

CREATURE ANALYTICS: Text

STUNS

All characters and enemies have stuns they can undergo depending on the type of attack received. Stuns are determined by the strength of attacks received and some stuns allow for better spacing or escaping. Some stuns grant invincibility. Oftentimes, the stun doesn’t grant any but will grant super armor which will allow the target to still take damage but no additional stun until the target recovers from the previous stun. Both characters and enemies have a variety of stuns they undergo when attacked. Some allow easier spacing than others. There are three types of stuns: light stun, medium stun, and heavy stun. Read below on more details about these stuns. It is also important to note that a few enemies do not have all three types of stun.

CREATURE ANALYTICS: Text

CHARACTER STUNS

Light Stuns: A quick stun that causes a character to not move from their position when attacked. For players, this is one of the most dangerous stuns because it allows for combo attacks and other shenanigans (such as taking an attack then immediately being grabbed during the stun animation). The most common light stun is the standing version. Usually weaker attacks will cause this stun, but Lickers (with their powerful Tongue attack) can cause light stun on hit allowing for consecutive Tongue attacks or other attacks. Scissor Tails can potentially combo a character from full health to Dying Status if 2 or more gather up and start trading Poison Sting attacks. As you play the game more and get caught in various situations, especially against a horde of enemies, this stun can be one of the more dangerous stuns to take if you should take an attack. It is also possible to take two or more attacks at the same time and only take light stun once.


There are two unique light stuns which can be performed by two attacks from two specific enemies. The first is the Vomit attack performed by zombies and the other is the Claw Swipe which is considered a “low” attack by Lickers. These attacks have different animations but they’re considered light stuns because the stun can be cancelled out by being struck from another attack during the stun. These two stuns take longer to recover from than standard light stun.

Medium Stun: Medium stuns will cause the characters to take a few steps back or forward depending where they’re attacked from. Characters will temporarily lose their hurt box and enemy aggro during the stumble but will regain both after the character fully recovers. It is difficult for enemies to chain attacks from this stun but it is possible and more notorious with zombies than other enemies. The stun can sometimes help with spacing as some enemies will need to advance to be in range again to attack. This stun is only really dangerous if it pushes you in range of another enemy who can immediately follow up as soon as you recover.

Heavy Stun: Heavy stuns are usually from powerful enemy attacks that have enough impact to knock a character to the ground temporarily until they can get back up. These attacks will send a character flying a few feet away from the enemy but there are two bosses that can cause heavy stun that will send the character flying sideways instead, allowing them for potential follow up attacks as soon as they recover. Heavy stuns can cause certain enemies to drop their aggro against that character temporarily but some will still maintain aggro despite the longer recovery from the stun. Like the medium stun, characters also lose their hurt box and become invincible temporarily while flying to the ground and getting back up. Hunters are the only non-boss type enemies that can cause heavy stun with their attacks but all scenario bosses have one or more attacks that can cause heavy stun on hit.

CREATURE ANALYTICS: Text

FRAMES

Frame Advantage

The duration of time after you recover from an attack, but before an enemy recovers from a light, medium, or heavy stun. Some moves innately have frame advantage because their recovery is shorter than the hit stun, no additional advantage can be gained because characters cannot cancel their attacks into another.  David in particular applies the most if he is attempting to use his Knife Combo on an enemy as his slashes usually recover quick enough, before an enemies’ stun recovery ends, to perform another slash immediately and keep the enemy locked (this of course depends on the enemy in question). This also applies in general when attempting to knife an enemy with any character as well.


Frame Disadvantage

The duration of time after the enemy has recovered from any stun (usually light stuns in most cases), but before you have recovered from the attack that dealt that particular stun. When your attack has a frame disadvantage, the enemy is capable of acting before you can. An easy term is basically you have surrendered your "turn" to the enemy. If the attack has enough frame disadvantage, it is considered “unsafe” and risky to use in general.


Invincibility Frames

Invincibility frames are windows where either the character or enemy temporarily loses their hurt box and cannot be attacked or damaged at all. For characters, knowing what grants invincibility frames is key to avoiding damage at sudden moments. Most enemies do not have invincibility, so this is usually not a factor when fighting. Usually, most windows of invincibility are short in duration and provide a short window of time for a character to react after their frames are up.


Characters have access to more invincibility frames than enemies do. One of the most common methods is item grab glitching since characters are invincible during the item pick up animation which oftentimes is long enough to avoid an attack. Grabbing characters that are in Bleed, Danger, or Dying status grabs invincibility. Characters that have dodges, are granted a set number of invincibility frames for a short or medium duration of time until the dodges frames are up and they undergo their recovery frames.


Most enemies don’t have attacks or windows where they’re invincible. However, particular scenario bosses such as the Giant Leech, Regis Licker, and Thanatos R have invincibility frames for a few instances where attacks will go right through them and they’ll take no damage or stun.


Super Armor

Super Armor is when an enemy can still take damage, but will not go into any kind of stun when attacked. In most cases, when an attack does deplete the enemies’ health, they will still survive the attack because of the frames where the super armor is out protects the target up until those set frames are up. In Resident Evil: Outbreak, this is fortunately not the case. Not many enemies have super armor but when they’re attacked and their vitality points do hit zero, they die instead of surviving under the protection of the super armor.

CREATURE ANALYTICS: Text

ZOMBIES

CREATURE ANALYTICS: Text

ZOMBIE GRAB RANGE

The images below show the zombie's full grab range for both Single Play and Network Play Mode. For Network Play Mode, the images were caught at the exact frame of when the grab connected.

CREATURE ANALYTICS: Text
CREATURE ANALYTICS: Pro Gallery

STUNS

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LIGHT STUN 1

The zombie will slightly jerk their shoulder to the side then will continue to attack afterwards. Since zombies recover quickly from this stun, it makes it dangerous to attack from the front, especially up close. From behind, it makes it easier to keep them stunned with foot stomp locks. Since knives have a longer cool down, if a character does not properly time the next slash after a zombie recovers from this stun, they can potentially turn around and be facing in front of the character by the time the next slash comes out. If attempting to handgun stun lock zombies in place, you’ll have to wait a brief moment to shoot again to stun them. With some characters with slower firing speeds, you can take an advantage of their slower firing speed to effectively stun lock the zombie.

If the zombie is still walking in this stun, they become very unpredictable. As they get in close, they can suddenly attack once in range or they will continue to advance. If they’re close, it becomes a roll of the dice on whether you can drop your aim and try to space yourself or continue attacking and hope the zombie does not decide to act. If using Kevin, he can kick it to medium stun the zombie and prevent counterattacks. David can also use a Monkey Wrench if he suspects the zombie will recover quickly. Characters with dodges will have to anticipate when the zombie will attack to avoid the counterattack.

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LIGHT STUN 2

The zombie will slightly jerk their shoulder, similar to their other light stun, but the difference in this stun is the zombie will waive their arms in the direction their shoulder turns. This stun lasts a little longer than the first light stun, allowing for easier spacing and stun locking. If trying to stun lock zombies with foot stomps, you’ll normally have to wait until the zombie finishes adjusting their shoulder back to normal before performing another foot stomp. When using knives, you’re giving an opportunity to wait or adjust your position (if knifing in tight corridors for example), before the zombie recovers and you knife it again.


David can potentially get in his third slash from his Knife Combo depending on how much frame advantage he has, otherwise he might need to reset the Knife Combo in order to keep the zombie stunned before it can react. Handgun locks allow the character to get in extra shots before the zombie fully recovers and can react (keep in mind the amount of additional shots during recovery will differ depending on the character’s firing speed).

Similar to the first light stun, when walking during the second light stun, they’re still very unpredictable and can quickly recover or attack if they’re in range. The same strategies apply as with the first light stun if they’re still advancing while stunned.

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MEDIUM STUN

The zombie will stumble back or forward (depending on where it is attacked) a few steps before it will quickly recover. This stun allows characters to easily set up foot stomp, knife, and handgun locks. Kevin has easier access to this stun thanks to his kick, which allows him to immediately position if he has a knife or handgun equipped. Since the zombie actually moves when stunned, characters will have to re-position if the zombie is pushed to an unfavorable spot. In normal cases, this stun lasts long enough for characters to run past zombies.


Another advantage is that you can abuse this stun to move a zombie where you want them to be. An example is pushing the zombie into the flames that burst from the walls or pools of fire and engulf them in flames. The Assault Rifle will always medium stun zombies and depending on the distance, the character can recover from the shot quick enough to run past a zombie. Tackles will always cause medium stun on zombies and is the most reliable method for stunning the zombie.

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HEAVY STUN 1

The zombie will stumble a few steps then fall to the ground, entering a slight faint mode before it’ll get back on its feet again. Like the first heavy stun, this stun will cause the zombie’s aggro to drop immediately, but their field of vision still remains and if the character does not leave the field of vision after the zombie recovers, it can again chase the character. This stun is harder to pull off regularly. Close up shotgun blasts, or a close up shot of Kevin’s 45. Automatic (or a potshot) can heavy stun zombies instantly. George’s Tackle can cause heavy stun on hit if he tackles it at full strength. Certain projectile weapons like Sticks, Broken Crutches, Bent Iron Pipes, Spear, Hammer, Stun Rod, Molotov Cocktails, Gray Chemical Bottles, and the Grenade Launcher will cause heavy stun on hit.

