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

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

FinalBoss·3/3/2026·10 min read

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.

What you are collecting

  • All Ark files, including the TV-screen ones
  • Both safes opened
  • The Ark Mr. Raccoon (see our full Mr. Raccoon locations guide for the other 24)
  • Both orbs — Noblesse and Animus — for the red door
  • The magnetic card and override key
  • The Acid Bottle recipe and the final hip pouch

Patch status – verified July 2026

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.

Prep before you enter

  • Buy Leon body armour from the shop. The Ark combat gauntlets hit hard, and our survival guide covers what else is worth the credits.
  • For Grace, keep two empty bottles free. They are stealth tools and acid components.
  • Set walk to a comfortable input. Several Ark enemies hunt by sound.
  • Check 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.

Leon’s Ark – one Mr. Raccoon, four files

1. First hall — Mr. Raccoon

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.

2. Side office TV — first file

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.

3. Push to the triple-TV safe room

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.

Screenshot from Resident Evil Requiem
Screenshot from Resident Evil Requiem
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Grace’s Ark – keys, card, safes and orbs

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.

4. First blue door and the sound hunters

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:

  • They are effectively deaf if you move slowly.
  • You do not need to crouch — just walk.
  • A thrown empty bottle pulls them to the noise and opens a gap.

I wasted a lot of ammo trying to kill all of them on my first pass. Treat them as moving hazards, not mandatory kills.

5. Early safe and the override key

Along the left-side path:

  • You pass a room with an unopened safe. Remember it — the combination comes from a document later.
  • Beyond it, another blue door for after you have the card.
  • Then a zone with slower, red-tinged creatures that are weak to fire.

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.

Screenshot from Resident Evil Requiem
Screenshot from Resident Evil Requiem

6. Power and the magnetic card

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.

7. Orb room, Acid recipe and the office safe

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 the desk computer is a file with the Acid Bottle recipe. Acid bottles are excellent against the red creatures ahead.
  • Beside the desk is the second safe.

On our run the office safe opened on 50 right, 60 left, 80 right. Classic Resident Evil dial rules apply:

  • Spin clockwise to 50 (overshooting once is fine).
  • Spin counter-clockwise all the way round to 60.
  • Spin clockwise again to 80.

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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8. Container hall — hip pouch, safe codes, files

Take the other exit down into the storage container level. It looks sprawling; only a few containers matter.

  • Immediately on your right as you enter, an already-open container holds a document with one of the safe combinations — the one for the early safe near the sound hunters.
  • The side chamber off the hall swarms with enemies. This is the Acid Bottle recipe paying off: craft two and throw them into clusters. If you are short on materials, hug walls and slip past instead.
  • Further into the container rows, the container on the left holds a hip pouch and usually an empty bottle. This is Grace’s fourth and final pouch, taking her to 16 slots.
  • In the corridor toward the stairs, one container spits an enemy the moment it opens. Do not stand in front of it when you pop the latch.
  • Right beside it, another already-open container holds the second safe-code document — the office safe by the Acid recipe.

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.

Screenshot from Resident Evil Requiem
Screenshot from Resident Evil Requiem

9. Monitor control room — map, Mr. Raccoon, Noblesse Orb

Climb the stairs at the far end of the container hall.

  • Interact with the main screen for the laboratory map. It counts as a file and shows you any rooms you skipped — genuinely the most useful pickup in the chapter.
  • On a low surface beside the monitor is the Ark Mr. Raccoon. Destroy it. If you have been thorough this is number 25 and completes the set.
  • Nearby, a small locked case holds the Noblesse Orb.

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.

10. Animus Orb and the red door

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:

  • Check walls and consoles in the sterilization / bioweapon storage area for extra files. One is tied to a storage safe and logs the chamber procedures.
  • The Animus Orb sits in a clearly marked container or pedestal at the end of the branch. Follow the objective marker and you cannot miss it.

Slot it, the red door opens, and the Ark turns mostly story-focused from there.

Clean-up checklist before you leave

Run this before any obvious point-of-no-return past the red gate:

  • Files: the single TV in Leon’s first hall; all three active screens in Leon’s safe room; the Acid Bottle recipe terminal; both safe-code documents; the lab map and the extra logs in the monitor room; the sterilization consoles on the Animus route.
  • Safes: the early one near the sound hunters, and the office safe by the Acid recipe.
  • Mr. Raccoon: one in Leon’s first hall, one in the monitor control room.
  • Key items: override key, magnetic card, Noblesse Orb, Animus Orb — all used.
  • Upgrade: hip pouch from the container hall.

If those all tick and your Records screen matches, the Ark is dry.

FAQ

How many safes are in the Ark?

Two — one on Grace’s early left-side path, one in the orb-room office. Both combinations come from documents in the container hall.

Which orbs open the red door?

The Noblesse Orb, from a locked case in the monitor control room, and the Animus Orb, at the end of the sterilization branch.

Is anything in the Ark permanently missable?

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.

Have any patches moved Ark collectibles?

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.

Bottom line

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.

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FinalBoss
Published 3/3/2026 · Updated 7/28/2026