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Nearly every mission has one and each has $1000 that you can use for upgrading campaign-specific perks at your base or for unlocking exclusive weapon skins.
Call of Duty: Black Ops 6 features a fun single-player campaign alongside the compelling grind to reach Prestige rank. Not only is the narrative exciting, but the missions also vary and provide multiple options for completing objectives. However, there are many things you might miss on a first playthrough, including a set of safes littered throughout the campaign.
Nearly every mission has one, and each contains $1000 that you can use for upgrading campaign-specific perks at your base or for unlocking exclusive weapon skins. Compared to how much you usually get from a mission, the extra cash is certainly worth it. Whether you want an extra edge in the campaign or just can’t get past the related puzzles inside the base, we’ve got you covered with a breakdown for each safe.
Each campaign safe has two vital aspects: the location of the safe itself and a radio that can transmit the code to open the former. You’re likely to find the radio first, as a message will pop up in the middle of the screen to inform you when there’s a signal nearby.
Interacting with the radio will start a frequency-tuning minigame. You’ll need to use the sticks on your controller to modify one frequency wavelength to match another. Successfully doing this will cause the radio to start repeating the four-digit code needed to open that mission’s safe.
It is worth pointing out that these codes are random. That means no skipping a step and aiming straight for the prize – you need to find the code first. Fortunately, the safes and radios are near each other, and typically they’ll even be in the same room. We’ll be providing the locations for both.
Opening every campaign safe isn’t too difficult, as a majority just require you to find their location. The biggest outlier to this is the one inside The Rook safehouse. Although you can find the safe easily enough on the second floor, the code is hidden behind six puzzles. These can be tackled whenever you’re at The Rook between missions, so feel free to unlock this safe first or last.
The first puzzle to solve involves the generator inside the Boiler Room. When facing the central area that the Evidence Board is in, look a little to your right to see a thin hallway. Immediately on the hallway’s right side will be a door leading downstairs to a basement and an attached boiler room. You can adjust the generator using the Fuel valve, a Boiler valve, and a Pilot dial. Here are the steps to take:
This will unlock a door, but we’ll get to that once the Piano puzzle is solved. Go back upstairs and head into the room on the other side of the central area. Pick up the Blacklight that’s pointing toward the piano. You’ll be able to use this in the safehouse by pressing left on the D-pad as well as during puzzles by pressing X for Xbox or Square for PlayStation.
Look around the room with the blacklight to find five different notations with numbers next to them. Interact with the piano and toggle the blacklight to find a series of notations above the keys. The following keys need to be played in order:
Some of the wood paneling next to the piano will swing open, revealing the entrance to a secret bunker. Remember that generator you turned on earlier? It unlocked the door at the bottom of these stairs. Go through it, walk down the hallway, and then take your first right to find a door with a keypad. This will start a common puzzle that can be found in the campaign. The code is random each time, so you will need to solve this.
Interact with the keypad and use the blacklight to see which buttons were used the most. Those with a bright fingerprint on them are part of the code, while any with multiple fingerprints means that it shows up more than once. You’ll be able to tell if the number is correct, in the wrong location, or not used at all.
Go through the unlocked door and then circle around the room until you find a computer. Interact with it to start a cipher puzzle, another recurring one throughout the campaign. All you need to do is use the cipher at the bottom to sort out the correct letters. The order will be random, but they’ll always be the following four words:
With this solved, exit out of the room and take a right down the hallway. The door on the left side will be open just ajar. Walk through it and then go to the door straight across to start a simple lockpicking minigame. Slowly rotate the lock pick with the right stick until each pin is lifted. Walk inside the torture room and grab the key on the small table.
Head back towards the hallway with the keypad door, but turn right to go across from it. Open the sole door on the left to discover the final puzzle, which involves tuning the frequency of a radio. Instead of directly revealing the safe code numbers as it does for all other safes
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