Resident Evil 2 (Remake)
Resident Evil 2 (Remake)

Collectibles Checklist

Complete your hunt in Resident Evil 2 Remake with this collectibles checklist. Find all important items by type and location to achieve 100% completion.

·Multi-source verified (49/49)

Collectibles Checklist

Welcome, survivor! This comprehensive checklist will guide you through every significant collectible in Resident Evil 2 Remake. Missing even one can impact your completionist run or unlockables, so pay close attention. We've broken down items by type and location to make your hunt as efficient as possible. Remember to check your map frequently for any rooms you haven't fully explored (they'll remain red until all items are collected).

Mr. Raccoon Figurines

These mischievous bobbleheads are scattered throughout Raccoon City. Destroying all 15 of them unlocks the "A Raccoon's Best Friend" achievement/trophy and grants you the unbreakable Combat Knife for subsequent playthroughs. Listen for their distinctive rattling sound!

  • R.P.D. Station - West Office: On the shelf above the safe.
  • R.P.D. Station - Operations Room: On the desk near the monitor showing security camera feeds.
  • R.P.D. Station - East Office: On the shelf in the small side room, next to the locked cabinet.
  • R.P.D. Station - Main Hall (2F): On the windowsill overlooking the main hall, near the Lion Statue.
  • R.P.D. Station - Dark Room: On the shelf to the left as you enter.
  • R.P.D. Station - Interrogation Room/Observation Room: On the shelf in the Observation Room, visible through the glass.
  • R.P.D. Station - Clock Tower: On the floor near the gears, after solving the puzzle and raising the bell.
  • R.P.D. Station - Break Room (Sewers Entrance): On the top of the lockers near the door leading to the Secret Room.
  • Sewers - Lower Waterway: On a pipe, just before the ladder leading to the Monitor Room.
  • Sewers - Treatment Pool Room: On the ground next to the ladder leading up to the Workroom.
  • Laboratory - Cafeteria: On the counter in the kitchen area.
  • Laboratory - Nap Room: In one of the sleeping pods, specifically the bottom right one.
  • Laboratory - Main Shaft (Upper Platform): After activating the bridge, it's on the railing before crossing to the East Area.
  • Orphanage (Ada's Segment/2nd Run): On the shelf in the main office area.
  • Gas Station (Opening Segment/2nd Run): On the counter inside the shop.

Hip Pouches

Expanding your inventory is crucial for survival. Each Hip Pouch adds two precious slots to your carrying capacity. There are 6 in total, allowing for a maximum of 18 inventory slots.

  • R.P.D. Station - West Office: Inside the safe. Combination is Left 9, Right 15, Left 7.
  • R.P.D. Station - Safety Deposit Room: Requires the Spare Keys from the Portable Safes. Use key 102 or 103.
  • R.P.D. Station - Main Hall (2F): In the locker room, accessible after obtaining the Club Key (Leon) or Heart Key (Claire).
  • Sewers - Workroom: On the table in the corner.
  • Laboratory - Nap Room: Inside the locker that requires a Signal Modulator to restore power.
  • Laboratory - East Storage Room: On a shelf, near the large container.

Weapon Upgrade Parts

Enhance your firepower! These parts significantly improve your weapons' performance, from increased capacity to faster reload speeds and reduced recoil.

  • Leon's Upgrades:
    • Matilda (Handgun) - High-Capacity Mag: R.P.D. Station - West Office safe.
    • Matilda (Handgun) - Muzzle Brake: R.P.D. Station - Main Hall (3F) locker, requires Club Key.
    • W-870 (Shotgun) - Shotgun Stock: R.P.D. Station - Weapon Locker, requires Weapons Locker Key Card.
    • W-870 (Shotgun) - Long Barrel: Sewers - Treatment Pool Room, inside the locked cabinet.
    • Lightning Hawk (Magnum) - Red Dot Sight: R.P.D. Station - S.T.A.R.S. Office, inside the locked cabinet.
    • Lightning Hawk (Magnum) - Long Barrel: Laboratory - East Storage Room, inside the locked cabinet.
  • Claire's Upgrades:
    • SLS 60 (Handgun) - Speed Loader: R.P.D. Station - West Office safe.
    • SLS 60 (Handgun) - Reinforced Frame: R.P.D. Station - Main Hall (3F) locker, requires Heart Key.
    • GM 79 (Grenade Launcher) - Shoulder Stock: R.P.D. Station - Weapon Locker, requires Weapons Locker Key Card.
    • JMB Hp3 (Handgun) - High-Capacity Mag: Sewers - Treatment Pool Room, inside the locked cabinet.
    • MQ 11 (SMG) - Suppressor: R.P.D. Station - S.T.A.R.S. Office, inside the locked cabinet.
    • MQ 11 (SMG) - High-Capacity Mag: Laboratory - East Storage Room, inside the locked cabinet.

Film Rolls

These rolls of film reveal hidden locations or provide lore. Develop them in the Dark Room to uncover their secrets.

  • Roll Film "Hiding Place": R.P.D. Station - Firing Range. Develop to reveal the location of the "Roll Film "3F Locker"" in the Men's Locker Room.
  • Roll Film "3F Locker": R.P.D. Station - Men's Locker Room (after developing "Hiding Place"). Develop to reveal the combination for a locker on the 3F of the R.P.D. Station.
  • Roll Film "Commemorative Photo": Sewers - Workroom. Develop to reveal a picture of the S.T.A.R.S. team.

Portable Safes & Locker Codes

These small puzzles often reward you with critical items or keys. The Portable Safes require you to press the buttons in the correct sequence (trial and error, or check a guide if you're stuck!).

  • Portable Safe 1: R.P.D. Station - Shower Room (2F). Contains a Spare Key for the Safety Deposit Room.
  • Portable Safe 2: R.P.D. Station - Linen Room (2F). Contains a Spare Key for the Safety Deposit Room.
  • Locker Code "CAP": R.P.D. Station - 3F Hallway. Code is CAP. Contains Shotgun Shells (Leon) or Grenade Rounds (Claire).
  • Locker Code "DCM": R.P.D. Station - Men's Locker Room (2F). Code is DCM. Contains Shotgun Shells (Leon) or Grenade Rounds (Claire).
  • Locker Code "SZF": Sewers - Control Room. Code is SZF. Contains Magnum Ammo (Leon) or SMG Ammo (Claire).