The Resident Evil 2 remake hides its ammo and upgrades behind a handful of locked containers scattered through the Raccoon City Police Station, and while the game genuinely wants you to find the combinations organically, there's no shame in wanting the RE2 safe codes up front, especially if Mr. X is currently three rooms away and closing in. Here's every verified locker code and fixed safe combination, along with where to find each one.
RE2 Locker Codes
The RPD building contains three coded lockers, each holding ammunition. These codes are fixed and identical across playthroughs:
3rd Floor Locker (Firing Range, near the Parking Garage): DCM
2nd Floor Shower Room Locker: CAP. The combination is found written on a whiteboard in a room south of the Operations Room.
Sewer Control Room Locker: SZF. The code is found on a jazz-themed flyer in the Worker's Break Room, upstairs in the sewer area.
Each of these RE2 safe codes rewards a different type of ammunition, so it's worth grabbing all three on your way through rather than skipping any as unnecessary detours.

Leon’s Desk Lock Codes
Early in the game, Leon's own desk in the RPD has two locked compartments with separate three-letter codes:
First desk lock: MRG
Second desk lock: NED
These are separate from the three main lockers above and are found in Leon's personal office area during the opening RPD sequence.

RE2 Fixed Safe Codes
Beyond the letter-coded lockers, the police station also contains numeric combination safes. These use a left-right-left dial pattern, and two of them have confirmed fixed codes:
First Floor West Office Safe: Left 9, Right 15, Left 7. The combination is found on the STARS Office memo elsewhere in the building.
East Wing Waiting Room Safe: Left 6, Right 2, Left 11. The combination is found on the Confiscation Report File.
Treatment Pool Room Safe: the combination for this one is printed directly on the side of the safe itself, so no separate item search is required, just check the safe when you reach it.

Portable Safes: Why There’s No Fixed Code
The RE2 remake also includes two portable safes, and unlike the fixed lockers and safes above, these do not have a consistent code you can memorize. Their combinations reset randomly at the start of every new playthrough, which means any specific code published for a portable safe would only be accurate for that individual's save file, not yours.
The practical workaround: portable safes can be brute-forced by lighting up the wheel at the top of the safe in a consistent anticlockwise pattern until it unlocks. It takes a bit of trial and error, but it's a reliable method regardless of what your specific randomized code happens to be.
A Note on Playthrough Variation
Some puzzle solutions and item locations in RE2 shift slightly between your first playthrough and second run (playing as the opposing character, Leon or Claire, in the campaign's B-scenario). The locker and fixed safe codes listed above are consistent regardless, but if you notice an item or code placement that doesn't match exactly what's described here, it may be tied to which specific run or character you're on.
The Takeaway
The fixed RE2 safe codes and locker combinations above (DCM, CAP, and SZF for the three lockers, MRG and NED for Leon's desk, and the two numeric safes) are consistent across every playthrough and worth memorizing or bookmarking before you start, especially if Mr. X is making backtracking a genuinely stressful proposition. The portable safes are the one exception, randomized per save, and best handled with the anticlockwise brute-force method rather than searching for a universal code that doesn't exist.
Grab the ammo, skip the backtracking, and save your nerves for the Lickers.
AKA VoltHound. Leads Game Pass coverage, hardware reviews, and cross-platform comparisons. Reviews built on mechanics and value over story (the opposite of Micah, which is why they work). Has uninstalled a game mid-cutscene. Twice. Will do it again.Leads Game Pass coverage, hardware reviews, and cross-platform comparisons. Reviews built on mechanics and value over story (the opposite of Micah, which is why they work). Has uninstalled a game mid-cutscene. Twice. Will do it again. Learn More About Nico