THE SHORT ANSWER

Identify the room before using a code. The first painting-hall cabinet has conflicting reports of 9901 and 0199; the gravekeeper’s safe is 9606 and the mansion’s Great Fire clue leads to 1966.

Numeric locks at a glance

LocationCodeRecognising the clue
Painting hall after Bruno’s keycard door9901 / 0199Numbered plaques beside paintings; source disagreement
Cabinet beyond the early bookcase rooms9891Digits on the body in the bath
Safe at the gravekeeper’s house9606The two dates in the bedroom’s note and photo
Upper-floor mansion cabinet1966300 years after the Great Fire
Club route near the Voyeur Ticket1952Match the cabinet to the ticket-room area
Late-game room south of the fourth shop1362Numbers associated with nearby statues
Cabinet after the moving/spinning trap8571The two television displays
Late-game cabinet in the ladder room2342Numbers on the walls facing away from the cabinet

These are location-specific answers documented by the linked walkthroughs. They are not universal codes for every lock, and the table is not a claim that every optional room is listed.

Why do guides list both 9901 and 0199?

GameSpew gives 9901 for the first art-corridor cabinet. PowerPyx lists both 0199 and 9901 and notes a reported difference. The available evidence does not establish whether that difference comes from a patch, difficulty, randomisation or a reporting error.

Read the painting plaques in your current build. If your clue clearly supplies a different ordering, follow the clue rather than treating an internet answer as more authoritative than the room in front of you. Do not infer that every later code is random simply because this one has conflicting reports.

How the Great Fire clue produces 1966

The mansion clue refers to 300 years after the Great Fire of London. Using 1666 as the reference year gives 1966. Enter that in the numeric cabinet lock. The mansion’s large mechanical safe is a separate puzzle with rotating discs, so do not search that safe for a keypad.

For the connected figurine, gramophone and Security Card steps, use the mansion route. A numeric answer solves only the lock attached to that clue.

Locks that require an item instead

  • M359: a door identifier; collect and place the blemished pieces.
  • Face-like office door: use the Tongue Key from the skull.
  • Leviathan statue exit: solve the statue and use its duck-shaped reward.
  • Graveyard gate: use the inset from the shed.

Entering numbers cannot substitute for those items. If an interaction shows a shaped recess, inspect your inventory and the room’s physical objects. For the opening dependencies, see Escape the Cult.

If the answer does not work

Check three things in order: the room, the lock type and the clue. Then compare your difficulty and version with the guide’s scope. Record the clue before changing multiple assumptions at once.

Optional cabinets can contain useful supplies and upgrades, but a locked cabinet is not automatically the reason the story cannot continue. Recheck the current objective if opening it leaves the route unchanged. Keep a manual save before leaving the area if you want to return for optional rewards.

Sources & review scope

Independently written from published route references and official information. This page does not claim a first-hand playthrough. Check your objective, difficulty and game version when a detail differs.

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