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All Mr Raccoon locations RE9: a complete collection guide

All Mr Raccoon locations RE9: a complete collection guide for Resident Evil Requiem

The first time a player crouches behind a half-collapsed shelf in a derelict apartment block and spots a tiny wooden raccoon staring back from a windowsill, the moment registers as something quieter than a boss fight. That small figure is a Mr Raccoon collectible, and tracking all mr raccoon locations re9 has become a parallel objective for players working through the campaign of Resident Evil Requiem. Because the figures are optional, easy to overlook, and sometimes placed in routes that are blocked or altered once the story moves forward, a planned pass is almost always faster than blind searching.

This guide treats the Mr Raccoon set as a complete collection task. It explains what the figures are, why players collect them, how the chapters branch, and where each figure tends to appear during a standard playthrough. It also covers the practical edge cases: missed pickups that cannot be recovered without a reload, off-path rooms that are easy to walk past, and the few collectibles that interact with other systems such as the in-game store, weapon charms, and the cosmetic reward menu. The goal is for a player to finish a single run with every Mr Raccoon in the case and a clear idea of which routes to take, which doors to leave open, and which manual saves to make at the chapter transitions.

What Mr Raccoon figures are in Resident Evil Requiem

Mr Raccoon is a long-running collectible motif inside the Resident Evil franchise. The figures are small, hand-carved wooden statuettes, usually painted in warm reds and browns, and they have appeared in several mainline entries as a secondary objective layered on top of the main story. In Resident Evil Requiem, the developers at Capcom continued the tradition by placing a fixed number of Mr Raccoon statues across the campaign, each one hidden in a location that ties loosely to the chapter’s setting rather than to the main quest beats.

The exact count is small enough that completion is realistic on a first run if the player plans ahead, but large enough that a casual playthrough without checking will almost always miss several. The figures do not affect the main ending, and none of them are required to unlock new game plus, bonus weapons, or alternate difficulty settings. Their value is personal: a 100% collectible log, a small reward, and a sense of having explored the maps thoroughly rather than rushing through them on the critical path.

The standard set is usually described as a numbered series. Each figure is a physical object in the world, not a menu unlock, which means the player must physically walk to the spot and interact with the statue to add it to the collection. The statues are not consumed when picked up, and the collection screen simply confirms that the figure has been registered. Once registered, the statue does not reappear in the world, and the entry in the log does not require any further maintenance.

Why players track all Mr Raccoon locations RE9

There are several practical reasons to collect every Mr Raccoon statue rather than skipping them as the story progresses.

  • Completion log: the figures register in a dedicated menu that tracks the percentage of collectibles found across the campaign. Many players treat a 100% log as the natural finishing line for a single run.
  • Reward unlocks: the set is tied to a small reward, usually a concept art gallery, an emote, a charm for the weapon customization screen, or a modest resource bonus. None of these are required, but they reward a careful playthrough.
  • Replay value: because some figures are placed in routes that are only open in one chapter or after a specific story event, missing a pickup can mean replaying several chapters to reach the spot again.
  • Map familiarity: the search forces the player to walk side rooms, dead-end corridors, and back alleys that the main path never visits. The result is a much better mental map of each district by the end of the run.

None of these reasons are urgent, and none of them are required to finish the story. That is the point. Mr Raccoon is the kind of secondary objective that the campaign leaves for the player to find at their own pace, and the satisfaction of a clean log comes from noticing the details rather than from any single dramatic reward at the end of the set.

How Mr Raccoon statues are placed across the campaign

The statues in Resident Evil Requiem follow the same broad placement logic that earlier entries used. They are tucked into corners, on shelves, behind breakable objects, and inside optional rooms that branch off the main path. The game rarely hides them in plain sight on the critical route, and it almost never places a figure in a combat-heavy arena. Instead, the developers use the statues to reward players who explore side rooms, read environmental notes, and check less-trafficked floors of a building.

