Dishonored - codes for safes. Codes for safes in Dishonored: Death of the Outsider Password for the safe in the Galvani office

Surely everyone noticed how Dishonored was similar in spirit to an older game called Thief. But not only the atmosphere is the same - safe hacking also migrated from there, and it’s not even worth understanding too much to catch the similarities.

In this article, we will briefly explain how many safes can be found on each level, approximately where they are located, and also reveal the codes to safes in Dishonored for those who are tired of climbing levels and looking for them.

Mission 1.

There’s only one safe and there’s not really anything in it, so you don’t have to bother, but if you decide to open it, you’ll find it in the catacombs of Dunwall. Safe code: 451.

Mission 2.

In it you will find three:

Dr. Galvani's office. Bypassing the first wall of light you can get into the building where there will be a safe on the second floor. The code can be found on the third floor - it is written in chalk on a blackboard, but if you are lazy, the combination is 287. Get gold;

Kennels. Here you will need to find a door with inscriptions above it, match the numbers in the book and then go look for the crematorium door and then look for a cage with dead dogs. To simplify your life, let's say that the combination is 217. Supplies are waiting for us here;

Security barracks. In fact, you can get the code from this vault in several ways: either by saving the caretaker’s relative from reprisals in the alley, or by going to the dining room and finding a letter on the table there. If anything, the code here is 203. We are also waiting for supplies such as darts and other amenities;

Mission 3.

There is only one storage facility here and it is located in the merchant’s house in the Wine Quarter. If you want to get the code, then go first to the Golden Cat, find the merchant in the electric chair and fry him lightly, and then go to his house on the third floor. If you don’t really want to load, then the code for the safe is 138, 679, 879 or 696.

Mission 4.

There are two repositories here:

Prachetta House. Once inside, look for numbers in the paintings on each floor and on the third near the safe a letter with the correct order. Inside you will find gold and a rune. If you don’t want to run back and forth and hide, then immediately go open it - code 473.

Ramshackle house. On the way to Sokolov's monastery, rescue the prisoners behind the wall of light in the destroyed building and they will tell you the combination. On the third floor, your goal, which can be achieved with the help of transfers, is the safe behind the painting. For those who go ahead, code 294.

Mission 6.

In the chambers of the Lord Regent you will find one safe, which is exactly for those who want to complete the game without killing anyone. To get the combination, we need to get into the radio room and then, sparing the broadcaster, ask him for the code and go to open the safe and then return and put on a recording so that the whole city can hear. In addition, you will also receive some gold. For the impatient, the combination is 935.

Mission 7.

There are two safes here:

Flooded apartment. To begin with, we are looking for a combination on the third floor in a destroyed building in the Radshore market, then go to the lair of Daud’s assassins and, having dealt with the first of them, we jump onto the corner of the roof of the house. Now we look down, direct our gaze to the lower left sector, jump down, open the door, swim through and there it is, the safe. If you just want to go straight to it, here's the code -428. Inside you will find a whale figurine.

Catacombs. To open the safe in the catacombs, we go along the main path, remove the spitting plants from the path (there will be two groups of them). Climbing the stone stairs you will find clues that you can solve with the decoder book and then open and rejoice at the bone amulet. If you don’t want to bother with hints, then combination 528

If suddenly something is unclear to you, you can watch the video to have more accurate data about the clues and location.

This concludes the list of safes in the game. Have a good game and have a good ending!

In Dishonored: Death of the Outsider, most safes containing valuable items have a combination lock. Some doors will also require you to enter the correct number to pass through. The difficulty is that some of these codes are randomized with each playthrough and will be different for each player. As in previous games in the series, clues can be found somewhere nearby. In our guide we will tell you exactly where to look.

All safe codes in Dishonored Death of the Outsider:

Before you go headlong searching for clues, we strongly recommend that you try the numbers indicated in the guide. If the code stays the same, you'll save a ton of time.

Task 1 - Last fight

  • Safe in the bookmaker's apartment- The only safe in this mission can be found in the bookmaker's apartment across the street from the Albarca Baths. You can get inside in two ways: through the window above the two guards near the docks or through the main entrance from the bathhouses, after finding the key in the bucket that is in the closet near the front door. To find a clue to the code for the safe, you will have to deal with the bookmaker himself in the baths. A note from his pocket will tell you that to get the code you should count the books above the table. And although the first thing you will notice is the numbers on the board, this is not at all what you need. Just count the number of books on the shelf. It is divided into sections, each of which will give you one number. We got 451.

