Stalker 2 Safe Codes: Every Door and Keypad Combination

Stalker 2 YouTube thumbnail: Stalker 2 Cost of Hope - All Safe Codes & Locations (Iron Forest)

The keypad combinations in S.T.A.L.K.E.R. 2: Heart of Chornobyl are fixed, so the same safe and door codes work on every playthrough and platform: for example 1708 for the Electric Field safe in Garbage, 195726 for the Rostok military safe and 9527 for the Kurin safe in Cost of Hope. Below is every code we could confirm, sorted by region, with where each keypad sits and what is behind it.

We checked these against Game8's door and safe code list, Destructoid's code guide and KeenGamer's Cost of Hope safe list in November 2026, and only included codes where at least one of them gives the location and reward.

How Keypads and Codes Work in the Zone

Most coded doors and safes have their combination written somewhere nearby: on a note, scratched into walls, in a PDA or on a screen. Destructoid's tester found the codes are not randomized between saves, which is why a list like this works at all. Entering a code you already know simply skips the hunt for the clue.

A few keypads need more than the numbers. The Fairy Tale Pioneer Camp safe in the Burnt Forest only works once you switch on a generator, and Game8 notes it sits under a gravity anomaly. The Orbita Station door is guarded by a Poltergeist and floods you with psi radiation unless you turn off the dish on the roof. Some doors are also mission-gated, so they exist only while a specific quest is active.

Not every coded room is worth the trip. Game8 points out that the Mindscrew door in Cordon holds no unique loot and only matters during A Light at the End of the Tunnel, while others hide named weapons or armor. The sections below flag which is which, and the table further down collects every code in one place.

Early Zone Codes: Lesser Zone, Garbage, Cordon and Chemical Plant

The first keypad most players meet is the IPSF base tunnel into the Sphere during Behind Seven Seals. Approach from the swamp to the north, wade through the acid anomalies in the tunnel and use 2765. It gives you a quieter way into the facility than the front gate.

  • Electric Field safe (Garbage), 1708: on the second floor of the field's only building. Picking up the white note on the roof marks it on your map. Inside: ammo, food and healing items.
  • Plant lab door (Garbage), 2605: in the basement of the Plant during Answers Come at a Price, if you gave the Ward sensors to Richter.
  • Plant top floor door (Garbage), 2603: the barred door after the basement lab, leading to your first meeting with Scar.
  • Mindscrew door (Cordon), 1268: behind Sidorovich's bunker, opened during A Light at the End of the Tunnel for a Psi Installation quest item.
  • Army Warehouses door (Chemical Plant), 0690: first floor of the building with a white door and a truck outside. Reward: the PSZ-12V Bulat armor.
  • Chemical Plant armory, 8506: the large room next to the infirmary, also reached during Escape from the Cage. Reward: a Zubr-19.
  • Promin CMD factory door, 1976: in the underground lab during the main mission Dawn of a New Day.

Garbage also has the X18 Laboratory door, 2012, which Game8 lists for the Unfinished Business side mission added with the Sealed Truth update. It only matters while that mission is active.

Mid-Game Codes: Cement Factory, Wild Island, Zaton, Rostok and Malachite

Several of the best early upgrades are behind mid-game keypads, and two of them are easy to walk past. The Rostok military safe, 195726, is in a building northwest of the Rostok base, the same building where you find the Riemann. Normally you need three officer PDAs from the area to learn the code; entering it directly gets you the RPM-74 Rubber Coating blueprint.

