Resident Evil: Requiem Walkthrough

General information

Resident Evil: Requiem is set to release on February 27, 2026.

Developer: CAPCOM Co, Ltd. Publisher: CAPCOM Co, Ltd.

The story is 10 hours long. 100% completion time is 20 hours.

Resident Evil: Requiem / Biohazard 9 System Requirements

Characteristic Minimum requirements Recommended requirements
CPU Intel Core i5-8500
AMD Ryzen 5 3500
Intel Core i7-8700
AMD Ryzen 5 5500
RAM 16 GB RAM 16 GB RAM
Video card GeForce GTX 1660
Radeon RX 5500 XT
6 GB, DirectX 12
GeForce RTX 2060 Super
Radeon RX 6600
8 GB, DirectX 12
Disk space __ GB __ GB
Operating system Windows 64-bit: 11 Windows 64-bit: 11

 

Text design
for Resident Evil: Requiem

Especially important text for the gameplay is highlighted in bold : the location of quest items, solutions to game puzzles.

Text about informational items is highlighted in grey : notes, photos, maps.

The text about the location of ammunition and new weapons is highlighted in red .

The text about the location of first aid kits and medicinal plants is highlighted in green .

Values ​​are highlighted in yellow : coins, modules, upgrades.

Collectible items are highlighted in blue : Mister Raccoon (25 pieces).

 

Walkthrough:

1. Grace Renwood
Resident Evil: Requiem. How to complete

We play as Grace Ashcroft. We work for the FBI, investigating strange deaths. Our boss calls us in and tells us about another body found. It’s at the Renwood Hotel, where our mother died eight years ago. We head outside and head to the hotel.

Objective: Go to the Renwood Hotel

We move forward, avoiding passersby. We have the “Investigation Report” (1/75) in our inventory . On the right, we examine the display stand; on it is the “Renwood City Guide” (2/75) . Further to the right, at a bus stop, there are “Missing Person” posters . On the left, we’ll come to a sealed building. Show your ID, and the police officer will let us through.

Objective: Investigate the crime scene

In the alley, we turn right and crawl under the rubble. Then we enter the half-open door. In the darkness, we turn on the flashlight. We enter the kitchen and examine the drawers, the refrigerator, and the ruined door.

Objective: Review the investigation report

We’ll find the crime scene behind the door. Open your inventory and read the report. It contains several photos of zombies. Examine the footprints on the floor. To the left, examine the bar counter and find your photo. Turn the photo over; the key to room 204 is taped to the other side . Peel off the old key. At that moment, someone will close the door behind us. Take your service pistol from your bag.

Objective: Go to room 204

We pass through the bar and go forward to the restroom. We examine the cabinet. In one stall, we can examine the toilet. We hear a noise behind us, so we go back. In the bar, we see scratches on the round table. We unlock the doors on the left with the key.

We go through the corridor, pick up the “Hotel Brochure” (3/75) on the floor . We go along the right wall, examine the desk drawer, inside there is a “Closing Notice” (4/75) . On the wall hangs the “Renwood Hotel Plan” . We examine the lockers.

In the lobby, go up to the second floor. Pick up the wire cutters on the pool table to the left . The doors ahead are tied with wire; cut the wire with the wire cutters and enter. Walk along the left wall and hear a radio in the left room. Open the curtain in the bathroom. There are a bunch of photos on the bed ; look up and you’ll find your photo. Let’s reminisce about this moment.

Eight years ago . We were working on our laptop on the bed. My mother came in. At that moment, someone called, asked for Ms. Ashcroft, and then hung up. The lights went out, and my mother became agitated, ordered us to leave immediately, and pulled out a gun.

Objective: Escape from the hotel

We run after Mom through the dark corridors of the hotel. We’ll meet an old man behind the bar; he’ll apologize for the power outage. The old man will be killed by a stranger in a cloak, and then Mom will shoot the attacker. Mom will hide a folder of documents behind a large painting.

We run further. In the next room, we’ll call the police. After that, we’ll have a panic attack. Mother will calm us down. Later, the stranger will kill Mother, stabbing her from behind, but he himself will pass out. A falling lamp will start a fire.

 

Present tense . A cell phone rings on a bed full of photographs. We pick it up, but no one answers. We remember our mother’s secret hiding place.

Objective: Find what Alyssa hid

We exit back into the hallway and walk along the right wall. We’ll repeat the path we took eight years ago. In the hall, we push the clothes cart aside, examine the painting behind it, and take out a bag underneath . Open the bag in your inventory, and inside you’ll find “Alyssa’s Notebook” (5/75) , which contains three entries from 2018. You’ll also find a CD in the bag .

A police officer will approach us. Before our very eyes, he will transform into a zombie. Our hand will get stuck in the cart, and the cop will aim a shotgun at us. We push the barrel aside, freeing our hand. After fighting off the zombie, we’ll pick up the emergency exit key . The zombie will attack again, and we’ll hit him with the steel bar. We’ll run up the stairs and unlock the doors with the key. We’ll finish off the zombie near the window with a shard of glass.

We’ll hear a noise from above. We’ll go up one floor. In the room above, we’ll meet a man sitting by the fireplace. He’ll put on his mask with eyepieces, approach us, and strangle us.

 

2. Elbridge,
Resident Evil: Requiem. Walkthrough (gamesisart.ru)

A few minutes earlier, Leon Kennedy visited the crime scene. He said the sixth person out of the six Raccoon City survivors had been killed. He saw a photo of a man in goggles on his phone in the car. It was Victor Gideon, from Umbrella. He was studying the T-virus. Leon drove to the new address given.

Victor carried our body out of the hotel. Leon saw it from his car. Victor sprayed everyone nearby with syringes and disappeared.

Objective: Follow Victor

Play as Leon . In your inventory, on a separate tab, you’ll find “Victor Gideon Report” (6/75) . Run down the street after the kidnapper. There’s a box of ammo on the right . The girl who was hit by the syringe will turn into a zombie and bite the guy in front of her. Shoot her, finish her off with a close-up blow, and then move on.

At the intersection, approach the pole on the right; underneath it lies a Tracking Module (3000) . The crowd will scatter from the zombies that appear. On the right side of the street, examine the van; there’s a Green Herb inside .

There’s an accident at the next intersection. We make our way past the cars, avoiding the zombies. Victor manages to escape.

 

3. Resident Evil: Requiem Medical Center . How to get there, where to find it

We play as Grace . We wake up on a couch somewhere in an old office. We’ve been inserted into a catheter with donor blood. By breaking the glass IV, we can use a shard to cut the restraining ropes and free ourselves.

In the office, we turn on the lamp on the table and examine the “Observation Sheet” (7/75) . Behind us, under the couch, we examine the blood stain. There are medical equipment in the corner.

We emerge into a dark corridor. At the fork, we turn right and turn on the light on the wall. Ahead, we’ll see a horse statue; we approach it. To the right, room 201 is locked. From the horse, we turn left and examine the control panel; it’s missing a fuse. We try to open the barred door; without electricity, it won’t work.

Objective: Find the fuse

In the dead end ahead, examine the table and take the key with the angel from the drawer . Return to the horse and use the key to unlock office 201. Inside the bedroom, there’s a typewriter on the right where you can save . There are three bullets under the cabinet . Open the cabinet on the left and take the empty bottle (you can throw it to distract enemies). In the dark dead end, take the lighter from the shelf . There’s a fuse in the small panel, but you can’t easily remove it.

We return along the corridor. Turn on the lighter and enter the adjacent dark room. On the table, we examine the children’s book “The Phantom Shadow .” On the far table are children’s drawings . Open the cabinet doors; a lamp will fall out. In the cabinet next to it is “Note on a Cardboard Box” (8/75) .

Return to the starting room and head left. At the intersection, there’s another empty bottle on the table . Turn on the lighter, and you’ll be able to enter the dark room on the left. Inside, open the door on the right, and the doctor’s body will fall out.

Let’s examine the body. A large monster will appear right in front of us; it will eat the fallen body and then target us. We run to the starting room, stand there by the lit lamp, and the monster will be afraid to approach the light and crawl upstairs.

Run back to the door where the body fell. Pick up a medical injector on the floor behind the door . Along the way, inspect the cabinets and desk drawers; they might contain random items. Crawl under the table on the right. Grab the cart and push it toward the cabinet on the right. Items will fall off the cart, and the monster will hear us. Hide temporarily under the shelf behind us. Climb onto the cart, grab the toolbox from the top of the cabinet, and get a screwdriver from it .

The monster will chase us again. Run back to the starting room and wait for the enemy to retreat. Head right into office 201. On the way, the monster will knock over a cabinet and attack. Run back to the starting room. The monster will be walking in the hallway. Wait for it to approach the fork, take the left path, exit through the room into the hallway, and run to office 201. Inside, use the screwdriver to grab the fuse .

The monster will attack from the ceiling. Run to the horse statue, turn left, quickly insert the fuse, press the button, and open the grate. The monster won’t be able to emerge into the light, but it will grab us and drag us back into the darkness.

 

4. Rhodes Hill
Resident Evil 9: Requiem Walkthrough

We’re playing as Leon . We’ve arrived at a large mansion, where the kidnapper’s trail led us. The woman at the entrance tells us that Dr. Gideon is already waiting for us.

Objective: Explore the medical center

We follow the woman. She’ll leave us in the office. We’ll see a photo of all the doctors at the center. An alarm will sound. The woman will return and warn us of the danger. The zombie doctor will attack a colleague, killing her with a chainsaw. We’ll dodge his attacks and engage in combat.

Objective: Eliminate the infected

It’s best to shoot the enemies’ legs, then run up and attack them at close range. Once we knock out the chainsaw, it will spin on the floor for a while. Approaching it is dangerous, but enemies can fall into the same trap. We take the chainsaw and attack the other zombies. Collect ammo from the enemy bodies. Find more ammo in the box by the wall . We go into the room with the shelves, where there are several more zombies. Take the ammo from the box .

