Resident Evil Requiem – Complete Walkthrough (Step-by-Step Strategy Guide) – PART 01
May 17, 2026WRENWOOD
Wrenwood Hotel – Grace
Resident Evil Requiem begins with Grace arriving in the town of Wrenwood, a location that, at first glance, seems peaceful and ordinary, but which will soon reveal its darkest side. You start the game on a busy sidewalk, with the objective of investigating the area. Before walking around, it’s worth opening your inventory right away, because you start with an investigation report that can be read immediately. This document is important: it details the case Grace is investigating, mentions previous deaths, and reveals a disturbing fact: all the victims were survivors of the Raccoon City incident and presented a strange mark of black bruises on their skin.
With that information, continue along the sidewalk, paying attention to the right side of the path. A woman moving near a mural will make available a file called the Wrenwood City Guide, which you can easily pick up. Continue walking normally along the sidewalk until a cutscene is triggered as you approach the crime scene.
CRIME SCENE
A police officer will stop you at the entrance, but Grace shows her FBI ID and manages to get through. The objective updates, and now you need to investigate the crime scene. Follow the alley that appears ahead. This section teaches the crouch command, which will be quite useful in the next few hours of gameplay. The path is completely linear here, so just keep going until you find the hotel entrance, which is on the left, right after a pair of double doors.
HOTEL WRENWOOD
Upon entering the hotel, the game will prompt you to turn on the flashlight. Don’t ignore this, as the environment becomes very dark and the flashlight is essential for seeing your surroundings. Enter through the door on the left, which leads to the kitchen. You can rummage through the drawers there, but there’s nothing relevant to the progression at this point. When Grace reaches the next door, a series of memories will quickly surface, but she continues on.
The game will prompt you to read the investigation report if you haven’t already. In the next room, you’ll find investigation markers scattered around. It’s worth examining the footprints near number two and the scratches at the back of the room. But the really important item here is stuck to one of the bar posts on the left: a photograph of Grace. Turn the photo over to see the back and you’ll find an old key, as well as a message: “Let’s meet. Room 204.”
ROOM 204
With your new objective defined, explore the surroundings a bit more if you wish. At the back of the room, to the right, there’s a door leading to a bathroom where you can rummage through cabinets, stalls, and other objects, without finding anything essential, but it’s an interesting experience for those who like to explore every corner. After leaving the bathroom, go past the bar and head to the door on the left, which is the only available path. Use the old key you just found to open this door.
You’ll enter a corridor. Proceed to the next double doors and, as soon as you enter, look at the floor to your left to pick up the Hotel Brochure file. Continue exploring the ground floor if you wish: there’s a reception desk, baggage carts, and, at the back left, a sort of office. Enter this room, go to the desk and open the drawer to find the Closing Notice file. On the nearby wall you’ll also find the Wrenwood Hotel Floor Plan Map, an item that should be picked up immediately as it greatly facilitates navigation through the corridors.
After exploring the ground floor, go upstairs. Notice the windows on the right and the pool table on the left. Examine the pool table to find a toolbox containing the Cutting Pliers, which you will need later. With the pliers in hand, check the nearby emergency exit doors: they require a key that you don’t yet have. For now, go through that door and interact with the next double doors, using the pliers to cut whatever is preventing them from opening.
You enter another corridor. Note that Door 202 has someone watching you from inside, but keep going without getting distracted and reach Room 204, which is your destination. Inside the room there is a radio that you can listen to or turn off. The important thing is to approach the bed and interact with it. By examining the photos there, a cutscene will begin, transporting Grace to a memory from the past. In this scene, you will meet Alyssa, Grace’s mother.
HOTEL ESCAPE
During this flashback sequence, the objective changes to escaping the hotel. You just need to run and follow Alyssa whenever you have control. Enjoy the cutscenes here, because they are excellent and explain in detail what happened to Grace at that hotel years ago. After the scenes end and you regain control, the new objective is to find what Alyssa hid.
If you haven’t explored the bathroom in the room yet, you can do so now. Then, go back downstairs to the ground floor. Near one of the paintings on the wall, push the luggage cart there to unlock access. Interact with the painting afterward, and you’ll find the bag Alyssa hid. Inside are two very important items: Alyssa’s Diary, a very personal text about Grace, and the Mysterious Disc, which requires a computer to be read.
CONFRONTATION AND EXIT
A new cutscene begins with the police officer who was outside. Something stung him, and what happens next is one of the most intense scenes at the beginning of the game. When prompted, use the left analog stick to dodge the police officer’s movements while holding the button indicated on the screen to break free from the grab. The objective is to move to the opposite side from where his shotgun is pointed. After breaking free, you pick up a bar and will receive the command to hit him when the right moment appears on the screen.
After this confrontation, you will receive the Emergency Exit Key. Run to the emergency exit and use this key to open the door. The scenes that follow are intense and full of details that are worth every second of attention. Grace will also investigate the sound of music that appears after the attack, and a few more sequences occur before the game transitions to the next part.
Wrenwood Hotel – Leon
The perspective shifts from Grace to Leon, and after a series of cutscenes, you take control of the character for the first time on the streets of Wrenwood, at the same point where Grace began her journey. The setting is familiar, but the experience will be completely different.
STREETS OF WRENWOOD
Proceed down the street until a cutscene is triggered. After it, you’ll encounter your first zombie as Leon, and this is the perfect moment to understand how combat works with this character. To aim and shoot, use L2 to point the weapon and R2 to fire, the standard scheme that most players are already familiar with.
Eliminate that first zombie, go out into the street, and another one will appear right ahead. Take it out too, and turn right at the next corner. From here, the number of enemies starts to increase significantly, especially compared to the sections with Grace, so it’s worth understanding Leon’s mechanics before you start shooting everyone.
Leon is much more resilient and deals significantly more damage than Grace, both with firearms and in hand-to-hand combat. He no longer carries a knife like in Resident Evil 4 and now uses an axe as a melee weapon, which functions with a durability bar. The good news is that you can sharpen the axe whenever you want, making it practically an infinite weapon. To sharpen it, hold L1 to prime the axe and then press square, as if you were reloading a firearm. Keeping the axe sharp is essential to making the most of combat.
The most efficient strategy with Leon is to aim for the zombies’ heads until they are stunned, at which point a warning appears on the screen offering two options: finish them off with the axe using R2, or kick the enemy away. If you choose to kick them, take advantage of the opportunity to attack them while they are on the ground, aiming downwards and pressing R2. An even more powerful variation is to hold L1 before pressing R2 when attacking a fallen zombie, which generates a much stronger blow, although it requires more precise aiming.
Another important detail in this section is that some zombies are armed with objects like poles, axes, and even chainsaws. When playing as Leon, you can pick up these weapons and use them against the enemies themselves, usually throwing them directly at the zombie you are facing. In the first encounters, this type of attack is enough to take down a zombie with a single hit.
The main objective here isn’t to clear all the streets of enemies, but to reach the end of the course. Zombies eliminated along the way drop ammunition, which helps maintain the pace of combat, but it’s worth remembering that this drop system only works this way in this introductory section. Explore the sides of the street a bit to find additional items, but don’t worry too much, because you won’t carry any of this into the next stages.
CROSSING
Upon reaching an intersection further ahead, several cars begin to collide with each other in a chaotic and very well-constructed scene. Even with all this movement around you, the correct path is to continue straight ahead. Use the right side of the road to dodge obstacles and keep moving forward even with zombies appearing from all directions. Keep going straight ahead without stopping until a cutscene is automatically activated, transporting you to a completely new area and ending this first sequence with Leon.
RHODES HILL
Care Center – Grace
Care Center begins with Grace having already freed herself, and you take control shortly after this scene. The first item in the area is right in front of you, on a table: a file called Progress Note, which is worth reading to understand a little more about Grace’s situation. Explore the room briefly before leaving, as there are some interesting details in the environment, and then head to the nearby hallway.
