Saturday, February 28

Grace – Care Center (Find the 3 Quartz) Walkthrough – Resident Evil: Requiem Guide


Welcome to IGN’s Walkthrough for Resident Evil Requiem (RE9). After briefly meeting Leon Kennedy and escaping the clutches of a horrible monster, Grace Ashcroft is once again on her own in trying to find a way to escape the Rhodes Hill Chronic Care Center. In this guide, we’ll help you locate each of three quartz needed to unlock the door to freedom, as well as exploring both the west and east wings of the center, where to find the key cards and wristbands, and how to avoid (or deal with) the infected wandering the building.

Antique Coins to Find Bobbleheads to Find Files to Find
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Escape the Care Center

Left alone with only Leon’s revolver for comfort, Grace will steel herself for the task ahead. As you might expect with a Resident Evil game, finding a way out will be no easy task, and you’ll have a lot of threats to deal with along the way.

About the Requiem

Regardless of how many bullets you put into the infected as Leon, you’ll only have 1 bullet left in the chamber of the Requiem revolver. Ammo for this weapon is extremely limited, and you’ll want to use it very sparingly. We’ll recommend the best times to use it, and where you can find more ammo for it across the Care Center, but when in doubt, it’s usually better to hide or run instead of using up its ammo – especially at this point in the story!

It seems Dr. Gideon has not only sealed the way both you and Leon came from, but many more doors as well – including the front entrance. As you walk down the stairs toward the first floor of the central hall, you’ll notice a door behind the reception desk. It has three indentations indicating the Sun, Stars, and Moon. This will be your main objective over the course of the Care Center, but first you’ll have to learn where to find them.

You can also walk up the opposite stairs of the Central Hall. Even though the door on the opposite side of the second floor is locked, you can still find a Green Herb stashed in the far corner.

It’s worth noting that compared to Leon’s inventory, Grace has a much more limited space akin to Resident Evil 2 or 7, so you may want to leave items where they are at times, and come back for them later.

Down on the first floor of the central hall, there’s not much you can glean from the reception desk, and there are two large doors on either side that both seem to require key cards to enter. Nearby, there’s a very basic map of the care center showing that the place consists of an east wing and west wing, as well as the courtyard that the door with the three indents leads to – your way out.

Since you can’t get through the main entrance, or the path that Leon took to the rehabilitation room, the only other option available to you is across from the map on the wall. This heavy cherub door leads to a guard’s office, and will be your sanctuary for the time being, and you’ll find that most rooms with cherub doors are safe from wandering infected.

Inside the guard’s office, you’ll find a new typewriter to save at, and an item box to the right to store any key items you don’t need to immediately use, or excess healing or ammo items.

If you’re playing on Classic Mode, you’ll not only find a new Ink Ribbon by the item box, but two Ink Ribbon Cases. You’ll find that once you have access to crafting equipment, you can create new Ink Ribbons from the cases!

Speaking of which, just to the right of the item box is an Antique Coin at the edge of the desk by the computer monitor. Similar to Resident Evil 7, you can find several of these across the Care Center, and later you’ll find where you can exchange them for prizes. Since it will be a bit of time before that happens, be sure to store it in the item box for now.

Make your way into the middle of the room, where you’ll find a Care Center Pamphlet on the desk by the couch, listing both the creepy Dr. Gideon, and three executive staff: Chairman Mitchell Bennett, Lead Researcher Anthony Richardson, and Security Manager Luke Clark. Each portrait is adorned with a sun, moon, and stars – the same symbols listed in that locked door. Perhaps they hold the keys you need…

Past the small table is a Whiteboard Scrawl you can read, along with another Green Herb just to the right by the fireplace.

If you didn’t take any damage earlier, you might have collected a total of three Green Herbs by now. If you look at your menu, you’ll find that Grace has the ability to craft a few items, which include making Mixed Herb remedies by combining 2 or more herbs to increase the amount healed.

After reading the whiteboard note, head through the door here to find a darkened medication room. Turning on the lights, Grace will find a dead body, as well as two sealed glass rooms with beds. One of them is occupied by a little girl who appears to be blind.

After Grace tries and fails to get acquainted, the not-so-dead body will gasp to get away from the girl before going back to being dead. As Grace inspects him, she’ll find a Flashlight and the West Wing Keycard. At least one half of the Care Center will now be open to you.

Find the First Quartz – West Wing Offices (First Floor)

Since the girl is locked in a room requiring something with level 3 access, there’s not much else you can do for her now, so excuse yourself from the room.

Return to the central hall, and make your way over to the large west wing door, which mentions that this side is home to the center’s administrative offices. Use the key card to permanently unlock this side.

You’ll find yourself in a dimly lit hallway, with a door to the right that’s locked from this side. Take the path to the left, and it will wind around a room with a door adorned by a unicorn that is currently locked, and requires some sort of red indentation to unlock.

At the end of this hallway, you’ll start to hear the signs of banging. You can now use your Flashlight to take a better look around, though you’ll find the small opening to the left leads to a door locked by level 2 access.

Instead, slowly move through the swinging door and into a kitchen area, and then crouch down when the slamming noises get louder. Over to the left, you can spot one of the west wing’s biggest threats: The Chef.

Wielding a cleaver that’s practically as long as Grace is tall, the infected Chef will be slamming away at a pile of meat, stuck in some disturbed ritual that was once his profession. As you move toward the locked pantry door, slowly peek out and watch until the Chef starts muttering and walks away toward the right.

While the Chef may seem like the perfect target for Grace’s one and only gun that Leon gave her, a single bullet from the Requiem is not enough to defeat this foe, and is best saved.

Slowly follow at a distance to watch him work. He’ll move toward a back corner of the kitchen and start slashing away. While there is a pathway around him, it’s blocked by a large bloody tub on a cart. In order to make it past him without getting caught, you’ll need to carefully move the cart forward a bit at a time, but be ready to sneak away and hide when he stops chopping.

Usually after 3-6 slams of his cleaver, the Chef will pause, mumbling “Next…is…”. That’s your cue to back away and stop pushing the cart, and put anything between you and his line of sight. At this point, he’ll usually stumble over to the pot and stick his hand in, before muttering “Wrong…” and go back to his chopping.