Objective: Escape the room

Follow the map to the southern double doors and use the chainsaw to cut the bolt. Continue into the next room, examine the inscription on the fireplace, and hit the Mr. Raccoon toy (1/25) . Along the way, contact your partner. Climb the stairs and head to the balcony on the second floor.

We’ll see the monster drag Grace back into the darkness. We’ll help her and shoot the monster with the revolver. Someone will press a button, and a grate will drop between us and Grace. We’ll hand the girl our Requiem revolver . We’ll go into the darkness and meet Dr. Gideon. He’ll see our injuries from the zombies and decide to “cure” us.

Objective: Escape from the medical center

Grace Ashcroft – October 8, 11:42 PM . We go downstairs in the hall. The front door is locked, with sun, moon, and star emblems on it. In the center, at the reception desk, there’s a “Patient List .” We go to the side security room; there’s a save there .

Place temporarily unneeded items in the drawer on the right to free up inventory. Nearby, on the tables, there’s an Ancient Coin (1) and “Folders with Dates .” On the table, there’s a “Medical Center Brochure” (9/75) . Near the sofa, there’s some green grass and “Scribbles on a Chalkboard” (10/75) .

We enter the red door. We’ll find the doctor’s body. In a locked room behind glass sits a blind girl. The doctor will temporarily wake up, warn us not to mess with the girl, and then pass out again. We’ll find a keycard to the west wing on the doctor . We can’t free the girl yet; we need a level 3 key.

In the hall, unlock the left door with the keycard. In the western corridor, the right door is locked, so go left. On the right, examine the door with the horse symbol. Ahead, go through the door on the right, finding yourself in the hospital kitchen. A large zombie with a cleaver stands by the stove. While he’s turned away, slowly move the cart forward. By pushing it all the way, we can sneak through the next door.

We’ll see a zombie turn off the light. Shoot him and turn on the light. Grab the green herb by the right wall and unlock the door—this is a quick way back. In the Dining Room, two zombies are lying on a large table, eating bodies. Pick up the B934 pistol on the floor to the right . Another zombie will crawl out from under the table, so run forward quickly.

Enter the Registration Office on the left. Search the lockers to find a homemade knife and some ammo . A zombie will rise from the floor, so run away. In the hallway, take the Ancient Coin (2) from the table . Break the crate under the stairs to get some ammo . There’s a door with a valve ahead, but the valve will fall off. Climb the stairs, fighting off the zombies.

2nd floor, west . There’s a bucket of blood on the landing. Ahead, on the wall, is a West Wing Map . Behind the left door is the Lounge Bar, with a piano. Three zombies stand in the way. The zombie girl can scream and stun.

Lounge bar. There’s an ancient coin (3) on the piano . If we can kill the zombie singer, we’ll loot an ancient coin (4) from her body. Go to the bar on the left; there’s an S&S M232 pistol in the corner . Behind the bar is a locked safe (1) ; enter the password from the note in the Office:

Left 10, right 80, left 30. Reward: 3 ancient coins (5-7) .

Gallery. We go into the corridor on the right, in the room on the coat rack on the left, examine the white coat; in the pocket is hidden “Folded Note” (11/75) . On the table to the right, we take the ammunition and the green herb .

The Chairman’s office. Opposite the entrance is a model of the building. On the table in the center is a notebook, its pages torn out and the paper dented. On the shelf to the left is a box with a unicorn . Examine it in your inventory, press the hidden button in the lower center on the back wall, and you’ll get a redstone (for the door with the horse). On the corner table is “Copy of Email to Manager” (12/75) .

In the next room, the zombie boss is eating a body; kill him. Take the pencil from the desk . There’s ammo in the desk drawer . Unfold the piece of paper in the trash can in the corner; it’s “Note for the Chairman” (13/75) . Return to the table by the entrance, color in the paper with the pencil, and you’ll see the combination, obtaining the document “Sherman’s Note” (14/75) . To the left of the fireplace is a puzzle panel. Enter the four symbols on the paper:

Moon, sun, star, moon.

Take the Moon Quartz from the open panel . From the office, go down the hallway to the east, unlock the door, and return to the hall. Insert the Moon Quartz into the front door at the bottom; there will be two more symbols remaining.

Horse . On the first floor, go back to the western corridor and insert the redstone into the door with the horse. You’ll find yourself in a casino; there’s an ancient coin (8) on the gaming table ahead . You can roll the ball, but it’s useless. There are glass cabinets with prizes to the side. There’s a bloody hand on the floor; examine it and take the East Wing Keycard . There’s a green herb on the shelf to the left. There’s another ancient coin (9) on the bar . Break the vase behind the counter to find some ammo .

Rewards in lockers can be purchased with ancient coins:

1) Hip bag (+2 inventory slots) – 3 coins,

2) Blue Injector (+ weapon mastery, power) – 4 coins,

3) Yellow injector (+ max health) – 4 coins,

4) Blood Collector (blood capacity +50) – 6 coins.

We can visit the locked girl in the hall. We learn she’s gone blind from taking medication. Her friend Marie was with her, but she disappeared.

 

Kitchen. Kill the cook in the southwest with two revolver shots to the head. Killing him will earn you the achievement , 100 blood, and the pantry key . Head to the pantry. Along the way, a fast zombie with a growth on its head will appear in the kitchen. It’s best to run past him or shoot him in the head with the revolver.

Storage room. Inside are two buckets of blood, ammo, debris, a revolver cartridge , and the “Ambush” decoration (+ knife strength and durability).

1st floor, east . In the hall, open the east door with the keycard. Ahead, on the corner table, is Mr. Raccoon (2/25) . To the right, near the fireplace, is a table with a locked drawer; you need master keys (there are rare metals inside). On the left, go to the end of the corridor, where there is a green herb .

We enter the room, inside lies one body, with two zombies walking around. On the table is a hemolytic injector (for stealth elimination of enemies; you need to sneak up behind them and inject them). We examine the body on the couch: there’s something under the arm strap, something that can be inserted into the chest cavity. In the cabinet to the right is a safe (2) with a round combination lock. We’ll learn the code later:

30 right, 10 left, 50 right . Reward: 3 ancient coins (10-12) .

We exit through another door into the next corridor. If we turn on the light on the wall, the zombie will go to turn it off, and we can kill him from behind. We enter the room and examine the personal lockers; they contain debris (for crafting shells).

Objective: Analyze a blood sample

On the table in the center is a blood collection system (we can craft items from the collected blood). On another table is a document titled “Blood and Compound Synthesis” (15/75) . Go to the computer monitor and take a blood sample (denaturation) . Analyze the blood on the device nearby. A puzzle appears on the screen: you need to change all the balls to squares. This changes all adjacent objects. After this, you can craft ammo and a hemoinjector . Infected blood can be collected from buckets or from the bodies of fallen zombies.

We follow the corridor into the room with the red light. In the next corridor there are three zombies, one with a large cleaver. We gradually retreat and shoot at them.

In the right room, on the table by the entrance, there’s an ancient coin (13) . Break the vase to the right; it may contain ammo. The IV zombie can’t see anything. Throw an empty bottle at the other zombie, and the IV zombie will kill him, earning the achievement . Kill him to get a blood bag (50) . The open safe contains two ancient coins (14, 15) . Nearby is a note saying “Safe Replacement” (16/75) . The desk drawer may contain scrap metal . Unlock the blue door; it’s a shortcut.

We return to the corridor and continue on. We’ll come to the eastern room with a staircase leading up. On the table below is Mister Raccoon (3/25) . On the table between the chairs is an Ancient Coin (16) . We go up the stairs.

 

2nd floor, east . There’s a Map of the East Wing (hospital wards) on the wall . Enter the Chief Researcher’s Office. In the left corner is a vase and debris . Further to the left on the table is a lockpick . To the right is a save point .

In the next room, in the corner, there’s a “Note from the Chief Researcher” (17/75) . To the right, there’s some green grass , and further to the right is a photo of three doctors (18/75) . Two symbols are visible on the left: a star and a moon. On the desk in the center, look at the photo with the puzzle (19/75) . Two symbols are visible on the right: a moon and a star. In the frame is a photo of two people (20/75) , but the symbols are different. In the corner, there’s a panel with a lock; you need to break this lock with acid.

We exit back into the corridor and continue on. We examine the doctor’s body and take his ID bracelet (level 1) . As soon as we take the pass, a huge monster will rush towards us. We run away from it into the room; it won’t be able to fit through the doorway and will retreat. If we manage to kill the monster, we’ll earn the achievement and the “Spy’s Eye” decoration (a chance to survive after losing all our health).

Doors I. On the map, look for places where you can open doors of level I:

– Waiting room. We’ll enter the closet where there’s a blood sample (convergence) , cartridges, debris, and revolver cartridges .

– Hematology Lab. Inside the locked room is a blood bag (50) , a blood sample (reversibility) , “Victor’s Diary Entry” (21/75) , and an empty injector . Debris and green grass are lying on shelves nearby .

– Reception (northwest). Inside are ammo , a hip pouch (+2 slots), and a cabinet with broken doors.

– Overseer’s room (west). Just beyond the bars is some green grass . There’s another staircase leading up here. Break the crate under the stairs to get some ammo . Opposite the door is a “Construction Notice” (22/75) . Behind the white door are some debris, a lockpick , and a wrench . There’s a chest and a save here .

 

Garage . In the western part, there’s an organ transport container in a van . Break open the crate in the corner to grab some ammo . As we head back, a bulldozer will drive towards us. Take aim at the driver. Crawl under the bulldozer’s bucket. A dead end opens behind where the bulldozer was parked; grab some ammo from the crates there .

Clearance level 2. Head north through the kitchen. In the dark hallway, on the left side of the table, there’s a homemade knife . There’s a locked drawer against the right wall; you’ll need a master key to find a rare metal inside .

We enter the Restroom; there’s a zombie maid inside. There’s a green herb on the broken mirror . The last stall contains a bathtub of blood (100).

Cold Storage (northwest). Open the door with the broken valve using the wrench (from the Overseer’s Room). Inside, break open the crates to find 2+3 ammo, a blood bag (80), and debris . An artificial heart hangs in the center .

