- Knowing the weak points and attack patterns of each enemy drastically reduces the consumption of ammunition and herbs.
- The BOW and Hunter variants require positioning and appropriate weapon selection to survive.
- In Revelations 2, the companions are key: their support allows you to detect, blind, or expose weaknesses.
- Understanding the episode structure helps anticipate which enemies and bosses will appear in each area.

En Resident Evil Revelations And in its sequel, you'll face a veritable collection of biological abominations, each with its own tricks, weaknesses, and unique ways of ruining your game. Knowing each enemy well—how it moves and which weapons work best against it—makes the difference between progressing with relative ease and burning through ammo in just a couple of corridors.
In this guide we bring together in a organized and very detailed to all the main enemies that appear in Resident Evil Revelations (story mode and some notes from Raid mode) and in Resident Evil Revelations 2. You'll see tactics, weapon tips, special mechanics and hidden dangers so you can clear Queen Zenobia, the snow, the island and any scenario without unpleasant surprises.
Enemies of Resident Evil Revelations: Oozes and mutated creatures

The first rivals you'll encounter in Queen Zenobia are the Ooze and its variationsViscous creatures born from the T-Abyss virus. Although they may seem simple at first, each type has its own unique charm and can put you in a tight spot if you let your guard down.
Ooze (basic)
The standard Ooze are the common enemy par excellence in the campaign. They move clumsily and somewhat slowly, but they try to corner you to grab you with their deformed arms or strike you with their limbs. A very useful trick is to target their arms: by dealing significant damage to those areas, they become stunned for a few seconds, giving you time to calmly finish them off or change position without risk.
Ooze Tricorn
Ooze Tricorns are notable because they attack from a distance by firing a kind of bone projectilesThey aren't very tough on their own, but they become a serious problem when combined with other enemies that pressure you in melee. Ideally, you should spot them quickly and eliminate them with a couple of well-placed rifle shots, taking advantage of their low health before they start constantly harassing you from the back of the room.
Explosive Ooze
This variant slowly approaches until it is next to you and then detonates in an explosion which deals significant damage and can leave you vulnerable. The key is to keep your distance: shooting them from afar with a pistol or rifle is usually enough. The good thing is that you can use them to your advantage, making them explode near other enemies to eliminate multiple threats at once without wasting much ammo.
Spiny Ooze
Spiny Oozes are a much more dangerous version of the normal ones: they are covered in sharp spikes which increases their range and stun potential. Their hit range is wider, so don't try to dance around them too closely. At close range, the shotgun works wonders for stopping them in their tracks. Just like with basic Ooze, shooting their limbs can leave them staggered, creating a perfect opportunity to chain damage.
Globster
Globsters are enormous, amorphous masses that you first encounter in the beach near the boatOn land, they move very slowly and clumsily, but if you let them corner you, they can give you a nasty surprise. Their weak point is their mouth: when they open it, take advantage of the opportunity to unload your shots there, as the damage is multiplied. Be careful in Chapter 12, when they appear in the water: in that environment, they are extremely lethal, and if one grabs you, you can practically consider your life lost instantly.
Fenrir
The Fenrir are mutated wolves Infected by the T-Abyss, they appear in the snowy sections. Although they are wolves, their speed isn't as high as you might expect, but they move in packs and come in different sizes. They fall fairly easily with headshots or a good burst of shotgun fire, but don't underestimate their leaps: they can close the distance very quickly and surround you if you get distracted focusing on just one.
Larvae
These dangerous creatures fall from the ceiling in the form of aggressive larvaeThey have very low health, but they have one huge problem: if they catch you, they execute you immediately. As soon as you hear or see them start to fall and come running, the best response is to stop their advance with the shotgun, which sweeps groups away in one go and reduces the risk of any getting caught in your blaster fire.
Sea Creeper
Sea Creepers are enemies that only fight in aquatic environmentsThey aren't particularly tough, but they are very slippery and fast underwater. Ideally, you should spot them just as they surface, before they submerge again, and eliminate them as soon as possible so they don't surprise you from blind spots while you're dealing with other threats.
Goby
The Ghiozzo family are mutated fish Infected with the T-Abyss virus, they perform fairly large leaps toward your position. Despite their intimidating appearance, they are very fragile: a couple of well-placed pistol shots are usually enough to take them down before they can touch you.
Scarmiglione
These creatures are somewhat reminiscent of bipedal sharksThey are very resilient and possess a kind of natural shield that protects them from most of your shots. The key is to pay attention to which part of their body is unprotected and focus your fire there. They use quick charges and swipes with their claws. Often, after inflicting enough damage, only their legs remain, each with a stunning tentacle that can paralyze you. Electric grenades are especially effective against them and can significantly shorten the fight.