You’ll likely need to do this around 3 times to create a big enough opening to slip past. If spotted, you’ll probably want to just bolt straight out of the kitchen until he loses interest and goes back to his work. If his cleaver connects with Grace, you won’t be getting back up. Though risky, it is also possible to bait him toward the cart, making him smack the thing to the far end of the room and clearing a path for you – but it is extremely risky given the reach of his blade.

Once you can reach the other side, dart through the door and into darkness. There’s another hallway here with an opening to the right, and a path straight ahead leading to a hall leading left. On the right, you can spot another zombie with another obsessive streak. This one really wants to keep the lights off, and will keep pawing at any light that’s been turned on – he’ll even come after you if you shine your flashlight too much, so keep it off.

If you try to slip past, he’ll get aggravated and attack, so instead leave him be for a moment and head straight and then take a left. This hall leads past a bathroom, which is occupied by an obsessive infected Maid.

If you watch crouched in the doorway, the infected Maid will alternate running up to a sink mirror and frantically wiping smears of blood everywhere, and then turn and head down to the far end of the stalls to wipe at the floor. There’s a Green Herb by one of the sinks she runs to, and you can wait until she moves to the far end to quickly nab it. The only other thing here is a tub filled with blood that you can’t really do anything with now, so leave it for later.

At the end of the hall past the bathroom, you can find a few more light switches, as well as a Makeshift Knife on a small table along the wall. Grace may not have an elite hatchet that can be repaired limitless times, but you can carry these scrappy shivs with you to get out of being grabbed by infected. You can even get the knife back if you manage to kill them, but their durability runs out quickly. That being the case, you can still stab at enemies to deal a bit of damage, which can be effective after shoving them to the ground to conserve bullets… once you have a gun.

In order to deal with the light-obsessed infected, look at the far end of this hall for another light switch just past where you found the knife, and turn it on. Face the hall that infected will start stumbling down, and look for a small partition on the left you can hide behind as he comes to turn the light off. Note that there’s also a locked drawer in the table nearby, and you’ll want to keep it in mind for when you find a lockpick.

Once the infected has a new switch to freak out about, you’ll find the hallway is now free of aggressors, allowing you to freely move around. Move down past where he was positioned before, and you’ll find a large double door on the left side. Before entering, be sure to keep moving to the far end to unlock the door by a Green Herb, as it connects back to the central hall, allowing you to bypass the kitchen! You may even want to deposit some herbs or healing items if you’ve grabbed too many.

Open the large double door to be introduced to the dining room. It’s really quite something: bodies everywhere, infected feasting on the table, and pools of blood everywhere you look, all while a ghostly wail floats down from the balcony above.

Stay low, and sneak around the right side of the room. Along the ground, you can finally spot something to defend yourself with – the B934 Handgun! Ammo is extremely limited, however, and you don’t want to get stuck in a firefight here against so many infected.

One of those infected will even crawl out from under the table, so waste no time in sprinting toward the other end of the dining room to find the exit. The only thing hiding on the other side of the table is another Empty Bottle, but you’ll have to be quick if you want to grab it off the side table before leaving.

Running into the next hallway, note the broken glass window to the left you can hop over, making it a nice way to evade pursuing infected. If one of them does follow you from the previous room, quickly move to the back of this filing room, and you’ll find some much needed Handgun Ammo on a desk, as well as another Makeshift Knife in a nearby locker. However, the ammo you find is often in extremely limited quantities, so it’s better to evade the infected by ducking around the shelving and then jumping through the window again to leave him in there and give him the slip.

At the end of the hall past the filing room, you’ll find a small lounge area, as well as another of the Antique Coins on a small table by a lamp.

Past the small lounge, you’ll find some stairs leading up to the second floor, and a crate by the stairs you can break open (be sure to interact to kick it rather than wasting bullets/knife durability). These crates contain random items, usually something you’re lacking, like more larger quantities of bullets or herbs.

Just past the stairs, there’s also a door sealed with a valve, but trying to open it will break apart in your hands. Seems you’ll need something else to turn the bolt, so for now leave it be.

However, as you turn around, there’s a good chance a zombie will crawl out from behind the stairs, and block your path. Hopefully you grabbed the ammo in the crate nearby, because this is one infected you’ll probably want to take down. Be sure to keep your distance, aim carefully, and land your shots in the infected’s head or legs when possible. Backpedal when needed away from his grab, and look for follow ups to shove the infected to the ground if he gets stunned.

From there, you’ll be able to hit him more times in the head or even stab him with your knife before he can get up.

Find the First Quartz – West Wing Offices (Second Floor)

Climbing up the stairs, you’ll find that you can keep going up past a strange bucket of blood to the third floor, where you’ll find a Green Herb, and some Handgun Ammo over by a door that’s been warped shut.

Return back to the second floor, and look at the far wall for the West Wing Map that outlines all the rooms you haven’t explored yet, which will be useful for charting a course back to the central hall.

To the right is a door leading to a kitchenette and office that can’t be opened, so instead you’ll need to head straight through a door to the bar and lounge.

Here you’ll find the source of the haunting siren’s song. An infected Singer will be cavorting around the back of the lounge along the balcony that overlooks the dining room below. In the back corner near her are two more infected, but they should both have their backs turned to you. Engaging them at this point is extremely ill-advised as you likely don’t have a lot of bullets. Even worse, the Singer can let loose a stunning screech when alerted, bringing other infected stumbling over to swarm you.

Instead, wait for the Singer to dance back over to the far left corner, and slowly crouch up toward the grand piano. There’s another Antique Coin here, and you can quickly grab it to add to your collection, but be sure to quickly cut to the right, as the noise from plinking the keys might attract attention.

In the hall past the lounge and bar, you’ll find a large cabinet that’s also warped shut like the third floor door. Something to keep in mind for later. Take a left and work your way toward another gallery balcony overlooking the dining hall. Luckily, you won’t be in danger here.

In this area, look for a blood trail leading to a bloody lab coat, and inspect it to find a Folded Note File. Opening it will allow you to read about one of the quartz needed to escape this place, and the chairman seems to have it.

Grab the Handgun Ammo on the table opposite the balcony along with a Green Herb nearby (craft them together to save room as needed), and check out the scale model of the center and second locked drawer before heading into the Chairman’s office.