Task 2 - Following the ink trail

  • Black market door- the first combination lock you come across unlocks the back entrance of the black market. To get inside, break the Report all theft floor sign, which is located to the right of the notice board. So you will see a grate through which you can crawl through with the help of foresight. Move forward until you're in the room, then stay to the right. There will be a board hanging on the wall next to the door, on which the code is written in large numbers.
  • Safe in Christopher George's office- the office is located on the left side of the courtyard of the Dolores Michaels Bank. You can get inside through the balcony on the second floor. Talk to the man inside and you will receive the additional mission Unmask Ivin Jacobi. Complete this task, return to George and he himself will give you the code to the safe.

    Safe in Shan Yun's house- you will find it during the story mission. To open the safe, you will need a special audiograph, which can be found on the second floor of the house. You need a room with an electrified floor, it's the only one there, so you can't go wrong. In order not to die the death of the brave, the floor must first be turned off. To do this, you will have to go down to the kitchen on the first floor and take the key to the room with the dumbwaiter from one of the servants. Use it to move to the second floor and remove the blubber tank that powers the floor. Take the audiograph and go open the safe.

Task 3 - Bank robbery

All safes in this mission are located directly inside the bank. The first three you will find in the basement vault Archives and Safes. There are six more in the main vault, one of which is opened with two keys as part of the main story.

  • Christopher George's Safe- you can find the code on a crumpled note on the floor next to Ruby Campos' desk on the third floor. The note is called In the event of my death. It looks like this code doesn't change. We had the numbers 379.
  • Morgan Yu's safe- in the contract From rags to riches and back to rags again, you will be asked to go to the bank vault to pick up a valuable stone. The contract description says 315 coins, which will serve as the combination to the safe. If you've played Prey, you've probably noticed a familiar reference.

    Safe Luigi Galvani- there are two separate documents that serve as the key to this riddle. A note to staff about Dr. Galvani indicates that his lock code is the most important day of his life. In Dr. Galvani's memoirs, he recounts his meeting with the infamous Anton Sokolov on the 28th day of the Month of High Cold. We didn’t really understand the part about the month, so we entered the first two digits and found the last one by searching. It turned out to be 287.

    Safes in the main vault- they have constant codes based on the Fibonacci sequence. From left to right you need to enter the following numbers: 011 - 235 - 813 - 455 - 891.

Task 5 - There is a gaping hole in the world

  • Safe Malchiodi- This safe will be marked as an optional objective near the end of the fifth mission after you find the corpse of the same name. Next to the safe you will see a wall painted with various numbers and symbols. You need those that together make up the Alien sign. We got 962.
  • general information .
  • Achievements . Questions - answers .

04. The Royal Physician

"Dog Pit"
Dishonored Walkthrough. Pub "Hound Pits"

We go to Lord Pendleton, then we get a task from Admiral Havelock. In this mission we need to capture Sokolov, the royal doctor and, part-time, artist. We approach the boatman and go on a mission to the Kaldwin Bridge.

South side of the bridge
The south end of Kaldwin Bridge

The task becomes more difficult. We need to turn off all the spotlights in the area so that the boatman, Samuel, can sail on.

We rise from the embankment to the street. We see two guards talking. We teleport forward behind the house, climb up onto the roofs, and go around all the guards along them. We enter the house to the left of the guard booth.

We go up one floor, we see a cart on rails and a connector for a container on the wall, we find warehouse door key. We go up another floor, teleport to another wall, take the container with blubber. We go downstairs with it, insert it into the connector. We jump into the cart, press the lever and ride along the rails to the next building.

We teleport to the canopy of the second floor of the building on the right, enter the open room, from there we jump from the window into the nook behind the lattice gate. We go down the stairs, climb up the chain, take the rune (1/5).

We watch the guards walking from below, select the right moment, jump off and teleport to the dark alley nearby.