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HEAVY STUN 2

The zombie will suddenly collapse to the ground and will enter a temporarily faint mode where the zombie will allow a character to run away or attack it while it is on the ground. This stun becomes more difficult to cause on higher difficulties. On easier difficulties, this stun is usually caused after a few attacks from firearms and melee weapons. There are some instances where zombies will get up quickly after collapsing to the ground, not giving the character much window to escape the zombie’s field of vision or deal more damage.


On easier difficulties, zombies will stay knocked down for much longer periods of time enabling character to proceed with the scenario without it possibly rising. You can use this stun to your advantage if you’re trying to lure the zombie far away in a room so that it’ll never bother the character again. If it will be too far to spot the character or a passage has a barrier which restricts its field of vision, this is an effective strategy.

CREATURE ANALYTICS: Guides

ZOMBIE BEHAVIOR

  • Zombies will immediately beeline to the character they’re aggro’ing making them hard to dodge in tighter passages

  • All zombies have different fields of vision. Therefore, some zombies can spot characters from across the room while zombies require the character to be at least between mid-range or a sweep distance away to be spotted by the zombie. Some zombies have large fields of vision from behind

  • All zombies have different base speeds. Therefore, some zombies are either naturally slow or fast. This speed affects their movement and the speed of their grabs. Their other attacks have the same speed in coming out, attacking, and recovering

  • Zombies focus more on raw damage and virus spiking. Their grabbing attacks and Low Scratch are their most reliable attacks for causing viral contamination

  • Zombies will exclusively use Low Scratch and Double Scratch attacks near elevator doors.

  • Zombies will exclusively use Vomit and Double Scratch attacks on different elevations such as steps and stairs

  • Zombies are the only enemies in the game that can be engulfed in fire. While in flames, their vitality points will constantly drain until it hits 0. When zombies attack or are stunned, their vitality points stop depleting until they recover

  • Zombies can turbo to become faster

  • Low poly zombies can cause medium stun with their Low Scratch attacks instead of light stun on hit

  • Dead zombies can sponge ammunition, so they can sometimes act as a wall to block your shots against other enemies

  • Zombies are more aggressive in Single Play Mode. After recovery from their attacks, they’re unpredictable in terms of when they’ll attack or chase the character

  • In Network Play Mode, zombies will undergo a 2 to 4 second delay after they attack. Take advantage of this to properly position your character if you’re trying to kill the zombie or are trying to escape

  • Emergency Escapes can kill zombies

CREATURE ANALYTICS: Text

FIGHTING ZOMBIES

Due to the behavior pattern of zombies, avoid having to face more than one zombie at a time. If two or more are aggro’ed at you, either reset the room and wait for one or both to follow you into the next room. Unless you have a weapon that can hit multiple targets like a shotgun or can cause heavy stun, this is the safest approach. Kevin’s 45. Automatic and David’s Monkey Wrenches are effective in slowing groups of zombies down. Mark’s Guard can be used to shut down zombies since they cannot get past his Guard to do regular damage unless they manage to position themselves behind Mark.


If ammunition is an issue and a zombie needs to be defeated, Foot Stomp locks are excellent in disposing of zombies. Knives are another resource-free weapon to use against zombies but be careful where you knife them. The horizontal range from knife swings are very large and can easily hit walls and barriers and zombies can easily punish this.  Handgun stun locking is faster than with Foot Stomps and melee weapons.


Avoid Foot Stomp, Handgun, or knife-locking zombies from the front. Frontal locks risk a character being put at a frame disadvantage and a single frame slip-up will immediately result in being punished. Since zombies are more aggressive in Single Play Mode, characters don’t get much of a safe window to position or flee before the zombie aggros again. Network Play Mode, gives players massive windows when dealing with zombies. Since the delay for a zombie is 2 to 4 seconds after an attack whiffs the target, the player can easily get behind the zombie for stun locking. However, you can abuse this delay to escape a zombie’s field of vision and make it lose its aggro completely.


Since zombies can be engulfed in fire, you can easily burn zombies with weapons like the Flame Spray, or pool of fire after a Molotov Cocktail has shattered on a target. Also, the flames that burst out of walls and pools of fire can also engulf zombies in flames. When on fire, zombies will continually lose vitality points until they hit zero and they die. In these cases, stay away from the zombies and let the fire eat away at their health. Remember, a zombie stops losing vitality points from the fire if it attacks or is stunned. Heavy stuns will put out the fire on zombies so avoid any attacks that cause these stuns on zombies engulfed in fire.


Turn-around shenanigans are effective in losing a zombie’s aggro or getting it to face a certain direction for stun lock setup ups. You must cause a light or medium stun, then immediately get behind the zombie, then run forward as the zombie turns around. This takes some timing and practice. Make sure you’re behind the zombie as being on the left or right side of the zombie will cause the zombie to not do a quick turnaround.

CREATURE ANALYTICS: Text

ZOMBIE ROUTES

OUTBREAK

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ZOMBIE: A, B & C

Respawn: Yes

ROUTE

  • J's Bar → Staircase Between 1F and 2F

  • Staircase Between 1F and 2F → Staff Room

  • Staff Room → Liquor Room

  • Liquor Room → Stairs between 3F and the rooftop

  • Stairs between 3F and the rooftop
    → Rooftop → Rooftop

They spawn infinitely from the door leading to Stairs between 3F and the rooftop if killed on the Rooftop.

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ZOMBIE: D

Respawn: Yes

ROUTE

  • J's Bar → Women's Bathroom 

  • Women's Bathroom → J's Bar

  • Repeats

They spawn infinitely from the entrance to J's Bar.

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ZOMBIE: E (WILL)

Respawn: No

ROUTE

​No route and can permanently be killed.

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ZOMBIE: F

Respawn: Yes

ROUTE

  • Staff Room → Break Room 

  • Break Room → Staff Room

  • Staff Room → Locker Room

  • Locker Room → Staff Room

  • Staff Room → Drawing Room

  • Drawing Room → Staff Room

  • Staff Room → Owner's Room

  • Owner's Room → Staff Room

  • Repeats

This zombie will not disappear when killed on the Easy and Normal difficulty and will remain inactive on the ground instead.

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ZOMBIE: G

Respawn: Yes (Hard difficulty only)

ROUTE

  • Staff Room → Break Room 

  • Break Room → Staff Room

  • Staff Room → Locker Room

  • Locker Room → Staff Room

  • Staff Room → Drawing Room

  • Drawing Room → Staff Room

  • Staff Room → Owner's Room

  • Owner's Room → Staff Room

  • Repeats

This zombie will not respawn and can be permanently killed on the Very Hard difficulty. On the Hard difficulty, it'll respawn from the stairwell leading to Staircase Between 1F and 2F.

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ZOMBIE: H

Respawn: Yes

ROUTE

This zombie will be in the Drawing Room on the Hard difficulty but will be in the Owner's Room on the Easy, Normal, and Very Hard difficulty.

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ZOMBIE: I

Respawn: Yes

ROUTE

  • Liquor Room → Wine Room  

  • Wine Room → Liquor Room

  • Repeats

Respawns from the door leading to the Staff Room.

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ZOMBIE: J

Respawn: No

ROUTE

N/A.

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ZOMBIE: K (BOB)

 Respawn: No (Very Hard difficulty only)

ROUTE

N/A.

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ZOMBIE: L

Respawn: No

ROUTE

N/A.

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ZOMBIE: M

Respawn: No

ROUTE

N/A.

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ZOMBIE: N

Respawn: No

ROUTE

N/A.

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ZOMBIE: O

Respawn: No

ROUTE

N/A.

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ZOMBIE: P

Respawn: No

ROUTE

N/A.

CREATURE ANALYTICS: Guides

ZOMBIE ROUTES

BELOW FREEZING POINT

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ZOMBIE: A

Respawn: Yes

ROUTE

  • B6F South Passage → B6F Security Center

  • B6F Security Center → B6F East Passage

  • B6F East Passage → B6F Break Room

  • B6F Break Room → B6F East Passage

  • B6F East Passage → B6F Security Center

  • B6F Security Center → B6F South Passage

  • Repeats

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ZOMBIE: B

Respawn: Yes

ROUTE

Stays in the B6F South Passage in Single Play Mode but will mimic the same route as Zombie: A during Network Play Mode.

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ZOMBIE: C

Respawn: Yes

ROUTE

  • B6F Security Center → B6F South Passage

  • B6F South Passage → B6F Security Center

  • B6F Security Center → B6F East Passage

  • B6F East Passage → B6F Break Room

  • B6F Break Room → B6F East Passage

  • B6F East Passage → B6F Security Center

  • Repeats

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ZOMBIE: D

Respawn: Yes

ROUTE

  • Staff Room → Break Room 

  • Break Room → Staff Room

  • Staff Room → Locker Room

  • Locker Room → Staff Room

  • Staff Room → Drawing Room

  • Drawing Room → Staff Room

  • Staff Room → Owner's Room

  • Owner's Room → Staff Room

  • Repeats

This zombie will not disappear when killed on the Easy and Normal difficulty and will remain inactive on the ground instead.