Inside, you’ll find a darkened sitting area with an inner office on the far side of the room. On the table in front of you, there’s a notebook with a page torn out of it, and indents from someone’s writing.

Turning left, you can also find a Unicorn Trinket Box, which can be opened via a panel in the back to find the contents that include a Red Jewel – perfectly sized to open the door by the kitchen you found earlier. Note that if you’re low on space, you can leave the box here for now.

Turn the light switch on by the box to illuminate the rest of the room, revealing a large contraption against the wall. This strange safe has four slots, and panels for the sun, moon, and stars. This seems like a likely place to hold a treasure, but you’ll need clues to force it open. Start by looking just to the left to find a Copy of an Email to a Manager File.

Finally, enter the back office carefully to find the infected manager choking the dead body of his secretary. When you approach, he’ll slowly rise to turn his attention to you, with a hefty wine bottle in hand. Before he can get up, dart over to his desk to open a drawer containing more Handgun Ammo.

Armed with a bottle that he can swing or even throw at you, stay mobile and keep the desk between the two of you if possible. If low on ammo, try to stun him with head or leg shots and knock him to the ground, then stab him with a makeshift knife to finish him off.

On the other side of the desk, you’ll find an ordinary looking Pencil. However, it’s also precisely what you need to uncover the missing notebook page. Before leaving the room, be sure to check the wastebin in the corner to find a crumpled page you can unravel to gain the Note to the Chairman File.

Return to the book in the other room and use the Pencil on it, and follow the prompt to shade in the page. Be sure to keep doing so until you get the Chairman’s Note (not to be confused with the note to the chairman).

Uncovering the text will reveal the sequence:

Try it out on the large ornate safe in the corner of the room, and it will open to reveal its prize: the Moon Quartz. This is one of the three special items you need to escape the Care Center! One down, two to go!

If you have the room, grab it and the box containing the Red Jewel, otherwise you’ll have to do some quick running back and forth. Luckily, the hallway outside leads back to the central hall – just be ready to have to take down another infected guarding the narrow path.

Back in the central hall, place the Moon Quartz in its slot above the reception area to free up some space, and return to the Guard’s Office to save your progress and deposit some items. Be sure to free up a bit of space, and also withdraw all three of your Antique Coins as well as the Red Jewel.

Head back to the first floor of the West Wing, but do so slowly. Unfortunately, the Chef has now left the confines of the kitchen, and has now begun a new patrol route. This will take him from the kitchen entrance and past the unicorn door, and up past the west wing entrance toward the door leading to the dining hall.

Thankfully, the Chef is pretty noisy, and you can hear him coming. Crouch at the west wing entrance and wait for him to stalk past – or follow him back toward the unicorn door. Quickly place the Red Jewel in the slot, and you’ll gain access to the Parlor. Be sure to manually close the door behind you, so that the Chef won’t spot you as he stalks past!

Inside the parlor you’ll find a treasure trove of things to collect. There’s a large roulette table in the middle of the room that has an Antique Coin, a second Antique Coin on the countertop of the bar in the back, and even a third Antique Coin that can be uncovered by heading behind the bar and breaking a small green urn on the counter (you should also break the bigger blue urn for some items).

So what are all these coins used for? The Parlor holds that answer as well. Along the left wall, you’ll find four sealed cases each holding a different item. Each requires a certain amount of Antique Coins to open, and can give you some valuable upgrades:

  • 3 Coins – Hip Pouch
  • 4 Coins – Steroids
  • 4 Coins – Stabilizer
  • 6 Coins – Blood Manual

With 6+ coins found already, you can technically grab anything you want right now. However, we highly recommend going for the Hip Pouch first given how limited your inventory is, and how many key items you’ll be lugging around. While you can start going for a health or aim/damage upgrade next, we actually recommend that you start putting the rest of your coins toward the Override Manual. Though you can’t do much with all those pools of blood just yet, you will unlock an ability soon, and the manual increases the amount you can soon collect, which can end up saving a ton of time backtracking.

Finally, head toward the back left of the parlor to find a Green Herb, and a dead body with a severed arm. Take a close look at the arm and turn it over, and you’ll find that it’s holding the East Wing Keycard. One wing has been cleared, now it’s time to explore the other side of this care center.

Find the Second Quartz – East Wing Wards (First Floor)

Try to offload as much of your inventory as you can spare back at the item box, and then take the East Wing Keycard to the other side of the central hall. You’ll find yourself in a lobby area outside a waiting room, and there’s a dancing Mr. Raccoon Bobblehead on the reception desk you can slash with a knife to claim.

The large door to the waiting room is locked on this side, but you can also find a third locked drawer to the right on a side table. Since you only have one path to tread, head down the hall past reception toward a door with a Green Herb you can take or leave, given its proximity to the central hall you can save it for later.

Enter the door to an examination room, where you’ll find a cadaver on a table missing its organs, and some grunting coming from the other part of the room around the corner. The body seems to have some sort of wristband that you can’t get at just yet, and judging by the nearby computer screen, it seems like you’ll need to find some new organs for this guy at some point.

In the far corner, there’s a locked safe that’s worth remembering. As you turn left toward the treatment room, you’ll spot an infected in a lab coat with their back turned. Slowly creep up behind them, and look for a purple vial called a Hemolytic Injector on a nearby table.

Since Grace is too weak to perform stealth kills with her knife, you can instead use these injectors to stab infected so that they blow up in a gory display. This can be done either when sneaking up from behind, or when you’ve stunned them by getting in a few head or leg shots that prompt a melee shove. Just remember that these things are fairly rare, so you’ll want to save them for moments that count.

Be warned, when taking out the standing infected, another will fall off an operating table nearby. However, you can easily avoid him by darting around the table and out the far door, crouching into the darkened hallway.

As you reach an intersection, you’ll spot another one of the light switch-obsessed infected to the right blocking the passage. You can leave him be for the moment, and keep moving straight through the far door.

Here you’ll find a blood lab, with plenty to find and hoard. The most important thing lies on the central table: a Blood Collector. With this item, you can collect from pools of infected blood, which will become a vitally important crafting component to help Grace survive in the care center.

