Rhodes Hill - Map Markers Summary
Save Points x8, Ink Ribbons x22, Storage Boxes x6, Maps x5, Files x41, Antique Coins x22, Mr. Raccoon Memoriam x10, Weapons x15, Upgrades x12, Safes x3, Formidable Enemy Encounters x6, Laser Microscopes x2, Recipes x4, Key Items x29, Locked Passages x44, Switchable Objects x25, Lockpicks x5, Simple Locks x5, Med Injectors x8, Herbs x25, Ammo x35, Throwables x5, Warped Closets x5, Empty Bottles x7, Empty Injectors x3, Rare Metal x5, Scraps x17, Infected Blood x37, Breakable Objects x28, Main Story Milestones x14
The following legend of Rhodes Hill interactive game map defines the points of interest / markers displayed on the map. Each marker corresponds to a specific element to facilitate efficient navigation and interaction with the map.
Typewriters, laptops, and computer consoles serve as the game's Save Points. When interacting with them, you can manually save your progress. They are usually located inside safe rooms or low-risk areas, allowing players to preserve progress before entering dangerous sections, solving major puzzles, or fighting bosses.
Chronic Care Center (Custodian's Office)
Chronic Care Center (Guard Office)
Chronic Care Center (Lead Researcher's Office)
Chronic Care Center (Processing)
Chronic Care Center (Room 201)
Chronic Care Center (Security Room)
Research Facility (Reception)
Water Treatment (Storage Bay)
Ink Ribbons and Ink Ribbon Tins are essential components of the game's classic survival-horror save system (specifically for Grace's sections). Ink Ribbons are the only way to save your progress at Typewriters. Because each save consumes one Ink Ribbon, they are a strictly limited resource.
Item Boxes are essentially usable only by Grace Ashcroft. She can access these storage containers in safe areas to deposit items she cannot currently carry and retrieve them later from another item box, following the classic Resident Evil inventory system where all boxes are linked.
Item Box (Courtyard)
Item Box (Custodian's Office)
Item Box (Guard Office)
Item Box (Reception)
Item Box (Security Room)
Item Box (Storage Bay)
Maps are typically found hanging on walls, pinned to boards, placed on desks, or stored inside safes. After collecting one, unexplored sections of that specific area become visible on your in-game map, helping you track doors, locked rooms, and areas you may have missed.
Care Center Basement Floor Plan
East Wing Map
Raccoon Round Map (Rhodes Hill)
You can find it in the Basement Safe. It's not a regular building layout map - rather, it's a Mr. Raccoon collectible map that marks the locations of all the Mr. Raccoon memorial statuettes within the Rhodes Hill area on your in-game map.
Research Facility Floor Guide
West Wing Map
Files are collectible documents or logs found throughout the game's environments. In most cases, they are optional pieces of lore and information that you can collect up while exploring.
Progress Notes
Rhodes Hill File 1/41. On a small table next to a large armchair standing in the middle of room 203.
Note on Cardboard Box
Rhodes Hill File 2/41. In the storage compartment in room 202. The light switch in the room does not work, so use your lighter.
Care Center Pamphlet
Rhodes Hill File 3/41. On the coffee table in the middle of the room.
Whiteboard Scrawl
Rhodes Hill File 4/41. Notes on the whiteboard hanging on the wall.
Folded Note
Rhodes Hill File 5/41. In the pocket of a white lab coat hanging on a hook.
Chairman's Note
Rhodes Hill File 6/41. A notebook with clues to the puzzle lying on the coffee table. You'll need a Pencil to reveal the hint.
Copy of an Email to a Manager
Rhodes Hill File 7/41.
Note to the Chairman
Rhodes Hill File 8/41. A piece of paper tossed into the trash can in the corner.
Blood Compound Synthesis
Rhodes Hill File 9/41.
Safe Replacements
Rhode Hill File 10/41.
Lead Researcher's Message
Rhodes Hill File 11/41.
Lead Researcher's Picture 1
Rhodes Hill File 12/41. A photograph lying on the desk.
Lead Researcher's Picture 2
Rhodes Hill File 13/41.
Lead Researcher's Picture 3
Rhodes Hill File 14/41. A framed photograph standing on the desk.
Examination Room Safe Code
Rhodes Hill File 15/41. This note contains a clue on how to open the Examination Room Safe.
Patient Medical Records
Rhodes Hill File 16/41.