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ZOMBIE: E

Respawn: Yes

ROUTE

  • B6F Security Center → B6F South Passage

  • B6F South Passage → B6F Security Center

  • B6F Security Center → B6F East Passage

  • B6F East Passage → B6F Break Room

  • B6F Break Room → B6F East Passage

  • B6F East Passage → B6F Security Center

  • Repeats

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ZOMBIE: F

Respawn: Yes

ROUTE

Zombie stays in the B6F Break Room.

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ZOMBIE: G

Respawn: Yes

ROUTE

  • B7F Laboratory → B7F South Passage  

  • B7F South Passage → B7F Chemical Disposal Room

  • B7F Chemical Disposal Room → B7F South Passage

  • B7F South Passage → B7F Laboratory

  • B7F Laboratory → B7F East Passage

  • B7F East Passage → B7F Chemical Storage

  • B7F Chemical Storage → B7F East Passage

  • B7F East Passage → B7F Laboratory

  • Repeats

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ZOMBIE: H

Respawn: Yes

ROUTE

  • B7F East Passage → B7F Chemical Storage

  • B7F Chemical Storage → B7F East Passage

  • B7F East Passage → B7F Laboratory

  • B7F Laboratory → B7F South Passage  

  • B7F South Passage → B7F Chemical Disposal Room

  • B7F Chemical Disposal Room → B7F South Passage

  • B7F South Passage → B7F Laboratory

  • B7F Laboratory → B7F East Passage

  • Repeats

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ZOMBIE: I

Respawn: Yes

ROUTE

Stays in the B7F Chemical Storage Room. Respawns from door that leads to the B7F East Passage.

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ZOMBIE: J

Respawn: Yes

ROUTE

  • B7F Laboratory → B7F South Passage  

  • B7F South Passage → B7F Chemical Disposal Room

  • B7F Chemical Disposal Room → B7F South Passage

  • B7F South Passage → B7F Laboratory

  • B7F Laboratory → B7F East Passage

  • B7F East Passage → B7F Chemical Storage

  • B7F Chemical Storage → B7F East Passage

  • B7F East Passage → B7F Laboratory

  • Repeats

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ZOMBIE: K

Respawn: Yes

ROUTE

  • B7F Laboratory → B7F South Passage  

  • B7F South Passage → B7F Chemical Disposal Room

  • B7F Chemical Disposal Room → B7F South Passage

  • B7F South Passage → B7F Laboratory

  • B7F Laboratory → B7F East Passage

  • B7F East Passage → B7F Chemical Storage

  • B7F Chemical Storage → B7F East Passage

  • B7F East Passage → B7F Laboratory

  • Repeats

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ZOMBIE: L

Respawn: No

ROUTE

N/A.

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ZOMBIE: M (YOKO)

Respawn: Yes

ROUTE

Stays in rooms she appears in. Does not disappear when killed and will become inactive for a period of time. Her locations will change based on difficulty on Single Play Mode while during Network Play Mode, her locations will change based on the item set number.

Single Play Mode

  • Easy: B7F Laboratory

  • Normal: B7F Chemical Storage Room

  • Hard: B6F Break Room

  • Very Hard: B7F Chemical Disposal Room


Network Play Mode

  • B7F Duct

  • B7F Laboratory

  • B6F South Passage

  • B6F Break Room

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ZOMBIE: N

Respawn: Yes

ROUTE

N/A.

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ZOMBIE: O

Respawn: No

ROUTE

N/A.

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ZOMBIE: P

Respawn: Yes

ROUTE

N/A.

pcsx2 2020-03-30 10-06-32-117.png

ZOMBIE: Q

Respawn: Yes

ROUTE

N/A.

pcsx2 2020-03-30 10-05-27-314.png

ZOMBIE: R

Respawn: Yes

ROUTE

N/A.

pcsx2 2020-03-30 10-07-37-121.png

ZOMBIE: S

Respawn: Yes

ROUTE

N/A.

pcsx2 2020-03-30 10-25-23-361.png

ZOMBIE: T

Respawn: Yes

ROUTE

N/A.

CREATURE ANALYTICS: Guides

ZOMBIE ROUTES

THE HIVE

pcsx2 2020-03-30 12-55-15-809.png

ZOMBIE: A

Respawn: Yes

ROUTE

N/A

pcsx2 2020-03-30 14-03-46-976.png

ZOMBIE: B

Respawn: Yes

ROUTE

No patrol route but she will come out of the elevator after it becomes operational.

pcsx2 2020-03-30 14-04-40-100.png

ZOMBIE: C

Respawn: Yes

ROUTE

N/A

pcsx2 2020-03-30 13-02-54-679.png

ZOMBIE: D

Respawn: Yes

ROUTE

N/A

pcsx2 2020-03-30 13-25-01-318.png

ZOMBIE: E

Respawn: Yes

ROUTE

Appears on the Hard difficulty. Avoid being in front of the elevator when you open it as it'll come out using its Double Scratch attack.

pcsx2 2020-03-30 13-02-22-771.png

ZOMBIE: F

Respawn: Yes

ROUTE

N/A

pcsx2 2020-03-30 13-03-25-323.png

ZOMBIE: G

Respawn: Yes

ROUTE

N/A

pcsx2 2020-03-30 13-44-58-966.png

ZOMBIE: H

Respawn: Yes

ROUTE

On the Normal and Hard difficulties, this zombie only becomes active if you open the locker next to the locker that can be used to hide in. On the Very Hard difficulty, she'll be standing near the locker that requires Alyssa's Picking Tools.

pcsx2 2020-03-30 13-06-44-425.png

ZOMBIE: I

Respawn: Yes

ROUTE

Only becomes active if you move in the center of the the Examination Room.

pcsx2 2020-03-30 13-07-05-171.png

ZOMBIE: J

Respawn: Yes

ROUTE

Only becomes active if you move in the center of the the Examination Room. It'll start attacking the door that leads to the Treatment Room.

pcsx2 2020-03-30 13-09-25-682.png

ZOMBIE: K

Respawn: Yes

ROUTE

N/A

pcsx2 2020-03-30 13-09-02-027.png

ZOMBIE: L

Respawn: Yes

ROUTE

N/A

pcsx2 2020-03-30 13-10-18-358.png

ZOMBIE: M

Respawn: Yes

ROUTE

N/A

pcsx2 2020-03-30 13-10-46-092.png

ZOMBIE: N

Respawn: Yes

ROUTE

N/A

pcsx2 2020-03-30 13-22-43-814.png

ZOMBIE: O

Respawn: Yes

ROUTE

N/A

pcsx2 2020-03-30 13-41-23-107.png

ZOMBIE: P

Respawn: Yes

ROUTE

N/A

pcsx2 2020-03-30 13-00-12-861.png

ZOMBIE: Q

Respawn: Yes

ROUTE

Its body will not disappear when killed and will remain inactive for a while before reviving.

pcsx2 2020-03-30 13-53-54-578.png

ZOMBIE: R

Respawn: Yes

ROUTE

Its body will not disappear when killed and will remain inactive for a while before reviving.

pcsx2 2020-03-30 13-55-08-771.png

ZOMBIE: S

Respawn: Yes

ROUTE

Its body will not disappear when killed and will remain inactive for a while before reviving.

CREATURE ANALYTICS: Guides

ZOMBIE ROUTE

HELLFIRE

pcsx2 2020-03-30 18-11-06-597.png

ZOMBIE: A

Respawn: Yes

ROUTE

Do not kill this zombie as it'll respawn at the Apple Inn Square 3F east section.

pcsx2 2020-03-30 18-11-45-540.png

ZOMBIE: B

Respawn: Yes

ROUTE

In Single Play Mode, kill this zombie as it'll respawn on the other side of the Corridor that can only be accessed through the Northwest Passage 2. In Network Play Mode, it'll respawn from Room 103.

pcsx2 2020-03-30 18-13-04-602.png

ZOMBIE: C

Respawn: Yes

ROUTE

In Single Play Mode, don't kill this zombie as it'll respawn from Room 103. In Network Play Mode, it'll respawn on the other side of the Corridor that can only be accessed through the Northwest Passage 2.

pcsx2 2020-03-30 18-14-54-743.png

ZOMBIE: D

Respawn: Yes

ROUTE

Its body will not disappear when killed and will remain inactive until it revives.

pcsx2 2020-03-30 18-17-23-682.png

ZOMBIE: E

Respawn: Yes

ROUTE

N/A.

pcsx2 2020-03-30 18-19-10-561.png

ZOMBIE: F

Respawn: Yes

ROUTE

Respawns from the door leading to the Lounge Stairs in Single Play Mode. In Network Play Mode it'll respawn on the 1F section of the Corridor from Room 103.

pcsx2 2020-03-30 18-19-40-009.png

ZOMBIE: G

Respawn: Yes

ROUTE

Its body will not disappear when killed and will remain inactive until it revives.

pcsx2 2020-03-30 18-30-18-491.png

ZOMBIE: H

Respawn: Yes

ROUTE

Do not kill this zombie! It'll respawn at the 1F section from the Corridor from Room 103.

pcsx2 2020-03-30 18-27-43-541.png

ZOMBIE: I

Respawn: Yes

ROUTE

N/A.

pcsx2 2020-04-03 10-47-31-661.png

ZOMBIE: J

Respawn: Yes

ROUTE

N/A.

pcsx2 2020-03-30 18-31-53-704.png

ZOMBIE: K

Respawn: Yes

ROUTE

N/A.

pcsx2 2020-03-30 18-34-26-523.png

ZOMBIE: L

Respawn: No

ROUTE

N/A.

pcsx2 2020-03-30 18-43-32-508.png

ZOMBIE: M

Respawn: Yes

ROUTE

Kill this zombie! It'll respawn on the other side of the Apple Inn Square which can only be accessed from either the Boiler Room or Northwest Passage 3.

pcsx2 2020-03-30 18-44-48-868.png

ZOMBIE: N

Respawn: No

ROUTE

N/A.

pcsx2 2020-03-30 18-45-55-522.png

ZOMBIE: O

Respawn: No

ROUTE

N/A.

pcsx2 2020-03-30 18-47-51-639.png

ZOMBIE: P

Respawn: Yes

ROUTE

Its body will not disappear when killed and will remain inactive until it revives.

pcsx2 2020-04-03 10-41-16-717.png

ZOMBIE: Q

Respawn: Yes

ROUTE

N/A.

