The most annoying part of playing Resident Evil 9 is getting stuck in front of a safe, spinning the dial for ages with none of the codes working, eventually forcing you to look up a guide. Safes are scattered all over this game—from the sanatorium to the Raccoon City Police Department and finally the Ark—each hiding critical supplies, weapon upgrade parts, ammo, and even key story items. The codes for Madhouse difficulty and Standard difficulty are completely different; mix them up and you're wasting your time. This guide compiles all safe locations and codes in one place—just enter them as shown and open them instantly without backtracking.

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Must-Read for Beginners

1. Safe codes are split between two difficulties—Standard (Modern) and Madhouse—and the numbers are completely different. Pick the wrong difficulty and the lock will fail.
       2. The sanatorium area has 3 safes, the most resource-dense location early on. Prioritize these.
       3. The S.T.A.R.S. office safe in Raccoon City Police Department uses letter codes, not number dials. Don't confuse them.
       4. Both safes in the Ark are in late-game stages and contain key story items. Missing them affects ending collection.

Table of Contents

I. Sanatorium Area Safes (3 Total)

The sanatorium is the most important exploration area early in the game, hiding 3 safes with ridiculously rich loot. The one in the bar lounge gives shotgun shells, the examination room holds a handgun extended magazine, and the basement one is the jackpot—containing a grenade launcher stock part.

1. Bar Lounge Safe

Located behind the first-floor bar counter, mounted on the wall with an old-school dial lock. This safe contains 12 shotgun shells on Standard difficulty and a Green Herb Mix on Madhouse.

  • Standard (Modern) Difficulty: Left 10, Right 80, Left 30

  • Madhouse Difficulty: Right 20, Left 50, Right 30

2. Examination Room Safe

In the second-floor examination room, beside the window-facing cabinet. This one always contains a handgun extended magazine, boosting capacity from 15 to 24 rounds—an absolute monster for early enemy clearing.

  • Standard (Modern) Difficulty: Right 30, Left 10, Right 50

  • Madhouse Difficulty: Left 50, Right 30, Left 90

3. Basement Safe

Tucked in the corner of the basement generator room where the lighting is dim—easy to miss. This is the richest safe in the sanatorium, containing a grenade launcher stock part that cuts recoil in half once assembled.

  • Standard (Modern) Difficulty: Right 60, Left 40, Right 80

  • Madhouse Difficulty: Left 70, Right 50, Left 20

II. Raccoon City Police Department Safe (1 Total)

Back at the familiar Raccoon City Police Department, the one in the S.T.A.R.S. office isn't a dial lock—it's a letter combination safe inside the armory. This safe contains Magnum rounds—6 total. Save them for bosses; they work wonders.

S.T.A.R.S. Office Armory Safe Code: RRR

Just enter three R's—no spinning required, just hit confirm. The code hint is in a file in the police station basement, though most people just check a guide instead.

III. Ark Area Safes (2 Total)

The Ark is a late-game area, and both safes here contain items directly tied to unlocking the true ending. The sterilization room safe holds an antiviral serum sample, while the security room safe contains the Chief's Office keycard. Both are mandatory—miss even one and you can't enter the hidden room before the final boss fight.

1. Sterilization Room Safe

Located in the Ark medical area sterilization room, mounted on the wall next to the UV lamps. This safe is relatively small, but the serum sample inside is a critical story item.

  • Standard (Modern) Difficulty: Right 10, Left 90, Right 20

  • Madhouse Difficulty: Left 80, Right 50, Left 0

2. Security Room Safe

In the Ark security room, hidden behind the filing cabinet to your right upon entering. Contains the Chief's Office keycard—grab it to access the final area and collect the last file.

  • Standard (Modern) Difficulty: Left 50, Right 60, Left 80

  • Madhouse Difficulty: Right 20, Left 0, Right 70

IV. Lockpicking Tips & Precautions

Dial lock logic: turn left to the first number, right to the second, left to the third. You'll hear a click when you hit the right spot—don't overshoot. Madhouse difficulty codes generally use higher numbers, while Standard uses lower ones. Mix them up and the lock fails, potentially drawing enemies.

Enter the wrong code three times in a row and the safe locks for 5 minutes—either wait it out or reload your save. Save before attempting, especially on Madhouse difficulty where resources are tight and one mistake costs you dearly. The S.T.A.R.S. office letter safe has no penalty for wrong attempts, so experiment freely.

All safe locations are along the main story path—you won't miss them. Grab all three sanatorium safes in one go; you can't return after the story advances. Same for the Ark safes—once you leave the Ark area, there's no going back. Miss them and you'll have to wait for New Game+.

💡 Final Reminder

This code compilation covers all 6 safes in Resident Evil 9, with Standard and Madhouse difficulties labeled separately. Enter them exactly as shown and they'll open guaranteed. If you're stuck on other puzzles, drop a comment below and I'll reply when I see it.