After spending my first evening with Resident Evil Requiem, I realized I’d already missed a document in the opening alley and completely botched my PC (points) spending after the run. Having to replay the intro just to clean up collectibles was not fun, so on my second playthrough I mapped out a clean, 100% route for the early game.
This guide covers Part 1 of the game (Grace’s intro up through the first major Care Center section), showing you exactly when and where to grab:
If you stick to this route, you’ll finish this chunk of the game with 100% of the missables so far and a perfect foundation for trophies and future speedrun attempts.
On my first run I played on Normal and that’s what I recommend here. You can absolutely do this on Easy if you just want the collectibles, but Normal keeps the tension without making the stealth sections unbearable.
As soon as you gain control of Grace in the rainy alley, move forward a few meters until you pass the barber shop on your left. This is where I rushed past something crucial on my first run.
On the right side of the sidewalk, next to a street map, there’s a paper on the ground – a flyer about the city of Vrenwood. Pick it up to register Document #1.
Common mistake: Because the game is still establishing atmosphere, it’s easy to just walk straight to the hotel. If you do, you can’t come back to this alley, so make sure you grab this before you enter the hotel proper.
Progress into the hotel; after the initial cutscenes, you’ll automatically obtain Document #2 in your inventory.
Here’s the part that tripped me up: you must actually read all the pages of every document for them to count towards 100%. Open the document, flip through every page until there are no more tabs. I missed a page the first time and wondered why my file count was off.
Still in this first room, look behind the big wall map. There’s a photo hanging there that doubles as a key. Grab it – this is one of your first important key items and is required to progress.
Use the photo key to move deeper into the hotel until you reach the reception with the luggage carts.
On the floor near the reception area, next to the carts, pick up Document #3.
Before you go upstairs, slip behind the reception desk. There’s a small back office there. Walk to the end of the room and open the drawer of the cabinet; inside is Document #4. While you’re here, you can also grab the map from this area (maps don’t count as collectibles but they’re worth picking up).
Don’t make my mistake: I went straight for the staircase on my first playthrough and missed this back room entirely. Once you move too far into the next sequences, backtracking becomes messy, so clear the ground floor now.
Head up the stairs beside reception. Immediately at the top there’s a billiard table; sitting on it are the bolt cutters. These are a mandatory key item for multiple progression points and the game’s first “tool” tutorial.
Use the bolt cutters on the wire fence blocking the way at the far end of the room to open the path forward. Keep going until you reach Room 204. Inside, you need to interact with the photos on the bed to trigger a flashback sequence with Grace’s mother. This isn’t a collectible, but it gates the story.
Play through the flashback fully. There’s a later payoff here: you’ll see something being hidden behind a painting during the cutscene.
After the flashback, you return to the present. Now head back down to the reception area. Move to the right side, behind the luggage carts, and look for the painting you saw in the flashback.
Interact with it to reveal a hidden stash: a leather notebook and a disk.
Once you’ve looted this, you’ll receive the key to the exit door. Use it upstairs to leave the hotel. This is a non-return point – once you’re out, you can’t re-enter, so make sure all four early documents and the hidden notebook are in your Files menu.
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After an action-heavy interlude as Leon (no collectibles here yet), you’ll regain control of Grace in the hospital.
As soon as you can move, check the coffee table in front of the couch. There’s a document lying there – pick it up and, again, read all the pages. This kicks off the “real” collectible hunt in the Care Center.
Your main goal right now is to restore power by finding a second fuse. The game doesn’t spell out the steps clearly, and I wandered in circles my first time, so here’s the efficient route.
Leave the room and follow the corridor until you reach the area with the horse statue. There’s basically one path; the area is fairly small.
Near here, open the table drawer (low coffee table) to get the “Chez Rubin” room key. This unlocks Rubin’s room, located just beside the horse statue.
Use the key to enter Rubin’s room. In the small storage room at the back you’ll find:
At this point I wasted time trying to “brute force” the fuse box. Don’t bother; you really do need the screwdriver from the next section.
Equip the lighter in your quick slot. Head back toward the starting area and locate Room 202, which is completely dark until you use the lighter.
Inside you’ll experience a short scare sequence with a lamp. Once that’s over, open the closet and pick up the document inside. There are no other important items here, so read the file fully and move on.
From the main corridor, head toward the kitchen. After passing through the door you’ll encounter a terrifying monster that is invulnerable for now but repelled by light.
Once it’s moved away, re-enter the kitchen-adjacent room containing a large trolley/cart and shelves on the right side with a small light above them. Your goal is to move the trolley under that shelf so you can climb up.
The catch: the monster patrols this area. What finally worked for me:
There are no documents in this room, so once you have the screwdriver you can safely bail.
Return to Rubin’s room by the horse statue. Use the screwdriver on the fuse panel you saw earlier, retrieve the fuse and place it in the main fuse box to restore power and progress the story.
This ends the first big stealth puzzle with Grace and leads into the next Leon sequence.
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Now you’re back with Leon, chainsaw in hand. You’ll carve through a handful of zombies and a blocked door. Up until you break through that big door, there are no collectibles you need to worry about.
Once you’ve cleared the obstruction and step into the next area, slow down. This is where the game hides the first Mister Raccoon statuette out of 25 total.
Before taking the staircase, look to your left at the fireplace. Sitting on the mantle is a small, bobblehead-style Mister Raccoon. There’s even a sign nearby that hints you should find and destroy them all.
Every Mister Raccoon in the game is missable, but your progress carries across saves and runs. Still, it’s far less stressful to grab them as you go.
After Leon’s segment, you’re back with Grace in what becomes the central hub of the Care Center. This is where a bunch of guides forget to mention a couple of important pickups.
In the main control/surveillance room:
This room is also your first proper typewriter save point in this section. I strongly recommend making a fresh manual save here once you’ve grabbed everything.
Head to the lower room connected to this hub. You’ll pick up the West Wing access card, which opens the next main area. Before charging off, check the small office nearby for a safe.
The game scatters hints, but on my first run I brute-forced around for way too long. The combination is:
Safe code: 60 – 40 – 80
Use the classic Resident Evil style: rotate the dial to 60 (stop), back to 40, then forward to 80, and open. Inside you’ll find helpful early items that make the upcoming encounters more manageable.
Tip: This safe isn’t strictly required to progress, but it’s well worth opening on any 100% or trophy-focused run.
Use the West access card to open the wing and move into the new corridor. You’ll quickly meet an enemy that you cannot kill yet.
If you’ve picked up the early handgun or magnum rounds, you can stun this enemy temporarily, but I strongly recommend not wasting ammo here. Instead:
This marks the start of the “real” Care Center exploration, which continues into the next part of the game – and the next part of this 100% series.
By the time you reach the deeper West Wing areas, you should have all of the following from this guide:
If you’re matching that list, you’re perfectly set up for Part 2 of a 100% playthrough. The next section opens up more of the Care Center, more Mister Raccoon statues, and the all-important Blood crafting upgrades – but with your foundation solid, you won’t be scrambling to fix early mistakes.
Stick with this mindset – slow down near new areas, read every document fully, and keep at least one “safety” save – and you’ll find that even Requiem’s nastiest surprises are manageable. If I could clean this up after a messy first run, you absolutely can nail it the first time.