RE2 locker codes: a player guide to the RPD desks, weapon lockers, and safes
The Resident Evil 2 Raccoon City Police Department is one of the most reward-dense early-game exploration spaces in survival horror. Behind its reception desk, in the West side office, and down in the underground parking area, players will run into a stack of combinable storage containers: small wall lockers beside a typewriter, three-pronged wall lockers that take a unique key, free-standing three-dial safes, and the ever-present RPD standard desks. Getting the RE2 locker codes right is the difference between arriving at the gun shop with a fully upgraded shotgun and arriving there with a half-empty inventory. This guide covers the codes that actually open containers in the RPD, how the dials work, and how route choice changes what is worth picking up first.
The page focuses on Resident Evil 2, the 2019 Capcom remake, and on the standard-format three-dial combination locks. The original 1998 game, the 2023 Resident Evil 4 remake, and the upcoming RE9 coverage live in separate articles. All codes listed here are the in-game, offline-only combinations. They are not promotional, redemption, or DLC codes, and they do not unlock anything on Capcom ID, PlayStation Network, Xbox Live, or Steam.
How RE2 locker codes work in the 2026 remake
Resident Evil 2 uses one consistent lock type for its combinable containers: a three-dial rotating safe lock. The lock always uses a left-center-right dial arrangement, and the dials always turn in the same direction in the same order. A combination is given as three two-digit numbers, but the physical input is a directional motion, not a typed code. Players who try to enter a combination as a number and an enter button will find that nothing happens.
The standard input pattern in RE2 is a clockwise-counterclockwise-clockwise sequence. The exact behavior is:
- Rotate the first dial clockwise to the first number, then continue past zero if needed.
- Rotate the dial counterclockwise to the second number, continuing past the first number and zero if the rotation requires it.
- Rotate the dial clockwise to the third number, stopping on it precisely.
- Pull the handle to open.
For example, to open the combination 9 6 3 on a left-dial-right-dial lock, the player turns the left dial clockwise to 9, counterclockwise to 6, then clockwise to 3 before pulling the handle. The same input pattern applies to every safe and locker with a typed combination. Lockers that take a unique key do not use a dial; they use a small key with an engraved label, and those keys are covered in the last section of this guide.
RE2 locker codes and what they contain
Below is the working list of the in-game RE2 locker codes that players can actually open during a standard first run. The table covers the West side office safe, the Reception desk safe, the Waiting Room locker, the Linen Room locker, the third-floor West storage room locker, the STARS office, the clock tower chest, the Sewers control room, the Parking Garage safe, and the Weapons Locker card-key cabinet. Items reflect the standard 2019 remake and do not include arbitrary bonus equipment from later patches or modded content.
| Location | Container | Combination | Reward |
|---|---|---|---|
| West side office, 1F | Free-standing safe | Left 9, Right 15, Left 7 | First Aid Box |
| Reception desk, 1F | Three-dial safe | Left 9, Right 3, Left 7 | Matilda handgun parts |
| Waiting Room, 1F | Wall locker | 6 2 4 | Spare Key (replaces lost key items) |
| Linen Room, 1F | Wall locker | 6 0 2 | Detonator (no battery) for sub-story |
| West storage room, 3F | Wall locker | 6 8 2 | Detonator (battery-equipped) for sub-story |
| STARS office, 2F | Wall locker | 2 3 0 | Weapon upgrade token (LEMI to JMB H.P.) |
| Clock tower, outside STARS office | Single-dial chest | Clock hands at 9:15 | Wing STARS badge for STARS office desk |
| Sewers, Control Room | Free-standing safe | Left 2, Right 12, Left 11 | W-870 shotgun shells and a Hip Pouch |
| Parking Garage, B1 | Free-standing safe | Left 6, Right 2, Left 11 | Detonator battery and a First Aid Box |
| Weapons Locker, 1F | Card-key cabinet | No dial combination; requires Weapons Locker Card Key | Anti-tank rifle and ammunition |
Two of those entries are slightly different in input style. The Waiting Room and Linen Room wall lockers use a single-dial, three-position input that is similar to a luggage lock: rotate the dial through positions 1, 2, 3, and 4 in order, then pull the handle. The actual combinations above are still the correct end values. The Clock tower chest is the outlier. It is not a dial safe at all; it is a clock-face with two rotating hands, and the player must set the hour hand to 9 and the minute hand to 3 to drop the chest. The Wing STARS badge that drops is what opens the STARS office desk, and the combination 2 3 0 on the locker inside opens the storage compartment for the LEMI upgrade token.
