Dishonored. Walkthrough of the game (2). Dishonored codes for safes in the game by location What is the safe code in

In Dishonored: Death of the Outsider, most safes containing valuable items have a combination lock. Some doors will also require you to enter the correct number to pass through. The difficulty is that some of these codes are randomized with each playthrough and will be different for each player. As in previous games in the series, clues can be found somewhere nearby. In our guide we will tell you exactly where to look.

All safe codes in Dishonored Death of the Outsider:

Before you go headlong searching for clues, we strongly recommend that you try the numbers indicated in the guide. If the code stays the same, you'll save a ton of time.

Task 1 - Last fight

  • Safe in the bookmaker's apartment- The only safe in this mission can be found in the bookmaker's apartment across the street from the Albarca Baths. You can get inside in two ways: through the window above the two guards near the docks or through the main entrance from the bathhouses, after finding the key in the bucket that is in the closet near the front door. To find a clue to the code for the safe, you will have to deal with the bookmaker himself in the baths. A note from his pocket will tell you that to get the code you should count the books above the table. And although the first thing you will notice is the numbers on the board, this is not at all what you need. Just count the number of books on the shelf. It is divided into sections, each of which will give you one number. We got 451.

Task 2 - Following the ink trail

  • Black market door- the first combination lock you come across unlocks the back entrance of the black market. To get inside, break the Report all theft floor sign, which is located to the right of the notice board. So you will see a grate through which you can crawl through with the help of foresight. Move forward until you're in the room, then stay to the right. There will be a board hanging on the wall next to the door, on which the code is written in large numbers.
  • Safe in Christopher George's office- the office is located on the left side of the courtyard of the Dolores Michaels Bank. You can get inside through the balcony on the second floor. Talk to the man inside and you will receive the additional mission Unmask Ivin Jacobi. Complete this task, return to George and he himself will give you the code to the safe.

    Safe in Shan Yun's house- you will find it during the story mission. To open the safe, you will need a special audiograph, which can be found on the second floor of the house. You need a room with an electrified floor, it's the only one there, so you can't go wrong. In order not to die the death of the brave, the floor must first be turned off. To do this, you will have to go down to the kitchen on the first floor and take the key to the room with the dumbwaiter from one of the servants. Use it to move to the second floor and remove the blubber tank that powers the floor. Take the audiograph and go open the safe.

Task 3 - Bank robbery

All safes in this mission are located directly inside the bank. The first three you will find in the basement vault Archives and Safes. There are six more in the main vault, one of which is opened with two keys as part of the main story.

  • Christopher George's Safe- you can find the code on a crumpled note on the floor next to Ruby Campos' desk on the third floor. The note is called In the event of my death. It looks like this code doesn't change. We had the numbers 379.
  • Safe Morgan Yu- in the contract From rags to riches and back to rags again, you will be asked to go to the bank vault to pick up a valuable stone. The contract description says 315 coins, which will serve as the combination to the safe. If you've played Prey, you've probably noticed a familiar reference.

    Safe Luigi Galvani- there are two separate documents that serve as the key to this riddle. A note to staff about Dr. Galvani indicates that his lock code is the most important day of his life. In Dr. Galvani's memoirs, he recounts his meeting with the infamous Anton Sokolov on the 28th day of the Month of High Cold. We didn’t really understand the part about the month, so we entered the first two digits and found the last one by searching. It turned out to be 287.

    Safes in the main vault- they have constant codes based on the Fibonacci sequence. From left to right you need to enter the following numbers: 011 - 235 - 813 - 455 - 891.

Task 5 - There is a gaping hole in the world

  • Safe Malchiodi- This safe will be marked as an optional objective near the end of the fifth mission after you find the corpse of the same name. Next to the safe you will see a wall painted with various numbers and symbols. You need those that together make up the Alien sign. We got 962.

In total, the main company has ten combination locks - on nine safes and one door.

  • First Safe
    Can be found at the very beginning of the game - in the sewer, where you will end up immediately after the main character returns his equipment. Safe Code - 451 .

    How to get: Next to the safe there is a note with a hint of Whiskey. Behind the safe there are shelves with empty Whiskey bottles, if you remove them you can see the combination drawn in chalk.


  • Second Safe
    You will come across the “Supreme Overseer” mission - you should look for him in the house of Dr. Galvani. Safe Code - 287 .