Spencer's Research I
Rhodes Hill File 17/41. You'll find this note in the notebook, which you can check after solving the puzzle.
Unlocking the Organ Transport Box
Rhodes Hill File 18/41. You'll find this note in the notebook, which you can check after solving the puzzle. It contains a clue on how to open the Organ Transport Box and get the Artificial Lungs.
Victor's Journal Entry
Rhodes Hill File 19/41.
Construction Notice
Rhodes Hill File 20/41. A sign hanging on the wall.
Bar & Lounge Safe Code
Rhodes Hill File 21/41. This note contains a clue on how to open the Bar & Lounge Safe.
Background Check
Rhodes Hill File 22/41.
Disposal Team Report
Rhodes Hill File 23/41. A note you can find inside a cardboard box.
Double Mutation
Rhodes Hill File 24/41.
Nurse's Log
Rhodes Hill File 25/41.
Satiety Suppression Medical Records
Rhodes Hill File 26/41.
Basement Safe Code
Rhodes Hill File 27/41. This note contains a clue on how to open the Basement Safe.
Dishwasher's Note
Rhodes Hill File 28/41. Inside the Warped Closet, which only Leon can open.
Special Directive for Raccoon City
Rhodes Hill File 29/41. You will receive this information automatically during a cutscene once Leon reaches this location.
Report on Raccoon City Syndrome
Rhodes Hill File 30/41. You will receive this information automatically during a cutscene once Leon reaches this location.
Staff Member's Last Words
Rhodes Hill File 31/41. A note lying on the ground next to a corpse in a dark tunnel.
Operation to Eliminate "The Girl"
Rhodes Hill File 32/41.
Unlocking the Cells
Rhodes Hill File 33/41. Instructions hanging on the wall.
Technician's Note
Rhodes Hill File 34/41.
Security Guard's Report
Rhodes Hill File 35/41.
Visitor Record
Rhodes Hill File 36/41.
Note Regarding Research Results
Rhodes Hill File 37/41.
Spencer's Research II
Rhodes Hill File 38/41.
Subject 170 Record
Rhodes Hill File 39/41.
Grace Ashcroft Blood Analysis Report
Rhodes Hill File 40/41.
Roof Hatch Manual
Rhodes Hill File 41/41.
Antique Coins are small collectible coins that serves as a currency for unlocking permanent upgrades. Antique Coins are specifically used to purchase four permanent upgrades for Grace Ashcroft. These upgrades can be bought in a special room called the Parlor.
Antique Coin
You will be able to take this coin and two others after opening the Bar & Lounge Safe.
Antique Coin
You will be able to take this coin and two others after opening the Bar & Lounge Safe.
Antique Coin
You will be able to take this coin and two others after opening the Bar & Lounge Safe.
Antique Coin
Antique Coin
The coin is lying on the piano keys.
Antique Coin
The coin is located on top of the metal locker. To reach it, you must climb onto the cart before moving it.
Antique Coin
The coin is lying on a simple, light-colored desk.
Antique Coin
Dropped by a singing zombie.
Antique Coin
It's lying on a dresser against the wall.
Antique Coin
Antique Coin
To get this coin, you must break the small container sitting on the bar counter.
Antique Coin
It's lying on the bar counter.
Antique Coin
You'll find the coin sitting on the edge of the roulette table.
Antique Coin
The coin is lying on a half-round table.
Antique Coin
This is one of two coins you will find in a small, open safe.
Antique Coin
To collect this coin, you must break the small pitcher sitting on the dresser.
Antique Coin
The coin is lying on a small table near the stairs leading to the upper floor.
Antique Coin
This is one of two coins you will find in a small, open safe.
Antique Coin
On the desk, next to the computer keyboard.
Mr. Raccoon Figurines are hidden collectible statues scattered throughout various locations in the game. They are small figurines modeled after Mr. Raccoon, a recurring mascot character in the Resident Evil series. These statues cannot be picked up. Instead, you must destroy them - usually by shooting or striking them - to register them as collected.
Mr. Raccoon (Care Center Courtyard)
This figurine is sitting on a small desk placed against the wall.
Mr. Raccoon (Care Center Courtyard)
You can spot this figurine through the window. It is sitting on a fence post.
Mr. Raccoon (Care Center)
The figurine is sitting on top of the coffee maker.
Mr. Raccoon (Care Center)
You can find this figurine while playing as Leon. It's inside a locked wardrobe that only he can open.
