Resident Evil Requiem Boss Guide: How To Defeat Mr X
Standing and fighting Mr X in the RPD gets you killed. The correct answer is to run, and running correctly is its own skill.
The reunion with Grace Ashcroft barely gets a moment to breathe before Zeno sics the tyrant on Leon, and the encounter splits into a scripted chase followed by an open arena fight against something considerably worse. Anyone still shaky on basic survival mechanics before a giant punches through a wall should back up and run through the beginners guide first, because this fight punishes hesitation immediately.
The Chase Isn't a Fight
Once the wall comes down, the instinct is to raise a weapon. Don't. Standard gunfire barely registers on him at this stage and a punch takes off a brutal chunk of health, so the entire goal is distance. If he corners Leon, a precision headshot from the Requiem revolver buys a two second stun, just enough to slip past and keep moving.
The path leads upstairs, past an office with a deer statue worth remembering, and into a corridor that looks empty right up until Mr X puts a helicopter tail straight through the wall ahead. Sprinting forward blind here ends the run instantly. The second the metal tears through the plaster, reverse direction.
That sends Leon back toward the deer statue office, which is now blocked from behind too. The rubble pile in the center of that room becomes the tool. Circling it forces him to commit to a swing before there's an opening to slip past his blind side, and small floor lights mark the actual exit route back toward the lobby.
Kendo's Isn't Optional
The alley behind Kendo's Gun Shop is a genuine breather, not just a hallway to run through. This is the last chance to restock before the arena fight, and skipping it makes the next section considerably harder than it needs to be.
The stash box holds rifle ammo worth pulling into the active loadout, and armor repairs matter here specifically because the coming fight leans hard on area damage. A quick detour to the basketball court on the right turns up extra healing items and ammo that aren't worth leaving behind. Anyone running the Eye Spy Charm should double check it's equipped too. A random chance to survive a killing blow is worth having against something that throws cars.
The Super Tyrant Doesn't Play Fair
Stepping into the lot triggers rooftop missile fire that scatters lingering flame across the arena, then Mr X drops down, sheds the coat, and the actual fight starts.
His charge closes distance fast enough that sidestepping isn't reliable. The combat hatchet is the better answer here, parrying the rush to negate the damage and set up a counter. That said, the blade degrades with repeated use against something this size, so sharpening it during any lull isn't optional. Anyone still working out the timing on parries in general should check the combat guide, since the window here is unforgiving.
Fists are one problem. Cars are another. He'll leap onto wrecked vehicles scattered around the lot to launch diving attacks, and the moment his feet leave the ground is the cue to move laterally. Worse, he'll physically pick up cars and throw them, so seeing him dig his hands into a wreck means dropping everything and sprinting sideways immediately. Getting caught by his charge means getting thrown into one of those wrecks, and that hurts.
The pulsating heart on his chest is the only point that matters. Shooting anywhere else wastes ammo that's better spent elsewhere. Keeping distance, baiting his attacks, and putting high caliber rounds into that heart is the entire strategy, and a scoped rifle does serious work here if the aim holds steady. Enough sustained damage drops him to his knees, and the interact prompt at that point ends it for good, hatchet through the heart.
Clearing this fight unlocks the "I Remember That, Too" achievement, worth knowing for anyone chasing full completion. The rest of that run is easier to plan out with the trophy achievement guide open before diving back in.