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Quick answer: the fixed safe, locker, and desk combinations in Resident Evil 2 (2019 remake) are listed below. The three dial safes, three letter lockers, and Leon’s desk use the same combinations for Leon and Claire in both 1st Run and 2nd Run. Portable Safe button mappings are randomized, while several story puzzles and Laboratory codes change in 2nd Run.
Spoiler warning: this guide includes RPD, Sewers, Laboratory, character-route, and story-puzzle solutions. It covers the remake, not the 1998 original.
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All fixed safe, locker, and desk combinations
These are the fixed combinations for the 2019 remake. A dial safe must be turned in the stated direction, in order, and then confirmed. You can enter these solutions without first finding the corresponding in-game clue. The clue locations are included for players who want to solve the puzzles normally; see the GameSpot walkthrough for additional clue detail.
| Location | Object | Solution | Reward | Clue or note |
|---|---|---|---|---|
| RPD 1F, West Office | Leon’s desk, viewed from the front | Left lock: NEDRight lock: MRG |
Leon: High-Capacity Magazine for Matilda Claire: Speed Loader for SLS 60 |
The officer nameplates provide the letters. The MRG initials refer to Marvin, Rita, and George. |
| RPD 2F, Men’s Locker Room / Shower Room | Letter locker | CAP |
Leon: Shotgun Shells Claire: Flame Rounds |
The clue is on the whiteboard near the Operations Room. |
| RPD 3F, locker near the stairs | Letter locker | DCM |
Leon: MAG ammunition Claire: SMG ammunition |
The code is revealed by developed film. |
| RPD 1F, West Office | Dial safe | Left 9 → Right 15 → Left 7 |
Hip Pouch | The clue is in the S.T.A.R.S. Office. |
| RPD 2F, Waiting Room | Dial safe | Left 6 → Right 2 → Left 11 |
Leon: Muzzle Brake for Matilda Claire: High-Capacity Mag for JMB Hp3 |
The clue is in the Observation Room. |
| Upper Sewers, Control Room | Letter locker | SZF |
Leon: MAG ammunition Claire: SMG ammunition |
The clue is on the jazz festival flyer in the Workers’ Break Room. |
| Middle Sewers, Treatment Pool Room | Dial safe | Left 2 → Right 12 → Left 8 |
Leon: Shotgun Stock for W-870 Claire: Reinforced Frame for SLS 60 |
The reward is different for each character; Claire does not receive a Hip Pouch here. |
Dial-safe directions matter. Do not enter the numbers as an undirected string such as 9-15-7. Turn left to 9, right to 15, and left to 7 for the West Office safe, for example. The directions describe the direction in which you turn the dial, not the side of the safe.
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The fixed codes above work in both 1st Run and 2nd Run and are not documented as changing with difficulty. The important distinction is between the scenario runs: several mandatory puzzles, including the statues, Chess Plugs, Laboratory terminal, and some electronic panels, have separate 2nd Run solutions. The rewards can also differ between Leon and Claire. PC Gamer’s reference guide and GamesRadar+’s safe guide provide further reward and location references.
Portable Safe solutions and Spare Key locations
There is no universal Portable Safe code. Each Portable Safe uses a randomized button-to-light mapping, so a sequence copied from another player or guide may not work in your game. The solving rule is always the same: light all eight indicators in counterclockwise order.
Where to find the two Portable Safes
| Scenario | Portable Safe 1 | Portable Safe 2 |
|---|---|---|
| 1st Run | RPD 2F Shower Room | RPD 2F Linen Room |
| 2nd Run, Leon | RPD 1F Interrogation Room | RPD 2F Linen Room |
| 2nd Run, Claire | RPD 1F Observation Room | RPD 2F Linen Room |
The second-run location differs because Leon follows the Club Key route and Claire follows the Heart Key route. The Linen Room requires the Diamond Key. Each Portable Safe produces one Spare Key. The location behavior and randomized mechanic are also documented by PC Gamer.
How to solve a Portable Safe
- Examine the Portable Safe from your inventory.
- Press the buttons one at a time to learn which of the eight lights each button controls. You can record the button-to-light mapping on paper or in a notes app.
- Choose any light as your starting point.
- Press the button for the adjacent light in counterclockwise order.
- Continue around the ring until all eight lights are illuminated.
- If you press a wrong button, the lights reset. The button mapping does not reset, so you can continue using the information you learned.
For a speedrun or completionist route, record the mapping for each Safe separately. The second Safe does not necessarily share the first Safe’s button arrangement.
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After solving both Portable Safes, return to the RPD 1F Safety Deposit Room. Insert the two Spare Keys into the missing 2 and 3 positions on the terminal. The order of the two Spare Keys does not matter.
