Resident Evil 2 puzzle guide: All codes and puzzle solutions


In our Resident Evil 2 puzzle guide we show you:

  • How to solve all puzzles that are important for the story
  • The number combinations for the stationary safes
  • The solution for all letter locks
  • All codes for the lockers

Resident Evil 2 () challenges not only your courage, but also your brains. The horror hit is full of tricky puzzles and riddles. Apart from that, there are also a lot of optional puzzles that beckon with special rewards. We'll help you solve all the puzzles and collect the rewards.

Take a look at our Resident Evil 2 topic page. There you'll find even more useful guides and all sorts of interesting articles about the remake of the classic. You can also get a first look at the next remake of the cult series in our big Resident Evil 3 info guide.

  • All optional puzzles
    1. All safe combinations
    2. How to open all the letter locks
    3. How to unlock the lockers in the locker room
  • How to solve all the puzzles that are relevant to the story

    These are the puzzles you need to solve to progress in the story. We'll go through all the puzzles and clarify any differences between Claire and Leon, as well as between the regular and second playthroughs.

    What is the solution to the three statues puzzle in the police station?

    Puzzle
    Regular pass
    Second pass
    Reward
    Lion statue in the main hallLion-leaf-birdCrown-Fire-DoveLion emblem
    Unicorn statue in the common room (2nd floor)Fish-scorpion vaseGemini scales-snakeUnicorn emblem
    Woman statue in the atticWoman-bow-snailBilly goat-harp-birdWoman emblem
    Goddess statue in the main hallInsertion of the three emblemsInsertion of the three emblemsAccess to the secret elevator

    The control panel in the prison and in the sewers

    In Leon's scenario, you will have to operate a switchboard in the generator room in the basement of the RPD to restore power.

    • Regular passage: third and fourth switch.
    • Second pass: second and third switches.

    In the sewers, another switchboard awaits you - in both Claire's and Leon's scenarios - in the main engine room:

    • Regular passage: first, second and fourth switches.
    • Second passage: Second, third and fourth switch.

    Where do you find the power supplies for the fuse box?

    Leon needs to repair a fuse box in the prison, while Claire needs to get the box working again in Police Chief Irons' office. Before you tackle the puzzle, you'll first need two power supplies. Here you can find the power supplies in both scenarios:

    • Leon: Generator room in the underground of the RPD.
    • Claire: Storage room on the third floor (east wing).
    • Both: In the bell tower.

    The Fuse Box Puzzle (Leon - Second Passage)

    Put the power pieces into the fuse box and connect the cables so that they lead to the power connection. The cables have to be laid differently in all four passes, but the approach remains the same. In the attached screenshot you can see how it should look like.

    Solved the puzzle of blocks in the orphanage

    This puzzle is unique to Claire's campaign. Once you have repaired the fuse box, a cutscene will start. After that, you will take control of Sherry and have to escape from the nursery. For this you need the scissors from the chest of drawers with the blocks.

    Make sure that the symbols fit on both sides.

    The arrangement of the blocks changes with each run. Pay attention to the symbols on the blocks. The screenshot shows how the puzzle can be solved.

    How to solve the chess pieces puzzle in the sewers

    Three chess pieces are already in the plugs on the wall. Two more chess pieces can be found in the supply room behind the G-embryo nest. The third piece is in the fuse box in front of the workroom in the upper part of the sewers.

    Place the chess pieces in the following order:

    Regular passage:

    • Northern wall: King / Queen / Pawn
    • Southern wall: Knight / Rook / Bishop

    Second passage:

    • Northern wall: knight / rook / pawn
    • Southern wall: king / bishop / queen

    These are the codes for Greenhouse

    The final section of the game takes place in the NEST lab under Raccoon City. Among other things, you will seek out a greenhouse. Here you have to unlock two entrances by entering codes.

    The strange-looking characters on the terminal are actually black numbers on a blue background. These are the codes for the entrances in the greenhouse:

    • First pass:
      • 3123
      • 2067
    • Second pass:
      • 2048
      • 5831

    How to make the plant poison

    In the last puzzle you will make a plant poison to kill plant 43 in the greenhouse. Mix the poison in the test lab. Insert the cartridge (found in the greenhouse control room) into the mixer and press the red, blue and green buttons in the following order:

    • First pass: Red, Green, Blue, Red, Green, Blue, Green
    • Second pass: Blue, Red, Green, Blue, Red, Green, Blue, Red, Green

    Optional puzzles: How to open lockers, safes and letter locks

    You don't have to solve these puzzles for the story to continue. Nevertheless, it's worth it, because you can expect useful items like weapon parts, belt pouches and ammunition.

    The number combinations for the safes

    These are the solutions for the three stationary safes. There is no difference between the regular and the second run.

    Location
    SolutionLeon
    Claire
    West office on the first floorleft 9 - right 15 - left 7Fanny pack with two inventory placesFanny pack with two inventory places
    Waiting room in the east wing on the second floorleft 6 - right 2 - left 11Muzzle piece for MatildaExtended magazine for the Lightning Hawk
    Processing room in the sewerage systemleft 2 - right 12 - left 8Shoulder stock for the shotgunFrame for the SLS revolver

    All codes for the letter locks

    In this section we cover the solutions for all the letter locks in the game. Lock combinations always remain the same - but the contents depend on the character.

    Location
    SolutionLeon
    Claire
    Leon's desk in the west officeLeft lock: NED

    Right lock: MRG

    Extended magazine for the MatildaQuick-loading drum for the SLS revolver
    Men's locker room on second floor of west wingCAPShotgun ammunitionIncendiary grenades for the grenade launcher
    On the third floor of the west wing by the stairsDCMMagnum ammunitionAmmunition for the submachine gun
    Control room in the sewersSZFMagnum ammunitionAmmunition for the submachine gun

    All codes for the lockers in the locker room

    You can't open the lockers in the locker room at the beginning. You will first need two spare keys for the terminal - both can be found in the portable safes. There are only two safes per run. On the second run, it makes a difference whether you play Leon or Claire.

    Regular pass

    1. On the washing machine in the men's locker room on the second floor
    2. In the laundry room on the second floor (Requires diamond key)

    Second passage

    1. In the laundry room on the second floor
    2. In the observation room near Leon (Needs heart key) / In the interrogation room near Claire (Needs cross key)

    Insert the spare keys into this terminal.

    To open it, you have to press the buttons in a certain order. However, the order is rearranged on each pass. In the end, you have no choice but to guess it by trial and error. Once you have cracked the code, you will get a spare button.

    Now return to the locker room and set the keys in the terminal. The numbering and contents of the lockers are as follows:

    • 102: Gunpowder
    • 103: Combat knife
    • 106: Film reel
    • 109: Pistol ammunition
    • 203: Saddlebag
    • 208: Shotgun ammo (Leon) / incendiary grenades (Claire)

    More articles about Resident Evil

    Visit us on Facebook and Instagram todiscuss your favorite games.