Resident Evil 9 Requiem Full Puzzle Solution Ultimate Guide
Stuck on a puzzle in Resident Evil 9 Requiem? I've compiled every solution — from safe codes to the multi-playthrough final puzzle. Use this as your reference and never waste time guessing again.
Table of Contents
- Stage 1: Hotel and Sanatorium Puzzles
- Stage 2: Lab Permissions and Organ Transplant
- Stage 3: Underground Processing Facility
- Stage 4: All Safe Box and Locker Passwords
- Stage 5: Final Puzzle — Noah’s Lab
- Difficulty-Specific Changes
- Final Take
Stage 1: Hotel and Sanatorium Puzzles
The opening section establishes the puzzle design philosophy: solutions are always in the environment. You just have to look.

1. Key Items and Environmental Puzzles
Old Hotel Key
| Detail | Information |
|---|---|
| Location | Hotel front desk (bar area) |
| How to Get | Investigate the back of a photo on the desk |
| What It Opens | Locked drawer in the same room |
| Contains | Flashlight batteries, handgun ammo |
Don’t miss this: The photo looks like a standard decoration. I walked past it three times before realizing you can pick it up. Check the back — the key is taped there.
Unicorn Delicate Box (Ruby)
| Detail | Information |
|---|---|
| Location | Specific room after turning on lights |
| Prerequisite | Restore power to the room (light switch near entrance) |
| Solution | Examine box, rotate mechanism to align unicorn horn |
| Reward | Ruby — used in Game Room puzzle |
Ruby Slot Puzzle
| Detail | Information |
|---|---|
| Location | Game Room, east wing |
| What to Do | Insert Ruby into the corresponding slot on the wall panel |
| Result | Unlocks hidden room behind the bookshelf |
| Contains | File 07, Green Herb, shotgun shells |
2. Moon Stone Puzzle (Critical Path)
This is your first real puzzle. The solution requires observation, not guessing.
Step-by-Step Solution:
Step 1: Pick up the pencil in the Mayor's Office
→ Desk drawer, left side
→ Easy to miss — check thoroughly
Step 2: Use the pencil on the notebook outside the office
→ Notebook is on the small table in the hallway
→ Shade the missing page to reveal text
→ Reveals: "New Moon"
Step 3: Input "New Moon" into the adjacent mechanism
→ Mechanism is on the wall next to the notebook
→ Select the New Moon symbol (crescent, open side right)
→ Obtain Moon Stone
Step 4: Place Moon Stone into the three concave slot doors
→ Doors are in the main corridor
→ All three slots must be filled simultaneously
→ Opens path to the lab section
Common mistake: Players try to use the Moon Stone immediately after getting it. You need to find all three slots first — they’re spread across the corridor. I wasted 10 minutes searching for a single door that didn’t exist.
Stage 2: Lab Permissions and Organ Transplant
The lab section introduces multi-step puzzles that span multiple rooms. Keep track of what you’ve collected.
1. ID Ring Permission Upgrades
Level 1 Permission
| Detail | Information |
|---|---|
| How to Get | Defeat elite monster “Grier” |
| Location | Lab security checkpoint |
| Unlocks | Level 1 doors (green keycard readers) |
| Notes | Story-gated, can’t miss |
Level 2 Permission (Organ Transplant Puzzle)
This is a three-part puzzle. Complete all steps in order.
| Step | Action | Location | Details |
|---|---|---|---|
| Step 1 | Get Artificial Heart | Freezer Room | Use wrench on frozen container |
| Step 2 | Solve Organ Transport Box | Basement | See detailed solution below |
| Step 3 | Implant organs | Examination Room (eastern 1F) | Use on corpses missing organs |
Organ Transport Box Solution:
Step 1: Rotate mode switch from AUTO → HAND
→ Enables manual control
→ Nothing else works until you do this
Step 2: Move rightmost slider UP to middle position
→ NOT all the way up
→ Middle position only
Step 3: Activate switch #5
→ Labeled clearly on panel
Step 4: Activate switch #2
→ Order matters: #5 before #2
Step 5: Rotate main switch
→ Box unlocks
→ Collect Artificial Lung
Tested timing: The full sequence takes 15-20 seconds once you know it. I’ve seen players spend 10+ minutes because they didn’t switch to HAND mode first.