Care Center Corridors
The corridors are quite dark and navigation may seem confusing at first, but the layout is relatively straightforward. From the room’s exit, you have two paths available: one heading south and the other west. Go south first, entering the room that appears just ahead. Experiment with the light switches you find along the way, and as you turn the corner inside this room, an object will roll towards you: an Empty Bottle. Keep this item carefully, because when thrown it creates a distracting sound that can be very useful for diverting the attention of enemies.
Return to the corridor and now head west, following the long stretch to the end. Along the way, you’ll pass a malfunctioning light switch and notice the door to Room 202 on the right, with its lighting completely broken and unusable for now. Continue towards the horse statue marking the end of the corridor, and before reaching it, notice the door on the right: it’s Room 201, decorated with a cherub theme. You’ll need a key to enter, so mentally note the location and continue forward, turning left in the next corridor. Just ahead, there’s a locked gate requiring a fuse to open. Try interacting with it to update your objective, then go through it to the end of the corridor.
CHERUB’S KEY AND ROOM 201
At the end of this corridor there is a drawer you must open: inside is the Cherub’s Key. With it in hand, return to Room 201 and use the key to enter. The room functions as a dormitory and is where the typewriter is located, used to save your progress. If you are playing in classic mode, you will need Ink Ribbons to save; in modern mode, you can save freely. Take advantage of this and save the game now before continuing.
Still inside this room, examine the wardrobe and find an Empty Bottle inside. At the back of the room there is a closet: open it to find the Lighter, which works similarly to a flashlight and will be essential from here on, as well as a Fuse Panel installed on the wall. The problem is that accessing the fuse requires a specific tool, a screwdriver, which you don’t yet have. Keep this information in mind and leave the room.
ROOM 202 AND THE NOTE FROM THE CARDBOARD BOX
With the lighter in hand, return to Room 202, the one that was too dark to explore before. Use the lighter to illuminate the room and search it. It’s a child’s room, and on a table you’ll find a book called “Ghost of Shadows”: read it, because although disturbing, it contains an important message that will be relevant to what comes next. Go to the back of the room and open the cabinet on the left. After the scare that will happen, examine the inside of the cabinet to find a file called “Note in Cardboard Box”. This document informs you that the screwdriver is kept in the infirmary. That’s your next destination.
Before heading to the infirmary, one thing to note: in the area with reddish lighting, use the lighter to search a table and find a third Empty Bottle, which may be useful later on.
The Infirmary and the Creature
Return to the hallway and use the lighter to illuminate the area where you picked up the first empty bottle. With the lighter’s light, a door that was previously invisible in the dark can now be seen and opened. Enter it for a sequence of scenes that begins seemingly calmly, but quickly transforms into something terrifying.
Upon regaining control, don’t hesitate: turn immediately and run straight back to the first room where you started the section. Don’t go down the long corridor, because the creature will emerge from the ceiling and reach you there. The initial room has lighting that burns the creature on contact, forcing it to retreat and giving you a moment of temporary relief.
With the creature gone, return to the infirmary and explore the area calmly. Just past the door, there’s a body on the floor with a Medical Injector next to it, a full healing item you should pick up immediately. Examine the room’s cabinets and drawers, although most are empty. The item you really need to find here requires a bit of effort: move the cart in the room to the southeast corner, where there’s a high shelf with a toolbox out of reach. Use the cart as support, positioning yourself next to it so the “climb” command appears on the screen, and then climb up to reach the toolbox. When you interact with it, you’ll need to rotate the box to find the opening mechanism on the side and, after unlocking it, interact with the item inside to get the Screwdriver.
Warning: Moving the cart is noisy and objects fall out while you push it, attracting the creature back to the hallway near the infirmary. Grab the screwdriver and get ready to act fast.
BACK TO ROOM 201
With the creature patrolling the corridor, you’ll need strategy to reach Room 201 safely. Use one of the empty bottles you’re carrying and throw it towards the junction leading to the starting room. The sound of the bottle breaking will attract the creature in that direction. Take advantage of this window of time to enter the infirmary through the north door, which gives access to the corridor, and quickly go to Room 201. Save the game at the typewriter and then use the screwdriver on the Fuse Panel to remove the fuse.
A cutscene will activate immediately after picking up the fuse, and the situation worsens considerably. As soon as you regain control, turn around and run out of the room without hesitation. Go to the right and locate the fuse box in the hallway: install the fuse you just obtained and activate the button.
EXIT FROM THE CARE CENTER
From here, the game enters a cutscene mode that concludes this section in an intense and well-constructed way. Grace manages to reach the illuminated lobby, and for a moment it seems that the exit is within reach. What happens next you will discover by playing, but this sequence marks the end of the introduction to the Care Center.
Care Center – Leon
Right after the initial cutscenes, it’s worth opening the menu and checking Leon’s inventory before moving on. You’ll find his pistol, the Requiem magnum, the axe, ammunition, and healing items. An important warning: put away the Requiem and don’t use it here, because you’ll need it at a much more critical moment later on. With that in mind, follow the nurse through the area.
STRETCHER ROOM
Follow the nurse to a large room filled with hospital beds. She will ask you to wait in a separate room, and that’s exactly what Leon does. The calm is short-lived, because things soon spiral completely out of control.
Upon regaining control, you find yourself facing a medic armed with a chainsaw, a type of enemy that any veteran of the franchise recognizes as a serious threat. The most effective approach is to shoot him in the head a few times to make him drop the chainsaw. When the equipment falls, don’t rush to pick it up immediately: the chainsaw continues spinning for a few moments after being dropped, causing damage to anyone who gets close, including you and the zombies around you. Wait for it to stop completely before picking it up.
Another detail that requires attention: other zombies can pick up weapons that are lying on the ground, and this includes the chainsaw. Keep an eye on what’s happening around you to avoid unpleasant surprises. The game also takes advantage of this moment to introduce the defense system: use L1 to parry enemy attacks and then react with one or two shots to counterattack.
With the chainsaw in hand, use it to advance through the zombies that are beginning to awaken on the stretchers. The large room is a good space to move around and stay out of reach of enemies while managing the situation. The west side entrance has a small staircase that conveniently channels the zombies, functioning as a natural control point. An important caveat: if a zombie is hit by the chainsaw and it gets stuck in its back, don’t let that enemy get close to you, because if it grabs you, the result is fatal, regardless of how much health you have at the moment.
Also keep an eye out for the small room adjacent to the area where you waited during the cutscene, located to the southeast. A group of four or five zombies will break down the door to this room at some point and join the other enemies. Eliminate them all to completely clear the area.
CROWDING THE ENVIRONMENT
With all the enemies eliminated, it’s time to search the area. Go up the steps near the entrance, the same spot where the zombies appear from the stairs, and check the cupboard at the top to find a Mixed Herb of the green and green type, a very useful healing item. In the small room to the southeast, where the zombies from the second wave came from, there is a box that can be broken and a cupboard containing pistol ammunition. It’s worth remembering that items obtained by breaking boxes, pots, and barrels are random, so what you find may vary from one session to another. There is also another box in the main room, near the south exit.
The objective now is to use the chainsaw to cut the padlock or obstacle blocking the door to the south of the room. Interact with this door with the chainsaw equipped to open it and proceed.
RUNNER AND FIRST MR. RACCOON
The room just past the door is empty, with no enemies or relevant items. Go through it and open the white door at the end. Upon entering this new room, look up towards the fireplace or chimney, and you’ll find the first Mr. Raccoon in the game, the first of twenty-five collectibles scattered throughout the campaign. Don’t miss it, because these items are easy to overlook amidst the action.
CENTRAL HALL
Go up the stairs from here and proceed down the corridor until you reach the central lobby on the upper floor. Turn right to trigger a new sequence of cutscenes, after which the game transitions back to Grace, ending with Leon.
Care Center – Grace
You start with a powerful new weapon: the Requiem pistol, which belonged to Leon. Keep it safe, because it will be used in very specific moments that you will see throughout this guide.
MAIN HALL OF THE CARE CENTER
Go down the nearby stairs and look for the door on your right. It requires three special cubes to open, and that’s exactly where you’ll want to go at the end of this. Go up the stairs on the other side to find a locked door and a Green Herb at the back, then return to the central area. Notice that there are east and west wings on both sides, both requiring an access card. Proceed down the central corridor and locate the large map on the left wall. Opposite the map is a door decorated with cherubs, and at the end of the corridor is a dead end. Enter through the Cherub Door to find the Guard Room.
