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Codes for safes in Dishonored: Death of the Outsider. All the secret codes for the safes in Dishonored Where to find the code for the safe in dishonored

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It’s not without reason that the Dishonored series is compared to the well-known Thief. Both heroes have excellent skills in moving secretly, silently killing or distracting opponents, and also delicately carry everything that is out of place into their pockets. And although the killer Corvo is far from the title of master thief, he can open a safe on occasion. There are nine of them in total in the game world + one door, and with the help of our small guide you can easily gain access to each one.

Safe No. 1: in the starting location

Located in the starting location. The hero finds it almost immediately, as soon as he gets his equipment. From a note nearby, it becomes clear that the solution lies in the bottles of Whiskey, or more precisely, right behind them. Behind the shelf where the empty bottles are, there will be an inscription drawn in chalk - 451 .


Safe No. 2.

The player will meet during the mission “High Overseer”. Having sneaked into the house where Dr. Galvani works (stationed on a wide alley), we are looking for a spacious room with a long table. To solve the code you will have to go up to the third floor - the combination will be drawn in chalk among the drawings ( 287 ).


Doors to the Overseers' headquarters. The building, which is also the residence of High Overseer Campbell, contains a door with a combination lock on one of the lower floors. Solving it is already more difficult than the previous ones - you will have to go from the main hall to the kennels and analyze the note, which says something about lying tongues, wandering glances and an absent-minded mind. We return back to the main room, read the book near the entrance and combine the information received with the numbers - you get 217.


Safe No. 3.

Don’t rush to leave the Overseers’ headquarters; it’s better to go to the backyard and find the barracks where the guards hang out (it’s located where the workshop is, but on the other side). Solving the code is a whole mini-quest in which you will first have to go to Holger Square, get to the nearest alley and on the spot help the caretaker’s sister fight off religious fanatics who considered her a witch. Brother and sister will be happy to help with the code afterwards. An alternative option for the most attentive is that there is a piece of paper with the code right next to the safe. Look at the floor near the beds, you will see numbers 203 .


Safe No. 4

The starting point in the search for the fourth safe is the task “House of Delights,” namely, the artist’s apartment. The code will be given to you after you complete the Slackjov side mission. In the “Golden Cat” there is a secluded room and an electric chair, which will have to be tested on the merchant. After some time, he will happily share the information; all that remains is to find the safe on the third floor. What is noteworthy is that it is not a fixed code value that is used, but one of five random ones - 679 , 656 , 138 , 879 or 696 .


Safe No. 5

Going through the next plot segment “Court Doctor”, we go to Pratchett’s house. We carefully examine each of the three floors of the apartment for the presence of paintings and numbers on them. City streets are a four, a whaling is a three, and a whaling ship is a seven. The location of the safe and the sequence in which you need to place the resulting numbers is the third floor. Combination – 473 .


Safe No. 6

Don't rush to complete the task, there is another secret, located in a collapsed building a short distance from the prisoners and the end of the level. For a clue, go north, focusing on Sokolov's house. Having noticed the light wall, find a way to free the people imprisoned behind it in order to obtain valuable information about the code from them - 294 .


Safe No. 7

It’s hard not to notice him while completing the “Return to the Tower” mission. It is located in the spacious white room of the Lord Regent's apartments, directly to the right of the entrance. To get a hint, turn to face the main stairs and, going up it, turn right twice. The goal is to end up at the radio station, where Corvo will have a conversation with the messenger of Dunwall. You shouldn't kill him if you want to get the number from the safe - 935 .


Safe No. 8

It is located in a flooded area, or more precisely, close to the place where the Central Radshore begins. The clue is in a dilapidated house (walk around the third floor, looking for a balcony and toxic plants). Combination – 428 .


Safe No. 9

Also located on the mission “Flooded Quarter” - where the old Dunwall catacombs are. There are much more conditions than in previous cases. For example, you may well lose access to the safe if you do not take care of completing the additional quests “Old Rags” and “Slackjaws” in advance. The path to the clue is the nearest stone staircase, at the top of which lies a message about the months of wind, seeds and ice. This makes little sense, but if you use a decoder book, the data can easily be turned into a number sequence ( 528 ).


These were all the combinations from the safes in Dishonored. Finding them based on screenshots and descriptions is as easy as shelling pears, but if you suddenly have difficulties recognizing storage locations, you can ask in the comments.

