
Short answer: the Ark chapter of Resident Evil Requiem splits its collectibles cleanly between Leon and Grace. Leon’s half is four TV-screen files and one Mr. Raccoon; Grace’s half holds both safes, the Noblesse and Animus orbs for the red door, the last hip pouch, the Acid Bottle recipe and the remaining files. Do them in the order below and you will not lock yourself out of anything. Locations are unchanged on the current build, 1.3.1 (25 June 2026).
The Ark is linear, which is exactly why it catches people out — it keeps dragging you forward through fights and past no-return points, and a TV you did not press is a file you never get.
The current build is 1.3.1 (25 June 2026). Nothing in the post-launch notes moves an Ark collectible or changes a safe combination. The 4 March PC update did fix a key-item progression blocker (a detonator that could stall runs) and the 9 March update unblocked Switch 2 progression, so if you are on an early build and something will not spawn, patch first. The June update was minigame work — easing the early stages of Leon Must Die Forever and adjusting grenade and throwable skill effects.
Challenges → Records → Collectibles before you go in, so you know your Files and Mr. Raccoon counts on the way out.You play Leon’s half first, then Grace’s.
After the decontamination chamber (nothing to grab in that stretch), you step into the first large hall. Before you take the stairs, hug the left-hand side. Tucked between stacked crates and construction materials is a Mr. Raccoon figurine. Knife it, shoot it, whatever — it only counts once it shatters. Your eye goes straight to the stairs, which is exactly why this one gets missed.
Still near the hall entrance there is a small side office / control nook. Interact with the TV on the wall or desk and watch it through; that unlocks your first Ark file. Rule for the whole chapter: in the Ark, a screen that gives you a prompt is a file, not set dressing.
Head up the stairs, follow the corridors, and use the computer terminal at the far end to trigger the next sequence and its combat waves. Nothing missable during the fighting — just survive. Hold chokepoints, lead with stun or crowd-control tools, and only advance once a wave has clearly ended.
Past the gauntlet you reach another large room, then a smaller safe-room area on the right with four TV screens mounted together. Three of them turn on and each gives a file. The fourth is dead — that is normal, not a bug. Interact with all three until each pop-up registers.
That is Leon’s Ark collectibles done. Push through the big door and the melee-heavy finale — your parries matter here — until the game hands you Grace.

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Grace re-enters through vents and service corridors. This is where most of the chapter’s collectibles live, and where the sound-hunting enemies start.
You quickly reach a large blue security door that needs a magnetic card. Note where it is; you are coming back. Take the other routes instead.
The tall bioweapon creatures here hunt by sound:
I wasted a lot of ammo trying to kill all of them on my first pass. Treat them as moving hazards, not mandatory kills.
Along the left-side path:
Molotovs shred them, but kiting at mid-range around objects is cheaper and just as safe — they are slow enough to circle. At the far end, watch the left side for an ambusher, and past him grab the small green-glowing key on a surface. That is your override key for the power console back down the level.
Use the green-door shortcut to loop back toward the starting corridors and the save point, then retrace to the console.

At the console: use the override key, which restores power and pops open a small compartment behind it. Inside is the magnetic card (green glow). That opens every big blue security door you have seen, including the one gating the orb room.
Heading back, watch the ceiling. Some creatures cling above doorways. Walking calmly still works — just do not jog blindly under low shapes.
Use the card on the first big blue door. Inside is a chamber with a locked red door in the middle, whose mechanism wants two orbs: Noblesse and Animus. Before you chase them, detour left into the side office:
On our run the office safe opened on 50 right, 60 left, 80 right. Classic Resident Evil dial rules apply:
Confirm and loot. Safe combinations in Requiem can vary by save, so if that dial does not take, the document in the container hall below carries the correct code for your run — the same principle covered in our safe codes guide.
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Take the other exit down into the storage container level. It looks sprawling; only a few containers matter.
With both documents banked, both combinations are recorded in your Files menu. If you skipped the early safe, this is your cue to backtrack once the upper section is clear.

Climb the stairs at the far end of the container hall.
There are additional log screens here — assembly minutes, access logs — each worth a file. Same rule: if a monitor prompts, interact until the notification fires.
On the way out, use the broken window to drop back down into the previous area. That is your shortcut; do not run the loop again.
Slot the Noblesse Orb by the red door and the game funnels you into the restricted sections — a sterilization chamber and a short run of encounters — to find the second orb.
The route is linear. From a collectible standpoint, only two things matter:
Slot it, the red door opens, and the Ark turns mostly story-focused from there.
Run this before any obvious point-of-no-return past the red gate:
If those all tick and your Records screen matches, the Ark is dry.
Two — one on Grace’s early left-side path, one in the orb-room office. Both combinations come from documents in the container hall.
The Noblesse Orb, from a locked case in the monitor control room, and the Animus Orb, at the end of the sterilization branch.
Yes. There are no-return points after the red gate, and Leon’s section closes behind you entirely. Do the checklist before you push the story on.
No. Nothing through the current 1.3.1 build changes locations or combinations. The March updates fixed key-item progression blockers, so patch up if something refuses to spawn.
Leon: left wall of the first hall, one office TV, three safe-room TVs. Grace: override key, magnetic card, both safes, the container hall for the pouch and both code documents, the monitor room for the map, Raccoon and Noblesse Orb, then the Animus branch. A focused run clears the Ark 100% in well under an hour — and once the Ark is behind you, the rest of the cleanup is comparatively gentle.