Dying Light 2: How to Crack Every Safe Code | Den of Geek

2022-10-10 14:29:30 By : Ms. Alisa Xiong

Can't figure out how to open Dying Light 2's various safes? Here are all the codes for every safe that has been discovered so far.

Dying Light 2‘s massive open-world will reportedly take you hundreds of hours to fully explore, and I wouldn’t be surprised if more than a few of those hours are spent finding the game’s various hidden safes and trying to unlock them.

While Dying Light 2‘s safes are almost always in relatively close proximity of their codes (or clues that will lead you to them) it usually takes quite a bit of time to both find the safes themselves and the clues that lead you to their codes. That being the case, you’ll sometimes just want to skip to the solution and collect your rewards.

That being the case, here is the code for every safe in Dying Light 2 that has been found so far.

There’s a safe at the top of the church tower in Old Villedor Bazaar that you should be able to reach by jumping across nearby rooftops. You’ll run into this area as part of the early main quest “The Only Way Out,” but it will take quite a bit of stamina, skill, and patience to reach the spot.

The clue to this safe is “5 x 100 + 15 – 5,” which, if you remember your order of operations, leads to the code: 510. You should find a tape inside of the safe after you’ve unlocked it.

To find this well-hidden safe, you’ll need to go to Houndfield and head towards Cherry Windmill. Right above Cherry Windmill, you should spot a small hut that doubles as the Nightrunner’s Hideout. Inside that hideout, you’ll find a small safe in the back right corner of the room.

There’s a note inside of a container in this area that will tell you the code for the safe, but if you can’t seem to find it, then you can just skip that part and enter: 101. You’ll find an Inhibitor inside of the safe.

Also, be sure to turn the generator on in this hideout in order to convert it to an equally valuable Safe Zone.

Inside the Garrison Electrical Station (which you’ll run into as part of the “Broadcast” mission) is a small safe that can’t be reached until you’ve performed the following actions:

Step 1: Use Power Cable “AB” to open Terminal A.

Step 2: Use Power Cable “AB” to open Terminal B.

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Step 3: Use Power Cable “1C” to open Terminal C.

These actions should unlock gates A, B, and C, which, in turn, should lead you to a clue that says the code for the nearby safe is the approximate number of PI. In other words, the safe code is 314. You’ll find an Inhibitor inside.

Inside the Saint Josepth Hospital (which you’ll encounter during “The First Biomarker” side quest) is a safe and a nearby note with the following riddles:

This combination of logic puzzles and math should lead you to the safe code: 973. Inside the safe is the Biomarker you were sent to find.

Once you have access to the Central Loop (which should happen about a third of the way into the Dying Light 2 campaign), you’ll be able to clear out a Bandit Camp in the Downtown Zone. In that camp building is an open window with a yellow marker hanging out of it. Jump in that window, and you should find a safe sitting on a table.

There’s a note inside that tells you the safe code, but if you don’t have time for all that, you can just enter 313 and take the Inhibitor that is inside.

This incredibly elaborate treasure hunt quest is triggered by keeping the map as part of “The Deserter” sidequest. It asks you to decipher a series of surprisingly complicated coded messages that eventually lead you to the following clues:

“MUDDY GROUNDS” “WATER TOWER” “BASEMENT” “ZERO THREE TWO ONE SIX SEVEN”

Basically, that just means you need to go to Muddy Ground and find the nearby water tower. There, you’ll want to head into the flooded basement where you’ll find a safe. The code for the safe is 03-21-67. Inside are some incredibly valuable C4 explosives.

It’s theoretically possible to encounter this safe naturally, but there’s really no point in bothering with it unless you’re completing the “Moonshine” quest that becomes available after “Welcome On Board” and after you’ve helped Jack and Joe in the “Water Tower” quest.

In any case, this quest will lead you to Jack and Joe who are locked up and ask you to find their moonshine to help them pass the time. They’ll mark a location on your map where you’ll find a safe. The clue for this safe is “hidden in the year of discovering America,” which (historical debates aside) is supposed to lead you to the safe code: 14-9-2. Unlocking this safe allows you to complete the quest.

Matthew Byrd is a freelance writer and entertainment enthusiast living in Brooklyn. When he's not exploring the culture of video games, he's wishing he had a…

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