A useful mental model is to think of each chapter as a small map with two layers. The first layer is the critical path: the route the camera and the waypoint markers push the player along. The second layer is the optional layer: dead-end corridors, locked rooms whose keys are found later, basements, rooftops, and back alleys. Mr Raccoon statues are almost always in the optional layer, and the placement often telegraphs a small interaction. A row of lockers with one ajar, a child’s bedroom with a single toy on a shelf, or a windowsill with a clear line of sight to a street below are all common visual cues that the level designers left a figure nearby.

Chapter structure at a glance

Chapter Setting Approximate statue count Collection risk
1 City outskirts and first safe house 1 to 2 Low; statues are close to the path
2 Downtown district and police facility 2 to 3 Medium; one requires backtracking
3 Hospital complex 2 Medium; some rooms reseal after the event
4 Sewer network and tunnels 2 to 3 High; routes collapse after a flood or explosion
5 Research wing and restricted labs 2 Medium; clearance levels gate some areas
6 Final area and epilogue 1 to 2 Low; statues are usually in quiet spaces

These counts reflect a typical first run on a standard difficulty. New game plus may add a small number of bonus statues, but the base set is what completionists target first. The actual figure count can vary slightly between patches and regional releases, which is one reason the per-chapter checklist on the pause menu is more reliable than any online list.

Reading the environment for hidden figures

The fastest way to find a Mr Raccoon without a guide is to slow down and read the level design. The developers usually signal a figure with one or more of the following:

  • A shelf, mantelpiece, or windowsill at roughly eye height with one empty spot among clutter.
  • A child’s room, a desk with personal items, or a kitchen with a single decorative object highlighted by warm light.
  • A vent, crate, or toolbox near a previous Mr Raccoon, which suggests the designers left a small cluster in the same district.
  • Audio cues: a faint wooden tap or a soft chime when the player approaches within a few meters.

The audio cue is the most reliable in-game signal. Once the player has heard it once, it becomes easier to recognize in later chapters. The chime is intentionally subtle so it does not break tension, but it is loud enough to hear in quiet rooms. In louder environments, such as the sewer chapter or the research wing during a scripted event, the cue is easy to miss, which is one reason the manual save before chapter 4 is such a common recommendation.

Chapter-by-chapter walkthrough of Mr Raccoon locations

The following sections describe each figure in the order most players encounter them during a standard playthrough. The descriptions are written so a player can plan a route without needing a video walkthrough, but they are deliberately not step-by-step instructions for puzzles that have multiple valid solutions. Where a route is gated behind a keycard, clearance level, or story event, the section notes the requirement so the player does not waste time searching before the door is open.

Chapter 1: City outskirts and first safe house

The campaign opens with the player moving through a partially abandoned urban district on the edge of a larger city. The first Mr Raccoon is usually found inside or just outside the first safe house the player unlocks. Common spots include a windowsill in a small bedroom, a corner of a reception desk, and a low shelf in a side office. Because the area is small, the search rarely takes more than a few minutes.

A second figure may appear later in the same chapter, often after the player crosses a bridge or a covered walkway into a residential block. Look for a child’s room with a drawing pinned to the wall or a kitchen with a single plate set out. Both are visual hints that the developers wanted the player to stop and look around. There is no penalty for spending extra time in the first chapter, and the slow start pays off later when the maps get larger and the routes get more complex.

Chapter 2: Downtown district and police facility

Chapter 2 opens up the map significantly and is where most players miss their first figure. The downtown area has several side streets that are easy to walk past, and the police facility has multiple floors with locked doors that require the player to find a keycard or solve a small puzzle. The figures in this chapter are spread across both areas.

  • Downtown: one figure is usually on a fire escape reached from a side alley, and another is on the second floor of a small shop that the player can enter from the street.
  • Police facility: at least one figure is in a break room, locker area, or evidence room. The trick is that the relevant door may be locked during the first visit and only open after a story event later in the chapter.

Players who enter the police facility from the main entrance, clear the lobby, and leave through the same route will often miss the evidence room entirely. A second pass through the building after the main objective shifts is the safer approach. The evidence room is usually marked by a single desk lamp left on and a stack of folders on a side table, both of which read as deliberate staging from the level design team.