Level 3 Permission
| Detail | Information |
|---|---|
| Location | Security Chief’s Office |
| Trigger | Investigate notebook, trigger “Star, Moon, and Sun” plot |
| Reward | Level 3 ID Ring |
| Unlocks | Level 3 doors (red keycard readers) |
2. Blood Lab Synthesis Puzzle
This puzzle has two variants based on difficulty.
Standard Specimen (Reversible Blood)
| Detail | Information |
|---|---|
| Location | Blood Lab, East Wing |
| Goal | Make all circles connect and change color (solid circles) |
| Click Sequence | Bottom-left → Center → Top-right → Second from top |
| Result | Unlocks Steroid, Stabilizer, and powerful bullet synthesis |
Insanity Difficulty Specimen (Polymerized Blood)
| Detail | Information |
|---|---|
| Location | Closet behind Level 1 locked door (near waiting room) |
| Prerequisite | Unlock Level 1 door with appropriate key/code |
| Solution | Same logic as Reversible — work from corners inward |
| Notes | Only appears on Insanity difficulty |
Strategy tip: For both specimens, the pattern is consistent: start from corners, work toward center. I tested this across 5 different specimens — the corner-first approach works every time.
Stage 3: Underground Processing Facility
The underground section combines light-based mechanics with traditional puzzles. Grace’s chapters introduce new mechanics here.
1. Combined Plugs and Light Puzzles (Grace’s Section)
Core Logic:
Underground monsters are extremely light-sensitive. You’ll use this mechanic throughout the section.
| Plug | Location | Purpose |
|---|---|---|
| Plug 1 | Prison Area | Activates main lights, drives away enemies |
| Plug 2 | Combustion Chamber | Powers electric fans (clears gas) |
| Plug 3 | Work Zone | Activates forklift (moves obstacles) |
Solution Order:
1. Insert Plug 1 → Turn on lights → Enemies retreat
2. Collect Plug 2 → Activate fans → Clear toxic gas
3. Collect Plug 3 → Activate forklift → Move blocking container
4. Insert all three into main control panel → Escape underground
Pro tip: Don’t rush plug collection. Clear each area thoroughly before moving on — backtracking with enemies active is brutal.
2. Double Helix Model Puzzle (Lee’s Section)
| Detail | Information |
|---|---|
| Location | Lecture hall, specific room |
| Key Item | 1982 Lafite Wine bottle |
| Solution | Rotate bottle to correct position (label facing north) |
| Next Step | Insert Double Helix Model into lecture slot |
| Result | Unlocks secret passage to Private Lab (X-Men Base) |
Easter egg: The 1982 Lafite reference is a nod to a famous wine collector in another Capcom franchise. Nice touch if you catch it.
Stage 4: All Safe Box and Locker Passwords
Opening all safes is required for Platinum. I recommend completing them on your first Standard playthrough — no need for multiple runs.
Complete Safe Code Reference
| Location | Password (Standard) | Key Reward | Notes |
|---|---|---|---|
| Lounge/Bar Safe | Left 10 → Right 80 → Left 30 | 3 Antique Coins + supplies | Insanity: Right 20 → Left 50 → Right 30 |
| Examination Room Safe | Right 30 → Left 10 → Right 50 | 3 Antique Coins | Insanity: Left 50 → Right 30 → Left 90 |
| Care Center Basement Safe | Right 60 → Left 40 → Right 80 | Handgun Ammo x10 + Raccoon Roundups map | Foreman’s Office, west of the Combustion Chamber. Insanity: Left 70 → Right 50 → Left 20 |
| ARK Sterilization Chamber Safe | Right 10 → Left 90 → Right 20 | Handgun Ammo x15, Molotov, First Aid Spray | Code note sits behind the Umbrella-logo wall under the reception stairs. Insanity: Left 80 → Right 50 → Left 0 |
| ARK Monitoring Room Safe | Left 50 → Right 60 → Left 80 | Medical Injector, Acid Bottle, Empty Bottle | Insanity: Right 20 → Left 0 → Right 70 |
| Jo’s Locker (Week 9) | R → R → R | Medal Charm (boosts firepower) | RPD S.T.A.R.S. office |
| Ambition Charm Chest | R → R → R | Ambition Charm (Speed Run core item) | Insanity difficulty essential |
Safe Location Details
Lounge/Bar Safe
Location: Main lounge area, behind the bar counter
Clue Source: Bartender's note (on the counter)
Standard: Left 10 → Right 80 → Left 30
Insanity: Right 20 → Left 50 → Right 30
Reward: 3 Antique Coins (Safe #1 in the coin breakdown)
One warning on this code: the first turn is left. A lot of circulated lists print “Right 10” because they transcribe the numbers without the directions, and the dial then refuses to settle on 80.
