Resident Evil Requiem: How to 100% Ark Collectibles – Safes & Orbs Guide

Resident Evil Requiem: How to 100% Ark Collectibles – Safes & Orbs Guide

Why the Ark Segment Is Easy to Mess Up (and How This Guide Helps)

After spending a couple of hours combing through the Ark on my first playthrough of Resident Evil Requiem (Standard difficulty on PS5), I still finished the chapter missing a file and a safe. The area is linear, but the game keeps dragging you forward with intense fights and no-return points, so it’s very easy to walk past a TV, a safe, or the single Mr. Raccoon you need for 100%.

On my second run I slowed down, mapped every room mentally, and worked out a clean route that gets you:

  • All Ark files (including the TV-screen ones)
  • Both safes opened
  • The Mr. Raccoon in Ark
  • Both orbs (Noblesse and Animus) for the red door
  • The magnetic card & key items needed along the way
  • Access to the Acid Bottle crafting recipe and an inventory upgrade

If you follow the order below, you won’t soft-lock yourself out of any collectibles, and you’ll save a lot of backtracking and stress.

Quick Prep Before Entering Ark

Before the Ark section kicks off, I strongly recommend:

  • Buying the ballistic vest/body armor for Leon from the upgrade shop – the Ark combat gauntlets hurt a ton.
  • For Grace’s part, keeping at least a couple of empty bottles free in your inventory; they’re fantastic for stealth and for crafting acid later.
  • Getting used to walking instead of running: set walk to a comfortable input in Options → Controls, because several Ark enemies are sound-based.
  • Checking your progress tracker in-game: Challenges → Records → Collectibles so you know how many Files and Mr. Raccoons you already have before Ark.

Now let’s go through the Ark in the order you actually play it: Leon first, then Grace.

Leon’s Ark Section – Early Mr. Raccoon and TV Files

1. Entering the Complex & First Mr. Raccoon

Once you regain control as Leon, you move through a short transition corridor and pass the decontamination chamber. There’s nothing to pick up in that tiny intro stretch, so don’t worry about missing anything there.

When you step out into the first large hall of the Ark:

  • Stand at the entrance, facing into the big room.
  • Before going up the stairs, hug the left-hand side.
  • Between some stacked crates and construction materials on the left, you’ll spot a Mr. Raccoon figurine tucked into the gap.

Hit it with a knife, pistol, or whatever you like – just make sure it shatters. The game only counts it once it’s destroyed. This is one of the easiest ones to run past because your eye is naturally drawn to the stairs.

2. Side Office TV – First Ark File

Still near the entrance of that same hall, there’s a small side room just off the main path (essentially a little office / control nook).

  • Duck inside this small room.
  • Interact with the TV/monitor on the wall or desk.
  • Watching it fully unlocks your first Ark file for this segment.

On my first run I assumed the TV was just background dressing – don’t make that mistake. In Ark, if a screen prompts you to interact, it usually counts as a file.

3. Progress the Story Until the Triple-TV Room

From here, follow the only route forward as Leon:

  • Go up the stairs and through the linear corridors.
  • At the far end, interact with the computer terminal to trigger the next sequence and a series of combat encounters.

There aren’t any missable collectibles during the immediate combat waves – just focus on surviving. This is where that body armor really pays off; I played too aggressively the first time and got stun-locked a couple of times. I had better success when I:

  • Stayed near chokepoints and let enemies come to me.
  • Used stun or crowd-control tools first (flash grenades, etc.).
  • Only pushed forward after each wave clearly ended.

4. The Triple-TV Safe Room – Three More Files

After the gauntlet, you’ll eventually reach another large, easy-to-recognize room and then a doorway leading to a smaller safe-room-type area on the right.

Inside this safe room you’ll see four TV screens mounted together:

  • Three of them can be turned on and will each give you one file.
  • The fourth screen is off and does nothing – that’s normal.

Make sure you interact with all three active TVs until the file pop-ups register. Once that’s done, Leon’s part of Ark is effectively clear for collectibles. You can safely push on through the big door, finish the melee-heavy finale (perfect your parries here – it makes this fight much less painful), and play forward until the story swaps you to Grace.