CREATURE ANALYTICS: Guides

ZOMBIE ROUTE

DECISIONS, DECISIONS

pcsx2 2020-03-30 19-03-44-898.png

ZOMBIE: A

Respawn: Yes

ROUTE

  • Waiting Room → 1F Passage A

  • 1F Passage A → 1F Passage B

  • 1F Passage B → Entrance Hall

  • Entrance Hall → Student Affairs Office

  • Student Affairs Office → General Manager’s Room

  • General Manager’s Room → Student Affairs Office

  • Student Affairs Office → Entrance Hall

  • Entrance Hall → Waiting Room

  • Repeat

pcsx2 2020-03-30 19-04-35-985.png

ZOMBIE: B

Respawn: Yes

ROUTE

  • 1F Passage A → 1F Passage B

  • 1F Passage B → Entrance Hall

  • Entrance Hall → Student Affairs Office

  • Student Affairs Office → General Manager’s Room

  • General Manager’s Room → Student Affairs Office

  • Student Affairs Office → Entrance Hall

  • Entrance Hall → Waiting Room

  • Waiting Room → 1F Passage A

  • Repeat

pcsx2 2020-03-30 19-08-42-638.png

ZOMBIE: C

Respawn: Yes

ROUTE

  • Student Affairs Office → General Manager’s Room

  • General Manager’s Room → Student Affairs Office

  • Student Affairs Office → Entrance Hall

  • Entrance Hall → Waiting Room

  • Waiting Room → 1F Passage A

  • 1F Passage A → 1F Passage B

  • 1F Passage B → Entrance Hall

  • Entrance Hall → Student Affairs Office

  • Repeat

pcsx2 2020-03-30 18-58-04-608.png

ZOMBIE: D

Respawn: Yes

ROUTE

  • 2F Passage → Drawing Room

  • Drawing Room → Presidents’ Room

  • Presidents’ Room → Drawing Room

  • Drawing Room → 2F Passage

  • 2F Passage → Art Gallery

  • Art Gallery → 2F Passage

  • Repeat

pcsx2 2020-03-30 18-58-40-609.png

ZOMBIE: E

Respawn: Yes

ROUTE

  • 2F Passage → Drawing Room

  • Drawing Room → Presidents’ Room

  • Presidents’ Room → Drawing Room

  • Drawing Room → 2F Passage

  • 2F Passage → Art Gallery

  • Art Gallery → 2F Passage

  • Repeat

pcsx2 2020-03-30 18-59-59-682.png

ZOMBIE: F

Respawn: Yes

ROUTE

N/A.​

pcsx2 2020-03-30 19-01-08-478.png

ZOMBIE: G

Respawn: Yes

ROUTE

  • Presidents’ Room → Drawing Room

  • Drawing Room → 2F Passage

  • 2F Passage → Art Gallery

  • Art Gallery → 2F Passage

  • 2F Passage → Drawing Room

  • Drawing Room → Presidents’ Room

  • Repeat

This zombie only comes out if you pull the wrong cord.

pcsx2 2020-03-30 19-12-04-887.png

ZOMBIE: H (PETER)

Respawn: Yes

ROUTE

N/A.​

pcsx2 2020-03-30 19-20-15-893.png

ZOMBIE: I

Respawn: Yes

ROUTE

N/A.​

pcsx2 2020-03-30 19-21-52-295.png

ZOMBIE: J

Respawn: Yes

ROUTE

N/A.​

pcsx2 2020-03-30 19-21-18-658.png

ZOMBIE: K

Respawn: Yes

ROUTE

N/A.​

pcsx2 2020-03-30 19-30-53-950.png

ZOMBIE: L

Respawn: Yes

ROUTE

  • T-Shaped Passage → Store Room

  • Store Room → Spare Power Supply Room

  • Spare Power Supply Room → Store Room

  • Store Room → T-Shaped Passage

  • T-Shaped Passage → Control Room

  • Control Room → T-Shaped Passage

  • T-Shaped Passage → Underground Management Office

  • Underground Management Office → T-Shaped Passage

  • Repeat 

pcsx2 2020-03-30 19-26-26-597.png

ZOMBIE: M

Respawn: Yes

ROUTE

  • T-Shaped Passage → Store Room

  • Store Room → Spare Power Supply Room

  • Spare Power Supply Room → Store Room

  • Store Room → T-Shaped Passage

  • T-Shaped Passage → Control Room

  • Control Room → T-Shaped Passage

  • T-Shaped Passage → Underground Management Office

  • Underground Management Office → T-Shaped Passage

  • Repeat 

The route above is taken during Network Play Mode only. In Single Play Mode, this zombie will stay in the T-Shaped Passage.

pcsx2 2020-03-30 19-28-30-929.png

ZOMBIE: N

Respawn: Yes

ROUTE

N/A.​

pcsx2 2020-03-30 19-27-38-844.png

ZOMBIE: O

Respawn: Yes

ROUTE

N/A.​

pcsx2 2020-03-30 19-32-10-196.png

ZOMBIE: P

Respawn: Yes

ROUTE

  • Store Room → Spare Power Supply Room

  • Spare Power Supply Room → Store Room

  • Store Room → T-Shaped Passage

  • T-Shaped Passage → Control Room

  • Control Room → T-Shaped Passage

  • T-Shaped Passage → Underground Management Office

  • Underground Management Office → T-Shaped Passage

  • T-Shaped Passage → Store Room

  • Repeat 

The route above is taken during Network Play Mode only. In Single Play Mode, this zombie will stay in the T-Shaped Passage.

pcsx2 2020-03-30 19-35-37-325.png

ZOMBIE: Q

Respawn: Yes

ROUTE

N/A.​

pcsx2 2020-03-30 19-36-04-500.png

ZOMBIE: R

Respawn: Yes

ROUTE

N/A.​

pcsx2 2020-03-30 19-36-39-522.png

ZOMBIE: S

Respawn: Yes

ROUTE

N/A.​

pcsx2 2020-03-30 19-37-21-792.png

ZOMBIE: T

Respawn: Yes

ROUTE

N/A.​

CREATURE ANALYTICS: Guides

ZOMBIE DOGS

CREATURE ANALYTICS: Text

STUNS

pcsx2 2020-02-04 09-53-28-581.png

LIGHT STUN

Caused by Foot Stomps, Knives or Handgun shots while the dog is active. At close range the zombie dog can literally punish this with a Wrist Grab due to its massive range and high priority. Avoid this stun at all costs if zombie dogs are especially up close. If you’re at a frame disadvantage, the zombie dog can retaliate before characters can react (even if they have 1 frame dodges). When zombie dogs are moving and receive light stun from attacks, they’ll speed up while still advancing forward and will recover quickly. Depending on how close they are to the character, they can counter attack with a Wrist Grab.

pcsx2 2020-02-04 09-53-39-371.png

HEAVY STUN

Heavy stuns will knock zombie dogs to the ground. If the zombie dog is moving and it launches with a strong enough attack, it’ll lose its balance and collapse to the ground. Zombie dogs can be struck from the air when they use their Pounce attacks which will cause them to crash onto the ground. Lastly, this stun can also be caused when a character performs an Emergency Escape. Once the zombie dog hits the ground, it will sometimes remain on the floor in a temporary faint period allowing characters to finish it off with low attacks. On higher difficulties, the zombie dog might recover immediately after collapsing to the ground.

CREATURE ANALYTICS: Guides

ZOMBIE DOG BEHAVIOR

  • Zombie dogs have very small hit boxes. Tackles and even Kevin’s Kicks can easily whiff and resort in punishing Wrist Grabs.

  • Zombie Dogs do not respawn once they’re killed.

  • Zombie Dogs cannot perform Wrist Grabs if the character has their back turned against them

  • Zombie Dogs cannot put characters in Dying status with their Wrist Grab and Wrist Struggle attacks

  • Emergency Escapes cannot prevent the damage from the Wrist Grab but they still kill the zombie dog if their vitality points are low enough.

  • Zombie dogs will try to zigzag to confuse characters and bait out attacks.

CREATURE ANALYTICS: Text

FIGHTING ZOMBIE DOGS

Many areas zombie dogs appear at are optional rooms that can be avoided entirely. In the off chance you might deal with a zombie dog, tackles are great in stopping zombie dogs in their tracks. Once a zombie dog is on the ground, they’re helpless to consecutive attacks. Any time a zombie dog is attacked while on the ground, it resets their fainting timer (this even applies if the zombie dog is attacked while it is getting up). Positioning is important when attacking zombie dogs because their small hurt boxes make them very difficult to hit and whiffed unarmed attacks allow zombie dogs to punish them very easily.