 

2nd floor, west. Climb the western stairs. At the dead end on the 3rd floor, break open the crates, grab the debris and ammo .

Office. Inside there’s a blood analyzer. On the table in the left row is the “Lounge Bar Safe Code” (23/75) (left 10, right 80, left 30), along with a lockpick . In the right row, break the crate, grab the ammo , and read “Background Check” (24/75) on the table . Two zombies will run into the office.

Archives Department. From the Office, head east. There’s a note on the table by the entrance. In the cabinets on the left is a homemade knife . In the center, on some boxes, is the “Cleanup Team Report” (25/75) . In the far corner, on a shelf, is an empty injector .

Kitchenette. In the next room to the north, there’s a Mr. Raccoon (4/25) on the coffee machine , with some green grass nearby . Unlock the door to the northern corridor.

Objective: Break the lock

We return to the eastern corridor where the huge monster was wandering. We go to the end of the corridor, pick up the debris inside the lockers, and read the note on the fallen locker: “Reception Safe Code” (26/75) (right 30, left 10, right 50). We enter the door.

Conference room (southeast). On the table to the left is an Ancient Coin (17) . Further to the left, crawl into the next room. There’s a Screaming Zombie here. She’ll summon two more zombies for help. Kill her quickly and loot her body for an Ancient Coin (18) . If you kill both singing zombies, you’ll earn the achievement . Nearby is “Potential Patient Notes” (27/75) , a caustic substance . In the drawer, you’ll find a Module (8300) for Leon.

We go to the doctor’s office with the cabinet, to the southwest. We’ll meet Dr. Gideon there. He’ll give us a unique name; he plans to complete Elpis with our help. A sound will turn on. Gideon will say this is the beginning of the second phase and leave. Let’s hide from him.

We use a caustic substance on the lock. We enter the combination from the photo:

Star, sun, moon, sun.

Reward: Solar Quartz , notebook, containing instructions for “How to Open an Organ Container” (28/75), “Spencer’s Research 1” (29/75) . We learn that Spencer was Gideon’s mentor.

Reception (east). Approach the exposed body and insert the heart. In your inventory, examine the container found in the garage. Open the back of the container, revealing a manual control panel. (The document with the control instructions is in the cabinet behind the lock, which must be destroyed with acid.) Select:

2 yellow – down, 5 yellow – down, right lever – in the center,

Turn the Hand, Auto knob.

We take the artificial lungs from the container . We insert them into the exposed body. The zombie on the couch will revive and break free; we kill it with headshots. We remove the ID bracelet from its wrist (level 2) .

 

Doors II . Waiting room (east), from there go northeast, unlock the door to level 2, and go to the Isolation Ward. In the large hall there’s a bucket of blood. Break the crate near the wall to get some ammo . Go to the office on the side; inside, on the table, is “Nurse’s Journal” (30/75) and “Secondary Mutation” (31/75) . On the equipment to the right, there are some debris and some green grass .

The security chief’s office. There’s a notebook on the desk with some symbols in it. Fold the page at the top right to reveal the full combination: star, star, moon, sun . Grab the ammo under the board . There’s a puzzle cabinet nearby, but the symbols aren’t visible, only Braille at the bottom. Examine the chief’s body; he’s wearing an ID bracelet (level 3) .

Objective: Take the child to the puzzle cabinet

Zombies will emerge from the side rooms into the isolation cell. Behind them, we sneak back into the hall. Enter the room to the southwest and use the bracelet to open the left cell. Mister Raccoon (5/25) is hidden behind the bed . We can examine the doll. Open the girl’s right cell.

Let’s pick up Emily. We need to carry her to the security office, to the puzzle. While we’re carrying her, we won’t be able to sit or hit. We need to avoid encounters with zombies.

While the girl is solving the puzzle, head out into the hallway to kill the nearby enemies. There will be four zombies in total, including one with a large head; it’s best to kill him with an injection. In the side rooms that open up, grab two blood bags (50) and ammo .

Objective: Bring Emily back

We head back to Emily. The girl has retrieved the star quartz from the panel . A large monster in a robe, killed in the prologue, will attack us through the wall. Its head is regenerating. The monster will carry Emily away, and we go looking for it. We jump through the gap in the floor.

 

5. Leon.
Resident Evil: Requiem’s ​​Attic. How to Defeat the Monster

Leon S. Kennedy – October 9, 04:41 We’ll wake up in Gideon’s custody. While he’s interrogating us, we’ll be able to free ourselves and engage in combat. The doctor will retreat and lock us in the room.

Objective: Find Victor’s office

We go up the stairs. Break the box in the corner to get some ammo . There’s a green herb on the table above . On the left is a note on the table reading “Eating Disorder Cases” (32/75) . On the right, push the tilted cabinet and crawl under it.

Attic. Follow the right wall and find some ammo on the boxes to the left . On the main left path, you’ll see a huge monster eating a body. Sneak up and grab the MSBG 500 shotgun right in front of it . The monster will immediately charge at you; fire three shots from the shotgun and hit it with the axe. Hide from it in the narrow corridor to the right, fire at it from afar with the pistol, and hit it with the axe again.

After we’ve defeated him twice, he’ll break through a wooden doorway. Run away from him in a circle. There’s a ladder at the corner, climb it, and grab Shotgun Shells 4 and Ammo from the top. Jump down on the enemy from above. Break open the crates ahead, grab Shotgun Shells 5+3 , and fire at the enemy. When the monster explodes, it will drop a Grenade 2. Go around the ruined corridors and grab Shotgun Shells 4+3+5 and Ammo 5 from the crevices .

In the hallway is a cabinet with a broken lock. Open it with an axe. Inside is a compensator (pistol upgrade) and a note “Basement safe code” (33/75) (right 60, left 40, right 80). Below is a hall with shelves. Break the box on the table to find green herb . Press the red button to lower the ladder from the attic into the house.

 

2nd, 1st floors . Chairman’s office. We go around the floor to open all the cabinets accessible only to Leon:

– From the Chairman’s Office, go into the hallway, turn left. In the cabinet there are shotgun shells 4 , “The Dishwasher’s Note” (34/75) .

– Archives department. We go along the left wall, through several rooms. We come to the archives, inside in the closet there is Mister Raccoon (6/25) , 15 rounds of ammo , and a mixture of herbs .

– Registry (northwest). 10 cartridges , medical injector .

– Storage room (west). “Connoisseur” decoration (+ firepower).

3rd floor . In the northwest, climb up to the 3rd floor, shoot the zombie with the gas cylinder, and it will explode. Use the axe to break open the broken door.

Rest area. A zombie with a large head will come to life. Break the vase on the right to get 3 rounds of ammo . Two more dangerous zombies follow. Up ahead, there are 3 rounds of shotgun shells on the table, and green grass in the vase . In the Meeting Room, where the large table is, there’s 8 rounds of ammo hidden in a vase .

Objective: Search Victor’s office

The director’s office. There’s shotgun shells 3 on the desk, a grenade , and a med injector on another desk . Examine the painting on the wall; there’s a lever hidden behind it. Press it. A secret door behind the painting will open, and three zombies will attack from behind. Once we kill the enemies, the grate will open, allowing us to proceed.

We enter the elevator. We go down to Victor’s office and use the computer to remotely access the computer for our assistant, Sherry. She learns from the documents that Leon is infected with the T-virus. The documents also mention Grace.

 

6. Grace. Resident Evil: Requiem Basement
. All the Secrets, Raccoons

Objective: Save Emily

Grace Ashcroft – October 9, 03:32 . In the inventory, examine the notes for new files: “Special Directive” (35/75), “Raccoon City Syndrome Report” (36/75) . We go through the earthen tunnel, and on the floor ahead, we pick up the note “Employee’s Last Words” (37/75) . Ahead is a locked door, with an empty socket next to it. Go left, past the elevator and locked rooms. On the way, near the bricks on the left, lies a green herb .

A stove. To the side is a security room with computers. On the desk is a note reading “Operation to eliminate the Girl” (38/75) . On the monitor, you’ll see Emily locked in one of the cells. There’s a chest and a save here .

Blood collection pool. To the south is an empty hall.

Containment cells. Head into the corridor to the north, where there are many bars. There’s a blood stain (40) on the left in a dead end. Head right, and you’ll see Emily behind the bars; the “Girl” monster has crawled away from her through the ceiling.

One chamber is open, containing debris and a blood stain (50). On the wall ahead is an instruction on “How to open chambers” (39/75) . There are power plugs nearby.

 

Objective: Find the plugs (0/3)

Pull the first plug from the panel . This will open the nearby cameras; it’s best to hide to the side. When the zombies scatter, sneak to the other end of the corridor. Search all the places where you can insert connecting plugs:

– Workshop . Behind the door, on the workbench, stands Mr. Raccoon (7/25) . Nearby are some debris and a “Locksmith’s Note” (40/75) . There’s a ventilation grate in the corner; you need a tool to open it. Go out and take the first plug.

 

– Furnace . When the monster leaves the hall, run to the door in the west and insert the plug. Go through the earthen tunnel and come to a coal warehouse. There’s one zombie, an empty bottle , and a blood stain (30). In the center is a forklift, which needs a part added. Take the second plug .

There’s a guard’s room to the side, with a “Guardian’s Report” (41/75) on the desk . There’s debris on the shelf . There’s a safe (3) on the desk ; enter the code:

Right 60, left 40, right 80.

Inside the safe: 10 rounds of ammunition , Raccoon Map (Rhodes-Hidd) .

We crawl through the ventilation hatch and pick up the master key in the corner . A zombie will crawl towards us, but “Girl” will drag it away. We climb back out into the workshop. We go back, exit through the tunnel, and grab the first plug.

 

– Bedroom . Head east to the elevator, plug in the power strip on the way, and turn on the light in the side room with the bunk beds. Kill one zombie inside. There’s a Molotov cocktail instruction sheet on the table . There’s a locked cabinet; you’ll need a lockpick to find a rare metal inside . The open cabinet contains debris . Near the TV, there are 6 rounds of ammo and a pool of blood (50). Above the TV is Mr. Raccoon (8/25) .

