Trying to find the three Quartz pieces or struggling to get to Victor’s Office in Resident Evil Requiem? Events in Rhodes Hill are heating up, and after a terrible encounter with The Girl, not to mention some chainsaw-swinging medical staff (featured in part two of our walkthrough), our Requiem heroes continue to experience a truly frightful evening. Grace has to run all over Rhodes Hill trying to locate three Quartz pieces in order to open a funky door, while Leon has to contend with a horror in the facility’s attic.
Without a doubt, this segment of the game is vintage Resident Evil to its core, full of puzzles, inventory management, and several intriguing zombie behaviours to burn into your memory. This walkthrough will guide you through finding the three Quartz pieces and getting to Victor’s Office in Rhodes Hill, providing more than a few handy pointers to help Grace and Leon make it out of this hellhouse alive.
In this guide:
How to get the Moon Quartz
Following our cathartic beatdown of the doctor squad as Leon, we’ll emerge in the central lobby of the Rhodes Hill Chronic Care Center as Grace, now wielding the undead-smiting powers of the Requiem revolver. Although there’s nothing directly guiding us, we’re about to embark on a journey to find three key items so we can escape this wretched hellhole. These are the Moon, Sun and Star Quartz. Checking out the door to the courtyard on the north side of the lobby will reveal three slots for cube-shaped items. Slotting these three Quartz pieces into the door will unlock it and allow us to flee.
That mission is gonna take a good bit of exploring, deducing and discovering, but we’re here to streamline it for you so you know the main spots to hit and the core path to your goal. For each major area, we’ll post a map that shows the route to your objective, so follow along and we’ll run through all of the obstacles you’ll have to conquer, complete with tips on how to get past them.
For this first portion, we’re gonna focus on getting the Moon Quartz, which is found in the Chairman’s Office.
West Wing, Floor 1
To find the Moon Quartz, we’re going to have to explore the West Wing, which requires finding the West Wing keycard. You may have already snagged this automatically, as it’s found in the Medication Room, where Grace first meets Emily, the blind girl reading braille inside a glass chamber. During the cutscene where the two are introduced, Grace will pick the keycard up from a dead body.
Once we have it, we’ll be able to explore the West Wing. Above, we’ve posted a map with the route through the West Wing’s first floor. We’ll want to follow this route to proceed towards our goal. Note that this is more of a direct route towards the Moon Quartz. If you want to veer off the beaten path, feel free! There are useful resources and other goodies to snag all over the Care Center. If you need help with any of the sections referenced on the map, you can jump between our rundowns here:
Sneaking past the Chef
As you follow the route, one of the first rooms you’ll come across is the Kitchen. Passing the row of shelves and cupboards that line the entrance, you’ll turn the corner and spot a zombified Chef cutting some meat on a table (and splattering it EVERYWHERE, the silly goose!). Dip back behind the shelves immediately, as your arrival will trigger the Chef to look up, and if he spots you, he’ll immediately start gunning straight for you.
This encounter is the tone-setter for Requiem. I know what you’re thinking. You’ve played zombie games! These guys are dumb and squishy! I can either drop this guy in seconds or run past him while he shambles around! But, no, the Chef isn’t just a culinary master. He’s a fatality wizard. if he spots you, he’ll start swinging with his cleaver, and while you can fire a shot into him with the Requiem, it won’t be enough to put him down. If he catches you with that big ol’ blade twice, you’re out of here, and he attacks with surprising heft considering he’s built like a brick wall. So, you need to be stealthy and smart.
To get past him, wait for him to move, as he’ll cross around the stoves in the centre of the kitchen and begin tenderising more meat in the corner. Follow him and wait behind the stoves. You’ll spot there’s a path around the stoves on your left, and another on the right. The one on the left leads directly to the Chef, while the one on the right is blocked by a cart with some large pots. We can either do this slow but safe or fast but risky, and I’ll leave the choice up to you.
Slow but safe requires pulling the cart with the pots on your right backwards until it’s out of the way of your escape route. As you begin pulling the cart, the Chef will occasionally stop tenderising the meat, turn around and either move towards the stoves in the centre or approach the cart from the opposite side you’re currently on. When he stops, let go of the cart and retreat ASAP. When you’re hidden, wait for him to return to work and get back to pulling the cart. It’ll take a few seconds, but once the cart’s out of the way, slip past it and sneak out of the kitchen via the double doors at the back of the room. Alternatively, if he does decide to inspect the pots on the cart when he goes for a brief stroll, you can loop around him using the left path and exit that way instead.