CREATURE ANALYTICS: Text

CROWS

CREATURE ANALYTICS: Text

STUNS

pcsx2 2020-03-28 13-20-40-878.png

LIGHT STUN

Crows will fly in place when struck, then continue to move normally after they have recovered. The brief light stun doesn’t last enough for another attack in most cases aside from handguns.

pcsx2 2020-04-03 18-58-04-015.png

HEAVY STUN

The crow will fall to the ground for a few seconds then it will recover and take off back into the sky again. Usually caused from melee weapons that do not finish off the crow. The longer period of stun allows characters to finish off the crow with low attacks before it can take off again. This is more difficult to pull off with poking-based melee weapons because of the longer wind up.

CREATURE ANALYTICS: Guides

CROW BEHAVIOR

  • Crows are difficult to hit once they’ve taken flight. You can abuse their dives to easily strike them

  • Crows do not respawn when killed

  • Crows that are stationary will become aggro’ed once a character makes loud noises

  • Crows often appear in areas where characters must climb or shimmy across. Crows can kill characters instantly if they successfully attack a character that is hanging from a ledge

CREATURE ANALYTICS: Text

FIGHTING CROWS

Due to the limited auto-aim system in Resident Evil: Outbreak, crows are very difficult to hit once they’re airborne. A reliable method is attacking them from long distance as the character’s shot will have a high chance of hitting them. Manually aiming will be a lot more reliable in shooting down crows. The AIPCs can auto-trace and shoot down crows more reliably than player-controlled characters. When crows dive at characters, they fly in a straight diagonal-like line which makes hitting them much easier. A more unfortunate strategy is if a crow is currently remaining stationed on a character with its Pecking Struggle, it makes it a sitting target allowing you to shoot it or strike it with melee weapons.


Avoid using poking-based melee weapons as they’re slower and crows can potentially punish these very badly if the character whiffs. If melee weapons are being used, you’ll oftentimes need to anticipate where the crow will fly in order to successfully strike them.

CREATURE ANALYTICS: Text

LEECHES

CREATURE ANALYTICS: Text

STUNS

Leeches have super armor the entire time and cannot be stunned while they’re not latched onto a character. They have invincibility frames while latched onto a character or they cannot be attacked.

CREATURE ANALYTICS: Text

LEECHES BEHAVIOR

  • Areas where Leeches appear will infinitely spawn shortly after they’re killed

  • Leeches will spawn from ventilation shafts

  • Leeches focus more on viral contamination rather than actual damage

  • Multiple Leeches can latch onto a character at once

  • Characters cannot auto-aim Leeches

  • Leeches immediately fall off of characters if the character is grabbed, enters a locker or door, or enters Dying status

  • Leeches will ignore characters completely if a Blood Pack is spilled into the room

  • Leeches cannot consume a Blood Pack once it has been spilled

CREATURE ANALYTICS: Text

FIGHTING LEECHES

It is best to ignore the leeches than fight them since they quickly respawn. Blood Packs will permanently prevent them from attacking characters in the rooms they spawn in once spilled (they will still damage characters they’re still attached to until they fall off). Leeches move slowly so it is easy to run past them. Avoid fighting Leeches from the front as they have super armor so they won’t stun from any attack, giving them a chance to latch onto your character if you fail to kill it.

CREATURE ANALYTICS: Text

LEECH MAN

CREATURE ANALYTICS: Text

STUNS

pcsx2 2020-02-04 09-37-16-216.png

LIGHT STUN

The Leech Man will stagger a few steps forward or backwards depending where it was struck from. The stunning animation is the exact same as a zombie and the recovery is the same as well. This stun gives characters a chance to run past the Leech Man to avoid a counterattack.

pcsx2 2020-02-04 09-38-59-209.png

HEAVY STUN

The Leech Man will collapse to the ground for a second or more then gets back up. This stun requires you to completely deplete the Leech Man’s vitality points but this is hard to accomplish in a scenario where firepower and ammunition is scarce. In addition, the Leech Man is immune to most firearms provided in the scenario. Once the Leech Man has hit the deck, it gives the character a chance to run away but once the Leech Man gets up, its vitality points will be completely restored.

CREATURE ANALYTICS: Guides

LEECH MAN BEHAVIOR

  • Leech Man can only appear in rooms that have ventilation shafts

  • Leech Man cannot be killed by conventional means

  • Leech Man is immune to the Handgun, Mark’s Handgun, and the Burst Handgun

  • Leech Man will focus on landing Bleed status with its Leech Spear

  • When a character is in Bleed status, the Leech Man will ignore all other characters and chase after the bleeding character. However, if a Blood Pack is spilled, it will ignore the bleeding character and go for the spilled blood

  • Leech Man has the most damaging grab in the game so avoid getting close to it when it isn’t stunned

  • The Leech Man can clear up the blood spilled from a Blood Pack so it won’t permanently remove the threat

  • A Leech Man/Woman can be born if a character dies in the scenario

CREATURE ANALYTICS: Text

FIGHTING LEECH MAN

Since the Leech Man cannot be killed by conventional means and its vitality points immediately restore after recovering from a heavy stun, it is best to avoid the Leech Man as much as possible. If the Leech Man blocks a path you need to take, a Tackle is enough to stun it long enough to run by - but be careful. It can suddenly throw out a sudden Leech Spear and possibly inflict a Bleed status. Blood Packs can temporarily distract a Leech Man so use one if you’re in trouble. It will appear more frequently in rooms where you need to input passcodes or grab key items.


Since the Leech Man’s grab does massive damage, avoid getting close to it when it isn’t distracted or stunned. If bleeding, the Leech Man will dash after the bleeding character. If no doors are close by to escape to, tackling it as it recovers each time can allow the bleeding character time to recover from the status ailment. The Leech Man can lose aggro if characters hide inside lockers and remain quiet.


After the initial Leech Man dies, any character that has died in the scenario will transform into new Leech Men/Women. These newer Leech Men/Women become permanent threats and cannot be killed in the Fixed Temperature Room. The same strategies still apply when trying to avoid them. However, their speeds will differ depending on the character that has died, so faster characters that have died will become fast-moving Leech Men/Women.

CREATURE ANALYTICS: Text

BABY MOTH

CREATURE ANALYTICS: Text

BABY MOTH BEHAVIOR

  • Baby Moths will mostly crawl around until a character approaches too closely and tries to attack with Poison Acid

CREATURE ANALYTICS: Text

FIGHTING BABY MOTHS

Baby Moths are extremely easy to kill. A single attack instantly kills a Baby Moth. However, they’re very docile and they won’t always attack when a character gets close to them. Their attack has surprising range but it is slow and it only travels directly in front of them in the direction they’re facing. In the only section they appear at, they can be left alone.

CREATURE ANALYTICS: Text

GIANT MOTH

CREATURE ANALYTICS: Text

STUNS

pcsx2 2020-03-26 13-52-23-086.png

LIGHT STUN

This stun occurs when the Giant Moth is hanging from a wall and is attacked. This stun merely dazes the creature and it recovers quickly and will immediately take flight upon recovery. While it is airborne, it will recover very quickly and depending on the distance, it can quickly counter attack with an Air Tackle.

CREATURE ANALYTICS: Guides

GIANT MOTH BEHAVIOR

  • When the Giant Moth doesn’t aggro against a character, it will fly around before it rests upon the walls

  • The Giant Moth always releases Poison Powder while airborne or while it is hanging from a wall

  • While hanging from walls, any attack will force it to take flight

CREATURE ANALYTICS: Text

FIGHTING GIANT MOTH

The Giant Moth mostly flies around the Main Shaft before it rests upon the walls. Sometimes it’ll rest at certain sections where it effectively blocks the door or bridge you want to cross. Attacking the Giant Moth once is enough to force it to move from paths you wish to take. The Giant Moth’s field of vision isn’t particularly large but if it catches a character, it’ll immediately go for an Air Tackle which hits for moderate damage but also lightly stuns the character. This causes them to get caught in the poison powder it releases from its wings for additional damage and Poison status.


It isn't necessary to kill the Giant Moth and it can be ignored entirely. However, killing it does prevent the Giant Moth from kidnapping a character and taking them to the B5F Computer Room. If you want to kill it, you can take advantage when it is resting to attack it a few times before you’ll need to take cover. The Giant Moth cannot enter the center section of the Main Shaft and can only attack characters from the bridges. Once the Blowtorch has been used to activate the temperature controls, the Giant Moth will disappear completely if it hasn’t been killed prior.

CREATURE ANALYTICS: Text

SCISSOR TAIL

CREATURE ANALYTICS: Text

STUNS

pcsx2 2020-03-28 13-39-03-972.png

LIGHT STUN

The Scissor Tail will flinch for a second before recovering. This stun doesn’t last very long and depending on the distance, it may counter attack immediately. Light stuns will cancel out its tail rising stance sometimes but not always, therefore it is not recommended to stun them from the front with light weaponry.

pcsx2 2020-03-28 13-39-20-990.png

HEAVY STUN

The Scissor Tail will flip over to its back and go into a temporary coma before it will flip itself back on its feet and resume it’s behavior like normal. Usually caused by Potshots from Kevin’s 45. Automatic, but a Pesticide Spray or Molotov Cocktails will guarantee a heavy stun on a Scissor Tail. Scissor Tails don’t remain stunned this way for long but it leaves them vulnerable to follow up attacks.

