To collect everything in Resident Evil Requiem, you need to complete the story files and find important items like Mr. Raccoon statues, Antique Coins, safes, weapons, charms, and trophies. While finding the collectibles you will be attacked by mutant creatures, so always carry your weapons with full ammo, which will help you to defeat them and continue your journey forward. Many of the collectibles are missable while following the story, so check every corner to find all of them. In this guide, we have provided all collectible locations (Files, Mr. Raccoons, Safes, Containers, and More) in Resident Evil Requiem.
All Collectible Locations in Resident Evil Requiem
In Resident Evil Requiem, every collectible is missable because the game doesn’t have a chapter select feature. To avoid missing anything, keep a manual save of each area, so you can reload and return if needed. All the collectibles are tracked through the in-game menu which makes it easier to see what you have found and what needs to be collected.
Wrenwood
At the start of Requiem, you follow Grace Ashford as she returns to the Wrenwood Hotel, the place where her mother, Alyssa, died eight years ago. At the same time, Leon Kennedy is battling his way through a swarm of zombies that are overrunning the midwestern city of Elbridge.
Investigation Report

Right from the start of the game, you will have the Investigation Report in your inventory. To check it out, press the Touchpad and go to Items. Select the Investigation Report, zoom in, and rotate it until you can interact with the photo in the folder. Reading it gives you important background information for your investigation.
Wrenwood City Guide

As you walk through Wrenwood City, keep an eye on the City Map on the right side of your screen. It will help you navigate the streets and find important locations as you explore.
Old Key – Lounge & Bar


You will find the Old Key in a dark part of the lounge and bar area. After passing through the kitchen, enter the very dark room. Look for a photo taped to the bar, and examine the back of it. You will find the key there.
Hotel Pamphlet – Lobby


Once you use the Old Key to open the hotel door, head forward to a room with stairs leading upstairs. On the floor, you will find a paper, the Hotel Pamphlet, which contains useful information for your exploration.
Notice of Closure – Office


In the office area, go behind the reception desk and follow the path to the backroom. Open the blue drawer to find the Notice of Closure. This file gives you clues about the hotel’s operations and its history.
Wrenwood Hotel Map

In the same office room, check the wall for the Wrenwood Hotel Map. This will help you navigate the hotel more efficiently.
Wire Cutters – Rec Room (2nd Floor)


Head upstairs to the rec room, where you will see a pool table. The Wire Cutters are located on the table.
Alyssa’s Journal & Emergency Exit Key

As the story progresses, you will automatically receive Alyssa’s Journal after interacting with the painting downstairs. You will also get the Emergency Exit Key.
Report on Victor Gideon – Wrenwood – Leon


The Report on Victor Gideon is given automatically during a cutscene. Reading this report provides more context about the characters and their connections in Wrenwood.
Rhodes Hill – Care Center
Grace will wake up in the Rhodes Hill Chronic Care Center, a mental hospital, where there is the dangerous Victor Gideon. The Girl, a big, terrifying creature, is also on the loose, turning Grace’s life into a nightmare. Meanwhile, Leon is facing his own challenges in Rhodes Hill.
Progress Notes – Room 203

Once you get control of Grace, head into Room 203. On the small table, you will find the Progress Notes. Reading these gives you information about what has been happening with the patients and the staff.
Cherub Key – Locked Gate


Nearby, you will notice a drawer next to a locked gate that has a fuse box beside it. Inside the drawer is the Cherub Key, which you will need to unlock Room 201.
Lighter – Room 201



Inside Room 201, look next to the green fuse box to find the Lighter.
Note on Cardboard Box – Room 202


In Room 202, open the closet to find a hidden Note on a Cardboard Box. This file gives additional hints and details about the room and its contents.
Screwdriver – Nurses’ Station



At the Nurses’ Station, check the shelf for a toolbox. Inside, you will find the Screwdriver. You may need to move the cart in the room to fully access it.
Mr. Raccoon #1




After using the chainsaw to cut open a door, continue through the next doorway. You will find Mr. Raccoon #1 sitting on the fireplace in front of you.
Antique Coin #1 – Guard Office



