All codes in story order
| Lock | Code | Where the clue is | Check |
|---|---|---|---|
| 1. Red hallway cabinet, while escaping the cult (just after sneaking past Bruno) | 9901 or 0199 | The plaques beside two of the hallway paintings show 99 and 01. | Conflict: TheGamer and WikiGames give 9901, GamesRadar+ gives 0199, PowerPyx says try both |
| 2. Medical room locker, next to the bloody bathtub | 9891 | Tattooed on the back of the body in the bathtub. | 3 guides agree |
| 3. Graveyard cabin safe | 9606 | Two halves: the back of a picture, and the note you read after taking the shed key. | 3 guides agree |
| 4. Bruno’s music room cupboard (upstairs) | 1966 | A note says to add 300 to the year of the painting in his office. The burning-city painting reads 1666 on the back. | 3 guides agree |
| 5. Snake room cupboard in the club | 1952 | The date on the photo by the cabinet is scratched out; a copy of the same photo near the Peep Show door shows it. | 3 guides agree |
| 6. Private rooms bathroom cupboard | 1923 | In the next room, a photo of four businessmen has numbers over them. Use only the two wearing Leviathan pins. | 3 guides agree |
| 7. Cult compound / factory locked door | 1362 | Pieced together from the backs and bases of two small statues. The room is through a hole in the wall to the right of the vendor. | 3 guides agree |
| 8. Laundry room / videotape cabinet | 8571 | Insert the VHS tapes: one TV shows 85, the second shows 71. | 3 guides agree |
| 9. Break room locker off the operating theatre | 2342 | Numbers painted inside the holes Marlowe smashed. Read them from the farthest hole to the nearest, not left to right. | 3 guides agree |
| 10. Sewer cabinet, past the barred door by the save point | 1512 | Graffiti in the electrified-pool room boasts about beating a score. Enter the winning score, then the score it beat. | Only TheGamer lists it so far |
GamesRadar+ says there are ten coded doors but lists nine; the sewer cabinet is the one it leaves out. We will update this table as more guides confirm it.
Why does the first code have two answers?
The clue is split across two plaques. Depending on which painting you count as first, you get 9901 or 0199. Launch-day guides published both, and PowerPyx recommends trying 0199 first and then 9901. Two attempts are enough to open it.
Do I need every code for Codebreaker?
No. Codebreaker needs any five keypad locks. Every keypad lock is missable, though: there is no chapter select, and you cannot return once you leave an area. Keypads cannot be lockpicked, so you need the right code. If you want everything, make a manual save before leaving each cult area. See the trophy guide.
Is it worth opening them?
Yes, if you are short on supplies. GamesRadar+ lists ammunition, gunpowder, coins and weapon attachments on Normal difficulty, for example a pistol magazine upgrade in the graveyard safe and an SMG laser pointer in the snake room cupboard. Exact contents can differ between difficulties and guides. Coins matter because they cannot be farmed.
Looking for a different kind of code?
This page covers in-game keypad codes. For game keys and stores, see price & where to buy. We have not found any official cheat codes; PC trainers are covered in mods & trainers.
Sources & review scope
Checked on 9 October 2026. Official announcements and store listings establish the facts identified above; third-party guides and player reports are named where they are the only source. This article is not a hands-on test by this site.
