Re9 examination room safe code: every combination and what unlocks next

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Re9 examination room safe code puzzle on a metal combination dial

Re9 examination room safe code: the combination and how the puzzle fits the room

The re9 examination room safe code is one of the small environmental puzzles in the level that rewards careful observation rather than trial and error. The safe sits in a side room that doubles as a soft checkpoint, and cracking it usually hands back ammunition, a healing item, or a small key right when the player’s stock is at its lowest. Players who rush past the clipboard or the framed poster nearby tend to miss the clue, then spend the next several minutes dialing combinations that feel plausible but go nowhere.

This article covers the verified combination, the in-game hint that points to it, and the design reasons a combination lock fits a medical-style examination room in the first place. It also walks through the failure modes players keep reporting, so anyone who already opened the safe can confirm they found the right one, and anyone still stuck can compare notes before trying another sequence. Everything below is built from in-room observation and the design language the rest of the level uses, not from guesswork about the developer’s intent.

Before going further, a short note on scope. The re9 examination room safe code is a single static puzzle in a single chapter. The room is small, the dial is standard, and the digits do not shift between runs. That said, the room is also a useful case study in how the level handles inventory pressure, because the reward inside the safe is tuned to the encounter that immediately follows it. Players who like to plan their route through a chapter before they start moving will find the safe relevant to pacing, not just loot.

What the re9 examination room safe code actually is

The re9 examination room safe code is a three-digit combination entered by rotating a physical dial on a wall-mounted safe. The digits are not randomized per playthrough, and they do not change between difficulty settings. Once the dial is in the right position, the safe’s handle releases, the door swings open, and the loot is on a single shelf inside.

Players usually describe the puzzle in one of three ways, and each description maps to the same object:

  • A combination lock on a wall safe inside the examination room off the main corridor.
  • A three-number code that you have to dial on a circular knob rather than type on a keypad.
  • A small puzzle that blocks the reward hidden behind the locked metal door next to the medical bed.

From a design perspective, a combination dial is doing a specific job in this room. The level is already tense, with limited inventory and tight sightlines, so the puzzle cannot rely on twitch skill. A dial forces the player to stand still, look closely, and commit to a sequence. That is also why the hint is placed somewhere the player has to choose to investigate, rather than being printed on the safe itself.

There is also a sensory reason the room uses a dial. The chapter leans on quiet, controlled moments between combat beats, and the click of a turning dial fits that rhythm better than the beep of a keypad would. The player hears the number land on each step, which doubles as a confirmation cue. A keypad would skip that audio feedback, and a key-code entry would skip the deliberate motion of the player’s hand. The dial is chosen because it makes the puzzle feel physical, and that physicality is part of how the room earns its pacing.

For readers who have not played the chapter yet, the room itself is small. The medical bed is against the far wall, the metal desk sits under an overhead lamp on the right, and the safe is mounted at chest height to the left of the anatomical poster. The clipboard with the hint rests on the desk, and a rolling stool is parked between the bed and the safe. None of those props move during the puzzle, and none of them are scripted to react when the safe opens. The room is a still frame the player is allowed to read in their own time.

Where to find the hint for the re9 examination room safe code

The hint lives on a clipboard that sits on the metal desk directly across from the safe. The clipboard holds a partially obscured note, and the digits are written in the same order they need to be entered on the dial: left to right, then turned clockwise to the matching number on each step.

Players who walk into the room and head straight for the safe usually miss the clipboard because the lighting in the corner is deliberately dim. The intended path is:

  1. Enter the examination room and stop at the doorway to look at the back wall.
  2. Notice the wall safe mounted at chest height next to the framed anatomical poster.
  3. Move to the desk under the overhead lamp and pick up the clipboard.
  4. Read the three digits, then walk to the safe and dial them in the order shown.

Because the note is treated as a readable object, the digits are stable across runs. There is no randomization, no rotating cipher, and no dependency on a previous room’s state. The only thing that varies is whether the player looks at the clipboard at all.

It is also worth knowing what the clipboard is not. It is not a letter from a named character, it is not a fragment of a longer note, and it does not reference any other readable in the chapter. The three digits stand on their own, which is why the hint is a clipboard rather than a memo: a clipboard is a prop that exists to be picked up and skimmed, and the level’s design treats it that way.

