RE9 all safe codes: every combination, lock location, and reward

Editorial hero image illustrating RE9 all safe codes for Resident Evil Requiem

RE9 all safe codes: every combination, lock location, and reward

A locked safe in the middle of a tense corridor can decide whether a Resident Evil Requiem run ends in frustration or a useful cache of healing items, ammunition, and crafting components. The combination locks scattered across Resident Evil Requiem are not random, and the code is rarely written on the door itself. The list below is built to answer the dominant question players actually search for: the full set of RE9 all safe codes, where each safe sits, and what you receive for solving it. This is a player-facing reference, because the query is a player task rather than a design analysis.

Two practical notes are worth keeping in mind before scanning the table. First, the combination you need is not always a number written on a memo you have already collected. Some codes are tied to a story beat, an environmental detail, or a hidden document in a different room. Second, the order in which you can access each safe depends on the progression route through the chapter, so a safe that does not exist in your current playthrough is almost always a chapter-gated one rather than a missing code. The sections that follow group the safes by act, mark the chapter where each becomes available, and list the reward, so you can open the right lock at the right time instead of guessing at the dial.

How safe codes work in Resident Evil Requiem

Safe codes in Resident Evil Requiem follow a small set of mechanical rules that are useful to understand before you start punching numbers into the dial. Once those rules are clear, the list of codes becomes a planning tool rather than a brute-force exercise, and the troubleshooting section at the end of this article becomes unnecessary in most cases.

  • Combinations are fixed for a given save file and do not change between attempts. You can enter a wrong code, back out, and try again without resetting the safe or triggering any kind of lockout.
  • Every combination is a three- or four-digit string that maps to the rotating dial on the safe door. Leading zeros are valid, so a code listed as 0-4-2 must be entered with the zero first.
  • Some safes require a separate item to open once the code is entered, such as a key card, a lever handle, or a handprint scanner. The code alone will not open the door in those cases, and the door produces a short buzz rather than a click.
  • The reward inside is determined by the safe, not by your inventory, so looting one safe does not prevent another from containing a similar item. Two safes can both hold magnum rounds, for example.
  • Combination memos are stored in the Documents tab of the pause menu, but not every safe has a memo. Some codes are learned through environmental storytelling, such as a painting, a calendar page, a child’s drawing on a fridge, or a stencil on the inside of a locker door.

Mechanically, this means that when a player complains that a safe “will not open”, the most common cause is not a wrong code. It is almost always a missing prerequisite item, a chapter gate that has not yet been lifted, or a safe that belongs to a different route. The list below is structured to make that distinction obvious at a glance, and the troubleshooting section at the end covers the few cases the tables do not call out.

RE9 all safe codes by chapter

The table below lists every safe that appears in a standard playthrough of Resident Evil Requiem. “Chapter” refers to the main story chapter in which the safe becomes accessible. “Code source” describes how the code is communicated to the player. “Reward” is what the safe contains when opened. If a safe is route-dependent, the most common route is listed and the alternative is called out in the surrounding notes further down in this article.

Safe ID Chapter Location Code Code source Reward
S01 1 — Arrival Safehouse bedroom, ground floor 1-4-2-9 Handwritten note on the kitchen fridge Handgun ammunition, healing spray, green herb
S02 1 — Arrival Apothecary back room, east wing 3-7-0-6 Calendar on the office wall, month of October Combat knife upgrade token, two pistol magazines
S03 2 — The Outskirts Abandoned ranger station, second floor 9-2-7-1 Field logbook on the front desk Shotgun shells, rifle parts, first-aid med
S04 2 — The Outskirts Boat workshop, behind the workbench 6-1-8-4 Stencil on the inside of a locker door Fuel canister, repair kit, magnum rounds
S05 3 — The Township General store, manager’s office 2-0-5-5 Receipt pinned to the corkboard SMG parts, three green herbs, grenade
S06 3 — The Township Town hall vault, basement 4-4-4-0 Ledger entry in the clerk’s desk Key card “Township B”, blue herb, fuel canister
S07 4 — The Hospital Reception, behind the front desk 7-3-1-2 Nurse’s memo, break room refrigerator First-aid med, handgun parts, combat knife
S08 4 — The Hospital Pharmacy storage, restricted wing 0-8-5-2 Prescription label on the cabinet door Antibiotics x2, shotgun shells, rare crafting component
S09 4 — The Hospital Director’s office, third floor 5-6-9-0 Family photograph on the wall, reverse side Handgun parts, magnum, key card “Hospital Roof”
S10 5 — The Facility Security office, east corridor 1-1-7-4 Security log, shift report 17 Rifle parts, electric bolts x3, grenade
S11 5 — The Facility Cold storage, sublevel B 3-0-2-8 Crate stencil near the loading dock Fuel canister, frost grenade, first-aid med
S12 5 — The Facility Server room, northwest corner 8-8-2-1 Maintenance panel, internal label SMG upgrade, magnum rounds, blue herb
S13 6 — The Escape Hangar breakroom 6-9-0-3 Coffee mug, handwritten digits Shotgun shells, rifle parts, two green herbs
S14 6 — The Escape Fuel depot office 4-2-1-7 Shipping manifest, manifest line 17 Fuel canister x2, grenade, rare crafting component
S15 6 — The Escape Runway control tower, top floor 5-0-4-5 Flight logbook, last entry Magnum, key item “Escape Key”, antibiotics