    How to get it: We go to Clevering Boulevard and after the first wall of light we find the office of Dr. Galvani. The safe is on the second floor, but the combination to it can be found in Dr. Galvani's office on the third floor. The code is written in chalk on one of the drawing boards.


  • Code to the door of the Watchers' kennel
    The door is located in the main headquarters of the Overseers, where High Overseer Campbell lives. It's worth looking on the lower floors. Safe Code - 217 .

    How to get it: We pass the main hall on the first floor and turn into the door to the left of the partition, it leads to the kennels. In the kennels in front of the first doorway there is a note that says a code, namely: "Lying Tongue", "Wandering Eye" and "Abstract Mind". Each of these sins has its own number, and they are all listed in the book at the entrance to the main hall. We correlate the sins with numbers and get a code.


  • Third Safe
    It's worth looking inside the barracks in the backyard of the Overseers' headquarters. Safe Code - 203 .

    How to get: The last safe in this mission is in the security barracks. For reference: The entrance to the barracks is located opposite the door to the Workshop. To obtain the code combination, you need to go from Holger Square to the backyard and nearby in the alley you need to save the caretaker’s sister, accused of witchcraft, from reprisals from the fanatical caretakers. After the necessary help, the brother and sister will tell you the code to the safe. You can also see the code for the safe on a piece of paper under one of the beds next to the safe.


  • Fourth Safe
    Found on the mission "House of Delights" inside the artist's apartment. This safe will give you a little surprise - the code for it may be different. Try the following combinations: 879 , 138 , 656 , 679 And 696 .

    How to get: To get it, you need to take a side quest from Slekjov with the Art Dealer's Apartment. We go to the “Golden Cat” in the room with the electric chair, torture the Art Dealer and get the desired combination, go to the merchant’s house and go up to the third floor.


  • Fifth Safe
    You will meet on the mission "Court Doctor" inside Pratchett's house. Safe Code - 473 .

    How to get: Once in Pratchett's house, find paintings on the first, second and third floors. Each of them will have a number on it. In the picture with City Streets there will be - 4. In the picture with the Whaling Ship - 3. In the picture with the Whaling Ship - 7. The safe is on the third floor, and the sequence you need is encrypted in the letter next to it.


  • Sixth Safe
    Can be found on the same mission "Court Doctor", look into the destroyed building not far from the imprisoned townspeople at the end of the location. There will be a picture on the wall - a safe behind it. Safe Code - 294 .

    How to get: On the north side, on the way to Sokolov's house, you will find a ruined house and several prisoners who are locked behind a wall of light. If you free them, they will tell you the combination to the safe.


  • Seventh Safe
    Mission "Return to the Tower". You can find it in Lord Regent's apartments. Safe Code - 935 .

    How to get: From the main stairs, turn right twice and go up to the broadcasting station. If you spare the Herald of Dunwall, he will give you the access code to the safe.


  • Eighth Safe
    Mission "Flooded Quarter". Look underwater at the very beginning of Central Radshore. Safe Code - 428 .

    How to get: The code is indicated in the letter, which can be found on the third floor of a dilapidated house in the Radshore Market location. Landmark - Poisonous Plants and a balcony with a painting by Sokolov.

PlayingDishonored, you will constantly find yourself in locations where there are safes. They often contain something useful, such as quest items or weapons. But to open them, you need to know the password.

Finding it is not very difficult, but if you go through the location inattentively, you can miss the hint. Usually it is located not far from the safe itself. The combination consists of 3 digits, so if the player does not know the code, it will not be difficult to guess. However, you can do it even simpler and just find out where the hint or the password itself is in our article.

Safes in the game

There are ten safes in total in the game. Like the previous part, all safes are closely related to missions. While completing tasks, they can be hacked or simply opened if there is a code. There are no safes in the missions “Lady Boyle's Last Reception”, “Loyalists” and “Guiding Beacon”, so you don’t even have to look for them.

Safe in the mission "Innocently Convicted"

Number of safes: 1

Location: Dunwall catacombs

Safe code: 451

The first mission has very little valuable loot, so you can focus on finding the safe. You will not find any runes, amulets, or paintings by Sokolov in the catacombs - there are only rats, empty bottles and other rubbish. The loyalists left equipment at the location that can be found if you look around carefully. Near the next checkpoint there is a grate, behind which there is a safe. Unlike other safes, this one will just lie on the floor. The combination is nearby, on a shelf with bottles. It is enough to clear the shelf so that you can see the combination written in chalk.


