Stop Getting Stuck: Every Essential Solution for Every Puzzle in RE2

Solving puzzles in Resident Evil 2 Remake isn't just about logic; it’s about survival. When Mr. X is breathing down your neck in the R.P.D. corridors, you don't have the luxury of browsing through lore files to find a three-digit locker code. In our experience, having a streamlined, no-nonsense reference for every combination and plug layout is the difference between an S+ rank and a 'You Are Dead' screen.

This guide provides the exact solutions for every major obstacle in the game, covering both Leon and Claire, across both the A and B scenarios.

The Goddess Statue Medallions

The first major hurdle in the Police Station is collecting the three medallions. The symbols change significantly depending on whether you are on your 1st Run (A) or 2nd Run (B). If you are playing the A scenario, the symbols are straightforward. In the B scenario, the medallions are often scratched or damaged, making them harder to read.

Lion Statue (Main Hall 2F)

  • Scenario A: Lion, Leafy Branch, Bird.
  • Scenario B: Crown, Flame, Flying Bird.

Unicorn Statue (Lounge 2F)

  • Scenario A: Fish, Scorpion, Aquarius (Vase).
  • Scenario B: Twins, Scale, Small Snake.

Maiden Statue (West Storage Room 3F)

  • Scenario A: Woman, Bow, Snake.
  • Scenario B: Ram, Harp, Bird.
  • Pro Tip: For the Maiden statue in Scenario A, look closely at the rusted parts. The symbols are: Face, Leaf symbol, and the Bird.

R.P.D. Safes and Locker Codes

Opening these is optional but highly recommended for the weapon parts and inventory expansions they contain. During our speedruns, we’ve noticed that the West Office safe is the most valuable early-game pick-up for the Hip Pouch.

Dial Locks (Lockers)

  • 2F Shower Room: CAP
  • 3F Hallway (above stairs): DCM
  • Sewer Control Room: SZF

Stationary Safes

  • West Office (1F): Left 9, Right 15, Left 7. (Contains Hip Pouch).
  • Waiting Room (2F): Left 6, Right 2, Left 11. (Contains Muzzle Brake for Leon or High-Cap Mag for Claire).
  • Treatment Pool Room (Sewers): Left 2, Right 12, Left 8. (Contains Shotgun Stock or Reinforced Frame).

Leon’s Desk (West Office 1F)

Unlock the two locks on Leon's desk using the initials of his "new colleagues."

  • Left Lock: NED
  • Right Lock: MRG

Power Grid and Electronic Panel Puzzles

These puzzles require you to align circuits to restore power to specific doors. While the starting positions can look messy, the logic remains constant.

Generator Room (Leon - Scenario A)

You need to flip the switches to get the needles into the red zones.

  • Solution: Flip Switch #3 and Switch #4.

The Jail/Private Collection Room Circuits

After finding the two Electronic Parts, you must complete the circuit. While we cannot show a live video here, the strategy is to focus on the perimeter first.

  • Leon (Jail): Connect the power from the two left inputs to the single right output. You will use almost every wire segment to reach the far side of the grid.
  • Claire (Private Collection Room): Connect the top-left and bottom-left inputs to the right-side output. This path is generally more vertical than Leon's.

Sherry’s Block Puzzle (Claire Only)

When playing as Sherry in the Orphanage, you’ll find a puzzle box in her room after retrieving the hidden block from the stuffed doll. The starting positions are randomized every time you play, so a step-by-step "move left/right" guide isn't possible. However, the final arrangement is always the same.

The Goal: Match the shapes on the tops and sides of the blocks.

  • Front Side Sequence: Circle, Square, Star, Square, Star.
  • Top Side Sequence: Square, Triangle, Circle, Star, Triangle.

In our testing, the fastest way to solve this is to match the first block's patterns, then work your way to the right. Don't worry about the far-right blocks until the first three are locked in.

The Sewer Chess Plug Puzzle

This is the most frequent point where players get stuck. You have six plugs: King, Queen, Rook, Bishop, Knight, and Pawn. You must place them in the correct sockets in the Monitor Room. Note that the "Right Wall" is the one with the Pawn sticker already on it, and the "Left Wall" is opposite.

Scenario A (1st Run)

  • Right Wall: Pawn — Queen — King
  • Left Wall: Bishop — Rook — Knight

Scenario B (2nd Run)

  • Right Wall: Pawn — Rook — Knight
  • Left Wall: Queen — Bishop — King

Strategic Note: The Knight and Pawn are often the anchors. Always verify their positions first before trying to fit the King and Queen.

NEST Laboratory: Greenhouse and Herbicide

The finale of the puzzle-solving takes place in the NEST. There are two parts: entering the terminal codes and mixing the herbicide fluid.

Greenhouse Control Terminal

Instead of memorizing the weird "alien" symbols, imagine the keypad as a standard phone numpad (1-9, with 0 at the bottom).

  • Scenario A Codes: 3123 (Ladder) and 2067 (Drug Testing Lab).
  • Scenario B Codes: 2048 (Ladder) and 5831 (Drug Testing Lab).

Dispersal Cartridge (Herbicide Synthesis)

You have three tubes: Small, Medium, and Large. You need to get the fluid to the exact red line. If you haven't touched the buttons yet, use these exact sequences to solve it in the minimum amount of moves.

Scenario A Solution:

  1. Red (Left)
  2. Green (Middle)
  3. Blue (Right)
  4. Red (Left)
  5. Green (Middle)
  6. Blue (Right)
  7. Red (Left)
  8. Green (Middle)

Scenario B Solution:

  1. Blue (Right)
  2. Red (Left)
  3. Green (Middle)
  4. Red (Left)
  5. Blue (Right)
  6. Red (Left)
  7. Blue (Right)
  8. Green (Middle)
  9. Blue (Right)
  10. Red (Left)
  11. Green (Middle)

Advanced Tactics for 2026 Players

By now, most of the community knows the basic solutions, but if you are aiming for World Record times or simply trying to survive a Hardcore run with minimal saves, the "Puzzle Buffer" is your best friend.

When you interact with a puzzle like the Electronic Circuit or the Sherry Blocks, the game timer usually keeps running. However, the animations of the blocks moving do not stop the timer. We recommend pausing the game, looking at a screenshot of the solution (like the ones provided above), and visualizing your moves before unpausing.

Another tip: In the B Scenario, you can actually skip the note-finding for the Greenhouse codes. You don't need to find the trophies or the ladder codes in the world; you can simply walk up to the terminal and punch in the codes listed above (2048/5831) immediately upon entering the room. This saves roughly three minutes of navigation through the dangerous Ivy-infested corridors.

Summary of Key Item Locations

To solve these puzzles, you need the items first. Here is a quick checklist of where to find the essentials:

  • Blue Key (Spade): 3F West Office hallway.
  • Red Key (Diamond): Morgue, B1.
  • Green Key (Club): Boiler Room (Leon only).
  • Purple Key (Heart): Private Collection Room (Claire only).
  • Electronic Gadget: Operations Room (Requires Bolt Cutters).
  • Battery: S.T.A.R.S. Office.
  • Large Gear: East Storage Room, 3F.
  • Small Gear: Clock Tower (found inside the mechanism).
  • King/Queen Plugs: Supplies Storage Room, Sewers Bottom Layer.
  • Rook Plug: Near the Workroom Lift, Sewers Middle Layer.

Resident Evil 2 Remake remains a masterpiece of survival horror design because its puzzles feel integrated into the environment. They aren't just speed bumps; they are atmospheric hurdles. By using these solutions, you can keep the momentum going and focus on what really matters: keeping your ammo count high and your health out of the 'Danger' zone.