Boiler room. A room with live water has opened up to the north. We go around the puddles and grab the green herb from the far wall . Behind the broken grate, we’ll see a box; we need to push it from the other side. We exit and grab the first plug.

– Northeast corridor . Go past the elevator back to the entrance and insert the plug. Behind the door, push open the wooden crate you saw earlier. Climb through the grate, head to the western wall, and collect the blood stain (60) behind the puddle. Inside the red crate is an empty bottle and a square socket wrench . A monster will appear here; walk around it, exit, and grab the first plug.

 

Blood collection pool . Go to the southwest hall and use the socket wrench on the panel in the center. Insert two plugs into the open panel to turn on the lights in the hall.

Go through the door to the west. In the corridor ahead, the grates in the floor will collapse. Climb through the pipe on the left. Climb out on the other side of the pit, where you can grab a green herb . Climb the ladder on the wall and you’ll find yourself in front of a canal with a meat grinder.

Recycling. There’s a blood stain (50) on the way. A body lies near the cliff, with a forklift key next to it. Insert the key into the nearby forklift, automatically picking it up. The forklift will lift the load, and we proceed into the room. Inside are 6 rounds of ammo , a ” Medical Center Basement Diagram ,” and a hip pouch (+2 slots). Examine the Floor Plan on the wall above the table . Exit. If we take the third plug, we won’t be able to exit, so we leave without it. We take the other two plugs.

Inspection room . Head northwest to the coal room, using the first and second plugs along the way. There’ll be a “Girl” in the room. Sneak to the center, insert the plug, and she’ll run away from the light. Use the key to start the forklift, opening the way to a new room.

Press the lever to activate the conveyor belt with hanging bodies. There’s a locked cabinet on the left; open it with a lockpick to find a rare metal inside . The regular cabinet contains debris . There are gaps between the hanging bodies; go through these to the right and center to find a pool of blood (50) and one zombie. Move the cart behind you to the side, opening a shortcut. The rack opposite contains 10 rounds of ammo .

We go back, press the lever again, and the bodies will move in the opposite direction, to the left. We go to the center past the cart, and we can move further between the racks where the bodies are moving. The bodies hanging without bags can grab us. We stand between the bodies and climb up the long bridge higher up. We’ll reach the other side of the canal.

Recycling. There’s some green grass near the wall , and a pool of blood (50) under the fan. There’s a save on the table . Turn the valve to drain the water from the canal. There are a lot of zombies at the bottom. Go down and grab 15+8 rounds and a Molotov cocktail from the pit on the side shelves . The conveyor belt below will turn on, sending zombie bodies into the grinder. Constantly run to the other wall, shoot at the zombies that rise, and push them into the grinders. You need to hold out for about a minute. After that, climb the ladder to the other side and grab the third plug .

 

Escape from the basement . Return to the shore with a save, crawl through the pipe past the disabled fan. Roll down the pipe into the container with blood. Climb to dry land and grab the green herb . Press the lever on the control panel to drain the blood from the container. Descend to the bottom and collect blood stains (10+20+30+40+60+80). Board the elevator and head up.

We head northwest again to pick up the first and second plugs. A zombie with a large head will come to life near the forklift. When we turn off the lights, the “Girl” will descend. We quickly run through the ventilation hatch.

Insert all three plugs into the panel in the north. All the chambers will open. Run into Ashley’s chamber and pick her up.

Objective: Escape via elevator

At the fork, you can pick up an empty injector in the chamber on the right . Run left to the furnace, then left again. At the end of the corridor, run into the elevator and place the girl on the ground. Push the pallet of bags out of the door before the zombies catch up. Take the elevator up. The “girl” will climb up and start breaking the ceiling. We’ll make it to the top floor just in time, but the monster will fall along with the elevator. Emily will give us the star quartz . The monster left behind a severed arm ; we take it. (The arm needs to be analyzed before we leave the hospital.)

Objective: Escape from the medical center

Outside . The elevator is on the southeast floor, from there we go to the central hall. Insert all three symbols into the front door: star, moon, and sun.

Objective: Escape through the yard

The courtyard. Outside, we explore everything around. Under the left stairs, on a chair, there’s an ancient coin (19/19) . All the exits are locked, but there’s a helipad on the left. We’ll meet the helicopter pilot, Harry, there. His leg is injured. He’ll ask us to get the helicopter key from the nearby outbuilding.

Objective: Find the helicopter key

We enter the house. On the table opposite the door lies “Victor’s Note” (42/75) . We walk along the right wall and find a chest with items. We enter the door on the left and find ourselves in the doctor’s office. In the far left corner are many books, and on the shelf ahead, we examine a globe. On the table is an hourglass ; we unscrew it from its stand. Next to it lies “Note on Research Results” (43/75) . On the table near the right wall is an iron vase and a microscope.

On the left table, examine the wine bottle, turn it to match the pattern, and remove the double helix model . Go to the central cabinet and open it. (Insert the hourglass first.) Insert the DNA figurine, and the entire room will become an elevator, descending to the dungeon.

Dungeon . Downstairs in the room is “Spencer Research II” (44/75) , a chest, and a save . Descend the stairs and enter a hall filled with capsules containing bodies. Open the desk drawer on the left to find a medical injector . Examine the disposal tank on the wall. Further to the left, on the desk, is “Subject Note 170” (45/75) , revealing that the “Girl” is named Marie.

We go left around the corner and up the stairs. We examine the empty cylinder on the floor. In the room under the computer, we read “Grace Ashcroft Blood Analysis Report” (46/75) . On the table to the right ahead stands Mister Raccoon (9/25) . In front of the numerous monitors, we take the helicopter key . The doors will close behind us. We examine the main screen, disable the lock, and exit through the side doors.

In the hall, we’ll see Dr. Gideon announce the success over the phone. He’ll take the briefcase and leave. The self-destruct protocol will be activated.

Objective: Escape from the complex

We run back to the save room. We see that the elevator room is gone; the doctor has used it. We return to the hall, where zombies have emerged from the capsules. We run past them, shooting the closest ones. In the second part of the hall, all enemies will be crushed by fallen beams. We climb the stairs, turn right at the fork, and crawl through the narrow opening. At the end, we climb the ladder on the wall.

Objective: Return to the helicopter

On the surface, we descend the hill, climb through the window into the house, and exit through the door to the helicopter. We board, but a zombie will climb onto the helicopter’s hull. We’ll take off briefly, but crash, killing the pilot.

 

7. Leon.
Resident Evil: Requiem Cover (2026)

Leon S. Kennedy – October 9, 6:03 AM . From the window, we see a helicopter carrying zombies fly over and crash. We grab a sniper rifle and examine the crash site. A horde of zombies is approaching Grace.

Objective: Save Grace

Climb through the window onto the roof. From outside, take aim and shoot the two zombies in front of the arch. Head to the door ahead. Before the door, scan the courtyard again through the scope. There’s a path leading to the church, at the beginning of which are two square columns with lanterns. Mr. Raccoon (10/25) is standing near the far lantern ; shoot him. Enter the building and pick up some 15mm rifle ammo inside . Aim through the window. Grace runs from below, right, through the burning field; shoot the two closest zombies around her.

We run further, aiming from the balcony. Break the crate nearby to grab some 15mm rifle ammo . You’ll see a red gas cylinder near the girl, but don’t shoot it yet. Shoot the zombie on the right by the door; a second zombie will appear there later. While Grace is breaking down the doors, pick off the dozen zombies from all sides to prevent them from reaching her. When the butcher approaches the girl with a cleaver, detonate the red gas cylinder near him. Kill two more zombies. Grace will be able to enter the church building.

Goal: Go to church

We climb over the balcony railing, slide down the sloping roof, and land on the zombies. In the cemetery below, grab the second red canister, throw it at the enemies, and shoot. Examine the helicopter on the left and grab the 5-round ammo . There are more 5-round ammo on the ground ahead . Enter the door.

Objective: Fight off the infected

Inside, we’ll send Grace and Emily to the water treatment plant while we stay to finish off the zombies. A large monster will enter, shoot at its orange growths; they’ll explode, releasing gas that will mutate nearby zombies. Climb the ladder to the side balcony and grab 5+3 ammo and a grenade from the crates . From the balcony, fire at the large monster. When the monster climbs up to us, detonate the red gas cylinder near it. Finish off the remaining zombies with the axes lying around.

 

Objective: Reach the surface

Grace Ashcroft – October 9, 06:20 . With the girl in our arms, we descend into the dungeon beneath the church. We go through the sewers, past the sewage sluice gates. We climb up to the platform. There’s a button on the left, but we can’t press it yet. Go right and all the way. We’ll see the “Girl” monster. Put down the wounded Emily. Nearby is a blood bag (100), 5 revolver ammo , a med injector , “Ceiling Hatch Manual” (47/75) , a chest, and a save .

Objective: Open the hatch and illuminate the Girl

We’ll lock the girl in the room. Return to the green button and press it. The shutters on the ceiling will open, but not all the way. Three blocks below need to be reset to activate the elevator.

Objective: Restart power supplies (0/3)

Storage room. Look for a fence with yellow tape nearby, and drop down. There’s a revolver bullet on a crate below . A “Girl” monster is walking down there. Sneak along the right wall unnoticed; there’s a revolver bullet on a barrel in the dead end . Approach the control panel to the north and turn the first handle .

Chemical treatment. Head south, then to the eastern dead end. Turn on the flashlight there, grab the medical injector behind it . Go around the grate, continue east, and turn the second handle on the panel . The handle will lock at first, and a monster will run towards us. Shoot the monster in the head with the revolver to get the achievement . While the monster is temporarily stunned, continue turning the handle. Pick up a Molotov cocktail nearby .

Control room. Go to the southwest corner, toward the red light. There won’t be a handle on this panel. From here, head north, through the doorway, into the room with the shelves, go to the far wall, and grab the lever from the shelf . Return to the panel, insert the third handle , and turn it.