CREATURE ANALYTICS: Guides

SCISSOR TAIL BEHAVIOR

  • Scissor Tails will enter a tail rising stance whenever they’re near a character which signals that they’re about to perform their Poison Sting attack

  • Scissor Tails can perform sudden Poison Sting attacks if you’re close to them but not in front of them as they slowly shift their direction to face forward to the character they’re attacking

  • Scissor Tails focus more on causing status ailments than pure damage on characters

  • Scissor Tails can potentially combo character to death with their Poison Sting attacks if they group up together

CREATURE ANALYTICS: Text

FIGHTING SCISSOR TAILS

Despite there being two types of Scissor Tails, the only real difference between the two is the smaller ones (gray and black in color) have smaller hit and hurt boxes while the larger one (brown and black) have larger hit and hurt boxes. Scissor Tails respawn shortly after they’re killed so it is impossible to completely clear out an area for long in sections they appear. Ideal weapons to use against Scissor Tails are Pesticide and Molotov Cocktails, as they deal decent damage but the heavy stun they cause allows you room to position or retreat if other Scissor Tails are about.


Avoid attacking a Scissor Tail from the front as their Poison Sting attacks come out really fast and they recover from these attacks quickly as well. Attacking them from the sides or behind is ideal but watch your spacing as their Poison Sting hit boxes are huge and very disjointed and can potentially hit from the sides and even behind. Scissor Tails will spam Pounce attacks if you’re a sweep distance or further away. These attacks don’t deal as much damage as a Zombie’s grab but it has a higher chance of inflicting Bleed status. Scissor Tails can be attacked out of the air during a Pounce but this is risky as the Scissor Tail travels quickly while they’re in the air.

CREATURE ANALYTICS: Text

GIANT SPIDER

CREATURE ANALYTICS: Text

STUNS

pcsx2 2020-03-27 14-40-49-120.png

LIGHT STUN

The Giant Spider will either flinch or hunch down for a brief moment before it recovers. These stuns don’t last long enough for a character to run by the Giant Spider and if in range, it’ll counter attack with either a Poison Acid or Spin Around attack.

pcsx2 2020-03-27 14-39-38-107.png

HEAVY STUN

The Giant Spider will flip over on its back for a moment then quickly flips itself back on its feet. This is easily caused if a Giant Spider is attacked during start-up or during a Pounce attack. A Pesticide will always cause heavy stun on hit as well as a Potshot from the .45 Automatic. The recovery is quick so it can potentially lead to a counter attack if you’re close to the Giant Spider.

CREATURE ANALYTICS: Guides

GIANT SPIDER BEHAVIOR

  • Giant Spiders can only use Poison Acid on walls and the ceiling

  • Giant Spiders normally spawn in spots where they can surprise characters due to the bad camera angles

  • Giant Spiders will always perform a Pounce even if the character is not in range

CREATURE ANALYTICS: Text

FIGHTING GIANT SPIDERS

Since the Giant Spiders only spawn in one area which you only need to explore once, they can be ignored completely. The Giant Spiders will normally be positioned in spots where they can potentially attack you offscreen with their Pounce attacks so a slow approach is recommended. Since Giant Spiders recover quickly from stuns it is best to maintain distance as at close range, they have a chance of landing a Poison Acid or Spin Around counter attack. When attacked from a Pounce attack, after it recovers, it may try to start up another one, even if it is facing the wrong direction. You can abuse this to damage the Giant Spider without retaliation. Giant Spiders will fall off the wall or ceiling after taking repeated attacks but they will quickly recover afterwards.
Avoid Foot Stomps or melee combat on Giant Spiders as they recover quickly from strikes and will likely output plenty of damage with their Poison Acid and Spin Around attacks before you can successfully kill it.

CREATURE ANALYTICS: Text

GIANT WASP

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STUNS

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LIGHT STUN

Only caused while they’re airborne, they’ll fly in place for a brief moment (similar to crows) before it recovers and flies off. These stuns don’t last long enough to allow you to consistently stun lock them in place so never rely on it. Normally caused from knives and poking-melee weapons.

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HEAVY STUN

If airborne, the Giant Wasp will fall to the ground and be on its back for a moment then it will flip up and either walk or immediately take off again. It will also fall to the ground if attacked while hanging from walls. While the Wasps is grounded on its sides, it will be vulnerable to attacks but during the time they’re flipping themselves back up, they have invincibility.

CREATURE ANALYTICS: Guides

GIANT WASPS BEHAVIOR

  • When not aggroed, they’ll fly around until they fly into a wall and will hang there until a character enters their field of vision

  • Giant Wasps use their superior speed to overwhelm characters

CREATURE ANALYTICS: Text

FIGHTING GIANT WASPS

Due to the speedy nature of Giant Wasps, standing still to fight them is asking to take a lot of damage before you can hit or kill a Giant Wasp. While airborne, Giant Wasps do not have any kind of invincibility, even in their attacks so this allows you to hit them as they start up their attacks or in the middle of their attacks. Giant Wasps however, are easy to eliminate as they hang on walls. Avoid melee combat as the timing to hit a Giant Wasp is difficult and both of their attacks have disjoint, allowing them to hit characters without actually physically coming into contact with the character.


Handguns and the Assault Rifle are good for Giant Wasp disposal. Since these weapons fire quickly, you can rack up damage inflicted. Giant Wasps can be permanently killed in most areas where they appear with the exception of the Emission Tower Elevator (as they’ll respawn shortly after they’re killed). On the elevator it is possible to aim up and shoot as a Giant Wasp flies directly in your line of fire. In Network Play Mode at the Back Square, the Giant Wasps are invincible and cannot be killed.

CREATURE ANALYTICS: Text

HUNTER

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STUNS

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LIGHT STUN

The Hunter will barely flinch or jerk their shoulder when attacked. Hunters recover very quickly from these light stuns which is why David should NEVER attempt a third slash from his Knife Combo against Hunters. This stun makes it possible to stun lock it with Handgun SG and Mark’s Handgun as you can fire two shots before the Hunter recovers and requires you to shoot again to light stun it. Tackling is risky as a Hunter can easily counter attack before a character can begin to move.

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MEDIUM STUN

The Hunter will take a couple of steps back or forward depending on where it is attacked from. Caused by stronger weapons like the Shotgun, Gray Chemical Bottles, or a regular shoot from Kevin’s .45 Automatic. This stun lasts long enough for a character to run past its position for stun locks. Hunters have a much shorter time in recovery than a zombie so you will have little opportunity to react during the stun.

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HEAVY STUN

The Hunter will be knocked to the ground then immediately will hop back onto its feet. Caused by Potshots from the .45 Automatic, Yellow Chemical Bottles, or a close-up blast from the Shotgun. Hunters recover quickly enough where the character won’t have much time to run past a Hunter or position.

CREATURE ANALYTICS: Guides

HUNTER BEHAVIOR

  • Hunters will favor Fierce Slash and Uppercut attacks more if they’re standing, running, or walking up to characters

  • Hunters do not require the character to be aiming at them to use their Uppercut attack

  • In Danger status, Hunters will almost exclusively use their Quick Slash attack and prevent characters from escaping

  • Hunters will perform their instant kill Fatal Slash attack if either their vitality points are half or less or if a character is in Danger status

  • Hunters’ AI can be abused. If behind a Hunter, when it turns around, it’ll always attack. You can then get behind it during the recovery of their attack then wait for them to turn around again

CREATURE ANALYTICS: Text

FIGHTING HUNTERS

Hunters that are frozen can be ignored as they take a while to become mobile. There are a few exceptions to the Hunter that appears at the B4F East Area Passage on the harder difficulties and the Main Shaft after the temperature controls have been fixed. Since areas can be invaded by multiple Hunters in addition to zombies during Single Play Mode, it is advised to avoid combat against Hunters.
Taking advantage of their stuns is the key to killing a Hunter without retaliation. Characters can get in multiple strikes on a Hunter during their light stuns. So timed Handgun SG shots, David’s Knife combo between his first and second slash or regular slashes from the Survival Knife with other characters are key. It is possible to foot stomp kill Hunters, however, their hit box from the front is smaller making it hard to hit them. Foot Stoops will connect from behind but be warned that Hunters will quickly turn around once they recover from a light stun and will cause the next stomp to whiff.
A useful tactic if you’re trying to avoid Hunters is tackling them as they walk towards you. If your distance is good enough, you can walk backward a few steps and the Hunters will immediately perform a Jump attack, jumping over and past a character. However, if you tackle from too close and the Hunter is still very close to the character, it will perform a different attack.

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HUNTER Γ (GAMMA)

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STUNS

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LIGHT STUN

The Hunter Gamma will barely flinch or jerk their head when attacked. Hunters recover very quickly from these light stuns which is why David should NEVER attempt a third slash from his Knife Combo against Hunters Gamma. This stun makes it possible to stun lock it with Foot Stomps, knife slashes, Handgun, and Mark’s Handgun as you can fire shots just as the Hunter recovers.