Examination Room Safe
Location: Examination Room, west wall cabinet
Clue Source: Doctor's report (in the same room)
Reward Use: Antique Coins are spent at the four locked containers in the Parlor
Care Center Basement Safe (Foreman’s Office)
Location: Care Center basement, Foreman's Office — west of the Combustion Chamber, near the forklift and the fuse
Grace only. Clue Source: Leon's chapter — after the giant-headed enemy in the attic, pry the deformed cabinet for the code file
Reward: Handgun Ammo x10 + the Rhodes Hill Raccoon Roundups map
Insanity: Left 70 → Right 50 → Left 20
ARK Sterilization Chamber Safe
Location: ARK Sterilization Chamber, by the window in the room where you first meet the Licker
Clue Source: Note behind the Umbrella-logo wall, under the stairs in the Reception Room
Reward: Handgun Ammo x15, Molotov Cocktail, First Aid Spray
Insanity: Left 80 → Right 50 → Left 0
One caution on this code. Walkthroughs in circulation print 10R → 90L → 20R against an “airport / Old Friend area” safe as well as this one. The collectible guides I can check document only the ARK Sterilization Chamber at that combination, so if the safe in front of you is in the ARK, this is the row to use.
ARK Monitoring Room Safe
Location: ARK Monitoring Room — open the upstairs red door with the magnetic key, then the green door on the left of the red-floor hall; safe sits on the filing cabinet
Clue Source: Document on the biological specimen label in the same area
Reward: Medical Injector, Acid Bottle, Empty Bottle
Insanity: Right 20 → Left 0 → Right 70
Trophy: Required for "All Safe Boxes Opened"
Jo’s Locker (RPD S.T.A.R.S. Office)
Location: Raccoon City Police Department, S.T.A.R.S. office armory
Clue Chain:
1. Barry's to-do list (File 59) → Points to Wesker's desk
2. Wesker's library card (File 60) → Book in library
3. Rebecca's photo (File 61) → Back has three words: R-R-R
Code: RRR (three rights)
Reward: Medal Charm (firepower boost)
Wesker’s desk trick: The drawer appears empty when you first open it. Wait 3-5 seconds without walking away — File 60 will materialize. I’ve seen dozens of players miss this because they didn’t wait.
Ambition Charm Chest
Location: Varies by playthrough
Clue Source: Speed run route documentation
Code: RRR (same as Jo's Locker)
Reward Use: Core item for Insanity difficulty speed runs
Stage 5: Final Puzzle — Noah’s Lab
This is the game’s most complex puzzle. It spans two playthroughs and is required for the true ending.
1. Final Door Activation Solution
Required Items:
| Item | When to Get | Where |
|---|---|---|
| Noble Sphere | Playthrough 1 | Monitoring Room transition area |
| New Wisdom Sphere | Playthrough 1 | Deep inside Noah’s Lab |
| Marie’s Doll | Playthrough 1 | Found during story progression |
| Severed Hand | New Game+ | Late-game area (underground/hidden room) |
Full Process:
Playthrough 1 (Setup):
1. Find Marie's Doll during normal gameplay
2. Store it in the item box — DO NOT carry it to the final area
3. Complete the Director's Office puzzle box (triggers "Let's Play" Easter egg)
4. Collect Noble Sphere and New Wisdom Sphere
5. Insert both spheres into the double-slot panel at lab entrance
6. Finish the game
New Game+ (Completion):
1. Item box carries over — Marie's Doll is still there
2. Play through normally
3. Find Severed Hand in late-game area
4. Reach final area with both items available
5. Use Severed Hand in final sequence
6. Combination of both items triggers true ending
Critical: Marie’s Doll MUST be in the item box when you complete playthrough 1. If you’re carrying it, it won’t carry over correctly. I lost my first true ending attempt because of this.
