TheResident Evil 2 remake was released in 2019 with a lot of updates to the original game. There were big and small changes including the transition from a fixed camera to an over-the-shoulder one, a revamped Mr. X, and new puzzles for players to solve. The change in camera angle allows for more exploration, and more chances to find valuable loot.
The Resident Evil 2 remake is full of scares, difficult enemies, and mysteries for players to solve. There are safes and lockers to unlock by finding clues that will eventually lead to the combination. Locker 3F is one of the complicated puzzles that players are presented within Resident Evil 2. Opening the locker will reward players with a box of rare ammunition.
There are 3 different lockers to find codes for and unlock in Resident Evil 2. Locker 3F is located inside the Stairwell in the Raccoon Police Department. There are a few steps players must take in order to unlock the padlock and claim the prize inside. Opening the locker will grant an additional 5 ammo for Leon's magnum, the Lightning Hawk. The magnum is one of the most powerful weapons in the game, and the ammo can only be found in a few different locations.
In order to open Locker 3F in Resident Evil 2, first travel to level B1 in the Raccoon Police Department. Inside the north-most room in the Firing Range area, there is a roll of film lying on the table in the corner. The Diamond Key, which can be pickup up in the Morgue, is required to enter this room. After grabbing the roll of film, head to the Dark Room on level 1F. Interact with the table full of tubs and photos to develop the film roll and reveal the locker code for 3F: DCM.
Go back to the Stairwell and find Locker 3F. Enter code DCM to open the locker and grab the box of 5 magnum ammunition inside. The ammo for Leon's Lightning Hawk comes in small quantities, and it can be hard to find. There are only seven locations, including Locker 3F, to find .50 MAG rounds. Alternatively, players can craft the magnum ammo by combining two yellow high-grade gunpowder (which can also be difficult to obtain). There is no way to get infinite ammo for the magnum in this game.
The Resident Evil franchise is known for having challenging puzzles and intricate mysteries. In the remake of Resident Evil 2, players are presented with various puzzles that grant valuable supplies and rewards. Solving the code to unlock Locker 3F involves finding a roll of film, developing the film, and entering the code found on the photo. Resident Evil 2 has a few opportunities for players to find ammo for Leon's Lightning Hawk, and opening Locker 3F is one of them.
There are two safes in the RPD--one in the West Office and the other in the Waiting Room. Both yield valuable resources well worth grabbing. We won't spoil what's inside each here (spoiler: they're all useful items), but we will reveal how to open them. The safe solutions are found in memos scattered around the building, which we've detailed the locations of for all of you completionists out there.
The West Office safe's combination is as follows: 9 Left, 15 Right, 7 Left. If you're curious where to find the memo containing this solution, you can find it in Captain Wesker's office in the S.T.A.R.S. Office on the second floor.
The Waiting Room safe's combination is as follows: 6 Left, 2 Right, 11 Left. If you're inclined to grab the memo associated with this safe, you can find it in the Observation Room on the first floor.
The Shower Room's dial lock combination is CAP. Interestingly enough, you can find this solution written on a whiteboard in the connecting room between the Operations Room and the Records Room on the first floor.
This locker is located in a hallway you can reach by getting to the third floor from the western side. It's right beside the broken wall and the mannequin shadow. The dial lock combination is DCM. This is the only film roll item that doesn't require you to first develop the film to get (more on this later).
The Control Room locker is located in the Upper Sewers by a desk. The dial lock combination is SZF. If you're curious where this solution was found, it was on a Jazz festival flyer found in the Workers' Break Room.
Other optional items don't show up until you've developed a film roll with photographs that point you to their locations. Whenever you find a roll, develop it in the Dark Room on the western side of the police station. The resources you gain by completing these are typically more lucrative, so try to set aside time to complete these item hunts.
This film roll is interesting in that it doesn't point you to the location of resources; rather, it points you to an item you can use to gain some valuable stuff. Located in the Safety Deposit Room, grab the film roll by keying in the proper code to unlock the locker its sealed in. Though, you're by no means required to develop the film roll to get the items its photograph hints towards, but it does help direct you towards what you need to do
When you develop the film roll in the Dark Room, it reveals a photo of a statue found in the Art Room. Before you go there, you'll need to grab the Red Book in the Library by the door with the Spade insignia on the second floor. Once you've got this, head back to the Art Room, grab the stone arm beside the statue and combine it with the Red Book. Then take the arm and insert it back into the statue to unlock the scepter from its right hand.