PlayingDishonored, you will constantly find yourself in locations where there are safes. They often contain something useful, such as quest items or weapons. But to open them, you need to know the password.

Finding it is not very difficult, but if you go through the location inattentively, you can miss the hint. Usually it is located not far from the safe itself. The combination consists of 3 digits, so if the player does not know the code, it will not be difficult to guess. However, you can do it even simpler and just find out where the hint or the password itself is in our article.

Safes in the game

There are ten safes in total in the game. Like the previous part, all safes are closely related to missions. While completing tasks, they can be hacked or simply opened if there is a code. There are no safes in the missions “Lady Boyle's Last Reception”, “Loyalists” and “Guiding Beacon”, so you don’t even have to look for them.

Safe in the mission "Innocently Convicted"

Number of safes: 1

Location: Dunwall catacombs

Safe code: 451

The first mission has very little valuable loot, so you can focus on finding the safe. You will not find any runes, amulets, or paintings by Sokolov in the catacombs - there are only rats, empty bottles and other rubbish. The loyalists left equipment at the location that can be found if you look around carefully. Near the next checkpoint there is a grate, behind which there is a safe. Unlike other safes, this one will just lie on the floor. The combination is nearby, on a shelf with bottles. It is enough to clear the shelf so that you can see the combination written in chalk.


Number of safes: 3

Safe No. 1

Location: Dr. Galvani's office

Safe code: 287

To get to the safe we ​​need to go to Clevering Boulevard. Having reached the first wall, we look for the good doctor’s office. On the second floor, in a room with folding doors, there is a safe. The combination is located on the third floor in Dr. Galvani's office. As with the previous safe, the combination is written in chalk on a board with drawings and various tabs. The player will find gold in the safe.


Safe No. 2

Location: Kennels of the High Overseer

Safe code: 217

We take the same road as in the case of Campbell's hiding place. We go through the main hall on the first floor and, having reached the partition, turn left. The road leads straight to the kennels. If you look carefully, near the building we will find a note with a code, on which three phrases will be scrawled:

  1. "Lying Tongue"
  2. “Wandering Eye”
  3. “Abstract Mind”

This is a hint where each of the deadly sins means a certain number, and all three make up our code for the safe. All sins are listed in the book. It lies right at the entrance to the main hall. We correlate the sins with numbers and enter the code, it’s not difficult. The supplies that we can get by using the code are in the cage with the dead werewolves. To get into this area, you need to go through the opening, turn left and move straight until you hit the crematorium door.


Safe No. 3

Location: High Overseer Security Barracks

Safe code: 203

This is the last safe in the mission and it is located right in the security barracks. We need to be careful, because rangers with wolfhounds are constantly walking around, which pose a very great danger to us. In order not to miss the barracks, you can navigate by the door to the workshop - the entrance to these barracks is located directly opposite it. Also nearby was the rune we were looking for earlier. To find out the code, we go to the backyard, where we see that the guards’ sister was attacked by guards, accusing the girl of witchcraft. Having gotten rid of all the enemies, the brother and sister will tell our hero the code to the safe. The safe contains darts and an elixir.

There is another option for obtaining the cipher. To do this, we need to go to the dining room. There will be a letter with the changed code on the table. The note is very easy to find - there will be a pear on it.


Safes in mission: "House of Delights"

Number of safes: 1

Safe code: 879, 138, 656, 679 or 696

Location: house of an art dealer in the Wine Quarter

In the third mission there is only one safe. To get the code, we need to go straight to the Golden Cat establishment. An art dealer will be waiting for us in the room with the electric chair. After communicating with him in various ways (including a switch that helps to get the necessary information), we find out the information we need. Then we go to the merchant's house. Having risen to the third floor, we find ourselves in the safe room.

Here you can find a rune, a painting of Sokolov, and a lot of other useful loot. Slackjov also really wants to know this combination, who will promise to organize the disappearance of the Pendleton brothers for it. Here you can cheat and completely clean out the safe before handing over the code to the bandit, receiving a reward from him as well.