Starting in the Guard Office, go downstairs and enter the Safe Room. On the desk, you will will find Antique Coin #1.
Care Center Pamphlet – Guard Office

In the same Safe Room, check the couch table to find the Care Center Pamphlet. This file provides extra information about the facility and its operations.
Whiteboard Scrawl – Guard Office

Before leaving the Safe Room, take a look at the whiteboard on the wall. Here, you will find the Whiteboard Scrawl, which gives clues and notes about what’s going on in the Care Centre.
Trophy: Out of Sight, Out of Mind – Guard Office


Also in the Safe Room, there’s a box labeled Out of Sight, Out of Mind. Interact with it and place any item inside to unlock the trophy.
West Wing Keycard – Safe Room


As you move through the Safe Room, head through the red-lit door, and you’ll automatically pick up the West Wing Keycard. You’ll use this keycard in the Central Hall to unlock the door to the West Wing, opening up a new area to explore.
B934 Pistol – Dining Room


After passing through the kitchen, enter the Dining Room. On the floor, you’ll spot the B934 Pistol. This weapon will be useful for defending yourself against enemies in this section of the game.
Empty Bottle – Dining Room


In the same Dining Room, check the left side behind the table. On the shelf, you’ll find an Empty Bottle. Pick it up and keep it with you, or store it safely—it will be required later to unlock the trophy “Internal Dispute.” Be careful not to throw it away!
Makeshift Knife – Filing Room


Next, head to the Filing Room, located next to the Dining Room. Inside a locker, you’ll find a Makeshift Knife, a handy weapon for close combat situations.
Hunting Knife – Enemy Drop

A Hunting Knife can be obtained by defeating one of the enemies near the Dining and Filing Rooms. The enemy carries the knife in their hand, so make sure to pick it up after taking them down.
Antique Coin #2 – Corridor North of Filing Room


As you explore the area north of the Filing Room, you’ll come across Antique Coin #2 in the corridor. Keep an eye out as you move through—these coins are scattered but easy to spot if you’re paying attention.
West Wing Map – First Staircase


After climbing the first set of stairs in the West Wing, check the wall to find the West Wing Map. This map will help you navigate the new area and locate key rooms more easily.
Antique Coins #3 & #4 – Bar & Lounge


In the Bar & Lounge, you’ll find Antique Coin #3 resting on the piano.

Antique Coin #4 is a bit trickier—it’s carried by the singing lady enemy in a white dress. Defeat her to collect the coin.
Safe #1 & Antique Coins #5-#7 – Bar & Lounge

Still in the Bar & Lounge, there’s a safe on the bar counter behind some enemies.
On Casual difficulty, the combination is Left 10 – Right 80 – Left 30, and it contains three Antique Coins (#5–#7).
On Insanity difficulty, the combination is Right 20 – Left 50 – Right 30.
Normally, you’d find the code later in File #23 – Bar & Lounge Safe Code, but you can open it now if you already know the combination.
S&S M232 Weapon – Bar & Lounge

On the same bar counter, you’ll also find the S&S M232, a powerful weapon to help you deal with enemies in this area.
Folded Note – Gallery



After leaving the Bar & Lounge, follow the corridor and turn left to reach the Gallery. Look for a white coat hanging on the wall, and inspect it to find the Folded Note. This file contains additional story details and clues for your journey.
Red Jewel – Unicorn Trinket Box (Chairman’s Office)


In the Chairman’s Office, look in the left corner of the dark room to find the Red Jewel inside a Unicorn Trinket Box. If you’re playing on Insanity difficulty, the jewel is moved slightly to the back of the room, near a zombie.
Copy of an Email to a Manager

In the same office, check the cupboard to find File #12 – Copy of an Email to a Manager, which provides background on office communications.
Note to a Chairman

Head into the backroom of the Chairman’s Office, where a zombie lurks, and search the trash bin to find File #13 – Note to a Chairman.
Pencil

On the table in the Chairman’s Office, you’ll find a Pencil, which is needed to interact with certain puzzles in the room.
Chairman’s Note