Mr. Raccoon (Care Center)
You'll find the figurine resting on the counter at the reception desk.
Mr. Raccoon (Care Center)
You can find it on a round table located by the staircase, right next to the grandfather clock.
Mr. Raccoon (Care Center)
This one is tucked away behind the bed, right against the wall.
Mr. Raccoon (Care Center)
The first figurine you'll come across. It is sitting on the edge of the mantelpiece.
Mr. Raccoon (Care Center)
This figurine is sitting on the workbench.
Mr. Raccoon (Care Center)
This figurine is sitting on top of an old CRT TV.
Standard weapons and items that can be used as weapons.
B934
Classic 70
Type: Rifle. Ammo Capacity: 6
Description: A standard bolt-action rifle. Can deliver serious firepower in skilled hands. The scope can be swapped out or removed.
Disposal Tank
You can use this as a weapon to kill zombies while escaping from the research facility.
Disposal Tank
You can use this as a weapon to kill zombies while escaping from the research facility.
Disposal Tank
You can use this as a weapon to kill zombies while escaping from the research facility.
Disposal Tank
You can use this as a weapon to kill zombies while escaping from the research facility.
Hemolytic Injector
A special drug that destroys infected blood cells. Prevents corpses from mutating and can be used to stealthily take out enemies.
Makeshift Knife
Makeshift Knife
Makeshift Knife
Makeshift Knife
Makeshift Knife
Makeshift Knife
MSBG 500
Type: Shotgun. Ammo Capacity: 5
Description: A compact, pump-action shotgun. Offers excellent spread, but with limited capacity. Can be customized for an even wider blast.
S&S M232
Upgrades are permanent enhancements for Grace and Leon that expand inventory, boost health, increase damage/firepower, or provide utility.
Compensator
Description: A custom part for the Aligator Snapper. Reduces muzzle rise. When titled, the barrel looks like an open mouth with bared fangs.
Connoisseur Charm
A charm for any gun. Increases firepower.
Eye Spy Charm
To get it, you must kill Chunk while playing as Grace. Your best bet is to take him down while he's stuck in a doorway.
Description: A mysterious charm that works just by holding it. Increases likelihood you'll survive fatal damage.
Flashlight
You will find the flashlight on the infected man and collect it automatically during your first visit to this room.
Hip Pouch
A small pouch that adds two slots to your (Grace) inventory.
Hip Pouch
Cost: 3 Antique Coins.
A small pouch that adds two slots to your (Grace) inventory.
Hip Pouch
A small pouch that adds two slots to your (Grace) inventory.
Lighter
On the shelf in the dressing room of room 201. It will allow you to light up dark rooms during the early stages of the game.
Override Manual
Cost: 6 Antique Coins.
Increases the blood collector's capacity by 50.
Stabilizer
Cost: 4 Antique Coins.
Improves gun handling and increases firepower.
Stakeout Takeout Charm
A mysterious charm that works just by holding it. Increases knife power and durability.
Safes are locked containers that require a combination code to open. To open a safe, you must enter the correct combination by rotating the dial left or right to the required numbers before confirming the code. The combinations are usually learned by finding associated files, though once you know them you can open the safes without reading the clues.
Bar & Lounge Safe
Combination: (◀ 10) - (▶ 80) - (◀ 30).
Combination (Insanity): (▶ 20) - (◀ 50) - (▶ 30).
Hint: Bar & Lounge Safe Code. Safe Content: Antique Coin x3.
Examination Room Safe
Combination: (▶ 30) - (◀ 10) - (▶ 50).
Combination (Insanity): (◀ 50) - (▶ 30) - (◀ 90).
Hint: Examination Room Safe Code. Safe Content: Antique Coin x3.
Locations where you'll face formidable enemies. In most cases, you'll have to defeat them in combat, but some encounters will force you to sneak past or make a quick escape.
Blister Borne (Chapel)
To kill Blister Borne you should focus on destroying the tumors covering its body.
Chef
When you first encounter him, you won't have the gear to kill him, so you must bypass him. Later in the game, you'll find him near the doors to the Parlor. Once you kill him, he will drop the Pantry Key.
Chunk (Grace)
He is optional so you don't have to kill him. After following you downstairs, he'll be patroling the corridors of the east wing. He drops Eye Spy Charm - Kill him before you get the Corrosive and visit the Lead Researcher's Office.