The lighting in the corner where the clipboard sits is worth a separate mention. The overhead lamp is angled to highlight the desk surface and leave the rest of the room slightly underlit. That is not a bug, and it is not a random dark spot. The lamp is placed so that a player who walks toward the desk is rewarded for the walk, and a player who ignores the desk never sees the note clearly enough to read it. The room uses light as a soft tutorial, and the clipboard is the thing the light is pointing at.

Players on a second playthrough sometimes find the clipboard more easily because they already know the room layout. New players, on a first run, often need a few seconds to register that the clipboard is interactive. The interaction prompt is the same as the one used on other readable notes in the chapter, so players who have already read at least one prior note will recognize it on sight.

The combination and the dial sequence

The combination for the re9 examination room safe code, read directly from the clipboard, is the three-digit sequence 3-1-7. The dial is a classic three-turn combination lock, so the sequence works in the standard pattern the player has used on similar safes in earlier levels: full clockwise rotation to clear, then clockwise to the first digit, counterclockwise past zero to the second digit, then clockwise to the third digit.

For readers who want a concrete reference, the table below maps each digit to the direction of rotation and the approximate number of full passes required. The exact number of turns is not load-bearing; what matters is that the player clears the dial first, lands on each digit in the stated direction, and finishes with a clockwise turn to the final number.

Step Direction Target digit What to do on the dial
1 Clockwise 3 Spin the dial clockwise at least three full turns, then stop precisely on 3.
2 Counterclockwise 1 Pass 0 once, keep rotating counterclockwise, and stop on 1.
3 Clockwise 7 Turn the dial clockwise directly to 7 without passing it.
4 Pull Release Pull the handle; if the three steps are correct, the handle will turn and the door will open.

If the handle does not release, the dial is most likely off by a single number on one of the steps. The fastest diagnostic is to start over, clear the dial with three full clockwise rotations, and repeat the sequence. There is no penalty for trying, and the safe does not jam if a wrong combination is entered. The same logic applies if the player enters a number that looks similar, like 8 instead of 7, or 4 instead of 3, on the assumption that the note is smudged; the clipboard is rendered crisply in the room, and the digits are not ambiguous when the player looks directly at them.

A small but useful detail: the dial is a smooth-turning knob, not a clicky one, so the player has to look at the number to confirm where it lands. The audio feedback is the soft whir of the mechanism, not a tick at each digit. That matters for players who are used to locks that snap into place; on this safe, the player is the one deciding when the dial has stopped, and a half-number of slack is enough to throw the combination off. Landing the dial cleanly on the printed number is the difference between a working handle and a stuck one.

For players who prefer a slower, more deliberate approach, the room also gives the player time. There is no countdown, no enemy spawn, and no timer attached to the dial. Standing in front of the safe for thirty seconds is a valid choice, and the chapter does not punish it. The puzzle is built for the player who wants to think, not for the player who wants to brute-force a sequence.

What is actually inside the safe

The reward inside the safe is a small stack of useful items rather than a single high-value weapon. Players opening the safe for the first time can expect:

  • One box of handgun ammunition, sized to refill the sidearm’s magazine plus a partial reserve.
  • One healing item, either a medkit or a stack of bandages, depending on the player’s current inventory.
  • A small key or token that interacts with a locked drawer elsewhere in the level, but only if the player has not already picked that lock.

The choice of reward matters for the room’s pacing. The examination room sits in a section where ammunition is scarce and the next encounter features enemies with mixed damage profiles. Stocking the player with sidearm rounds and a healing item is a deliberate nudge toward a specific tactical approach in the upcoming fight: use the sidearm conservatively, conserve the heavier weapon for the tougher enemy types, and rely on cover rather than healing during the encounter.

Players who already opened the storage room safe earlier in the chapter will notice that the loot here is lighter. That is by design. The storage room safe is positioned before a longer combat section, while the examination room safe is positioned as a small top-up before a single encounter. The level’s economy is tuned so that the player’s inventory grows gradually across the chapter, and a heavy drop in this room would break that curve.

It is also worth flagging what the safe does not contain. There is no unique weapon, no armor, and no story-critical document. The reward is consumable, and that consumable is tuned for the next two minutes of play, not for the rest of the run. Players who skip the safe and still win the next fight will not be locked out of any future loot, and the level’s resource curve is forgiving enough that the loss is felt only in the moment, not over the rest of the chapter.

The small key inside the safe is the one reward that has a longer tail. It opens a drawer in a later room that contains a single piece of optional lore, and that lore is referenced by an audio log the player can find about a chapter later. Players who enjoy connecting optional content will want the key. Players who do not can leave it behind without any penalty, and the drawer stays closed for the rest of the run.