Why route choice changes which RE2 locker codes matter
Resident Evil 2 has two playable characters, Leon S. Kennedy and Claire Redfield, and a second run that puts the player in the other character’s shoes. Each playable run is called an “A” route or a “B” route, and a number of items in the RPD are character- or route-specific. The locker combinations themselves are shared between the two playable characters, but the items inside some of the containers, especially the two 9-15-7 and 9-3-7 safes, swap based on which route the player is on. Knowing what changes is more useful than memorizing every container.
Route-specific differences worth planning around:
- West side office safe (9 15 7): Leon A gets a First Aid Box. Claire A gets a weapon upgrade part. On the B routes, both characters receive a lighter item set, and the safe is one of the few high-value pickups that remains consistent across the B playthroughs.
- Reception desk safe (9 3 7): Leon A gets the Matilda handgun parts. Claire A gets a different handgun upgrade part. The B routes change the reward to a less valuable healing item, which makes the safe a low-priority stop on a B run.
- STARS office (2 3 0): Always contains a weapon upgrade token, but the resulting weapon is the LEMI-to-JMB H.P. upgrade on Leon’s run and the SLS 60-to-JMB H.P. upgrade on Claire’s run.
- Detonator pair (6 0 2 and 6 8 2): The two detonator halves are route-gated. On the A run, one half is the Linen Room locker, and the other is the third-floor West storage room locker. On the B run, the second half is replaced with an item that does not extend the chain, which means players can safely skip the second locker if they are speed-running a B playthrough.
The practical implication is straightforward. On a Leon A first run, the two priority RE2 locker codes are 9 15 7 for the West side office safe and 9 3 7 for the Reception desk safe. On Claire A, the same containers are still the priority, but the Matilda parts are not available; instead, the safe rewards the parts for Claire’s SLS 60, which is a smaller upgrade. On a B run, the safe priority drops because the rewards are weaker, and the player is usually better served by routing the Spare Key from the Waiting Room locker (6 2 4) to recover from any lost key items earlier in the run.
Quick step-by-step: opening the Reception desk safe (9 3 7)
The Reception desk safe is the first three-dial lock most players will encounter in the RPD. It is on the back wall of the reception area, behind the front counter, and is reached after the player obtains the Spade Key from the Safety Deposit Room. The combination is found in the Police Station memo file on the second floor, so players who skip reading the memo will not know the code.
- Approach the safe and face the dial. The numbers on the safe are arranged with 0 at the top and counting clockwise to 99, but the exact numbering is not used by the player; only the target digits matter.
- Turn the dial clockwise until the indicator rests on 9. Continue past 0 if your starting position is past 9.
- Turn the dial counterclockwise. Pass 9, pass 0, and stop on 3.
- Turn the dial clockwise. Pass 0 and stop on 7.
- Pull the handle. The dial mechanism should click, the handle should rotate, and the door should swing open. The reward on Leon A is a Matilda parts crate.
If the handle does not move, the most common cause is miscounting the dial position. The 2019 remake uses a tactile, click-stop dial, and players who turn the dial too quickly can pass over the target position without hearing the click. A slow, deliberate turn is the standard fix, and it is a useful habit to build before tackling the more valuable Parking Garage safe later in the run.
Where to find every RE2 locker code without a guide
For players who want to solve the RE2 locker codes in-game, the combinations are spread across a small number of documents and a single computer terminal. The locations are stable across the A and B routes, and the documents that contain the codes are not randomized.
| Code source | Type | Where to find it | Code revealed |
|---|---|---|---|
| Police Station memo | File on a desk | Second floor, near the Safety Deposit Room | 9 3 7 (Reception desk safe) |
| West side office memo | File on a desk | West side office, 1F | 9 15 7 (West side office safe) |
| STARS office memo | File on a desk | STARS office, 2F (after using Wing STARS badge) | 2 3 0 (STARS office wall locker) |
| Sewers memo | File on a table | Lower water channel, after the Ada segment | 2 12 11 (Sewers Control Room safe) |
| Internal memo | File on a desk | Parking Garage office, B1 | 6 2 11 (Parking Garage safe) |
| Linen inventory | File on a clipboard | Linen Room, 1F | 6 0 2 (Linen Room wall locker) |
| West storage memo | File on a crate | West storage room, 3F | 6 8 2 (West storage wall locker) |
| Waiting Room notice | Poster on a wall | Waiting Room, 1F | 6 2 4 (Waiting Room wall locker) |
Each document is unique text; Resident Evil 2 does not respawn or randomize files, so a player who has picked up a file can return to a container and use the code that the same file reveals. Players who pick up the file but never read it will not see the code in their menu, but the code itself is fixed, and the in-game document shows the combination clearly enough to be photographed and reused later. Players who have the file open in the menu at the same time as the safe can read the code from the menu without closing the safe interface, which is a useful trick for solving the codes without leaving the container.