There is a door ahead leading to the next location; we first go through the left door. Behind the door we go down the stairs, walk along the path under the bridge, and stun a couple of guards. By pressing the lever, we lower the small bridge, walk across it, and teleport to the second floor. Inside the room we put the mourner to sleep, take away bone amulet (1/3). We return back to the surface.



Drawbridge
Dishonored Walkthrough. Drawbridge Way

We go out to the next square, we see in front of us the aristocrat Pratchett and the guard. When they finish talking, the aristocrat will go into his house and lock the door behind him. We teleport to his house on the 2nd floor balcony, here we wait for the aristocrat and put him to sleep. We take it away Pratchett's house key, we collect useful things. We find the safe, open it using the code 473 (On the next table we find a hint. Using the hint, we look at the numbers in the paintings: the picture of the street on the first floor is 4, the picture of the icebreaker on the third floor is 7, the picture of ships on the second floor is 3), we take the rune (2/5). We climb up the stairs to the roof and jump over to the balcony of the neighboring house. In it we silently put the psycho to sleep, take the rune (3/5). We continue along the roofs and houses.

We see in front of us a fortified guard tower, as well as two bandits in the gateway. We teleport down past the bandits and go down the stairs to the water. We find a boat of bandits with a note from Slekjov. We pass under the bridge along suspended walkways. We see many boats on the water, we pass by them, and climb up.


We approached the large tower of the arched bridge. There is an electrical installation right under the tower; you cannot approach it. You can climb the tower along its inclined curved support, and from there teleport to one of the floors of the tower. We climb the stairs to the very top. In the upper room, press the lever to raise the bridge. We rise to the roof of the room, jump over to the bridge, and silently move to the other bridge tower.

Here we again rise to the roof of the upper room (you can turn on dark vision and move to where the electrical cables lead). At the top we take out two containers with blubber; this will cause the spotlights to stop working. The task is completed.


(Additional task: help the scavenger (Free the Scavenger))

We go down the stairs to the very bottom of the tower. We silently put all the guards to sleep, take it from one of them Drawbridge Dungeon Key. We open the cage to free the bandit. Together with him we go further along the bridge. We go under the bridge and use darts to euthanize the river krusts hanging on the ceiling. We reach the lattice door. Now you need to get the key.

We go back, climb to the top of the bridge, neutralize two guards, and take the key. But it is not safe to continue helping the bandit - if you open the door to him, a whole gang of bandits will attack the hero. It’s better to prevent an attack - climb to the second floor yourself, put two bandits to sleep and take their pearls.

Midrow Substation
Dishonored Walkthrough. Midrow Substation


We go into the room, take the rune (4/5). We go out onto the roof and see guards talking below. We wait until one guard remains, quietly stun him and drag him closer to the water. Here, by the water, we shoot the living growths on the walls with crossbow bolts and take away their pearls. We return to the street and silently eliminate several more guards. We climb into the glass post at the top and press the lever there. This will stop the big flywheels. We go down, go through the stopped mechanism, and remove the container with blubber from the connector. You can now walk through the switched off electrical wall.

We pass forward, next to the door to the next location we climb onto the balcony on the left. Inside the room we go downstairs, we see a girl on an island, surrounded by plague rats. We shoot the rats with crossbow bolts and approach the rescued girl. Near the corpse we find bone amulet (2/3). We leave this building.

North side of the bridge
Dishonored Walkthrough. North End


We go along the alley, using the teleporter we climb into the open window on the right on the 2nd floor. We enter the room, go out to the cliff on the water side, teleport to the balcony of the 3rd floor, pick up in the room bone amulet (3/3). We move further along the roofs to the goal.

We see ordinary people on the ground, locked behind an electric wall. We go down and neutralize all the guards on the ground around us. We approach the electrical wall, on the left we remove the container from the connector to de-energize the wall. For such help, the rescued people give the code to the nearest safe and run away from here. Here we climb up to the third floor of the destroyed house, move the picture aside, find a safe, enter the combination 294 , we take away the gold bars.

We get off and walk further down the street. We see a boarded up window on the left on the 2nd floor. We use teleporters to climb higher, to the balcony of the 3rd floor. Inside the building we go down, there will be a safe without combination lock, we take away a valuable item inside.