Fast and risky is really all about just pissing the big guy off. Get his attention, but specifically make him approach you from the other side of the cart. If he knows you’re there but he can’t reach you because the cart’s in the way, he’ll throw a strop and kick the cart, breaking it. This can stun you if you don’t move out of the way in time, but it also allows you to loop around the stoves using the left path so you can escape before he can give chase.
However you gave him the slip, you’re now free to continue to the next step on the map.
Opening the shortcut
When we reach the corridor leading to the Dining Room, we can open a shortcut that leads back to the save room, allowing you to skip the Kitchen going forward. There’s a zombie lurking around here, flicking a light switch on and off. Luckily, this dude really likes light switches, so he should be relatively easy to sneak around. Behind him, in the back right-hand corner of the room, you’ll find a door.
Interact with the door on this side and Grace can unlock it, accessing the corridor we took to originally reach the Kitchen. Feel free to pop back to the Guard Station and save if you don’t even want to risk locking eyes with the world’s hungriest chef ever again.
How to get the pistol
The next step on our first-floor adventure will take us to the Dining Room to grab a pistol. When you enter, you’ll spot two zombies eating a mound of bloody meat on the table. These guys won’t suddenly pop up and attack, don’t worry. Honestly, they’re actually quite chill. They came to the Dining Room to eat some good food, and while they’re stretching the rules of dining table etiquette (they have their elbows on the table!), they’ll refrain from attacking you unless provoked.
Just to the right of the table, in the centre of the path, you’ll see a pistol you can pick up. Grab it to add the B934 to your inventory, netting us our first weapon. A word of advice, though. Don’t go all-out Rambo now that you have a firearm. Ammo is exceptionally limited throughout the Care Center, and there will absolutely be points where you need to lay waste to some undead shamblers down the road. Conserve bullets unless you’re shoved into a corner. If you are in a bind, also note that you can shoot zombies in the legs once or twice to stun them, allowing you to push them over and flee. It’s a great way to save some bullets, especially in rooms that you’ve cleared and know you’ll probably never come back to again.
Heading up to West Wing, Floor 2
Our map will now drop you off at the bottom of the stairs leading up to the West Wing, floor 2. At the end of this corridor is Cold Storage, but we can’t go in there just yet, so look towards the stairs. You’ll see a zombie shuffle around the corner, and I give you full permission to fire because it’s mighty rude that he’s in our way. Aim for the head, finish him off, then climb the stairs to West Wing, floor 2.
West Wing, floor 2
Now that we’ve reached the West Wing’s second floor, it’s time to hunt down the quartz piece. The route to follow in this section is shown above. You can jump between our walkthroughs of each point of interest below:
Getting Grace’s pistol and evading the Singer
Our journey through the second floor will begin in the Bar and Lounge. There are two things to point out here. The first is Grace’s pistol, the S&S M232, is hidden behind the bar to your left when you enter. It’s up to you whether you want to get it now or later, considering there are two zombies having a whale of a time in here, as well as a special infected we’ll look closer at in just a second.
Grace’s pistol is more versatile than the standard one, and probably the gun you’ll want to use for the rest of her campaign, so it’s well worth grabbing at some point.
The other point of interest is the special zombie I just alluded to. As you arrive, you’ll hear some creepy humming, and spot a zombie in a white dress prancing around ominously. Her voice isn’t half bad, you know, but the big tip-off that she’s evil is that she isn’t humming something catchy. Wouldn’t give a toss if she was humming the Mewgenics soundtrack, but she’s out here performing the kind of creepy jingles you’d hear a bog witch singing in a Robert Eggers movie.
Anyway, the Singer’s special power is that she can scream so loud that you take damage and get disoriented. This attack’s a bit of a bastard to counter, because it can hit you from range and leaves Grace stunned, giving the other zombies in the room a chance to nibble on her in the aftermath.
You can make the call if you want to do this fight now or later. I’d personally opt to get it over with now if you’ve got the bullets to knock her block off with a few solid headshots. Once she’s out, she drops an Antique Coin, and without her there to stun you, you can more easily evade her two fans, allowing you to grab the pistol behind the bar. If you do opt to come back for the Singer’s head later, simply sneak out the door to your right.
