Weapons and other valuable items in Alan Wake 2 are often hidden in safes, caches, and other locked places. Players can usually find clues nearby that will help them enter the correct combination of numbers or symbols, but sometimes solving the puzzles can be quite challenging. In this guide, we've collected all the passwords and codes for locks in Alan Wake 2 to help you with your playthrough.
All the passwords in this guide are listed in chronological order, by chapters, with details on the location and whether they relate to Alan or to Saga. It's worth noting that Alan Wake 2 is structured in a rather unique way. Both characters have their own set of chapters. Saga's chapters are labeled as Return, while Alan's are labeled as Initiation.
Each set consists of 9 chapters. After completing the first five chapters (Return 1-2, Initiation 1-3), you gain the ability to switch freely between characters and progress through the story in any order. In this guide, the chapter names correspond to those in the save files (they may be labeled differently in the list of achievements/trophies).
In the first chapter, you can find just one locked chest. Even if you don't open it now, you can return here later during Saga's chapters.
This cache is located near a crime scene by a small trailer. Apparently, cultists lived here, as you can find special cult symbols inside the house. These symbols are used to open the chest, which is situated on the street in front of the trailer. You can find the correct combination in the image below.
In the next part of the walkthrough, several chests, a weapon locker, and a computer will be available.
When you visit the Witch's Hut, find a fuse and another page from Alan, you'll need to head to the store. Upon entering, you'll encounter an enemy. Once you've dealt with him, check the previously locked room. On the right wall, there's a locker with a shotgun. The code is 739.
Walk along the water. You need to squeeze through the second fallen tree on the right side. You will see a box. To open it, press the previously illuminated buttons in the same order. Inside, you'll find supplies and an inventory upgrade. Don't forget to read the note on the lid to get a clue.
Returning through the huge tree to the previously explored area, you'll come across a camping clearing. To the left, there's a table, and behind it, a locked cultist cache. You can open it with a key lying on a stone nearby. Simply follow the arrows drawn on the trees.
During the chapter, you will enter a house where, on the first floor, there is a computer protected by a password and a supply box. The password is written on a sticker that is stuck on the monitor itself, but due to the lighting conditions, it is quite difficult to read. The computer code is 2547.
From the two-story building (station), run to the Riverbank. On the right, on the hill, there is a small house — start the generator. Behind the fence on the opposite side, you can see the cultist cache, locked with a combination lock. The password is written on a tree and a large stone by the river — 658.
In the first part of the chapter, you will encounter only one locked door.
As soon as you watch the video, you will have to get out of the studio. The code is written on the wall in the first open room — 665. However, after some time, you will end up here again. This time the code will not work, and the numbers on the wall will start to flicker. The correct combination is — 565.
Outside the Hunting Cabin, which serves as a rest room. The code is 527. Inside the cache, you will find a crossbow.
The code can be found at the base of the Slow Roaster ride attraction. The correct combination is 147.
This cache does not require a code, but a key. The cache itself is located in the Coffee World theme park, behind the Houtari well, next to a tree. To get the key, go east to the statue of Mr. Drippy (coffee mascot) and find the key lying on the ground behind it.
The code for this safe can be found by reading the note on the safe. In it, you will find a sequence of words: Watcher, Observer, Janitor. Look at the staff board, which is located on the wall of the same room, to the left. The listed words are synonyms for the positions of three employees: detective, observer, and cleaner. There are 9 employees on the board, and they correspond to the 9 buttons on the safe panel (top left — 1, bottom right — 9). Accordingly, detective — 1, observer — 4, cleaner — 6.
This is a symbolic code. During your quest, you will find its combination by standing behind the large coffee mug of Mr. Drippy on the southwest side of the workshop. It features three red symbols. The correct combination is shown in the screenshot below:
The cache is located on a ledge northwest of the lighthouse. The lock combination can be found in the screenshot below. You can manually open the lock by looking at the symbols II and III for the second and third symbols respectively, and then cycling through the first number until you find the correct one.
The code for the cache is 496.
In this chapter, you will play as Alan. There is only one locked door here. The door code is 2550.
Here you will find several cultist caches, as well as a locked terminal. Below, we have listed all the passwords.
The cache is located in the bed of a pickup truck, south of the rest room. The code is 177.
Once you reach the security room, enter the code 170823 to unlock the doors. Head north, into the staff rest room, and inspect the box behind the registration desk. Return to the door to the right of the security room — there you will find a rifle.
Just north of the main path behind the rest area, right before the road splits into two paths. The code is on a stone, just follow the arrows.
Head to the dock, south of the Sheriff's Office, and open the gates using a Bolt Cutter. Enter the shed and find the cache. The code is 697. Inside, you will find an inventory upgrade.
The cache is located behind a locked fence near the diner and station, which can be accessed with a bolt cutter. The code can be found by examining symbols in the park. One is on the radar antenna, another in the gazebo, and the third on the benches.
To find it, open the gate next to the Kalevala Knights Workshop. The code is 542.
In the last story chapter, there are only two locked boxes. One contains a weapon for the main character, and the other opens a cultist cache.
Inside Tim Breaker's Sheriff Office, in a display case. The code is 723. To gain access to the room, you first need to kill the Possessed and get the keys to the Station from the FBI agent in the closet.
In the evidence room, in the basement of the Sheriff's Office. The code is 146. If this is your last Cultist Cache, you will find the key to the lighthouse in Watery. Heading to the lighthouse, you will find some materials and a couple of pages inside.