After using the Pencil to shade in the note on the desk, you’ll receive File #14 – Chairman’s Note, which contains important hints for the next steps.
Moon Quartz – Puzzle Safe


Still in the Chairman’s Office, interact with the puzzle safe to obtain the Moon Quartz. You’ll use this key item on the Quartz Door in the Central Hall. The solution for the puzzle is Moon – Sun – Star – Moon.
Antique Coin #8



After going back downstairs through the West Wing, use the Red Jewel on the Parlor door to gain access. Inside, you’ll find Antique Coin #8 sitting on the Roulette table.
Antique Coin #9

In the same Parlor, check the bar counter to pick up Antique Coin #9.
East Wing Keycard – Parlor

In the Parlor, inspect the severed arm in the back left corner of the room. Doing so will give you the East Wing Keycard, which is needed to access new areas in the East Wing.
Upgrades in the Parlor

The Parlor also contains four lockers that hold useful upgrades: the Hip Pouch, Stabilizer, Steroids, and Override Manual. You’ll need Antique Coins to open these lockers—17 in total for all four. By this point, you should have around 8–9 coins, so grab whichever upgrade you can and come back later for the rest.
On Insanity difficulty, the items are slightly different: Hip Pouch, 30x Handgun Ammo, RIP Knife, and Override Manual.
Trophy: Order Up! & Pantry Key – Kitchen


To get this trophy and the Pantry Key, defeat the Chef in the Kitchen area. He’s the large enemy carrying a cleaver. On Casual difficulty, one headshot with the Requiem pistol and 4–5 headshots with any other pistol will take him down. On higher difficulties, you may need more ammo—so if you’re low, come back later once you’ve stocked up.
Charm: Stakeout Takeout – Pantry



Use the Pantry Key on the door in the Kitchen to enter the Pantry. Inside, at the back of the room, you’ll find the Stakeout Takeout Charm. There’s also a lockbox with ammo here. If you weren’t able to defeat the Chef earlier, come back now to grab both the Charm and the supplies.
Mr. Raccoon #2 – East Wing Lobby



Go to the Central Hall and use the East Wing Keycard on the door to the East Wing. Inside the lobby, you’ll find Mr. Raccoon #2 sitting on the reception desk, ready to be collected.
Trophy: Fatal Dose – Examination Room


In the Examination Room, pick up the Hemolytic Injector from the white desk. While remaining crouched in stealth, sneak up to the nearby zombies. Press the action button (:r2: / :rt:) from behind to use the Injector on a zombie, instantly killing it and unlocking the Fatal Dose trophy. There’s a zombie with its back turned directly to the left of where you found the Injector—use this opportunity to stay undetected.
Safe #2 & Antique Coins #10–#12 – Examination Room



In the Examination Room, check the corner cabinet to find Safe #2. Inside the safe are three Antique Coins (#10–#12).
On Casual difficulty, the combination is Right 30 – Left 10 – Right 50.
On Insanity difficulty, the combination is Left 50 – Right 30 – Left 90.
Normally, you’d discover the code later in File #26 – Examination Room Safe Code, but if you already know the combination, you can open it now.
Blood Collector – Blood Lab


After leaving the Treatment Room, follow the corridor to the Blood Lab at the end. On the table, you’ll find the Blood Collector, which is a key item for interacting with blood samples and progressing crafting.
File #15 – Blood Compound Synthesis

In the same room, on the other side of the table, you’ll find File #15 – Blood Compound Synthesis. Reading this gives you important notes on blood properties and lab experiments.
Blood Specimen (Denatured) – Purple


Interact with the purple blood sample on the desk. Use it on the Analyzer right next to it, and adjust the atoms until they’re all red. Doing this unlocks crafting recipes for Handgun Ammo and the Hemolytic Injector, giving you new tools for combat and survival.
Trophies: Science! & The Power of Blood


