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Resident Evil Reququum
After spending roughly 18 hours beating Resident Evil Reququum on Standard and then suffering through Classic with limited saves, I realized I wasn’t dying because the game was “too hard” – I was just playing it like the wrong character. Grace Ashcroft and Leon S. Kennedy reward completely different instincts, and the game quietly expects you to switch gears between them.
The breakthrough came when I stopped trying to kill everything as Grace and stopped turtling as Leon. Below are 24 specific tips that actually changed how often I died and how often I ran out of ammo, hemolytic injectors, and Reququum bullets. If I could claw my way through Roads Hill and beyond with resources to spare, you can too.
Grace’s sections are all about information, positioning, and squeezing maximum value out of every drop of blood and every bottle. Think “thief with a medical kit,” not “action hero.”
I ignored the lean mechanic for my first hour and paid for it with surprise chef encounters. As Grace, stand close to a wall corner and hold aim – she’ll automatically lean and peek around. Use this:
Don’t make my mistake of sprinting blind into intersections. Peek first, move second.
The game teaches you once that you can close doors, then never reminds you. Get in the habit:
There’s no UI prompt, so this has to become muscle memory: enter room → spin → close door.
I wasted a few runs creeping in the dark because I assumed the flashlight would attract enemies. It doesn’t. Zombies don’t react to it, even though there is that one special light-hating zombie used as a setpiece. For 99% of encounters, keep it on so you can:
Invisibility in this game comes from silence and distance, not darkness.
The hardest lesson: sometimes it is <emworse< em=""> to kill a zombie. Blister heads, the nastier, more aggressive mutations, only spawn from corpses that were already downed. You never know which bodies will pop back up as blister heads later.
Every unnecessary corpse is a lottery ticket for a future blister head. Stop buying tickets.
Reququum’s zombies behave like twisted versions of their old lives. Once I started respecting that, routing got much easier:
Watch a room for 20–30 seconds before acting. Understanding one cleaner’s loop saved me more bullets than any upgrade.
Many rooms have a big centerpiece – desks, roulette tables, gurneys. These are not just decoration. If two or three zombies block the door you need:
I’ve bypassed full hallways of enemies this way on Classic with zero ammo spent.
The game nudges you to use bottles as noise-makers or crafting mats, but their best use is direct stuns. A well-aimed bottle to the face will:
Bottles are limited, so I reserved them for tight hallways and last-ditch escapes rather than casual distractions.
Grace is squishy, but zombies are still slaves to their knees. My most ammo-efficient kill pattern:
Once I committed to leg shots as my default, my bullet usage per kill dropped dramatically.
I burned through my first knife on defensive stabs only, which felt safe but wasteful. Remember:
I try to keep one knife in reserve for emergency grabs, but I’m not afraid to burn one on a dangerous choke-point room.

Armed enemies are accidental allies if you’re patient:
Pull a crowd, then weave so that the weapon-wielding enemy is between you and the pack. I’ve cleared entire knots of undead by just letting an IV-stand zombie have a tantrum.
The game encourages you to try hemolytic injectors on a basic zombie early. Don’t follow that example. Injectors are:
I now reserve them for:
Chunk looks like an unkillable wall, but three hemolytic injectors will do the job. On my first run I ran from him every time; on my second I specifically stockpiled injectors just to take him down.
The reward is huge: a powerful charm that boosts your chance to survive fatal hits (at the cost of an inventory slot). On New Game Plus, he instead drops antique coins, since charms carry over. Either way, if you can plan for three injectors, it’s worth the bloodbath.
Reququum bullets feel godlike the first time you fire one, which makes it tempting to “solve” a bad room with them. Resist that urge.
For most of Grace’s campaign, I keep the Reququum itself in storage, only pulling it out when I know the Girl or a major encounter is coming.
In the parlor room, antique coins unlock four key upgrades from lockers: extra inventory, max HP steroid, aim stabilizer, and increased blood collector capacity. Across two playthroughs, my priority that felt best was:
Extra blood capacity means less backtracking for crafting, and more inventory means you can actually carry what you craft. You’ll eventually find a lab sample that lets you craft more steroids and stabilizers anyway, so you’re not locked out of survivability if you don’t buy them early.

Where Grace punishes loud mistakes, Leon punishes hesitation. He’s tougher, better-armed, and built for pushing through, but you can still burn through ammo and healing if you play him like a pure shooter.
That corner-lean trick from Grace carries over to Leon, and it’s critical in later, more combat-heavy sections. Use lean to:
Think of it as “RE4-style pop-and-shoot” built into Reququum’s engine.
Leon’s melee weapon (hatchet/axe) lets him parry many enemy swings. The first time I got it, I spammed the parry button and ate hits anyway. The timing is generous, but it’s still timing:
Once the rhythm clicks, you’ll save tons of ammo by turning close-range threats into melee opportunities.
In Leon’s bigger fights, target priority matters more than pure DPS. From my runs, this order felt safest:
Drop the enemies who can rush or chain-stagger you, then clean up the rest with measured shots and melee follow-ups.
Leon may feel like he’s built for headshots, but the classic leg shot combo is just as efficient for him as for Grace:
On my second run I treated headshots as a luxury and legs as my default. My ammo economy instantly improved.
Leon’s arenas are often littered with breakable or explosive objects. Before you trigger a fight (or as you die and retry), mentally mark:
I try to corral enemies into one lane, blow the barrel when 3–4 are clumped, then mop up stragglers. It’s the difference between barely surviving and finishing with spare ammo.

It’s tempting to start big encounters with a grenade or keep health topped off. Don’t. On Classic I started surviving more once I:
Think of these as insurance policies, not standard openers.
The last chunk of mistakes I made weren’t in combat at all – they were on the map screen and in save rooms.
Reququum doesn’t auto-reveal every item in a room. You usually have to get close or look directly at something before it shows up on the map. My habit now:
The map also marks blood and gore piles you can harvest with the collector, which is huge for planning crafting routes.
Blood is your universal crafting fuel. Early on, I blew too much on damage upgrades and paid for it in deaths. Now my crafting priority looks like this:
Grace especially benefits from a bigger “safety net” more than from marginal DPS spikes.
The Girl is unkillable and terrifying, but she’s also predictable once you respect the rules:
I treat any area where she can spawn like a stealth puzzle first and a combat zone second.
On Classic difficulty, ink ribbons look brutally limited at first, but they’re more forgiving than they seem:
Once I stopped hoarding ribbons out of fear and started using them strategically, Classic stopped feeling impossible and started feeling fair.
Resident Evil Reququum only really clicked for me when I embraced Grace as a stealthy, blood-fueled survivor and Leon as a precise, aggressive cleaner. If you lean on these 24 tips – peeking, door control, enemy baiting, careful crafting, and disciplined use of injectors and Reququum bullets – you’ll find yourself finishing chapters with resources left over instead of scraping by on empty chambers and red health.
Stick with it, play to each character’s strengths, and let the game’s systems do the heavy lifting. If I could turn my early disaster runs into confident clears, so can you.
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