The Unsung Heroes of Resident Evil Requiem: Why Lockpicks Are Your Best (And Riskiest) Friends

AI Gaming News Author · Polygon ·

The Unsung Heroes of Resident Evil Requiem: Why Lockpicks Are Your Best (And Riskiest) Friends

Dive into the perilous hunt for five elusive lockpicks in *Resident Evil Requiem*'s Care Center, revealing their crucial role in crafting rare Requiem ammo and giving Grace a fighting chance against the undead.

Right, so we're all familiar with the Resident Evil playbook, aren't we? Zombies, dim lighting, puzzles that make you question your life choices, and the ever-present dread of running out of ammo. But *Resident Evil Requiem* — or RE9, if you’re like me and prefer the quick designation for your mental notes — throws a few delightful curveballs, doesn't it? Today, we're not talking about headshots or how many times you’ve soiled yourself trying to escape a particularly nasty Licker. Nope, we’re delving into the surprisingly critical world of *lockpicks*.

Now, you might be thinking, ‘Lockpicks? Jeff, mate, I’m trying to survive a bloody apocalypse, not pickpocket an unsuspecting guard!’ And fair dinkum, you’ve got a point. But here’s the rub: in the twisted corridors of the Care Center, these unassuming little tools are the key to some genuinely rare goodies, the kind that can quite literally be the difference between Grace kicking zombie arse and… well, becoming zombie chow.

I've been tinkering with the schematics of *Requiem* all morning, and bloody hell, the strategic dance around these five elusive lockpicks and their equally hidden counterparts is wilder than it first appeared. It's not just about finding them; it's about the *journey* there, the perilous backtracking, and the precious loot that makes the whole ordeal worthwhile. Polygon’s Paulo Kawanishi laid out the essential roadmap, and I’m here to add a bit of Jeff-flair, some context, and maybe a few existential questions about why Grace, a supposed survivor, has to play cat-and-mouse for crafting materials in a zombie-infested asylum. It’s like the game’s saying, 'Here, have some dread, but also… go find this tiny thing across the map!' Peak survival horror, eh?

### The Scavenger Hunt Begins: All Five Lockpicks

There are precisely five lockpicks scattered throughout the Care Center, and you'll only be able to use them as Grace. The game, in its infinite wisdom, ensures that while these tools are vital, they're not exactly hand-delivered. You'll need to explore the East Wing, West Wing, and the Basement to gather them all. And here’s the kicker: each one is consumed upon use. So, you're not just finding a key; you're finding a single-use skeleton key for a specific treasure. Talk about making every decision count!

**Lockpick #1 — Lead Researcher's Office (East Wing)** Your first foray into the delicate art of digital lockpicking kicks off in the East Wing, specifically the Lead Researcher's Office. As you navigate the campaign (and likely question your life choices about playing horror games at 3 AM), you'll stumble into this delightful room. And there it is, perched innocently atop a small cabinet on the east side of the room. It's almost too easy for the first one, isn't it? Like the game’s giving you a little pat on the head before it shoves you down a flight of blood-slicked stairs. Don't get complacent, mate; this is just the appetiser for the feast of frights that follows. Snag it, pocket it, and try not to think about whose research notes it's been silently judging all this time.

**Lockpick #2 — Custodian's Office (West Wing)** Next up, we’re heading to the West Wing – a delightful change of scenery, I’m sure. Your second lockpick is tucked away inside a locker in the Custodian's Office. Now, accessing this room isn't just a simple door-swing; you’ll need your Level 1 wristband to unlock the door found south of the Kitchen. Ah, the subtle joy of progress gating in horror games! It adds an extra layer of 'oh, for goodness sake, where's that bloody keycard now?' to your already stressed-out playthrough. Get in, grab the pick, and try not to think about what the custodian might have been storing in there besides dust bunnies and existential dread.

**Lockpick #3 — Office (West Wing)** Sticking with the West Wing, your third lockpick awaits in the Office, situated on the second floor. To get there for the first time, you'll need to climb the stairs just in front of the Custodian's Office (see, told you the game likes to connect things!). Once you're in, you'll find this precious tool chilling out on a desk in the north part of the room. It’s always the offices, isn’t it? The places where you expect mundane paperwork are always hiding the juiciest secrets. A quick grab and you’re three-fifths of the way to being a master lock-picker – or at least, having enough picks for the job.

**Lockpick #4 — Boiler Room (Basement)** Ah, the Basement. Home to all things rusty, dark, and probably dripping with something unpleasant. Your fourth lockpick awaits in the Boiler Room. Now, this isn't just a simple stroll-in-and-grab situation, is it? Oh no, the game wants you to *work* for this one. You've got to approach this room from a specific angle – through a broken fence on the north side. Why? Because the *other* way in involves traversing through electrified water. And unless Grace has secretly developed some shocking superpowers (pun absolutely intended), you're going to want to avoid that particular shortcut. It's a classic Resident Evil environmental puzzle disguised as a pathing choice. Insert a joint plug in the northeastern part of the Basement, open that northern path, and then you can safely waltz in and liberate your lockpick from its watery, electrifying prison. It’s a bit of a detour, but trust me, not getting zapped into oblivion is usually a good strategy.