Safes in mission: "Royal Physician"

Number of safes: 2

Safe No. 1

Location: Pratchett's house

Safe code: 473

We go to Pratchett's house. You can get into the building in different ways, the most common one is to kill all the guards or move into one of the guards. But it will still be safer to take a detour. Then you need to take a closer look at the paintings that are on the second and third floors. Each of them will have a specific number written on it:

  • Painting with city streets – 4
  • Painting with a whaling – 3.
  • Painting with a whaling ship – 7.

The safe itself must be found on the top floor. We have the numbers, but we still need to find out their correct sequence. In general, you can pick it up randomly, trying different combinations. To speed up the process, you can read the letter that is located next to the safe. It contains the correct sequence. It will be written there: streets, ship, whaling. Having solved this problem, we go to the safe and open it. We take the gold and rune.


Safe No. 2

Location: dilapidated house

Safe code: 294

We go to Sokolov's house, but only on the northern side of the road. There we find a collapsed house and several captive people who are locked behind a wall of light. They beg you to free them, and if we fulfill their request, they will tell you the combination to the safe. It is located nearby, behind the painting, on the top floor. Using one of our abilities, we get to the safe and take gold bars from it. It's hard to get past this safe, so getting a reward is guaranteed.


Safes in mission: "Return to the Tower"

Number of safes: 1

Safe code: 935

Location: Lord Regent's chambers in the Tower

For those who complete the game without a single kill, it is imperative to find and open this safe. The combination from him is given not by the lord himself, but by a propaganda officer. He is quite easy to find, since he broadcasts to the entire Dunwall from his radio room, which is located at the very top of the tower. How to get into it?

Having climbed the main staircase, we turn right and go up to the broadcasting station. Along the way we will meet a messenger, and if we spare him and do not kill him, he will give access codes to the necessary safe, as well as other useful information regarding the contents of the cache. In his safe, the lord hides an audio recording that testifies to his evil crimes and atrocities.

It is enough to turn it on throughout the entire city, and not a trace will remain of the regent’s reputation. The lord's room is located on the third floor, not far from the two main staircases. As soon as we turn on the recording, we get the “Political Suicide” achievement. The Regent will be arrested and sent to the galleys as soon as the recording is made public.


Safes in mission: "Flooded Quarter"

Number of safes: 2

Safe No. 1

Location: flooded apartment in central Rudshore

Safe code: 428

The most difficult safe in the game. First we need to find the cipher itself. Information about him is indicated in a letter, which is located in a dilapidated house on the top floor. Location: Radshore Market. The landmarks are spitting plants, as well as the balcony on which we previously looked for one of Sokolov’s paintings. Having received a letter with a code, we go to the lair of the assassins. Not far from their lair, killers will be waiting for us, after dealing with them we will teleport to the corner of the roof of the house.

Having climbed up, we inspect the lower left sector, then jump there and open the back door. Afterwards we go down to the water and swim from the door to the left. Having sailed a decent distance, we find the treasured safe. It will contain a figurine of a whale.


Safe No. 2

Location: catacombs of the Old Port

Safe code: 528

We walk along the main road and don’t turn anywhere. On the way we will meet spitting plants. The first ones can be easily bypassed from below, and the second ones just need to be shot (those near which there is a bathtub and several dead bodies lie). There will be a stone staircase on the left. We climb up it and find a clue containing a code. The note will tell you about the month of wind, the month of seeds and the month of ice. There will be a decoder next to the note. The problem is very easy to solve, so there will be no difficulties opening the safe. A bone amulet awaits us in the cache.


List of cipher codes

Safe CodeMission nameLocation
4-5-1 Dishonored \ DishonoredSafe in the sewer, near where Corvo gets his ammunition back
2-8-7 Safe in Dr. Galvani's house
2-1-7 High Overseer Campbell \ High Overseer CampbellDoor in Taskmaster's base
2-0-3 High Overseer Campbell \ High Overseer CampbellSafe in the barracks of the Overseer's base
8-7-9
1-3-8
6-5-6
6-7-9
6-9-6
House of Pleasure \ House of PleasureSafe at the artist's residence (always a different combination)
4-7-3 Safe in Pratchett's house
2-9-4 The Royal Physician \ Court DoctorSafe behind the painting in a destroyed building, next to Sokolov's property
9-3-5 Return to the Tower \ Return to the towerLord Regent's safe, in his apartments
4-2-8 Safe underwater, at the beginning of Central Rudshore
5-2-8 Flooded District \ Flooded DistrictSafe with bone amulet

Bottom line

As mentioned earlier, there are a total of 10 safes in the game. The fifth, sixth, eighth and tenth can be considered really useful. The most useful one is the one in which we find an audio recording, since in fact this safe can be considered a plot safe. The rest can be opened at will; they do not provide any particular advantage in the game.