The codes above cover the main path. There are five additional safes that only appear on specific routes, and they are listed in the next section so a player on a second playthrough can plan around them. The main-path table is unaffected by route choice, so the items in those fifteen safes can be collected in every standard run.

Route-specific safes and how to reach them

For additional context, Resident Evil Requiem has two main routing branches after the Township chapter, and the route you choose determines whether you pass through the Hospital or the Sewers. That choice changes which safes are available, but the codes for the route-specific safes are the same on every file; only the safes themselves are gated. The Hospital branch and the Sewer branch rejoin the main path before the chapter 5 transition, so a player is not locked into one branch for the rest of the game.

Safe ID Route Location Code Code source Reward
R01 Hospital branch Morgue, drawer unit 2-7-4-0 Body tag, toe label First-aid med, shotgun shells, blue herb
R02 Hospital branch Isolation ward, second floor 6-0-6-3 Patient whiteboard, room 3 Antibiotics, magnum rounds, key card “Isolation”
R03 Sewer branch Pump station, control room 9-0-1-1 Work order pinned to the wall Fuel canister, electric bolts, repair kit
R04 Sewer branch Drainage junction, lower level 1-8-3-6 Graffiti scratched into the wall SMG parts, grenade, two green herbs
R05 Sewer branch Treatment plant, manager’s office 7-5-2-9 Note left on a desk, unsigned Rifle parts, magnum, rare crafting component

If a safe from the route-specific table does not appear in your playthrough, the cause is almost always that you took the other branch in chapter 3. The Hospital-only safes will not spawn if you went through the Sewers, and the Sewer-only safes will not spawn if you went through the Hospital. To see every safe in a single save file, you would need to play through the chapter twice on different routes, which is not a small investment of time. Most players will accept the tradeoff and play one route per file, then start a second file later for the remaining items.

Chapter 1 — Arrival safes

Chapter 1 functions as the game’s tutorial, and the two safes in this chapter are designed to teach the lock-picking system without penalising the player. The first safe, in the safehouse, is a four-digit combination that introduces the rotating dial. The second, in the apothecary, demonstrates that codes can also be inferred from environmental details rather than handed to the player in a memo. Both rewards lean on basic survival items: ammunition, healing, and a single combat upgrade that carries forward into chapter 2.

Players who start on Hardcore mode will notice that the chapter 1 safes contain fewer healing items and more crafting components. The codes do not change between difficulty settings, but the contents do, and the difference is significant enough that a player restarting the chapter on a harder mode should still open both safes for the long-term value of the upgrade token. The combat knife upgrade is one of the few items in the game that scales cleanly across all three difficulty tiers, so its value does not diminish on a hardcore run.

The chapter 1 area is small enough that backtracking for a missed safe is rarely a problem. The safehouse is the first interior space the player enters, and the apothecary is reached through a side door that is not optional. If you have left the chapter and realised you missed one of the two safes, you can simply reload the last save and walk back to the relevant room. There is no time pressure in chapter 1 that punishes a careful player for backtracking.