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MEDIUM STUN

The Hunter Gamma will take a couple of steps back or forward depending on where it is attacked from. Caused by stronger weapons Kevin’s .45 Automatic, Iron Pipes, Curved Iron Pipes, or the Assault Rifle. Even tackles and George’s Tackle can medium stun Hunter Gammas. This stun is very short and makes it very risky to run past the Hunter Gamma once it recovers, as their Swipe attacks have massive horizontal range.

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HEAVY STUN

The Hunter Gamma will be knocked to the ground and will enter a short or medium fainting period where it will stay on the ground allowing for follow up attacks or the character to run away safely. Caused by Potshots from the .45 Automatic, Grenade Launcher, rapid shots from the Assault Rifle or critical hits from the Iron Pipe or Curved Iron Pipe. Hunter Gammas will enter a heavy stun if they’re attacked from the air.

CREATURE ANALYTICS: Guides

HUNTER BEHAVIOR

  • Hunter Gammas are very slow on land but are quick in water

  • Hunter Gammas will pull characters into the water from the Water Tank catwalk section

  • Hunter Gammas will stand idle after using an attack for a short while

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FIGHTING HUNTERS

Take advantage that the Hunter Gammas are incredibly slow and weak on land. Their massive delay after attacks makes it easy to run by or fight. Abuse their light stuns to keep them stun locked. Avoid attacks that cause medium stun since they recover pretty quickly. Grenade Launchers will normally kill Hunter Gammas in a single shot with the exception of hard difficulties. Since Hunter Gammas are mostly there to tank damage and their ability to revive after temporally dying, avoid wasting much in resources against them.

In the Water Purifying Facility, since characters will need to shimmy the pipe to reach the other side, luring the Hunter Gammas to an area where they will not spot the character within their field of vision is advised. Then begin to pick them off one-by-one or if they do group up, take advantage of the Burst Rounds’ explosion radius to heavy stun them and finish them while they’re on the ground. Be careful during Network Play Mode, Hunter Gammas will revive much faster regardless of difficulty.

CREATURE ANALYTICS: Text

LICKER

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STUNS

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LIGHT STUN

The Licker will be shortly dazed then will re-collect itself. The recovery is semi-quick. If the character is close and in front of it, it may counter attack with a Claw Swipe but if not, it’ll shift itself to the direction the character is or it will side step. Another light stun is when the Licker enters a sitting stance and is attacked. It’ll barely jerks its head and then recovers immediately. The second stun can make the Licker unpredictable and it may or may not counter attack once it recovers.

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HEAVY STUN

The Licker will flip onto its back and either immediately recover and flip itself back up or will stay laying on the ground. While the Licker is laying down on the ground, it has invincibility and cannot be attacked until it flips itself back up.

CREATURE ANALYTICS: Guides

LICKER BEHAVIOR

  • Lickers rely on sound more than sight to attack characters

  • Lickers will aggro immediately if a character is too close to a Licker even if the character remains quiet

  • Certain sounds will take more priority over others in determining who the Licker aggros and attacks

  • Lickers can only use their Tongue attack while on walls

  • Lickers can only use their Tongue Grab on the ceiling

  • You can lose a Licker’s aggro by remaining quiet, or if necessary, by running and hiding somewhere and remaining quiet

  • Lickers can ignore the bell from the Apple Inn Front Lobby

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FIGHTING LICKERS

Since Lickers require the character to make loud noises, collide, or be too close to the Licker when it is hanging from the wall or ceiling, a confrontation with Lickers is easily thwarted. Unlike most other enemies, losing aggro for Lickers is easy as long as the character can maintain their distance and be quiet long enough for the Licker to revert back to its normal behavior.


If you must fight a Licker, you can take advantage of melee weapons and knives and their disjointed hit boxes to strike Lickers without aggro’ing them since these attacks do not cause noise. Enough strikes will potentially cause it to collapse and enter a temporary fainting period in which the Licker cannot be damaged since it has invincibility. If the Licker does try to shift itself to your direction, you can reposition yourself to avoid a Claw Swipe or Tongue attack.

Shotguns gain a damage bonus when used against Lickers from close range and will always cause heavy stun on hit. On easier difficulties, a single blast will kill a Licker but it’ll survive the shot on higher difficulties but will lose most of its vitality points.

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NEPTUNE

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NEPTUNE BEHAVIOR

  • The Neptune that is visible in the middle of the pier will swim in a circle and will only beeline after characters that have been knocked into the water by the other Neptune that only appears to attacks

  • The Neptune that is off screen only appears as characters try to cross the pier. This Neptune is invincible and cannot be killed

  • Neptune has invincibility frames in all of its attacks

  • The Neptune that attempts to knock characters into the water will randomly appear at certain portions of the pier, making it unpredictable as it could potentially pop-up ahead of the character for them to collide into the shark

CREATURE ANALYTICS: Text

FIGHTING NEPTUNE

The Neptune swimming in the center of the pier will not attack characters that are not in the water. Killing it prevents it from chasing characters that do get knocked into the water but it is difficult to kill as the hit box is rather small and the Grenade Launcher cannot directly hit it. If knocked into the water, swim to the ledges of the pier to climb back up. Be careful as the shark’s Devour attack is disjointed and lingers a bit. You can also dive into the water to avoid the attack.

CREATURE ANALYTICS: Text

G-MUTANT

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STUNS

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LIGHT STUN

G-Mutant will lean back or forward depending where it is attacked. Caused by Chemical Bottles, mid or long range .45 Automatic potshots, the Magnum Handgun, or close up Shotgun blasts. G-Mutant can release G-Embryos during this stun or cancel into its medium stun. If there is no interference of cancelation into its medium stun, it is possible to keep G-Mutant stun locked with light stuns.

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MEDIUM STUN

G-Mutant will freeze in place and release acid from its back. The Egg Explosion acts as a counterattack. When G-Mutant enters this stun as it will auto-trace the “host”. G-Mutant can cancel any of his other stuns into this stun if he is attacked, making it one of G-Mutant’s worst stuns.

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HEAVY STUN 1

G-Mutant will kneel to the ground and sit there for a bit before it’ll get back on its feet and resume its behavior like normal. A more difficult stun to obtain, this stun will leave G-Mutant wide open. However, beware how you attack G-Mutant as it can cancel this stun into the medium stun and counterattack with the Egg Explosion.

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HEAVY STUN 2

G-Mutant will collapse to the ground and remain on the ground for a short while before it gets back up. Caused from close-range Potshots from the .45 Automatic, a critical hit from the Shotgun, or by being hit by the turn table train. Leaves G-Mutant very open to attacks. However, if it is attacked while it is on the ground, it’ll begin to get back up. Like the other heavy stun, if G-Mutant is attacked while it is falling to the ground, it can cancel into its medium stun and counter attack with the Egg Explosion.

CREATURE ANALYTICS: Guides

G-MUTANT BEHAVIOR

  • G-Mutant can release G-Embryos during stuns or while advancing

  • G-Mutant will throw out 3-swing Arm Swings as it is chasing a character it is aggro’ed against and will cancel into its 2-swing Arm Swing if the character is in range

  • G-Mutant can become enraged which will increase its overall speed in both movement, attacks, and recovery from attacks and stuns

  • G-Mutant has a high chance of becoming enraged if struck with unarmed attacks during any of its stuns

  • G-Mutant can cancel attacks and stuns into a medium stun that releases acid that will damage the “host”

CREATURE ANALYTICS: Text

FIGHTING G-MUTANT

While there are multiple ways to combat G-Mutant, a few put the characters at risk of random Egg Explosion counter attacks or a latching attack from G-Embryos (which can result in Arm Swing hits due to the stun). Gray Chemical Bottles and the Shotgun (despite both having damage penalties against G-Mutant) can easily defeat G-Mutant preventing it from even fighting back. Random factors to consider: if there aren’t any G-Embryos present to latch themselves onto the character, or if G-Mutant doesn’t go into a random medium stun and counterattack with Egg Explosion. Kevin’s .45 Automatic along with a Shotgun or Gray Chemical Bottles can easily dispose of G-Mutant.


If melee combat is required or you are doing a knife-only challenge, you’ll need to bait the creature into whiffing Arm Swings. Running to the creature’s left will cause it to whiff as it will always swing from the right first. Then you can get behind it and begin striking the creature. If very close to G-Mutant, it can’t hit the character with Egg Explosions if it does enter medium stuns. However, if it is in its “angered” state, characters will not be able to safely whiff Arm Swings since the attack becomes too fast to run by. Melee combat becomes more difficult as G-Mutant releases more G-Embryos.


The Handgun SG and Magnum Handgun in particular suffer massive damage penalties when used at a distance against G-Mutant. So both weapons will require you to get close to get the most of these weapons. The Handgun SG however, only suffers penalties if used at mid or long range. The Handgun SG can be used similar to the knife strategy to get close to G-Mutant from behind after forcing it to whiff an Arm Swing, then begin to shoot it up close. Back away when the creature recovers, then repeat the process.


If the “No Weapons Clear” is trying to be obtained, you’ll have to rely on other players or AIPC partners to damage the creature normally or use the turn table train to damage G-Mutant. The train will do less damage on higher difficulties, requiring more train strikes.

