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S.T.A.L.K.E.R. 2: Heart of Chornobyl Iron Forest Safe Codes

Six expansion combinations are paired with their puzzle clues, including the camp code 1986, the electrical-puzzle code 1909, and the western-checkpoint code 3546.

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Layers this guide uses

The six combinations covered here are 9527, 1986, 1909, 5043, 3546, and 8536. Most are in the main DLC region; 8536 belongs to an optional blue locker near the end of a later mission. Center the map on the region to orient the first five, but use the puzzle clue to identify the exact lock because these safes do not all have dedicated markers.

Safe code list

Safe or landmarkCode
Kurin basement, Alpha Tango Delta Victor9527
Builder Camp1986
Hut north of the electrical puzzle1909
Faraday area, north of Testing Workshop5043
SWYD-West checkpoint3546
Optional late-mission blue locker8536

Match each code to its clue

Kurin basement: 9527

The radio phrase is Alpha Tango Delta Victor. Match those call signs to the lettered racks: A9, T5, D2, and V7. That produces 9527.

Builder Camp: 1986

Four digits are hidden around Builder Camp. Their order is the year of the Chornobyl disaster, so enter 1986. The larger secured room contains the Berill-5M suit; the smaller safe holds supplies.

Electrical-puzzle hut: 1909

For the hut north of the electrical puzzle, step outside and look back through the openings. The parts of the digits line up from the correct sightline to form 1909. Magnifying optics make the alignment easier to read.

Faraday area: 5043

The safe north of Testing Workshop, associated with the Faraday area, uses 5043. Check the clue on the wall beside the lock, and make sure you are at the Faraday safe rather than another keypad in the region.

SWYD-West checkpoint: 3546

The SWYD-West checkpoint safe uses 3546. Its digits appear on server racks inside the checkpoint. You still need to handle the local power and electrical barrier before reaching the keypad.

Optional late-mission locker: 8536

The optional blue locker near the end of that mission uses 8536. The last wall plate has fallen and turned over, which makes the final digit look like 9. Read in its original orientation, it is 6.

Do not mix up nearby keypads

The same mission also uses 3008 for an earlier door. That is not the optional blue locker. Likewise, the broader region contains several locks close enough to appear in the same search results. Check the landmark and clue before entering a number.

If a safe has no dedicated map point, use the Locations and Stashes layers to reach the surrounding landmark, then follow the in-game clue for the final approach.

At the landmark, stop using the regional center as if it were the keypad position. Search the room, basement, hut, or checkpoint named in the table and confirm that its environmental clue matches the code. If the lock is beside a different clue, return to the landmark description instead of trying every number on this page. This avoids mixing a story door with a nearby safe or applying a late-mission locker code to an earlier objective.

Keep a code unresolved until the container or door actually opens. Reaching the surrounding marker only confirms the route; it does not prove that you found the right keypad or met the current mission condition.

Maps in this guide

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