
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:
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.
Before the Ark section kicks off, I strongly recommend:
Options → Controls, because several Ark enemies are sound-based.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.
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:
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.
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).
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.
From here, follow the only route forward as Leon:
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:
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:
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.

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.
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:
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.
As you progress along the left-side path:
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.

At the large console panel:
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.
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 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:
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.
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.
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.

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