Screenshot from Resident Evil Requiem
Screenshot from Resident Evil Requiem

Grace’s Ark Section – Keys, Magnetic Card, Safes & Orbs

When you switch to Grace, you’ll re-enter the complex through vents and smaller service corridors. This is where most of the Ark collectibles sit, and also where the stealth-heavy enemies start to show up.

5. First Blue Door & Sound-Based Creatures

Early on you’ll come to a large blue security door that’s clearly locked and requires a magnetic key/card. You can’t open it yet; remember its location, because you’ll be back.

Head instead through the other unlocked doors. You’ll quickly encounter tall, nasty-looking bioweapon creatures that behave like sound hunters:

  • They are effectively deaf if you move slowly.
  • You don’t need to crouch – just walk (no sprinting) past them.
  • If you throw an empty bottle, they’ll investigate the noise, giving you a gap.

On my first attempt I wasted a ton of ammo trying to kill every one of them. On the successful run, I snuck past most of them and only fought when absolutely cornered. Treat them as moving environmental hazards, not mandatory kills.

6. Early Safe & Fire-Sensitive Enemies (Key Pickup)

As you progress along the left-side path:

  • You’ll pass through a room that contains an unopened safe. Note this room – we’ll be coming back once we have the combination from a document later.
  • Beyond that, you’ll see another locked blue door (also for later, once we have the magnetic card).
  • Continue onward into a secondary zone with a different type of enemy – slower, red-tinged creatures that are weak to fire.

Molotovs make short work of them, but honestly I found it safer and cheaper to just stay at mid-range and kite them around objects. They’re slow enough that you can usually run circles around them.

At the far end of this area, watch the left side – there’s one enemy that likes to ambush you from around a corner. Past him you’ll see a small green-glowing key item on a surface. Grab it; this is effectively your override key for a power console a bit earlier in the level.

Use the nearby green-door shortcut to loop back toward the starting corridors and the save point. From there, retrace your steps down to the big power console you couldn’t use before.

Screenshot from Resident Evil Requiem
Screenshot from Resident Evil Requiem

7. Restoring Power & Getting the Magnetic Card

At the large console panel:

  • Use the override key to activate it.
  • This restores power and also unlocks a small compartment just behind the console.
  • Inside, pick up the magnetic card (it has a distinctive green glow).

This magnetic card is your ticket through all of the big blue security doors you’ve seen, including the one that gates the main orb puzzle room.

On the way back toward the complex, keep an eye on the ceiling – some creatures like to cling above doors. Walking calmly still works, but don’t run blindly under low-hanging shapes.

8. Orb Puzzle Room, Acid Recipe & Second Safe

Use the magnetic card on the first big blue door you encountered with Grace. Inside is the heart of this section: a chamber with a locked red door in the middle.

Inspect the mechanism by the red door and you’ll see that you need to slot in two orbs to unlock it: the Noblesse Orb and the Animus Orb. We’ll grab both, but first, take a brief detour.

On the left side of this puzzle room is a smaller side office. Go in there:

  • On the desk/computer you’ll find a file that includes the formula for crafting Acid Bottles. These are incredibly useful against the red, tougher creatures you’ll see in the coming rooms.
  • Next to the desk is another safe. You can open it immediately if you already know the combination (or after you pick up the relevant document in the container area).

On my run, the safe in this office opened with the combo 50 right, 60 left, 80 right on the dial. Think classic Resident Evil safe rules:

  • Spin the dial clockwise to 50 (you can pass it once if you overshoot).
  • Then spin it counter-clockwise all the way around to 60.
  • Finally, clockwise again to 80.

Confirm to open and grab the loot (mine was a nice chunk of ammo and materials). Even if you prefer to wait until you’ve “found” the solution file in the containers, it’s worth knowing the code so you don’t accidentally leave this safe unopened.

9. Container Hall – Inventory Upgrade, Safe Codes & More Files

Back in the main puzzle room, take the other exit down into a lower level full of storage containers. This area looks overwhelming at first, but there are only a few containers you truly need for 100% collectibles.