Draghinazzo
The Draghinazzo is the main enemy you face during the section where you head towards the antenna of the Queen ZenobiaIts body is almost entirely covered by a hard shell, and its offense relies on powerful charges and blows with an enormous fist capable of stunning you on impact. To defeat it, dodge its charges and focus on shooting the two visible ganglia on its upper body, especially the one on the right, which is usually more vulnerable. After taking enough damage from these points, it will fall to the ground: that's when you should unleash your full arsenal to quickly turn the fight around.
Rachael (mutated)
Rachael, Raymond's partner, ends up becoming a A very aggressive variation of OozeDuring the campaign, you'll encounter her several times roaming Queen Zenobia. She's much faster and stronger than a normal Ooze: she'll strike you with her deformed arms or try to grab you, though both attacks can be dodged with some practice. Aiming for the head is key; the damage she takes there is considerable. After dealing enough damage, she'll usually flee through vents or pipes. At these moments, if you're quick, you can keep shooting to chip away at her health before she escapes. When you finally manage to defeat her completely, she usually drops valuable illegal customization parts for your weapons.
Scagdead
The Scagdead is a huge and very dangerous mutant, with a mix of human body and grotesque infected massHe's equipped with a kind of gigantic chainsaw, and if he gets close enough to grab you, the result is usually instant death. He also spits out organic traps that remain on the ground and can immobilize you, leaving you vulnerable to his next advance. The trick is to focus all your shots on the human head he still has attached. If you chain several hits in a row or use explosives, you'll enter a stun animation that allows you to fully charge your melee attack. Pulse grenades are great for interrupting him and creating openings for brutal headshots and melee finishers.
Hunter
The Hunters are old acquaintances from the saga, and in Revelations they maintain their role of fast and deadly enemiesThey move at high speed, leap high toward you, and attack with devastating swipes. The good news is that they can be stunned relatively easily with blunt weapons. The shotgun is usually the safest option when they're charging at you, while the rifle or pistol works well if you catch them running in a straight line before they can leap.
Farfarello (Invisible Hunters)
The Farfarello is a variant of the Hunter with the ability to become invisibleThey only appear in snowy areas and are much more aggressive than regular Hunters. They try to confuse you by simulating strange phenomena as they stealthily approach. You can pinpoint their location with the Genesis scanner or by looking at the laser sight: if the line ends in a red dot, you're aiming at them even if you can't see them. Their attacks and resistance are similar to Hunter Jumpers, so the strategy of using shotguns and concentrated bursts of fire remains effective, always being mindful of visibility.
malacoda
Malacoda is a monstrous and gigantic tentacled creature who becomes the main enemy in Chapter 11. During the fight, you must focus on shooting its tentacles while dodging the projectiles it launches. The rifle and the magnum are the best weapons here, thanks to their high power per shot. Later, the confrontation continues aboard a helicopter, changing the dynamics slightly but maintaining the same objective: destroy its weak points without letting its attacks reach you.
Abyss Norman
Norman, upon injecting himself with the T-Abyss virus, transforms into Abyss Norman, the final boss From the story. Visually, it resembles a Tyrant, and its attacks have a brutal range: even at a distance, it can knock you to the ground with its charges or energy blasts. One of its most dangerous mechanics is the creation of illusions to confuse you, generating copies of itself that make it difficult to see the real one. Its weak point is its back, so you'll have to take advantage of its vulnerable moments to flank it or shoot when it turns around and exposes that area.
BOW and special variants in Resident Evil Revelations
In addition to the enemies mentioned above, Revelations features a whole family of BOW (Bio Organic Weapons) with different sizes and fighting styles. Some are clumsy and slow, others are practically unstoppable killing machines if they catch you at close range.
standard BOW
Conventional BOWs are enormous, slow-moving creatures with a very intimidating physique. They are characterized by their very long and muscular tongueIn addition to its enormous arms, its primary attack combines bites and suffocating grabs. The smart strategy is to exploit its slowness to move around it and shoot specific body parts: legs, arms, and head. Damaging these areas can knock it down, allowing you to finish it off without wasting an entire magazine on the torso, where shots are practically useless.
BOW wolves
BOW wolves are animals that were once wild predatorsNow transformed into monsters ravenous for human flesh, they typically attack in packs, driven by their hunting instincts. A well-placed headshot is usually enough to bring them down instantly. If too many gather, a grenade or a well-aimed shotgun blast can take out several at once, saving you trouble when things get rough.