Number of safes: 3

Safe No. 1

Location: Dr. Galvani's office

Safe code: 287

To get to the safe we ​​need to go to Clevering Boulevard. Having reached the first wall, we look for the good doctor’s office. On the second floor, in a room with folding doors, there is a safe. The combination is located on the third floor in Dr. Galvani's office. As with the previous safe, the combination is written in chalk on a board with drawings and various tabs. The player will find gold in the safe.


Safe No. 2

Location: Kennels of the High Overseer

Safe code: 217

We take the same road as in the case of Campbell's hiding place. We go through the main hall on the first floor and, having reached the partition, turn left. The road leads straight to the kennels. If you look carefully, near the building we will find a note with a code, on which three phrases will be scrawled:

  1. "Lying Tongue"
  2. “Wandering Eye”
  3. “Abstract Mind”

This is a hint where each of the deadly sins means a certain number, and all three make up our code for the safe. All sins are listed in the book. It lies right at the entrance to the main hall. We correlate the sins with numbers and enter the code, it’s not difficult. The supplies that we can get by using the code are in the cage with the dead werewolves. To get into this area, you need to go through the opening, turn left and move straight until you hit the crematorium door.


Safe No. 3

Location: High Overseer Security Barracks

Safe code: 203

This is the last safe in the mission and it is located right in the security barracks. We need to be careful, because rangers with wolfhounds are constantly walking around, which pose a very great danger to us. In order not to miss the barracks, you can navigate by the door to the workshop - the entrance to these barracks is located directly opposite it. Also nearby was the rune we were looking for earlier. To find out the code, we go to the backyard, where we see that the guard’s sister was attacked by guards, accusing the girl of witchcraft. Having gotten rid of all the enemies, the brother and sister will tell our hero the code to the safe. The safe contains darts and an elixir.

There is another option for obtaining the cipher. To do this, we need to go to the dining room. There will be a letter with the changed code on the table. The note is very easy to find - there will be a pear on it.


Safes in mission: "House of Delights"

Number of safes: 1

Safe code: 879, 138, 656, 679 or 696

Location: house of an art dealer in the Wine Quarter

In the third mission there is only one safe. To get the code, we need to go straight to the Golden Cat establishment. An art dealer will be waiting for us in the room with the electric chair. After communicating with him in various ways (including a switch that helps to get the necessary information), we find out the information we need. Then we go to the merchant's house. Having risen to the third floor, we find ourselves in the safe room.

Here you can find a rune, a painting of Sokolov, and a lot of other useful loot. Slackjov also really wants to know this combination, who will promise to organize the disappearance of the Pendleton brothers for it. Here you can cheat and completely clean out the safe before handing over the code to the bandit, receiving a reward from him as well.


Safes in mission: "Royal Physician"

Number of safes: 2

Safe No. 1

Location: Pratchett's house

Safe code: 473

We go to Pratchett's house. You can get into the building in different ways, the most common one is to kill all the guards or move into one of the guards. But it will still be safer to take a detour. Then you need to take a closer look at the paintings that are on the second and third floors. Each of them will have a specific number written on it:

  • Painting with city streets – 4
  • Painting with a whaling – 3.
  • Painting with a whaling ship – 7.

The safe itself must be found on the top floor. We have the numbers, but we still need to find out their correct sequence. In general, you can pick it up randomly, trying different combinations. To speed up the process, you can read the letter that is located next to the safe. It contains the correct sequence. It will be written there: streets, ship, whaling. Having solved this problem, we go to the safe and open it. We take the gold and rune.


Safe No. 2

Location: dilapidated house

Safe code: 294

We go to Sokolov's house, but only on the northern side of the road. There we find a collapsed house and several captive people who are locked behind a wall of light. They beg you to free them, and if we fulfill their request, they will tell you the combination to the safe. It is located nearby, behind the painting, on the top floor. Using one of our abilities, we get to the safe and take gold bars from it. It's hard to get past this safe, so getting a reward is guaranteed.