The Weapons Locker: a card-key cabinet, not a code
Players who search the first-floor Weapons Locker area will find a wall cabinet that looks like another combinable safe. It is not. The Weapons Locker is opened by a small key with an engraved card icon, called the Weapons Locker Card Key. The key is found inside the S.T.A.R.S. office desk, which is itself opened by the Wing STARS badge, which drops from the Clock tower chest. The reward inside the Weapons Locker is the anti-tank rifle, a high-damage, low-ammo weapon that is the strongest single-shot option in the early game and is useful in both the Mr. X encounter in the RPD and the G-mutant boss in the Sewers.
The Weapons Locker is the only RPD container that uses a key instead of a combination, but it is part of the same chain. Players who ignore the RE2 locker codes for the Wing STARS badge and the STARS office desk will never see the key, and the anti-tank rifle will be missed. For speed-runners, the optimal path is: Clock tower chest at 9:15, STARS office desk with the badge, STARS office wall locker with 2 3 0, then Weapons Locker with the card key. The whole chain is reachable inside 30 minutes of in-game time on a Leon A standard run.
Common RE2 locker code problems and fixes
Most of the player questions about RE2 locker codes are not about the codes themselves but about the input pattern. The 2019 remake introduced a new dial interface that the original 1998 players have to relearn. The following troubleshooting list covers the issues that come up most often in speed-run and casual runs alike.
- “The handle will not open after I enter the code.” The dial direction sequence is wrong. Every standard three-dial safe in RE2 is clockwise-counterclockwise-clockwise. If the player turned counterclockwise first, the combination reads correctly but the mechanism is still locked. Reset by turning the dial a full rotation clockwise, then restart the input from the beginning.
- “I do not have a code document for this safe.” The code is route-gated or version-specific. The Sewers safe and the Parking Garage safe both have codes that are only available in the late game, and a few safes are removed from the B route entirely. Use the table above to confirm that the container exists in the current playthrough.
- “The safe I am looking at is locked with a different mechanism.” Some containers that look like dial safes are actually key safes. The Reception desk safe and the West side office safe are the only two dial safes on the first floor. The Linen Room and Waiting Room lockers use a single-dial, four-position lock. The Weapons Locker is a card-key cabinet.
- “The code in my menu does not match the in-game code.” The file the player is reading is for a different container. Cross-check the file location against the table in the previous section. Two of the route-gated files (Linen inventory and West storage memo) use similar number sequences, which is the most common source of confusion.
Inventory and route impact: which RE2 locker codes are worth solving first
On a standard first run, the player has limited inventory space and limited time before the Tyrant appears on the B route. The order in which a player opens the lockers is therefore a real optimization. The following list orders the RPD RE2 locker codes by recommended priority, from highest-value pickup to lowest, on a Leon A run. Claire A is similar but with swapped rewards. B routes drop two of the entries because the route is shorter and the rewards are weaker.
- Reception desk safe (9 3 7): Matilda parts, the highest-value single pickup in the RPD, and the only upgrade that materially changes early combat.
- West side office safe (9 15 7): First Aid Box, the most flexible healing pickup in the run, and a safety net for the Mr. X encounter.
- STARS office wall locker (2 3 0): LEMI-to-JMB H.P. upgrade token, which is required to access the shotgun earlier in the run.
- Waiting Room wall locker (6 2 4): Spare Key, which replaces any lost key item and is especially valuable if a previous key has been discarded.
- Sewers Control Room safe (2 12 11): W-870 shotgun shells and a Hip Pouch. The Hip Pouch is the only way to expand the inventory beyond the default four-slot grid before the Sewers segment ends.
- Parking Garage safe (6 2 11): Detonator battery and a First Aid Box. Important for the Sewers sub-story but skippable if the player already has the Detonator (battery) from a previous run.
- Linen Room wall locker (6 0 2): Detonator (no battery) for the sub-story. Route-gated to A only.
- West storage wall locker (6 8 2): Detonator (battery) for the sub-story. Route-gated to A only.
- Clock tower chest (9:15): Wing STARS badge. Solved for the STARS office desk, not for the chest’s own reward.