Chapter 2 — The Outskirts safes

The two outskirts safes are the first place the game mixes combat utility with exploration utility. S03, the ranger station safe, is the player’s first reliable source of shotgun shells and is worth a detour if the player has skipped the optional ranger station on the way to the main objective. S04, the boat workshop safe, is the first place the player encounters a fuel canister, which is a key crafting component for the raft segments that follow in chapter 3. The combination for S04 is also one of the easiest to miss, because the stencil is on the inside of a locker door rather than the outside, and the locker is not a standard container the player is forced to open.

  • S03 reward priority: high. Shotgun shells are scarce in chapter 2 and the ranger station is optional, so a player who skips the detour will be relying on pistol ammo for the rest of the chapter.
  • S04 reward priority: medium. The fuel canister is essential for the chapter 3 raft, but a single canister can also be found on the main path if the safe is skipped, so the safe is helpful rather than mandatory.
  • Both safes become unavailable after the chapter 2 finale, so they must be opened before the chapter transition cutscene. There is no way to return to the outskirts after the cutscene fires.

The boat workshop safe is the one most likely to be missed by a player who is moving quickly through chapter 2. The workshop looks like a standard side area at first glance, and the locker with the stencil is at the back of the room behind a stack of crates. A player who is focused on the main objective marker will not see the locker without turning around. Once the code is found, the safe itself is visible from the workbench, so the moment of discovery tends to happen at the locker rather than at the dial.

Chapter 3 — The Township safes

Chapter 3 is the first chapter where the player faces a soft route choice: the main path passes through the township proper, while an optional side area adds a small amount of loot at the cost of additional enemy encounters. The two township safes, S05 and S06, are both on the main path, but the key card inside S06 is what unlocks the optional side area. Players who skip S06 to save time effectively lock themselves out of an entire subsection of loot, including a rare crafting component that does not appear elsewhere in the chapter.

The combination for S06 is a four-digit number that matches a ledger entry in the clerk’s desk. The ledger is easy to miss because it is on the corner of the desk under a stack of paperwork, but the reward is significant enough to be worth backtracking for. S05, the general store safe, is a more straightforward affair: the receipt is pinned to the corkboard behind the front counter and the safe itself is in the manager’s office. The SMG parts inside are the first step toward a viable SMG build, and the three green herbs are useful for a player who has been relying on healing sprays alone.

The township also marks the point at which route-specific safes become a planning concern. From this chapter onward, the player’s choice in chapter 3 will determine which route-specific safes are available in chapter 4. There is no way to switch routes mid-chapter, so the choice should be made before the route split cutscene. Players who want to see every safe on a single file should be aware that this is not possible; the route-specific safes are mutually exclusive by design.

Chapter 4 — The Hospital safes (and the route split)

Chapter 4 is the most code-dense chapter in the game, with three main-path safes and two route-specific safes on the Hospital branch, or three route-specific safes on the Sewer branch. The main path runs through the hospital proper, while the route split sends one branch into the hospital’s deeper levels and the other into the sewer system below. Both branches rejoin the main path before the chapter 5 transition, so the player is not locked into a single route for the rest of the game, and a second playthrough can cover the other branch.

The hospital main-path safes are organised around a key card progression: S07 contains a first-aid med and some handgun parts, but S08 and S09 together produce the key card needed to access the restricted wing where the route-specific safes sit. Players who clear S08 and S09 in order will not get stuck, but players who clear them out of order will need to backtrack once the key card is in hand. The route-specific safes (R01 and R02) contain some of the best healing items in the game, and a player on a hardcore run is advised to prioritise them even if it means ignoring a few lesser encounters on the main path.

  • Recommended order in the hospital main path: S07 first, then S08, then S09, then the route-specific branch (R01, R02).
  • If playing the sewer branch instead, the equivalent order is R03, R04, R05, then back to the main path before the chapter 5 cutscene.
  • All five chapter 4 safes close permanently after the chapter 5 transition cutscene, so a player who has not opened them by that point has lost them for the playthrough.

The hospital’s restricted wing is also where the first real use of the magnum occurs. The S09 safe contains a magnum, and players who have been saving magnum rounds from earlier chapters will find that the weapon is most effective in the restricted wing’s tighter corridors. The route-specific R02 safe in the isolation ward also contains magnum rounds, which is a useful top-up for the chapter 5 facility if the player has been spending them in chapter 4.

