Resident Evil Requiem creeps onto the scene, combining tense survival horror with exhilarating action. If you’ve seen initial trailers, you’ll know that early in the game, protagonist Grace Ashcroft finds herself trapped against her will. While Grace frees herself from her bonds on her own, players will have to then free her from the hospital ward she’s trapped in.
If you want to work this out entirely on your own, read no further. But if you find that this section—I don’t know—creeps you out a little, we have a helpful guide. Mild spoilers to follow; nothing that occurs past this section will get mentioned. Rather, we’ll tell you what you need to find and where, and help you evade your pushy pursuer here.

Finding and Opening the Cherub Door
After the section on the streets with Leon, Grace wakes up on the wrong side of the operating table. Which is to say, she wakes up upside down. After she frees herself, you’ll take control of the FBI analyst.
First, turn on the light and grab the Progress Notes file next to it. Open the door and head down the hallway. Turn right when you can. You’ll see a light switch which will actually work. It will just illuminate an area further down the hall where you’ll see a statue of a horse.
The first door on the right will be dark. The light switch here won’t work just yet. That’s okay. Keep heading down and note the next door on the right, the one with various cherubs on it. It’s locked. So let’s get the key.
Say hello to our stoned horse friend and head left where the hallway turns. You’ll notice a gate that’s closed. And a fuse box that’s… short a fuse. You’ll hear some noises followed by the announcement of a “code six.” Don’t worry about that now. Just head to the table with the lamp on it in the corner and open the drawer. You’ll get the Cherub Key.
And what does the Cherub Key open? Is it a secret ladder inside the horse statue? No, I kid. It opens the Cherub Door, of course. So head back to add another winged naked baby to that door’s collection. And by that I mean, open the door.
You’ll end up in another well-lit room. You can save on the typewriter to the right. You can also open the wardrobe for an empty bottle. It has terrible specs, but maybe you want it to, I don’t know, distract something.
Getting the Screwdriver to Unlock the Fusebox
Head into the closet and absolutely grab the lighter to your left. Flick it on if you like. There’s a fuse here! Great. It’s locked in a fuse box! Not so great.
Leave the room, hang left, and try not to think too much about the sounds of chains rattling around. When you reach the junction, this time go right to the Prep Room. Prep yourself accordingly.
The light switch won’t work (love that), and as you try the next door, you’ll find that this one is occupied by a dead man. Grace will check his pulse to make sure he’s extra dead. And he is. But his devourer won’t be. Yum.
Turn around and book it back to the room you woke up in. Unlike Resident Evil 2’s Mr. X, who waits patiently, this monstrosity will try to enter the room. Rude. The light will burn her. Good thing you left that on. And she’ll scuttle into the ceiling.
While that seems unfortunate, this actually does buy you some time. Head back into the Prep Room and go through the door you tried to enter earlier. Grab the Med Injector in front of you and then swing around the corner to the right to notice the toolbox on the shelf. You can’t reach it.
Quickly go to the cart to the left and wheel it over. While the creature walking past the window is scripted, it will enter the room whether or not you get the toolbox. So once the cart is lined up, hop up, grab the toolbox, and rotate it for the screwdriver.
Evading This Human-Gobbling Ghoul
Oh look, our friend is back! Turn on the lighter (she can’t see you, only hear you). Crouch and head under the table in the middle of the room. Patiently wait for her to saunter on by, and then crawl or book your way out of there.
At the junction, turn left towards the horse statue. The creature will bust through the wall like the Kool-Aid Man. Turn around and once again seek the shelter of the room you woke up in, Room 203.
“Don’t come any closer!” Grace will shout. And our monstrous friend will oblige, retreating back into the ceiling for now. Aaand the lights will shut off.
Head out and back towards the horse statue. The creature will drop down from the ceiling. As counterintuitive as it is, I found it efficient to just run straight at it and then duck into the room to the right. The light is still broken, and opening the closet will just make a lamp fall on you.
The creature may enter the room, but if you crouch down and stay still in the corner, it shouldn’t find you. It will soon leave, giving you time to head to the next room down (Room 201). Open the fuse box and grab the fuse. The lights will go off, and what do you know? There’s a whole hole above you!
The creature will scuttle on down and chase you. Book it directly to the fuse box by the gate. Thankfully, you’ll enter a cut scene. And that’s how Grace will escape this ward. Or will she?
Good Luck with the Rest of Resident Evil Requiem
Hopefully, this guide gets you out of the first puzzle and stealth situation in Resident Evil Requiem. If you’d like to get some more tips and tricks for the beginning of the game, you may check out our guide for starting out. Requiem is a pretty straightforward game overall. But in alternating between horror and action, it does have a few unique mechanics to know about.
If you’re curious about the horror and action blend of the latest Resident Evil title, check out our review to find out if it’s your cup of gory tea. We praised the title as “a horror experience sure to thrill fans and newcomers alike.”
And if you want to know even more of our thoughts on Resident Evil Requiem, be sure to check out our Resident Evil Requiem Spoiler-free Discussion.