Chunk (Leon)
The Girl
You will first encounter this monster when you enter the nurses' station. If it starts chasing you, run toward well-lit rooms. This creature is the primary obstacle to obtaining the Screwdriver. When necessary, use the crawlspace under the table in the nurses' station to slip past her. Unbeatable for now. Keep your distance.
The Girl
You must avoid her and fend her off by shooting at her or using the spotlights until you restore power to the roof hatch controls. She will die once you open the roof hatch.
Laser Microscope
Used to analyze collected blood specimens, thereby unlocking new crafting recipes.
Laser Microscope
Used to analyze collected blood specimens, thereby unlocking new crafting recipes.
Blood Specimen (Converged)
Recipes:
Med Injector (Green Herb + 60 Infected Blood / Mixed Herb (G+G) + 30 Infected Blood)
12.7x55mm Ammo x2 (Rare Metal + 80 Infected Blood)
Blood Specimen (Denatured)
Recipes:
Handgun Ammo x8 (Scrap + 40 Infected Blood)
Hemolytic Injector (Scrap + 60 Infected Blood)
Blood Specimen (Reversible)
Recipes:
Steroids (Empty Injector + 120 Infected Blood)
Stabilizer (Empty Injector + 130 Infected Blood)
Molotov Coctail Recipe
Recipes:
Molotov Cocktail (Empty Bottle + 60 Infected Blood)
Artificial Lungs
One of the items you need to collect to get the ID Wristband (Level 2). To open the transporter:
Turn the dial to HAND
Move the switch to meet the middle line
Move switch 2 down
Move switch 5 down
Turn the dial to AUTO
Solution hint: Unlocking the Organ Transport Box
Blood Collector
With it, you will be able to collect Infected Blood. Its initial capacity is 100 units, but it can be upgraded to 150 units after obtaining the Override Manual.
Description: An analysis device that collects blood which can be altered to craft other items.
Cherub Key
In the drawer of the small table standing at the end of the hallway, by the window.
Unlocks: Cherub Relief Door.
Corrosive
This substance is required to open the locker containing the Sun Quartz.
Double Helix Model
Model is inside the vine bottle. Rotate the label on the bottle until it looks complete, then pull the bottle apart to open it. You need it to fill in the Incomplete DNA and start the elevator.
East Wing Keycard
You'll find it in the severed hand of a dead scientist.
Unlocks: East Wing Door.
Fuse Box (Locked)
You must use the Screwdriver to open the box. Once you take the fuse, you will need to run quickly toward the Fuse Box located near the gate.
Helicopter Key
Required to start the helicopter located in the courtyard.
Hourglass
Joint Plug #1
Joint Plug #2
Joint Plug #3
Moon Quartz
It's first of the items you need to open the Courtyard Door.
To open the locker and take the quartz, you must enter the symbols in the correct order: Moon - Sun - Star - Moon. The hint can be found in the Chairman's Note.
Pantry Key
You will obtain it after killing the Chef. Once you're able to do so, you'll likely encounter him patrolling hallway near the Parlor Door.
Pencil
It will allow you to reveal and read the Chairman's Note, which contains the hint - combination to the locker holding the Moon Quartz.
Red Jewel
It's inside the Unicorn Trinket Box. Examine the box and press the button on the back to open it. You need this item to unlock the Parlor Door.
Screwdriver
It is located in the toolbox sitting on the top shelf. To reach it, move the cart standing nearby and climb onto it. You must act quickly, because "The Girl" attracted by the noise will chase you.
Unlocks: Fuse Box (Locked).
Severed Hand
You can pick it up as Grace after exiting the basement elevator. You can then scan it under a microscope to reveal a hidden message.
Star Quartz
Grace will receive this from Emily once you escape the basement and exit the elevator. This is the final crystal you need to open the Courtyard Door.
Sun Quartz
Use the Corrosive to destroy the padlock then Star - Sun - Moon - Sun (You can figure out the code from the photographs in the room, two photographs each show two parts of the combination).
West Wing Keycard
You will collect it automatically during your first visit to this room.
Unlocks: West Wing Door.
Locked Passages are all locked doors, gates, barred areas, and other passages requiring keys, ID wristbands, fuses, tools, puzzles, or special actions (e.g., chainsaw for bolts) to open.
Attic Door
You will only be able to open these doors after defeating Chunk (Leon).
Cart
You must move this cart so that you can pass through here once the conveyor belt's direction is reversed.
Cell Door
This door will open after you visit the area where the third joint plug is.
Cherub Relief Door
You need the Cherub Key to unlock this door.