Players running a Standard difficulty or Hardcore difficulty run will not get the Hip Pouch from the Sewers safe in the same way that Assisted difficulty players do. The reward is a function of difficulty, not route, and the same applies to the Matilda parts on the Reception desk safe. On Hardcore, the safe reward is the same item, but the difficulty affects how the weapon performs, not what the locker holds. The combinations themselves are not affected by difficulty.
What RE2 locker codes do not unlock
Several features that look like they might be reachable with RE2 locker codes are actually gated by other systems. Knowing the difference prevents wasted runs.
- Bonus weapons. The anti-tank rifle is in the Weapons Locker, which uses a key, not a code. The infinite-ammo weapons are unlocked by Rank S ranks on Standard difficulty, by completing the “True Survivor” zero-save run, and by completing the “4th Survivor” Tofu run. None of these are reachable with a code.
- The 2nd Run exclusive items. The broken shotgun and the modified LE 5 are unlocked by starting a 2nd Run with a saved clear file, not by a code. Players who are looking for a “secret code” to unlock them will not find one because the unlock is save-file based.
- The Ghost Survivors DLC. “No Time to Mourn,” “Forgotten Soldier,” and “Runaway” are unlocked by completing the main game and reaching certain checkpoints. They do not use locker codes, and they are not part of the A/B route structure.
- The classic 1998 costumes. The 1998 Leon and Claire costumes are unlocked by completing the main game once and starting a 2nd Run. They are not reachable with RE2 locker codes.
This distinction matters because player searches for “re2 locker codes” sometimes surface guides that mix the in-game safe combinations with the difficulty-gated unlock lists. The combinations are fixed; the difficulty-gated unlocks are not.
RE2 locker codes and the broader RPD exploration design
The RPD in Resident Evil 2 is a study in environmental gating. Each key, code, and keycard opens a path that the player could see but not reach, and the lockers are the most numerous gating objects in the station. The design choice is deliberate: the lockers and safes let the developer scatter small rewards throughout the station without placing them in the player’s way, which keeps the central navigation routes uncluttered while giving completionist players a reason to check every room. For game development work, the lockers are a useful example of “low-cost reward density.” The RPD has roughly 40 keyed and combinable containers across a three-floor space, and each one rewards a small item. The design works because the codes are documented inside the station itself, which means the player never has to leave the game to know what to enter, but the player also never has to solve a code that is not foreshadowed in the environment.
For developers, the design pattern is worth a closer look. Three properties make the RPD lockers work:
- Locality of information. The code for a safe is in a memo that is found near the safe. The player who reads the memo before reaching the container can solve it on the first attempt; the player who reaches the container without the memo must backtrack. Either path is valid, and the game supports both.
- Consistent input contract. Every three-dial safe uses the same clockwise-counterclockwise-clockwise input. The player learns one input pattern and applies it everywhere. This is a deliberate interface choice that reduces cognitive load.
- Reward gradient. The high-value lockers (Reception desk safe, West side office safe) are reached after the player has solved a key-gated door. The low-value lockers (Waiting Room wall locker) are reached immediately. The reward gradient matches the access gradient, which keeps the experience from feeling front- or back-loaded.
These properties generalize. Any environmental puzzle design that uses a fixed input contract and a locally documented answer can scale to dozens of containers without bloating the difficulty curve. The RE2 lockers are a strong example of how a small interface, applied consistently, can support a much larger content footprint than the same interface would support in isolation.
How RE2 locker codes compare with Resident Evil 3 and the 2026 RE4 remake
Resident Evil 3 (2020) and Resident Evil 4 (2023) both use the same three-dial lock interface, and the input pattern is identical: clockwise, counterclockwise, clockwise. The RE2 locker codes do not carry over to either remake, but the input muscle memory does. Players who can solve an RE2 safe without thinking can solve an RE3 or RE4 safe the first time they encounter one. The differences are in the surrounding systems rather than the dial itself.
| Title | Lock input | Documentation style | Reward density | Route gating |
|---|---|---|---|---|
| Resident Evil 2 (2019) | Clockwise-counterclockwise-clockwise | File near container, named memo | High; roughly 40 combinable containers | Yes, A/B routes differ |
| Resident Evil 3 (2020) | Clockwise-counterclockwise-clockwise | File near container, fewer total | Lower; one-time city exploration | No; linear campaign |
| Resident Evil 4 (2023) | Clockwise-counterclockwise-clockwise | File, merchant, or schematic | Moderate; spread across multiple regions | Partial; New Game Plus differs |
The Resident Evil 2 design stands out for two reasons. First, the RPD is large enough to support a high reward density without the map feeling cluttered. Second, the A/B route structure means that some codes have different rewards across runs, which is a soft form of replayability that does not depend on procedural generation. The 2023 RE4 remake uses a similar pattern with its own merchant and attache case system, but the locker codes in RE4 are a smaller part of the overall reward economy because the merchant handles the more valuable items.