Safes in mission: "Return to the Tower"

Number of safes: 1

Safe code: 935

Location: Lord Regent's chambers in the Tower

For those who complete the game without a single kill, it is imperative to find and open this safe. The combination from him is not issued by the lord himself, but by a propaganda officer. He is quite easy to find, since he broadcasts to the entire Dunwall from his radio room, which is located at the very top of the tower. How to get into it?

Having climbed the main staircase, we turn right and go up to the broadcasting station. Along the way we will meet a messenger, and if we spare him and do not kill him, he will give access codes to the necessary safe, as well as other useful information regarding the contents of the cache. In his safe, the lord hides an audio recording that testifies to his evil crimes and atrocities.

It is enough to turn it on throughout the entire city, and not a trace will remain of the regent’s reputation. The lord's room is located on the third floor, not far from the two main staircases. As soon as we turn on the recording, we get the “Political Suicide” achievement. The Regent will be arrested and sent to the galleys as soon as the recording is made public.


Safes in mission: "Flooded Quarter"

Number of safes: 2

Safe No. 1

Location: flooded apartment in central Rudshore

Safe code: 428

The most difficult safe in the game. First we need to find the cipher itself. Information about him is indicated in a letter, which is located in a dilapidated house on the top floor. Location: Radshore Market. The landmarks are spitting plants, as well as the balcony on which we previously looked for one of Sokolov’s paintings. Having received a letter with a code, we go to the lair of the assassins. Not far from their lair, killers will be waiting for us, after dealing with them we will teleport to the corner of the roof of the house.

Having climbed up, we inspect the lower left sector, then jump there and open the back door. Afterwards we go down to the water and swim from the door to the left. After swimming a decent distance, we find the treasured safe. It will contain a figurine of a whale.


Safe No. 2

Location: catacombs of the Old Port

Safe code: 528

We walk along the main road and don’t turn anywhere. On the way we will meet spitting plants. The first ones can be easily bypassed from below, and the second ones just need to be shot (those near which there is a bathtub and several dead bodies lie). There will be a stone staircase on the left. We climb up it and find a clue containing a code. The note will tell you about the month of wind, the month of seeds and the month of ice. There will be a decoder next to the note. The problem is very easy to solve, so there will be no difficulties opening the safe. A bone amulet awaits us in the cache.


List of cipher codes

Safe CodeMission nameLocation
4-5-1 Dishonored \ DishonoredSafe in the sewer, near where Corvo gets his ammunition back
2-8-7 Safe in Dr. Galvani's house
2-1-7 High Overseer Campbell \ High Overseer CampbellDoor in Taskmaster's base
2-0-3 High Overseer Campbell \ High Overseer CampbellSafe in the barracks of the Overseer's base
8-7-9
1-3-8
6-5-6
6-7-9
6-9-6
House of Pleasure \ House of PleasureSafe at the artist's residence (always a different combination)
4-7-3 Safe in Pratchett's house
2-9-4 The Royal Physician \ Court DoctorSafe behind the painting in a destroyed building, next to Sokolov's property
9-3-5 Return to the Tower \ Return to the towerLord Regent's safe, in his apartments
4-2-8 Safe underwater, at the beginning of Central Rudshore
5-2-8 Flooded District \ Flooded DistrictSafe with bone amulet

Bottom line

As mentioned earlier, there are a total of 10 safes in the game. The fifth, sixth, eighth and tenth ones can be considered really useful. The most useful one is the one in which we find an audio recording, since in fact this safe can be considered a plot safe. The rest can be opened at will; they do not provide any particular advantage in the game.

An additional source of money and necessary things in the Dishonored game are safes that must be opened by typing special three-digit codes. Almost everyone has a specific hint that helps you find out the given combination and open the metal box you need. In total, there are ten safes in the game scattered across different locations; they are opened using a combination of the (F) key and moving the cursor over the lock with the mouse.

Dishonored codes for safes by location.

  1. Catacombs. Innocently convicted. After receiving the crossbow and the note to the Lord Protector, the clue is on the chair next to the safe in the note, and the combination is written on the wall behind the row of bottles. code: 451
  2. Wine Quarter. Supreme Overseer. On the second floor of Dr. Galyani, following Staraya Vetosha, we go to the top. The clue is on the third floor on the board with a picture of a fish. We take the key to the laboratory from the guard sergeant. code: 287

3. Wine district. Supreme Overseer. In the kennel above the office of the Supreme Overseer. The clue is in the note on the bed behind the cages. code: 217

4. Wine district. High Warden . In the barracks in the backyard of the office. The clue is in the note in the kitchen behind the barracks. code: 203

5. Wine Quarter. House of pleasures. On the third floor in the house of an art dealer. The merchant will tell you the code after several electric shocks. code: opening options are constantly changing 879 , 696 , 679 , 656 , 606 , 138.

