An image of Army Warehouses key and code locations in Stalker 2
Image via GSC Game World

All door codes and puzzle solutions in Stalker 2: Heart of Chornobyl

Because nobody likes to be stuck outside.

One of the reasons why STALKER 2: Heart of Chornobyl is such a good experience, regardless of its many pro🐷blems, is the Zone itself. The Zone is filled to the brim with Legendary Artifacts, weird guns, and secret loot caches. To open some of these up, though, you’ll need key codes!

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Whereas the old STALKER games did present the player with a secret code or a puzzle to solve every once in a while, these weren’t highlight moments at all. Instead, they were a kind of necessary evil to break the pace of constant gunfire in the later stages of the story. In STALKER 2, however, the fe🉐ature is fully rounded off and properly implemented.

Quite often, really, you’ll find yourself chasing down wacky leads and figuring out the door codes for extremely promising caches. These hold top-tier guns, armor sets, or alternative access to important areas. Either way, there are 25 of these in total, and I’ve got them all listed below. Just in case you come across one during an encounter and don’t feel like thinking your way out of a gunfight.

Screenshot by Destructoid

Full list of STALKER 2 door codes

Lesser Zone – Sphere – 2765

As part of the “Behind Seven Seals” quest, you’ll have to mount an assault on the Sphere military facility in the Lesser Zone in what may or may not be a throwback to the classic post-Agroprom mission from Shadow of Chernobyl. Either way, you’ve got several options at your disposal on how to enter the Sphere, and the secret access tunnel with a door code is one of them.

If you approach the Sphere from the northwest side, the tunnel itself should be easy enough to spot. Note that you’ll have to wade through about a dozen chemical Anomalies to get to the door, but once you’re there, use the code 2765 to open it up.

Kordon – Mindscrew – 1268

Sitting pretty right behind Sidorovich’s small HQ in Kordon is the aptly titled Mindscrew facility, whose functionality I don’t intend to spoil here. Lore fanatics won’t have a problem figuring it out, regardless.

To enter and explore the facility, you’ll need to head on through the main access tunnel and enter the code 1268 to unlock the door. Simple as that.

Rostok – Military Safe – 195726

Rostok is an old favorite region for STALKER players to explore, and you may be thrilled to learn that it’s got lots of loot and unique goodies tucked away in its many unmarked facilities. The north barracks, for example, play host to a large military safe with an upgrade blueprint and a few notable loot drops. Opening it up is somewhat involved, though, as you need to chase down three different officer PDAs in the near vicinity.

If that’s not something you’re very keen on, no worries! STALKER 2‘s codes aren’t actually randomized from what I’ve seen so far, and you can just input the code 195726 and be on your merry way, instead.

Garbage – Electric Field Safe – 1708

The massive Electric Field Anomalous Area found in Garbage has got more to offer than just a random shot at finding an Artifact. Enter the nearby building from the south end of the area and go to the first floor to discover a fancy code-locked safe waiting for you to plunder. The code to this safe is 1708, though it doesn’t appear to have any unique items tied to it.

Garbage – Factory/Laboratory – 2605

Garbage’s Factory has not one but two unique codes to input if you want to unravel all of its secrets. The first can be found in the basement of the public-facing facility: a massive steel door leading to the underground laboratory. I’ll never get tired of this particular STALKER trope (the X-labs), and neith꧙er will youꦜ if you use the key code 2605 to open it up.

Garbage – Factory/Laboratory – 2603

After progressing through the lower portion of the facility, you’ll have to move on to the upper floor through a code-locked grate. Use the key code 2603 to get through.

Wild Island – Waste Processing Station – 2711

In the southeast corner of the Waste Processing Station is a small utility building that looks entirely uninteresting at a glance. Yet, walk inside and quickly find a code-locked do𒐪or with a safe inside. Use the code 2711 to open it up and scoop up all the loot.

Wild Island – Waste Processing Station – 0505

While you’re prowling about through the Waste Processing Station (likely as part of the Shift Change quest), you might as well grab the previously plundered Monolith stash. No worries, though: it’s only been partially cleared out, with valuable goodies still within. You’ll come across this stash as you’re wrapping up the relevant quest; look to your right as you’re exiting the hallway where you found a Noontide survivor. Enter the code 0505 and grab as much of the stuff inside as you can carry.

Zaton – Hydrodynamics Laboratory – 4824

If you’re itching to plunder the laboratory found on the southern coast of Zaton, you’re going to want to use the door code 4824 when the opportunity shows. This will open up a small utility building in the west corner of the facility, housing a potentially useful stash of goodies. Sadly, not much else worth discussing is found here, even though the location is plenty fancy enough for a unique weapon or something.

Zaton – Railway Maintenance Facility – 2468

In the western part of Zaton you’ll come across the Railway Maintenance Facility, which is a good place to be if you want a unique, customized 416 carbine. Not enough for you? No worries. Head over to the west corner of the facility and enter the small building you will find there. Use the key code 2468 to open it up and get a bunch of handy utility items and (most importantly) the excellent PSZ-5I Hawk armor set.

Yantar – Dam Door – 5578

Yantar is one of the areas of the Zone that’s been given the most substantial retrofit to accommodate STALKER 2‘s more realistic map. Forgetting about it is all too easy, in my book, but in reality, the area is chock-full of loot. For example, head on over to the dam itself and climb onto the bus that’s just about to veer off into the waterway.

As you reach the edge of the bus, you should be able to spot the useful Springboard Anomaly below. Use that to amortize your fall and drop down to the Dam’s main entryway. The first room you jump into is already brimming with high-grade ammunition and safes, but you can also enter the code 5578 to open a room further inside. What’s in there? More loot, of course.

