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Resident Evil Requiem: missable achievements and their windows, a zone-by-zone checklist
In brief
Resident Evil Requiem traps players with achievements that disappear forever once a region is left behind. This guide maps out every single-window challenge, area by area, and explains how to use the twelve save slots to miss nothing without having to replay the entire game.
On Steam, 72.8% of Resident Evil Requiem players have completed the main story at least once. Only 48.8% have opened all five safes, 41.1% have lined up three enemies with a single Requiem bullet, and 23.8% have cut the tongue off a Licker β2. These figures, recorded on August 10, 2026 on the official achievements page, all say the same thing: in Requiem, challenges aren't missed for lack of skill, but for lack of timing.
The game has neither New Game+ nor chapter select. A region you've left is a region that's closed off, and many challenges hinge on a single action, in a specific room, with only one of the two characters.
The only workaround is free: twelve manual save slots, to be spread across the game's major milestones rather than overwritten on a loop. Here's the map of the closing windows, in order of progression.
What can be recovered, and what can't
Requiem separates two families of challenges. Cumulative counters — documents read, Mr. Raccoon memories destroyed, enemies defeated, credits, blood units — carry over from one playthrough to another and keep filling up even when reloading a save. None of these are at risk.
The others hinge on a single move, a single room, a single enemy. These are the ones that tank the stats, because they give no warning: nothing indicates, when you walk through a door, that you've just lost an achievement. Worse, the Challenges menu only reveals certain counters after the first ending — so on a first playthrough, you can't even see what you're missing.
Hence the rule: one manual save per major milestone, in a dedicated slot. The story's nine automatic achievements, from Déjà-vu to The Final Mission, make ideal markers: they trigger precisely at region transitions. At every notification, save to a new slot — that's your chapter select.
Rhodes Hill: the care center concentrates half the traps
This is the region densest with single-window challenges, and also the one where ammo runs short. Hence the temptation to flee, which comes at a steep cost.
- Grace and Goliath (58.3%) — kill a Chunk with Grace. It shows up when she picks up the ID bracelet on the east wing's upper floor, and it's the only one Grace will encounter: the one Leon fights further down doesn't count. Cheapest method: lure it into a room and put two or three Requiem rounds in its head while it's stuck in the doorframe, since it can't turn around in a corridor. Guides disagree on when it disappears, somewhere between dropping off Emily at the office and one last pass through the east wing: don't bet on it.
- Internal Conflict (32.4%) — get one infected to attack another in the care units. The most botched one in the care center, yet simple once you understand the trick. Pick up an empty glass bottle in the west wing and keep it. In the east wing waiting room, break a vase to draw the infected man in the white coat and the cleaning woman to the same spot, stay crouched in a corner, then throw the bottle at the woman. Save before going in: if they hear you or you kill one of them, it's over.
- Minute of Silence (79.4%) — the two vocalist infected. These infected hum to themselves and can be heard from far away: the first in the lounge bar on the west wing's upper floor, the second in the conference room on the east wing's upper floor. Killing them is optional, so it's easy to overlook when ammo is scarce.
- End of Service (77.4%) — the head chef. Two windows of opportunity: with Grace, then with Leon if she spared him. A hemolytic injector to the back kills him instantly and also unlocks Lethal Dose (84.6%).
- Like Mother, Like Daughter (82.6%) — pick a lock on a drawer. Locked drawers and locks only exist in the care center and only for Grace; they show up on the map and contain precious metals.
- The Big Guns (74.3%) — stun the Girl with the Requiem. The creature stalking Grace takes a heavy-caliber round and staggers back. Best opportunity: the water treatment area, where the game requires activating three switches and hands out the matching ammo.
- Not So Tough Safes (48.8%) — the five safes, all in areas played by Grace. None of them is really hidden, they show up on the map once discovered, and yet one in three players who finished the game left at least one behind. The combinations change on Nightmare difficulty.
Two achievements from the blood analysis lab require a trade-off: Eureka! (unlock a formula through analysis) and The Power of Blood (craft an item with the blood collector) both require the laser microscope. They're incompatible with a run aiming for Minimalist, which requires that Grace never touch the blood collector: save them for your collection run.

Raccoon City: the motorcycle, the containers, and the cave
Leon's section is more generous with ammo, and therefore less tense, but it strings together sequences with no way back.
- Fallen Off the Truck (51.8%) — the three BSAA containers, grouped in eastern Raccoon City and opened with a key recovered from a soldier's body. Nearly three finishers out of ten miss them, even though they notably hold the BSAA lucky charm.
- Shouldn't Have Pushed (60.0%) — the nine young Plant 43s. The first one attacks you automatically on the train, after the Tyrant S; the other eight are in the cave that follows. The trap: the cave can be crossed in a straight line by following the tunnel light, while several plants hide in the side branches, including the one leading to the optional chest. Search every fork, there's no turning back.