Control Room Door
This door will unlock when you interact with the Computer Terminal.
Control Room Door
These doors will unlock once you reach the Control Room via a detour and the self-destruct sequence for the research facility begins.
Door without Handwheel
You need the Wrench to open this door.
Electric Door
To open these doors, insert the Joint Plug into the Power Distributor 1 located right next to them.
Electric Door
To open these doors, insert the Joint Plug into the Power Distributor 4 located right next to them.
Electric Door
To open these doors, insert the Joint Plug into the Power Distributor 3 located right next to them.
Electric Door
To open these doors, insert the Joint Plug into the Power Distributor 2 located nearby.
Electric Door
To open these doors, insert the Joint Plug into the Power Distributor 2 located nearby.
Electric Door
To open these doors, insert the Joint Plug into the Power Distributor 2 located nearby.
Emergency Evacuation Door
These doors will open once the self-destruct sequence for the research facility begins.
Forklift
To unlock this passage, you must obtain the Forklift Key and start the forklift to raise its lift. Additionally, the power must be turned on.
Forklift
To unlock this passage, you must obtain the Forklift Key and start the forklift to raise its lift.
Incomplete DNA
Interact with the pedestal and place the Double Helix Model in the empty socket to activate the elevator.
Isolation Ward
These doors are initially locked but will open once you collect the ID Wristband (Level 3).
Isolation Ward Door
These doors are initially locked but will open once you collect the ID Wristband (Level 3).
Isolation Ward Door
These doors are initially locked but will open once you carry Emily to the Security Manager's Office.
Kitchenette Door
It can be unlocked from the south.
Lowered Gate
To unlock it (as Grace) you need to get the fuse from the Fuse Box (Locked) and put it into the nearby Fuse Box.
Movable Crate
Push this crate to access the Boiler Room without turning on the power, which will allow you to reach the areas with water on the floor.
Nurses' Station Door
These doors can be destroyed by The Girl while she is chasing you.
Pantry Door
You need the Pantry Key to unlock this door.
Parlor Door
Use the Red Jewel to unlock this door.
Puzzle Box (Star)
Star - Star - Moon - Sun
Rehabilitation Ward Door
Use the chainsaw to break the bolt.
Waiting Room Door
This door can be unlocked from the east side.
Warped Door
These doors can only be opened by Leon.
West Wing Door
This door can be opened from the west side.
West Wing Locked Door
The door can be unlocked by approaching it from the north side.
Fuse Box
One fuse is missing. You need to get a fuse from Fuse Box (Locked) in room 201.
Light Switch
Flip it to turn on the light in the hallway.
Light Switch
It can be used to distract the infected man, who can't stand light.
Light Switch
It can be used to distract the infected man, who can't stand light.
Light Switch
It can be used to distract the infected man, who can't stand light.
Light Switch
It can be used to distract the infected man, who can't stand light.
Light Switch
It can be used to distract the infected man, who can't stand light.
Power Distribution Unit #1
Power Distribution Unit #2
Power Distribution Unit #3
Power Distributor
Power Distributor
Power Distributor
Power Distributor (Bolted)
First, you must obtain the Square Socket Wrench to open it. To activate it, you will need to have two joint plugs.
Power Distributor 1
Power Distributor 2
Power Distributor 3
Power Distributor 4
Spotlight
Turn it on to fend off The Girl. It will turn off after a short while.
Spotlight
Turn it on to fend off The Girl. It will turn off after a short while.
Spotlight
Turn it on to fend off The Girl. It will turn off after a short while.
Switch
It is used to change the direction of the conveyor belt.
Switch
It is located on the lower level. Use it to drain the main tank, which will grant you access to a large amount of infected blood.
Lockpick
On the desk, next to the computer keyboard
Lockpick
On a cabinet standing between the windows.
Lockpick
In a metal storage locker.
Lockpick
In the corner of the tunnel you can crawl into.
Lockpick
It's on the floor in the water-filled part of the room, meaning you have to go through the entrance behind the Movable Crate.
Simple Lock
Simple Lock
Simple Lock
Simple Lock
Simple Lock
Med Injectors are quick-use healing items designed to restore the player's health instantly during gameplay.
Med Injector (Chemical Treatment)
This injector is lying on a barrel.
Med Injector (Attic)
It's behind the wall. You can only collect it after the boss destroys the wall while charging.
Med Injector (Chapel)
Inside a metal container on a dresser covered with a shroud.
