
ARK (II) is the fifteenth chapter or fifteenth part of the story of Resident Evil Requiem. It begins after reuniting with Grace. As usual, throughout this walkthrough we will provide directions to help you complete as much of the game as possible, avoiding spoilers wherever possible while ensuring that you obtain all collectibles, receive help with puzzles and more.
Follow the only available path. One thing will lead to another and you will have no choice but to split up. It will not be long before you pass through a tunnel and climb down a ventilation shaft. When you reach the Waste Control Room and interact with the panel, you will discover that you need something to activate it.
Climb the stairs in the hallway to reach the Laboratory Entrance, a safe room where you can save your game and reorganise your inventory.
You can see a screen in the corner. It does not contain a document, but you can take a look at it. The main gate is closed, so take the eastern exit to continue. After passing through the small storeroom, you will cross through a door and see "something". Do not worry about it for now. Collect the Empty Bottle from the table before continuing. Crouch before passing through the tunnel, because now you really do have a problem. The Licker is a blind monster, so as long as you do not make any noise or touch it, you should be fine.
You must be extremely careful around the broken glass scattered across the floor from this point onwards, as stepping on it may attract the creature's attention. It is up to you whether you avoid the monster or try to kill it, but bear in mind that there is not just one; you will encounter several more later. In any case, you will find the penultimate safe in the northeastern corner of this room.
The combination is 10-90-20, and it contains handgun ammunition, an injection and a Molotov cocktail. Take the western exit and head south along the hallway to unlock a shortcut back to the safe room. Then head north and follow the hallway, watching out for the Licker on the ceiling. At the end of the hallway, you will find the Chemical Storage Room. Here you will discover your first Acid Bottles, various resources, two zombies and the Master Key you were looking for.
You now need to backtrack along the route you just took. Be careful, as there will be a new zombie in the previous room. Well, it is not actually new, but it was not here before. I mean, it was here, but it was not a threat. You know what I mean.
Be careful, as there will be another Licker at the bottom of the stairs. Once you finally reach the Waste Control Room, use the Master Key on the machine to trigger a cutscene.
Once the cutscene ends, you will have seen a small compartment open behind you. It contains the Magnetic Key required by some of the doors you encountered earlier. Use the key on the safe room door to enter the Lobby. The northeastern door is locked, so ignore it. Take the southwestern door to enter the Monitor Room.
You can read the Access Log: Assembly Minutes 51 on one of the screens. You will also find the final safe here. The combination is 50-60-80. Inside, you will find an Acid Bottle, an Empty Bottle and an injection. Also collect the item to the left of the safe so that you can craft Acid Bottles. Make sure you craft as many as possible, as each one means one dead Licker. Afterwards, continue west into the Lobby and head downstairs.
Walk down the stairs, as there are zombies and more than one Licker on the lower floor. Look behind the panel displaying the Umbrella logo at the junction. Inside an opening, you will find the Sterilisation Room Safe document.
Now look to the other side. That is Bioweapons Silo 05: there are two Lickers and a zombie near the entrance, so be extremely careful. Open the lower-right container to find a new Hip Pouch.
Continue searching the room as you move north. There are still two Lickers and another zombie, and you can search the containers for items as you go. The one that should interest you most is the southeasternmost container in the northeastern section of the room, which is shown below and must be entered from the northern side of the hallways.
Inside, you will find the Monitor Room Safe document. The container to its right contains a zombie, some blood and a knife. Finally, inside the last unopened container, you will find another zombie, a blood bag and a crate that you can break. Once you are finished, head north to the Operating Room.
Inside this room, you will find the laboratory map and the final Mr. Raccoon. It is located immediately to the right of the map screen, on the right-hand side of the console against the southern wall. This room also contains a typewriter and the Orb of Nobility inside the box at the far end, an item required to progress. If you leave through the window to its left, you can collect some items and eliminate several more Lickers. Remember to keep collecting blood and crafting more Acid Bottles.
When you climb the stairs back up to the Lobby, you will have a slight problem in the form of two Lickers crashing through the glass wall. Bear in mind that they will not initially know that you are there. They jumped through the glass because someone shouted "CROQUETTES", and not even a Licker can resist those, obviously. Do not look at me—it is the only plausible explanation for why they both jump through at the same time without immediately coming after you.
Use the Orb of Nobility on the northeastern door in the Lobby to get rid of it. Stop by the Supply Box to reorganise your inventory, retrieve or craft a Molotov cocktail and head to the White Room in the northeastern section. You can now unlock its door using the Magnetic Key.
Inside this room, you will find a few resources—be careful when collecting the bottle, as the corpse will get back up—and the Orb of Willpower. As soon as you collect the item, three zombies will enter through the door: throw the Molotov cocktail and let the flames do all the work. Now place the Orb of Willpower in the northeastern door in the Lobby. Once inside the Archives, check the screens on the right-hand side until you find one that is switched on. Interact with it to obtain the Access Log: Assembly Minutes 1 document. Now approach the monitors at the far end to trigger a cutscene, after which we will see how Leon is getting on.