There are ten safes in this game that, when opened, will give you additional items such as ammo, coins, or various equipment upgrades. In principle, there are clues to the codes in the game, they are scattered throughout the location and can be found. But why run around and waste time when you can simply find out the codes from our article and open them without any problems.

Safes open according to the principle - walk up, press F, a panel with numbers appears, enter the required code using the mouse. And now I will tell you the codes and contents of the safes.

First safe. in the compartment next to the one where you received the crossbow. The clue will be located next to the safe on a chair, and the code itself will be written on the wall behind a pile of empty bottles. In the safe you will find an elixir and a jewelry case. Code – 451.

Second safe. You will find it on the second floor of the building that Old Rags will send you to. The clue will be written on the board where the whale sketches were made. The safe will contain gold bars. Code – 287.

Third safe is located downstairs under the office of that same Supreme Overseer. There will be a kennel there, and in it you will find a safe. There will also be a hint, you will find it on the bed. The safe will contain coins, a mounting tool, an elixir with balm and darts. Code – 217.

Fourth safe It will be not far from the third, in the barracks. The clue will be somewhere in the kitchen. The safe contains darts, elixir and coins. Code – 203.

Fifth safe the most difficult one, its code is constantly changing, so there are two options. You can find the merchant in the silver room and give him a good shock, after which he will tell you the code. Or you can simply go through the valid options and the safe will open on one of them. The safe will give you an invitation to dinner, a painting, a rune, a balm, healing herbs and an urn. Codes – 879, 696, 679, 656, 606, 138.

Sixth safe will be in Pratchett's house on the third floor. The hint is in the note on the table, and the code itself will be in the paintings from the first to the third floor. The safe will give you gold bars and a rune. Code – 473.

Seventh hidden behind the picture. The painting is on the third floor of a destroyed house, which is located in the Northern part of the bridge. You can find out the code from it if you save the woman from the guards. There are coins in the safe. Code – 294.

Eighth the safe will be in the chest in the lord's bedroom. You can find out about the clue from the lieutenant at the broadcasting station. In the safe you will find the emperors' case, incriminating evidence on the lord and Daud's note. Code – 935.

Ninth the safe will be in the flooded basement of the house, which is located on the road to Daud's lair. Clue unknown. Contents: whale figurine. Code – 428.

And finally tenth safe is located in the river crunch room, in the catacombs on the way to Staraya Vetosha. The clue can be found in the book “Thirteen Months” and in the note “Jelly’s New Task”. The safe contains a gold bar and a bone amulet. Code – 528.

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October 10, 2017 17:53

As Billie Lurk in Dishonored: Death of the Outsider, you'll occasionally come across other characters' safes, which may contain valuables such as amulets or coins. In this article, we will tell you where the safes are located, where to look for the code for the safes, and what you can find in them.

Mission 1 "The Last Stand"

Safe in Bookmaker's apartment

During the first mission, “The Last Stand,” you will encounter only one safe. He is in the bookmaker's apartment. You can get into it in several ways. The first is to climb through the windows. When you arrive in the Northern Campo Seta area at the carriage station and reach the stairs leading down, the office windows will be at your eye level. Climb through the pipes on the left onto the balcony, and then through the open window and the safe will be in front of you.

The second way is to enter the bookmaker's apartment from the main door. It is located in the house opposite the Albarka bathhouse, and the key to it lies in a bucket standing on the bottom shelf of the rack near the entrance to the apartment. This is written in a note hanging on the belt of the bookmaker, whom you will find in the Albarka bathhouse. The same note indicates where to look for the code to the safe. To open the safe, look at the bookshelf above the bookmaker's table and count the books. This is the combination for the safe. Inside you will find a decent amount of coins and Sokolov's elixir, which restores health.

Mission 2 "Following the Ink Trail"

Shan Yun's Safe

Shan Yun's house, where you need to go on assignment, is located next to the Spector club. There are several ways to get inside. The first is to find out the secret knock of Shan Yun's beloved, Mrs. Eolina Rey. To do this, you will have to visit her apartment above the flower shop, which is located opposite the Red Camellia beauty salon, and read the letter lying on Eolina’s desk. The second way is to go through the passage leading from Spector's club straight to Shan Yun's house. The passage is located on the top floor of the club.

