Resident Evil 3 codes: All locker and safe solutions
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Resident Evil 3 Magnum: The iconic gun's location
Resident Evil 3 bolt cutters: Get the shotgun
Resident Evil 3 lockpick: Where to find it
Resident Evil 3 settings: Get the graphics right
If you want the locker codes, safe codes, and to get inside those pesky portable safes in Resident Evil 2: Remake, you’re going to have to do a lot of exploring. But let’s face it: Resident Evil 2 is spooky and I’d understand if you’d rather not go scouring blood-soaked hallways looking for a tourist pamphlet with a series of numbers hastily jotted along the back. Rather than backtrack and risk a nasty encounter with a licker or, even worse, the Tyrant, why not just use this guide instead?
No one has to know.
We'll update this article if we find any more locked containers in any of Resident Evil's four separate campaigns, but this should be enough to cover you for the first two playthroughs.
Resident Evil 2: Remake locker codes - Leon's desk
One of the first set of locks you’ll encounter is in the West Office, where a "Welcome Leon" sign is hanging. In this room, you’ll find Leon’s desk that has two locks keeping it shut. To open it, you’ll need to input the first letter of each of your would-be coworker’s first name. To figure this out, you can look at the sets of three desks on each side of Leon’s desk. On the right side of south-facing desks, you’ll find name plaques for three officers. They are Marvin Branagh (M), Rita Phillips (R), and George Scott (G).
So the combination for the first Leon’s desk lock is MRG.
On the north-side desks, only two of the plaques can be seen. They are Elliot Edward (E) and David Ford (D). You need the first name, but it’s nowhere to be found. Fortunately, you can just brute force the lock by trying every option.
The combination for that second Leon’s desk lock is NED.
Unlocking Leon's desk will get you an extended magazine for Leon's pistol or a speed reloader for Claire's revolver.
Resident Evil 2: Remake locker codes - everything else
There are three lockers to be found in the rest of Resident Evil 2: Remake. Here are the required combinations to unlock each of them:
- Raccoon City Police Station 2nd floor shower room locker code: CAP
- Raccoon City Police Station 3rd floor locker (by the stairs) code: DCM
- Sewers Control Room locker code: SZF
Each of these lockers provides a different type of ammunition, which is very useful so don't ignore them.
Resident Evil 2: Remake safe codes
Also found in three areas in Resident Evil 2: Remake are safes that require special combinations to unlock. They follow a pattern of turning the dial left, right, left to reach the required numbers and then pressed the 'accept' button to open the safe. Here are their required combinations:
- 1st Floor, west office safe combination: left 9, right 15, left 7 (rewards hip pouch)
- 2nd Floor, east wing waiting room safe combination: left 6, right 2, left 11 (muzzle break for Leon, extended mag for Claire)
- Treatment pool room safe combination: left 2, right 12, left 8 (shotgun upgrade for Leon, hip pouch for Claire)
Resident Evil 2: Remake portable safes
Unfortunately, there is no universal codes for the portable safes. Each one is randomized, but they're easy to figure out with a little trial and error. Each button illuminates a green light on the dial, with the goal of pushing each button in order going counter-clockwise. You can start with any button, but you want to complete a full circle in order.
So, the best way to do this is to pick any button and start pushing keys to figure out the next one in that sequence. Keep doing that until you're able to complete a full rotation without pressing the wrong button and the safe will open.
The portable safes can be found here:
- Playthrough A: 2nd floor shower room, 2nd floor linen room
- Playthrough B: 1st floor interrogation room, 2nd floor linen room
The reward for opening both of these safes are the replacement keys you can insert into the keypad located on the 1st floor safety deposit room. Now that these replacement keys are in place, you can use them to open a number of locked containers to get a hip pouch and some handy healing items.