Luckily, there’s a free sample on the other side of the desk in the middle. Any buckets of blood you find are a prime spot for sucking up variable amounts of blood, and you can also find more by killing infected or finding bloody locations (using injectors on infected does not produce any). There’s also another blood bucket back in the Treatment Room, just watch out you don’t enrage the infected in there if you left him alone earlier.

As for what you can craft, you can start by looking to the right by a computer to find a purple Blood Specimen (Denatured). There are a few of these specimens, and they can be inserted into the Blood Analysis machine by the computer to learn some new recipes.

This is done through a quick minigame to “activate the atoms” from a model. The red spheres are already active, and clicking on a passive square will convert it and any atom connected into an active one. You also need to convert it by meeting the minimum steps, which in this case is one: simply click on the middle square to convert it and the other two to active red atoms, and you’ll complete the puzzle.

Doing so will unlock the Handgun Ammo and Hemolytic Injector recipes. Unlike other games where characters would craft ammo from gunpowder, you can do so from infected blood and scrap.

Before you leave the room, there’s a few more things to look at. A door here is locked by a level 1 keycard, but you can check the desk by the blood bucket for a Blood Compound Synthesis File. You can also inspect the lockers against the wall for some Scrap that you can use with blood to make your new recipes.

With the 60 blood from the bucket, you can make more bullets or an injector right now, but not both. In most cases, we recommend having at least one injector on hand for when you run into a situation where a stealth attack is helpful, but if you find yourself low on ammo and getting into fights often, it can be useful to increase your ammo from time to time. If you’re playing on Classic difficulty, you can also use blood to craft more Ink Ribbons from cases you find, giving you another wrinkle in choosing what to prioritize.

For now, head back down into the hall to where the infected zombie is busy plucking away at the light switch. You actually don’t need to waste any bullets or injectors on him. Just head back toward the treatment room and flip a light switch on this side, then run back to the blood lab and let the infected pass by. Now you can slip past while he’s on the far side (we’ll deal with him later).

The middle of this hallway opens up into a large entry area to the isolation ward, which is unfortunately locked and requires a level 2 keycard, so you won’t be able to go that route yet.

To make matters worse, three infected will start staggering out from the other side of the hall, coming your way. This includes a surgeon with a large bonesaw you don’t want to be on the other end of. While you can get in an extended firefight, there’s not much room to tangle with three, and you still only have one requiem shot. Instead, stay low and move to the other side of the row of plants by the fireplace in this room. As long as you stay still, the surgeon will move past down the hall and into the treatment room, while the other two will soon turn around and move back up the hall.

Once it’s clear (or you just try running past them), move up after them, but be sure to open the door on the right. This leads to a large waiting room which has its own host of horrors, but they are a little more manageable and you won’t be ambushed by the ones outside.

As you enter, you’ll find another Antique Coin on a small desk, while an infected Maid scrubs at a bloody smear by a level 1 keycard door on the left.

Steer clear of her and move up the right side instead. You might notice a big urn on the side, but don’t smash it yet. In the far corner is another very particular phonosensitive zombie. While their vision is extremely limited, any noises will send them into a rage, and they’ll bash everything in reach with their large IV stand.

You can actually use this to your advantage – if you still have an Empty Bottle on hand, toss it at the Maid, and the misophonic (aka someone who hates sounds) zombie will stagger over and smack her to death. Now you can sneak up behind after he’s done with his tantrum and hit him with a Hemolytic Injector to get rid of him safely. As an added bonus, these types of zombies drop their Transfusion Bag that acts like a portable pool of blood you can store in your item box and then transfer to your Blood Collector whenever you wish. You can also help yourself to the puddle of blood the Maid was cleaning, too!

Alternatively, you’ll find that if you kill the infected with the IV stand first and create a big mess, this will actually cause the infected Maid to come and obsess over the spill you’ve created, which can sometimes be useful for redirecting her away from something you need to reach.

With the misophonic infected zombie dealt with, you can now freely explore the rest of the room without fear, including breaking the urn along the right wall and far corner, and a small green one on a central table.

You can also head behind the desk the zombie was blocking earlier, where you’ll find some Scrap in a drawer, and a Safe Replacements File next to an opened safe holding two more Antique Coins!

Finally, you can unlock the far door to create a much-needed shortcut back to the lobby and central hall. This is a good time to head back to the Guard’s Office, drop off some excess items, and even chat with the blind girl in her cell, who will mention her friend Marie disappeared one day. The gaping holes in the wall, ceiling, and doctor’s neck seem to indicate things may have gone horribly wrong. Be sure to soak up the blood from the dead guy while you’re back in here.

Note that you should take the time to bring your new Antique Coins back to the Parlor (remember to steer clear of the Chef!). If you’ve been following along, this should put you at the exact amount needed to unlock the Override Manual next, letting you suck up a lot more blood without having to leave puddles for later!

Just be careful, as the guy you stole the keycard from might awaken and try to ambush you!

Find the Second Quartz – East Wing Wards (Second Floor)

Return back through the waiting room and into the hall beyond, this time heading right to a small lounge area at the bottom of a large staircase. You’ll find one more of the Mr. Raccoon’s here to smash, and you can also break a small pitcher to the left to find an Antique Coin stashed below it. On top of that, there’s one more Antique Coin on the table between the sofas.

At the top of the stairs you’ll run into resistance in the form of the two infected that stalked the halls earlier. Take the time to line up your shots to deal as much damage to their heads and stun them from advancing down toward you. Backpedal when you need to and watch out for the nurse’s syringe she’ll try to stab you with.

Once you’ve cleared the path, you can move past them to find a East Wing Map, revealing the last few areas you haven’t explored. Enter the Lead Researcher’s Office through the black door.

Start by looking for a vase to smash by the door, then move down the room to find a Lockpick on a side table. They are single use, but can be used on any of the locked drawers you’ve come across.

Nearby, you’ll find a new Typewriter to save at – but unfortunately no item box, and you’re probably getting close to (if not already at) your limit. Still it’s worth investigating the rest of the room first.

Inside the actual office, you’ll find another of the large safe contraptions that holds another quartz, only this one has a large padlock on it. Look around the room, and along with a Green Herb in the corner, you’ll find several Files: the Lead Researcher’s Picture 1, Lead Researcher’s Picture 2, Lead Researcher’s Picture 3, and most importantly the Lead Researcher’s Message that mentions a corrosive bottle in the conference room that can be used to melt the padlock.