Once you use the Analyzer to unlock the crafting recipes, you’ll automatically earn the Science! trophy.
To unlock The Power of Blood, interact with the blood bucket on the floor—or use blood from defeated zombies—then press the Touchpad to access the Crafting Menu. Craft Handgun Ammo to claim the trophy. If you need Scrap for crafting, there’s some available in a locker in the same room.
Trophy: Internal Dispute – Hospital Wards



Before attempting this trophy, make sure you have the Empty Bottle from the Dining Room in your inventory. It’s also a good idea to make a manual save, because this trophy can be tricky and may take several tries. If you fail, you’ll need to reload your save.
From the Blood Lab, head south until you reach the red-lit corridor. Three zombies will appear—take them out quickly. Then enter the Waiting Room through the door on the right.
Inside, your goal is to make the blind zombie in the white gown attack the maid zombie in the black dress. To do this:
- Destroy the first vase on the right in the room.
- Hide in the corner—this will lure both zombies toward the destroyed vase.
- When they are standing next to each other, throw the Empty Bottle at the maid zombie.
- The blind zombie will then attack the maid, unlocking the Internal Dispute trophy.
Important tips:
- Make sure neither zombie hears your footsteps, or they’ll chase you instead.
- Don’t let the maid zombie leave the room.
- If you accidentally kill either zombie before triggering the trophy, you’ll need to reload your save and try again.
Antique Coin #13 – Waiting Room


When you enter the Waiting Room, you’ll find Antique Coin #13 sitting on the table right in front of you.
File #16 – Safe Replacements & Coins #14-#15


In the same room, next to the open safe behind the counter, you’ll find File #16 – Safe Replacements. Inside the safe itself, there are two more Antique Coins (#14 and #15), located directly beside the file.
Mr. Raccoon #3 – East Corridor


Head east down the corridor from the Waiting Room, just before going upstairs, and you’ll spot Mr. Raccoon #3 waiting for you.
Antique Coin #16

Next to Mr. Raccoon, on a small table, you’ll find Antique Coin #16.
East Wing Map – Upstairs


From the location of Mr. Raccoon, go upstairs. The East Wing Map is mounted on the wall, helping you navigate the upper floors with ease.
Lead Researcher’s Office Files – Upstairs Safe Room


In the Lead Researcher’s Office, there’s a safe room upstairs with several important files:

File #17 – Lead Researcher’s Picture 2: Found in the back room, on a cupboard.

File #18 – Lead Researcher’s Picture 1: On the desk in the same room.
File #19 – Lead Researcher’s Picture 3: Also on the desk, in a framed picture.

File #20 – Lead Researcher’s Message: On the other cupboard in the same office.
These files give more context about the research team and the experiments happening in the East Wing.
Trophy: Like Mother, Like Daughter – Lead Researcher’s Office

In the Lead Researcher’s Office, pick up the Lockpick to the left of the typewriter. You can use this on any locked drawer, such as one in the East Wing Lobby. Opening a drawer will also give you a Rare Metal, which is useful for crafting x2 Requiem ammo—essential for defeating the Chunk in the next trophy. It’s a good idea to collect this now so you’re prepared.
Key Item: ID Wristband (Level 1) – Corridor


Just outside the Lead Researcher’s Office, in the corridor, you’ll find the Level 1 ID Wristband. This allows you to open all the blue Level 1 doors, giving you access to new areas and items.
Trophy: Grace and Goliath + Charm: Eye Spy Charm


After picking up the wristband, the Chunk enemy will appear. Defeat it to earn the Grace and Goliath trophy and the Eye Spy Charm, which drops when the enemy dies.
On Casual difficulty, it can be defeated with either:
- 1 headshot with the Requiem and 15 headshots with the S&S M232, or
- 3 headshots with the Requiem alone.
You can also use Injectors on it if needed. If you’ve been thorough with looting and crafting, you should already have enough ammo. If not, make sure to come back after crafting more Requiem ammo—the guide will remind you before leaving the area.
Blood Specimen (Converged) – Green – Closet



