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Care Center - Grace
Resident Evil 9: Requiem

Care Center - Grace

Walkthrough for Resident Evil 9: Requiem's Care Center section. Includes escaping Room 203, finding the Cherub Key, obtaining the Fuse, and evading the monster.

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Walkthrough for Resident Evil 9: Requiem's Care Center section. Includes escaping Room 203, finding the Cherub Key, obtaining the Fuse, and evading the monster.

Walkthrough
  1. 1
    You start in Room 203, upside down. After freeing yourself, grab the Progress Notes file (7/75) from the table.
  2. 2
    Leave Room 203 and go south. Enter the next room, switch on the light, and pick up the Empty Bottle that falls.
  3. 3
    Return to the previous passageway and turn left. Head towards the red light and switch on the light to illuminate the corridor.
  4. 4
    Note the rooms on your right: Room 202 is open but dark, Room 201 is locked (Cherub Relief Door).
  5. 5
    Continue to the end of the corridor and grab the Cherub Key from a drawer.
  6. 6
    Backtrack to the Cherub Relief Door and unlock it with the Cherub Key.
  7. 7
    Enter Room 201. You can save your game at the typewriter. If playing on Standard (Classic) difficulty, grab the Ink Ribbon from the table to unlock a trophy when used.
  8. 8
    Grab an Empty Bottle from the closet.
  9. 9
    Go through to the linen cupboard to find a Lighter and a fuse box you cannot open yet.
  10. 10
    Use your lighter (↑ button) and enter Room 202. Read the story on the table. Open the closet to find the Note on Cardboard Box file (8/75), which mentions a screwdriver at the nurses' station.
  11. 11
    Return to the corridor and head back towards Room 203. Search the nook to your left to find an Empty Bottle.
  12. 12
    Head south to the prep room. A doctor's body will fall out. A monster will appear.
  13. 13
    When you regain control, run north to Room 203. The monster will be burned by the light and disappear into the ceiling.
  14. 14
    Return to the prep room and go through the door. Find a Med Injector on the floor and note an overturned cabinet for hiding.
  15. 15
    Go past the cabinet and see a medical trolley blocking a locker. Climb on top of the trolley to grab an Antique Coin from on top of the locker.
  16. 16
    Climb down and note a toolbox on a high shelf. Move the trolley towards it. Something will fall, making noise. The creature will appear through the window.
  17. 17
    Move the trolley into the corner and climb up to reach the toolbox. Rotate the toolbox to find a catch and retrieve the Screwdriver.
  18. 18
    Quickly climb down and hide under the overturned cabinet (R3) as the creature enters.
  19. 19
    Wait for the creature to move away, then sneak out and head towards Room 201.
  20. 20
    The creature will burst through the locked door ahead. Turn around and run back to Room 203, where the creature cannot follow.
  21. 21
    After the creature disappears into the ceiling, return to Room 201. The creature will drop down. Back up and throw a bottle (L2 + R2) up the corridor towards Room 203 to distract it.
  22. 22
    Sneak back through the prep room and Nurses' Station. You can grab a Green Herb from the locker that was blocked by the trolley.
  23. 23
    Leave through the door the creature burst through and go to Room 201. Save your game.
  24. 24
    Use the screwdriver to obtain the Fuse.
  25. 25
    The creature will come through the ceiling. Run out of Room 201 towards the fuse box.
  26. 26
    Fit the fuse and activate the grille control. The creature will catch you before you can escape.
Tips
  • Empty bottles can be thrown to create distractions or stagger enemies, allowing you to run past.
  • The story in Room 202 advises to stay in the light, as the creature is vulnerable to it.
  • The overturned cabinet in the prep room is a good hiding spot.
  • Antique Coins can be spent later.
  • Don't worry about extinguishing your lighter; it doesn't seem to bother the creature.
  • Progress Notes (7/75)
  • Empty Bottle (x3)
  • Cherub Key
  • Ink Ribbon (Standard/Classic difficulty only)
  • Lighter
  • Note on Cardboard Box (8/75)
  • Med Injector
  • Antique Coin
  • Screwdriver
  • Green Herb
  • Fuse

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