GUARD’S ROOM
This room will be your home for a good part of the chapter: it’s where you’ll find your save point, the Item Chest, and everything you need to reorganize. On the table to the right is the first Ancient Coin, a valuable collectible that will be used to buy upgrades later on. In the same room you’ll find two files, the Care Center Brochure and the Scribble on the Whiteboard, as well as a Green Herb. Store the Requiem pistol in the chest right now to free up inventory space, and store the Ancient Coin as well. Storing any item in the chest for the first time will unlock the “Out of Sight, Out of Mind” trophy.
Go past the whiteboard to the door with the red light. A cutscene will play, and a mysterious girl will give you the West Wing Access Card. Note the security locks in this area, which are level 3, and mentally note that you will need to return here later. Go back to the Guard Room, save the game, and proceed to the West Wing.
West Wing
Upon entering the West Wing, the corridor splits. Turn right and you’ll see that this direction is blocked. Then follow the path to the left and pay attention to a door on the right with a unicorn decoration, which is also currently locked. Continue through the darkness with your flashlight activated until you find a kitchen door ahead. Before entering, note the level 1 security door on the left: go to it just to mark it on the map and then proceed to the kitchen.
As soon as you enter the kitchen, turn off the light immediately. There’s a huge infected cook here who’s too strong for a direct confrontation right now. The goal is to sneak around him. The trick is to observe his behavior: after each sequence of cuts, he either says “Next is…” and continues working, or says “Wrong, wrong, wrong…” and walks over to a huge cauldron of blood to plunge his hands in. When he moves towards the cauldron, that’s your window. Before that, pull the cauldron further away from the cook to force him to spend more time moving towards it. Then hide behind the counter next to him, and the moment he walks towards the cauldron, quickly slide across the space where he was and through the doors on the other side.
In the next corridor, to the right, there’s a zombie complaining about the lights, going to the light switch and repeatedly turning it on and off. To the left is a dead end with a bathroom, where you’ll find an Improvised Knife and a Green Herb that can be picked up when the enemy in the bathroom turns around. Take the knife and the herb if you want, and note the locked drawer in that area for later.
To get past the zombie with the lights, turn on the light near the kitchen doors to distract it and slip past it as it walks in that direction. On the other side, to the right, there’s a Green Herb and doors that open a shortcut back to the start. Turn north and enter through the opposite doors to reach the Dining Room, where zombies are calmly eating. Follow the path and pick up the B934 pistol from the floor, which finally gives you a decent weapon, although it’s still out of ammo. Run through the north doors quickly, as a zombie will crawl off the table when you try to advance.
Go left and jump out the window. In the area where you landed, there’s Pistol Ammo. The zombie will eventually follow the same path, and you can simply stab it using L1 and R2. It will likely drop a Hunting Knife. You are now in the Archives Room. Open the cabinet here if you want another knife, note the security door in this area, and exit down the corridor heading west.
Near the light fixture in the hallway, you’ll find the second Ancient Coin. Before the stairs, there’s a box to break that likely contains Pistol Ammo, especially since a zombie will be coming down the stairs at that moment. Use a combination of knives and gunfire to take it out. To the west of here, there’s a passage to the Cold Storage: try to access it now to mark on the map that the door is damaged and that you’ll need another way to open it.
Go up the stairs and at the top there’s a bucket of blood. In the hallway, pick up the West Wing Map of the Care Center, which actually updates your view of the place. If you go up to the third floor, you’ll find a Green Herb and four extra pistol bullets. Go back to the second floor and enter through the east door to reach the Bar Area.
BAR AREA
There are three zombies here. One of them is a Singing Zombie, linked to a special trophy. If you use the Requiem pistol now, you can eliminate two zombies at once with a single shot by aligning the singer with the other enemy. You eliminate the third zombie with the remaining regular ammo. Upon dying, the Singer will drop an Ancient Coin, so be sure to pick it up.
An important tip: the green lanterns scattered throughout the Care Center sometimes hide items like scrap metal and even antique coins. It’s always a good idea to give them a whack with the butt of a gun when you pass by.
Explore the room calmly after eliminating everyone. There’s another Ancient Coin on the piano. On the north side there’s a Green Herb and on the east side there’s a Vase to break. On the bar counter you’ll find the S&S M232 weapon, which is superior to your current pistol, so prioritize using the old pistol’s bullets to deplete it and then get the M232. Also in the bar is the Bar Safe.
You can open the safe now using the combination you’ll learn in a later file: 10 to the left, 80 to the right, 30 to the left. Doing so now rewards you with three Ancient Coins.
Go through the south door. After a corridor, you’ll reach an area with a model of the complex and a team photo on the wall. There’s also a locked drawer here to be opened later. Turn north and look for a white lab coat hanging on the left wall: inside the pocket is the Folded Note file. Also pick up the x6 Pistol Ammo and the nearby Green Herb. Proceed through the east corridor and eliminate the zombie that appears, unlock the door, and you’ll be back in the Main Hall. Go down, use the Item Chest, save, and then return to the path where you killed that zombie.
PRESIDENT’S OFFICE
Return to the larger room and enter through the south door to reach the President’s Office. There’s a Bottle Zombie here that throws objects, so take it down with a few shots. The room is dark, so use the flashlight or look for the light switch. On the table is a Torn Diary that needs an item to reveal its writing. Turning around, you’ll find the light switch and the Unicorn Box. Rotate this box until you find a hidden button, press it, and you’ll receive the Red Jewel, an extremely valuable item.
In the corner of the room there is a puzzle of Sun, Star, and Moon symbols, the combination of which you don’t yet know. Next to it is the file “Copy of an Email to the Manager”. Go to the back office: on the desk there is a pencil you need for the diary, and in the wastebasket in the corner is the file “Note to the President”. Also open the desk drawer to get three pistol bullets.
Go back to the Torn Journal and use the pencil. You’ll need to press R2 and manually shade the writing on the screen, a very well-executed detail. The result reveals the sequence: Moon, Sun, Star, Moon. Insert this into the nearby puzzle box and you’ll receive the Lunar Quartz, which can be immediately inserted into the exit door to free up inventory space.
BACK TO THE HALL AND EAST WING
Save to the Chest, and now the objective is to get the East Wing Access Card. But before that, there’s an optional trophy that’s well worth trying for: eliminating the Chef. He’s no longer in the kitchen and now patrols the West Wing corridors. Go down the lower corridor of the wing and you’ll spot him. To take him down, you need about nineteen hits, so start shooting from a distance. If you still have the Requiem shot, this is the ideal time to use it. Defeating the Chef gives you the Pantry Key and the “Order Ready!” trophy. In the Pantry you’ll find a box to break, two blood jars, a piece of Scrap, and at the back a box with 12.7x55mm Ammo and the Stealthy Biter’s Amulet, which increases the power and durability of knives as long as you carry it in your inventory.
With the Red Gem, you can now open the West Wing Game Room, that unicorn door you saw at the beginning. Insert the gem and enter: it’s a casino. Just ahead there’s an Ancient Coin on a table, and in the back right another Ancient Coin and a Vase. Also check the green lantern in the back, as it may contain another coin. The main item is in the back left: examine the severed hand on the table to get the East Wing Access Card. There’s also a Green Herb nearby.
Also in this room are Grace’s upgrades: Hip Pouch for 3 coins, Stabilizer for 4, Steroids for 4, and Override Manual for 6. Steroids, in addition to increasing maximum health, act as a full heal when used, so don’t waste them right away. The Hip Pouch is the absolute first priority, followed by the Stabilizer or Steroids depending on your playstyle.
EAST WING
Enter the East Wing through the double doors and immediately look for the first Mr. Raccoon in this section, number two of twenty-five, right in the entrance lobby. To the south there is another locked drawer to write on. The east doors are locked, so head north down the dark corridor. In the alley at the end there is a Green Herb. Through the door ahead is an operating room with a body that has a hole in its chest and something on its wrist that looks like a card. You will need to come back here later.