We climb on the roofs as high as possible (with the magic “transfer level II” it will be much easier here). We jump over to the balcony of Sokolov's house.

Sokolov's House
Dishonored Walkthrough. Sokolov Manor

Having made our way along the roofs, we find ourselves in a room next to the library. We silently stun all the guards in the area. We take the container, fill it with blubber, take it and insert it into the connector in the library. This will activate the elevator. We go down on it and clear the entire lower part of Sokolov’s house. In the large central room we pick up painting "Lady Boyle's Minimization Argument".

We take the elevator to the upper part of the house. We stun the guards on the roof. We enter the summer terrace on the roof of the house, this is where Sokolov’s laboratory is located. We approach Sokolov, listen to him, then approach from behind and choke him, we get Sokolov's key. On the table we take the rune (5/5). We take Sokolov’s stunned body with us, go out into the street, teleport to the nearest roofs. Carefully! New guards have appeared below! We enter the library, use Sokolov's key, take the gold bars from the box. We quietly go down to the water, approach the boatman and sail away from here.

There are ten combination locks in Dishonored - on nine safes and one door. Below you will find codes for each, as well as tips on where to find them.

MISSION #1. INNOCENTLY CONVICTED
Number of safes - 1.

Safe No. 01.
Location: Dunwall catacombs

Combination: 451

How to get it: This safe is perhaps the only thing of interest you can find during the first mission. There you will find no runes, no amulets, no paintings by Sokolov. Just rats, empty bottles and expired canned goods. After you find the equipment left for Corvo by the Loyalists, look around. Behind the bars immediately after the save point is a safe. Well... rather, it's lying on the floor. Behind the safe there are shelves with bottles, and if you remove them, you can see the combination drawn in chalk. In the safe, however, there is nothing particularly interesting, but it’s still nice.

MISSION #2. SUPREME WATCHER
Number of safes - 3.

Safe No. 02.
Location: Dr. Galvani's office

Combination: 287

How to get it: we go to Clevering Boulevard and after the first wall of light we find the good doctor’s office. The safe is located on the second floor, in a room with folding glass doors, but the combination to it can be found in Dr. Galvani's office on the third floor. The code is written in chalk on one of the boards with drawings and other displays. There is gold waiting for us in the safe.

Safe No. 03.
Location: High Overseer's Kennels

Combination: 217

How to get: Remember how we stormed Campbell's hiding place? We take the same road again: we pass the main hall on the first floor and turn into the door to the left of the partition, it leads to the kennels. In the kennels in front of the first doorway there is a note that says a code, namely: "lying tongue", "wandering eye" and "absent-minded mind". Each of these sins has its own number, and they are all listed in the book at the entrance to the main hall. We correlate the sins with numbers and get a code. After that, go through the opening, turn left and go all the way until you hit the crematorium door. The cage with the dead wolfhounds contains your supplies.

Safe No. 04.
Location: High Overseer Security Barracks

Combination: 203

How to get: The last safe in this mission is in the security barracks. Friends with masks and kind wolfhounds on a leash are still walking nearby. For reference: the entrance to the barracks is located exactly opposite the door to the workshop (we also looked for the rune there, remember?). It is quite interesting to obtain the code combination. To do this, go from Holger Square to the backyard and, nearby in the alley, save the caretaker’s sister, accused of witchcraft, from reprisals by the guards. To celebrate, the brother and sister will tell you the code to the safe with wishes for successful plunder of the territories. In the safe you will find ammunition, including darts and an elixir. Another option to get hold of a code is to go to the canteen. The letter about changing the code will lie on the table, crushed, it seems, by a pear. We don’t get fired, gentlemen guards, well, we don’t get fired even once!

MISSION #3. HOUSE OF PLEASURES
Number of safes - 1.

Safe No. 05.
Location: house of an art dealer in the Wine Quarter

Combination: 879, 138, 656, 679 or 696

How to get it: in the third mission there is only one safe, but what a one! To get the code from him, you first need to go to the “Golden Cat” and there, in a room with a sort of electric chair, have a good conversation with the art dealer. After the switch knocks out the desired combination from this masochist, go to the merchant’s house and go up to the third floor. The dealer is a good guy, he has a safe - that's a whole room! A lot of tasty things await you there, for example, a rune, a painting by Sokolov and a bunch of other little things. By the way, Slackjov will really want to know the combination to this safe (and, by the way, will promise for it the disappearance of the Pendleton brothers without a trace). The most cunning ones, however, clean out the safe, and then go to feed the poor bandit with the treasured numbers. Comedians..