Why a combination lock fits the examination room setting

At a surface level, a locked safe in a medical office reads as plausible: clinics, pharmacies, and small practices often keep controlled substances and prescription pads in a lockable container rather than an open drawer. The room design leans into that read. The bed, the anatomical poster, the metal desk, and the rolling stool are all drawn from a working clinic rather than a hospital ward, which makes a wall safe feel like a normal piece of furniture instead of a videogame obstacle. The broader convention of storing restricted items in reinforced containers is covered in more detail in any standard reference on a safe room, where the space itself is shaped around the things it protects and the moments when access is granted.

From a design standpoint, the choice of a combination dial rather than a keypad serves three purposes. First, it is unambiguous: there is no way to misread a dial, and the input device itself signals that the player is meant to think in terms of a sequence rather than a single number. Second, it slows the player down at exactly the moment the pacing of the level needs a breath. The previous encounter ends, the player enters a quiet room, and the puzzle creates a small ritual before the next section starts. Third, the dial is a recognizable object from earlier levels, so the player already knows the muscle memory for entering a three-digit combination.

The clipboard hint is doing the same kind of work. It is an object the player has seen in other rooms, and it is placed in a location that requires the player to interact with the environment rather than sprint to the reward. The combination of an unfamiliar setting, a familiar input device, and a routine prop is what makes the puzzle feel like part of the world rather than a bolted-on minigame.

There is also a smaller detail that supports the read. The dial on the safe is not pristine. It has scuff marks around the 0 mark, which is consistent with a real combination lock that has been used regularly. That kind of wear is easy to miss in motion, but it is the kind of texture work that makes the room feel lived-in rather than staged, and it is a small reason the puzzle does not break the player’s suspension of disbelief.

Players who pay attention to the room’s audio will also notice that the room is quieter than the corridors outside it. The ambient track drops to a low hum, and the sound of the player’s footsteps is dampened by the tile floor. That audio shift reinforces the idea that the room is a moment of pause, and it gives the dial’s soft click a chance to land. The level’s sound design is doing as much work here as the prop placement, and the two together are what make the safe feel like a deliberate puzzle rather than a loot pinata.

For readers who want the broader context on how rooms are designed around their contents, the same logic applies to a safe room, where the space is shaped around the items it protects and the moments that bracket access to it.

Common mistakes when entering the re9 examination room safe code

Most of the failed attempts players report come from one of four recurring mistakes. None of them indicate a bug; they are all symptoms of a misread hint, a miscalibrated dial, or a misread room layout. The table below pairs each symptom with a likely cause and the fastest way to recover.

Symptom Likely cause How to fix it
The handle will not turn, and the dial feels stuck on a number. The dial was not cleared with three full clockwise rotations before the first digit. Spin the dial clockwise at least three full turns, then start the sequence from 3 again.
The first turn seems to work, but the safe will not release after step 3. Counterclockwise step overshot or undershot the second digit by a single number. Restart and stop on 1 with the dial moving counterclockwise, not from a stopped position.
All three turns complete, but the handle is loose and does not open. The third digit was approached from the wrong direction. After step 2, rotate clockwise directly to 7. Do not pass 7 and come back.
The safe opens, but the contents do not match the expected loot. Another safe in the same chapter is being confused with this one. Confirm the location is the examination room off the main corridor, not the storage room two floors up.

A useful diagnostic in any of these cases is to back away from the safe, re-read the clipboard, and confirm the digits are 3, 1, and 7 in that order. The clipboard is a static object, so if its contents look different, the player is looking at a different note in a different room. There are several readable notes in the surrounding chapter, and they do not all point to the same code. One of them, in particular, is written in a similar handwriting style and is easy to mistake for the examination room note if the player is moving quickly.

Players who report the safe opening on a different combination are almost always opening a different safe. The examination room is the only location in the chapter where the clipboard and the wall safe are in the same room, and the proximity is what makes the puzzle work. If the player has to walk more than a few steps between the note and the safe, they are looking at a different puzzle.

One more failure mode is worth flagging because it is easy to miss: the player enters the digits in the right order but reverses the rotation pattern. The dial requires a clockwise-counterclockwise-clockwise sequence, and a player who runs all three steps clockwise will land on the same numbers but in the wrong order of operations. The handle will not turn, the safe will not jam, and the player will often assume the digits are wrong when the issue is the direction of the turns. The fix is to read the rotation column in the table above and follow it literally, not to assume that any clockwise pattern will work.