For now, stealthily grab the Hemolytic Injector on the counter. This item instantly eliminates a zombie with a stealthy injection, and using it for the first time unlocks the “Fatal Dose” trophy. The zombie that falls from the nearby table can be avoided or eliminated. Also in this room is the Examination Room Safe, which can now be opened with the combination: 30 to the left, 10 to the right, 50 to the left. The reward is three Ancient Coins.
Continue through the north door. In the Blood Room you’ll find many useful items: open the cabinet to get Scrap Metal, and on the counter is the Blood Collector, a fundamental item for crafting items from now on. It stores up to 100 units of blood by default. On the other side of the table is the Blood Compound Synthesis file. Also pick up the Blood Specimen next to the microscope.
Use the Laser Microscope to start a puzzle: the goal is to turn all the nodes red in a single action. The solution is to click on the central “Passive” node, and everything changes at once. This unlocks the Pistol Ammo and Hemolytic Injector recipes. Absorb the bucket of blood in the room, and with the 60 units obtained plus the Scrap, you can create Pistol Ammo right now, which will unlock the “Science” and “The Power of Blood” trophies.
In the south corridor with the Light Zombie, eliminate it and proceed to a larger area. There’s another security door here. In the corridor ahead are three zombies, including a doctor who can drop a Medical Injector upon death. With them eliminated, go to the Waiting Room on the right, where there’s a Cleaning Zombie and a Blind Zombie. Blind zombies are blind but react to sounds. If you want the “Internal Dispute” trophy, break a vase to lure both to the same spot and throw an Empty Glass Bottle at the Cleaning Zombie: the blind zombie will attack you, confused by the sound’s location.
Still in the Waiting Room there is an Antique Coin on the east side, a security door, an already opened safe with two Antique Coins, Scrap Metal in a drawer in the corner and the Safe Replacements file in a pile of papers. A very rewarding room.
In the hallway after the Waiting Room, in the stairwell area, the third Mr. Raccoon out of twenty-five is in the corner of the ground floor. And right behind him, on a table, there’s another Ancient Coin. Go up the stairs to the top and pick up the East Wing Map, but don’t go down the hallway yet. Enter through the door to the left of the map to reach the Head Researcher’s Office.
OFFICE OF THE CHIEF RESEARCHER
Inside, there’s a Vase to break, and on the left wall is the game’s first Lockpick, used to force open drawers with simple locks. There’s also a Typewriter to salvage. Explore the adjacent office to find four files. Two are on the desk, one is leaning against the wall, and one is in the corner near the butterfly display case—the file is called “Message from the Lead Researcher.” There’s also a Green Herb and, in the corner, a second locked Puzzle Box. The researcher’s file mentions that the Corrosive needed to open the padlock is in the Conference Room.
DESTROYING THE PADLOCK, PARTS 1 AND 2
Save the game and retrieve the Requiem from the Item Chest, loaded with all available ammunition. Proceeding through the east corridor from the Researcher’s Office, you’ll pick up the Level 1 Identification Bracelet and then encounter “Hunchback,” a huge and very resilient enemy. To defeat him, retreat while firing, descend the stairs firing continuously, and continue without stopping, as he descends the stairs quickly but freezes at the start of the chase. It takes one shot from the Requiem and about twelve to fourteen normal shots. Upon death, you receive the “Grace and Goliath” trophy and the Spy Eye Amulet, which reduces the chance of lethal enemy attacks affecting you.
With the Level 1 Bracelet, return through the Waiting Room and open the security door there. The Blind Zombie can be activated upon opening the door, so be prepared. Inside is the Converged Blood Specimen, along with Scrap Metal, 8 Pistol Ammo, and a 12.7x55mm bullet. Take the specimen to the Blood Lab, where there is also another Level 1 security door to open. The new blood puzzle requires two moves. Follow the on-screen instructions and you will unlock the recipe for the Medical Injector and the 12.7x55mm Ammo.
Open the adjacent storage area to find a Green Herb and Scrap Metal. At the bottom are Victor’s Journal Entry file, an Empty Injector, and the Reversible Blood Specimen. There’s also a 50-unit Transfusion Bag. Take the new specimen to the microscope: this time there are four steps, and upon completion you unlock the Steroid and Stabilizer recipes. With the Empty Injector and enough blood, you can create a permanent upgrade for Grace right now.
The other two level 1 security doors are in the West Wing. The one in the Archives Room has a Hip Pouch at the back, which is a valuable find. The other, in the south corridor, has a Green Herb and leads to a long corridor with a file on the right wall, the Construction Notice. Just past that is a secure office with a Typewriter, the Item Chest, the Wrench, a piece of Scrap Metal, and a second Lockpick in the cabinet.
GARAGE
Exit the office and turn left to reach the Garage, a large and seemingly calm area. Explore the back right to find a crate, then examine the truck containing the Organ Transport Crate. As you try to leave, a zombie bursts in driving an excavator over the wall. Quickly turn around and run to the back of the garage to create space, then carefully aim at the enemy’s head and shoot. This is a life-or-death moment, so don’t hesitate. After eliminating it, crawl under the truck bed to explore the destruction.
Back in the hallway, save if you want and go up the stairs in the west area. There are boxes to break along the way. Upstairs is the Office area. Before entering, there are two enemies in the Records room to the east: a Cleaning Zombie and a Blind Zombie. This is perhaps the best time to get the “Internal Dispute” trophy if you don’t already have it, as the setup here is easier than in the Waiting Room.
With the enemies dealt with, explore the offices. In the Kitchen area to the north, there’s a passage connecting to the Bar, and the fourth Mr. Raccoon of twenty-five, number four, is hidden here. In the main office, on the table near the kitchen, is the Background Check file. On the west side of the office, on another table, is the Bar and Lounge Safe Code file, which confirms the combination you used before. There’s also a box and a Lockpick on that side.
In the Records room there is another Mr. Raccoon, number five, inside a clearly visible wooden cabinet. The cabinet to the north has an Improvised Knife. In the center is the Disposal Team Report file, and on the north wall on a shelf, almost hidden, is an Empty Injector that allows for another upgrade for Grace.
ENDING THE SEARCH FOR SOLAR QUARTZ
To advance the story, take the Wrench to the Cold Storage and use it to open the door. Inside you’ll find Scrap Metal, two crates, and an 80-unit Transfusion Bag, but the main item is the Artificial Heart. Return to the Guard Room to reorganize your inventory, save, and then go upstairs near the Exit Door to use one of the Lock Picks on a locked drawer and obtain another Rare Metal.
Return to the corridor where the Hunchback enemy appeared. With the new Blister Heads starting to appear across the map, the path is more complicated, but possible. Continue to the destroyed corridor, ignore the first door and turn right to enter a locker room. There’s a box to break, lockers with Scrap, and the Examination Room Safe Code file, which confirms the combination you already used. There’s also blood on the floor useful for crafting items.
Proceed down the corridor to the Conference Room and upon entering, turn right to pick up an Ancient Coin. Further on, there’s a Singer with three additional zombies that rise up when she screams. Retreat down the corridor you came from, let the zombies crawl out the window, and shoot them more easily, one by one. With them all eliminated, return and face the Singer alone. She drops an Ancient Coin, and defeating her, being the second Singer eliminated, unlocks the “Deadly Duet” trophy. In the back room are more boxes with items and the Patient Medical Records file on a table. And it’s in the next room that the Corrosive is located.
Take the Corrosive and return to the Researcher’s Office. Save and enter the office door for a cutscene. Then, go to the Puzzle Box and apply the Corrosive to the padlock. With the padlock removed, it’s time to enter the password. The images in the office are the clues: the photo on the wall desk shows the first two symbols, and the photo on the main desk shows the last two. The answer is Star, Sun, Moon, Sun. By entering this, you receive the Solar Quartz and the Leather Notebook.
Open the notebook and read the left side to find the instructions for the Organ Transport Box, and the right side contains the Spencer I Research file. Now go to the Transport Box in the Garage and follow the sequence: turn the knob to “MANUAL”, move the right slider to the center line, move the number 5 down, move the number 2 down, and then turn the knob to “AUTO”. This will give you the Artificial Lungs.