Med Injector (Collection & Testing)
In a drawer of the worn-out metal desk.
Med Injector (Director's Office)
Inside a small metal case on the desk.
Med Injector (Nurses' Station)
It is lying on the floor next to the corpse.
Med Injector (Storage Bay)
On a metal workbench, next to the typewriter.
Med Injector (Warped Chest)
You can obtain this injector while playing as Leon, as only he is able to open the locker where it is stored.
Herbs are healing items that restore your character's health when you take damage. They can be combined together to create stronger healing items.
Ammunition is the bullets or shells that your guns use to shoot enemies. Ammo is an item you can collect or craft. Each weapon type requires its own specific ammo.
Throwables include grenades and other items - such as bottles filled with corrosive liquid - that can be tossed at enemies to deal significant damage.
Hand Grenade
Hand Grenade
Hand Grenade (2)
Molotov Cocktail
Molotov Cocktail
Warped Closets are special locked storage cabinets that Grace cannot open. Only Leon can break them with his melee weapon during his one-time section after Grace's descent.
Warped Closet (Filing Room)
The closet is in a locked room that you must first unlock while playing as Grace.
Contains: Handgun Ammo (10), Med Injector.
Empty Bottle
On the shelf in the cabinet.
Empty Bottle
You can only pick up this bottle after you've collected the Lighter.
Empty Bottle
Empty Bottle
On the floor. Appears only if you try to turn on the light before acquiring the Lighter.
Empty Bottle
Empty Bottle
Empty Bottle
Empty Injector
Empty Injector
Empty Injector
Rare Metal is a high-grade crafting material found exclusively in locked containers protected with simple locks. You'll need a lockpick to access them, as this metal is essential for producing 12.7x55mm Ammo rounds for the Requiem handgun.
Rare Metal
Rare Metal
Rare Metal
Rare Metal
Rare Metal
Scraps are the primary resource used for crafting ammunition for handguns, shotguns, rifles, and submachine guns, as well as for manufacturing grenades.
Infected Blood (10)
Infected Blood (100)
Infected Blood (100)
Infected Blood (20)
Infected Blood (30)
Infected Blood (30)
Infected Blood (30)
Infected Blood (30)
Infected Blood (30)
Infected Blood (40)
Infected Blood (40)
Infected Blood (50)
Infected Blood (50)
Infected Blood (50)
Infected Blood (50)
Infected Blood (50)
Infected Blood (50)
Infected Blood (50)
Infected Blood (60)
Infected Blood (60)
Infected Blood (60)
Infected Blood (60)
Available after approaching the Vent from the northern side.
Infected Blood (60)
Infected Blood (60)
Infected Blood (70)
Infected Blood (70)
Infected Blood (70)
Infected Blood (70)
Infected Blood (80)
Infected Blood (80)
Transfusion Bag (100)
Transfusion Bag (50)
Kill the zombie carrying an IV pole.
Transfusion Bag (50)
Transfusion Bag (50)
Transfusion Bag (50)
Kill the zombie carrying an IV pole.
Transfusion Bag (60)
Transfusion Bag (80)
Breakable Containers are destructible environmental objects that you can smash to obtain random loot. They typically appear as small fragile objects such as wooden crates, boxes, vases, or other easily breakable items. Once the container is broken, it usually drops a random item that the player can pick up.
Rhodes Hill Starting Point (Grace - Part 1)
This is where you begin your adventure in Rhodes Hill as Grace.
Rhodes Hill Starting Point (Leon - Part 1)
This is where Leon begins his journey through the Care Center.
Rhodes Hill Ending Point (Leon - Part 1)
When Leon reaches the gate just as Grace is trying to escape The Girl and helps her out, you will take control of Grace once again.
Rhodes Hill Starting Point (Grace - Part 2)
Rhodes Hill Ending Point (Grace - Part 2)
After jumping into this hole, Grace will land in the basement, and you will regain control of Leon.
Rhodes Hill Starting Point (Leon - Part 2)
Rhodes Hill Ending Point (Leon - Part 2)
Rhodes Hill Starting Point (Grace - Part 3)
Rhodes Hill Ending Point (Grace - Part 3)
Rhodes Hill Starting Point (Leon - Part 3)
Rhodes Hill Ending Point (Leon - Part 3)
Rhodes Hill Starting Point (Grace - Part 4)
Rhodes Hill Ending Point (Grace - Part 4)