The note mentioned the corrosive was in the conference room, which isn’t far from your position. As you leave the office back into the second floor hallway, note the body lying at the end of the hall with a glowing wristband. That’s the one you need to start unlocking more doors, but when you move to grab it, an extremely large infected zombie will shamble out toward you, screaming at you! Quickly nab the ID Wristband (Level 1), and then dash back into the Lead Researcher’s Office.

While the big ol Chunk can smash through that initial archway to chase you down the hall, you’ll find that some doors, like the one leading to this office he can’t break, but he will try to grab at you. While you can try and wait for him to pass, he may just return to block the way toward the Conference Room.

Since you’re probably full up on items anyway, it’s probably for the best that you race down the stairs back to the first floor before continuing on. Chunk is sure to give chase, and will begin to patrol the long hallway on the first floor. Duck back into the waiting room where he can’t follow, and return to the Guard’s Office to deposit excess items.

You should also unlock the drawer in the East Wing lobby to find a Rare Metal, and deposit that as well.

We have two small quick detours in the East Wing before heading back upstairs now that you have made some inventory space. Return to the waiting room and unlock the closet door where the infected Maid was cleaning (that you hopefully dealt with – otherwise she won’t like you getting too close).

Inside, you’ll find several important items: a green Blood Specimen (Converged) that holds more recipes, and just past it on a longer table is some Handgun Ammo, Scrap, and a container you can open to find extremely rare 12.7x55mm Ammo for the Requiem! Be sure to load the ammo at once to conserve inventory space.

Next, head back into the main waiting room and crouch by the door until ol’ Chunk trudges by toward the stairs, and make some noise as you dash back toward the blood lab. Be sure you have his attention, and turn on a light as you enter the hall leading to the lab. This should pull the nearby infected into Chunk’s path, and he should smash into the smaller zombie and squash him for you! Note that if you didn’t kill the maid yet, the blood spilled here will sometimes lure her into the hall to get stepped on as well!

While you’re back in the blood lab (where Chunk can’t reach you), insert the Converged Blood Specimen into the analyzer. This puzzle is only slightly more involved with a minimum of a 2-step conversion. To activate all the atoms, rotate to spot a V shape of passive atoms and click the middle one. Then, look at the next cluster of passive atoms and click the one in the middle there to make them all active. This will unlock the ability to create Med Injectors from blood and herbs, as well as the ability to make your own magnum ammo using the Rare Metals found in locked drawers!

Finally, use your newfound ID Wristband on the storage room, and you’ll find a wealth of treasures inside. There’s a Green Herb in the far corner as well as some Scrap on the shelves. In the other corner, you’ll find a Transfusion Bag in a cabinet, next to a new Blood Specimen (Reversible) and an Empty Injector by Victor’s Journal Entry File.

Take the last blood specimen back into the other room to run it through the analysis machine. This is the hardest puzzle, requiring a minimum of four steps. Rotate it so that it looks symmetrical with two diamond shapes on each side, the left side having three passive atoms and the right side having two.

  1. First, convert the atom in the center of the configuration linking all four diamonds.
  2. This creates three passive atoms on the right side, and you can hit the middle one (in the very top right point) to make them all active.
  3. Next, click on one of the furthest points on the bottom left side, creating three passive atoms along the opposite point.
  4. Click the middle of the very top left point to complete the conversion.

This final blood analysis allows you to create your own upgrades from Empty Injectors, but they’ll cost a lot of infected blood (which is why getting the Override Manual was so important)! There are three such injectors to be found in the care center, along with the Steroid and Stabilizer won in the Parlor, this means you can either max out one with 4 total upgrades, or have a mix of 3 and 2.

Find the Corrosive and Destroy the Padlock

Now it’s time to return back to the second floor. Wait for the Chunk zombie to stagger up past the waiting room to slip inside, and then wait for him to move back toward the blood lab so you can sneak back up the stairs without him chasing you.

With him out of the way, you can now explore the bloody locker room area he originally appeared from, where you’ll find a whole bunch of infected blood to craft a stabilizer or steroids with your empty injector, along with a crate you can bash open, some Scrap in one of the lockers, and the Examination Room Safe Code File on an overturned locker.

Entering the door into the hall leading to the conference room, you’ll hear the sound of muted wailing. Another infected Singer apparently dwells here, and you’ll want to be on your guard. Entering the main room, you can pass by a waist-high shelf, and spot two more infected on the ground. Be sure to look on the desk opposite the spot you can vault over to locate another Antique Coin.

When you try and enter through the main doorway into the conference room, the Singer is sure to spot you, and she’ll let loose a screech that not only shatters windows, but awakens all three other infected in the room.

At this point you should immediately retreat, as one carries a knife, another syringe, and the third a bonesaw that can kill you very quickly. Depending on your inventory, you have a few options: A prolonged gunfight as you backpedal away from their advances, or try and lure them away until they give up and turn around, then stab one or two in the back with injectors.

This is also one key encounter you may want to consider using one of your precious Requiem rounds on. It’s a tough shot, but you can lure all three infected down the hall back toward the main office. Once they are all crowded in the narrow space, try and line up a shot, and you can hit all three with one blast – which even earns you an achievement!

However you choose to handle this encounter, it’s not exactly one you can afford to bypass, as you need the item in the back. That also means taking out the Singer in the back room, and you’ll want to keep your distance. If she gets close, she can latch onto you and scream into your face to deal damage and disorient you.

On the plus side, killing her will cause her to drop another Antique Coin.

Once the entire group has been dealt with, search the bodies for a Hunting Knife you can claim (another should drop a Med Injector), and scoop up all their blood to craft whatever you need. There should also be some crates on the far side of the conference room, and inside the smaller area where the Singer was you can find some Patient Medical Records about some of the infected types you’ve been dealing with.

Look in the back corner of this room, and you’ll spot a tall and thin blue Corrosive bottle needed to melt through that padlock.

When Grace returns to the Lead Researcher’s Office, she’ll instead run into an unexpected face, who will properly introduce himself. Luckily, Grace will be able to give him the slip, and the room will be free of threats once more.