Objective: Open the ceiling hatch

The lights will turn on everywhere, and the monster will retreat. We return to the elevator in the northeast. At the top, turn on the spotlight and press the green button again. The “girl” will be exposed to sunlight from above. Shoot her, and she will burn completely.

Objective: Return to Emily

We head back to the warehouse. We’ll see that Emily has died from her wound. We’ll try to revive her, but to no avail. Emily’s body will transform into a large monster. Leon will arrive to help.

As Leon, shoot the monster until it falls. Emily will be upset that she couldn’t save Emily. She’ll toss the revolver back to Leon and leave. Dr. Gideon will meet the girl and take her with him. Outside, a man in dark glasses with dark spots will approach them. He’ll invite her to Raccoon City.

We see that Sherry’s partner is also infected with the T-virus. Leon has gone to Raccoon City. Sherry received orders from above to abandon the case, but she decided to secretly continue to support and guide Leon.

 

8. Leon. Raccoon City
Resident Evil: Requiem. Where it takes place

Objective: Head to the center of Raccoon City

We’ll arrive by car at the abandoned city. From there, we’ll continue on foot along the street. The document “Raccoon City Incident Report” (48/75) will appear in your inventory . On the ground to the right is the “Raccoon City Incident Newspaper” (49/75) . At the intersection, we’ll turn right. There’s a locked container in the way; you’ll need the key. Before the hotel, we’ll enter the door on the left. In the bar, against the far wall, in the cabinet, is Mister Raccoon (11/25) .

We go into the hotel building on the left. There’s a first aid kit behind the counter on the left, containing a med injector . There are some shotgun shells on the left, ahead . There’s some debris against the right wall . We go through the revolving door. Behind the building, we’ll see a lot of cobwebs. A huge spider will attack us from above. We’ll hide from it in the building; the passage back will be blocked.

Objective: Find a way out

In the hallway, we break open the crate and grab 4 rounds of ammo . There’s a web in the way; we cut it with the hatchet. A spider will break through ahead of us; we run back, break through the web, and enter the door. The spider won’t fit through.

We climb the stairs; there’s 12-round ammo in a crate at the top . There are a lot of small spiders on the second floor; we throw a grenade at them and shoot them. A spider will attack from the broken window but then leave. We run to the balcony ahead and climb the ladder on the wall.

Objective: Defeat the giant spider

Spider . When the monster descends the wall above, run past it and climb the ladder to the higher ground. There’s a crate above it containing 10-round ammo . Shoot the spider from here, but keep running away. Return downstairs and go to the corridor on the right. There’s a red canister there, and there’s gunpowder (a lot) on the window . Throw the canister at the spider and shoot. While the spider is down, shoot its back yellow growth. Climb the ladder in the corner and run along the top.

When we’ve dealt enough damage, the spider will grab us, we’ll fight it off with an axe, then fall through the floors together and finish off the monster there.

Ridgewood Station. We’ll find ourselves at the subway station. Climb the stairs and squeeze through the turnstiles. Use the hatchet to break open the next door. You’ll see a huge grate on the surface.

Objective: Inspect the gate

Objective: Search the camp (0/2)

Central Camp . Someone recently planted a bomb at the gate, but it’s missing a detonator. From the gate, head left and pick up some 10mm ammo on the seat of a van at the crossroads . To the right, around the corner, enter a large tent. Inside, on the table, there’s “Orders for the Engineering Squad” (50/75) .

Outside, behind the tent, we turn on the generator. Inside the tent, we turn on the BSAA squad’s laptop. They were also planning to reach the city center. We’ll see Doctor Gideon, his companion Zeno, and Grace flying in a helicopter. They saw us through the laptop’s video camera. Zeno will instruct Gideon to stop us.

A tactical sensor is located on a chest nearby (it will accumulate points for kills). You can purchase weapons in the military chest in exchange for tactical points.

Objective: Collect detonator parts (0/3)

Outside, on the side of the tent, open the chest to find 10 rounds of ammo and 2 shotgun shells . Go to the red light on the wall, press it, and the garage next to it will open. Inside, go to the room on the left, grab a grenade, and some gunpowder .

We go into the warehouse with the shelving and pick up some 4-round ammo from the crate on the left . There are some bare ground areas along the way, and zombies will dig out of there. We examine the control panel; it’s not working, but we can examine the hanging weight next to it. Shoot the yellow ring above the weight, and it will fall.

We climb the fallen cargo to the higher ground. There are two zombies at the top. Grab the green herb behind the shelf . Jump down onto the boxes below and shoot several zombies. There’s a small amount of gunpowder in the dead end to the left. Ahead, shoot the second hanging cargo, and the third cargo on the right. We follow the right cargo to the dead end on the right; the boxes there contain a green herb and 5 rounds of ammo .

Roof . We climb the inclined load onto the wall, go into the room on the right, and take the key to the “Cedar Creek” complex from the locker . We exit through the room and climb the ladder to the roof. We’ll find a generator, but it’s out of fuel.

Objective: Find fuel

Enter the door nearby and climb up to the rooftop above. Go right, there’s a green herb there . Go left, and take the distributor (part 1) from the yellow chest.

Objective: Look around (0/3)

We examine the neighboring roofs through binoculars:

1) Right behind the chest, on the roof, there is the 1st BSAA antenna.

2) Inspect the gas station from the bottom left.

3) We turn around, behind us near the inclined fallen building there is the 2nd antenna.

We go to the elevator, look ahead, there’s a car on the highway, with Mister Raccoon (12/25) on its roof . We go down the elevator and return to the camp.

Underground parking . Near the camp, behind the bars, go down the stairs and unlock the doors with the key. In the alleyway is a tall ladder; shoot the yellow knot on it, and the ladder will lower. Up on the balcony, grab a lot of gunpowder and a 2-round revolver cartridge. Downstairs, enter the basement doors.

In the dark hallway, you can stealth kill one zombie standing with its back to you. Enter the room on the left; there’s a Mr. Raccoon (13/25) standing on a box to the right . Nearby, on the table and in the lockers, there’s a green herb , debris, and 2 rifle rounds .

In the hall, follow the right wall to a room with shelves and grab a lot of gunpowder . You’ll need a door handle here. In the center of the hall, drop down to the flooded parking lot and kill one zombie. On the right side of the control panel is a note reading “Where are the batteries stored?” (51/75) .

Objective: Find batteries (0/2)

Near the control panel, climb the yellow ladder and jump into the water on the other side. There are a lot of zombies wandering between the trucks; it’s best to kill them silently from behind.

We go along the right wall, kill three zombies, one with a spear, behind them in a dead end there are 2 shotgun shells . We go to the left part of the area, kill two zombies, open the chest in the corner, it contains a tracking module (2300) , 2 shotgun shells, gunpowder (a lot) .

In the northwest, we go up the stairs to the surface; there are three zombies there. We break the crate to find 5 rounds of ammo . There’s a green glow behind the door; we grab the 1st Battery there. A Gal submachine gun is on the table nearby , and inside the crate is 20 rounds of machine gun ammo .

Climb the ladder in the room to the top of the truck and follow the cars south. Drop down in the eastern part of the parking lot. Down at the back of the truck, press the lever to open the van. Inside are two zombies and a red gas cylinder. Blow them up. Open another truck nearby to find a grenade and 20mm machine gun ammo . Return to the entrance and insert the first battery.

Cedar Creek Apartment Complex . From the control panel, head back east along the corridors. There’s a hatch in the floor in the room; jump down and continue east. There’s some green grass along the way . We’ll emerge into a bright hall with a broken roof.

Jump down into the concrete ring. In the side corridor, grab the Shotgun Shells 3 and the Manual Valve . Two zombies will emerge from the ground; kill them. Insert the valve and turn it to open the gate. A large monster with growths will approach us ahead. Run forward, past the red cylinder, then shoot it when it gets close. Throw all the falling axes and spears at it. There’s green grass on the upper platform .

Once we’ve killed everyone, turn the valve all the way. Climb up, use the shifted wall to reach the next bridge, and grab the second battery in the room . Unlock the door and return to the dark corridors.

We head back to the flooded gate and deploy the second battery. We’ll exit through the gate onto the street with the gas station. We’ll find the body of a BSAA soldier. We’ll watch the footage from his body camera, showing the entire squad being killed by a man in glasses. Meanwhile, Grace was brought to Raccoon City.

Take the BSAA container key from the soldier’s body . Enter the container on the left; inside is a “Supply Inventory” (52/75) and a medical injector . Inside the building is green herb , 20+10 machine gun ammo, 2 rifle ammo, and 2 shotgun ammo . Unlock the door upstairs, opening the path back to the camp. There’s a briefcase hanging on a rope above; shoot it and pick up a grenade . Go into the camp and use the key to unlock the container (1) on the side; inside is a motorcycle and a repair kit .

The roof of the complex . We return east through the building. On the top floor, we kill the special forces zombies. We jump down to the floor below and kill a few more zombies. We take 5 rounds of ammo from the crate. There’s a rusty crank near the door ; turn it and take it.

We climb back up and use the handle to open the door on the balcony outside. There’s a box above that contains Rifle Ammo 3. In the building, in the dead end, there’s Rifle Ammo 2 on a slab . We go to the landing, where Mister Raccoon (14/25) is hidden inside the refrigerator upstairs .

We climb onto the roof and kill two zombies. There’s a briefcase hanging under the glass dome; shoot it, and it will fall to the bottom of the landing. Someone is firing a mortar at the roof. You can kill one of the mortar men from a distance. We enter the small room in the center and take a medical injector from the chest .

There are two more zombies further down the path; you can run past them. There’s 5-round ammo in the corner building . The second mortarman is visible from here. Behind the central building, grab the 4-round ammo from the crate . If you climb the ladder on the wall, you’ll see four zombies at the top. It’s better to climb the sloping ladder and then turn left, where you can kill two zombies near the third mortar. You can use the mortar to fire at the zombie clusters below and the fourth mortar.