Cement Factory – Intercom Tower Safe – 030794

This one is a must-grab for any AK user. Go to the Cement Factory and go to the Intercom Tower location at the north-east part of the region, some ways away from the coastline.🐟 Zip straight for the small, ground-level building next to the tower itself and find a large safe deeper inside. Input the code 030794 to find the delightful GP-25 underslung grenad🐽e launcher and a small cache of other loot.

Chemical Plant (Army Warehouses) – Armory Door Code – 0690

Whereas Army Warehouses were a standalone region in STALKER games prior, they’re now a shadow of their former selves. The location’s been taken over by a small Duty detachment, though they maintain a substantial armory in the exact same spot where it was a decade ago. Handy! Use the key code 0690 to enter it and grab as much stuff as you can lug around. The Duty troopers don’t mind.

Chemical Plant – Door Key-Code – 8506

The Chemical Plant is a major Ward forward operating base in the heart of the Zone, and you won’t be able to easily access it right off the bat. When you do finally enter the premises (whether by using the fence-jumping trick on the north wall, or by following the main story), head to the ground floor of the main building and find a code-locked door. Inside is the excellent Zubr-19 (Bizon) SMG, a PDA, and a few other notable goodies.

Chemical Plant – Promin CMD Factory – 1976

The odds are good. You’ll trawl through Promin CMD as part of the Dawn of a New Day quest. Upon entering the facility, you’ll be beset by some mutants, but it won’t take long before you come across an ominous-looking code-locked metal door leading deeper into the factory. Use the key code 1976 to open the door, and prepare for a very impressive sight!

SIRCAA – Dr. Dalin’s Safe – 2006

About mid-way through the main narrative, STALKER 2 takes you on a wild romp through a high-tech SIRCAA facility, which feels like it’s been lifted from an entirely different game (in a good way). There’s a bunch of stuff to discover here, but of particular note for this article is Dr. Dalin’s safe found in his office.

First, interact with the Old Photo on the wall to the right of Dalin’s desk to expose the safe, and then input the code 2006 to open it up. This is a scripted loot drop featuring a Battery-type Artifact and a note, so it’s a decent showing compared to many other unlockable safes.

Cooling Towers – Northern Container – 2777

While you’re attempting to hunt down the elusive Weird Nut Artifact over in the Cooling Towers, why wouldn’t you do a small pit-stop at the container camp to the west of the Fire Whirl Anomalous Area? This zone is often frequented by hostile mercenaries and Monolith troopers, but there’s a large shipping container locked with the 2777 key-code, too. Sadly, there’s no unique loot to be found here, but it’s definitely worth checking out. Maybe you luck out!

Yaniv Station – Lisovyi Door Code – 240983

One of the most potent loot caches found in STALKER 2‘s Zone is actually tucked away underneath an unassuming Bloodsucker-riddled village to the east of Yaniv. Lisovyi is a ridiculously loaded location by default, but you may well miss this particular door, as it’s hidden away in a very easy-to-miss basement. Use the code 240983 to open the basement and get an RPM-74, the SVU bull-pup sniper, a low-status Zubr SMG, and the M860 Cracker shotgun, on top of a bunch of ammo and other goodies.

Note that you may get hounded by exoskeleton-clad mercenaries upon coming back up, though. I experienced this encounter twice already while looting the cellar, so I reckon it’s tied to opening the cache.

Malachite – Scorcher Tunnel – 1287975

The technical tunnel leading to the main Brain Scorcher facility is one of the easier code puzzles in STALKER 2: you just need to read the numerals written on the fence posts as you approach the tunnel ladder. The code is 1287975, and inside is a lovely assortm♔ent of health items, ammunition, and dedicated caches.

Duga Radar Array – Hatch Access Code – 2110

Though STALKER 2 is the first game in which we can access and explore the Duga radar station, the location itself is downright legendary in both the real world and STALKER lore. Getting close to it is easy enough, granted, but the problem is likely to be the code-locked access hatch inside the main facility. Use the key code 2110 to open it up and drop it inside. Among other goodies, this also nets you the sorely needed high-capacity mag for the Mk1/M14 EBR.

Burnt Forest – X15 Orbita Facility – 1995

You’ll be able to access the X15 facility over in the Burnt Forest as part of the Subtle Matter questline. Inside the Orbita, you’ll need to use the key code 1995 to open an important room leading deeper into the facility. This one is very hard to miss as it’s a crucial aspect of the quest itself, and though you do get some loot out of it, it’s hardly anything to write home about.

Now, this is the very important bit: if you’re going to explore X15 and X-15 properly before the Subtle Matter quest, make sure that you do not grab the recorder that’s inside. Doing so ahead of time will break your main quest progression.

Burnt Forest – X-15 Laboratory – 4221

After you’ve cleared out the main Subtle Matter quest, you’ll have an opportunity to explore the X-15 Lab to your heart’s content. Go back down to the lower levels of the lab and look for a code-locked doorway. Use the code 4221 to open it up, and have fun!

Prypiat – Journalist’s Stash – 2021

One of the final Journalist Stashes found in STALKER 2‘s Prypiat is behind a code-locked door. Use 2021 to open the apartment and find a fairly tragic scene within. On the flip side, the cache inside the apartment has a top-notch Dnipro with two mags worth of 5.45, so it’s good news for Skif and his late-game progression!


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Filip Galekovic
A lifetime gamer and writer, Filip has successfully made a career out of combining the two just in time for the bot-driven AI revolution to come into its own.