Dying Light: All Safe Codes & Puzzles, Locations
The world of Dying Light is one of relentless survival, but amidst the terror of the infected, there's also the thrill of discovery. Techland's acclaimed open-world zombie title, along with its expansions, is peppered with environmental puzzles, cryptic notes, and locked safes holding valuable loot and intriguing lore. While there isn't one singular "The Beast" mission that contains all these specific codes, many players encounter individual challenges that test their wits.
This guide consolidates solutions and locations for some of the most frequently sought-after safe codes and puzzles, including the "Hydro Puzzle," "Iris," "Last Wish," and various safes in the "School" and "Old Town."
1. The Hydro Puzzle (Broadcast Quest)
This is one of the more involved puzzles in the Slums, part of the "Broadcast" main quest where you're trying to reach the antenna tower.
- Location: The antenna tower in the Slums, within the upper section of the tower during the "Broadcast" quest.
- Context: You need to open a safe to get the Frequency Tuner. The clue refers to "Hydraulics" and "Turbines," directing you to two meters nearby.
- The Clue: The note typically states something like: "Number 1 Turbine -> 3. Number 2 Hydraulics -> 5. Number 3 Turbine -> 4. This is the key to my stash. If I don’t return… it’s yours. Just combine it."
- Solution: You need to look at the two meters in the room. One is labeled "Turbine" and the other "Hydraulics."
- Find the Turbine meter. Note the number its needle points to (e.g., if it's pointing to 3, that's your first digit).
- Find the Hydraulics meter. Note the number its needle points to (e.g., if it's pointing to 5, that's your second digit).
- Go back to the Turbine meter again. Note the number its needle points to (e.g., if it's pointing to 4, that's your third digit).
- Safe Code: Combine these three numbers in the order specified in the note. The most common solution, based on the meter readings the game usually provides, is 3-5-4.
- Reward: The Frequency Tuner (quest item) and some valuables.
2. "Iris" Safe (Old Town)
This safe is found in a residential apartment in Old Town. The clue is a reference to a specific individual.
- Location: In Old Town, head to the northwest section of the map, specifically to the apartment complex with a large mural of a woman's face on its side. The apartment building itself is quite tall. Go to the top floor of this building (you'll need to climb). Inside an apartment, you'll find a safe.
- The Clue: A note found nearby gives the code for "Iris's" safe. The note will read something like: "If you really want to remember Iris, solve this: 10 - 5 - 3 = ?". The real clue is usually a birthday related to Iris, not a math problem.
- Solution: The code often corresponds to the birthday of a significant individual related to "Iris" in the lore. The most common code found is 9-6-9. This refers to a specific date that is important to the character mentioned.
- Safe Code: 9-6-9
- Reward: Valuable loot, blueprints, or unique weapons.
3. "Last Wish" Safe (Old Town)
Another safe located in Old Town, this one has a more morbid clue tied to a final request.
- Location: In Old Town, near the main hub (Loft), there's a small shop or storage area. You'll find a safe next to a note titled "Last Wish."
- The Clue: The note will be from someone expressing their dying wish for their children, often listing ages or specific numbers. A common variation reads: "My last wish… My children… Give them to my wife. Ages 13, 10, 16."
- Solution: The code is simply the ages or numbers listed in the note, in the order they appear.
- Safe Code: 5-1-0 (Common variation: "Kids' ages: 5, then 1, then 0.")
- Reward: Valuable items and potentially a unique weapon or blueprint.
4. School / Homework Safe (Slums)
This safe is located in the Slums, specifically within the school building that's often crawling with infected.
- Location: In the Slums, find the school building (it's often part of side quests like "Mother's Day" or explored during regular scavenging). The safe is typically found in one of the classrooms.
- The Clue: A note titled "Homework" or something similar will be found next to it. It often contains a simple math problem or a sequence of numbers related to a student's assignment. A common example: "5 x 3 + 1 = ?" (Answer: 16) and "10 - 2 x 4 = ?" (Answer: 2). Then the code would be something like, "Combine these two answers."
- Solution: This is usually a straightforward math problem or a simple sequence. The most common math-based code usually involves combining two answers.
- Safe Code: A frequent solution combines two math answers for 1-2-1 (Example: "My old teacher's name had 12 letters. I started school when I was 1.") or 1-6-2 (from the math problem example above). Always read the note carefully!
- Reward: Cash, valuable components, or sometimes a good weapon.
General Tips for Dying Light Safes:
- Always Read the Notes: The solution is always contained within a note found very close to the safe itself.
- Look for Environmental Clues: Sometimes the note points to numbers or patterns in the immediate environment, like the Hydro Puzzle.
- Context is Key: The clues often relate to the specific character who owned the safe or the area it's found in.
- Pen and Paper: Don't be afraid to jot down the clue, especially for multi-step puzzles, to ensure you don't miss anything.
These safes and puzzles are a testament to Dying Light's attention to detail, offering engaging mental challenges that break up the intense parkour and combat. Happy hunting, and may your loot be plentiful!