We descend to the center of the roof. Inside the building, there’s a crate containing 3 rifle ammo . Collect the tracking module (3000) from enemy bodies . Climb the stairs to the fourth mortar. Use it to fire at the rubble in the corner, destroying it, and enter the small room containing 2 revolver ammo . Near the mortar is a “Note for the Engineering Squad” (53/75) and a broken signal receiver . Use the repair kit from the container to repair the receiver (part 2).

We head back. More zombies will climb onto the roof. We retreat, fire the mortar, and descend again. Go down the landing, grab some shotgun shells and a dual grenade at the dead end. Jump to the bottom and grab the tracking module (5100) from the fallen chest . We head outside.

Gas station . Behind the building, on the street ahead, shoot the tall ladder. Next to it, shoot the hanging briefcase containing 3mm rifle ammo . There’s some green grass in the corner . Climb the ladder onto the scaffolding and grab a grenade . Run along the top of the fuel truck and drop down into the gas station courtyard.

There’s a zombie wandering around the gas station, and there are 4 rounds of ammo in the crate . Climb the ladder to the roof of the gas station and grab 3 rounds of ammo . Jump down the pit on the left into the gas station building. There are debris on the shelves to the left . On the shelf in the center right is a Mr. Raccoon (15/25) . Go out to the backyard and grab a green herb from the crate . Pick up a red canister nearby .

Objective: Eliminate the infected

When we head back, a zombie with a chainsaw will attack through the crates. We grab the saw and fight off the other zombies in the courtyard. There will be a second zombie with a chainsaw; we’ll loot the module (5100) from it .

New passages have opened in the courtyard. The crates contain 3 shotgun shells and 3 ammo . Head north to the cistern behind the grate. Turn the valve, fill the canister with gasoline, and you’ll get a Fuel Canister . Go to the backyard, fill the generator with fuel, and open the grate to exit. To the left, in a dead end, lies the body of a soldier, with a grenade and a med injector nearby .

Secrets in the city . Head east on the street. There’s some green grass near the descent . Open the car trunk; there ‘s 3 rounds of ammo inside , and a grenade inside the truck. Go down the road; there’s a lot of gunpowder at the end under the bridge . At the dead end to the north, climb up the truck and take 3 rounds of ammo from the crate . Jump down to the fenced-off part of the street and unlock the container with the key. There are 3 zombies in the container; throw a red canister at them. Inside the container (2) are 3 rounds of rifle ammo and a Sniper 1A rifle .

Places where you need fuel:

– We go down to the Warehouse basement, open the door with the handle in the center. Go up the stairs beyond the door and emerge on the surface in a closed courtyard. There’s a crate here containing 3 rounds of ammo . Kill two zombies. Open the chest, which contains 4 shotgun shells, 2 revolver shells, a dual grenade , and a module (3600) . Unlock the grate and return to the street.

From the gas station, head west along the street. There are a few zombies around. Mr. Raccoon (16/25) is standing in the bus window . Open the trunk of the car nearby; there’s a lot of gunpowder inside . Open the truck near the cliff; it’s empty. Fill the generator with fuel and open the barred door. Press the lever on the crane, lower the load, and a bridge made of a bundle of pipes will appear over the abyss. Head to the abyss, stand on the fallen pipes, aim down to the left, and shoot. Mr. Raccoon (17/25) is there .

Open the door near the lever, climb the ladder, and take debris, 3-shotgun shells, 4-shotgun shells , and a mixed herb (Z+Z) from the chest . Jump down the other way, into the construction yard. Climb into the dead end on the right and grab the debris . Ahead, there’s a crate with 3-shotgun shells and a few zombies. Unlock the grate ahead. Descend through the hatch underground, and there’s a module (3700) in the tunnel below . Enter the doors to the north, descend below into the metro, and grab the green herb and 3-shotgun shells .

On the railroad, kill two zombies and take 3 rounds of ammo from the crate . Inside the train car on the right, there’s a Mr. Raccoon (18/25) . Kill the small spiders. Go through the web-covered train car, climb onto the platform on the other side, and take 25 machine gun ammo, 3 rifle ammo, and 1 revolver ammo from the chest . At the top, kill the zombies and unlock the door to Ridgewood Station. Kill the prone zombies, unlock the doors, and exit to the surface.

On the street to the right, there’s a “Vacation Notice” sign hanging on a building . In the parking lot with cars, there’s a crate with 3 rounds of ammo . Four zombies will attack on the left in the street. Near the Applegate Hotel, where you encountered the spider, use the key to unlock the container (3) containing a module (8600) and the “BSAA Emblem” decoration (+ firepower without a scope). Inside the hotel, in the kitchen, there’s debris . Return to camp.

Western building . Near the camp, take the elevator up, go right on the roof, jump down the hatch, and go to the balcony. Refuel the generator. Open the door nearby. Take a grenade and .30 machine gun ammo from the chest . There’s a zipline on the edge of the roof. Roll down to the next building.

In the building, follow the left wall and grab some debris and 10 rounds of ammo from the trash can . Break the boards on the door and grab a green herb inside . Go up one floor and into the room on the right. There’s a Mister Raccoon (19/25) on the shelf . There’s a lot of gunpowder on the table . From the stairs, turn left and enter the slanted building. Break the boards on the door along the way.

We cross the beam over the chasm. Grab 3 rounds of ammo . Shoot the boards on the door to the right and jump across the gap in the door. Go left, look at the ceiling, and shoot the boards. Jump down onto the fallen panel, break the board, and jump forward. On the floor, open the elevator doors and descend. We’ll find ourselves in a sloping elevator shaft. Dodge two falling cabins: one on the right, then one on the left.

There’s 10 rounds of ammo upstairs behind the elevators . Roll down the glass wall, quickly move left, and break through the boards. Shoot the glass under two zombies, and they’ll fall through. There are a few more zombies further on, kill them as well. Near the turn, shoot the glass under the cabinet, and a ramp will appear. Above, there’s 3 rounds of ammo in a crate . Four zombies are on the way, one armed with a SMG, the other with a grenade.

We go to the concrete floor ahead. Unlock the grate. Near the boxes, we assemble a module (2500) and 2 grenades . From the yellow chest, we take the relay (3rd part). From the 3 parts, we assemble a complete detonator .

Objective: Destroy the gate

Descend from the roof . Enter the door; inside the room is a green herb , a military chest, and a save . Outside, cross the bridge, go through the building, and shoot the yellow ladder from the outside. The chest at the top contains a grenade, 2 revolver rounds, and 20 machine gun rounds . Continue along the bridges. From the vantage point, use binoculars to look at the suspended freight elevator.

There are several zombies on the building to the right; you can shoot them from a distance. Cross the rubble to the right and climb up. More zombies will appear along the way. Go under the stairs and grab 3mm ammo from the crate . On the top floor, shoot the hanging cargo. Zombies will emerge from the cargo, and several more enemies will appear around them. Inside the cargo, grab a green herb and 4mm rifle ammo .

At the top, next to the cargo, roll down the inclined path and you’ll find yourself near a crane. Turn the valve to lower one side of the overhead elevator. Go down to the right and head to the other side. Grab a lot of gunpowder on the barrels ahead . Enter the building on the left, unlock the door, and return to the save point.

We return to the taps and head right. There’s some green grass along the way . Jump down a little further and kill three zombies in the destroyed room. Grab 3+3 ammo from the boxes . Further on, there’s another group of zombies. Climb the inclined stairs and see a zombie with a chainsaw at the top. Behind the door, in the boxes, there are 5-shotgun shells, 3+3 ammo , a med injector , and a module (3000) . Turn the second valve.

We’re going down in the elevator. We’ll stop halfway down, and zombies will start attacking from the balcony. We shoot all the enemies that jump down. At the end, the elevator will break and fall into a pit, but we’ll have time to escape. In the dark hall, we throw the red canister into the crowd of enemies. We’ll rise higher in the pipe, unlock the grate, and return to the street. We’ll blow up the gate.

Motorcycle . We’ll drive along the highway, past the open gate. We’ll move left and right, dodging obstacles. We’ll hit the ramp to fly over the chasm. Dr. Gideon will unleash his monster dogs on us. We’ll turn around and shoot them with our SMG.

Two dogs will collapse the structure in front of us, forcing us to stop. Quickly shoot them before they attack. We’ll ride along the rooftop to the side. Dr. Gideon will appear on a motorcycle. Quickly shoot him to earn the achievement . Follow him through the mall and through the streets.

Gideon will collapse the building, blocking the direct path. On the right, shoot the gas cylinder near the grate. In the alleys, shoot the next gas cylinders along the way in time.

We’ll ride along a sloping skyscraper and fly over a huge chasm. We’ll catch up with Gideon and fight on motorcycles. We’ll puncture his gas tank. When we’re heading straight for him, we need to shoot the tank in time. The doctor, riding his burning motorcycle, will fall into the pit. We’ll continue on.

 

9. Raccoon City Downtown
Resident Evil: Requiem

Objective: Find Grace

Raccoon City Center – October 9th, 1:57 PM . We’re out of gas, so we’ll continue on foot. We head to the dead end ahead; on the right, on the rubble under some cars, stands Mr. Raccoon (20/25) . We go into the alley on the right. We reach the police station and open its gates. The building’s roof is destroyed. Inside, there’s a typewriter, but it’s broken. We’ll see the temporary BSAA headquarters at the table. We’ll see Zeno and Grace on the security cameras.

Read “Police Station Perimeter Report” (54/75) on the boxes and examine the data board. Use the chest to save .

 

Objective: Go to the East Office

Western Office. In the dark western room, on the desk is a sign that reads “Marvin Branagh, Top Secret Operation” (55/75) . In the corner is a locked cabinet; you need a key.

Command Post. Head north through the breaches and grab 10 rounds of ammo . The next room has an “Event Report” (56/75) on the board . Hidden behind the rubble to the left of the board is a Mr. Raccoon (21/25) . Climb onto the pallets near the wall to the right and grab the locker key from the hanging TV . Open the cabinet to find the “STARS Emblem” decoration (+ firepower, deflection) and zoo tickets from Barry. The same cabinet also contains some Capcom game discs.