Shan Yun's safe is located on the third floor of the house in the office-library. The safe opens with a musical audiogram featuring the owner's song. You will find it in one of the display cases in the hall with Shan Yun's private collection, which is located on the second floor. The door there is not locked, but there is a security system on the floor.

The protective system can be disabled by removing the blubber tank in the dumbwaiter room next door. But here too you will need a key to the room. It can be obtained from Shan Yun's desk, which is located in his bedroom on the third floor. Or you can enter the room by taking the dumbwaiter from the first floor or descending from the third.

Having completed all these steps, feel free to take the audiogram “Undo your braids, Gloriana” from the display case and run to the audiograph, which is located not far from the safe. Play this song on it and you can take all the contents of the safe. Inside you will find: Shan Yun's key, which is necessary for the task, a bone amulet (read about where to look for the rest), as well as charges and coins.

Safe in a journalist's office

If you carefully examined Ivan Jacobi's office, you should have found a letter on the table about the journalist Christopher George. After reading it, you will activate an additional task related to the evidence against Jacobi, which you will find behind the painting in Jacobi’s office. Take what you found to the journalist, and in return he will tell you the code to his safe installed in his office. You will find coins in it.

Mission 3 "Bank Robbery"

Safes in the bank archives

On the -1st floor of the courtyard of the Michaels Loans and Deposits bank there is an archive and several safes of the bank's clients. You can open three of them, belonging to Christopher George, Dr. Galvani and Morgan Yu (a cool Easter egg for the game Prey). On the way to the safes you should beware of the sentry soldier and the electrical protection on the floor. Both the soldier and the defense can be bypassed at the top.

Christopher George safe code

The code to Christopher George's safe can be found in the note "In the event of my death." You will find it in the bank employee's office, located on the top floor near the conference room. If you entered the bank from the roof, then simply go down to the top floor and go to the end. The note lies crumpled on the floor near the trash can. My note said combination 379, but it's likely yours might be different. Unfortunately, you won't find anything valuable inside the safe.

Morgan Yu safe code

Opening this safe is necessary to complete the Rags to Riches and Rags Again job, as you need to steal the gem from it. The code for the safe is encrypted in the task for the contract itself. The combination of numbers matches the number of coins the owner had when he arrived in Karnaca. My number is 315, but perhaps it changes for each player. If you have the same, then write about it in the comments to this article. You will receive 500 coins for the contents of the safe, as you complete the contract.

Code to Dr. Galvani's safe

On the ground floor of the bank's courtyard, where the guard walks around and there is a light wall, there is a work area for bank employees with numerous tables. In this area there is a separate office located directly behind the storage shaft, in which on the table you will find a note "Announcement to Employees about Dr. Galvani." This note will contain a key clue to the digital combination from Galvani's safe - this is the most important date in his life. You can find out what this date is from the book “Memoirs of Doctor Galvani,” which quite often comes across in Upper Kyria. It indicates the date - the 28th of the cold month. Considering that the cold month is the 7th, the code for the safe is 287. In Dr. Galvani's safe you will find 3 gold bars, which equals 450 coins.

Safes in a bank vault

On the task “Bank Robbery” you need to rob a bank vault, for which you only need to gain access to it, and you already have the keys for the required safe, found in the previous mission. But there are still safes in the vault that can be opened. To begin with, your assignment requires you to infiltrate the storage control center and move the storage elevator to the director’s office on the third floor or to the archive on the minus first floor. Next, you need a vault key. You will find it in Dolores Michaels' hiding place, in her office. It is hidden behind a huge painting and is opened by a button located on the desk. It lies next to the amulet.

