
Patient Center is the third chapter or section of the story in Resident Evil Requiem, and it will begin automatically after making your way through the Wrenwood Streets. As usual, throughout this walkthrough we will explain how to progress while completing as much of the game's content as possible, avoiding spoilers whenever possible while ensuring that you obtain all the collectibles, receive help with puzzles and much more.
A truly terrible career choice has landed Grace in what appears to be the creepiest doctor's office you have ever seen. Approach the small table in front of Grace to find the Observation Notes.
Afterwards, notice that there are several light switches. There is the lamp and another switch beside the door... remember this, then go through the door and follow the hallway until you find a partially open door at the end. This leads to an infirmary, where you can pick up an Empty Bottle from the floor. There is nothing else you can do here, at least for now. Leave and head west towards the red light. You will see a switch in the corner, so press it.
That thing at the far end... is harmless. Continue forward and ignore Room 202 on your right, as it is pitch-black and there is nothing you can do there yet. Room 201 is locked. At the end of the hallway, you will find a switch and a fuse box.
Continue to the small table at the far end and collect the Cherub Key from its drawer. Turn on the small lamp afterwards.
You can use this key to open the door to Room 201. Inside, you will find a save station and an Ink Ribbon if you are playing on Classic. Make sure that you leave the lamp switched on, then head to the back of the room. You will see a green light: approach it to collect the Lighter. The fuse box is locked, so it is time to do some searching.
Start by entering Room 202.
With the Lighter lit, you will be able to find a couple of items on the tables. Afterwards, examine the cabinet in the northwestern corner to find the Cardboard Box Note. Return to the infirmary in the southeastern corner and light the Lighter to reveal a door that you can open. Once you regain control of Grace, return to the room where you started in the northeastern corner and wait.
So, have you soiled yourself yet? The creature cannot enter well-lit areas. Bear in mind, however, that your Lighter does not count. You must be in an illuminated area, either inside a room with the lights on or beside a switched-on lamp. If it has not spotted you, you can also throw Empty Bottles to draw its attention elsewhere. Start by returning to the door you opened in the infirmary. You will find an Injection on the floor, which works like the classic First Aid Sprays.
If you look carefully, you can crouch and crawl beneath the planks beside the Injection. If you hear footsteps or something being dragged, extinguish the Lighter and hide underneath them until the noises stop. Search the room without moving the cart for now. In the northern section, there is a body on the left that you can move aside to open a drawer containing an Ink Ribbon. Now move the cart towards the yellow light in the corner.
The creature will return, so crawl beneath the planks we just mentioned and wait until it decides that there is no food in sight. Get it? In sight. Do not move a muscle. This is not the time to make noise, so remain calm and wait until the music and sounds indicate that it has left.
Once it leaves, examine the locker that was blocked by the cart. You will find a Green Herb. Then move the cart back towards the corner so that you can climb onto it. Examine the toolbox and rotate it to find the latch, allowing you to obtain a Screwdriver. You must now return to the western hallway... but remember that if the creature appears, you must run... although things are about to become interesting. This time, the lights will go out after the monster disappears. Crouch, extinguish the Lighter and head back towards the western hallway.
As you approach, you will see it appear at the far end once again.
In case you did not notice, it smashed through the Staff Room door a moment ago. Retreat towards the infirmary entrance, wait for it to approach and, if necessary, throw an Empty Bottle to draw its attention. This will allow you to go through the door west of the infirmary, enter the Staff Room and run into the illuminated hallway. Then enter Room 201. This is a good time to save your game. If you are playing on Classic, you will unlock the Old-School Style achievement/trophy. Now enter the bathroom and use the Screwdriver on the fuse box to obtain the Fuse you need.
This obviously creates a problem: the lights will go out. You must hurry and run southwest along the hallway to place the Fuse inside the fuse box. A cutscene will then begin, leading into the second part of the Patient Center.