Interestingly enough, this scene also has the effect of removing Chunks from patrolling the halls outside. For a big guy, he sure knows how to disappear quietly. At the very least, you won’t have to worry about running into him for the time being – but he may return after you deposit the next Quartz.

Now that you’re alone in the office, it’s time to solve the puzzle. Use the Corrosive on the blue padlock to melt it away, and you’ll be faced with a puzzle similar to the one in the West Wing. The clues have all been placed around you: Look in your files at both the Lead Researcher’s Pictures 2 and 1, and you’ll see each of them shows half of the combination in the background:

Use the code, and you’ll find the Sun Quartz within, the second of three Quartz needed to escape!

Curiously, you’ll also find a Leatherbound Notebook tucked inside as well. Inspect this and open the clasp to find both Spencer’s Research 1, and a piece of paper called Unlocking the Organ Transport Box.

Curiously, gathering both notes does not automatically remove the notebook from your inventory. You can place it inside the item box for now.

You’re now free to return back to the first floor, through the waiting room and back into the central hall. Place the Sun Quartz in its respective slot. Just one more to go, and getting it will require getting the rest of those ID Wristbands, as well as some missing organs.

Find the Third Quartz – Locate the Missing Organs

There are two more doors in the West Wing that you can now open with your wristband, and we’ll start with the lower one. Sneak back down the hall past the Chef and into the Parlor, depositing any extra Antique Coins you gained up in the Conference Room toward the next upgrade of your choice.

Now head over by the entrance to the kitchen, where you’ll find a new infected guarding the locked door. Since he’s alone, you can either sneak up and use an injector, or conserve them and land a few well-placed headshots while he’s standing still, and then unlock the door with your level 1 wristband.

There’s a Green Herb on the other side, and this hall leads down to multiple rooms, including a stairwell with a crate on the right, and a new cherub door on the left leading to safe room.

In the Custodian’s Office, you’ll have a lot to look through, and in addition to the new typewriter and item box, you can also find some Scrap to the right as you enter, a new Lockpick in one of the lockers, and a Wrench to open that door with the broken wheel up past the dining room. If you’re low on inventory space, keep the wrench here for now until you can clear a path to the sealed door.

Leaving the office, you can spot a Construction Notice on the opposite wall indicating there is a garage nearby.

First, be sure to slip back through the Kitchen (scooping up some blood from a bucket there) and out to the opposite darkened hall to lockpick the drawer past the bathroom where the infected should still be happily playing with his lightswitch. Inside, you’ll find yet another Rare Metal to craft more bullets from your Requiem.

Return and go past the Janitor’s Office and to the end of the hall to enter the large garage. There’s several closed shutters you can’t get past, but you can wind a way down toward the end of the garage around several partitions.

Near the end, you can spy the back of an open truck where a cold mist is emanating from. Sitting in the back is an Organ Transport Box. Inspect it, and look around the back for a panel you can remove.

Bringing up the file you found inside the notebook when you got the last quartz, consult the diagram:

  1. Turn the dial to “Hand
  2. Raise the slide switch on the right halfway up
  3. Flip the yellow “5” switch down
  4. Flip the yellow “2” switch down
  5. Turn the dial back to “Auto

If you mess up, you can hit the reset switch, otherwise the box will open to reveal the Artificial Lungs, one of two organs needed to get that second wristband.

Be sure to break open a crate at the very end of the garage, as it should hold a great deal of ammo. This is because as soon as you try and return the way you came, an infected piloting a giant tractor will burst through the far end, blocking your path and threatening to run you over.

Quickly backpedal around the partitions, and take aim with your pistol. You only need to land one shot through the window to put down the infected, but then stay back past the truck until the tractor grinds to a halt and slams the truck.

Once the tractor has come to a full and complete stop, inspect the left side to carefully crawl under and up the treads to get past (you won’t be able to go back to the truck).

The good news is the tractor smashed one of the gates on the side, and exploring the back lot will allow you to access two more crates that should have even more ammo.

Be warned – as you return to the hall, you may start to hear screaming. The infected you killed that originally blocked the level 1 keycard gate will transform when you draw close, becoming a Blister Head.

Blister Heads can appear nearly randomly from enemy infected you’ve already shot down (unless you blew them up with an injector, or they are missing their head). They are extremely fast and aggressive compared to normal infected, and are also a lot more sturdy. They tend to shamble quite erratically before charging forth to wail on you with both fists. If they grab you, the results are often fatal.

Given their higher durability and how hard it can be to land a shot, Blister Heads are a prime candidate for using your Requiem on – try to line up a shot before they charge while they are still relatively still. Otherwise, depending on where you see a Blister Head transform, consider taking an alternate route if possible.

Leave the lungs in the item box, and make your way up the stairs opposite the janitor’s office. Be sure to climb all the way to the top first, and you’ll find some crates at a dead end, forcing you back to the second floor.

Here you can find a path into a large office room, with a kitchenette in the back and a records room to the side. Be aware – the records room is hiding another of the misophonic infected, and if you smash one of the crates out in the office, he’ll come rampaging through the door. As long as you act fast however, you can hide behind the other desks after smashing a crate to avoid him.

Move quietly around the office to find a second blood analysis machine if you haven’t already analyzed all the blood, and an Empty Bottle by the records room door. Along the back row of desks, you’ll find another Lockpick, as well as a Bar and Lounge Safe Code.

Near the entrance to the kitchenette, you’ll also find a Background Check File on Grace herself. Creepy.

Crouch down and quietly enter the records room if you didn’t alert the misophonic infected. He’ll be standing in the left corner along with another infected, and you can also use your Empty Bottle to make him smack the other zombie to death. After that, head to the opposite corner to find a crate, and smash it before crouching away to lure him to an out of the way spot so you can save on hemolytic injectors (which we recommend), or take him out from behind to get his Transfusion Bag.

The rest of the room has some lockers by a warped cabinet where the infected was originally standing that holds a Makeshift Knife, as well as a second Empty Injector.

Just past it on a stack of boxes near the middle aisle, you can find a Disposal Team Report File.

Leaving the office behind, be sure to check out the kitchenette, as you’ll find both a Green Herb, and one of the Mr. Raccoon Bobbleheads on top of the coffee machine.