Once the keys are installed, use the terminal to open these lockers:
| Locker | Contents |
|---|---|
102 |
Gunpowder |
103 |
Combat Knife |
106 |
Roll Film |
109 |
Handgun Ammo |
203 |
Hip Pouch |
208 |
Leon: Shotgun Shells Claire: Flame Rounds |
If the terminal will not let you select 203 or 208, you are missing one or both Spare Keys. They come from the Portable Safes rather than from ordinary key items. See the PowerPyx inventory and upgrade reference for the related item route.
Greenhouse terminal codes
The Greenhouse terminal uses symbols rather than printed numerals. The number strings below are a convenient shorthand for the symbol positions. At the terminal, select the symbols corresponding to the numbers; do not expect to type ordinary digits.
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|---|---|---|
| Greenhouse hatch / ladder | 3123 |
5831 |
| Drug Testing Lab herbicide machine | 2067 |
2048 |
In 2nd Run, the hatch code can be found on the hatch itself, while the second code is obtained by examining the Trophy. The codes and Laboratory route are covered in the PowerPyx full walkthrough.
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Drug Testing Lab chemical puzzle
After entering the herbicide-machine code, use the colored buttons in the following order. Identify buttons by their on-screen colors, not by their physical left-to-right position, because descriptions of the interface can vary between guides and displays.
| Scenario | Button sequence | Move count |
|---|---|---|
| 1st Run | Red → Green → Blue → Red → Green → Blue → Red → Green |
8 moves |
| 2nd Run | Blue → Red → Green → Blue → Red → Green → Blue → Red → Green |
9 moves |
The objective is to transfer liquid until the leftmost container reaches the marked level. Some older guides show a different-looking 2nd Run sequence because of transcription errors or different button-order conventions. Use the color labels shown on your own interface and verify the number of moves. The updated GameFAQs walkthrough documents the sequences above.
Statue medallion combinations
The Lion, Unicorn, and Maiden statues require different symbol combinations in 1st Run and 2nd Run. Names can vary slightly between guides because some use the visual icon and others use the notebook wording, so match the symbols themselves.
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| Statue and location | 1st Run | 2nd Run | Result |
|---|---|---|---|
| Lion statue RPD Main Hall |
Lion, Branch/Twig, Eagle/Bird | Crown, Flame/Torch, Bird/Dove | Lion Medallion |
| Unicorn statue RPD 2F Lounge |
Fish, Scorpion, Vase/Aquarius | Twins, Scales, Worm/Seahorse | Unicorn Medallion |
| Maiden statue RPD 3F West Storage Room |
Woman, Bow, Snake | Ram, Harp, Bird | Maiden Medallion |
Place all three medallions in the Goddess Statue in the Main Hall to open the passage.
Chess Plug puzzle in the Sewers
For this puzzle, orientation is more important than the words left and right. The right wall is the wall with the Pawn sticker. The left wall is the wall with the Knight sticker. Arrange the plugs on each wall as follows:
| Scenario | Right wall: Pawn sticker | Left wall: Knight sticker |
|---|---|---|
| 1st Run | Pawn, Queen, King | Bishop, Rook, Knight |
| 2nd Run | Pawn, Rook, Knight | Queen, Bishop, King |
This wall definition prevents the common mistake of using the correct six plugs on the wrong sides. The scenario variants are also listed in PowerPyx’s puzzle guide.
Leon’s Generator Room switchboard
This is a Leon-only puzzle. Number the switches from left to right:
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| Scenario | Switches to activate |
|---|---|
| 1st Run | 3 and 4 |
| 2nd Run | 2 and 3 |
Sewers Main Power Room switch puzzle
In 1st Run, activate switches 1, 2, and 4, numbering from left to right.
For 2nd Run, commonly circulated walkthroughs list 2, 3, and 4, but current references disagree about whether the arrangement is fixed or randomized. GameWith gives the 2, 3, 4 pattern, while Vandal’s current puzzle reference describes the 2nd Run arrangement as randomized. If 2, 3, and 4 does not work in your game, use the power indicators on the panel rather than forcing a copied sequence. Do not treat that 2nd Run list as a guaranteed universal code without checking your layout.
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Electronic panel solutions
These wire-rotation panels open Leon’s Jail door or Claire’s Private Collection Room door. Number the 4×4 grid from 1 to 16, starting at the top-left and reading left to right across each row:
1 2 3 4
5 6 7 8
9 10 11 12
13 14 15 16
Each number below means rotate that square once. The sequences apply to the standard starting layout for the stated character and run. If you have already rotated tiles, restore the panel to its starting arrangement before following the sequence.
| Character and scenario | One valid sequence |
|---|---|
| Leon, 1st Run | 2, 3, 3, 7, 7, 7, 8, 11, 11, 12, 13, 14, 15 |
| Leon, 2nd Run | 1, 3, 6, 9, 10, 10, 10, 11, 14, 15 |
| Claire, 1st Run | 3, 5, 11, 11, 11, 12, 14 |
| Claire, 2nd Run | 2, 5, 7, 7, 7, 8, 11, 12, 12, 14, 16 |
Because these puzzles are image-based, the grid above is important: a sequence without a numbering diagram is easy to misread. The move lists come from the updated GameFAQs route-by-route walkthrough.
