
ARK (III) is the sixteenth chapter or sixteenth part of the story of Resident Evil Requiem. It begins after reaching the ARK Archives 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.
Climb the ladder and open the door to enter the Back Room. Collect a few items and proceed through the hallway, watching out for the zombies. At some point, you will notice that the screen goes completely haywire. Leon is in a very bad way, so when this happens, you will have to wait for the effect to wear off. Pray that it does not happen while you are being attacked by something larger than an ordinary zombie.
Continue all the way north until you enter the Staff Room (-4). You will find items, a save point and a Supply Box. Sell the Mortal Edge, the axe you collected from the Commander. It has the same attributes as your upgraded Hand Axe—and is worse if you have fitted the optimised parts—but it is worth 25,000 credits that you can invest in other upgrades. Afterwards, head west to Bioweapons Silo 11.
It is fairly obvious that this room is a trap, but it is safe for now. Leave through the southern exit and follow the hallway. As you approach the catwalk, take note of the three Lickers in the lower area.
If you shoot one of them with the Marksman 1A, one will climb up and drop directly through the opening above your head. Successfully parry its tongue attack to cut it off and unlock the Cat Got Your Tongue? achievement/trophy.
If you fail, take too long, suffer too much damage or consume too many items, reload your save and try again until you succeed. Make sure you eliminate all three to avoid trouble later, then continue across the catwalk. Another lone Licker will appear. The good news is that parrying is very easy in a one-on-one fight, especially when followed by a shotgun blast to the face. If you have killed the three below and this one, there will still be one remaining when you reach the bottom of the pit. Break any crate, crouch and wait to catch it by surprise.
Now locate the red switch in the north-central section. It will lower a platform, allowing you to leave through the northwestern door of the pit.
Make sure you search Bioweapons Silo 12, as there are several items inside crates and containers. Proceed carefully, because there are another two Lickers in the next room. Catch the one on the floor by surprise, then approach the breakable crate and strike it without standing up. The one on the ceiling will drop down to investigate, allowing you to cure its headache permanently. Afterwards, activate the switch at the far end to lower a section in the southeastern corner of Bioweapons Silo 12 and continue through there.
The stairs will take you to the Server Room. Make sure you collect the Master Key (Silo 11) from the wall, followed by the remaining items scattered across the tables. You now need to return to the control panel in the northern section of Bioweapons Silo 11. Stop by the safe room along the way if you wish.
You will find the room overrun with Lickers. We are going to cheat a little: pick up a fuel canister and throw it beneath the Lickers in front of the northern door. Run south as quickly as possible and force them to follow you through the hallway above Bioweapons Silo 12. This should give you the advantage. Throwing a hand grenade at the entrance to the hallway will probably kill a couple of them, and the rest should not last much longer. You can now use the Master Key to open the door on the northern side. The zombies inside the capsules will break free, and you must eliminate them all before you can use the lift.
Follow the only available path until a cutscene begins. Although we are about to switch characters, we will make an exception this time and continue within the same section.
As soon as this section begins, you will obtain the final two documents: Alyssa’s Interview Notes and Patrick’s Letter.
Continue to the Study Elevator. From there, cross the hallway to trigger a cutscene.
At this point, you will have to make a decision: destroy Elpis or release it. If you choose to destroy it, you will see one of the endings and the game will end immediately. However, once it is over, you can return to this exact point. The best option is therefore to destroy Elpis first, use the option to return to this point and then choose to release Elpis.
The objective is perfectly clear: you need to finish Victor Gideon once and for all. Fire everything you have at him and try to parry his tentacle attacks, but do not let him get too close. After suffering enough damage, he will charge himself with electricity. Move out of the illuminated damage zones marked on the floor to avoid his attacks.
Bear in mind that if you move too far away, he will use an RPG whose projectile you can parry. Better yet, shoot him so that he drops it and MAKE SURE YOU PICK IT UP.
Keep firing until a cutscene begins and he—inevitably—transforms into a gigantic, hideous monstrosity. If you have the rocket launcher, you can end the battle instantly. Otherwise, you will need to shoot the bulbs that are very obviously his weak points while dodging him as you did Plant 43 by running from side to side. Once you destroy them all, he will collapse and numerous bulbs will appear around his base. Destroy all of them and repeat the process until a QTE sequence begins. Complete it to see the ending of the game.