Resident Evil Wiki
Resident Evil Wiki
Further notes

The Crimson Head is a Zombie which has gone through further mutation following a period of incapacitation.

Health values[]


In the 2002 remake, the Crimson Head has an HP value of 300-2600. This is in comparison to Chris' and Jill's 1400 and 960, respectively. In any playthrough, the player will encounter a minimum of two Crimson Heads: the one whose corpse is found in the mirror corridor leading to the Armor Key, and the Crimson Head Prototype 1 boss after placing the four Death masks.

Umbrella Chronicles[]

In Resident Evil: The Umbrella Chronicles, Crimson Heads increase in health further into the game. Levels featuring Crimson Heads can be grouped into four categories, with the health of standard Zombies in those same levels put in comparison:[1]

Levels Crimson Head HP Zombie HP
Beginnings 1 and 2; Mansion Incident 1, 2 and 3 60, 80, 100 20, 40, 60
Nightmare 1 and 2; Rebirth 1 and 2 70, 90, 110 30, 50, 70

(40, 60, 80 in Rebirth 1)

Umbrella's End 1, 2 and 3 80, 100, 120 60, 80, 100
Dark Legacy 2 90, 110, 130 70, 90, 110


2002 Remake[]

The Crimson Head is capable of two moves in the 2002 remake.

Note: All names in the remake are provided by the biohazard Kaitai Shinsho guide.[2]

Move Damage Description/Notes
Biting (かみつき Kamitsuki?) (See values below) + 200
Beating (なぐり Naguri?) 200
Initial bite values[3]
Character Damage
Chris 280, 350, 420, 490 or 560
Jill 240, 288, 336 or 384
Rebecca 212, 255, 297 or 340


2002 Remake weapon chart[]

Below is a chart displaying the damage values of each weapon on a Crimson Head, and how many times it must be used or fired in order to kill, depending on its health. All stats are provided by the biohazard Kaitai Shinsho guide.[4]

Weapon Damage Number of ammunition/uses
Survival Knife (Chris's) 140 (head: 340) 1-19
Survival Knife (Jill's) 84 (head: 204) 2-31
Handgun 200 (Critical hit: 9999) 1-13
Samurai Edge 200 (Critical hit: 9999) 1-13
Shotgun Close-range:1000
Assault Shotgun Close-range:1300
Grenade Launcher (Grenade) Direct hit: 2000
Blast: 1000
Grenade Launcher (Acid) Direct hit: 2000
Blast: 1000
Grenade Launcher (Explosive) Direct hit: 2000
Blast: 1000
Magnum Revolver 2500 1-2
Self Defense Gun 2500 1-2
Barry's 44 Magnum 9999 1
Flamethrower N/A N/A
Infinite Rocket Launcher Direct hit: 9999
Blast: 1000
Dagger HP reduced by 50% + 1 2
Flash Grenade Direct hit: 9999
Blast: 1000
Stun Gun HP reduced by 70 or 90% 2

2002 remake revival time chart[]

Rank Difficulty Time until revival


1 EASY 60, 90, 100, 150
2 EASY 20, 45, 80, 100
3 NORMAL 15, 35, 70, 80
4 HARD 10, 20, 30, 60
5 HARD 5, 10, 20, 30
6 HARD 5, 10, 15

In the above chart, adapted from one by Famitsu, transforming into Crimson Heads depends on which pre-set "rank" a Zombie has been given. Ranks 1 and 2 appear in EASY; Rank 3 on NORMAL, and Ranks 4, 5 and 6 on HARD. Each of the available minutes is picked at random. For example, a Rank 1 Zombie has a 25% chance of taking one hour.

2002 Remake combat[]

A zombie can be prevented from turning into a Crimson Head by either destroying the head or any of its limbs while it is still active, or burning the body using the Fuel Canteen when defeated (also, while playing as Jill, the player can burn them with the Grenade Launcher's Incendiary Shells). If the player should fail to burn an inactive zombie that has been shot down, after some time (as shown on the chart), the zombie will have mutated into a Crimson Head.

If a Crimson Head should become active, recommended weapons to use against it would be the Grenade Launcher's Acid Shells, or a high-caliber Magnum gun, as both can kill a Crimson Head in one shot (no more than two shots are required). Shotguns like the Pump-action Shotgun, which is the first shotgun that can be obtained in the mansion, are effective as well. Shooting when the enemy is in close range does the most damage from a shotgun. The shotguns also have a high chance to decapitate them if aimed upwards at point blank range. Chris's Flash Grenade defensive weapon will kill them if used directly on them when grabbed or severely injure them if used on another enemy and hit by the splash damage. Jill's Stungun will severely injure them. The Defense Dagger will halve their health.

If a Crimson Head is lying down, it will not pursue the player until the player gets close to it. Thus, if a player kills a zombie at a location they are sure they will not enter again, such as the hallway leading to the Monster Plant, they can kill the zombies and they will not pursue the player as Crimson Heads even if the player enters the area where they are located, saving the player kerosene. However, once a Crimson Heads is active, it will pursue the player the instant they enter the area where it is located, even if the player is far away. This is a contrast to normal zombies that are stationary and only pursue the player once they get close.

Umbrella Chronicles tactics[]

In Resident Evil: The Umbrella Chronicles, Crimson Head bodies are divided into four regions (face; head; body/waist; leg, and other) where damage from a particular weapon may be magnified. The number '1' in the below chart represents the damage that particular type of weapon should bring out. According to the top row, any Handgun at any level of modification will do only half the damage in leg shots in comparison with bod shots. Meanwhile, if any Handgun or Magnum bullet impacts between the Crimson Head's eyes, it will be a Critical Hit and they will die immediately.[5]

Weapon (no upgrades) Face Head Body/Waist Leg Other
Handgun 1000 1 1 0.5 0.3
Shotgun 0.5 1 1 0.5 0.3
Submachinegun 0.5 1 1 0.5 0.3
Grenade Launcher 1 1 1 1 1
Magnum 1000 1 1 0.5 0.3
Rocket Launcher 1 1 1 1 1
Knife 1 0.5 1 0.5 0.3
Hand-to-hand 1 1 1 1 1



  1. BIOHAZARD UMBRELLA CHRONICLES Official Guidebook, pp.035-037.
  2. Hamamura (ed.), Kaitai Shinsho, p.61.
  3. Hamamura (ed.), Kaitai Shinsho, p.57.
  4. Hamamura (ed.), Kaitai Shinsho, p.094.
  5. BIOHAZARD UMBRELLA CHRONICLES Official Guidebook, p.037.