Giant Bows
Giant BOWs are even more colossal versions of normal BOWs. They still move slowly, but their sharp upper limbs They can hook you from further away, pull you into their jaws to bite you, or simply tear you apart without hesitation. The damage they inflict is extremely high, so it's best to face these encounters with plenty of ammunition and prepared medicinal herbs. Going into the fight unprepared is practically suicide.
BOW jumpers (Hunters Jumpers)
The so-called BOW jumpers, or Hunter Jumpers, are like a version gigantic of a “Tasmanian devil”They are very aggressive, moving on all fours when advancing and rearing up on their hind legs to initiate an attack. Riddled with bullets is the best solution: don't hesitate to empty entire magazines into them, although it's still advisable to prioritize headshots to maximize damage. If you leave them alive for too long, their mobility and ferocity can turn any encounter into a stalemate.
BOW archers
These enemies share a basic structure with standard BOWs, but add a extremely lethal bow to their arsenal. They use this weapon to compensate for their slowness and attack you from a distance. The good news is that their shots can be dodged by moving sideways with some timing. They're perfect targets for the rifle: a couple of well-placed shots should be enough. Be careful when shooting them while they're aiming with the bow, as they use it as an improvised shield; in those moments, if you're going to take a risk, aim for the head.
Piranha hybrids
Piranha hybrids were originally peaceful and colorful fishBut after exposure to the T-Abyss, they transform into a plague of large piranhas capable of surviving out of water. On land, their movement is more clumsy, but they usually attack in large schools, making them dangerous at close range. A grenade or a decoy works perfectly to take out entire groups and prevent them from surrounding you or slowly draining your life force with small bites.
BOW whales
BOW whales were once normal whales, but the virus has transformed them into carnivorous predators They are impressively large. You can't take them on with conventional weapons: only pulse grenades are effective at stunning them. If you position yourself in their line of attack with little room to dodge, you won't get a second chance; these encounters are unforgiving of positioning errors.
BOW sawmills
Within the BOW catalog, sawmills are probably the most dangerous of allThey can withstand a tremendous amount of damage, and to defeat them, you'll usually have to use your entire arsenal, including grenades of all kinds. Their greatest threat is their enormous arm ending in a saw, which they can use to tear you apart in seconds if you get too close. The wisest course of action is to always keep your distance, exploit their vulnerability to grenades, and never let your guard down, even if they seem about to fall.
BOW explosives
Explosive BOWs are bloated versions of normal BOWs that, upon death, cause a short-range detonation They can take away a significant chunk of your health. When finishing them off, make sure you're not right next to them, or the explosion will be very costly. If possible, try to detonate them near other enemies to turn their deaths into a tactical advantage.
BOW Baits
BOW baits are large, ground-based traps designed to to close abruptly They detect the pressure of a body. They are made with BOW shells, so the damage they cause to the affected leg or limb is very high. Do not try to use them as a resource; in practice, it is best to avoid them whenever possible and be aware of your surroundings so as not to accidentally step on them.
Revelations campaign episode structure
The Resident Evil Revelations campaign is divided into a series of episodes with concrete objectives that set the pace of the story. Having a clear understanding of the sequence of tasks helps you anticipate battles, bosses, and sections with a higher presence of certain enemies.
Episode 1: Straight to Hell
In this first episode your main goal is find ChrisYou'll need to inspect the scene, investigate a corpse, achieve a 100% analysis with the GENESIS scanner, and finally, meet with O'Brian. The steps alternate between searching for keys, exploration, and combat, serving as an introduction to the initial enemy types and the use of the scanner.
Episode 2: Double Mystery
The second chapter takes you to the area of accident and the minesYou must travel to the crash site, investigate it, cross a mine several times, and coordinate with Jessica. You'll also have to escape a dangerous room, locate Parker, retrieve your weapons, and finally head to the bridge. It's an episode that blends exploration with tense, confined spaces.
Episode 3: Ghosts of Veltro
Here the action focuses on clearing enemies in the hall, using different elevators and reach the heliportAfter investigating the bridge area, you'll be directed to the communications room. This chapter begins to blend more intense combat with the story of the terrorist group Veltro.
Episode 4: Return to a Nightmare
In this episode you will have to descend to the ship's bilgeFind the elevator key and, once you have it, return to the bilge. The game makes extensive use of shortcuts and flooded areas, and it's here that enemies like Rachael will reappear.
Episode 5: Secrets Uncovered
This chapter revolves around a secret hiding place and the ship's energyYou'll need to investigate the shelter, search for a missing item, restore power, find the engine room, and check various panels. You must also locate the reset key, reactivate the power, return to the crash site, and eliminate a key enemy before powering up a terminal crucial to the plot.