MISSION #4. ROYAL DOCTOR
Number of safes - 2.

Safe No. 06.
Location: Pratchett's house

Combination: 473

How to get it: once you get to Pratchett’s house (how you do this is up to you: you can kill the guards, move into them, or, like a real hero, bypass them altogether), find paintings on the first, second and third floors. Each of them will have a number on it. In a painting with city streets there will be 4, in a painting with a whaling - 3, and 7 - in a painting with a whaling ship. The safe is located on the third floor, and the sequence you need is encrypted in the letter next to it: streets, ship, whaling. Putting two and two together, we go to take the safe. Gold bars and a rune await us there.

Safe No. 07.
Location: dilapidated house

Combination: 294

How to get: On the north side, on the way to Sokolov's house, you will find a ruined house and several prisoners who are locked behind a wall of light. If you heed their requests and free them, they will tell you the combination to the safe. The safe is located here, behind the painting on the third floor. Using Transfer, get to it and receive your gold bars as a prize. There is nothing complicated here, you definitely won’t miss it.

MISSION #6. RETURN TO THE TOWER
Number of safes - 1.

Safe No. 08.
Location: Lord Regent's chambers in the Tower

Combination: 935

How to get it: If you plan to complete the game without a single corpse, you simply need this safe. The combination you are looking for, however, will be given to you not by the lord himself (alas!), but by a propaganda officer who broadcasts to all of Dunwall from his radio room at the very top of the tower. That's where I recommend starting. From the main stairs, turn right twice and go up to the broadcasting station. If you spare the contact, he will share with you not only the access code for the safe, but also useful information about its contents. In the safe, the Lord Regent hides an audio recording that exposes his vile essence. And if you turn it on for the whole city, there will be nothing good left from the bastard. I hope you remember where the Lord Regent's room is: on the third floor, after the main staircase and then the second, less formal staircase. Having obtained the necessary record from the Lord Regent's safe, you will receive the achievement "Political Suicide", and Comrade Hiram will be led straight to the galleys. And happiness to everyone. Apart from the Lord Regent, of course!

MISSION #7. FLOODED QUARTER
Number of safes - 2.

Safe No. 09.
Location: Flooded apartment in central Rudshore

Combination: 428

How to get: This is, in my opinion, the most difficult safe in the game. First you need to find the code for it. It is indicated in a letter that can be found on the third floor of a dilapidated house in the Rudshora market location (your guide will be cute spitting plants, as well as the balcony where you were still looking for Sokolov’s painting). Taking the letter, stomp into the killers' lair. After this, deal with Daud's first assassins not far from his lair and teleport to the corner of the roof of the house. If you look down from the roof, you need the lower left sector. We jump like a swallow, open the back door and swim down and to the left of the entrance. Luckily for us, there will still be a place to catch our breath. And then we open the treasured safe, which contains a figurine of a whale. Hooray!
Stories

Safe No. 10.
Location: catacombs of the Old Port

Combination: 528

How to get it: to get to this safe, follow your main road. Along the way you will meet two groups of spitting plants. We go around the first ones from below, and shoot the second ones (there will be a bathtub and several corpses nearby), for example, from a crossbow. After that, we go up the stone stairs on the left and there we find a hint about the month of wind, the month of seeds and the month of ice. Nearby, which is convenient, there is a decoder book. We break the safe and enjoy life. By the way, there’s not just anything waiting for us there, but a bone amulet!

DLC: "The Knife of Dunwall"

Combination: 943, 775, 763, 187, 876, 937, 588

The first safe of this DLC can be found in the whaling yard. To get to it, you need to find a balcony that faces the sea, under it there is a man in a boat. There you will find the treasured safe.

Location: Rothwild Whaler.

Combination: 876, 512.

The second safe is located in the same location. You will need to make your way past 2-3 guards to Rothwild's office. There should be either a bone amulet or a rune waiting for you (I don’t remember).

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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