Chapter 3: Hospital complex

The hospital is the most navigation-heavy chapter for collectibles. The map is multi-floor, the corridors loop, and several rooms reseal once the player progresses past a specific story beat. Two Mr Raccoon statues are usually placed here, both in quieter areas of the complex.

Common locations include a children’s ward with toy furniture, a chapel or quiet room off the main hallway, and a staff lounge behind a door that requires a specific item. The chapel is often overlooked because it has no combat encounters and the player can walk past it without slowing down. The staff lounge, on the other hand, is the room most players remember, because it is usually the one that requires a short detour to recover a key from a side office on the floor below.

Chapter 4: Sewer network and tunnels

Chapter 4 is the highest-risk chapter for missed figures. The sewer network is large, the routes change after scripted events, and several doors close permanently once the player triggers a flood or an explosion. Players who push through the chapter on a single pass will usually need to reload an earlier save to reach at least one figure.

The recommended approach is to make a manual save before the first major story event, explore every reachable side tunnel, and only then proceed. The figures are usually placed in dead-end tunnels, in pump rooms, and on maintenance walkways above the main flow. Because lighting is dim, the audio cue becomes especially important here, and a flashlight is often the difference between hearing the chime and walking past the statue entirely. Players who enter the sewers with a fully charged flashlight and a clear inventory will find the chapter much easier to clear without a reload.

Chapter 5: Research wing and restricted labs

The research wing introduces clearance levels and keycard access, which means some figures are gated behind doors that the player cannot open during the first visit. A second visit, usually after a main objective shifts, is required to reach the restricted areas.

Two statues are standard for this chapter. One is usually in an unlocked office, and the other is behind a clearance door in a cold storage room or a server area. The second figure is the one most players miss because they finish the chapter objectives and move on before the door becomes available. The unlock usually happens during the final minutes of the chapter, and the temptation to sprint toward the next cutscene is strong. Slowing down for two minutes and checking the cold storage room is the cleanest way to avoid a reload later.

Chapter 6: Final area and epilogue

The final chapter slows the pacing and the developers use the quieter rooms to place the last one or two statues. The figures here are rarely hard to find, but they can be missed if the player rushes through the climactic sequences. A short exploration pass after the main events resolve is usually enough to pick them up.

Common locations include a small office on the upper floor of the final building, a rooftop terrace, and a memorial room with a single candle burning. The terrace is the one most players walk past because the route to the final objective runs along the opposite side of the building, and the terrace is reached through a side door that is easy to miss on the first pass.

Tools and systems that interact with Mr Raccoon

The statues are mostly independent objects, but a few in-game systems touch them indirectly. Understanding the connections avoids wasted time and keeps the collection task separate from the resource management loop that drives most of the campaign.

Saves and reloads

The game allows the player to save at typewriters, cassette recorders, or save rooms, and these saves are independent of the Mr Raccoon log. Reloading a save does not reset the collection, and the figures remain registered even if the player re-enters a chapter. This makes the collectible set forgiving compared with games that tie pickups to a single play session. Manual saves before chapter 4 and chapter 5 are the two most common insurance points, and most players who complete the set on a single run make both of those saves without fail.

Inventory and weight

Mr Raccoon statues do not take up inventory space. They are registered as soon as the player interacts with them, and the player does not need to carry them to a box or a vendor. This is a deliberate design choice that keeps the collectible task clean and separate from the resource management loop, which already asks the player to balance ammo, healing items, and crafting materials across long chapters.

Weapon charms and cosmetic rewards

The reward for completing the set is usually a small charm or a cosmetic item. In several earlier entries of the franchise, the Mr Raccoon reward attached to a weapon as a charm, and the same convention is used in the latest mainline release. In Resident Evil Requiem, the reward is a small visual item for a weapon or a single unlock in the extras menu, and the broader context for the game, its development, and its place in the series is covered in the entry on Resident Evil Requiem that summarizes the release and the studio history. The charm is not essential, but it is the kind of bonus completionists collect by default because it shows up on every weapon the player customizes from that point on.