HUNT FOR THE THIRD QUARTZ
Insert the Solar Quartz into the Exit Door to free up more inventory space and return to the Guard Room to save. The next objective is to take the Heart and Lungs to the East Wing Surgery Room. Upon arrival, the body may have transformed into a Blister Head, so be careful during the confrontation. Insert the organs into the corpse and it will reanimate, as expected. Take it down to obtain the Level 2 Identification Bracelet.
With level 2, there’s only one door left on the map: south of the Blood Lab. Access it and enter the Isolation Wing. The area is dark and has several doors, most of them locked. Pick up the box in the central area and enter through the east door, where you’ll find two files in a row: the Double Mutation file and the Nurse’s Diary file. Next to the Diary is the Security Manager’s Office. There’s Scrap and a Green Herb near the door, and upon entering you’ll see that the manager is dead. Pick up the 12 Pistol Ammo and examine the man. Next to him is an uncatalogued notebook: read it and write down the sequence “Star, Star, Moon, Sun”. Try using the manager’s puzzle box: the lid is broken and the buttons are in Braille. Grace immediately remembers the blind girl. And the manager is wearing the Level 3 Identification Bracelet.
TAKING THE CHILD TO THE PUZZLE BOX
Return through the Isolation Wing and enter the north room to find a box and Scrap. Then head back to the Guards’ Room. Before freeing the girl, use the level 3 bracelet to open the door on the left and rescue Mr. Raccoon number five of twenty-five inside. There’s also a curious doll whose purpose you’ll discover later. When you’re ready, interact with the girl’s cell for a cutscene: you discover her name is Emily and she joins you.
With Emily clinging to you, the objective is to get her to the Isolation Wing. The path isn’t easy with new enemies lurking, but keep up the pace and use the rooms to escape when necessary. Upon arrival, Emily begins reading the puzzle box while enemies approach in a tense cutscene. You go out to deal with them.
In this defense section, you don’t need to eliminate everything, but take out as many enemies as you can. The Isolation Wing rooms will open up as enemies attack: the north room has a 60-unit Transfusion Pouch, and the room near the entrance has 9 Pistol Ammo and a 50-unit Transfusion Pouch. When Emily is finished, a Blister Head will appear: ignore it and quickly return to her.
The cutscene reveals that Emily has found a Star Quartz. But the scenes that follow offer no rest. Upon regaining control, jump into the hole behind her without hesitation, because you need that Quartz and Emily needs you. And with that, the long and intense Care Center chapter with Grace comes to an end.
Care Center – Leon
After the events with Gideon, you’re on the third floor of the Care Center, an area that wasn’t accessible during Grace’s journey. Before moving on, open the map and look at the second floor: those lightning bolt icons are the lockers you found with Grace but couldn’t open. Now, as Leon, you’ll finally search them all.
THIRD FLOOR OF THE CARE CENTER
Exit the room heading south and cross the hallway. Break the box stacked on top of some bags in the corner and enter the small room ahead. On the table to the right is a Green Herb, and before moving anything in the room, find and read the Appetite Suppression Record file, which is there before the white cabinet. Only then push the cabinet to open the passage to the next room.
ATTIC
Upon entering this area, stop immediately. What appears to be a simple storage room is actually the stage for a mini-boss fight. The area has two levels, and upon entering you’ll notice that on the west side it’s possible to go up to the upper floor even without a visible staircase. Keep this information in mind because it will be useful during the confrontation.
Crouch down and slowly make your way towards the west corridor, and you’ll hear disturbing sounds. Approach carefully and you’ll spot a huge enemy of the same type Grace faced earlier. Still crouching, get close enough to pick up the MSBG 500 Shotgun that’s lying on the floor.
As soon as you pick up the weapon, the enemy will be alerted and the chase begins. The most effective strategy is to circle the area constantly. On the north side of the attic there is a narrow passage where the enemy is partially trapped, creating an excellent window to repeatedly unload your shotgun on him. He will eventually destroy this barrier, so take advantage while you can. When the enemy is stunned, approach and use the axe to inflict absurd damage without wasting any ammunition.
The upper floor of the attic can also be used to your advantage. Go up there during combat, where there is Shotgun Ammo and a crate to break. The enemy will try to climb up behind you and will fall, at which point you can jump on him with the axe in a devastating finishing move, very similar to what happened against the Giants in Resident Evil 4.
Besides the area where the enemy was feeding when you encountered him, there’s another passage that traps him, two destructible crates, Shotgun Ammo on a table, and an exit to the upper level should you need to escape. Upon defeating the enemy, carefully search the entire area, as most items were hidden behind the walls he destroyed during the battle. He may drop two Hand Grenades, which are very welcome.
SECOND FLOOR CABINETS
Exit through the west corridor and in the next room you will find your first locker. Open it to retrieve the Basement Safe Code file and the Weapon Part: Compensator. Open the menu and equip the Compensator to the pistol to unlock a trophy.
Go down the stairs to the Attic Storage Room. There’s not much here besides a box to break near the light at the back. After breaking it, interact with the nearby button to lower a ladder that provides direct access to the President’s Office, an area you’re probably already familiar with from Grace’s campaign. Take the opportunity to pick up any files you may have left behind in that phase, if possible.
Exit the office to the north and turn left to find another locker, which contains Shotgun Ammo and the Dishwasher’s Note file. Read it carefully.
An important warning from here on out: several corpses are scattered throughout the Care Center. Those that still have heads will transform into Blister Heads when you get close. As Leon, dealing with them is much simpler than it was with Grace: one or two shotgun blasts to the head will stun them, and then you finish them off with the axe. For those that don’t die immediately, back away before they fully rise and land a few more pistol shots to the head.
With that warning in mind, open the map and locate the locker inside the Records Room. To get there, go past the Bar and Lounge heading west and then south. Inside the Records Room, open the locker and you will find Pistol Ammo, a green and green Mixed Herb, and Mr. Raccoon number six of twenty-five.
FIRST FLOOR OF THE CARE CENTER
Go down the stairs to the first floor. Unfortunately, both the box and the typewriter in the janitor’s office are currently inaccessible, and the Garage to the south is empty. Head north towards the kitchen and then turn left into the Pantry. Open the cupboard inside to retrieve the Amulet of the Connoisseur, which increases the firepower of weapons. Equip it to your pistol.
The last locker is located near the Archives Room, next to the Dining Room. The path to it is relatively clear of enemies, but inside the Archives Room there is a regular zombie waiting. Eliminate it, then enter the smaller compartment and open the locker to find Pistol Ammo and a Medical Injector.
With all the lockers open, go back upstairs. Before continuing, pay attention to the third floor: there’s a zombie carrying a very large red explosive barrel. Aim at the barrel and fire to detonate it, devastating everything around it. After dealing with it, move forward and use the axe to force open a blocked door leading to the Hall.
VICTOR’S OFFICE
You finally arrive at your destination. Before anything else, examine the corpses scattered around the area. Most are headless, but those that still have heads will awaken as Blister Heads as soon as you move. Upon entering, there’s a vase to the right that can be destroyed, and just to the east a body that, upon examination, reveals a note about exploding enemy heads, exactly what you need to do with the Blister Heads.
Approach the double doors at the back and a noise will wake two enemies: one near the entrance and another inside the room to the southeast, both Blister Heads. If you have Hand Grenades, this is the perfect time to use them, eliminating two at once.
With the area cleared, go to the south side near the door and pick up the Shotgun Ammo on the small table next to it. There’s also a vase to break nearby. Enter the smaller room, destroy the vase on the other side of the door, and proceed to the next room where there’s more Shotgun Ammo on a wooden table. Two zombies will transform into Blister Heads in this room, so use the table just outside to keep your distance and control them while you eliminate them. Inside this room, on the table, you’ll find a Medical Injector and a Hand Grenade.