Episode 6: Cat and Mouse
In Cat and Mouse the main objective is to locate Jill and ParkerHead back to the bilge and leave the engine room. You'll need to close a bulkhead to contain the water, return to the hall, and face a persistent enemy that you'll first have to repel and then eliminate. Later, you'll need to activate the antenna, which unlocks the story's progress.
In one of the episode's key sections, upon reaching the lobby, Parker runs towards an elevator and positions himself in front of it. As he gets on and the elevator begins to ascend, an enemy smashes the glass and It attacks you repeatedlyIt can appear on any of the three sides of the elevator; after being shot several times, it hides and reappears from a different position. If you take too long to react when it appears on screen, it will strike you with a tentacle, dealing significant damage. Sometimes, instead of a tentacle, its head will appear, but the strategy remains the same: fire relentlessly until it retreats. After several exchanges, it will leave, and the elevator will reach its destination.
Upon exiting you will find ammunition, a green herb, and a weapons crate to use. improvements with customization parts that you're carrying. If you head to the right, you'll see more ammo and herbs, but when you reach the center, the same enemy that attacked you in the elevator will reappear, triggering the "Kill the enemy" objective. That's when you have to face him head-on.
Episode 7: The Regia Solis
This episode asks you to go to the deck, remove Hunter groupsOpen the aircraft container and then proceed to the control room. It's a fairly action-oriented section, with a large number of fast and dangerous enemies.
Episode 8: Everything at Stake
In Everything at Stake you will have to surviving a floodReturn to the Hall, board the Queen Zenobia, and travel to the research center. It's an episode where route management and time are crucial, and where high-pressure battles become frequent.
Episode 9: No Way Out
The ninth installment sets you on a quest for a A dedicated PC and a generatorYou'll need to restore power, neutralize waves of enemies, restart the computer, and stop the virus from spreading. Meanwhile, you'll have to find a password, return to Chris, and secure the area amidst continuous attacks.
Episode 10: Tangled Networks
In this chapter the focus is on the bridge and the evacuation of the shipYou have to get to the bridge, abandon ship, rescue Parker from inside, and complete the escape. It's a section with a lot of narrative tension and several critical gameplay moments.
Episode 11: Revelations
Here it will be played facing a “superenemy” On two occasions, you'll advance to the command room, retrieve a turnstile, help Raymond, and get him to safety. You'll also encounter Hunters as you repeatedly return to the command room to complete the objective sequence.
Episode 12: Sunk
The last episode takes you to register the sunken shipFind a power source, return to Chris, and uncover crucial evidence. Then, escape with the PDA containing that evidence and finally defeat Norman in his Abyss form to conclude the story.
Raid / Assault Mode in Revelations
Raid mode, also called Assault mode, is an alternative mode focused on repeat levels with variationslevel up and get better gear. It's ideal for practicing against all types of enemies in the game in different combinations and with altered stats. Many players use it as training to master the attack patterns of Hunters, Oozes, BOWs, and bosses, as well as to obtain more powerful customization items.
Enemies of Resident Evil Revelations 2
In Revelations 2, things don't fall short: new types of enemies with mechanics designed for take advantage of the skills of your colleagues (Moira and Natalia). Knowing how each one uses her flashlight, lever, or special vision is key to gaining an advantage in combat.
Whip Spiders
Whip spiders are tiny enemies that, in practice, serve more as annoyance that as a real threatThey can be easily eliminated using the knife, and generally don't pose a serious threat. However, they don't count towards the knife kill medals, so don't try to farm achievements with them.
orthus
The Orthrus are the equivalent in Revelations 2 to the classic zombie dogsDue to the game's aiming system, they can be particularly elusive, as they move around a lot and constantly change direction. Their main attacks rely on quick charges; it's best to anticipate their runs and shoot them when they're in a straight line, preferably aiming for the head or using a shotgun at close range.
Afflicted
The Afflicted are highly aggressive humanoid enemies that attack in melee, by running, or launching themselves with their weapons about you. Headshots are very effective, and they can also be left at Moira's mercy: her flashlight can blind them, making melee finishers easier. Dodging works remarkably well against them if you master the timing. Some Afflicted have red lumps on their heads; when they die, they leave behind balls of pus scattered on the ground that explode when you walk over them, so it's best to clear the area or go around them. In later chapters, they can transform into Sploders, which adds an extra threat.