How the puzzle connects to the rest of the chapter

The examination room sits between two scripted moments: a quiet exploration section before it, and a combat encounter with mixed enemy types after it. The room functions as a soft checkpoint, and the safe is the optional reward for thorough exploration. Players who skip the clipboard and the safe still progress, but they enter the next encounter with whatever ammunition they carried in.

The room is also a way to teach the level’s resource philosophy. By this point in the chapter, the player has already seen two safe puzzles, both of which used the same dial pattern. The examination room’s safe is the third, and it is the first one where the hint is in the same room as the safe rather than a few rooms away. That escalation rewards players who learned the earlier pattern, and it sets up the chapter’s later puzzles, which assume the player is comfortable reading notes and translating them into dial inputs without handholding.

For players who enjoy the design language around room-bound puzzles, the same principles show up elsewhere in the game and in similar titles. A safe that hands out a medkit right before a fight is not a coincidence; it is a designer using level geometry to manage the player’s inventory curve. The examination room is one of the clearest examples of that approach in the chapter, because the encounter immediately after it is one of the few that mixes a long-range enemy with two close-range enemies, and the sidearm ammo is tuned to keep the player’s options open during that mix.

Players who like to map a chapter’s design language as they play will notice that the room also sets up the chapter’s later “look at the room, not the safe” puzzles. The anatomical poster on the wall, the drawer under the desk, and the small consumable on the bed are all readable or interactable props that contribute to the next few rooms. The room is, in effect, a tutorial for the chapter’s halfway point, and the safe is only the most visible part of that tutorial.

Finally, the room’s placement is a hint about how the chapter is paced overall. The examination room is the third of four soft checkpoints in the chapter, and the safe’s reward is calibrated to the second of three major combat beats. Players who notice that pattern can plan their consumable use around it, and players who do not can still enjoy the puzzle as a self-contained moment. Both readings are valid, and the level supports either one.

What to do after the safe is open

Once the safe is open and the loot has been collected, the player has two practical choices. The first is to leave the room and head straight for the next encounter with a full sidearm and a fresh healing item. The second is to spend a few seconds scanning the rest of the room for additional readable objects, because the chapter uses small details to foreshadow the upcoming fight.

Three checks are worth making before leaving:

  1. Look at the framed anatomical poster on the wall. The image is a normal medical illustration, but the bottom corner includes a small code that interacts with a keypad in a later room.
  2. Open the drawer under the metal desk. The drawer is not locked, and it contains a small audio log that adds context to the chapter’s story.
  3. Check the medical bed. The pillow hides a small consumable that the player can pick up by interacting with the bed itself, not with the safe.

None of these checks are required to finish the chapter. They are all part of the same thorough-exploration reward that the safe represents, and they exist to give players who slow down a richer picture of the level’s design intent. The poster is the most useful of the three, because the code on it is the same code used on a keypad in the next major room, and players who miss it will have to backtrack to find it later.

For players who are short on time, the priority order is the poster first, the drawer second, and the bed third. The poster’s code is the only one that affects a later puzzle, the audio log is flavor, and the consumable on the bed is small enough to skip without regret. Players who are playing on a higher difficulty may want to grab the consumable first, because healing items are scarcer in those modes and the bed’s pickup is a free top-up.

Player-guide conventions worth keeping in mind

Two conventions in this guide are worth restating, because they apply to other puzzles in the same chapter and to similar puzzles in adjacent levels. First, the combination for the re9 examination room safe code is a static in-room value, not a derived value. It does not change based on difficulty, playthrough, or prior choices, and it does not depend on a code found in an earlier room. Second, the dial is a three-turn combination lock in the standard clockwise-counterclockwise-clockwise pattern. Players who learned the pattern on earlier safes can apply it here without rereading the clipboard, but the clipboard is the source of truth if the digits ever feel uncertain.

These conventions are also a reminder that player-guide material for this kind of puzzle is best written as a short, direct answer first, then a description of the room, then a troubleshooting section. The player who needs the code wants the code on the first screen. The player who is confused wants the room context. The player who is stuck wants the diagnostic table. A guide that leads with the room description and buries the combination is not serving any of them well, which is why this article keeps the digits in the second heading rather than the third or fourth.

It is also worth flagging that the clipboard note is rendered in the same font and on the same paper texture as other notes in the chapter. That is a deliberate choice, and it means players can read the digits at a glance without squinting at stylized handwriting. If the digits ever look ornate or handwritten in a flourish, the player is looking at a different note, not the clipboard for the examination room safe.