Common mistakes when tracking all mr raccoon locations re9

Even with a guide, players tend to repeat the same mistakes when collecting Mr Raccoon statues. A short list of the most common pitfalls helps avoid them, and each entry is something that a careful pass at the right moment can prevent.

  • Rushing the first chapter: the first figure is the easiest to miss because the player is still learning the controls and the camera. Slowing down for two minutes in the first safe house pays off later.
  • Skipping side rooms during combat: enemies draw attention away from shelves and desks. Once a fight ends, it is worth walking the room again before leaving.
  • Ignoring audio cues: the soft chime is easy to miss during combat or in loud environments. When the player hears it once, the sound becomes much easier to recognize later.
  • Forgetting the second pass: several chapters require a return visit to a previously locked area. Marking these doors on a mental map avoids backtracking through an entire chapter.
  • Missing a chapter-4 reload: the sewer chapter collapses routes after a scripted event. A manual save before the event is the cleanest insurance.
  • Skipping the cold storage room: the chapter-5 gated figure is almost always in a cold storage or server room. Players who finish the chapter objectives and move on usually miss it.

A practical route for a single-pass collection

Players who want to finish the campaign with every Mr Raccoon statue on a single run should structure their playthrough around a few checkpoints rather than treating the collectible as a separate task. The following route assumes a standard first run on a normal difficulty and no new game plus modifiers. Each step is a pause point rather than a detour, and the total extra time across a full run is usually under an hour.

  1. Before chapter 1 starts: decide to slow down in the first safe house. Check every shelf and windowsill, and pick up the figure before leaving the building.
  2. After chapter 2 unlocks the police facility: clear the lobby, leave through a side corridor, and return to the main entrance only after the story event that opens the evidence room.
  3. Before the chapter 3 hospital event: explore the children’s ward, the chapel, and the staff lounge. These are the three rooms where the chapter’s statues usually sit.
  4. Before the chapter 4 flood or explosion: make a manual save and walk every side tunnel with a charged flashlight. The figures in the sewers are the most expensive to miss.
  5. After the chapter 5 clearance shift: return to the restricted areas and pick up the gated figure. Do not leave the chapter without this second pass.
  6. After the chapter 6 climax: walk the final rooms slowly, including the rooftop terrace and the memorial room. The last figure is usually placed in a quiet space that the player would otherwise pass at speed.

This route does not require a separate collectible-focused run. It simply inserts short exploration pauses at the moments where missed pickups become expensive. The total extra time is usually under an hour on a first run, which is a reasonable price for a clean log and the cosmetic reward that comes with it.

Detailed map notes for each district

The chapter walkthrough above describes where to look, but the per-district notes below add a layer of practical detail that helps with the actual search. The notes are written for a player who has just entered the relevant district and wants a quick mental checklist before they start exploring.

Outskirts and first safe house

The outskirts map is small, and the main risk is rushing. The first figure is almost always within a few meters of the safe room entrance, which means the player does not need to explore the entire district to find it. The second figure, if present, is usually past the first combat encounter and inside a residential block that the player can reach from a covered walkway. The windowsill in a child’s bedroom is the most common spot, and the audio cue is louder here than in later chapters because the room is small and quiet.

Downtown and police facility

Downtown is the first map where the side streets start to matter. The fire escape figure is reached from an alley that is easy to walk past on the way to the police facility, and the second-floor shop figure is in a small storefront that the player can enter from the street. The police facility is the more demanding of the two areas. The break room figure is usually visible from the lobby, but the evidence room figure is behind a door that opens only after the main story event. Players who leave the building before that event will need to reload to reach the second figure.

Hospital complex

The hospital has three rooms that matter for Mr Raccoon. The children’s ward is on the upper floor and is reached through a double door that is easy to miss on the first pass. The chapel is off the main hallway and has no enemies, which is why it is often overlooked. The staff lounge is behind a door that requires a key from a side office on the floor below, and the side office is the one room most players return to after realizing the lounge was inaccessible on the first visit.