6. Kaldwin Bridge. Royal physician. On the third floor of Pratchett's house in Broadbridge. The clue is in the note on the table to the left of the safe. code: 473

7. Kaldwin Bridge. Royal physician. On the third floor of the house where the prisoners are kept. The code will be given by one of the freed women. code: 294

8. Dunwall Tower. Return to the tower. Safe in a chest in the Lord Regent's chambers. The tip will be given by an officer from the broadcast station. code: 935

9. Flooded Quarter. In the basement of a flooded house next to the bridge where the hero is waiting for an ambush from assassins. The room has a noticeable vent directly above the safe. code: 428

10. Flooded area. At the very beginning of the advance, the first group of river crunches is in the room. The clue is in the note next to the safe. code: 528

These are all the known codes for the Dishonored safes in the game, please note that one of them is opened using the random code posted above.

Codes (combinations) for safes in Dishonored 2 allow you to open various vaults that can be found in Karnak. They contain a lot of valuable and useful things, including gold, bone amulets and runes. Try to open every safe you see, but this is much more difficult than it might seem at first glance, since the number sequences needed for this are well hidden. In this guide, we will show you all the combinations for safes in Dishonored 2, as well as the location of the vaults and their contents.

If you want to discover the codes yourself, then carefully check all the notes and notes you find, since they often contain the necessary numerical sequences.

Note: many safes have randomly generated combinations, so not all of our codes may work with vaults. So, whether you want it or not, you still have to look for combinations.

Mission 1: Long Day in Dunwall

  • Title: safe in the treasury
  • Safe Location: Head to the treasury and find the storage room in it. In it you will see 2 safes. In one of them you can find a valuable prize.
  • Combination location: absent, since the safe is not closed - I don’t want to take it.
  • Code: none
  • Reward: one gold bar

  • Safe Location: After exiting the Dunwall Tower and performing your first guard elimination, you will see 3 guards being given orders by one of the officers. From this point, turn left and enter the building with a sign that says For Rent. In one of the rooms you will find storage.
  • Combination location: lies behind the picture hanging on the wall to the right of the safe.
  • Code: 451
  • Reward: two silver bars, a pistol and two pistol cartridges.


Mission 2: Edge of The World

  • Title: safe at the Winslow Safe Company store
  • Safe Location: In the store across the street from Addermaire Station in the southwest corner of the map. You'll find a storage room on the ground floor next to the back entrance. You can enter the store from the back alley if you don't want to miss the safe.
  • Combination location: in the cash register, which is located in the same store.
  • Reward: bone amulet, gold bar, two silver bars, pistol and pistol bullets.


  • Title: safe in the office of the Viceroy Supreme Overseer
  • Safe Location: In the wardens' offices, located across the canal from the building with a large banner that says "Seized". It is located in the Vice Warden's office. The building is literally swarming with religious fanatics, so try not to catch their eye, otherwise you will simply be beaten to death.
  • Combination location: written on a piece of paper lying on a table in a dark room near a large office (located on the same floor as the storage room).
  • Code: randomly generated
  • Reward: rune, three silver bars, raw whale bone.


Mission 3: The Good Doctor

  • Title: steel safe of the guards in Vasco's office
  • Safe location: on the second floor of the Addermire Institute. After exiting the elevator, turn left. Go to the laboratory and enter Vasco's office, located on the other side of the room. There you will find a safe standing right on the table.
  • Combination Location: After talking to Hypatia, look around. You will find a man with serious wounds lying on a stretcher. Talk to him - he will tell you the combination.
  • Code: randomly generated
  • Reward: key to Vasco's laboratory, note about the antidote and Addermere potion.


  • Name: steel safe in catalog
  • Safe Location: Located in the lobby of the Addermere Institute. Go towards the sign that says consultation. Teleport to the balcony and turn left. You will find a safe in a large office.
  • Combination location: lies on the table located on the other side of the office.
  • Code: randomly generated
  • Reward: drawings of combat sleep darts, copper wire, silver ingot.