How this puzzle compares to other safes in the game

The examination room safe is one of three safes in the same chapter, and the patterns the player learns here apply to the other two with minor variations. A quick comparison is useful for players who want to plan their route through the chapter.

Safe Location Code source Reward profile
Examination room safe Side room off the main corridor, past the medical bed. Clipboard on the metal desk in the same room. Sidearm ammo, one healing item, optional key.
Storage room safe Back of the storage area on the floor above the examination room. A note pinned to the corkboard in the staff lounge two rooms away. Shotgun shells and a weapon attachment.
Office safe Inside the locked office at the end of the chapter’s final corridor. Audio log played from a terminal in the same office. A key item that progresses the chapter’s optional side objective.

The reward profile for the examination room safe is intentionally lighter than the other two, which is consistent with the room’s position as a mid-chapter soft checkpoint. Players who skip it can still finish the chapter, but they will face the next encounter with thinner resources than the level designer expected. The storage room safe is the one that rewards a longer detour, and the office safe is the one that unlocks a side objective; the examination room safe sits between those two in both value and effort.

Players who want to plan the chapter as a single route can use the three safes as waypoints. Start with the storage room safe on the way in, pick up the examination room safe as a mid-chapter top-up, and finish at the office safe before the chapter’s final scripted sequence. That ordering matches the level’s intended pacing, and it also matches the order in which the dial pattern is taught to the player.

Frequently asked questions

What is the re9 examination room safe code?

The re9 examination room safe code is 3-1-7, read directly from the clipboard on the metal desk in the same room. The dial is a three-turn combination lock, and the standard clockwise-counterclockwise-clockwise pattern applies: clear the dial clockwise, stop on 3, rotate counterclockwise to 1, then clockwise to 7 before pulling the handle.

Where is the clipboard that has the code?

The clipboard is on the metal desk directly across from the safe, under the overhead lamp. The digits are written on the top page in the same left-to-right order they need to be entered on the dial. The note is a static readable object, so the digits are the same on every playthrough.

Does the code change between difficulty settings?

No. The combination for the examination room safe is a fixed in-room value. It does not change with difficulty, with the player’s prior choices, or with the order in which the player explores the level. If the digits on the clipboard look different, the player is looking at a different readable note in a different room.

What happens if I enter the wrong combination?

Nothing dramatic. The handle will not turn, the safe will not open, and there is no penalty or jam state. The fastest fix is to spin the dial clockwise for at least three full rotations to clear it, then re-enter the sequence from the first digit. The safe resets silently between attempts.

What is inside the safe?

The safe contains a stack of sidearm ammunition, one healing item, and a small key or token that interacts with a locked drawer elsewhere in the chapter. The exact healing item depends on the player’s current inventory, but the sidearm ammo is always present.

Is the examination room safe required to finish the chapter?

No. The safe is an optional reward for thorough exploration. Players who skip it can still progress through the chapter, but they will reach the next combat encounter with thinner resources than the level designer expected. The healing item and sidearm ammo are tuned for the fight immediately after the room.

Why does the room use a combination dial instead of a keypad?

The dial is doing three jobs at once. It signals that the puzzle is a sequence rather than a single number, it slows the player down at a moment when the level’s pacing needs a breath, and it reuses a familiar input device from earlier safes in the chapter. A keypad would have read as a different kind of puzzle, and a codex-style entry would have skipped the moment of standing still in the room.

Are there other safes like this one in the same chapter?

Yes. The examination room is one of three safes in the chapter. The storage room safe on the floor above uses a note from the staff lounge, and the office safe at the end of the chapter uses an audio log. The dial pattern is consistent across all three, and the rewards escalate in value as the chapter progresses.

What is the fastest way to diagnose a stuck safe?

Back away from the safe, re-read the clipboard, and confirm the digits are 3, 1, and 7 in that order. Then clear the dial with three full clockwise rotations, rotate clockwise to 3, counterclockwise to 1, and clockwise to 7. If the handle still does not turn, the issue is almost always a single-digit offset on one of the steps, not a different code.

Does opening the safe affect any story outcomes?

Opening the safe does not change the chapter’s main story beats. It does, however, unlock an optional side objective later in the chapter, because the small key or token inside the safe interacts with a locked drawer that contains a piece of optional lore. Skipping the safe is a valid choice; players who skip it simply lose access to that side content.


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