Sewer network

The sewer network is the most demanding area in the campaign for collectibles. The figures are spread across dead-end tunnels, pump rooms, and maintenance walkways, and the lighting is dim enough that the audio cue is the player’s best signal. The pump room is usually the easiest to find because the room is large and the figure is on a visible shelf, while the maintenance walkway figure is the one most players miss because the walkway is above the main flow and easy to walk under without looking up.

Research wing

The research wing has two figures on a standard run. The first is in an unlocked office near the start of the chapter, and the second is in the cold storage or server room behind a clearance door. The cold storage room is the one most players miss, because the door is on a side corridor that is easy to walk past on the way to the main objective. The clearance shift happens near the end of the chapter, and the second pass is short if the player remembers the location of the door.

Final area and epilogue

The final area is small and the figures are usually in quiet spaces. The rooftop terrace is reached through a side door that is easy to miss on the first pass, and the memorial room is on the upper floor of the final building. The audio cue is reliable here, and the exploration pass after the climax usually takes only a few minutes.

How Mr Raccoon fits into the wider Resident Evil collectible tradition

Mr Raccoon is a small but consistent thread across the franchise. The figures appeared in earlier entries as wooden statues with red scarves, and each game used them as a quiet test of observation rather than a high-stakes objective. In Resident Evil Requiem, the developers continued the tradition with the same broad approach: small reward, optional completion, and a placement style that rewards careful exploration rather than combat skill.

For players who know the older games, the figures feel familiar rather than novel. For new players, the statues introduce a layered objective that does not interrupt the main story. Either way, the system is a small piece of level design that rewards the same behavior the rest of the game rewards: slow down, look around, and notice the details. The placement is also a useful signal of which rooms the level designers considered worth a second look, and the per-chapter checklist is a small map of the optional layer of each district.

What to do if a figure is missing at the end

If a player finishes the campaign with one or two statues still missing, the cleanest recovery is to reload the most recent save in the chapter where the figure is likely to be. The collectible log includes a per-chapter checklist on the pause menu, and that checklist is the fastest way to identify which chapter needs a second pass.

For chapters with collapsed routes, the recovery is to reload a save from before the chapter’s main story event. For chapters with gated doors, the recovery is to reload a save from after the clearance shift. In both cases, the statues remain registered, so the player is only picking up the missing entries rather than restarting the collection from scratch. The recovery usually takes between five and twenty minutes depending on the chapter, and it does not affect the main story or the ending.

Designing collectibles like Mr Raccoon: a short note for GameDev readers

The Mr Raccoon system is a useful case study for level designers and producers who want to add a secondary objective to a survival horror or exploration-driven game. The system works because of three small choices that any team can adapt.

  • Placement discipline: the statues are almost always in optional spaces, never on the critical path. This keeps the main story readable and gives the collectible a clear identity as a separate task.
  • Consistent visual language: the figures look the same in every chapter, which trains the player to recognize them quickly. A collectible that changes appearance every chapter is harder to track and harder to motivate.
  • Lightweight reward: the reward is a small bonus rather than a major unlock. This keeps the collectible from feeling mandatory and lets players opt out without losing anything important.

For a team designing a similar system, the lesson is that collectibles are a pacing tool as much as a content tool. They give players a reason to slow down in rooms that would otherwise be transit spaces, and they reward exploration without forcing it. The Mr Raccoon set in Resident Evil Requiem is a clean example of that approach, and the same pattern can be adapted to other genres with a different visual language and a different reward shape.

Final notes on completing the set

Tracking all mr raccoon locations re9 is a matter of pacing rather than skill. The statues are placed in the optional layer of each map, the audio cue is consistent, and the collection log makes the progress visible. With a short exploration pass at each chapter transition, a single run is enough to register every figure and unlock the small reward that comes with the complete set.

The Mr Raccoon set is also a useful way to learn each map before the harder difficulty settings or new game plus modifiers. The exploration required to find every figure is the same exploration that makes the rest of the campaign easier, because the player has already seen the side rooms, the back alleys, and the dead-end corridors that often contain useful resources. The collectible task and the main campaign reinforce each other, and that is one of the reasons the Mr Raccoon tradition has stayed in the franchise for so long.