In the western corridors, head south and encounter one zombie. There’s a body missing a jaw in a dead end to the right; examine it. Go into the room on the left and grab 5 rounds of ammo . There’s a ladder hanging above here; shoot the yellow node on it and climb up.

2nd floor . STARS Office. Upstairs, go through the left door and enter the room beyond the hallway. In the locker by the entrance is a photo above the flag (57/75) . In the office, examine the jacket; it contains a photo from Barry (58/75) . A beret is on the table nearby. On the wall to the right is a first aid kit. On the table to the left is “Barry’s To-Do List” (59/75) .

In the room with the lockers, there’s a briefcase with a three-letter code. Enter the password: RRR . Inside is the “Enhanced Optics” decoration (+ penetration and power of the last bullet in the cylinder). In the corner room of the commander, there’s a photo of the entire squad . Open the commander’s desk drawer; a “Library Card” (60/75) will appear, but not immediately .

Library. Return to the stairs and go through the other door. In the hall, go to the end and pick up the jack on the floor . Nearby, examine the bookshelves in the center; hidden behind the books is Mr. Raccoon (22/25) . Climb up, go left across the bridge, examine the book (it will only appear if you’ve collected all the notes in Stars’ office), and inside you’ll find a photo of Rebecca (61/75) (the code for the suitcase is written on the back of the photo). Climb over the inclined cabinet, exit onto the balcony in the hall, jump to the right, and pick up the Shotgun Shells (6 ).

 

In the hall, we can now use the jack to open the grate to the west and the shutters to the east. Head east. In the dark corridor, we’ll hear Zeno and Grace’s voices through the wall. A little further on, we’ll overhear a conversation:

Zeno will tell you about the search for Elpis—the latest virus created by Spencer to control human minds. The lab created new girls, copies of Grace, but they turned out to have different properties.

 

10. Raccoon City Asylum
Resident Evil: Requiem. Where All the Raccoons Are

Objective: Look around the shelter

Raccoon City Orphanage – February 1990. Play as little Grace. You’ll wake up to a noise outside the door. There are no other girls in the adjacent beds. Examine the calendar on the wall . Go out into the hallway and through the next door. You’ll see the child test subjects attacking the doctor.

Objective: Hide from children

We run back to our room and hide under the far bed. We wait until the kids check everything and leave. We go back to the room where the doctor was and go through the next door.

In the orphanage’s hallway, we go down to the first floor and hide under a table. The children will fall from above, open the doors, and disperse. We climb out and go through the doors opposite. Two children stand in our way. We approach them, run away, and hide again. We move forward; the children will be gone.

In the next room, there’s a locked hatch on the floor. Turn on the table lamp, pull out the drawer on the left, climb up it onto the dresser, and take the hatch key . Hide behind the boxes near the dresser. Once the children leave, go to the hatch and descend into the basement.

We follow the corridors deeper and deeper underground. Enter the double doors on the left and find ourselves in an underground chapel. A secret door with the Umbrella logo will open behind the altar. We enter, press the lever behind us, and a grate on the side will open. We go there and open the coffin, inside it is the “Leg Tag” (62/75) . Behind the grate we’ll see a poker. We slide the lower coffin out from the side and climb over the grate like a ladder. We unlock the grate and take the poker . Children will surround us both in front and behind us. We quickly run to the ladder, lower it with the poker, and climb up.

We find ourselves in the lab. We go through the door on the right, and on the tables in the room, we read the documents “Results of Series #60” (63/75) and “New Researcher’s Notebook” (64/75) . On the screen, we examine “Mr. Spencer’s Visit .” Behind the next door, we see flasks with babies. We enter the presentation room, press the remote, and view slides about the project. Here, the doctor will grab us and put us to sleep, calling us by our name, Chloe.

 

11. Leon. Path to the Ark.
Resident Evil: Requiem. 100% Walkthrough

Raccoon City Center . The episode in the orphanage is a recording Zeno showed Grace. They were trying to recreate the “Spencer Key” in the lab. And Grace is the original, the one they used to make the clones. She’s needed to get Elpis in the ARC. Grace will have a seizure. Leon will arrive and try to shoot Zeno, but he quickly dodges. The enemy will carry off the unconscious Grace and unleash the Tyrant monster, Mr. X, on us. We’ll shoot the ceiling, and the monster will be crushed by the collapsing ceiling.

Objective: Escape from the police station

Play as Leon. Run away from the rubble as quickly as possible. The enemy will attack through the wall. Run to the window, climb the ladder, and jump over the pit. At the top, go into the hallway on the left. A long pipe will stick out of the wall in the office; run away from it. Mr. X will destroy all the adjacent walls with this pipe. Run to the dead end on the right. Mr. X will emerge there, go around him, and run through the gap he created. Run past the stuffed animals. In the hall, you’ll see a helicopter flying away.

Objective: Head to the shelter

On the balcony, go left and pick up the “City Guide” (65/75) on the bench . Go down to the hall and save .

 

Weapons store . Exit the ruins of the building ahead. To the left, you can go down to the underground police parking lot; there are 3+3+3 ammo in the crates there . A zombie will respawn in the container, and two more zombies will be behind it. Inside the container are 6 rifle ammo and a silver-plated scope . Outside, to the right of the container, there’s a module (3700) and a “Bear Cub” decoration (+ mid-range firepower, – short-range firepower).

On the street, we pass through the gun shop. Inside, there’s a “Kendo Gun Shop ” poster on the floor. In the backyard, recall what happened here earlier; in the garage, examine the skeleton. A W870 shotgun (for police) is on the shelf . Exit the building to the right, toward an “Umbrella” poster. To the left of the poster, Mr. Raccoon (23/25) is standing in the window .

From the store, we move forward and search the military chests behind the building, taking 10 rifle ammo, 10 shotgun ammo, 60 machine gun ammo , and a medical injector . Inside the container is a chest and a save .

Boss: Tyrant . The monster will catch up with us and start throwing missiles left over from the helicopter. Shoot the missile; the explosion mutates the monster. We engage in battle. Dodge the monster’s attacks and fire our most powerful weapon at the red growth on the enemy’s chest. When the boss falls to one knee, run up and hit him with the hatchet. Repeat several times.

We walk around the area, collecting 40mm machine gun ammo and 8mm rifle ammo from the crates. There’s a medical injector in the van on the corner . There’s 3mm ammo on the basketball court to the side . We can roll the toy head into the fallen basketball hoop to hear Leon’s line.

 

Metro . Head north, through the gate, and enter the shelter building. Inside, jump down the gap in the floor and find yourself in brick tunnels. Unlock the door with the valve. Exit the tunnel through the grate.

We’ll find ourselves in a gorge below. We’ll cross the abyss on a small bridge. We’ll enter the metro. To the right of the turnstiles, there’s a lot of gunpowder on a bench . In the right tunnel, we’ll go down and grab a green herb from the cliff .

Enter the train car hanging over the abyss. There’s some 6mm rifle ammo in the car on the left . Run quickly through the cars. Large tentacles will appear in the last car. Shoot the tentacle with the flower (1) . If you shoot all 9 flowers, you’ll earn the achievement . The train will begin to fall into the ravine; jump out in time.

We slide down the hill. We climb onto the subway platform, and in the dead-end on the left, we pick up some gunpowder (not much) . We climb into the train car and grab the debris . We exit the train car through another door, climb into the train car on the adjacent track, and grab some green herb inside . From here, we exit through the door on the left, crawl under the beam, and from the chest, we grab 4 shotgun shells, 30 machine gun shells, and 10 pistol shells . We descend along the hanging cable into the abyss.

Caves . Go through the cave with water. Shoot the tentacle with a flower (2) . Shoot the hanging suitcase from above on the left, pick up 3 rounds . On the right, in a dead end, break the crate, take 3 rounds . Jump down on the left, shoot the tentacles (3, 4) when they open. On the ground ahead, there’s a small tentacle; if we approach, it will grab us. Shoot it from afar, and a flower (5) will appear . From the chest on the left, take 4 rifle rounds, 1 revolver round , and a medical injector .

Jump down into the water below. Ahead, shoot the flower (6) , grab 3 ammo on the left, and shoot the hanging briefcase on the right to grab the module (4900) . There’s another trap ahead; shoot the small tentacle on the ground, then the flower (7) . To the right, in a dead end, is a crate and a lot of gunpowder . There’s some green grass on the left and two flowers (8, 9/9) just below .

In the bright cave, we break open the crates; they contain 3+3 ammo . A large tentacle will rise up, shoot it, then another one. When we reach a bright spot, the tentacles will cover us, shoot at us. We jump down.

Objective: Defeat the giant plant

Boss: Flower . Shoot the main tentacle with the flower when it opens. Dodge the side tentacles. When the flower takes a lot of damage and moves to the side, shoot the red barrels behind it. The plant will burn. The crates on the side contain 20mm machine gun ammo and a medical injector . Pull the lever ahead to enter the Umbrella lab.

 

12. Resident Evil: Requiem ARK . All endings

We go through the green doors. At the fork, go through the door on the left. Inside the room, on the monitor, there’s “Status Report N0-AH” (66/75) . Take the medical injector from the table . The box in the corner contains 30mm machine gun ammo . There’s a chest and a save .

Behind the next door, on the left, behind glass, you’ll see capsules with monster liquors. On the right, on a crate, stands Mr. Raccoon (24/25) . We go down the stairs and enter the server room. On the left, on the way, there’s a green herb and some 30-round machine gun ammo . We enter the small door and pick up the module (4500) in the room . On the monitor, we’ll see Grace in the central hall. A squad of mercenaries will arrive.

Objective: Eliminate the elite guards

We hide in the server room and shoot at the incoming guards from cover. There will be two soldiers in the hall. We exit into the corridor and through the door on the right.