CREATURE ANALYTICS: Text

GIANT LEECH

CREATURE ANALYTICS: Text

STUNS

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LIGHT STUN

Giant Leech will shake wildly for a quick moment then recover. This stun is short and has very little recovery, allowing the Giant Leech to counter attack upon recovering. It is possible to stun it again shortly after a light stun to keep it stun locked temporarily. Afterwards, it’ll go into a medium stun where it will have invincibility.

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MEDIUM STUN 1

The Giant Leech will stretch its body upward and yell longer. Usually caused by Potshots from the .45 Automatic in particular or a critical hit from melee weapons. Like with the light stun, it is short and Giant Leech recovers quickly from the stun.

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MEDIUM STUN 2

The Giant Leech will wiggle then will go underwater. This is the only stun where the Giant Leech will have invincibility. This stun is caused from consecutive attacks or from being hit by a hazard. Since the Giant Leech sinks underwater, it will always open up with a Rising Snout. However, if the character is too far away, it’ll stay underwater and will use its Tentacle attack.

CREATURE ANALYTICS: Guides

GIANT LEECH BEHAVIOR

  • Giant Leech will normally become invincible based on the number of hits from certain type of attacks

  • Giant Leech's AI will not allow it to swim to shore like it can on Resident Evil Outbreak: File #2

  • Giant Leech has a blind spot on its Acid Shot and Headbutt if you hug the left side of the way. This is tougher to do at the starting section of the fight as the canal is much more narrow

  • The Giant Leech's speed will increase on higher difficulties. This affects its movement, recovery, and attack speed as well

CREATURE ANALYTICS: Text

FIGHTING GIANT LEECH 

Firearms: If firearms are being used, you’ll want to keep a sweep distance. When the Giant Leech uses Acid Shots, they cover about 3-character lengths away in addition that one shot travels about mid-range. Then distance yourself to reload and repeat the strategy. The difficulty is the spacing to avoid the Acid Shot since it can hit while airborne and once it is in the water. Another issue is that normally when Giant Leech takes 3 shots from firearms it’ll undergo its second medium stun where it’ll have invincibility and cannot be damaged. This can prevent Kevin from outright killing it immediately with rolling Potshots from his .45 Automatic.


The Sub Machinegun and Burst Handgun are excellent alternatives and their rate of fire can stop the Giant Leech from beginning an offense. However, you’ll need to spend a good amount of time to reload as neither weapons have magazines to speed up the reload process.

A final alternate firearm strategy is if you don’t have the ammo to defeat the Giant Leech normally, is by using the hazards in the environment to damage and defeat the creature. There are 3 valves and 2 explosives so at most, it will only require 5 rounds from any firearm (provided you do not miss any shots). Unless you’re playing online, the Giant Leech in most cases will die from the first explosion if it has been hit by the 2 valves as well. However, if you lure it to shore, the canister which is on the ground will usually defeat the Giant Leech as it does the most damage of all the hazards.


Melee: Characters like George, Yoko, and Cindy can easily defeat the Giant Leech by exploiting the blind spot on the Giant Leech’s Headbutt attack since the hit box is small and hits on the Giant Leeches’ left. Their dodges will allow them to avoid the Rising Snout and they’ll be out of range for the Headbutt. David will have to position himself awkwardly to be able to utilize his knife combo on the Giant Leech as his slashes can easily hit the wall. Another factor is David will have to be careful on which slashes he uses because using a slash with a longer recovery will cause David to take damage if the Giant Leech goes into its medium stun. Characters with normal slashes will have to be extra careful as the slashes will easily hit the wall. Similar to David, they’ll have to position a bit awkwardly in order to knife the leech without hitting the wall.


If using normal melee weapons, the characters will have to be careful as the melee weapon’s cool down is large and the Giant Leech recovers quickly from stuns. If it goes into light stuns, you can take advantage and strike it again. However, be ready for a medium stun as like with other attacks, it’ll dive back underwater and will open up with a Rising Snout, which will punish cool downs. Melee weapons will require a mode of hit-and-run to avoid counterattacks. Once you get the Giant Leech to shore, you’ll be able to freely attack the Giant Leech with anything since it’ll be unable to do anything to characters that are on land (be careful as during Network Play Mode, the shore will be populated with Leeches who will run interference).


Unarmed: Simple strategy. You’ll only be using tackles against the Giant Leech. Tackles will do more damage to the Giant Leech. The Giant Leech will go into its medium stun after five tackles. Once the fifth tackle hits the Giant Leech, the character will need to back away and allow the Giant Leech to use its Rising Snout and Headbutt attack. However, characters like George, Yoko, and Cindy can abuse the blind spot the Giant Leech has to avoid the Headbutt. Other characters will be forced to space enough to avoid the Headbutt. This strategy is optimal for players trying to obtain the “No Weapon Clear” bonuses. 

CREATURE ANALYTICS: Text
CREATURE ANALYTICS: Pro Gallery

REGIS LICKER / SUSPENDED DEAD

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STUNS

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LIGHT STUN

Regis Licker will slightly flinch before recovering. Regis recovers extremely fast where she can counterattack with her Tongue attack if the character is within range. Usually caused by Handguns, Knives, or Shotgun blasts from long distance.

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MEDIUM STUN

Regis Licker will go into a longer flinching animation which is much slower but has fast recovery. This stun allows for multiple attacks before Regis Licker will attempt a Tongue Whip and Tongue Finish. Otherwise Regis Licker will counter attack with a Tongue attack if you attempt to run away.

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HEAVY STUN

Regis will shake wildly for a bit before regaining her composure. Slightly longer than a medium stun. She doesn’t have invincibility when in the heavy stun. Caused by the Grenade Launcher or the Hammer.

CREATURE ANALYTICS: Guides

REGIS LICKER BEHAVIOR

  • Regis Licker will counterattack with Tongue attacks if she whiffs a Tongue Grab or recovers from a stun. If the character is out of range, she’ll use the Tongue attack immediately if a character puts themselves in range.

  • Regis Licker will not use Tongue Grabs if the character is behind her unless they’re in range. She will not whiff them like she does in Resident Evil: Outbreak File #2

CREATURE ANALYTICS: Text

FIGHTING REGIS LICKER 

Firearms: Kevin’s .45 Automatic alone can easily drop Regis Licker and even faster if utilizing rolling Potshots. Alyssa can abuse her rolling Potshot with Handguns for more damage output before Regis will retaliate. The Grenade Launcher is tricky to use as the player will need to slide shot their shots in order to hit Regis Licker. The Shotgun will only do damage as if at mid-range even if a player stands really close to Regis Licker. You can fire at mid-range, just outside her tongue range and chip away at her health.


A cheap strategy is using the wall exploit from the second floor of the Apple Inn Front Lobby and being right above Regis and attacking her with firearms since all firearms will do the max damage since the range and positioning is considered close range.


Melee: Knives will do double damage against Regis but you’ll only be able to do a few slashes before she’ll attempt a Tongue Whip. During Tongue Whip starts-ups, you’ll normally back away then when she finishes, walk up to her and repeat the knife slashes until she tries another Tongue Whip. David can easily eliminate Regis Licker with homemade weapons like the Hammer and the Stun Rod. The Stun Rod will deal out the most damage and it alone can defeat the Regis Licker. Like with using knives, you’ll need to back away when she attempts a Tongue Whip.

CREATURE ANALYTICS: Text

THANATOS R

CREATURE ANALYTICS: Text

STUNS

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LIGHT STUN

Thanatos R will slightly jerk its shoulder to the left when its heart is struck or will jerk his shoulder forward. Both stuns are short and Thanatos R recovers very quickly from both but both allow for stun locks.

CREATURE ANALYTICS: Guides

THANATOS R BEHAVIOR

  • When Thanatos R’s heart is struck multiple times before it fully recovers from a stun, it’ll immediately perform a Jump attack to escape

  • When being stun locked, Thanatos R will use a Dash attack to escape, even if the character is close by

  • Thanatos R will randomly land on the ground when it performs its Jump attack during the second fight, with a few jumps that will auto-trace the aggro’ed character

  • Thanatos R doesn’t have the Arm Slam attack during the first fight

CREATURE ANALYTICS: Text

FIGHTING THANATOS R

Since Thanatos R’s body resists all weapons and unarmed attacks and reduces all damage done by 80% (except the Folding Knife), it forces characters to aim at his heart for true damage. Thanatos R’s heart allows damage to be dealt like normal from all attacks except the Folding Knife (it does more damage). Thanatos R will try to use sudden Dash or Jump attacks to escape multiple strikes to his heart. Handguns, Assault Rifle, Iron Pipes, and even the Folding Knife can effectively stun luck Thanatos R.


Since the Folding Knife does the most damage and stun locks Thanatos R easily, it is the best weapon to use against him. Female characters will have an easier time stun locking because their vertical range from the upper slash is larger than males and doesn’t require precise positioning to hit. Yoko’s height makes it more difficult but the hit box size is still the same but she can still stun lock Thanatos R. Males will need to position more precisely because their upper slash knife attacks have a smaller hit box and also require the character to manually aim instead of using auto-aim. 


If stun locking with knives, make sure to not be in front of Thanatos R when knifing the heart as the creature will be able to hit characters with point blank dash attacks. The timing will take some getting used to because of the two different light stuns Thanatos R has. Knifing too early or too late can cause Thanatos R to immediately start Jump attacks.

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