Frequently asked questions
What are the RE2 locker codes for the first-floor RPD?
The first-floor RPD has three primary RE2 locker codes: the West side office safe uses 9 15 7, the Reception desk safe uses 9 3 7, the Waiting Room wall locker uses 6 2 4, and the Linen Room wall locker uses 6 0 2. The Weapons Locker is a card-key cabinet and is not opened by a code. The combinations are the same on Leon and Claire runs, and the rewards differ by character and route.
Do RE2 locker codes change between Leon and Claire runs?
The combinations themselves are shared. The reward inside each container can change based on the playable character and the A or B route. The most useful example is the Reception desk safe, which holds Matilda parts on Leon A, a different handgun upgrade on Claire A, and a healing item on the B routes. Players who want every reward will need to play both characters across both routes.
Where is the document that shows the 9 3 7 safe combination?
The 9 3 7 combination for the Reception desk safe is in the Police Station memo, which is found on the second floor near the Safety Deposit Room. The file is the same in every run and is not randomized. Reading the file in the inventory menu shows the combination as a written note, and the safe interface is reached by rotating the dial clockwise to 9, counterclockwise to 3, and clockwise to 7.
Are RE2 locker codes the same on the 1998 original?
Several of the original 1998 codes match the 2019 remake, but the dial interface is different. The 1998 version uses a numeric entry pad with a button press, while the 2019 remake uses a rotating dial with a clockwise-counterclockwise-clockwise input. The combinations and the rewards are usually the same, but the interface change means a player who learned the 1998 input will need to relearn the dial direction pattern for the remake.
Do the RE2 locker codes work in the 2nd Run or in 2nd Run B?
Yes, the RE2 locker codes work in both 2nd Run A and 2nd Run B, and the codes are not randomized. The reward inside a few containers does change, and the changes follow the same A and B rules as the first run. Players who are running 2nd Run B should be aware that the West side office safe and the Reception desk safe drop lower-value items, and the high-value Leon A rewards are no longer available.
What is the code for the Weapons Locker in RE2?
The Weapons Locker does not use a combination. It is opened by the Weapons Locker Card Key, which is found inside the STARS office desk. The desk is opened by the Wing STARS badge, which drops from the Clock tower chest at 9:15. The chest, the badge, the desk, and the card key are all part of the same chain, and players who skip the Clock tower chest will never get the anti-tank rifle.
Do RE2 locker codes unlock any bonus weapons or alternate costumes?
No. The RE2 locker codes only open in-game containers and the items inside them. Bonus weapons such as the infinite-ammo Samurai Edge and the alternate 1998 costumes are unlocked by completing the main game, by reaching an S rank on Standard difficulty, or by completing the “4th Survivor” Tofu scenario. The locker combinations do not gate any of those unlocks.
Why does the safe handle not open after I enter the RE2 locker code?
Most open failures are caused by a wrong dial direction. The 2019 remake uses a clockwise-counterclockwise-clockwise input for every standard three-dial safe. Players who turned counterclockwise first, who stopped one click short of the target digit, or who skipped the click-stop will see the correct code in the menu but the safe will not open. Reset the dial with a full clockwise rotation and re-enter the combination slowly.
What is the highest-value RE2 locker code pickup?
On a Leon A run, the highest-value pickup is the Reception desk safe, which holds Matilda parts. The Matilda is the strongest handgun in the RPD and the upgrade path to the most powerful handgun in the late game. The second highest-value pickup is the West side office safe at 9 15 7, which holds a First Aid Box and is the most flexible healing item in the run. On Claire A, the same containers are still the priority, but the rewards are swapped to Claire-specific handgun parts.
Are there any RE2 locker codes that change between patches?
No. The RE2 locker codes have been stable since the 2019 release, and no patch has changed the combination for any container. Patch 1.04 added the free “The Ghost Survivors” DLC and corrected a small number of progression bugs, but it did not change any safe combinations or any of the in-game document text that contains the codes. Players who are running a recent patch will see the same codes as the launch version.








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