Sherry’s block puzzle
Sherry’s block puzzle does not have one reliable text permutation for every player. The starting block positions are randomized or seed-dependent, but the completed image is fixed.
- Examine the doll to obtain the missing block.
- Insert the block into the puzzle.
- Rotate and move the blocks until the patterns on the front and top match the completed image.
If you are optimizing a run, solve it once, record the arrangement, and reload if necessary. A universal list copied from another starting layout may not match your puzzle. PowerPyx’s puzzle reference includes visual guidance for this image-dependent solution.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Troubleshooting codes and puzzles
Why does a safe code not work?
- Confirm that you are at the correct object. The West Office contains both Leon’s desk and a dial safe, and they use different inputs.
- For dial safes, enter the directions as left, right, left. For example, the Treatment Pool Room safe is
Left 2, Right 12, Left 8. - For Leon’s desk, look at it from the player’s front-facing perspective: NED is the left lock and MRG is the right lock.
- Letter lockers require letters, not numbers:
CAP,DCM, andSZF. - Check whether you are using a story-puzzle solution from the wrong run. The fixed safes and lockers do not use the same 1st Run/2nd Run distinction as the statues, Chess Plugs, and Laboratory.
Are the codes different on Hardcore?
Do not confuse difficulty with scenario. The major alternate combinations are associated with 2nd Run, not automatically with Hardcore difficulty. The fixed safe and locker combinations above remain the relevant ones; the Laboratory and several story puzzles have separate 1st Run and 2nd Run solutions.
Why is my Portable Safe sequence different?
That is expected. Portable Safe button-to-light mappings are randomized per playthrough or seed. There is no universal code. Map every button, then follow the lights counterclockwise. A wrong press resets the lights but does not invalidate the mapping.
Where are the missing 2 and 3 keys?
They are the two Spare Keys earned from the two Portable Safes. Take both to the RPD 1F Safety Deposit Room and insert them into the missing 2 and 3 positions on the terminal. Until you do this, lockers 203 and 208 cannot be selected.
Why do the Greenhouse symbols not look like numbers?
The Greenhouse terminal uses symbols arranged like a numeric keypad. The codes 3123, 2067, 5831, and 2048 are numeric equivalents used by guides; enter the corresponding symbols on the terminal.
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Why is Claire’s reward different from Leon’s?
Several optional locks have character-specific rewards even when the combination is identical. For example, the Waiting Room safe gives Leon the Matilda Muzzle Brake but Claire the JMB Hp3 High-Capacity Mag. The Treatment Pool Room safe gives Leon the W-870 Shotgun Stock and Claire the SLS 60 Reinforced Frame.
Which wall is left or right in the Chess Plug room?
Use the stickers, not your camera angle. The right wall has the Pawn sticker and the left wall has the Knight sticker. Then use the corresponding 1st Run or 2nd Run arrangement in the Chess Plug table above.
Reference guides
The fixed combinations, clue locations, and rewards in this guide were cross-checked against the following detailed references: PC Gamer, GameSpot, GamesRadar+, Shacknews, PowerPyx, and the updated GameFAQs walkthrough. For the disputed 2nd Run Sewers power-panel arrangement, consult the in-game indicators rather than relying on a single universal list.
Frequently Asked Questions
What are all the fixed safe codes in Resident Evil 2 Remake?
The West Office safe is Left 9, Right 15, Left 7; the Waiting Room safe is Left 6, Right 2, Left 11; and the Treatment Pool Room safe is Left 2, Right 12, Left 8. These fixed dial combinations work for both Leon and Claire in 1st Run and 2nd Run.
Is there a universal Portable Safe code?
No. Portable Safe button mappings are randomized. Examine the Safe, map which button controls each light, and illuminate the eight lights in counterclockwise order. Each Safe rewards one Spare Key.
How do I open lockers 203 and 208 in the Safety Deposit Room?
Find and solve both Portable Safes, take their two Spare Keys to the RPD 1F Safety Deposit Room, and insert them into the missing 2 and 3 positions on the terminal. The order does not matter.
Do Resident Evil 2 Remake puzzle codes change on Hardcore?
The important alternate solutions are tied to 1st Run versus 2nd Run, not automatically to Hardcore difficulty. Fixed safe and locker combinations remain the same, while statues, Chess Plugs, Laboratory codes, and some electronic panels vary by run.
The Bottom Line
For the fastest route, use the fixed-code table for the three dial safes, three letter lockers, and Leon’s desk. Solve each Portable Safe individually because its mapping is randomized, then use the Spare Keys on lockers 203 and 208. Finally, check whether you are playing 1st Run or 2nd Run before using any statue, Chess Plug, Laboratory, or electronic-panel solution.
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