Finding every safe code in Resident Evil 3 Remake without losing your mind

Finding every safe code in Resident Evil 3 Remake without losing your mind

Jill Valentine has it rough. Between a giant, trench-coat-wearing bioweapon smashing through brick walls and a city literally melting into the pavement, the last thing anyone wants to do is play detective with a dial lock. But honestly, if you're skipping the safe codes in Resident Evil 3 Remake, you are basically signing a death warrant for your Nightmare or Inferno runs. These locks aren't just there for flavor. They hold the stuff that actually keeps you alive—extended magazines, red dot sights, and those precious inventory slots.

Raccoon City is a mess. It's cluttered, dark, and filled with environmental storytelling that Capcom leaned into heavily for this 2020 reimagining. Unlike the original 1999 classic, where puzzles were often abstract and weird, the remake keeps things grounded. The codes are hidden in plain sight, usually scribbled on a frantic memo or circled on a pharmacy poster. You've probably walked past half of them already while sprinting away from a zombie dog.

Let's get one thing straight: the game doesn't change these codes. Unlike Resident Evil 2 Remake, which had some procedural variation in the "Second Run" scenarios, RE3 Remake is static. Once you know the numbers, you know them forever. It feels a bit like cheating if you just punch them in on a fresh save, but hey, when Nemesis is breathing down your neck, "honor" is a luxury you can't afford.

The Downtown Drugstore Safe: Your First Real Upgrade

Pretty early on, you’ll find yourself in a storage room above the pharmacy in the Downtown area. There’s a safe sitting right there, looking lonely. If you’re playing for the first time, you might waste five minutes looking around the room for a sticky note. Stop. You won't find it there.

The clue is actually across the street. If you head into the pharmacy itself—the one with the massive posters for Aqua Cure—look at the back wall. There’s a poster of a woman with a phone number circled. That's your ticket. The safe code for the RE3 Remake drugstore safe is Left 9, Right 3, Left 7.

Inside, you’ll find the Dot Sight for the G19 Handgun. This is a game-changer. It shrinks your reticle focus time significantly, which is the difference between a headshot and a wasted bullet when a zombie is doing that weird, jerky lunge toward your throat. If you're on a speedrun, you can literally run up to this safe thirty seconds into the Downtown segment and crack it before you even trigger the fire hydrant cutscene. It's efficient. It's smart. It makes Jill look like she actually knows what she's doing.

The Police Station: A Trip Down Memory Lane

When the perspective shifts to Carlos Oliveira, you end up at the R.P.D. If you played the RE2 Remake, this part feels like a warm hug, albeit a hug from a blood-soaked hallway you've seen before. The developers were cheeky here. They kept the safe locations and the locker codes identical to the previous game.

The West Office safe is the big one. You know the one—it's tucked in that little side room behind the desks. In the 1998 original, this office was just a place to get a desk key. Here, it’s a vital stop for Carlos to expand his inventory. The combo is Left 9, Right 15, Left 7. Inside is a Hip Flap.

Getting this Hip Flask is non-negotiable. Carlos starts with a decent amount of space, but his assault rifle eats up slots like crazy because of the ammo boxes. You need that extra row. It’s funny, really. Most people remember this code because they spent hours grinding for it in Leon or Claire’s campaign. Seeing it again feels like a reward for being a fan, or maybe just a sign that the R.P.D. really needs to update its security protocols.

The Lockers: Simple But Necessary

While we’re talking about the police station, don’t ignore the dial lockers. They aren't "safes" in the traditional sense, but they use the same logic. The 3rd Floor Hallway locker—the one near the stairs where that mannequin used to scare everyone in the 90s—is DCM. Then you’ve got the Shower Room locker. That one is CAP.

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Is there anything life-changing in there? Not really. Usually just some assault rifle ammo or a flash grenade. But on higher difficulties, every single bullet is a tiny miracle. If you're running low on supplies before the big fight in the STARS office corridor, you’ll be glad you stopped to spin those dials.

The Hospital Safe: Carlos Needs a Break

The final safe in the game shows up when Carlos is trying to save Jill at Spencer Memorial Hospital. This one is located in the Nurses' Station on the second floor. Unlike the earlier ones, this code is found in a lost-and-found note located in the Operating Room.

The combination is Right 9, Left 3.

Inside is the Dual Magazine for the Assault Rifle. If you like playing Carlos like an action hero, this is your favorite item. It tapes two mags together, effectively doubling your capacity before you have to go through that long reload animation. It’s loud. It’s overkill. It’s exactly what you need when the Hunters start jumping out of the ceiling.

Interestingly, many players miss this because the hospital is a stressful, maze-like environment. You're constantly being hunted, and the "defense" segment is looming. Taking the time to go into the Operating Room feels risky. But the payout makes the upcoming siege much more manageable.

Why Do These Codes Even Exist?

There’s a segment of the fanbase that thinks safe codes are a relic of old-school game design that should have stayed in the 90s. I disagree. Resident Evil is, at its heart, a game about resource management and observation. If you’re just running from point A to point B, you aren’t playing Resident Evil; you’re playing a track meet with monsters.

The codes force you to look at the environment. They make you read the journals of the dead people who lived in Raccoon City. You start to see the "Aqua Cure" posters not just as background noise, but as clues. It builds the world. It makes the city feel like a real place that was inhabited by people who were, quite frankly, very bad at picking secure passwords.

Misconceptions and Troubleshooting

I’ve seen people complain on forums that the codes "don't work" or that their game is glitched. 99% of the time, it's a directional error. In RE3 Remake, the direction matters. If the code says Left 9, you have to move the dial to the left until it hits 9. You don't count nine clicks. You go to the number 9. It sounds simple, but in the heat of a chase, it's easy to fumble.

Another thing: some people confuse the lockers with the safes. Safes require a specific sequence of directions. Lockers just require three letters. If you're trying to put a three-letter code into a circular dial, you're going to have a bad time.

Actionable Next Steps for Your Next Run

If you’re planning on jumping back into Raccoon City tonight, here is the best way to handle these locks without slowing down your pace:

  • Memorize the "9-3-7" rule for the first safe. It's the most important one for Jill's early game survival.
  • Don't wait for the clues. You can input these codes the second you see the safe. You don't need to find the "trigger" note for the game to accept the input.
  • Priority check: If you are playing on Assisted or Standard, you can probably skip the lockers. But if you're on Hardcore or above, every locker is mandatory.
  • Clear the room first. Never, ever try to crack a safe while a zombie is "playing dead" on the floor nearby. The animation for opening a safe leaves you completely vulnerable, and the game will not pause for you.

Resident Evil 3 Remake is a short, intense experience. It’s much faster-paced than its predecessor. Because of that speed, these little moments of "detective work" provide a necessary breather. They reward the players who pay attention to the details of the crumbling world around them. Grab your map, keep your gun loaded, and remember: Left, Right, Left. It’s the only way you’re getting that extended mag.