
Game intel
Resident Evil 9
Resident Evil Requiem is the ninth entry in the Resident Evil series. Experience terrifying survival horror with FBI analyst Grace Ashcroft, and dive into puls…
After a few failed starts and way too many reloads, I realized the opening of Resident Evil Requiem isn’t actually about raw combat skill. It’s about understanding how the game wants you to use light, noise, and limited tools-especially against the shadow monster-and grabbing key items in the right order so you’re not wandering around lost.
This guide walks you through the Wrenwood Hotel intro as Grace and the first half of the Care Center with both Grace and Leon. I’ll point out every critical item (Wire Cutters, Cherub Key, lighter, fuse, screwdriver, chainsaw, and the Requiem weapon), what actually triggers progression, and how to handle the shadow monster and infected without wasting ammo or nerves.
Once the opening cutscene dumps you on Wrenwood’s main street, your first goal is simple: reach the hotel.
Here’s the early flow that worked smoothly for me:
Up on the d-pad on console, or your mapped flashlight key on PC).The first bottleneck is the Old Key. Don’t make my mistake of checking every drawer; it’s on the back of a photo of Grace on the bar. Rotate the photo fully and look at the rear – examining it properly triggers a cutscene and drops the key into your inventory. If you somehow leave without it, the key will be placed near the door you need, but grabbing it off the photo is faster.
Use the Old Key on the locked door to the right to enter the lobby area. On the floor near the front desk is another file – the Wrenwood Hotel Floor Plan. It doesn’t change gameplay much, but it helps to picture where you’re going.
From the lobby:
With the Wire Cutters, double back a bit along the hallway and look for the door to Room 204, which is blocked by a loop of wire across the handles. Interact with it to cut the wire and step inside.
On the bed are multiple creepy photos of Grace. The game is picky here: you need to focus on the upper-right photo on the spread for the main cutscene to trigger. I wasted a minute examining every single one until I realized only that one advances the story.
After the Room 204 cutscene, everything goes sideways. You’ll be thrown into an escape sequence involving a hostile police officer and the emerging shadow monster mechanic.
The important bits:
X/A (or your confirm button) and tilt the left stick left/right to dodge obstacles and gunshots. Don’t overcorrect – small taps are enough.Once Grace regains control, head up to the top floor again, this time using the Emergency Exit Key on the right-hand door at the end of the upper hallway. That door is your way out and the trigger for the next big cutscene where you switch to Leon.

Leon’s first section is deliberately generous – it’s your combat playground. I initially played too defensively, but you can afford to be aggressive here.
Soon the game introduces the Requiem weapon. It one-shots basic zombies, but it only has five rounds. From my runs, it’s not worth burning ammo here – your pistol and melee are enough. Save Requiem shots for tougher enemies later or tighter arenas.
Once you’ve cleared the street, another cutscene ends the Wrenwood chapter and you’ll eventually swap back to Grace in the Care Center.
The Care Center is where the light-averse shadow monster becomes the real star. I died a couple of times here before I fully understood: if a room is well-lit, you’re safe; darkness is its territory. Everything you’re doing with keys and tools is basically about controlling light and noise.
After the cutscene, you’re in a small room with a few interactables. Check them if you want, then step into the hall and walk straight into the Prep Room.
L2/LT to aim and R2/RT to throw).Along this corridor you’ll see Room 202 and then Room 201. 201 is locked for now; you’ll also find a fuse box missing a fuse, which updates your objective.

This section is easy to overcomplicate. Here’s the clean route:
Up on the d-pad.The lighter is a game-changer: it lets you safely explore dark rooms like 202, and it’s your main way to test whether the monster will risk getting close. Bright, constant light keeps it away; patchy or flickering light is where it prowls.
Now that you have the lighter, you can properly enter Room 202. This room mostly serves as a tutorial: environmental clues and files explain that the monster avoids light and hunts by sound. The key takeaways from both the notes and actual gameplay:
Leaving Room 202 and returning toward the Prep Room will eventually trigger the monster’s first real appearance. Your best immediate move is to retreat into a lit room like 201 or 203; the monster will not cross the bright light boundary.
To actually access the fuse for the box, you need a tool, and that’s hidden in the back of the Prep Room. This is where I spent the most time on early runs, so here’s the sequence that keeps things under control.
Here’s the catch: moving the cart makes noise, which can summon the monster. What finally worked for me:
Try not to waste your bottles here. You can throw one to the opposite side of the room if the monster’s too close, but if you’re patient with noise and hiding, you can usually keep both bottles for the hallway sequence.
With the screwdriver in hand, it’s time to actually grab the fuse and plug it in – this is where the game really tests if you understand distraction and light.

Inside Room 201, save again if you can, then use the screwdriver on the fuse container to free the fuse. As soon as you grab it, the monster invades the room in a short scripted scare.
Don’t hesitate here: rush straight back out to the fuse box in the hallway and interact with it. Inserting the fuse triggers a cutscene and safely transitions you to Leon’s POV again.
Leon’s second segment is the exact opposite of Grace’s: loud, violent, and much more forgiving. Your main objectives are to eliminate the infected and then reach the Central Hall.
The chainsaw guy looks terrifying, but you have tools:
L1/LB to parry the chainsaw. The timing is generous; you’ll get used to it quickly.R2/RT near enemies for brutal kills.The beauty of this section is that the chainsaw doubles as both a weapon and a key:
Before you leave, scoop up any ammo in the area, then continue forward. On the way up the stairs toward Central Hall, keep an eye out for the first Mr. Raccoon statue – shoot it for an early collectible achievement/trophy.
Head into the Central Hall to trigger a major cutscene where Grace is captured and Leon intervenes. After the sequence, the two are separated, and that marks the end of this first Care Center chunk.
Once you’ve cleared these opening sections a couple of times, they feel much less overwhelming. The core lessons that carry through the rest of Resident Evil Requiem are all taught here:
If you’ve made it through Wrenwood and the early Care Center following this route, you’re already playing the game the way it expects: thoughtful as Grace, ruthless as Leon. The next chapters build on these same systems, so the confidence you build here will pay off all the way through the rest of Requiem.
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