
Game intel
Resident Evil 2 Remake
After spending dozens of hours clearing every Leon/Claire scenario, S-ranking runs, and messing with PC mods, I eventually ended up with a single notepad file full of codes, routes, and “don’t do this again” reminders. This guide is basically that notebook, cleaned up: every critical safe and locker code, how to prioritize weapons, where Mr Raccoons tend to hide, and which PC mods are actually worth your time.
If you follow the steps below, you can comfortably clear the RPD on Standard in about 3-4 hours, keep enough ammo for the late game, and stop Mr X from turning every hallway into a panic attack. I’ll also point out a few mods and PC tweaks that made replaying RE2 Remake in 2026 feel completely fresh again.
My first run, I tried to clear every corridor. Bad idea. The station has a finite amount of ammo, and zombie health is slightly randomized, so sometimes one head pops from a single bullet and sometimes they tank six or more.
What finally worked was treating ammo as an emergency tool, not a broom:
If you reach the second half of the RPD with 40-60 handgun rounds and a decent stash of shotgun/GL ammo, you’re in great shape for the rest of the game.
RE2’s map is quietly one of the strongest tools in the game. I used to rely on memory until I realized I was leaving upgrades behind.
Between objectives, take ten seconds at a typewriter to scan the map and plan a small loop: hit a red room or two, unlock a safe/locker you now know the code for, then retreat to a safe room.
Flashbangs, frag grenades, and combat knives are more than damage tools: they’re extra lives. When a zombie grabs you, a quick prompt lets you jam one into them and avoid a lot of damage-or an instant kill from tougher enemies later on.
I try to keep at least one defensive item on me at all times and stash extras in the item box instead of hoarding ammo I can’t currently carry.

Inventory panic is real early on, and my worst habit was discarding boards, extra knives, or flashbangs thinking I’d never need them. I regretted every single one later.
Follow these rules instead:
This is the big one I underestimated. Every unboarded window in key corridors is a lottery ticket for future zombies. Once they pour in, some hallways become absolute nightmares with Mr X chasing you.
Spending three boards early can save you a full clip of ammo and a lot of health later.
Any time you pick up something that isn’t ammo or a healing item, go into your inventory, select it, and hit Examine. Rotate the 3D model and look for interactive points.
I’ve wasted so much time hunting for “missing items” that were literally inside something I hadn’t examined yet-don’t repeat that mistake.
The game marks safes and lockers on your map, but it never gives you all the codes cleanly. These are the ones I always jot down at the start of a new run.

In the Sewers Treatment Pool Room:
Portable safes have randomized solutions, but solving them gives you spare keys for the Safety Deposit Room—those unlock extra inventory goodies like more hip pouches and shotgun shells. Always worth the tiny puzzle.
I’ve tested a lot of weird routes, trying to rush side weapons or hoard ammo for late bosses. This is the loadout path that felt consistently strong for both characters.
The mid-game magnum (Leon) and SMG (Claire) are your high-damage tools for bosses and late-game threats.
There are Mr Raccoon toys scattered through the campaigns—small bobblehead mascots that rattle and squeak when you’re close. Destroying them all in the main story nets you the Infinite Combat Knife, which is huge for future runs.
I recommend grabbing Mr Raccoons as you naturally explore on your first run, then cleaning up any you missed on a later scenario when you’re more comfortable with the layout.
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My first experience with Mr X was just sprinting in circles until he punched my skull in. Once I understood his rules, he became more of a moving obstacle than a true horror.

I almost never waste real ammo on Mr X except to briefly stun him when he’s blocking a narrow choke point. You can’t kill him during normal sections, so treat him like a timed trap.
On PC, RE2 Remake has quietly become one of my favorite “tinker” games. There are two things I recommend setting up before you dive deep into cosmetic stuff: a mod framework and basic control fixes.
Once that’s handled, here are the mod categories I’ve actually stuck with:
Whatever you install, back up your saves, and avoid overloading your first blind playthrough. I like to do one vanilla run, one “optimized” run with control/UI fixes, and then start layering in wild mods.
Resident Evil 2 Remake hasn’t changed much since 2019, which is actually great for guides like this—you can rely on these codes, routes, and tricks staying valid. If you:
then the RPD and beyond stop feeling like a hopeless maze and start feeling like your playground. From there, PC mods and challenge runs are just icing on the cake.
If I could tell my past self one thing before that first terrified Leon A run, it would be this: play slowly, think like a scavenger, and let the map and codes do the heavy lifting. Do that, and you’ll have more than enough ammo and tools to handle whatever Raccoon City throws at you.