You can now unlock the far door, opening a shortcut to the bar and lounge, as well as the opposite stairwell leading back down to the dining room – and more importantly, the door with the valve that broke off.

However, don’t be too eager to run into the hall beyond. Crouch down in the kitchenette for a moment, and you’ll spot the other infected Singer cavorting through the hallway from the bar and lounge over toward the stairway and back again. Piss her off, and she’ll scream in your face and may bring the other two infected stumbling after her.

You should either try and sneak up behind her with an injector, lure her back into the office, or just avoid her by sneaking past.

Note that if you want to conserve bullets, you can simply leave the enemies in the bar and lounge alone and deal with them later on in a much easier method, however it also means you won’t get several of the rewards in that room.

If you do decide to take down the infected Singer, she’ll drop another Antique Coin.

Defeating the other two infected in the lounge will allow you to loot the place as you see fit, including breaking some vases, and helping yourself to a Green Herb in the far corner of the balcony. If you head over to the bar area, the true prizes await.

It’s here that you’ll find Grace’s original service pistol, the S&S M232! Across the board, it’s a decent upgrade from the handgun you found in the dining room below at the start of all this. If you have the inventory space to spare, we highly recommend having both in your inventory until you can empty the clip from your B934 handgun so no bullets are wasted, and then deposit it in your item box.

Finally, you can now make use of the Bar and Lounge Safe Code you found in the offices to unlock the safe behind the bar. Turn it to the left to hit 10, right to 80, and left to 30, and inside you’ll find three whole Antique Coins!

Before heading back down the stairs here, be sure to make a quick stop by the outside of the Manager’s Office to use your other lockpick on the drawer outside and gain more Rare Metal, just be aware one of the secretaries out in the hall may have gotten back up. You should also take the time to collect all the blood pools in the manager’s office if you haven’t already (nobody in the office should be getting back up).

Take this time to dip back over to the central hall and deposit excess items, craft ammo, and then move to the parlor to get either the Stabilizer or Steroids, and put the remaining coins toward the other one. Since the Dining Hall still has infected roaming it, return back upstairs to the lounge and head down the hall.

Unfortunately, as you head back past the kitchenette and a blood bucket to descend down the stairs to the first floor, you’ll be in for a double threat: The Chef has now changed his patrol pattern to walk the length of this hall all the way to the dining room to chop meat in there, and the infected you killed at the bottom of the stairs will likely transform into a Blister Head.

Since you need to get into the room at the end of the hall, there’s no real avoiding this Blister Head, so you should highly consider taking him out with a Requiem shot (remember you can craft more ammo out of Rare Metals), or stunning him with a few quick shots to run up and use an injector to finish him off.

Dealing with the Chef


The Chef has been a thorn in your side for awhile now, but at this point you have a few options for dealing with him. As incredibly sturdy as he is, even a single Requiem blast won’t be enough to fell him (unless you’ve been injecting several Stabilizers and hit him in the head unaware), but there is a much easier method – the Hemolytic Injector. Turns out, he’s not immune to being stabbed in the back, and you can get the drop on him as he passes the Filing Room by the Dining Room to quickly creep up behind him.

Killing him will grant you the Pantry Key, allowing you to raid his pantry for a ton of loot. If you’re extremely low on resources, you can also choose to keep avoiding him for now, and make him someone else’s problem in the near future. Don’t worry, Grace can still return after he’s been dealt with and still reap the rewards (as well as 100 blood his corpse leaves behind), though you’ll be lacking those rewards for a lengthy upcoming section. The choice is yours, but if you can, dealing with him now is usually better.

If you’re low on inventory space by now, be sure to creep back up the hall to the Filing Room (be ready to deal with an infected who may have chased you from the Dining Room early on and is still wandering about in here). You can finally use your Level 1 Wristband one last time to unlock the closet here, where you’ll find one more much needed Hip Pouch to collect, along with some Handgun Ammo and a warped cabinet that someone else will have to open.

Now that you’ve finally cleared a path, go back and get the Wrench if you were conserving inventory space, and head toward the large steel door with the broken valve. You can now open it with the Wrench, unlocking the Freezer.

Here you’ll find the second of the two organs needed, the Artificial Heart, as well as several crates to break open and find supplies, some Scrap, and a Transfusion Bag along the back wall.

Raiding the Pantry


If you decided to take out the Chef now (instead of leaving him for later), you can use the Pantry Key in the Kitchen to find a veritable treasure trove!

Not only are there two large buckets o’ blood to collect, but you also find some crates of items, Scrap, a case holding some 12.7x55mm Ammo for the Requiem, and a special Stakeout Takeout Charm. This item must be held in Grace’s inventory to take effect, and will increase the durability and damage of any knife you use!

Now that you’ve cleaned out the entirety of the West Wing and have both artificial organs, it’s time to head back to the East Wing. Return to the central hall and cross over to the east wing lobby, taking a left into the Examination Room. If the surgeon that wandered out earlier is still here, you may want to stab him in the back with an injector so you don’t have to deal with his giant bonesaw! If you do use your new pistol, just be sure to give him a lot of space.

Approach the body on the examination table, and insert both heart and lungs.

As you’re probably expecting at this point, doing so will bring the “patient” back to life, who is eager to thank you. Waste no time planting some bullets in the infected’s head to drop it for good, and you’ll finally be able to loot the ID Wristband (Level 2).

Make sure to also check out the safe in this room, using the safe code you found up on the second floor locker area where you first ran into ol’ Chunks, you can turn the dial right to 30, left to 10, and right to 50. Like the other safe, this one also holds 3 Antique Coins!

Find the Third Quartz – Enter the Isolation Ward

Finally, the last remaining area of the Care Center’s East Wing is now open to you. Be sure to deposit your old pistol if you haven’t already, and go spend the last of your coins on unlocking the other upgrade in the Parlor. At this point you may notice there’s more coins than needed, and that’s by design, so don’t worry about it.

Head back to the hall outside the blood lab and waiting room (the big Chunk zombie may or may not be pacing the halls at this point – he wasn’t for us), and unlock the level 2 gate into the isolation ward.