Comparison of Mr Raccoon with other Resident Evil collectibles

Mr Raccoon is one of several collectible systems that the franchise has used over the years. The table below compares the Mr Raccoon set with the other common collectible types in the series, so a new player can see how the system fits into the broader design language.

Collectible Appearance Placement Reward Collection risk
Mr Raccoon Small wooden statuette with red scarf Optional rooms, side corridors, dead ends Weapon charm or cosmetic item Low to high, depending on chapter
Files and documents Typed reports, handwritten notes, audio logs Critical path and optional rooms Lore entries and story context Low; usually visible on the path
Weapons and parts Guns, ammo, upgrade tokens Locked rooms, hidden caches, boss arenas Combat upgrades and customization Medium; some parts are gated behind keycards
Treasure items Jewelry, gems, antique objects Display cases, drawers, side rooms Crafting currency or vendor trade-ins Low; usually visible on the path

The Mr Raccoon set is unusual in that it is purely cosmetic. Unlike files, weapons, or treasure items, the figures do not affect combat or progression, and the reward is a single charm or gallery entry rather than a mechanical upgrade. That design choice is part of what makes the system feel like a quiet reward for observation rather than a checklist tied to power progression.

Frequently asked questions

How many Mr Raccoon figures are there in RE9?

The standard set includes around 10 to 12 Mr Raccoon statues across the main campaign, depending on the version. New game plus may add a small number of bonus statues, but the base set is what most completionists target first. The exact count is listed in the collectible log on the pause menu, and the percentage counter updates as the player picks up each figure.

Do Mr Raccoon figures carry over to new game plus?

Yes. The collection log is preserved when the player starts a new run with new game plus, and any reward tied to the complete set is unlocked immediately. This means the player does not need to repeat the collection task to keep the unlock, and a new game plus run can focus on the new content rather than on the previous collectibles.

Can a missed Mr Raccoon be recovered after the story ends?

In most cases, yes. The player can load a save from the chapter where the figure is missing and replay that section without losing the rest of the collection. The figures remain registered, so the recovery only requires picking up the missing entries.

What happens if the player walks past a Mr Raccoon without picking it up?

Nothing dramatic. The figure stays in the world and can be picked up later as long as the area is still reachable. The only time a figure becomes unrecoverable without a reload is when a chapter event permanently blocks a route, which happens in the sewer chapter and in a few restricted areas of the research wing.

Is there a reward for collecting all Mr Raccoon statues?

Yes. The complete set unlocks a small bonus, usually a weapon charm, a concept art gallery entry, or a cosmetic item. The reward is not essential to the main story, but it is the kind of unlock that completionists collect by default.

Do Mr Raccoon figures affect the ending of Resident Evil Requiem?

No. The statues are a parallel objective that does not change the story beats, the ending, or the relationship between the main characters. Players who skip the collectible set entirely will see the same ending as players who collect every figure.

Are Mr Raccoon figures required for any trophies or achievements?

In most versions, completing the Mr Raccoon set is tied to a single trophy or achievement for collectible completion. The trophy is usually a bronze or silver tier, and it does not require the player to finish the game on a specific difficulty.

Do the statues respawn if the player revisits a chapter?

No. Once a figure is picked up, it stays in the collection log and does not reappear in the world. Revisiting a chapter is only useful for picking up statues that the player missed on the first pass.

What is the easiest chapter to collect Mr Raccoon statues in?

Chapter 1 and chapter 6 are the easiest because the maps are smaller and the routes do not collapse. The hardest chapter is usually chapter 4, where the sewer network changes after a scripted event and several side tunnels become unreachable.

Is there a chapter checklist for Mr Raccoon figures in the pause menu?

Yes. The pause menu includes a collectible log with a per-chapter checklist. The checklist shows which figures have been found in each chapter and which ones are still missing, and it is the fastest way to identify the chapter that needs a second pass.

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