Examine the painting behind the desk and activate the lever to open a passage. While the mechanism works, two zombies awaken in the main room: one is a Blister Head that will jump out the window, and the other is armed with an object. Eliminate the armed one first and use its weapon to take down the Blister Head.
Go through the newly opened door and use the elevator in the room to go up to Victor’s office. A cutscene concludes Leon’s participation in this section of the Care Center, and the story continues with Grace in the basement.
Care Center Basement – Grace
The basement begins with Grace descending into the darkness, but before moving forward, it’s worth checking out two files that arrived after the cutscene with Leon: the Special Directive for Raccoon City and the Report on Raccoon City Syndrome. Just ahead, on the floor near a decapitated corpse, is the file “Last Words of an Employee.”
BASEMENT TUNNELS
Follow the tunnel ahead. The atmosphere is suffocating and full of disturbing details. On the right, there’s a door that needs power to operate, and further on to the left, there’s an elevator next to another corpse. Mentally note the location of both and turn right. Down the corridor, all the doors are locked, and on the right, there’s another power receiver. Go forward and pick up any Green Herb you find along the way.
SECURE BASEMENT ROOM
To the right is the secure room for this section, a valuable location. On the table is the file Operation to Eliminate “The Girl,” a disturbing document. You can also see Emily on one of the room’s monitors, confirming she is alive. Use the typewriter to save and organize your inventory in the chest: you’ll mainly need the pistol for now, so store anything non-essential, including the Leather Notebook, which won’t be needed here.
COLLECTION POOL AREA AND FURNACE ROOM
Leaving the safe room and turning right, the path splits. To the left is the Collection Pool Room: enter to explore, observe the central area which requires a specific tool to open, collect the available blood, and note that the rest of the room is blocked. You will return here later.
The main path leads east, through the Furnace area, which is full of corpses. Note the door to the west, which also needs power, and continue eastward.
CELL AREA
Almost every cell has enemies inside. Eliminate the zombie directly ahead and continue. To the left is a Workshop which, like everything else in this basement, needs power. There’s blood near the workshop door to collect. Head east for a cutscene: you find Emily, watch the monster leave with her, and try unsuccessfully to get its attention.
Head to the far east as the game indicates, eliminating the clearly active zombies along the way. At the end, there’s an open cell to the left with blood and scrap metal, a good time to craft ammunition. The device that opens the cells is located just to the east, but it requires three power plugs to function. Before interacting with it, pick up the Unlocking the Cells file that’s pinned above the device. Also, note the cell to the north with an Empty Injector, which you’ll pick up later. Remove the power plug from the cell’s device and take it to the Workshop.
WORKSHOP
Install the plug on the Workshop door to open it. Once inside, the seventh Mr. Raccoon out of twenty-five is on the workbench right in front of you. Pick it up. There’s also the Technician’s Note file, which tells you where the necessary tool is stored. Collect the Scrap on the left and explore the back of the room to find an area where you can jump back to the plug area, which will be useful soon. At the back there’s a grate that requires a tool to open. For now, that’s all the Workshop has to offer. Pick up the plug and proceed to the next receiver.
SECOND POWER PLUG
Take the plug to the power receiver to the west, which is near a tunnel. Install it and proceed through the dark corridor. There’s another corpse along the way. Keep going up and turning west until you reach a work area with a zombie circling around. Before entering the building, look west to find an Improvised Knife attached to a cart. Eliminate the zombie and enter the building.
Inside is a safe. The combination was obtained during Leon’s phase, in the Basement Safe Code file, but you can enter it directly: 60 to the right, 40 to the left, 80 to the right. The safe contains the Rhodes Hill Raccoon Location Map, which marks the dummies on the map, and 10 Pistol Ammo. Explore the rest of the room to find more Scrap and the Security Report file. Outside, further north, there is a tunnel with blood nearby, a forklift that needs a key, a plug receiver, and an Empty Bottle on the ground.
Before picking up the second plug, crouch down and go through the tunnel to the north. Be careful because there’s a rare Lockpicker along the way. Through the tunnel you’ll see a zombie being eliminated by the monster, which opens access to the Workshop from that side. Go back and pick up the second plug. With it removed, the light goes out in that area and a zombie appears in the hallway. If you go back to the building, the monster will appear. The best way is to briefly hide in the building and then go around through the tunnel back to the warehouse.
THIRD POWER PLUG
With two plugs in hand, return to the safe room, save, and organize your inventory. Then, go to the power receiver north of the corridor near the safe room and install a plug there. This opens doors to the north and south.
To the south is a room with a zombie. Eliminate it and explore: the eighth Mr. Raccoon out of twenty-five is on top of the television. Examine the box the zombie was looking at to receive the Molotov Cocktail Crafting Recipe, a great addition to the Empty Glass Bottles you’ve collected. There’s also blood in the room, 6 Pistol Ammo, and two cabinets. One contains Scrap Metal, and the other can be opened with the Lockpick for a Rare Metal. Keep what you need.
The north room is the generator room and it’s dangerous: the floor is covered in electrified water. Don’t step on it. Note the submerged Lockpick, which you’ll be retrieving shortly. The sides of the room are flooded, but you can reach the bottom to get a Green Herb and see an opening in the grate, which is the clue to how to proceed.
Unplug the receiver and take it back to the area where you fell at the beginning of the section. Install it on that door to access the back of the generator, now de-energized and therefore without electrified water. This allows you to retrieve an Empty Glass Bottle, create a Molotov Cocktail if needed, and most importantly, collect the Square Socket Wrench, an essential item. With these in hand, return stealthily. The monster may descend this way, so use the southern path to escape, taking the opportunity to retrieve the Lockpick that was submerged in the electrified water, now de-energized.
Take the plug and go to the Collection Pool Room. Once there, eliminate the zombie near the power receiver. Use the Square Socket Wrench to open the power station and install the two plugs you’re carrying. This opens the door to the west.
BLOOD PROCESSING AND POOL
Head west. The normal path will partially collapse, so crouch and go through the ventilation ducts. Collect the Scrap from the pile of rubble to the left and continue. On the other side there is a Green Herb. Climb the ladder to reach a huge pool of blood.
You’re on the wrong side of the pool, but the third plug is here, along with more blood, another forklift, and the Forklift Key. Use the key on the forklift in this area to enter the next room, which contains a Hip Pouch, two very welcome extra inventory slots, and the Care Center Basement Floor Plan. There’s also 6 Pistol Ammo in this room. Note that the key returns to your inventory after use.
Now you need to go back to the beginning to retrieve the two remaining plugs. There’s a scare along the way, and the monster is prowling the area, possibly near the elevator. Visit the safe room if needed. The objective is to reach the other forklift: when you install the plug in the receiver near it, the lights will turn on and the monster will retreat. Use the key on the forklift to open the passage to the south.
BODY PROCESSING ROOM
The next room is the body processing area, one of the most disturbing environments in the game. The lever here controls the direction of the bodies on the conveyor belt. To the left are two cabinets: one requires the Lockpick for a Rare Metal, and the other is open with Scrap Metal.
Adjust the lever so the bodies move to the right and follow them. On the other side, a zombie will fall. Eliminate it. Collect the available blood and 10 Pistol Ammo, then move the box to the right to regain access to the lever. Activate the lever again to reverse the direction. Go through the opening in the box and follow the bodies once more. Another zombie will fall; it asks confusedly what’s happening, and the scene is disturbing. There’s more blood along the way. Follow the bodies south.
You return to the blood processing pool. Pick up the Green Herb and explore: to the left there is blood and a typewriter. Save the game here because the next section is intense. Craft a Hemolytic Injector if you have the materials.
When you’re ready, turn the wheel to drain the pool. The flow of bodies stops, and the bottom is revealed with corpses and rails. Go down to the rails and advance to the other ladder as the blades begin to spin and zombies awaken around you. There are items on the sides of the area: 8 Pistol Ammo, a Molotov Cocktail, and 15 Pistol Ammo. The most important strategy here is to aim for the enemies’ legs to take them down. The blades already do a good part of the work, but never let a zombie grab you near them. Take them down and stun them to stay safe. When the section ends, the ladders lower, and you can cross to the other side, where the third power plug is located.