The darkened room backlit by red lights is full of drawn curtains making it perfect for ambushes, but for now it’s thankfully empty. You can find a bucket of blood on the right, as well as a crate, but we recommend holding off on breaking it for the moment.

Most of the patient rooms here are sealed, so make your way to a larger back room with an open door and broken window. Among the debris by the desks, you can find a Nurse’s Log, as well as a Double Mutation File that warns of the Blister Heads, and how destroying heads can prevent mutation.

Over by the door to the Security Manager’s Office, you can find some Scrap and a Green Herb.

Once inside the office, you’ll find the dead manager at his desk. Check the torn notebook, and interact with the corner to fold over the page to reveal the combination needed to unlock the last quarts: Star, Star, Moon, Sun.

However, when you try to interact with the safe, you’ll find the inscriptions for the symbols are all in braille. Hey, we know someone who reads in braille, right? Grace will move over to the dead manger, and take his ID Wristband (Level 3).

Bring the Child to the Quartz

As you regain control, you may start to hear noises coming from behind you. Be sure to grab the generous amount of Handgun Ammo by the whiteboard before you leave. Back in the Isolation Ward, one of the doors has opened, and if you’re quick you can spot four infected shambling out the door and back to the main hall.

Be sure to check the room they came from to find some Scrap and a crate with items.

Two of the infected that staggered out will head into the Waiting Room, while the other two will move into the hallway by the Blood Lab. Which route you take is up to you, but be aware that you’re going to have to bring the blind girl back this way.

Head back to the Guard’s Office in the central hall, and deposit anything you aren’t particularly attached to. As you can imagine, things aren’t going to go well bringing a blind girl into a place swarming with zombies, so craft as much ammo and health as you can, as well as a few hemolytic injectors if possible, plus at least one knife. Make sure you’ve gathered as much as you can from the rest of the care center, as things are coming to a close for this particular section. You will be able to get anything you missed out on later, however.

Move into the room with the little blind girl, and try unlocking the empty cell first. You can find one more Mr. Raccoon Bobblehead hiding right by the edge of the empty bed.

Open the door, and Grace will fumble around into finally introducing herself, and you’ll learn the blind girl’s name is Emily. She’ll hesitantly agree to follow Grace and read the inscriptions for her, but you’ll end up having to carry her yourself, given that she’s blind and all.

It’s important to note that while carrying Emily, you’ll be extremely exposed, unable to fight or defend yourself, and your movement is fairly slow – plus you can’t crouch. The slightly good news is that after having a small chat with Emily in the Guard’s Office, you can leave her on the couch here (and only this specific couch) while you clear a path. It is of course possible to make the trip in one go, sidestepping any remaining enemies, but it also doesn’t hurt to make sure you’ve got a clear shot.

This is because you’ll soon find that whichever path you took out of the Isolation Ward and took out the wandering infected to get here, they should now be turning into Blister Heads (sometimes only one, but most times two). This likely means that one path now has two very deadly enemies to deal with. This can also become slightly easier or exponentially worse depending on how far away from the main path you initially killed these infected!

If things weren’t bad enough, when you go to enter the hall to the Isolation Ward, big boy Chunks will have returned to block your path. Sometimes the remaining infected you didn’t kill on the way out will be behind him on their way back to either the Waiting Room or far hall. Sometimes you can trigger Chunk to step on them as he tries to get to you, but it doesn’t always work.

Getting Rid of Chunk


Note that much like the Chef, you can actually remove Chunk from the equation for good, but it’s a costly one. If you have a hemolytic injector equipped, you’ll find that you can actually stab his butt as he shuffles past the narrow hallway.

However, a single injector won’t do the job. No, to actually kill the big guy, you’ll need to stab him with 3 different injectors – or, use 2 injectors and hit him with a single requiem bullet afterward. He’ll shrivel up before exploding into a giant gory display, and leave behind a special Eye Spy Charm for Grace. Just having it take up a spot in your inventory can allow Grace to avoid an instance of otherwise fatal damage, which can be useful in certain circumstances. Whether it’s worth using up that many precious resources to kill the guy you won’t see again after this is up to you.

It’s a tricky path, and you may want to consider either using the Requiem on some of the Blister Heads, or sneaking up and injecting them, or trying to only kill the infected on the other path.

The difficulty of this segment can change wildly based on their pathing, where the Blister Heads awaken, and where Chunk is, so try to plan a route before taking Emily with you.

Once you dart past Chunk and into the Isolation Ward, nobody should be following you, and if they are, they should disappear after you bring Emily to the contraption. Say, where did the manager’s body go? Unfortunately, some new threats will make their presence known. You’ll have to leave Emily alone in the manager’s office while you take out all the threats coming to the Isolation Ward.

As you move back into the ward, be ready to deal with a double threat. One infected will stumble out of the small room on the right, but you’ll soon find the wayward manager sneaking up from the left. They’ll try to flank you, so move back into the small room before the office door, where you can use the window to vault through and get extra space as needed.

After defeating these two, be sure to break open the crate on the left side of the room if possible. Another infected will wake up in that room on the right and come stumbling out next, along with one more on the opposite side of the room. Rush the one on the right and shove him into his room, where you’ll find a Transfusion Bag.

You can find a second Transfusion Bag in the newly opened door by the gate leading out that’s now locked, along with some much needed Handgun Ammo. Don’t be afraid to bob and weave around the threats to claim more ammo or use the blood to craft extra.

The final wave is an underhanded one: One of the first two infected you killed will quickly resurrect as a Blister Head. Rather annoyingly, if you try to use a hemolytic injector on one of the bodies beforehand, the other one will always turn, and it’s probably not worth using two. Instead, either ready a Requiem bullet as soon as his head transforms, or use the back room’s door and window to keep the enemy at a distance while you shoot from afar.

After taking out this final Blister Head, Emily will soon call out that she’s done, and you can race back into the manager’s office to find the prize. However, because nothing good ever happens around here, your victory will be cut short by the arrival of an old nemesis, who seems to be sporting regenerative powers. The mutated Girl will grab Emily and the quartz, and then take off down a darkened pit.

There’s no way Grace is leaving Emily behind now, so steel yourself before preparing to leap into the Care Center’s Basement. Before we explore this new area, it’s about time we saw what Leon is up to in the Care Center Attic.



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