How to solve the Moon Quartz puzzle
Our journey continues in the Chairman’s Office. When you enter, you’ll see the office is split into two portions – a lounge and an office space. There’s a safe in this initial lounge area that requires a sequence comprised of symbols to open. Meanwhile, there are three buttons we can press to input symbols into the sequence below, with the selection including a Star, a Moon and a Sun, just like the Quartz pieces we’re hunting.
To find out what order to press them in, head into the office space at the back of the room. The Chairman is snacking on his assistant behind the desk in here while telling her she’s fired. I like to imagine she stole some bog roll and a few paper clips, and instead of getting served a P45, she just got served up instead. We can avoid interrupting this famished mogul’s unemployed snack and get what we need by sneaking in slowly and approaching his desk. On the desk, you’ll find a pencil. Grab it, then retreat to the lounge area.
On the coffee table in the centre of the lounge area is a notebook. Interact with the notebook and select the pencil when prompted, then use it to shade in the page, revealing the sequence to open the safe: Moon, Sun, Star, Moon.
Head over to the safe and punch this combination, revealing the Moon Quartz. That’s our first Quartz down.
How to get the Red Jewel
I know we said we weren’t gonna trudge too far off the golden path in this walkthrough, but this is an important one. While we’re in the Chairman’s Office, you’ll find the Unicorn Trinket Box on the table next to the room’s entrance.
Pick this box up, then examine it in your inventory, rotating it until you see a button on the back panel. Press this button when prompted, and the box will open, earning you the Red Jewel. You can take this Red Jewel to the Parlor on the first floor of the West Wing. When the jewel’s inserted into the diorama on the room’s locked door, it’ll open, allowing you to use the various Antique Coins you’ve collected to buy upgrades for your health and damage, a new Hip Pouch, and an upgrade for the Blood Collector.
West Wing cleanup
Before we move on to getting the second Quartz, here’s a list of side tasks that are off the beaten path but worth doing for a little extra power and resources. You can do them now, later, or never! It’s up to you!
- The Chef we met earlier can be killed to unlock access to the Pantry. If you want to get revenge against that towering behemoth, we have a full guide here.
- As mentioned before, the Parlor is well worth a rummage around, so head down there and insert the Red Jewel to buy some upgrades with the Antique Coins you’ve grabbed so far.
- If you didn’t beat the Singer, feel free to return to the Bar And Lounge and take her down, as well as grab Grace’s pistol.
How to get the Sun Quartz
Now that we’ve got the Moon Quartz, it’s time to search the East Wing for the Sun Quartz. As with before, we’ll cover each floor using a map, pointing out key items to collect and activities you need to complete, as well as any enemies you may have to face along the way.
East Wing, Floor 1
Our next major area to explore is the East Wing, starting with its first floor. As with before, we’ve posted a map showing the main path. If you need any help with specific items, enemies or objectives in between, you can skip between them using the links below.
The Blood Collector and Microscope
After a stop in at the Examination Room and the Treatment room, where you’ll face two zombies and learn to use Hemolytic Injectors to stealth kill foes, your next visit should be to the Blood Lab. It’s got a gross moniker, but man, this place is pretty useful, and you’ll be coming back frequently.
For starters, it has the Blood Collector, which is a key item we can use to siphon infected DNA from blood buckets and piles. And no, Grace isn’t just collecting it to create a really sick blood swimming pool in her backyard. Infected blood is essentially gunpowder in Grace’s run, meaning she can combine it with Junk to make different resources, including ammo and med injectors.
We won’t have many recipes off the bat, but luckily the Blood Lab also has a Microscope, which we can insert Blood Specimens found around the Care Center into. Upon completing a simple mini-game puzzles, you’ll be able to craft new items. (We have a whole guide on how to use Infected Blood to craft items, so check it out for greater detail.) The first of these Blood Specimens is found directly next to the Microscope, so go ahead and try it out. When you’re done playing with blood, it’s time to go spill it, so leave the Blood Lab and continue following our route.
Zombie Ambush
The next obstacle on Grace’s journey through the East Wing will hit when we reach the fork in the road in the centre of the area. As you proceed towards the hallway leading to the Waiting Room, three zombies will emerge from the darkness. If you really want to take these guys head on, knock yourself out, but it’ll save a lot of health and ammo to keep out of sight.