Examine the scepter to obtain the Red Jewel. This goes into the Bejeweled Box, which you can get in the Interrogation Room. Accessing this area requires the Club Key, so if you don't have that yet, keep progressing the story until you get it. Once you've got the Bejeweled Box, combine it with the Red Jewel to get the S.T.A.R.S. badge. You can use this item in two locations: the Underground Stairs in the Middle section of the Underground Facility, and the S.T.A.R.S. Office.
The badge serves as a key to unlock the white holding case holding the gun parts for either Leon's Magnum or Claire's Sub-machine Gun in the Underground Stairs. These are good to grab, as you'll be following up to use the badge in the S.T.A.R.S. Office to get the weapons themselves. But before you combine the badge with the computer tower, examine the badge's backing to reveal a hidden USB. This can then be used to open the armory.
This film roll is found in the Work Room in the Upper section of the Sewers; you'll see it in-between a cardboard box and tool kit on a small table. Develop the roll in the Dark Room back at the RPD to reveal a photograph showing you two locations--that you might recognize if you've got a keen eye.
The RPD's Safety Deposit Room is packed with useful resources, but not all of them are accessible at first. To get everything in those pesky electronically sealed lockers, you'll need to get two replacement keypad keys. These can be found inside Pocket Safes scattered throughout the police station. To open a Pocket Safe, simply examine it and then input the correct button pattern. This require a little bit of trial and error to find out, but keep at it and you'll unlock it in no time. Below you can find details on where each Pocket Safe is located.
You're likely to find this Pocket Safe first. It's located in the Shower Room on the second floor of the RPD. When you enter the room, turn right and you'll see it on top of a shelf beside some lockers.
The second Pocket Safe is found in the Linen Room on the second floor. You won't be able to open this room without the Diamond Key, so if you don't have the means to access it, simply progress the story until you do.
Matt is a GameSpot Editor who, like a Dragon Quest Slime, strives to spread love and joy to the world. He's been with GameSpot since 2014 and specializes in guides and features for the site. He likes to play video games, watch Jojo's Bizarre Adventure, learn musical instruments, and mod GBAs.
For practitioners in the medium of entertainment, how you construct a jump-scare can make or break the overall reception regarding whether the fear stays with you after the momentary adrenaline high wears off or reoccurs to a similar result if absorbed again.
When Kane meets his tragic fate, we viewers have no more power to change the outcome in this moment than the crew in their efforts to help their friend. We can look away, leave, or turn it off but cannot intervene. A major reason the scare excels is because of our position as spectators, having no direct control.
One of the fundamentals of horror is limiting the control or agency allotted to characters in any given scenario. When the interactivity of gaming is added, in which you directly control your character and thus (to an extent) the outcome that befalls him/her/it, this principle becomes twice as crucial. Part of the blueprint to fear that made Resident Evil stand out was its door opening transitions to cleverly mask loading times.
This is one example of attempting such a scare in film. Beverly Marsh kills her abusive father in the bathroom only to be grabbed by Pennywise upon turning to leave. The end-result onscreen is similar to Resident Evil 7 but its journey from point A to B is not. We are watching Beverly in this struggle as opposed to overcoming it ourselves in her shoes, leaving the payoff lacking.
The emphasis of mysterious banging echoing throughout the setting as we search puts us on high alert, particularly upon finding its source to be that same locker now leaking blood. This is a masterful exercise in manipulating the player via atmosphere + a past encounter into predicting a specific outcome only to receive a surprise:
As a longtime horror and general movie fan, I thrive on feedback and encourage discussion both to get to know other's tastes and broaden my own perspective. I've been drawing and writing since early childhood in addition to directing two short films in college, my eventual goal being a professional directing and/or screenwriting career. I am passionate, but open-minded about my opinions & ambitions on the potential of visual storytelling.
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