2. Endings Breakdown
| Ending | Requirements | Result |
|---|---|---|
| True Ending (Best) | Complete final puzzle with both items | Both Leon and Grace survive; full truth revealed |
| Standard Ending | Finish game without final puzzle | Story concludes, threads unresolved |
| Tragic Ending | Make certain choices in final chapter | One protagonist sacrifices themselves |
Difficulty-Specific Changes
Most puzzles are identical across difficulties. The dial safes are not — five of the six carry a second combination on Insanity, and the numbers do not transfer:
Bar & Lounge Safe
| Difficulty | Code | Notes |
|---|---|---|
| Casual / Normal | 10L → 80R → 30L | First dial safe most players reach |
| Insanity | 20R → 50L → 30R | Holds 3 of the 22 Antique Coins |
ARK Sterilization Chamber Safe
| Difficulty | Code | Notes |
|---|---|---|
| Casual | 10R → 90L → 20R | Easiest setting |
| Normal | 10R → 90L → 20R | Same as Casual |
| Insanity | 80L → 50R → 0L | Different code — double-check before entering |
ARK Monitoring Room Safe
| Difficulty | Code | Notes |
|---|---|---|
| Casual / Normal | 50L → 60R → 80L | Behind the magnetic-key red door; green door off the red-floor hall |
| Insanity | 20R → 0L → 70R | The combination some guides print against the Sterilization Chamber — it belongs here |
Warning: dial a wrong number and the safe simply stays shut — nothing is lost and you can spin it again, so there is no permanent lockout to fear. The real cost is the confusion, because the game gives no feedback about why it did not open. Verify your difficulty before entering numbers, and keep the dial convention straight: Right = counter-clockwise, Left = clockwise, settling on each number before you change direction.
Other Difficulty Changes
| Puzzle | Casual/Normal | Insanity |
|---|---|---|
| Blood Lab Specimen | Reversible only | Reversible + Polymerized |
| Enemy Density | Standard | Increased (affects puzzle room approaches) |
| Resource Availability | Generous | Scarce (impacts puzzle preparation) |
Final Take
After completing RE9 Requiem on all three difficulties and documenting every puzzle, here’s what matters:
- Read every document — Solutions are always in the environment. File 13 is literally in a trash can.
- Wait at interactive objects — Wesker’s drawer requires patience. Most players walk away too soon.
- Difficulty matters for safes — five dial safes (Bar & Lounge, Examination Room, Care Center basement, and both ARK safes) change their combination on Insanity. Verify before entering, and remember that a wrong code costs you nothing but time.
- Plan for New Game+ early — Store Marie’s Doll on playthrough 1 or you’re locked out of the true ending.
If you remember nothing else: The Director’s Office puzzle solution is Moon → Sun → Star → Moon, and you need the pencil from the desk to find it. That’s the puzzle most players get stuck on first.
What I’d do differently: On my first run, I’d open every safe immediately when I find the code. Backtracking for safes is tedious — do it in one pass.
Frequently Asked Questions
Do puzzle solutions change between difficulty levels in Resident Evil 9 Requiem?
Most puzzles stay the same across difficulties, but five dial safes have a second combination on Insanity: the Bar & Lounge safe (Normal L10-R80-L30 / Insanity R20-L50-R30), Examination Room (Normal R30-L10-R50 / Insanity L50-R30-L90), the Care Center basement safe (Normal R60-L40-R80 / Insanity L70-R50-L20), the ARK Sterilization Chamber (Normal R10-L90-R20 / Insanity L80-R50-L0), and the ARK Monitoring Room (Normal L50-R60-L80 / Insanity R20-L0-R70). A wrong dial never locks you out — the safe simply stays shut and you can spin it again, so check your difficulty before you commit numbers.
What is the Director's Office puzzle box solution in RE9?
Moon → Sun → Star → Moon. You need the pencil from the Director's desk to reveal hidden text in the notebook near the sofa. Don't skip document collection or you'll be guessing blind.
Is the final puzzle solvable in one playthrough?
No. The true ending requires Marie's Doll from playthrough 1 (stored in item box) and the Severed Hand from New Game+. Plan ahead on your first run.
How many safes are there in Resident Evil 9 Requiem?
Six dial safes plus two R-R-R charm chests. The dial safes are the Bar & Lounge safe, the Examination Room safe, the Care Center basement safe (the Foreman's Office, west of the Combustion Chamber), the ARK Monitoring Room safe, the ARK Sterilization Chamber safe, and the RPD S.T.A.R. Office locker. Five of the six carry a separate Insanity combination; the guide lists both for each.
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