If you look just to the right of the entrance to the passage they’re shambling down, you’ll see some planters. Duck behind them and wait until the group of zombies has passed by, then round the corner and continue along the route.
Opening the Waiting Room shortcut
Like in the West Wing, there’s a shortcut here to help us get back to the Guard Office quickly. Head into the Waiting Room and make your way towards the double doors at the back of the area, being wary of the cleaner and the zombie patient stumbling around. Unlock these double doors to create a quicker path back to the lobby.
East Wing, Floor 1 stairs
Our route will end once you reach the stairs up to East Wing, floor 2. You’re almost at a safe room here, but there are two zombies patrolling the stairs. We’ll want to clear both of these pesky roadblocks, so take them out with any ammo you have and climb up to the East Wing, floor 2.
East Wing, floor 2
Now that we’ve ascended to floor 2 of the East Wing, we’ve got a brand new map for you to follow. As with before, if you’re looking for more details on a specific point of interest, use the links below:
Visiting the safe room and checking out the safe
Our first stop is through the door directly ahead when we reach the top of the stairs. Pop into the safe room here and save your game, then head into the office at the back of the room. You’ll find another symbol safe in the back right-hand corner of this office with buttons for the sun, the moon and the stars. Gotta love Resident Evil; a universe where security feels like it was designed by a magical troll living under a bridge.
Annoyingly, this safe is locked with a blue padlock. We can find a note nearby claiming that the lock can be removed with Corrosive acid, so let’s find some and get that Sun Quartz!
Security Band 1 and Chunk Chase
When you’re done in the safe room, your next stop will be just up the corridor. When you arrive, you’ll see a dead scientist curled up on the floor ahead. Right next to them is a Security Band. Approach the scientist and grab the Security Band.
As you do, a giant mutant will storm around the corner. This big ol’ fella is Chunk, and hey, you know what, he’s pretty cute if you ask me. What’s not cute is when he starts eviscerating the corridor with the sole purpose of catching and scranning you. Turn and bolt away from Chunk, either dipping into the safe room or down the stairs and into the Waiting Room. When you’ve lost him, he’ll begin roaming the main corridor of the East Wing, shoving his giant body through the passages as he patrols back and forth.
He’ll stay there for the rest of the game unless you forcibly remove him, but we won’t cover that right now. You can always check out Dion’s guide on dealing with Chunk here. For now, return to the corridor where we found Security Band 1 and keep on the route.
How to find the Corrosive
The final point on our map is the Conference Room, where we’ll find the Corrosive and the second Singer enemy. After you’ve entered, the Singer will scream, and a flock of enemies will rise up to dance to her horrid tune. Head back to the entrance of the room and pick them off one by one, retreating to the safe room if they manage to overwhelm you. Once they’re dead, go pick off the Singer in her office, and start looking around.
As you take stock of the office, you’ll find the Corrosive in a blue bottle on a desk. Grab it, then make your way back to the safe room.
Getting the Sun Quartz
When you return to the Sun Quartz office, you’ll trigger a cutscene, as Victor Gideon confronts Grace. Watch it play out and, when it ends, revel in how you absolutely bamboozled him. We’ll still be in the safe room, so you’re free to return to the office and finally crack that safe open.
Head to the safe and melt off the lock with the Corrosive to open up its locked hatch, allowing you to type in a code. To actually learn the code, we’ll need to find the two pictures of the Care Center’s head doctor in this office. Find the pictures (They’re both unframed!) and look for the symbols currently entered on the safe in their backgrounds. Each photo will show you one half of the code, so combine both halves to get the sequence.
The code should be: Star, Sun, Moon, Sun . Punch that into the safe to open it up. Inside, you’ll finally be able to claim the Sun Quartz, as well as Victor Gideon’s journal. The latter will be very important as we go for our final Quartz.
East Wing clean-up
Now that we’ve got the Sun Quartz, let’s quickly cover a few activities you can wrap up to boost your resources:
- As I mentioned earlier, you can kill Chunk if you wish. He’ll net you a decent Charm that’ll help out in tough battles. Once again, our guide on taking out Chunk is here, if you need it.
- You can return to the Parlour and spend any Antique Tokens you may have found throughout your journey.