  • As you enter, immediately check the already-open container on your right. Inside is a document with one of the safe combinations. This relates to the early safe you saw near the sound-based creatures.
  • Follow the hall into a side chamber swarming with enemies. Here you can finally put that Acid Bottle recipe to use: craft a couple and toss them into clusters of red enemies to clear a path. Or, if you’re low on resources, hug walls and slip by while they’re turned away.
  • Back in the main container rows, open the container on the left a little further in – it holds a Hip Pouch / inventory upgrade and usually an empty bottle you can repurpose.
  • Further along, in the corridor leading toward the stairs, you’ll find one container that spits an enemy at you as soon as it opens – don’t stand right in front of it when you pop the latch.
  • Right beside that hostile container is another already-open one with a second document containing a safe combination – this one matches the office safe by the Acid recipe.

With both documents in hand, you now officially have the codes for both Ark safes recorded in your Files menu. If you didn’t open the earlier safe yet, this is your cue to backtrack after finishing the upper section.

Screenshot from Resident Evil Requiem
Screenshot from Resident Evil Requiem

10. Monitor Control Room – Map, Mr. Raccoon & First Orb

Climb the stairs at the far end of the container hall to reach the monitor control room.

  • Interact with the main screen to pick up the laboratory map (this also counts as a file and is extremely helpful for seeing any rooms you might have skipped).
  • To the side of the monitor, on a low surface, you’ll see the Ark Mr. Raccoon. Destroy it; if you’ve been diligent, this should be Mr. Raccoon #25 and complete that collectible set.
  • Next to that area is a small locked case or container. Open it to obtain the Noblesse Orb, your first of the two orbs needed for the red door.

There are also log-style screens here that you can interact with for extra files (assembly minutes and access logs). My rule in Ark was simple: if a monitor gives you a prompt, interact with it until the file notification appears.

When you’re done, use the broken window or opening in this room to drop back down into the previous area; this creates a shortcut and saves you from running the full loop again.

11. Second Orb & Opening the Red Door

With the Noblesse Orb in hand, return to the central puzzle room and slot it into one of the sockets by the red door. The game will now funnel you deeper into the Ark’s restricted sections to find the Animus Orb, typically through a sterilization chamber and another short sequence of enemy encounters.

The exact route here is straightforward and mostly linear; the key things from a collectible perspective are:

  • Keep checking walls and consoles in the sterilization / bioweapon storage area for additional files – one of them is tied to a storage safe and logs the chamber’s procedures.
  • Once you reach the end of this branch, you’ll find the Animus Orb in a clearly marked container or pedestal; you can’t really miss it if you push to the objective marker.

Grab the Animus Orb, backtrack to the red door and insert it into the second slot. The door will unlock, and from this point on Ark becomes mostly story-focused again.

Clean-Up Checklist Before Leaving Ark

Before you step through any obvious point-of-no-return doors after the red gate, pause and run through this quick checklist. This is exactly what I do now on every run:

  • Files: Did you interact with:
    • The single TV near Leon’s first hall?
    • The three TV screens in Leon’s safe room?
    • The Acid Bottle recipe terminal in the orb puzzle office?
    • Both safe-code documents in the container area?
    • The lab map and any extra logs in the monitor control room?
    • Any sterilization / bioweapon console screens on the Animus Orb route?
  • Safes:
    • Early safe near the sound-based creatures (opened using its document code).
    • Office safe by the Acid recipe (50R, 60L, 80R).
  • Mr. Raccoon: One in Leon’s first big hall, one in Grace’s monitor control room (depending on how your in-game area labels are set, both count toward the global total of 25).
  • Key items: Override key, magnetic card, Noblesse Orb, Animus Orb all used properly to open the red door.
  • Upgrades: Hip Pouch from the container hall collected.

If all of that is done and your in-game Records screen shows the expected totals, you can leave Ark confident that you’ve wrung it dry of collectibles. It took me a failed first attempt and a lot of note-taking to get this route down; if you follow it, you should be able to clear Ark 100% in under an hour on a focused run. And once Ark is behind you, the rest of Resident Evil Requiem’s cleanup feels a lot less intimidating.

F
FinalBoss
Published 3/3/2026Updated 3/16/2026
12 min read
Guide
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