**Lockpick #5 — Basement (Tunnel)** The final lockpick on our grand tour of unsettling locations is also in the Basement, lurking inside a tunnel that connects the Workshop to the Inspection area. This one’s a bit of a sneaky devil, requiring you to think about access. One way in is via the Workshop, but you’ll need the Square Socket Wrench to pop open a vent passage. Alternatively, if you're feeling particularly acrobatic (or just fancy another route), you can insert a joint plug into the outlet on the west side of the Furnace and then crawl through an open vent right beside that smaller room. It’s these multi-path approaches that I secretly love, even when I’m cursing the designers under my breath for making me navigate a labyrinth while something gurgles in the shadows. Five picks down, now let’s talk about where to use 'em!

### The Payoff: Where to Use Your Precious Picks

So you’ve bravely (or foolishly, depending on how many times you died) collected all five lockpicks. Good on ya, mate! Now for the actual treasure hunt. There are five specific locked drawers and lockers, each containing that glorious, life-saving rare metal. This isn’t just some arbitrary collectible, mind you. This rare metal is absolutely crucial for crafting *Requiem ammo* once Grace learns the recipe by analyzing the Blood Specimen (Converged). Think of it as your golden ticket to more firepower, and in *Resident Evil Requiem*, more firepower generally equates to less screaming.

One thing to note, and a genuinely player-friendly design choice for once: if you missed some of these drawers before heading into the Basement, don't fret! The game eventually brings you back to the upper floors, giving you another chance to grab that sweet loot before the campaign wraps up. It’s almost like they don’t *want* us to suffer *too* much. Almost.

**Location #1 — East Wing Lobby (East Wing)** Back to the East Wing we go, specifically the East Wing Lobby. Once you’ve got access, keep an eye out for a cabinet on the south side of the room. Hidden within is your first locked drawer. Crack it open, snatch that rare metal, and feel that little surge of satisfaction. It’s like finding a secret stash of biscuits after a long, harrowing journey – immensely gratifying.

**Location #2 — Hallway South of Restroom (West Wing)** Alright, so you've got a lockpick burning a hole in your inventory (not literally, that would be a whole other kind of problem). Head back to the West Wing, and specifically, the first floor, northwest side. Navigate to the hallway just south of the Restroom, near the Kitchen. You’ll spot a couple of sofas chilling there, probably wondering when the apocalypse will end so they can get back to their quiet, upholstered lives. And right beside them? Your second locked drawer. Another rare metal awaits, bringing you ever closer to crafting some seriously potent Requiem ammo. It’s these little pockets of strategic resource gathering that really make you feel like you’re gaining an edge, even when the world around you is collapsing.

**Location #3 — Outside the Chairman's Office (West Wing)** Still in the West Wing, but this time on the second floor. Make your way towards the Chairman's Office. You won't be going inside (thank goodness, probably full of tax returns and corporate secrets), but right beside the door, you’ll find the third locked drawer. It's a prime example of environmental storytelling, isn’t it? Even the corporate bigwigs probably had their own stash of emergency supplies. Or perhaps it’s just the game reminding you that no corner is safe from your scavenging prowess.

**Location #4 — Bunkroom (Basement)** Down to the Basement again, because apparently, all the good stuff is either electrified or in a creepy underground lair. With a joint plug, you can open the Bunkroom, which is conveniently located near the Security Room. Inside, you’ll spot some blue lockers on the east side. Your target? The leftmost locker. Give it a good pick, and another rare metal is all yours. It’s like finding a forgotten twenty quid in an old jacket – unexpected, but always welcome, especially when zombies are knocking at the door.

**Location #5 — Basement (Inspection Room)** And finally, the last treasure in our lockpick odyssey! After you’ve snagged the Forklift Key (a whole other adventure, that one), you can access the Inspection room. Once inside, cast your eyes to the northeast side, just to the left of where you entered. You’ll see two blue lockers. Naturally, it’s the left one that holds your final rare metal. With this, you’ll have all the components needed to truly bolster Grace’s arsenal. Go forth, craft some bloody powerful ammo, and show those unfortunates what a fully-prepared survivor can do!

### The Final Word: Is it Worth the Risk?

So, after all that running, sneaking, and strategic lock-picking, was it worth it? Absolutely, mate. In a game like *Resident Evil Requiem*, where every bullet, every health pack, and every piece of rare crafting material can be the difference between life and a messy, gruesome death, taking the time to uncover these secrets is paramount. It’s not just about getting 100% completion; it's about empowering your gameplay, understanding the subtle resource management the game demands, and feeling like a proper digital wizard who can bend the game's rules to their will. Keep your eyes peeled, your wits sharp, and your lockpicks ready. Happy hunting, and try not to get bitten!

Huge thanks to Paulo Kawanishi and Polygon for the original guide that served as the backbone for this deep dive. Their meticulous work ensures we don't accidentally become zombie snacks while hunting for shiny things.

Tags: Resident Evil Requiem, Survival Horror, Gaming Guide, Resource Management, Collectibles

Original article: Polygon