- You can also take the Security band 1 to two different locations to earn some rewards. The first is the closet in the Blood Lab, and the second is the closet in the Waiting Room.
How to get the Star Quartz
It’s time to wrap this up with one final Quartz, the The Star Quartz. But while each of the Quartz pieces so far has required charting a new area, the Star Quartz is more about backtracking to explore some of the locked areas we’ve spotted around the Care Center. We’re not going to stick to just a single map for that reason. I’ll guide you through each key objective as I point you towards exactly what you need to earn your key to freedom. If you want to skip ahead, these objectives are listed below:
Getting the Artifical Lungs
Our first stop requires us to bag a nice new pair of Artificial Lungs. No, I know it would be the most Resident Evil thing ever, but these don’t give us the ability to run faster. They will, however, get us closer to the Quartz. As you can see from the map above, this requires going to the Garage, which is in the bottom-left-hand corner of the West Wing map, beneath the kitchen. Before you go though, make sure you’ve examined the journal we recovered from the Sun Quartz safe. It contains the Unlocking the Organ Transport Box instructions we’ll need to get the lungs, and if you check them out now, it means they’ll appear in your files, and you don’t need to bring the whole folder.
When you’re ready to get going, head to the Security Door shown on the map. It’s at the very end of the corridor that we used to reach the kitchen. A zombie is lurking down here, so eliminate him, then scan your Security Band and pass through to the corridor beyond. You’ll find a safe room on your left in the Custodian Office, so feel free to save, then push on down to the Garage.
At the back of the garage, you’ll find an open truck with the Organ Transport Box sitting on the edge of it. Grab the box, examine it, then turn it over to find a panel on the back that can be removed to access a series of buttons and dials. These buttons and dials need to be pushed and pressed in a specific order to unlock the box.
Luckily, the Unlocking the Organ Transport Box note we found in the Star Quartz safe will tell you exactly how to do it. I won’t run you through the specifics of the note, but if you do need a little help putting the pieces together, check out comrade Dion’s Star Quartz guide, including the Organ Transport box puzzle.
Pop it open and grab the Artificial Lungs inside to add them to your inventory. As you go to leave the Garage, be warned that there’s a slight issue to contend with. An issue shaped like a giant plough crashing through the wall at breakneck speed. This giant plough is piloted by a zombie who you know for certain has a bee in his bonnet about the concerned parking attendant telling him he couldn’t fit it in the garage.
He’ll drive directly at you, so back up, take aim and fire a few shots at the zombie in the cockpit of the plough. One or two should be enough to stop him, at which point you want to wait out of range until he crashes. In fairness… he did make it fit. When the setpiece is done, crawl under the left-hand side of the plough truck and up over the treads to reach the opposite side of the truck, letting you leave the garage.
Be careful when you exit the area, as the game will decide now is the perfect time to bring back Resident Evil 1 Remake’s Crimson Heads, now known as Blister Heads. Yes, they’re zombies who mutate if you didn’t completely destroy their heads, and they’re still absolute bastards. If you need a hand bringing them down, check out our guide on thwarting them here.
Getting the Artificial Heart
Stop 2 is to get the Artificial Heart, which luckily, involves absolutely zero deranged plough drivers. Head to the Custodian’s Office (The safe room we passed on the way to the Garage) and grab the Wrench from the green pot next to the typewriter.
Now, take the wrench all the way over to Cold Storage, which is at the bottom of the West Wing staircase. Pull off the valve on the Cold Storage door if you didn’t do it earlier while trying to enter, and then use the wrench to pry the door open. Inside, you’ll find the Artificial Heart hanging on a hook. Now we’ve got the components we need to go find the final Quartz piece.
Unlocking the Star Quartz Safe
With both artificial organs in tow, we’ll need to do a spot of surgery to get into the Security Manager’s office to unlock the Star Quartz safe. We’ve marked the locations of all the key items needed to get to the latter on the map above.
When you’re ready to get going, head to the Examination Room and look for the body in the centre that’s undergoing surgery. Approach the body and interact with it, then add the Artificial Lungs and Heart. Boom, call us Doctor House, because our patient is cured. But seems like he’s not all too happy about it, considering he’ll get up and start coming for us. He must’ve been the first person in the world to really like hospital food.