Rotten
The Rottens are beings putrefied and decomposed They differ from the Afflicted in their speed: they move much more slowly, but their physical attacks are more powerful. Dodging is equally effective, but you must be vigilant because they often appear crawling on the ground, making them difficult to spot if you're in a hurry. Use their slowness to your advantage to flank them and finish them off calmly without letting them attack you from behind.
Sploder
The Sploders are Afflicted Ones that have swollen up and are approaching you to explode at very short distanceIn addition to the explosion damage, they temporarily blind you, complicating any fight with other enemies nearby. The tactic is similar to that of other explosive enemies: keep your distance and eliminate them as soon as they appear, preferably by detonating them near other monsters to take advantage of the shockwave.
Glasp
Glasp are extremely annoying invisible insects whose only attack consists of Grab you and kill you instantly If they manage to reach you. Only Natalia can see them with her special vision, making her cooperation indispensable. When your vision distorts, it's a sign that one is close. You can also use smoke bombs to reveal their location, and that's the only way to kill them with the knife. In any case, they are enemies to be treated with the utmost respect.
Iron Head
The enemies known as Ironhead are large, very strong, and go equipped with maces and other heavy instrumentsThey wear strange iron helmets that protect their heads, making critical hits more difficult. They can be blinded, but they still pose a significant threat at close range. They are slow, yes, but also very resilient and have an extremely wide attack range: if they land a blow, it's easy to cause severe bleeding. In that case, you'll need a tourniquet to prevent continuous health loss. Dodging them is more delicate than with smaller enemies precisely because of their extended range, although they can also be finished off when they fall to the ground.
Revenant
Revenants are abominations created from multiple pieces of corpsesThey behave like veritable killing machines. They're fast, resilient, and have a crucial characteristic: they can only be destroyed by shooting a specific weak point, an orange bulge usually hidden beneath a fleshy layer. To locate it, you must first damage them and tear away part of that covering. The core can be in different places: head, upper arms, or lower limbs. With Natalia, it's much easier to spot and save ammunition. Once downed, they can move at high speed like spiders, so don't let your guard down. There are also several variants: the standard ones, those with something resembling two saws on their arms (more aggressive), and those with an enormous arm that explodes and blinds you if it hits you. Molotov cocktails work particularly well to reduce their armor and speed up the fight.
Slinger
Slingers are abominations specialized in the ranged attackThey fire projectiles with considerable accuracy and, in addition to damaging you, can temporarily blind you. As soon as you see one appear, prioritize shooting the orange bundle it's carrying, as this is its weak point. If you ignore it, it will become a constant source of interruptions and health loss while you deal with other enemies.
Volcano
The Vulcans are powerful enemies that attack using fire from a distanceThey carry a barrel and a torch, which they use to prepare and launch incendiary projectiles. They are quite resilient and very persistent; when you see them about to fire, it's best to focus on getting out of the line of fire, and when you have the chance, land accurate headshots to bring them down more quickly.
Dhurlga
The Dhurlga is another very dangerous abomination whose orange weak point is covered in protective tentaclesFurthermore, it has an enormous claw that it uses both to strike and to grab you; if it succeeds, the result is usually instant death. It is very resilient and, to make matters worse, it uses its claw as a shield, constantly covering its vulnerable core. The best way to deal with it is to always keep your distance, use Molotov cocktails to burn its tentacles and leave its weak point exposed for longer, and not let your guard down even if it seems about to fall.
Pedro
Pedro, who is initially an ally, succumbs to fear and ends up becoming a tremendously dangerous enemyIts combat is detailed in Chapter 2 of Claire's campaign, and it is characterized by its high offensive power and ability to corner you. It is important to make use of cover and coordinate with your partner to survive this encounter.
Neil
Neil, your former boss, also ends up transforming into a a very powerful abominationThe way you defeat him directly influences the ending you get at the end of the game, so his fight (especially in chapters 3 and 4) is not only a gameplay challenge but also a key narrative point. Managing your ammunition and attack opportunities effectively is essential to overcoming this encounter in the best possible way.
alex wesker
Alex Wesker is the great authority behind the scenes, sister of Albert Wesker and directly responsible for the island's misfortunes and the creation of many of the abominations you face. Obsessed with possessing Natalia's body, her madness only grows as the story progresses. Her appearances and battles mark some of the most intense moments in Revelations 2, forcing you to use every character's abilities to their fullest potential.
By mastering the behavior of every enemy in Resident Evil Revelations and Revelations 2, from the most basic Ooze to BOW variants, invisible Hunters, Revenants, or final bosses like Abyss Norman and Alex Wesker, you will have much more likely to overcome the campaign with ample resourcesEnjoy Assault mode without surprises and get the most out of every encounter without the difficulty turning into gratuitous frustration.