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.
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 hall | Lion-leaf-bird | Crown-Fire-Dove | Lion emblem |
Unicorn statue in the common room (2nd floor) | Fish-scorpion vase | Gemini scales-snake | Unicorn emblem |
Woman statue in the attic | Woman-bow-snail | Billy goat-harp-bird | Woman emblem |
Goddess statue in the main hall | Insertion of the three emblems | Insertion of the three emblems | Access 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.
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.
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 | Solution | Leon | Claire |
West office on the first floor | left 9 - right 15 - left 7 | Fanny pack with two inventory places | Fanny pack with two inventory places |
Waiting room in the east wing on the second floor | left 6 - right 2 - left 11 | Muzzle piece for Matilda | Extended magazine for the Lightning Hawk |
Processing room in the sewerage system | left 2 - right 12 - left 8 | Shoulder stock for the shotgun | Frame 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 | Solution | Leon | Claire |
Leon's desk in the west office | Left lock: NED Right lock: MRG | Extended magazine for the Matilda | Quick-loading drum for the SLS revolver |
Men's locker room on second floor of west wing | CAP | Shotgun ammunition | Incendiary grenades for the grenade launcher |
On the third floor of the west wing by the stairs | DCM | Magnum ammunition | Ammunition for the submachine gun |
Control room in the sewers | SZF | Magnum ammunition | Ammunition 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
- On the washing machine in the men's locker room on the second floor
- In the laundry room on the second floor (Requires diamond key)
Second passage
- In the laundry room on the second floor
- In the observation room near Leon (Needs heart key) / In the interrogation room near Claire (Needs cross key)
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
- Resident Evil 2: How to defeat all enemies
- Resident Evil 8: All info and rumors
- Resident Evil 2 weapons guide: How to get all weapons
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