Kill him (or wait for him to fall down, which he does eventually) and then loot his body to get the Security Level 2 band. When you have it, head to the Security Level 2 door in the centre of the East Wing, using it to access the Isolation Ward. Loot this area for all the goodies you can while you’re here, as we’ll have a pretty rough throwdown coming up shortly. When you’ve scrounged everything possible, head through to the Security Manager’s Office.
As you step inside, you’ll find the Security Manager “dead” at his table. We’ve played this series long enough to know the guy’s a big fibber. Anyway, grab the notebook that’s directly next to him, and you’ll find the code: Star, Star, Moon, Sun. Hell yeah! Now nothing can stop us! Take a victory lap over to the safe, which is just to the right of his desk, and… ah. Yeah. Okay. Maybe something can stop us. The buttons are in braille, meaning we can’t read them.
However, we do know someone who can. Little Emily is still confined in her cell, and in the ensuing cutscene, Grace realises the Security Manager has the Security Level 3 band we’d need to free her. When the scene’s done, you’ll automatically get the band, so head to Medication Room adjacent to the Guard Office.
Approach Emily’s cell and use the Security Band to open it up, cueing a cutscene. After the scene’s done, we’ll have a new weapon, Emily, who we can carry around and chuck at zombies, exploding them as she pushes her tiny thumbs into their eyes! Okay, we can’t do that, but it would be pretty metal, wouldn’t it? No, in truth, Emily is the opposite of a weapon. While carrying her, we won’t be able to access any weapons or equipment. She’s gonna cramp your style, especially as you can’t put her down unless you’re in the Guard Office, where she can be left to hang out on the sofa and, I imagine, play Burnout Revenge on the PS2.
To make our lives easier, let’s leave her on the sofa for now to get an unbeatable score on Crash Mode while we clear the way ahead. Follow the route back to the Security Manager’s office and clear out any zombies lurking around. There’s likely a good few that spawned when you went to pick up Emily, so take them all out (plus any Blister Heads that might’ve spawned), then grab Emily and carry her to the Security Manager’s office.
Emily will tell you that it’ll take a while to read the braille on the safe. I think that’s just laziness, truth be told, considering there’s literally only three words to read and she spends all day reading. Either way, she needs a hot minute to get it sorted. Unfortunately, zombies are piling up outside, and that means we have to defend her while she figures out how to input the code. After the cutscene where Emily gets to work, you’ll be booted out of the office and put into defence mode.
The supplies you’ve found in the Isolation Ward so far should be enough to help you defend it against a good few zombies, so the initial wave shouldn’t be too resource-consuming to thin out. There’s the Security Manager (see, we knew he wasn’t dead) and some other stragglers to contend with. But as the fight goes on, new cells will open as fellow shamblers join the fray. The best method here is to keep looting the rooms they emerge from, as you’ll find spare ammo and other resources.
If you run out completely, simply hide. Emily’s reading session is on a timer, so we’ll need to wait for her to announce that she’s cracked the code before we can proceed. Seeing as there’s a Blister Head in here to contend with, the smarter play can simply be sitting it out, especially if you don’t have a Hemolytic Injector to instantly remove the Blister Head from the fight.
Either way, when Emily’s ready, return to the office (the amount of zombies you leave doesn’t matter, just get out of there!) and you’ll discover that she’s gone and bloody done it. She’ll have the Star Quartz in hand, and just as we’re all celebrating, The Girl will smash through the wall, grab Emily and run off. Well, that’s just great, isn’t it?
When the scene’s finished, pursue The Girl and you’ll trigger a final cutscene, as Grace chases her down a hole into the dark void below. Now, it’s time to catch up with Leon to see how he’s been faring in his quality time with Victor…
Escaping the Attic
Leon’s section opens with him strapped to a chair in Rhodes Hill’s Medical Supply Room, exchanging pleasantries with Victor Gideon. After the cutscene is finished, your main objective will appear – head to Victor’s Office.
For some reason, the Medical Supply Room is attached to the Attic, so go forward, breaking the crates and picking up the Green Herbs along the way. There’s some fallen furniture that Leon needs to move to progress, leading into the dilapidated Attic proper. You’ll soon hear the gross sounds of a huge bioweapon chowing down on a doctor’s remains. This is another Chunk, and he’s having a lovely late night snack.
