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Safe Combinations

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A combination safe.

In Dishonored, Dunwall City Trials, The Knife of Dunwall, and The Brigmore Witches, there are safes and locked doors that require combinations to open. Below is a list of all combinations found in Dishonored and its DLC.

Dishonored Combinations

Combination Mission Location and Description
4 5 1 Dishonored The safe in the sewers past the spot where Corvo Attano gets his gear. A note written for a man named Jelly can be found nearby. The combination is found by looking past the empty bottles on the shelf behind the safe.
2 8 7 High Overseer Campbell The safe in the Offices of Dr. Galvani (Distillery District). The clue is in Doctor Galvani's building; reading his journal hints that his favorite numbers are the combination; the combo is also written on the corner of one of his chalkboards displaying a drawing of a whale.
2 1 7 High Overseer Campbell The locked kennel door in the Overseers' base (Kennel map). The clue is in the kennel cell with the two prisoner corpses.
2 0 3 High Overseer Campbell Barracks safe in the Overseer's base (Back Yard). The combo can be found in three different locations: in the alley past Holger Square; in a note in the mess hall; and under the bed to the left of the safe. It can also be recovered from an Overseer named Berthold, if Corvo chooses to save him and his sister, Elsa, from his fellow Overseers.

1 3 8 / 6 9 6
8 7 9

House of Pleasure The safe in the Art Dealer's Apartment (Distillery District). The combination is given by Bunting when interrogating him at the Golden Cat, and only after checking first the safe or after Slackjaw gave Corvo his second mission.

4 7 3

The Royal Physician Pratchett's safe in his house (Kaldwin's Bridge). The clue is to find the number in each of the paintings in his house: the "crowded place", the shipping yard, and the whaling ship.
2 9 4 The Royal Physician The safe behind the painting in the wrecked building where the prisoner pen is outside the Sokolov estate (North End map). The combo is given to Corvo if he disables the Wall of Light for the prisoners.
9 3 5 Return to the Tower Lord Regent Hiram Burrows' safe in his private quarters (Dunwall Tower map). The clue is given to Corvo by the Propaganda Officer so he can fulfill the non-lethal objective. The Propaganda Officer is found in the broadcast station.
4 2 8 The Flooded District The underwater safe at the start of Central Rudshore (Flooded District). The combination can be learned via a note found in an abandoned building, past the bridge leading to Daud's base, near the River Krust cluster.
5 2 8 The Flooded District Jelly's safe in the Old Port District sewers; it is the one with the bone charm (Old District Sewers map). The clue is next to the safe.

Dunwall City Trials Combinations

Combination Mission Location and Description
Random Burglar - Expert The safe in the room facing the stairs, on the second floor. The combination is generated randomly between each playthrough but a clue can be found on the second floor. The code is written on the third floor, all around the broken window. The first digit is at the base of the left one, the second on the brick wall behind and the third in the middle of top frame.

The Knife of Dunwall Combinations

Combination Mission Location and Description

3 8 5 / 5 2 9
7 2 8 / 9 2 8

A Captain of Industry

The safe in the guardhouse, near the wall of light. If Daud purchased the favor at the start of the mission, a marker is added, and the combination can be found on the slaughterhouse's wall across the yard, behind breakable wood. The combination will be completely random and can only be deduced by checking the wall.

Alternatively if the favor was not purchased, the combination can be found in a note located underwater, below the cargo boat to the right of the slaughterhouse yard. It will be one of the four aforementioned combinations.

5 1 2 A Captain of Industry The safe in Rothwild's office. The clue is in the Injury Report Code note, which states the number of injuries and fatalities over the past week.

The Brigmore Witches Combinations

Combination Mission Location and Description

1 6 5 / 2 3 8
3 8 7 / 4 0 8
5 7 2 / 6 6 9
7 7 4 / 8 3 7
8 7 3 / 9 8 4

The Dead Eels

The locked doors to the engine room below the Textile Mill, accessed through either the mill's basement or the Sewer System. The code can be acquired by making a deal with either Nurse Trimble or the Geezer (in this case the last digit will have to be guessed), or by finding the note in the Hatter mechanic's apartment. The key to the locked cabinet containing the note can be found on the corpse of the mechanic in the sewers.


  • The first safe combination found in Dishonored, "451," is a continued reference which started with the System Shock game series from the now defunct game company Looking Glass Studios[1] for which Dishonored's co-creative director Harvey Smith worked. This reference is also observed in more games by ex-employees of Looking Glass Studios.
    • The number itself is a reference to Ray Bradbury's book Fahrenheit 451,[2] a story about extreme censorship in a dystopian future and which title designates "the temperature at which book-paper catches fire and burns." In a reversed interpretation, its use by game developers symbolize creativity.


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