To open all the vault safes, you need to set a 15-digit code, and all safes will open at the same time. You can find the first part of the sequence of numbers in the back room on the third floor of the main part of the bank, that is, the one you came to initially, not the courtyard. The clue is written on the board. It follows from it that each subsequent number is the sum of the previous two, but do not forget that there are 6 safes, which means the sequence must be 18 digits, three of which we must skip, since the 4th safe is opened with keys. We have 9 digits for the first three safes: 0, 1, 1, 2, 3, 5, 8, 13, and continue them for the rest: 21, 34, 55, 89, 1(44) - we won’t need the last two digits . As a result, we get the following codes for the bank vault safes:

  • 1 safe: 011
  • 2 safe: 235
  • 3 safe: 813
  • 4 safe: opens with keys (skip 3 digits)
  • 5 safe: 455
  • 6 safe: 891

Now the safes are open and all their contents are yours. What will you find in them:

  • 1 safe belongs to Jindosh, who created the sentry soldiers, inside you will find a note with a voice code that allows you to subdue the sentry soldiers.
  • 2nd safe: 30 coins and a black amulet. Where to find the rest of the amulets, read here.
  • 3 safe: 150 coins
  • 5 safe: 90 coins
  • 6 safe: 60 coins.

Mission 5 "There's a Hole in the World"

Safe Malchiodi

Malchiodi's room is located in the Northern Shindeyri Mine in the residential section, which is located just before you enter the library. The room is locked, so you can get there only after you penetrate into the Abyss through the Eye of the Dead God. The first thing you will see in the Abyss will be the corpse of Malchiodi, from whom you must take the key to his room.

I like 16

Codes (combinations) for safes in Dishonored 2 allow you to open various vaults that can be found in Karnak. They contain a lot of valuable and useful things, including gold, bone amulets and runes. Try to open every safe you see, but this is much more difficult than it might seem at first glance, since the number sequences needed for this are well hidden. In this guide, we will show you all the combinations for safes in Dishonored 2, as well as the location of the vaults and their contents.

If you want to discover the codes yourself, then carefully check all the notes and notes you find, since they often contain the necessary numerical sequences.

Note: many safes have randomly generated combinations, so not all of our codes may work with vaults. So, whether you want it or not, you still have to look for combinations.

Mission 1: Long Day in Dunwall

  • Title: safe in the treasury
  • Safe location: Head to the treasury and find the storage room in it. In it you will see 2 safes. In one of them you can find a valuable prize.
  • Combination location: absent, since the safe is not closed - I don’t want to take it.
  • Code: none
  • Reward: one gold bar

  • Safe location: After exiting Dunwall Tower and performing your first guard elimination, you will see 3 guards being given orders by one of the officers. From this point, turn left and enter the building on which there is a sign that says For Rent. In one of the rooms you will find storage.
  • Combination location: lies behind the picture hanging on the wall to the right of the safe.
  • Code: 451
  • Reward: two silver bars, a pistol and two pistol cartridges.


Mission 2: Edge of The World

  • Title: safe at the Winslow Safe Company store
  • Safe Location: In the store across the street from Addermaire Station in the southwest corner of the map. You'll find a storage room on the ground floor next to the back entrance. You can enter the store from the back alley if you don't want to miss the safe.
  • Combination location: in the cash register, which is located in the same store.
  • Reward: bone amulet, gold bar, two silver bars, pistol and pistol bullets.


  • Title: safe in the office of the Viceroy Supreme Overseer
  • Safe Location: In the wardens' offices, located across the canal from the building with a large banner that says "Seized". It is located in the Vice Warden's office. The building is literally swarming with religious fanatics, so try not to catch their eye, otherwise you will simply be beaten to death.
  • Combination location: written on a piece of paper lying on a table in a dark room near a large office (located on the same floor as the storage room).
  • Code: randomly generated
  • Reward: rune, three silver bars, raw whale bone.


Mission 3: The Good Doctor

  • Title: steel safe of the guards in Vasco's office
  • Safe location: on the second floor of the Addermire Institute. After exiting the elevator, turn left. Go to the laboratory and enter Vasco's office, located on the other side of the room. There you will find a safe standing right on the table.
  • Combination Location: After talking to Hypatia, look around. You will find a man with serious wounds lying on a stretcher. Talk to him - he will tell you the combination.
  • Code: randomly generated
  • Reward: key to Vasco's laboratory, note about the antidote and Addermere potion.


  • Name: steel safe in catalog
  • Safe Location: Located in the lobby of the Addermere Institute. Go towards the sign that says consultation. Teleport to the balcony and turn left. You will find a safe in a large office.
  • Combination location: lies on the table located on the other side of the office.
  • Code: randomly generated
  • Reward: drawings of combat sleep darts, copper wire, silver ingot.