Since you’re playing as Leon, you don’t need to worry about sneaking around this chonky buddy as Grace did. Instead you need to worry about shooting the snot out of him. To do this, you’ll need the MSBG 500, a pump-action Shotgun which is inconveniently located in the pool of blood right next to the Chunk.
Before grabbing the shotty, do a quick loop of picking up stray ammo in the Attic when the Chunk’s back is still turned. You can find some Shotgun Shells hidden within the crevice of a shelf, and additional buckshot will appear on your map but is out of reach. To get these, climb on the crate with a yellow ladder attached to it – yes, Requiem has its fair share of infamous “yellow paint” markers telling you where to go – and ascend to a higher level where these additional items are perched.
When you’re ready, go grab the Shotgun. Immediately equip it as the Chunk’s attention turns to you, then get blasting. You can kite the thing around the room to stay alive, and you should double back to where the Chunk was first sitting to grab the extra ammo in the crates there. Try not to waste any Shotgun shells, as it took me more than ten shots to finally kill our sizable baby buddy.
Once the big fella is dead (decorating the Attic in a mess of gore), ransack the corpse for a Hand Grenade before leaving via the bolted door. Go down the hallway until you come to a cabinet with a warped door. You may have encountered these as Grace, and Leon can actually pry them open with his Hatchet.
Inside the warped door is the Compensator, a custom part for Leon’s handgun, the Alligator Snapper, that reduces muzzle rise. This opens up the ability to customise your guns in Requiem’s inventory. This process becomes much more involved for Leon later, but for now you can equip the Compensator by selecting Attach part in the menu.
You’ll also find a piece of paper with a safe combination. This is as good a place as any to point out that we have a whole guide on all safe codes in Requiem (bookmark it now!) and this particular code will come in handy later when you stumble upon the Basement safe.
With that, continue onwards until you come across a ladder leading down from the Attic. This takes you into the Chairman’s Office of Rhodes Hill.
Getting to Victor’s Office
To reach Victor’s Office from here, all you need to do is head north, past the Gallery and the Bar & Lounge, and then go up the nearby staircase. However, you may want to explore Rhodes Hill as Leon for a bit. If you do so, keep an eye out for more warped doors that you can open. Inside you’ll find all sorts of goodies, ranging from ammo to a note telling you that the Pantry Key is possessed by the Chef. By the way, the warped doors in the Pantry contain the Connoisseur Charm, a useful Charm that can be attached to any gun to increase firepower.
Also, the game remembers any zombies that you didn’t deal with as Grace, making every player’s runthrough of Rhodes Hill with Leon unique. You should most definitely bask in the glory of Leon wrecking these infected in a manner far easier than Grace was able to. Is the Singer still giving you a headache, for instance? Pop some Leon lead into her!
When you’re done exploring as Leon, head up the stairs near the Bar & Lounge. This leads to Victor’s Office, though you may encounter a zombie trying to toss a red explosive barrel at you. (Shoot it to blow him up.) Use your Hatchet to break into the office, which is covered in corpses and blood. After searching the ground (and finding a message about shooting Blister Heads in the dome, which you already knew since you’ve been following this guide), those corpses will start transforming. Take ’em out, grab the Shotgun Shells on the nearby table, and enter the next room to find more Blister Heads to contend with.
Keep progressing through the office rooms until you get to a case with a Med Injector inside it. North of it is a painting that you can interact with. Doing so will reveal a lever; pull it to witness the door for a secret passage slowly open. Unfortunately, it’ll get stuck halfway through and Leon will need to survive against a horde of zombies crawling in from the other room. Feel free to go nuts with the Shotgun and use whatever Hand Grenades or other weapons you have to put these jobbers down for the count.
When it’s all over, Leon can finally make it through the passage to an elevator, and this section of his will be over. You’ll be rewarded with more plot, including another familiar face from Resident Evil’s past!
With dramatic revelations occurring and the plot of Resident Evil Requiem quickly taking shape, it’s clear that Grace and Leon have their work cut out for them. There’s still plenty more to take care of in Rhodes Hill before this terrifying night is over, though. The next chapter of our walkthrough takes a deep dive beneath the care home as Grace navigates the dreaded Basement. And if you’re looking for help with other sections of the game, be sure to take a peek at our entire Resident Evil Requiem walkthrough hub!