After getting the ID Wristband, go downstairs and use a Level 1 door in the Waiting Room to reach the Closet. Inside, pick up the Green Converged Blood Specimen. Bring it back to the Blood Lab and use it on the Analyzer to unlock crafting recipes for the Med Injector and 12.7x55mm Ammo.
File #21 – Victor’s Journal Entry – Blood Lab


Backtrack to the Blood Lab and use the Level 1 door to enter a new room. On a table inside, you’ll find File #21 – Victor’s Journal Entry, which provides additional story details about the experiments and Victor’s work.
Blood Specimen (Reversible) – White – Blood Lab


In the same Blood Lab room, pick up the White Reversible Blood Specimen. Use it on the Analyzer to unlock crafting recipes for Steroids and the Stabilizer, both of which are valuable upgrades for survival and combat.
Upgrade: Hip Pouch – Filing Room


Finally, backtrack to the Filing Room in the West Wing. Behind a Level 1 door, you’ll find the Hip Pouch upgrade, which increases your inventory space—always useful for carrying more items and crafting materials.
File #22 – Construction Notice – West Wing


In the West Wing, head south from the Kitchen and open the Level 1 locked gate. In the next corridor, check the whiteboard on your right, next to the Custodian’s Office on the map, to find File #22 – Construction Notice. This file provides information about ongoing construction and blocked areas in the West Wing.
Key Item: Wrench – Custodian’s Office


Inside the Custodian’s Office, there’s a safe room next to the typewriter. Open it to find the Wrench, which you’ll need to access certain locked doors and interact with machinery.
Key Item: Organ Transport Box – Garage



Go to the Garage, and at the end, on the back of a truck, you’ll find the Organ Transport Box. This is a key item required for later objectives.
File #23 – Bar & Lounge Safe Code – Office


After leaving the garage, go upstairs to the Office. On the first desk, you’ll find File #23 – Bar & Lounge Safe Code. This provides the combination for the safe you may have opened earlier in the Bar & Lounge (Left 10 – Right 80 – Left 30).
File #24 – Background Check – Office

In the same Office, check the desk in the back right corner to pick up File #24 – Background Check, which gives details on employees and personnel.
File #25 – Disposal Team Report – Records Room


From the Office, enter the Records Room on the right. At the end of the middle row of shelves, you’ll find a cardboard box containing File #25 – Disposal Team Report. While there, you may hear a Mr. Raccoon in the closet, but this one cannot be collected yet—you’ll need to backtrack later.
Mr. Raccoon #4 – Kitchenette


Take the northern exit from the Office to reach a small Kitchenette/coffee break room. Mr. Raccoon #4 is sitting next to the sink, ready to be picked up.
Key Item: Artificial Heart – Cold Storage


Go to the north-west corner of the West Wing (1st floor) and use the Wrench on the door to enter the Cold Storage. Inside, you’ll find the Artificial Heart, a key item required for later objectives and puzzles.
File #26 – Examination Room Safe Code – East Wing 2nd Floor



Backtrack to the East Wing 2nd Floor, where you first encountered the big Chunk monster and collected the Level 1 ID Wristband. In the room where the Chunk appeared, check a locker to find File #26 – Examination Room Safe Code. This file reveals the combination for Safe #2 (Right 30 – Left 10 – Right 50), which you may have already opened.
Antique Coin #17 – Conference Room


From the locker, enter the Conference Room, which is right next door. On a white desk inside, you’ll find Antique Coin #17.
Trophy: Deadly Duet – Conference Room & Bar & Lounge


To earn the Deadly Duet trophy, you need to defeat two singing zombies:
- The first one is in the Bar & Lounge (2nd floor of the West Wing), which you probably already killed.
- The second one is in the Conference Room—take it out now.

