
After spending a full evening backtracking around Rhodes Hill and the ARK, I finally pieced together every safe code in Resident Evil Requiem – and almost locked myself out of the trophy in the process. The game hides six locked containers (five rotary safes and one R.P.D. briefcase), and opening them all unlocks the trophy/achievement “Ninguna caja fuerte está a salvo” (“No Safe Is Safe”).
The catch is that every one of these is missable and there is no chapter select. On top of that, the numeric safe combinations are different in Normal and in Insanity difficulty. My breakthrough run happened when I stopped trusting my Normal-mode notes and actually tested every code in Insanity myself – all of them are changed, and that’s where many players get stuck.
If you just want the trophy and reliable codes, this guide walks you through:
Before we dive into locations, it’s worth understanding how the game expects you to spin these dials. I wasted more time on input errors than on finding the actual safes.
Every numeric safe uses a three-number rotary dial with two directions:
←10 →80 ←30, meaning:
A few important quirks I learned the hard way:
Save-management tip: before each major area (Rhodes Hill, R.P.D., ARK), keep a separate manual save. If you advance the story past those sections without opening the local safe, you can’t go back on that run.
The opening Rhodes Hill section is where you’ll find your first three safes. On my first playthrough, I was so focused on escaping that I completely missed the basement one. Don’t repeat that mistake: once you leave the Care Center for good, you can’t return in that playthrough.
Location: Inside the Care Center’s bar / lounge area in Rhodes Hill. From the main reception, head through the door toward the lounge with the counter and scattered bottles. The safe is behind the bar, tucked low behind the shelves.
Code (Normal): ←10 →80 ←30
Code (Insanity): →20 ←50 →30
On Insanity, I had trouble inputting this under pressure because of the enemies that patrol the corridor outside. The easiest method was to clear the room completely, then interact with the safe and input the code in one calm go. Loot here is solid early-game stuff (expect ammo/consumables and progress toward your Antique Coin collection), so it’s worth the detour.
Missable? Yes. After the story moves you out of Rhodes Hill for good, this area is gone for that run.
Location: Also in the Rhodes Hill Care Center, inside the medical Examination Room. From the main corridor, follow the signs to the examination/consultation area – the safe is mounted on the wall near the medical equipment and bloodied chair.
Code (Normal): →30 ←10 →50
Code (Insanity): ←50 →30 ←90
The breakthrough for me here was realizing the middle number flips sides between difficulties (10 vs 30), which is counter-intuitive if you’re trying to “adapt” your Normal run notes. Don’t. Just use the exact strings above.

This safe usually pays out with a mix of resources – in my Normal run it was ammo and a very welcome healing item, and on Insanity I noticed more crafting supplies. Either way, it’s a nice boost for the upcoming encounters.
Location: In the sandbox’s basement, near the boiler / furnace area. After you gain access to the lower level, follow the pipes and steam toward the noisy boiler room. The safe is against the wall near the big industrial tank.
Code (Normal): →60 ←40 →80
Code (Insanity): ←70 →50 ←20
This is where I almost threw the controller. The hallway leading into this area is cramped, and on Insanity the enemies hit hard. My advice:
By the time you leave Rhodes Hill, all three Care Center safes should be open. If the trophy is your goal, double-check your notes or this guide before progressing.
Next up is the trip back to the Raccoon City Police Department, one of the coolest nostalgia hits in Requiem. Buried in all that fan service is a single “safe” that behaves differently: a briefcase with a three-letter lock.
Location: Inside the R.P.D. during the mid-game section. The briefcase is usually found in an office/desk area (many players associate it with the STARS side of the building). It stands out as a slim metal case with a small three-letter dial rather than a big round safe door.
Mechanic: Instead of numbers and left/right turns, you rotate three small letter wheels.
Solution (all difficulties): R R R
Every source I’ve cross-checked – and my own Normal and Insanity runs – confirms that the briefcase code does not change with difficulty. If you don’t feel like hunting the in-game hint, just spin each wheel until it shows R and pop it open.

Inside you’ll find a nice little reward, including a cosmetic-style item (a sunglasses-style charm is a common report) and some practical supplies. It also counts toward the “No Safe Is Safe” trophy even though it’s technically not a numeric safe, so don’t skip it.
Missable? Yes. Once the story pulls you out of the R.P.D. section, you can’t go back in that playthrough.
The last stretch of the game, the ARK installation, contains your final two numeric safes. This is where the Insanity codes caused most confusion early on – some guides originally claimed one code was unchanged, but in my Insanity run every numeric safe had a different combination.
Location: Inside the Sterilization Chamber in ARK. You’ll pass through this room as part of the main objective; look around the side wall near the control console and containment equipment to spot the safe.
Code (Normal): →10 ←90 →20
Code (Insanity): ←80 →50 ←0
The “0” at the end of the Insanity code is easy to misread. The dial here behaves like a classic 0–99 wheel; 0 is a valid number, so treat it just like any other stop.
On Insanity I strongly recommend:
The loot here is tuned for late-game: high-tier ammo, strong crafting materials, and/or a valuable Antique Coin depending on your run. You’ll want it for the upcoming fights.
Location: In the Monitor Control Room (or Control Room with all the security screens) inside ARK. This is usually accessed near the final stretch of the facility. The safe is against one of the side walls, partially hidden by equipment.
Code (Normal): ←50 →60 ←80
Code (Insanity): →20 ←0 →70
When I first played Insanity, this was the one that tripped me up because older guides either omitted the Insanity variant or claimed the Normal code still worked. It doesn’t: on my game version, only →20 ←0 →70 opened it on Insanity.

If, for some reason, this code doesn’t work for you after double-checking the directions and numbers, it’s worth verifying if your game has had a patch that adjusted puzzle data. As of my testing, though, this Insanity combination is correct.
This is usually your last safe before the endgame. Opening it not only fills your pockets with late-game supplies, it’s also likely the container that finally pops the “No Safe Is Safe” trophy if you’ve kept up with everything else.
Here’s a clean summary of every code in one place. Remember that “←” means rotate the dial left (counter-clockwise) and “→” means rotate right (clockwise).
←10 →80 ←30→20 ←50 →30→30 ←10 →50←50 →30 ←90→60 ←40 →80←70 →50 ←20R R R (three-letter lock, no dial directions)→10 ←90 →20←80 →50 ←0←50 →60 ←80→20 ←0 →70Arrow legend reminder: if you overshoot a number, keep turning the dial in the same direction until you get back to it. Don’t reverse direction unless you’re ready to restart the whole sequence.
What I wish I had known from the start is that you don’t have to open every safe in one playthrough. The game tracks progress toward the “Ninguna caja fuerte está a salvo” (“No Safe Is Safe”) trophy/achievement across multiple runs.
My recommended plan, based on running Normal first and Insanity second:
Once the last container opens – whether it’s your sixth in a single run or the last one you needed across several – the “No Safe Is Safe” trophy should pop almost immediately.
If I could boil everything down to one piece of advice: treat each safe as a mini-goal for its area. Clear the enemies, input the correct code from this guide (making sure you respect the directions), and enjoy the extra resources. With the Normal and Insanity combinations nailed down, the only thing left between you and 100% completion is your own aim and nerves.
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