Mission 4: Mechanical Mansion

  • Title: Safe in Corrie Brockburn's office
  • Safe location: At the initial stage of the mission, you will emerge from the sewer to the surface. To your left there will be a large building with a map of the area on it. On the left side of the map there is a small alley. Follow it down until you reach two people. Behind them will be a building with the sign For Rent. Enter it and go up to the top floor. Go through the green door. In the room you will find the storage you need.
  • Combination location: opposite the safe, there is a board hanging directly on the wall, and next to it are two glasses and a bottle. You need to remove the bottle and then you will see the combination written in chalk. You will only see two numbers. The third one will have to be chosen by yourself.
  • Code: randomly generated
  • Reward: two silver ingots, Sphalerite for good luck and the book “Meeting of Regents”.


Mission 5: Royal Cabinet of Curiosities

  • Name: Winslow's safe from the former lecture hall
  • Location of the safe: if you walk across the road from the main entrance leading to the Kunstkamera, you will notice a structure with a sign Condemned Due to infestation hanging on it. There will be a boarded-up entrance next to the sign. Make your way into the building, then turn left and go to the office. In it you will find a wall safe. There will be a lot of bloodflies nearby. Kill them with fire bolts.
  • Combination Location: You need to go to your local black market dealer and purchase the combination from him. The black market is located opposite the location where Megan Foster will be waiting for you at the end of the fifth mission. You will need to help the seller deliver the Rosebarrow Prototype and then he will agree to sell the code.
  • Code: randomly generated
  • Reward: pistol, pistol ammo, five silver bars and a pouch.


Mission 7: Crack in the Universe

  • Name: steel safe from boiler room
  • Safe Location: In Aramis Stilton's mansion. You will need to have a time compass with you, which you will receive during the mission. Walking around the house with the compass turned on, you will find the right window into the past. As a result, you will be able to get into a large hall, in the central part of which a tree grows. Turn left and go to the end of the corridor. You will find yourself in a small room with a table. Climb it and be transported to the present. Go to another room and destroy all the bloodflies in it. Travel back in time again and find the safe here.
  • Combination location: When in the past, find the corpse of a wolfhound near the safe. Throw it into the furnace located on the left and burn it. Fast forward to today. You will see that the safe is on the floor, and code numbers are written next to it.
  • Code: 238
  • Reward: black amulet, silver bar, two A's and Kono star charts


Mission 8: Grand Palace

  • Title: steel safe from the apartment of the director of the Winslow Safes company
  • Safe Location: Once you reach the tall tree located in the central part of the street, you will see a large electric gate. Turn your front to the wall and your back to the tree and you will be able to notice an unremarkable building on the left. Go into it and go up the stairs. Go forward along the corridor until you come across a closed door and a hole in the wall. Use your unique abilities to sneak into the room. The safe will be inside.
  • Combination Location: When you are right in front of the safe, turn around and approach the tiny workshop. Turn your head to the right and you will notice a black and white photo of a man standing near the vault. Take a good look at it and remember the code.
  • Code: 123
  • Reward: pistol, pistol ammo, silver bar and gold bar.


  • Name: First Captain's Safe
  • Safe location: in the first captain's office. Enter the throne room from the terrace and enter the foyer with a round bench. Go to the left corridor and enter the office. The safe will be located behind the table.
  • Combination location: You will find it in the Duke's office - his room is located directly below the retinue's quarters. The code is on the table located to the left of the Duke's desk.
  • Code: randomly generated
  • Reward: rune, two silver bars and one gold bar.


Mission 9: Death to the Empress

  • Title: Dr. Galvani's safe
  • Safe location: we are talking about the same vault that you robbed in the first mission, that is, it is located in the same place - in Dr. Galvani's apartment. His apartment is located next to the palace gates, a couple of steps from the guard booth.
  • Combination location: the code remains the same, but the entrance to the apartment will now be protected by traps (if you did not open the safe in the first chapter, the doors will simply be locked with a key - destroy the lock with a pistol shot). The password is also located behind the picture hanging above the fireplace (the picture, by the way, can be taken away).
  • Code: 451
  • Reward: if you haven’t robbed Galvani before, you’ll find 3 coins in the safe, and if you did, you’ll find the owner’s diary with a funny message in it.