Mission 4: Mechanical Mansion

  • Title: Safe in Corrie Brockburn's office
  • Safe location: At the initial stage of the mission, you will emerge from the sewer to the surface. To your left there will be a large building with a map of the area on it. On the left side of the map there is a small alley. Follow it down until you reach two people. Behind them will be a building with the sign For Rent. Enter it and go up to the top floor. Go through the green door. In the room you will find the storage you need.
  • Combination location: opposite the safe, there is a board hanging directly on the wall, and next to it are two glasses and a bottle. You need to remove the bottle and then you will see the combination written in chalk. You will only see two numbers. The third one will have to be chosen by yourself.
  • Code: randomly generated
  • Reward: two silver ingots, Sphalerite for good luck and the book “Meeting of Regents”.


Mission 5: Royal Cabinet of Curiosities

  • Name: Winslow's safe from the former lecture hall
  • Location of the safe: if you walk across the road from the main entrance leading to the Cabinet of Curiosities, you will notice a structure on which hangs a sign Condemned Due to infestation. There will be a boarded-up entrance next to the sign. Make your way into the building, then turn left and go to the office. In it you will find a wall safe. There will be a lot of bloodflies nearby. Kill them with fire bolts.
  • Combination Location: You need to go to your local black market dealer and purchase the combination from him. The black market is located opposite the location where Megan Foster will be waiting for you at the end of the fifth mission. You will need to help the seller deliver the Rosebarrow Prototype and then he will agree to sell the code.
  • Code: randomly generated
  • Reward: pistol, pistol ammo, five silver bars and a pouch.


Mission 7: Crack in the Universe

  • Name: steel safe from boiler room
  • Safe Location: In Aramis Stilton's mansion. You will need to have a time compass with you, which you will receive during the mission. Walking around the house with the compass turned on, you will find the right window into the past. As a result, you will be able to find yourself in a large hall, in the central part of which a tree grows. Turn left and go to the end of the corridor. You will find yourself in a small room with a table. Climb it and be transported to the present. Go to another room and destroy all the bloodflies in it. Travel back in time again and find the safe here.
  • Combination location: When in the past, find the corpse of a wolfhound near the safe. Throw it into the furnace located on the left and burn it. Fast forward to today. You will see that the safe is on the floor, and code numbers are written next to it.
  • Code: 238
  • Reward: black amulet, silver bar, two A's and Kono star charts


Mission 8: Grand Palace

  • Title: steel safe from the apartment of the director of the Winslow Safes company
  • Safe Location: When you reach the tall tree located in the central part of the street, you will see a large electric gate. Turn your front to the wall and your back to the tree and you will be able to notice an unremarkable building on the left. Go into it and go up the stairs. Go forward along the corridor until you come across a closed door and a hole in the wall. Use your unique abilities to sneak into the room. The safe will be inside.
  • Combination Location: When you are right in front of the safe, turn around and approach the tiny workshop. Turn your head to the right and you will notice a black and white photo of a man standing near the vault. Take a good look at it and remember the code.
  • Code: 123
  • Reward: pistol, pistol ammo, silver bar and gold bar.


  • Name: First Captain's Safe
  • Safe location: in the first captain's office. Enter the throne room from the terrace and enter the foyer with a round bench. Go to the left corridor and enter the office. The safe will be located behind the table.
  • Combination location: You will find it in the Duke's office - his room is located directly below the retinue's quarters. The code is on the table located to the left of the Duke's desk.
  • Code: randomly generated
  • Reward: rune, two silver bars and one gold bar.


Mission 9: Death to the Empress

  • Title: Dr. Galvani's safe
  • Safe location: we are talking about the same vault that you robbed in the first mission, that is, it is located in the same place - in Dr. Galvani's apartment. His apartment is located next to the palace gates, a couple of steps from the guard booth.
  • Combination location: the code remains the same, but the entrance to the apartment will now be protected by traps (if you did not open the safe in the first chapter, the doors will simply be locked with a key - destroy the lock with a pistol shot). The password is also located behind the picture hanging above the fireplace (the picture, by the way, can be taken away).
  • Code: 451
  • Reward: if you haven’t robbed Galvani before, you’ll find 3 coins in the safe, and if you did, you’ll find the owner’s diary with a funny message in it.