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All Safehouse Puzzles Codes & Solution – Black Ops 6

The abandoned KGB black site, “The Rook,” is more than just a safe house in Call of Duty: Black Ops 6. It’s a treasure trove of puzzles, riddles, and hidden secrets, waiting to be discovered. This guide will walk you through the steps to solve each puzzle, from the initial generator activation to the final safe opening, ensuring you unlock all the hidden rewards and upgrades within this mysterious location.

When do You reach Safehouse in Black Ops 6

After breaking ties with a corrupt CIA, Woods and the team are on their own, without any official backing. They need a new headquarters, and they’ve discovered the perfect spot: an abandoned former KGB black site known as “The Rook,” a massive, eerie manor by the ocean. This safe house will serve as their base throughout the campaign. But “The Rook” still holds secrets, puzzles and mysteries left behind from its days under the KGB’s control.

How To Complete All Safe House Puzzles

The Black Ops 6 campaign includes seven unique puzzles to solve within the safe house.

Generator Room Puzzle

To start the series of safe house puzzles, head to the basement to fix the boiler and turn on the generator. You’ll find the basement entrance just to the right of the front door when you enter the safe house.

To activate the generator in the basement, follow these steps:

  1. Turn the “boiler” wheel twice to shut off the water.
  2. Adjust the “fuel” wheel to half-full, stopping just before the red zone.
  3. Press the “pilot” button to power on the generator.
  4. Turn the “boiler” wheel two more times to fully activate the generator.

If you’ve done everything correctly, a bell will ring, and the generator controls will lock, preventing further interaction. Since your generator is now active you can move to another puzzle.

Safehouse Piano Puzzle

Next, go to the piano near the kitchen in the safe house. On the nearby coffee table, you’ll find a blacklight, which you can use to reveal hidden messages and patterns both in the safe house and during missions. To open the bunker, play the correct notes on the piano, using the Russian letters on the wall as a guide. Play the notes MN, PE, CN, AO, and PE on the piano. This will unlock a hidden door and lead you down to the secret bunker. To solve the piano puzzle, play these notes in order: 5, 4, 2, 3, 4.

Bunker Keypad Puzzle

When you enter the bunker, turn right at the corridor intersection. There, you’ll find a keypad. Use your blacklight to check for fingerprints on the keys, the most frequently pressed numbers will give clues to the code. Then, enter the correct numbers in the right order to unlock it. When you enter a set of numbers based on the fingerprints, check the decryption log on the right side; it will highlight correct numbers in green to indicate if they’re in the right spot. While the keypad code is 13906, you can also use other codes to unlock it in the game as the codes are random.

Here’s a simpler way to understand the color system:

Green: The number you guessed is correct and in the right spot. Keep it there for your next guess.

Yellow: The number you guessed is correct, but it’s in the wrong spot. Try putting it in a different place next time.

Red: The number you guessed is incorrect and not in the code at all. Don’t use it again.

Hacking Computer Puzzle

In the room you’ll see a computer with a puzzle. At the top, you’ll find a series of numbers. Below, you’ll see a set of letters. Your job is to match the numbers with the letters. Each number corresponds to a specific letter. The answer changes every time you play.

For example, if the code was “3215” and the answer was “OPEN,” then:

3 = O

2 = P

1 = E

5 = N

So, you’d need to input “OPEN” to solve the puzzle.

Door Lockpicking

Go back the way you came, turn right, and enter the now-open door on your left. You’ll need to pick the lock. Just move the lockpick until it glows white, then hold it there for a second to unlock the door. Pick the lock three times, and the door will open. Once it’s open, grab the key from the desk inside. Then, go back the way you came, turn right, and use the key to open the last locked door.

Radio Room Puzzle

Once you’re inside, go to the radio and tune it to the exact wavelength and frequency shown on the screen. Listen carefully to the short message that plays. You’ll need this message for the next puzzle. The message playing on the radio is unique to you. Pay close attention to it, as it will mention four specific objects. Use your blacklight to find numbers near these four objects. These numbers are the code to the safe upstairs.

Recording PhraseCode of Safe
After someone left the iron on the windowsill, the curtain caught fire. The American didn’t notice. He was too busy watching cartoons on television while eating sugar-coated cereal.4037
“It’s not just an ashtray,” Grandfather said. “It’s marked with our ancestral crest.” I sank into the couch, annoyed at his gift. Grandfather leaned forward in his chair. “Be proud of your heritage.”8935
He slumped on the couch, his wife’s purse still missing. He noticed the calendar marked with his brother’s birthday, just under the memorial flag.3196
Ivan switched off the lamp by the broom closet, only the glow of the television remaining. He watched proudly as his country’s flag flashed across the screen.1836
A record played the sounds of a rocket launch. I was disappointed, wanting to see it on film instead. “When you’re older,” my sister said, as she used the iron to press our father’s work clothes.5024
While Uncle played guitar, he watched as I prepared shashlik on the grill. When I asked the day of the rocket launch, he simply nodded toward the calendar.7409
There was a love letter taped to the chalkboard, which was hidden behind a makeshift curtain. He eyed the woman sitting on the rug as she listened to the sounds of his guitar.2087

Opening the Safe

You’ll find the safehouse safe on the second floor of the KGB safehouse. Use the numbers you found with the blacklight on the safe. This will open it, and you’ll find some money inside. You can use this money to upgrade your safe house.

  • $1000 Dollars for Perks and Upgrades
  • The Puzzles, Mason Achievement
  • Case Cracker Knife Blueprint
Harry S
Harry Shttp://patchcrazy.co.uk
Harry Smith has played video games since the early 2000s, starting with the original CoD and Doom 3. He has spent countless hours playing games of varying genres. His deep understanding of modern game mechanics puts him in the prime position to understand the gaming industry and write intuitive guides.Before founding Patch Crazy, Harry S freelanced for 10 years, working for several gaming publications.
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