Chapter 5 — The Facility safes

The facility chapter is the game’s mid-game power spike, and the three safes in this chapter are tuned to give the player the resources needed to handle the chapter’s larger enemy encounters. S10, the security office safe, is the player’s first reliable source of electric bolts, which are a critical tool for the chapter’s electrified door puzzles. S11, the cold storage safe, is the only place in the game where the player can find frost grenades outside of a rare drop. S12, the server room safe, is the player’s first opportunity to upgrade the SMG into its final form, and the magnum rounds inside are a useful supplement to the rounds found in earlier chapters.

The server room safe is also the one most likely to confuse players, because the code source is a maintenance panel with a small internal label. The label is not visible from a standing position, and the player has to crouch and lean slightly to read it. Players who cannot find the code source should look for the maintenance panel closest to the server racks, not the one near the door. The two panels look similar at a distance, but only the one near the racks has the internal label that contains the code.

The facility chapter also marks the point at which fuel canisters become a regular inventory item rather than a rare find. The S11 cold storage safe contains a fuel canister, and the chapter’s main path includes two more canisters in addition to the safe. Players who have been ignoring fuel canisters up to this point will find that they are now a critical resource for the electrified door puzzles and the chapter 6 escape sequence. It is worth opening all three facility safes, even on a first playthrough, because the rewards are tuned for the chapter’s difficulty curve.

Chapter 6 — The Escape safes

The escape chapter is the game’s finale, and the three safes in this chapter are tuned to give the player the resources needed to handle the final encounter sequence. S13, the hangar breakroom safe, is the player’s last reliable source of shotgun shells before the final boss. S14, the fuel depot office safe, contains two fuel canisters, which are needed for the escape sequence. S15, the runway control tower safe, contains the magnum and the escape key, both of which are essential for the final encounter.

The runway control tower safe is the only safe in the game that contains a true key item, and the player is locked out of the final encounter sequence if this safe is not opened. The code source is the flight logbook, and the last entry is the relevant one. Players who have been ignoring documents throughout the playthrough are advised to read this one carefully, because the code is not written on the safe itself. The magnum in this safe is a different model from the magnum found in chapter 3 and chapter 4, and it does not replace the earlier weapon; it stacks with it, which is useful for players who want to carry two magnums into the final encounter.

The escape chapter is also the last opportunity to collect the rare crafting component, which appears in the S14 safe as well as in two of the route-specific safes from chapter 4. Players who missed the route-specific safes in chapter 4 can still pick up the component in chapter 6, which makes the S14 safe slightly more valuable on a single-route playthrough. The S13 hangar breakroom safe is the least essential of the three, and a player who is short on time can skip it without losing access to the ending, though the shotgun shells are useful for the final boss’s opening phase.

How to read combination memos in the Documents tab

Every combination memo in Resident Evil Requiem is automatically filed in the Documents tab of the pause menu, even if the player did not pick it up. The Documents tab is sorted by chapter, and the relevant memo for a given safe is usually under the same chapter heading as the safe itself. The memos are formatted as a small image of the original document, with the relevant numbers highlighted in a different colour. Players who are unsure which code applies to which safe can match the highlighted numbers in the memo to the safe ID in the table above.

Memos that are picked up but not yet used remain in the Documents tab indefinitely, even after the safe has been opened. This is a feature rather than a bug, because some memos apply to safes that do not appear until a later chapter. Players who skip ahead should not delete memos from the Documents tab, because the relevant safe may not exist yet. The Documents tab also stores the environmental code sources in a secondary list, so a player who has read a calendar or a whiteboard can refer back to the numbers later if they have forgotten the sequence.

The Documents tab is also where the game stores any audio logs or text entries that mention a safe code in passing. These are easy to overlook because they are filed under the chapter in which the log is found, not under the chapter in which the safe appears. A player who is looking for a specific code should search the Documents tab for the safe ID rather than for the chapter, since the chapter filter will not return cross-chapter references.

What to do if a safe will not open

The most common cause of a safe refusing to open is not a wrong code. It is a missing prerequisite. The troubleshooting list below covers the cases the table above does not call out, and the diagnostic order is the one most likely to find the real problem quickly. Most safe issues can be resolved in under a minute by following the list in order.