  • Intercom Tower safe (Cement Factory), 030794: in the building with a car in front, west of the Intercom Tower point of interest. Holds a GP-25 grenade launcher attachment plus supplies.
  • Cooling Towers container door, 2777: northwest of the Fire Whirl anomaly. Expect several zombies inside before you reach the stash of drinks, heals and ammo.
  • Waste Processing Station barred door (Wild Island), 2711: a small building southeast of the station. Inside is an Aeroprotection gas mask and a guide's stash.
  • Monolithian stash door (Wild Island), 0505: in the station basement during Shift Change, past the area where you fight the Controller. Holds several AKM-74S rifles and ammo.
  • Railway Maintenance Facility door (Zaton), 2468: on the left right after entering from the south. Reward: a PSZ-5I Hawk suit and supplies.
  • Hydrodynamics Lab door (Zaton), 4824: the building with a large cylinder on its roof in the southwest of the lab area, full of anti-radiation drugs, scientific medkits and Hercules.
  • Scorcher technical tunnel (Malachite), 1287975: east of the Brain Scorcher along the road to a fenced area. Inside is an upgraded AR416.

Keep in mind that a stash full of armor and weapons is only useful if you can carry it home. Our fast travel guide lists which bases have guides, which saves a lot of walking back from places like Malachite.

Late-Game Codes: Burnt Forest, Duga, Yantar, Yaniv, SIRCAA and Prypiat

The late keypads hold some of the strongest gear in the game, and one of them is tied to an achievement. In Prypiat, an apartment southwest of the CSC building has a door with the eight-digit code 13263622. Opening it pops the Between the Lines trophy and, according to Game8, holds a Gauss gun, a Berill-5M armored suit and a lead container blueprint.

  • Fairy Tale Pioneer Camp safe (Burnt Forest), 1861: in the small ruined building southeast of the camp. The code note is in the southeast building of Orbita Station. Reward: anti-radiation drugs and army medkits.
  • Orbita Station door, 1995: during Subtle Matter, giving the Lab X15 keycard. Inside X15, the vault door uses 4221.
  • Duga hatch, 2110: in a building with a white door north of the Vehicle Park and east of Block D, guarded by gravitational and shard anomalies. Holds a high-capacity magazine.
  • Yantar dam door, 5578: at the Trailer Dump southwest of the production complex. Reward: a Kharod.
  • Lisovyi door (Yaniv), 240983: reached through a tunnel in the village. It holds an RPM-74, an SVU-MK, a Zubr-19 and an M860 Cracker, but mercenaries in exosuits arrive after you loot it.
  • Dr. Dalin's safe (SIRCAA), 2006: behind the old photo in his top-floor office during A Long Overdue Visit. Reward: a Battery artifact.
  • 13th Journalist's stash door (Prypiat), 2021: marked after you collect the first twelve Journalist's stashes; the contents depend on your game edition.

Late areas are full of anomalies, so a good detector makes the trip easier. Our detector guide explains which models show anomaly positions on screen. For finding regular stashes that are not behind a keypad, see our existing guide to how stashes work.

Cost of Hope Safe Codes

The expansion adds a cluster of keypads in the Iron Forest and the CNPP, and both Game8 and KeenGamer list the same codes. The most valuable is the Laboratory X16 safe, 171008, opened during The Destructive Power of the Mind. The code appears on a projector screen in the central rooms, and the safe holds a Brummbar exoskeleton, which our exoskeleton guide compares with the other suits.

  • Kurin safe, 9527: in the basement of the Kurin base building. Holds the Chocolate Bar artifact and a memory card with 1,500 coupons.
  • Builder Camp safe, 1986: inside the main building, with the digits etched on walls around the camp. Holds a Berill-5M armored suit.
  • SWYD-West checkpoint building, 3546: northwest corner of the Iron Forest, with an AKM-9B inside.
  • Northeast Electric Maze safe, 1909: a small building northeast of the maze, with an M860 Cracker.
  • South of Chief's Bunker, 2754: an unmarked building holding an M701 Super.
  • Distant Mirage safe, 8536; Northern Testing Workshop safe, 5043; Southwest Bridge to CNPP safe, 5724: supplies, with the Testing Workshop safe revealed by listening to the Faraday anomaly.
  • Anomalous Apartments (Shadows of the Past): 1654 for the sniper area door, 7812 for the courtyard green door and 2469 for the looping area door.
  • Laboratory X19 door, 2110 during The Price of a Miracle, and the Module IB door at the CNPP, 2014, which Game8 says hides the Maximum.