- Road Rage (74.9%) — interrupt one of Victor's attacks on the highway. During the motorcycle sequence, a red icon appears above him before his RPG-7 shot: that's the moment to hit him. There are two chances during the ride, with unlimited ammo for the submachine gun. If both are missed, reload an autosave.
- Retail Therapy (77.3%) and Custom Fit (81.5%) — buy an item at the supply crate, then modify a weapon. Both go through the crate at the central camp, provided you've picked up the Tactical Tracker bracelet placed right next to it: without it, enemies drop no credits. Custom Fit can pop much earlier, in the attic of the healthcare center, by attaching the compensator hidden in a cabinet to Leon's pistol.
- Peak Efficiency (41.1%) — three enemies with a single Requiem shot. The bullet passes through bodies: you need a corridor where infected are advancing in a line. The best alignments are in the east wing of the healthcare center and, much later, on the groups emerging from the tubes while Leon waits for the elevator in the ARK.
The ARK and the final choice
Hold Your Tongue (23.8%) is the least unlocked achievement in the game outside of difficulty and completion ones, for a mechanical reason: it can only be done with Leon, during his second pass through the ARK, so in the final quarter of the playthrough. You must parry with an axe the tongue attack of a Licker β2 — an attack these creatures rarely use, with a short parry window.
The method: save manually when Leon emerges from the landfill, then lure several Lickers to medium range, the distance at which they whip out their tongue. A wind-up animation precedes the strike, the parry input must be triggered just before impact.
One last trap, a narrative one this time: Hope and Requiem (72.3%) requires you to free Elpis at the final choice. The other option closes off the achievement for the current playthrough and also invalidates Straight to the Point, the under-four-hours challenge, which requires the same ending. Destroying Elpis, however, avoids the final battle: an option to save for a playthrough where both of these achievements have already been earned.
The ranking of missed achievements
Rates recorded on August 10, 2026 on the French achievements page. The reference figure is 72.8%, the share of players who have completed the story at least once: any marked gap from this number measures an oversight, not a difficulty.
| Achievement | Condition | Steam Rate |
|---|---|---|
| Hold Your Tongue | Cut off a β2 Licker's tongue with an axe | 23.8% |
| Internal Conflict | Get an infected to attack another infected | 32.4% |
| Optimal Efficiency | Three enemies with a single Requiem shot | 41.1% |
| Not So Safe Safes | All five safes | 48.8% |
| Fallen Off the Truck | The three BSAA containers | 51.8% |
| Grace and Goliath | Kill a Chunk with Grace | 58.3% |
| Shouldn't Have Pushed | The nine young Plant 43 sprouts | 60.0% |
The falsely tricky ones, don't overdo it
Several achievements show low rates without being tricky: no need to waste a playthrough chasing after them.
Old School (42.8%) requires saving at the typewriter with an ink ribbon. It's not glitched, it's unavailable on Easy and on Standard (modern), where ribbons don't exist; it will fall on its own on Standard (classic) or on Nightmare.
Bloodthirst (21.1%), Good Customer (30.8%), and Master Craftsman (22.5%) are cumulative: their counters carry over between playthroughs and fill up when reloading a save. Empty the blood collector by crafting items, save, use up your transfusion bags, reload, repeat.
Finally, Model Parade (16.7%) and Art Collection (16.3%) can't be picked up anywhere: the 44 models and 56 concept arts are bought for 100 PC each in Extra Content, once the game is finished. Last purchases to make, never the first.

The one-line checklist per region
Three markers if you're restarting a playthrough this week. Rhodes Hill: the Chunk, the two vocalists, the head chef, a picked-lock drawer, a bottle in the waiting room, all five safes. Raccoon City: the tactical bracelet before any purchase, the three BSAA containers, the red icon above Victor, every fork in the cave. ARK: a save at the exit of the dump, then freeing Elpis.
The rest — documents, Mr. Raccoon collectibles, cumulative counters — will sort itself out over the course of your playthroughs. It's these one-off actions that separate a clean campaign from an entire replay for one forgotten drawer.
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Faced with Requiem's missable achievements, what do you prefer?
Frequently asked questions
Can you really catch up on all the achievements in a single playthrough?
How do you use the twelve save slots effectively?
Why is Hold Your Tongue so rare?
Are the BSAA containers and the 43 plants easy to miss?
Do you have to choose between Hope and Requiem and Straight Line?
Key takeaways
- Cumulative counters carry over from one playthrough to another, only one-off challenges are truly missable.
- A manual save at each major stage of the game is enough to turn the limitations into a free chapter select.
- Rhodes Hill concentrates half of the single-window traps, almost all reserved for Grace, hence the importance of a dedicated prior playthrough.
- Some achievements are mutually exclusive: Minimalist invalidates Eureka! and The Power of Blood, which require the blood collector.
- Hold Your Tongue is the least unlocked achievement in the game because it triggers late, with Leon, and against an unpredictable creature.
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