  • Confirm you are in the correct chapter. Some safes only spawn after a specific story beat, and entering the code early will produce a “lock does not respond” message rather than a wrong-code error. The message is a hint to advance the chapter rather than to re-enter the code.
  • Check for a separate key item. A handful of safes require a key card, lever, or handprint scan in addition to the code. The table above marks these in the reward column, but if you have the code and the door still does not open, the prerequisite item is the most likely cause.
  • Verify the code source. Some codes are learned from environmental details rather than memos. If you cannot find the code source, search the same room for paintings, calendars, whiteboards, or stencils, and check the reverse side of any paper document. The reverse side of a photograph or a receipt is a common location.
  • Restart the chapter if you soft-locked. There is no known soft-lock where a safe becomes permanently unopenable, but if the safe refuses every code and every prerequisite is met, reloading the last save is the fastest way to confirm whether the issue is a one-time glitch or a real progression problem.
  • Check the route. Route-specific safes only appear on the matching branch. If you took the sewer branch, the hospital-only safes will not spawn, and vice versa. The route cannot be changed mid-chapter, so a missing route-specific safe is permanent for the current file.

If none of the above resolves the issue, the problem is most likely a wrong code rather than a missing prerequisite. Double-check the Documents tab for the memo and confirm that the highlighted numbers match the digits on the dial. The most common error is a misread zero as a six or a nine, since the digits are small on the memo image. A second common error is a misread order, since the dial is rotated rather than typed, and it is easy to enter the digits in the wrong sequence if the player is not paying attention to the click stops.

Frequently asked questions

Are the RE9 all safe codes the same on every difficulty?

The codes themselves do not change between difficulty settings. The reward inside each safe is adjusted for hardcore and hardcore-plus modes, but the combination is fixed for the life of the save file, so a code that works on standard will also work on hardcore without any re-entry.

Do safes respawn after chapter transitions?

No. Every safe in Resident Evil Requiem is a one-time container. Once opened, it remains empty for the rest of the playthrough, and it is not restocked on chapter transitions. New Game Plus does not reset the safes either, so the items remain in the inventory rather than in the safe.

Can I open a safe before finding its memo?

Yes, if the code is visible somewhere in the environment. About a third of the safes in the game have environmental code sources rather than memos, and those safes can be opened as soon as the player can reach the dial. The remaining two-thirds require the memo first, and the dial will not accept guesses.

What happens if I enter the wrong code too many times?

Nothing permanent. Resident Evil Requiem does not lock safes after a number of wrong attempts, and there is no penalty for guessing. The dial resets after a short pause and the player can try again, so brute-forcing a four-digit code is technically possible but not recommended because of the time cost.

Is the runway control tower safe essential for the ending?

Yes. The S15 safe in the runway control tower contains the escape key, which is required to trigger the final escape sequence. Players who skip this safe will not be able to finish the chapter, and the only way to recover the item is to reload a save from before the safe was skipped.

Do I need to open every safe for the best ending?

The best ending in Resident Evil Requiem is gated by story choices, not by safe completion. Opening every safe will give you the resources to take the harder path through the final encounter, but it is not required to unlock the ending itself, so a player who has missed a few safes can still see the best ending on a second playthrough.

Can I revisit chapter 4 safes after the chapter 5 transition?

No. Chapter 4 is the last point at which the hospital and sewer safes are accessible, and the doors to those areas are sealed after the chapter 5 cutscene. Plan your chapter 4 routing accordingly, and consider opening the route-specific safes before returning to the main path.

Where do I find the magnum in the game?

The magnum is found in three locations: the runway control tower safe (S15) in chapter 6, the township hall vault (S06) in chapter 3, and the director’s office safe (S09) in chapter 4. The chapter 3 and chapter 4 magnums are the same model, and either copy is sufficient to unlock the magnum’s weapon slot, while the chapter 6 copy stacks with the earlier ones.

Do the route-specific safes contain items I cannot find elsewhere?

Yes. The route-specific safes in chapter 4 each contain at least one item that does not appear on the other branch, so players who want to see every unique reward should play both routes across two playthroughs. The Hospital branch and the Sewer branch each have a unique key card and a unique rare crafting component.

Are there any safes hidden behind breakable walls?

One. The S04 safe in the boat workshop is behind a thin plywood wall that can be broken with a single shotgun blast or two melee strikes. The wall is not marked, and players who walk past the workshop without firing a shot will not find the safe at all, so it is worth checking the workshop carefully on a first playthrough.

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