New to the expansion? Our Cost of Hope guide explains how to unlock both halves of its story.

Every Code in One Table

Use this as a quick reference while you play. Region names follow the in-game map.

Confirmed keypad codes as of November 2026
LocationRegionCode
IPSF base tunnel (Sphere)Lesser Zone2765
Electric Field safeGarbage1708
Plant lab doorGarbage2605
Plant top floor doorGarbage2603
X18 Laboratory doorGarbage2012
Mindscrew doorCordon1268
Army Warehouses doorChemical Plant0690
Chemical Plant armoryChemical Plant8506
Promin CMD factory doorChemical Plant1976
Intercom Tower safeCement Factory030794
Cooling Towers containerCooling Towers2777
Waste Processing barred doorWild Island2711
Monolithian stash doorWild Island0505
Railway Maintenance doorZaton2468
Hydrodynamics Lab doorZaton4824
Dr. Dalin's safeSIRCAA2006
Military safeRostok195726
Scorcher technical tunnelMalachite1287975
Fairy Tale Pioneer Camp safeBurnt Forest1861
Orbita Station doorBurnt Forest1995
X15 Lab vault doorBurnt Forest4221
Duga hatchDuga2110
Dam doorYantar5578
Laboratory X19 doorYantar2110
Lisovyi doorYaniv240983
13th Journalist's stash doorPrypiat2021
Between the Lines doorPrypiat13263622
Kurin safeIron Forest9527
Builder Camp safeIron Forest1986
SWYD-West checkpoint safeIron Forest3546
Distant Mirage safeIron Forest8536
Northeast Electric Maze safeIron Forest1909
Northern Testing Workshop safeIron Forest5043
Southwest Bridge to CNPP safeIron Forest5724
South of Chief's Bunker safeIron Forest2754
Laboratory X16 safeCNPP171008
Module IB doorCNPP2014

When a Keypad Will Not Open

If a correct code does nothing, the usual cause is timing rather than a typo. Mission-gated doors such as the Plant lab, Orbita Station, the X16 safe or the Anomalous Apartments only respond while their quest is active, and some appear only on a particular faction path: Game8 ties the Plant lab door to giving the Ward sensors to Richter. Check your journal before assuming the code is wrong.

Power is the second cause. Keypads like the Fairy Tale Pioneer Camp safe need a generator running first. Finally, remember that the same code can appear twice: 2110 opens both the Duga hatch and the Laboratory X19 door, which can make it look like a list has an error when it does not.

Skipping the Loot Run

Many of these keypads exist to hand you one strong weapon or suit early. If you would rather have the full arsenal from the start, the store's fully upgraded gear save loads every weapon and armor set in the game stacked x9999, with 99,999,999 coupons, all ammo, crafting resources and upgrade parts in your inventory and personal stash. It is delivered on a fresh early-game profile, so the story still plays out normally.

It works on PS5 and PC only, requires your own copy of the game, and the page warns that some modded armor and attachments can show a placeholder icon, which is cosmetic. Pull items from the stash one at a time as the page instructs. More options are on the Stalker 2 hub.

Frequently Asked Questions

Are Stalker 2 codes random?

No. Guides that tested the keypads report fixed codes, so the same numbers work on every save and platform.

What is the Rostok military safe code?

195726. The safe is northwest of the Rostok base in the building where you find the Riemann, and it holds the RPM-74 Rubber Coating blueprint.

What is the code for the Between the Lines door?

13263622, entered at an apartment southwest of the CSC building in Prypiat. It unlocks the Between the Lines trophy.

What is the Lab X16 safe code in Cost of Hope?

171008. It is shown on the projector in the central rooms during The Destructive Power of the Mind, and the safe holds a Brummbar exoskeleton.

What is the Kurin safe code?

9527, in the basement of the Kurin base in the Iron Forest. Inside are the Chocolate Bar artifact and a memory card worth 1,500 coupons.

Why does my code not work?

The door is usually tied to a quest that is not active yet, or the keypad needs power from a nearby generator. Check your journal and look for a generator nearby.