After defeating the Conference Room zombie, it will drop Antique Coin #18.
File #27 – Patient Medical Records – Conference Room

In the same Conference Room, on a desk near the singing zombie, you’ll find File #27 – Patient Medical Records, which provides further context on the patients in the facility.
Key Item: Corrosive – Conference Room

Also in the Conference Room, pick up the blue Corrosive bottle, which is a key item for unlocking locked puzzle boxes later.
Unlocking the Organ Transport Box – File #28


Return to the backroom of the Lead Researcher’s Office. Interact with the padlock on the Puzzle Box and use the Corrosive to open it. Inside, you’ll find File #28 – Unlocking the Organ Transport Box.
Casual Puzzle Solution: Star – Sun – Moon – Sun
Spencer’s Research I – File #29

In the same Puzzle Box, you’ll also find File #29 – Spencer’s Research I, contained in a leatherbound notebook.
Sun Quartz – Lead Researcher’s Office

The Puzzle Box also holds the Sun Quartz, a key item that you’ll use later on the Quartz Door in the Central Hall.
Key Item: Artificial Lungs – Organ Transport Box



Finally, examine the Organ Transport Box in your inventory. Turn it around and interact with the back panel to retrieve the Artificial Lungs.
Solution for Opening the Box:
- Set the bottom right switch to HAND.
- Adjust the right switch to the middle level.
- Press Button 5, then Button 2.
- Set the bottom right switch back to AUTO.
- Take out the Artificial Lungs.
Key Item: ID Wristband (Level 2) – Examination Room


In the East Wing Examination Room, you’ll encounter an Organless Corpse. Use the Artificial Heart and Artificial Lungs on it, then defeat the resulting zombie. After the fight, loot the Level 2 ID Wristband from the corpse. This wristband allows access to new locked doors in the East Wing.
File #30 – Double Mutation – Isolation Ward



With the Level 2 ID Wristband, go to the green lock door in the north-east corner of the East Wing, between the Blood Lab and the Waiting Room. This opens the Isolation Ward. Inside, enter the office on the right to find File #30 – Double Mutation, sitting on a cardboard box. This file provides insights into the experiments taking place in the Isolation Ward.
File #31 – Nurse’s Log – Isolation Ward

In the same office, check the desk to pick up File #31 – Nurse’s Log, which gives additional context about the staff and patient care in the facility.
Key Item: ID Wristband (Level 3) – Security Manager’s Office

At the end of the Isolation Ward, enter the Security Manager’s Office. Interact with the note on the table and then the puzzle box to trigger a cutscene. After this, you will automatically get the Level 3 ID Wristband from the body in the room. The puzzle box itself cannot be opened yet, but the wristband gives you access to higher-level doors for future progression.
File #32 – Satiety Suppression Medical Records – Attic


When you’re playing as Leon again, head forward through the next door in the Attic. At the back of the room, opposite the cupboard you push to progress, you’ll find File #32 – Satiety Suppression Medical Records. This file provides more background on the experiments and patient treatments.
MSBG 500 (Shotgun)

On the main path in the Attic, you will find a Chunk monster. On the floor nearby, you willl find the MSBG 500 Shotgun, a powerful weapon for taking down tough enemies.
Hand Grenade

After defeating the Chunk monster, it will drop a Hand Grenade. Pick it up to use for combat or environmental interactions.
File #33 – Basement Safe Code + Weapon Part: Compensator



After leaving the Attic, take the first closet on the right before going downstairs. Use Leon’s Hatchet to break it open. Inside, you will find File #33 – Basement Safe Code, which gives the combination for a safe (Right 60 – Left 40 – Right 80) and a Compensator.
Trophy: Tailor Made – Weapon Upgrade

Attach the Compensator to Leon’s Pistol from your inventory to unlock the Tailor Made trophy.
File #34 – Dishwasher’s Note – Chairman’s Office Area


Head left from the Chairman’s Office and break open the closet to find File #34 – Dishwasher’s Note. This file contains notes from the facility staff.
Mr. Raccoon #6 – Records Room


In the Records Room, you will hear Mr. Raccoon #6 inside a closet. Only Leon can break it open using his Hatchet to collect the raccoon.
Charm: Connoisseur Charm – Pantry



In the Pantry, check the closet to find the Connoisseur Charm. If you didn’t get the Pantry Key as Grace by defeating the Chef, you can do it now while playing as Leon to access this room and collect the charm.
WORK IN PROGRESS (WIP)
The article is being written as you read…..
