Walkthrough#
This is the walkthrough for Resident Evil Requiem. First, the structural trait of this game’s progression: there are no numbered chapters — the main line advances through linked area missions. The chapter tables circulating online, such as “Chapter 1 opens with Leon in the Raccoon City police station,” do not match this game — the actual opening is Grace receiving her orders in an FBI office, then entering the Wrenwood Hotel. This page organizes the guide by the verified area order; room-by-room routes and safe codes defer to in-game document clues, and nothing is invented here.
Main-Line Area Order Overview#
| Order | Area | Protagonist focus | Verified essentials |
|---|---|---|---|
| 1 | Wrenwood Hotel | Grace | opening area; the scene of her mother’s murder |
| 2 | Elbridge | Leon | the first stop of Leon’s mission line |
| 3 | Wrenwood streets | mostly Grace’s line | the city blocks around the hotel |
| 4 | Rhodes Hill care home and courtyard | dual-line convergence | includes the 2F east wing, attic, chapel, and more; The Girl first appears |
| 5 | Water treatment plant | Grace’s line | the stage of The Girl’s final fight |
| 6 | Raccoon City east district | dual-line progression | the entry area of the Raccoon City ruins |
| 7 | Raccoon City downtown | dual-line progression | includes the R.P.D., Kendo’s gun shop, the basketball court; the Super Tyrant encounters |
| 8 | Orphanage | dual-line progression | story-driven scenes |
| 9 | Blackthorn station | dual-line progression | the late-run transit hub |
| 10 | ARK facility | dual-line convergence | the endgame stage where the ending choice happens |
This order was verified against the GMTreks and IGN Wiki run summaries. Each area is a relatively self-contained large map, stitched together by story nodes; save points (safe rooms and item boxes) are distributed per area, and the steadiest rhythm is “clear one area, organize the item box once.”
Opening: The FBI Office and the Wrenwood Hotel#
The game begins in 2026 at the FBI’s Midwest field office: supervisor Nathan orders technical analyst Grace Ashcroft to investigate — eight years earlier, in October 2018, her mother Alyssa Ashcroft was murdered at the Wrenwood Hotel; now a string of inexplicable deaths connected to it is occurring there, and Grace must return to that hotel.
The Wrenwood Hotel is the game’s first large map; the verified key nodes of the opening are:
| Node | Content |
|---|---|
| Arriving on scene | Wrenwood City officer Norman Cole has cordoned the hotel’s perimeter; Grace contacts him and enters the scene |
| The first five files | investigation report (carried from the start) → Wrenwood City guide → hotel brochure → closure notice → Alyssa’s diary |
| Room 204 | examine the photo on the pillar and other clues to get the old key, then use it to enter Room 204 |
| QTE ambush | an attack QTE triggers as the story advances — escape per the prompts |
| Emergency exit key | the key item required to advance |
The opening’s exploration logic is worth memorizing: this game’s puzzle clues live almost entirely in files and environmental details. The pillar photo yielding Room 204’s key is the first demonstration of this design — check walls, tables, and carried files before anything else when entering a room. Other verified key items in the hotel segment include the bolt cutters, mobility scooter keys, and the Requiem fuse; item descriptions carry clue functions, so read them on pickup.
After the hotel segment, the story makes its first dual-line switch: the camera hands over to Leon.
Elbridge: Where Leon’s Line Begins#
Elbridge is Leon S. Kennedy’s first mission area. Unlike Grace’s line’s scarcity, Leon’s segment is firepower-rich: his melee mainstay is the Hatchet, and buying and tuning weapons spends Credits — from this area on, Leon’s economy system formally enters play.
The two lines’ play styles contrast here: Grace’s hotel segment teaches stealth and evasion, while Leon’s Elbridge permits open firefights. The shared rule to note: tough-enemy fights depend on parries, and the Hatchet’s counter is Leon’s core skill — drill parry timing in this segment, because every later forced-parry boss fight builds on it.
The area’s files, collection points, and safes defer to the in-game tallies; specific objectives are conveyed by mission guidance and on-site documents together.
Wrenwood Streets#
The streets carry on from the hotel segment, expanding the stage from interiors to city blocks. This is the continuing ground for Grace’s “detour first” strategy: streets offer many paths and forks, and most encounters have a bypass option.
The street segment also carries narrative weight — Wrenwood, this small city beside the Raccoon City ruins, tells its street-level details (notices, posters, barricades) as first-hand material for understanding the “Raccoon City syndrome” theme. Reading files starts paying off here: city background and case leads are written into the street documents.
The Rhodes Hill Care Home and Courtyard#
The care home is the mid-game’s biggest scene cluster, with subsections including the 2F east wing, attic, and chapel, plus an exterior courtyard. This area carries enormous narrative weight: the final villain Victor Gideon rose from being Rhodes Hill’s director, and his research traces in this facility are the mid-game’s main thread.
Verified encounter nodes:
| Encounter | Location | Essentials |
|---|---|---|
| The Girl’s first appearance | care home | a light-sensitive stalker with no kill method at this point — evasion only |
| Chunk | Leon’s line, attic | optional boss; skipping it doesn’t affect the main line |
| Blister Borne | chapel | 4 cyst weak points across its body; its charge cannot be parried; pop the cysts one by one with the Requiem revolver |
The Girl’s debut changes this segment’s exploration rhythm: in areas she roams, light management and hiding-spot choice come first — open firefights aren’t an option. The chapel’s Blister Borne is the mid-game’s hard fight: until every cyst is destroyed, damage output is wasted; sidestep the charges and don’t get greedy with parries.