The doors close and the light goes out, but now you can cross to the opposite side. Go to the tunnel near the typewriter and crawl through it. The drainage system will pull you in and you’ll slide into the Collection Pool, which is disgusting but unavoidable. Get out of the pool, pick up the Green Herb, then find the lever outside the pool and activate it. This drains the entire pool and reveals a huge amount of blood available for crafting. Make the most of it before continuing. Take the elevator back up to the upper floor with all three plugs.
Rescuing Emily and going up in the elevator
With the three plugs in hand, go through the safe room to save and reorganize your inventory. Take a Hemolytic Injector because when approaching the cells a Blister Head may emerge from a corpse. If you manage to position yourself behind it at the exact moment of transformation, it’s possible to stealthily eliminate it with an injection before it notices your presence.
Head west and retrieve the plug from the body processing room. When you try to go through the tunnel, the monster will fall right in front of you. Use the forklift to avoid it and go through the tunnel. Pick up the third plug, which is in the cell area.
Before installing the plugs in the device, eliminate any remaining living zombies in the cells. This makes what comes next much easier. With the area clear, install the three plugs. A cutscene shows Grace picking up Emily, and when you regain control, immediately run to the cell with the Empty Injector that you observed at the very beginning of the section and grab it. Then, without hesitation, run towards the elevator. You might get bitten along the way, but the important thing is to get there.
Upon reaching the elevator, Grace sets Emily down for a moment. Look down and press the action button on the platform blocking the exit. The monster appears: shoot it once or twice and continue activating the elevator. After ascending a short distance, the monster rips the elevator ceiling off. Aim upwards and fire a few times, then turn your gaze towards the elevator doors and press the action button for an intense and very well-executed sequence of scenes.
Return to the Care Center and Courtyard
Upon regaining control, you receive the Star Quartz, the reward for everything you’ve experienced in this section. Near the elevator, there’s a Severed Hand to examine. You’re back at the Care Center, and there’s still time to save, use the chest, and retrieve any items or files you may have missed. You can leave Emily in the Guard Room while you do this final inventory, and it’s worth collecting the blood near that room before leaving.
When you’re ready, go to the Central Hall and insert the last Quartz into the door to unlock it. Go down the stairs with Emily, but stop before turning north and check the chairs to the south: there’s an Ancient Coin on one of them that’s easy to miss.
COURTYARD
Enter the courtyard and head west to find a helicopter. A cutscene introduces a human survivor, someone who has clearly been through a lot. Initial distrust gives way to an offer: the pilot explains that his helicopter key was taken by his superior, and that without it, he cannot fly. He offers to protect Emily while you go to retrieve the key. Emily boards the helicopter.
Care Center Courtyard – Grace
The courtyard section begins with Grace approaching a mysterious house in search of the helicopter key. As soon as she enters through the main door, there’s a desk directly ahead with the Visitor Log file on it. Don’t walk past without picking it up.
HOUSE INTERIOR
Continue down the corridor and, on the right, you will find an Item Chest. Organize your inventory here as you see fit, taking the opportunity to store items that you won’t need in the next few minutes, such as the Severed Hand and any coins you are carrying.
Further on is an office filled with interesting objects and details, most without practical function, but which contribute to the dense atmosphere of the place. The items that really matter are on the table in the back. The first is the file “Note on Research Results,” which you should read. The second is an hourglass resting on a stand: examine it and remove the screws on both sides to detach it from the stand. It’s an object that physically responds to gravity, making the sand fall when you move it—a very well-done presentation detail.
The third relevant item is a bottle of wine leaning against one of the walls. Pick it up and examine it carefully: you need to rotate the bottle until the image of grapes is aligned at a specific angle. When the alignment is correct, the bottle opens and reveals the Double Helix Model, an object that seems strange out of context, but which will make perfect sense in seconds.
Take the Double Helix Model to the Central Pedestal in the room and interact with it. The pedestal opens, you insert the model, and the entire room begins to descend like an elevator. It’s one of the most cinematic sequences in the section.
Underground Laboratory
Upon stopping, enter the office area ahead. This space serves as a safe zone: there is a typewriter and an Item Chest available. On the desk is the Spencer II Research file, which deals with memory transfer and will leave any franchise veteran with their head spinning with hypotheses. The door to this room is locked, so go down the nearby stairs to continue.
LABORATORY STORAGE
You emerge into a massive warehouse filled with corpses and dominated by a gigantic sphere of pulsating blood in the center. Take some time to explore the environment: there are machines, terminals, and bodies scattered everywhere. In the northwest corner is a small office with a Medical Injector in one of the drawers; it’s worth collecting. The priority here is to reach the northern part of the room, where you’ll find Subject 170’s file on a stretcher. The double doors to the north are too heavy for Grace to open, so go left and up the stairs.
UPPER HALLWAYS OF THE LABORATORY
The path is fairly linear. As you go up, there’s a bloody area to the left with no exit, so turn right and continue down the corridors with tables and equipment. A door on the left leads to an important room: on the table to the left is Grace Ashcroft’s Blood Analysis Report file. The content seems coded and technical, but it’s clear she was studied and that her blood is a match for some purpose that is not yet fully revealed.
Proceed to the next room and look to your right: the ninth Mr. Raccoon out of twenty-five is there, easy to spot and eliminate. Further ahead, on the table, is the Helicopter Key. Take it.
You might think you can just go back the way you came in, but the game won’t let you. The computer in the room offers the option to unlock all the lab doors, and both the main exit and the way back are blocked. Use the computer to unlock the doors. A door in the room itself opens, and a quick cutscene shows Grace watching Victor from afar.
Escape from the laboratory
The situation immediately worsens. The complex begins to self-destruct, and Grace needs to get out of there as quickly as possible. Take advantage of the fact that the safe room is still accessible to save at the Typewriter and use the Item Chest one last time in this section. After that, the only way out is to go back down to the warehouse, which is now overrun by zombies.
The objective is to reach the double doors to the north, which are now open thanks to the unlock you performed on the computer. The most efficient strategy here is not to try to eliminate every enemy, but to clear a path. Shoot the zombies in the knees to knock them down and push them as you pass: when you push a zombie, those around it are also destabilized for a moment, which greatly reduces the risk of being grabbed. Advance towards the center of the room, veer to the left as you approach a blue cabinet lying on the floor, and then follow between the furniture to the right until you reach the north doors.
Through the doors, the corridor is linear and leads back to the large storage room, where the sphere of blood explodes and partially floods the area. Some enemies begin to transform into Blister Heads in this chaos. Don’t stay to fight them: run to the left and look for the stairs leading up. Climb without stopping, finding more stairs along the way as the blood begins to rise from the lower floor. During the climb, stay to the left side of the stairs to avoid falling debris, and when you reach the top, find the ladder and climb up it.
EXIT THROUGH THE YARD
The stairs lead to a fire door near the helicopter. Go down the stairs to the left without worrying about the zombie nearby, but before proceeding straight ahead, turn left to pick up a Green Herb that’s in the way. Spot the window of the house ahead and go through it to quickly enter the interior.
This shortcut takes Grace directly back to the helicopter area. Upon arrival, a series of cutscenes begins, showing that escaping amidst all the surrounding chaos will be much more difficult than it seemed. Grace’s escape attempt is intense and ends in a way that concludes this section of her campaign, giving way to Leon’s perspective, who begins to observe what is happening on the horizon from afar.
Care Center Courtyard – Leon
Back in control of Leon, you’ll now be in an office with a new weapon in hand, the Classic 70, a precision shotgun that needs no introduction.
ROOFS AND EXTERIOR AREA
First of all, open the map and move the cursor to the upper right corner. There’s a Mr. Raccoon there that can only be reached with the shotgun’s scope. With that in mind, jump out the office window and follow the path across the rooftops. At some point, Leon will contact Sherry by radio, and the two will talk briefly. Keep moving forward until you jump off a ledge and climb some steps. Stop exactly at the top of these stairs and look to your left using the weapon’s telescopic sight. Focus on the area of lights near the gate, and you’ll see the tenth Mr. Raccoon out of twenty-five. Shoot to eliminate it before continuing.