Warehouse. Four soldiers are lying in ambush ahead; it’s best to kill them with a sniper rifle. We can shoot the red capsule; a monster will burst out and kill the soldiers. There’s 3 rounds in a crate on the right . Climb the ladder nearby, cross the pit, and jump down on the other side. Two shielded enemies will jump down here, but they can be easily knocked out. Take 30mm machine gun ammo and 3mm pistol ammo from the crate in the corner. There’s a green herb in the corner with the computers . Once we kill everyone, the door will open.

In the hallway, go left up the stairs and save your game . Go right and examine three statues in the white hall. Go up to the room on the right and take 3+3 ammo from the boxes . On the monitor screens, look at: “Bioweapon Research Report” (67/75), “Product Catalog 1, 2 (2026)” (68, 69/75) .

Objective: Eliminate the commander

Boss: Hank . We exit back into the corridor and go through the double doors. The squad leader will attack there. It looks like it’s Hank. We’ll engage in close combat with hatchets. We’ll fall through the window below. We’ll parry the enemy’s attacks at the right time, then strike. Repeat several times. While he’s grappling, quickly press the button. When we kill him, we’ll receive the “Deadly Blade” hatchet .

We take the medical injector from the crates . We climb the stairs. We enter a huge room with embryos. Zeno brought Grace to the main control panel and asked her to enter the password. We engage in combat, but Zeno moves quickly and regenerates. Together with Grace, we escape below and take a cart to another room.

Grace – October 9, 4:53 PM . Leon will lose consciousness after being wounded. When he wakes up, the spots on him will be larger. Leon will set off to destroy Elpis. Grace will ask to be taken with him.

Objective: Find a way out of the dump

Play as Grace. Follow Leon. Ahead, you can see a door above, but the path is blocked by a crane bucket. To the right, examine the hatch above. Leon will give you a lift up there. Crouch and crawl into the vent, knock out the hatch, and jump down. You’ll find yourself in a room with a control panel.

Objective: Find the protocol cancellation key

We go up the stairs. There’s an empty bottle in a crate at the top . At the crossroads is a chest with items and a save . There’s a lab diagram on the monitor. We go through the green doors.

In the room behind the glass, we’ll see a liquor monster. There’s an empty bottle on the table to the right . In the hallway to the right, we’ll see a monster up close. It can’t see, relying only on hearing. Sneak into the room on the left and grab the empty bottle from the couch .

On the left, enter the corridors with capsules. You need a keycard to open the doors. Sneak under the monster on the ceiling. There’s a zombie in the room; kill it from behind. Collect 8 rounds of ammo and a bottle of acid from the tables . In the other row, there’s another zombie, a bottle of acid , and a blood stain (20). Examine the control panel with the green light and take the protocol cancellation key .

The light in the room goes out. In the darkness, we sneak back to the lower room. A liquor is crawling in our way; we throw acid at it. We can proceed to the room on the left. Inside, there are more monsters, a homemade knife on the tables, an empty bottle , and a safe (4) with a round combination lock. Password:

Right 10, left 90, right 20.

Inside the safe: 15 rounds of ammunition, Molotov cocktail , medical injector .

We go to the flashing door. On the left, we pass the corridor with the monster; behind him, in the room there’s a green herb . We return to the stairs, go down to the very bottom, and insert the key into the device. We’ll lift the crane in the junkyard.

Objective: Go to the central cleaning system

A panel has opened on the wall behind us, revealing a magnetic key . We climb back up and use the key to unlock the red door. We’ll find ourselves in the red room, where we need to bring two spheres.

Objective: Find a way to open the door

We exit back into the corridor, go to the far red door, and unlock it with the key. Inside, everything is covered in blood, and there’s a blood bag (80). Open the red chest to find a spirit sphere . Three zombies will enter from behind; run away from them.

We return to the red room and turn left. In the side room there’s an empty bottle and the acid recipe . On the monitor, we read “Access Log: Minutes of the 51st Meeting” (70/75) . There’s also a safe here (5/5) :

Left 50, right 60, left 80.

Inside the safe: a bottle of acid, an empty bottle , a medical injector .

After opening all 5 safes, you will receive the achievement .

 

Continue down the corridor and go down one floor. To the right, in the corner with some boxes, there’s a green herb and “Safe in the Sterilization Chamber” (71/75) (the code for the previous safe). Monsters are crawling in the room with large containers. Unlock the nearest container to find an empty bottle and a hip pouch (+2 slots). The left container contains 8 rounds of ammo , and there’s debris in a container against the left wall .

We move forward to the stairs, kill three zombies, and take a blood bag (80) and three rounds of ammo from the containers . Go to the right wall; there’s debris in the container there , along with “Safe in the Observation Room” (72/75) (the code for the nearest safe). The central container contains one zombie, a blood stain (40), and a homemade knife .

We climb the stairs into the room. Inside there’s a blood stain (40). There’s a save on the table . On the left side of the screen is a lab plan . On the control panel on the left is Mr. Raccoon (25/25) . Take the Orb of Nobility from the red chest . Take the Empty Bottle on the left side of the window .

Climb through the window. Kill the monster on the catwalks and grab 16mm ammo and debris from the crate . Walk around the catwalks; there’s a second monster on the left, and an empty bottle in the crate . Jump down and head back to the door. The monsters will pop out the windows, so you can sneak past them.

Behind the door with two spheres, you’ll see a control panel with multiple screens. On the panel on the right is “Access Log: 1st Meeting Minutes” (73/75) . Examine the computer in the center and retrieve a floppy disk. Replace it with your mother’s disk. Watch the video about your mother and the dying Spencer.

Leon S. Kennedy – a few minutes earlier . We play as Leon. Grace has opened the way for us to go upstairs. We climb the stairs behind the raised crane. We enter the office and take a 1-round revolver bullet from the briefcase . From the drawers, we take 3-round ammo and 7-round machine gun bullets . Through the window in the hallway, we see a large building.

There are two zombies around the corner. Leon’s strength is waning, so he’ll occasionally have coughing fits and blurred vision. You should wait these out in safe places. Kill more zombies and grab a grenade on the right . Behind the door on the left is a med injector , 7mm machine gun ammo , a chest, and a save .

In the hallway, go up the stairs. In the room with the capsules, on the right side of the screen, you’ll need the emergency key. The briefcase contains a module (10100) . Break the boxes in the corners to find 3+3 ammo . Go through the other door on the left.

In the large hall, a Liquor monster will fall in front of us. If we can fend off the Liquor’s attack with our tongue, parrying with a knife, we’ll earn the achievement . We descend into the hall; along the way, two more Liquors will attack. Inside the containers are 7-round machine gun ammo and a green herb . There are boxes in the corners containing 3-round ammo and 7-round machine gun ammo . Press the button on the control panel in the center, and a path to a small door will open.

There are two monsters crawling behind the door. Press the button on the panel, which will lower the elevator in the hall. Go back into the hall, walk along the right wall to the stairs, and grab a green herb and 7-round machine gun ammo near the stairs. Climb up and grab the protocol cancellation key from the overhead cabinet at the top . Nearby are 7-round machine gun ammo, 2-round revolver ammo, a grenade , and a medical injector .

We open the small door, return to the room with the flasks above, use the key on the panel, and call the elevator. There are five monsters on the ceiling, all of whom will attack us. We throw a red cylinder and grenades at them. Zombies will jump out of the capsules, shoot them with a machine gun. In a couple of minutes, the elevator will arrive, and we go inside. On the next floor, with the last of our strength, we walk down the corridor to the main hall.

Grace Ashcroft – at the same time . We’ll play the “Grace” video on the screen. We’ll see Spencer handing over the little girl, Grace, to her mother. On another screen, we’ll see Leon in distress. We’ll automatically receive the documents “Alyssa’s Interview” (74/75), “Patrick’s Letter” (75/75) .

Objective: Go to Leon

We go through the side door and find ourselves in a wood-paneled hallway. In Spencer’s office, we examine the wheelchair. We enter the elevator and go up. We approach the dying Leon. Together, we return to the central building, where Zeno awaits. We promise to enter the code if Zeno helps cure Leon. We approach the main panel. It asks, “What is the creator’s wish?” We choose the password to enter:

  1. Destroy Elpis– “Destroy.” Leon dies. Credits roll.
  2. Release Elpis– “Hope”. The game will continue.

 

Once we enter the correct password, Elpis will open, revealing several injectors. Zeno will take one and immediately inject himself with the substance. It turns out to be an antivirus, not a mutagen. Zeno will lose his superpowers. Dr. Gideon will arrive and begin arguing with Zeno. We learn that Zeno is from the “Connections” organization. The doctor will easily kill Zeno without his powers and wound Grace. Grace will inject Leon with the antivirus, and he will come to his senses. Gideon will take another antivirus and activate the self-destruct sequence for the complex.

Objective: Defeat Victor

Boss: Victor Gideon . We’ll engage the doctor on the broken platform. He attacks with his mutated arm, so we dodge and shoot him from a distance. When he jumps back and starts charging, shoot him with a rifle. Dodge the waves of electricity. When he picks up a rocket launcher, we shoot him and we can pick up an RPG-7 rocket launcher . Run back and shoot him.

The boss will transform into a huge biomass. Dodge its tentacles and shoot the red growths. After this, the monster will be stunned, so shoot the new growths underneath it. Repeat this twice. The monster will grab us with its hand. Break free, run along the hand, and hit the main growth.

After the victory, we’ll find Grace lying prostrate. We’ll remain sitting with her. After everything collapses and the lights go out, a little later, special forces will descend into the complex. A soldier will relay a message from Captain Redfield. On the surface, Leon will tell us he’s taken the antivirus for Sherry as well. At the end, we’ll see that Emily survived inside the biomass. Credits roll.

After the credits, we see the FBI office. Grace is talking on the phone with Leon. Corporate mercenaries arrived at the destroyed complex, eliminated the remaining BSAA fighters, and seized the evidence.

After the first playthrough the following will be unlocked:

– Game mode “Madness”.

– A video about the production of the game.

– Special materials, models, sketches.

– Jacket (Leon), Jacket (Grace), Tactical flashlight for pistol.

 

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