The care home courtyard is the transition between areas — low exploration pressure, ideal for organizing the inventory and confirming the file list before the next area.
Water Treatment Plant: The Girl’s Final Fight#
The water treatment plant is where The Girl’s stalker line converges. By this point the run has put the Requiem revolver in your hands — this revolver can stun her, turning the previously “flee-only” stalker into an opponent who can be faced head-on for the first time.
The final fight revolves around the Requiem revolver: stun to open lanes, deal damage to weak points. Fight details and mechanics are in Boss Guides. Winning removes Grace’s line’s biggest early-game pressure source, and the run enters the Raccoon City ruins.
Raccoon City East District#
The east district is the ruins’ entry point. For series fans, it’s a double node of nostalgia and narrative: the scene of the Raccoon City incident 28 years ago unfolds as ruins, and the wreckage itself is part of the story.
The exploration logic matches earlier areas: files first, detours first. The east district’s new files keep adding clues linking the Raccoon City incident to this case; safes and collection points follow the “codes are in nearby files” rule.
Raccoon City Downtown: R.P.D., Kendo’s Gun Shop, and the Basketball Court#
Downtown is the Raccoon City segment’s core scene cluster, with three verified landmark scenes:
| Scene | Verified encounters and essentials |
|---|---|
| R.P.D. (Raccoon City Police Department) | the Super Tyrant (Mr. X / T-501) encounter inside is unwinnable — escape only |
| Kendo’s gun shop | the franchise’s signature shop returns in ruins |
| Basketball court | the stage of the true Super Tyrant fight; parries are forced |
Be clear about the R.P.D. segment in advance: the in-building Super Tyrant encounter has no win condition — retreat as the story pushes you, don’t linger. The real duel is scheduled for the basketball court — this forced-parry boss fight is the whole game’s parry-skill exam; organize melee weapons and healing before entry, and beating it earns the achievement I Remember That, Too.
The Commander (HUNK) encounter also lands in the Raccoon City segment: melee is forced, with parries and physical attacks as the main line, and the fight rewards the legendary axe Mortal Edge.
The Orphanage and Blackthorn Station#
The orphanage and Blackthorn station are the two story-driven areas before the endgame. The orphanage handles plot revelations, and Blackthorn station is the transit hub on the way to the ARK facility.
These two areas’ combat density defers to actual in-game encounters; verified progression information centers on area advancement and story nodes. After this segment, both protagonists’ threads converge on one destination — the ARK facility.
ARK Facility: Endgame and the Choice#
The ARK facility is the endgame stage, spanning three sectors (ARK 1, 2, 3), with verified key nodes:
| Node | Content |
|---|---|
| Double-sphere door | the twin-orb mechanism door in the ARK Lobby — the endgame area’s access puzzle |
| Story convergence | the research truths of Rhodes Hill and the ARK are revealed here |
| Ending terminal | a single choice: Destroy Elpis or Release Elpis |
| Final boss | triggered only on the Release route: Victor Gideon in a two-phase fight, with a dropped RPG-7 that can be reversed against him |
The ending choice’s mechanics are explained in All Endings: choosing Destroy goes straight to the ending, while choosing Release leads into the game’s final boss fight first. Players who want both ending presentations should manually save once before the terminal; on Classic and Insanity, remember to keep one ink ribbon for that save point.
The Remaining Forced Encounters#
Beyond the area-bound encounters above, three more forced boss encounters — Emily, Titan Spinner, and Plant 43 — plus Victor’s highway chase with the Garmrs (a motorcycle chase with quick-draw QTEs) are spread through the mid-to-late run. Their exact area placements were not found in verifiable sources, stated honestly below:
| Encounter | Verified mechanics | How to approach |
|---|---|---|
| Emily | main-line encounter fight; the same-named character can be saved in Leon’s line | mechanics defer to the game |
| Titan Spinner | main-line encounter fight | mechanics defer to the game |
| Plant 43 | a plant-type enemy and its seedlings | clear the seedlings before the main body |
| Victor and the Garmrs | highway chase + quick-draw QTE | complete the quick-draw prompts |
The highway chase is a story-forced node that cannot be skipped; the other encounters follow the general rule “confirm it can’t be bypassed before fighting.” The game has 11 boss encounters in total (2 optional), with the full list and per-fight mechanics in Boss Guides.
Clearing Pace and Length Reference#
| Goal | Verified length |
|---|---|
| Main line only | about 12 hours |
| Main line + light exploration | about 11–16 hours |
| Full collection | about 25–40 hours |
When advancing by area missions, two habits visibly improve the experience: first, deposit keys and surplus supplies into the item box after clearing each area, entering new areas light; second, read files on pickup — codes, key locations, and story clues are all written in them, and skipping files costs multiples of the time on puzzles. Collection scale and routes are in Collectibles, and difficulty’s impact on the run’s margin for error in Difficulty.
One restatement of this page’s boundary: room-level routes, safe codes, and step-level detail are only given here as a verified framework and nodes, not invented; actual progression defers to the in-game mission guidance and file clues.