- Primary Subject: Resident Evil Requiem
- Key Update: How to survive the first stalker encounter and secure the second fuse
- Status: Confirmed
- Last Verified: March 2, 2026
- Quick Answer: Lure The Girl into bright rooms to force retreats, grab the Screwdriver from the Nurse’s Station, remove the fuse from Room 201, then sprint or bait her away to power the exit shutter.
This article contains SPOILERS for Resident Evil Requiem
In Resident Evil Requiem, your first true stalker-style encounter happens in the Rhodes Hill Care Center when Grace comes face to face with The Girl, sometimes referred to as the Shadow Ghost.
This isn’t a traditional boss fight and the game makes that clear quickly. You don’t defeat her here. You outmaneuver her.
The entire sequence is built around tension, routing, light management, and using her aggression against her while you secure the second fuse and unlock the exit shutter.
Who Is The Girl and Why Can’t You Fight Her Yet?
After Grace escapes her restraints and begins exploring Rhodes Hill, you’ll eventually make your way toward the Nurse’s Station and the corridor marked by the horse statue.

Early on, the space feels manageable, but that illusion collapses once The Girl makes her first violent entrance. She bursts into the area, creating a new opening and immediately forcing you into a chase scenario.
The correct reaction here is not to freeze or try to sneak past her in panic. Instead, immediately sprint back to the bright room where Grace first woke up.
This room is crucial because The Girl cannot tolerate strong light. She will approach the doorway, recoil as if burned, and retreat. That room functions as your reset point throughout the encounter.
What Items Do You Need Before Attempting the Escape?
You can’t plan your escape without proper equipment, since the Lighter helps you explore unlit spaces such as Room 202 and map out your next steps.

The Screwdriver, however, is the real objective at this stage. To obtain it, you must enter the Nurse’s Station and move a trolley beneath a high shelf holding a red toolbox.
This is where the game tests your nerves. Moving the cart causes loud clattering noises that alert The Girl.
When that happens, you must break line of sight immediately and hide, such as ducking under a desk in the room. She will enter, search briefly, and then retreat if she fails to spot you.
Once she leaves, resume pushing the cart into position, climb up, and retrieve the Screwdriver.
If she escalates and smashes through the blocked door, that destruction actually works in your favor by opening a new pathway you can later use to loop around her.
How Do You Safely Reach Room 201?
With the Screwdriver in your inventory, head back to Room 201 by the horse statue corridor, where The Girl may drop from the ceiling in another tense encounter.

If she blocks your path and refuses to leave, deliberately trigger her attention and drag her back toward the brightly lit starting room again.
Forcing her into the light guarantees she’ll retreat, buying you a clean window to reach Room 201 safely. Inside Room 201, use the Screwdriver to open the fuse box and remove the fuse.
This marks the real turning point of the encounter, as taking the fuse changes the lighting and makes The Girl far more dangerous.
Darkness works in her favor, allowing her to drop swiftly from ceiling openings, and hesitation is now far more dangerous than it used to be.
The correct move is immediate commitment. Do not linger. The instant you grab the fuse, turn and sprint. The main challenge at this stage is that she often positions herself in the very corridor you must pass through.
There are two viable approaches. The faster method is baiting. Step just close enough to draw her attention, then lead her away from the corridor you need.
As she commits to chasing you, cut back through the Nurse’s Station opening or central hallway loop and sprint toward the shutter corridor once she’s out of position.
Since you’re quicker than she is in a straight sprint, committing decisively usually secures the win. If you want to play it safe, hide midway down the corridor and wait for her to walk toward the horse statue before sneaking by.
Once you break through and reach the shutter area, look for the fuse box beside it and insert the fuse immediately. Triggering this interaction ends the chase segment and progresses the story.
If you take a wrong turn after grabbing the fuse, you risk looping back through the Nurse’s Station unnecessarily and extending the danger window.
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