COVERING GRACE
Enter the next house and collect the Rifle Ammo embedded in a window frame. Aim north and slightly below to see Grace running outside. Her situation is dangerous, and you need to protect her from a distance. In the next room, there’s more Rifle Ammo on a small table on the porch. Break the nearby box to retrieve additional items, which likely include more ammunition of the same type.
Looking northeast, you’ll see Grace trying to reach the entrance of a church. This is where your cover job really begins. The initial priority is to clear out the two or three enemies blocking the entrance, including one who is probably already on top of Grace and another leaning against the door itself. In this area there is also a red explosive container that can be detonated with a shot. Save this resource for a few moments because it will be much more useful later on.
With the enemies at the entrance eliminated, Grace begins trying to open the church door, and new zombies start appearing from different directions. Shoot all that approach and keep your rifle constantly reloaded. A valuable tip: if you need to interrupt the reloading process to fire in an emergency, press L2 to instantly cancel and fire. This reflex can make all the difference.
At a certain point, a huge enemy of the type you’ve encountered before emerges from the west. It advances slowly, giving you time to react, but don’t ignore the regular zombies that keep arriving from the other sides at the same time. If you’ve kept the explosive canister, this is the perfect moment to use it against the large enemy. Without it, it takes three to four well-placed shots to take it down.
CHURCH AREA
With the area clear, jump over the wall and glide gracefully to the floor below, eliminating a zombie during the landing. Go down the stairs and check the red container on the right: it works like a hand grenade; you pick it up, throw it, and it explodes a few seconds later. A very useful item for situations with groups of enemies.
Explore the area and search the bodies of the eliminated zombies, as some of them drop ammunition and other items when searched. There are still some living enemies roaming around, so eliminate them while you’re scouting. If you look west, beyond the gate, you’ll be able to see where Mr. Raccoon was positioned. Check the interior of the helicopter parked in the area to find Pistol Ammo. Once you’ve searched everything, enter the church for a cutscene with Grace.
CONFRONTATION IN THE CHURCH
After the cutscene, Leon is left alone to deal with the threat. The main enemy here is the Blister Borne, a creature with three large orange pouches on its front and one on its back. Before engaging, observe your surroundings: to the enemy’s left is a Hand Grenade and a Medical Injector, and to the right is a red explosive canister.
The most effective way to defeat the Blister Borne isn’t simply by shooting at its pockets, although that does work. The superior strategy is to stun it using the weapons that regular zombies carry: when a smaller enemy appears with an object in hand, grab it and automatically throw it at the Blister Borne to stun it. As soon as it becomes vulnerable, run up to it and perform a melee attack. By doing this, you will automatically destroy a pocket, which is much faster and more efficient than repeatedly shooting.
For the back pocket, you need to be positioned behind the enemy at the moment of impact. Try to destroy that one first, as it’s the hardest to reach once the battle gets more chaotic.
Every time a pocket is destroyed, a dense red fog spreads across the area and transforms some of the fallen zombies into Blister Heads, usually two per pocket eliminated. This means that throughout the combat the number of Blister Heads will progressively increase. Use the explosive canister to deal with a couple of them at once, the Hand Grenade to stun or eliminate another group, and for the remaining ones use a shotgun blast to stun and finish them off with a rifle shot.
The Blister Borne itself isn’t the most dangerous element of the encounter: it walks around the environment and occasionally moves a little faster to trip or strike, but it’s predictable. The real challenge lies in the accumulation of Blister Heads that appear as you progress through the battle, so prioritize keeping them under control while continuing to destroy the pockets of the main enemy.
With the combat over, a cutscene immediately begins, concluding Leon’s section and continuing the game, now with him controlling Grace at the water treatment plant.
Water Treatment Plant – Grace
The Water Treatment Plant begins with Grace making her way through a visually stunning environment, still carrying Emily in her arms. The initial path is linear, so proceed forward and climb the stairs along the way until you reach a platform with several buttons. With Emily in your arms, your options are limited here, so turn right and go through the doors for a short cutscene.
SAFE STATION ROOM
Grace finds a safe place for Emily to rest, as the girl is injured and the monster is still nearby. With Emily settled, you regain control inside a secure room. On the counter are several items waiting for you, the most important being the Roof Hatch Manual file, which makes the objective of this area clear: open the hatch to escape through the roof. To do this, three power distribution units on the lower floor need to be reactivated.
In addition to the file, you’ll find a Medical Injector and five 12.7x55mm bullets for the Requiem pistol, a pretty explicit hint from the game about what’s to come. Go to the Item Chest, retrieve the Requiem, and load it with all available ammunition. Save at the Typewriter and get ready. Upon leaving the room, Grace seals the entrance to protect Emily, leaving you alone in the area.
FIRST PDU
Activate the Roof Hatch button to try and activate the system. The power drops immediately, confirming that all three units need to be restored first. Head north and you’ll find an area where you can descend twice to a lower level. Upon landing, note that you’re above an elevator, indicating that this will be your way back later. There’s also a 12.7x55mm bullet around here, so pick it up and keep the Requiem loaded.
Continue along the path and upon turning right you will notice the monster circling the area. Let it spot you and then fire a Requiem bullet at it. Besides being the right strategy to buy time, this shot is enough to unlock the “Looting the Arsenal” trophy. With the monster stunned, immediately turn left and continue forward, taking the left path whenever the corridor opens. The objective is to reach the corner of the area where there is a lever installed on the wall.
When you try to activate it, you realize it’s locked and you need to hold it manually. Look to your left: the monster will descend and begin to approach. Shoot it to stun it, then press and hold the action button to activate the lever. The sector lights will turn on and the monster, unable to tolerate the bright light, will retreat. First unit restored.
Pick up the Molotov Cocktail located north of this area and start heading back the way you came. At some point you’ll see a green light ahead: there’s a Medical Injector on a barrel just beyond it, so don’t pass by without collecting it.
SECOND PDU
The next destination is the Control Room, located to the west. Proceed in that direction and turn left as soon as the path allows. Enter through the door you find and, inside, immediately locate an additional passage to the north. Go to the back of this area and search the shelf in the corner to find the Crank Lever, an essential item to proceed.
With the lever in hand, exit the room and turn right. At this moment, the monster will break through the windows and enter the room. Shoot it to stun it, then position yourself behind the control panel and use the Crank Lever on the indicated mechanism. The lights will turn on again, the monster will retreat, and the second power unit will be restored.
THIRD PDU
Return to the central area with the metal grate floor and head north towards the Storage Area. The path to the third power point is more direct than the previous ones. Go north, turn left and then right, and you will find the third lever. Activate it without much trouble. A short scene shows the hatch in the ceiling being unlocked remotely. On the way back, don’t forget to collect the five 12.7x55mm bullets that are on a barrel leaning against the west wall, an item you will need shortly.
FINAL CONFRONTATION IN THE ELEVATOR
Take the elevator back up to the top floor. Now it’s time to press the main hatch button, but the monster will climb up behind you to try and stop you. As soon as the elevator stops, immediately run to the east side of the main button where there’s a flashlight. Use it to stun the monster with the bright light, and then press the main button without hesitation.
With the hatch activated, the monster is momentarily trapped, coming from the ceiling. The game itself will indicate that you should shoot it, and this is the moment to use Requiem. A single well-placed shot is enough to end this threat definitively and brutally. The hatch opens and the objective is complete.
RETURN TO EMILY
Return to Emily for a sequence of heavy and emotionally intense cutscenes. What happens here is one of the most difficult moments in the campaign, and there’s not much you can do besides watch and face what the game presents. At a certain point you will briefly take control of Leon to deal with a new threat that emerges from these scenes. Keep shooting relentlessly until the sequence is overcome.
The scenes that follow bring an important twist: Grace and Leon reunite, and she returns the Requiem to him before leaving in a different direction. Victor then appears and introduces us to a new character, ending this section and at the same time hinting at what will come in the next chapter, which will be set in the traditional Raccoon City.
Now proceed to part 2 of the Complete Walkthrough (Step-by-Step Strategy Guide) …
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