Alan Wake 2 lock codes: How to crack every safe and stash without the headache

Alan Wake 2 lock codes: How to crack every safe and stash without the headache

Honestly, playing Alan Wake 2 feels like being back in high school math class, except there’s a shadowy monster trying to eat your face while you try to solve for X. Remedy Entertainment really leaned into the "detective" side of survival horror this time. You aren't just shooting Taken; you're squinting at blurry notes and counting lightbulbs in a theme park.

If you’ve found yourself stuck in the woods of Bright Falls or the rainy docks of Watery, you've probably realized that Alan Wake 2 lock codes are everywhere. Some are simple. Others? They’re borderline mean.

I’ve spent way too much time staring at cult symbols and doing mental arithmetic to open boxes of shotgun shells. Here is the breakdown of the most annoying, essential, and hidden codes you’ll need to survive Saga’s investigation and Alan’s nightmare.

The Cult Stashes: Why Saga’s job is basically a locksmith

Saga Anderson has it rough. The Cult of the Tree loves their little games. Most of these stashes are locked with three-digit combinations or symbol-based padlocks.

The first one most people stumble on is at the Cauldron Lake Murder Site. It’s right outside the trailer. The note says something about washing hands and taking a nap. It’s not just flavor text; you have to look inside the trailer. The symbols are on the sink, the fridge, and the bed.

  • The Code: Two triangles facing each other (hourglass), then two triangles pointing away, then two triangles pointing down.

Then there is the infamous "Rock Rock Tree" puzzle. It’s located south of the Private Cabin in Cauldron Lake. You’ll see numbers painted on rocks and trees that only show up under your flashlight.

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  • The Math: 3+3 (rock), 7-2 (rock), 6+2 (tree).
  • The Code: 658.

Coffee World and the math problems from hell

Watery is where the puzzles start getting genuinely tricky. If you’re at the Slow Roaster Ferris wheel, you’ll see a stash that mentions "striped cups." You have to look at the numbers on the actual carriages.

  • The Code: 147.

But the real kicker is the Coffee World Gift Shop Safe. It’s behind the counter, and the hint mentions the "Tracker, Lookout, and Cleaner." You have to walk over to the staff board and find their pictures. Their positions on the board correspond to the numbers on a keypad.

  • The Code: 146.

Down at the Watery Docks, there’s a math-based one that makes people want to quit. It’s the "how many batteries" or "how many cars" type of puzzle. For the one near the pier involving the "B2" calculation:

  • The Code: 496.

Bright Falls: Bolting through the endgame

Once you get the Bolt Cutters, the world opens up, but so do the requirements for your brainpower. In Bright Falls, there’s a stash in a truck south of the Break Room in Bunker Woods.

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  • The Code: 177.

If you’re looking for the Wellness Center Computer Code, which you need to get the Hunting Rifle (don't skip this weapon, seriously), it’s tied to the security room. The calendar nearby has the answer.

  • The Code: 170823.

One of the last big ones is in the Sheriff’s Station Evidence Room. This is Return 6 territory. You need this stash for the Lighthouse Key, which contains some of the best loot in the game.

  • The Code: 146.

Alan’s side of the story: Oceanview and the Talk Show

Alan doesn’t have it any easier in the Dark Place. When you’re trying to get into the Oceanview Hotel, you need the door code. The hint is "The neighbor of the beast." Most people immediately think 666, but the neighbor is actually:

  • The Code: 2250. (This relates to the price of a drink on the menu in the bar).

Earlier in the game, during the Talk Show Studio segments, you’ll encounter a keypad for the dressing room. This one is weird because it changes.

  • First loop: 665.
  • Second loop: 565.

Quick Reference for Key Weapons

If you just want the guns and don't care about the lore, here are the "Must-Haves":

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  1. Sawed-Off Shotgun (Cauldron Lake General Store): 739.
  2. Crossbow (Watery Hunting Shack): 527.
  3. Pump-Action Shotgun (Sheriff’s Office): 723.
  4. Hunting Rifle (Wellness Center): Use the 170823 computer code to open the doors, then find the doorknob in the staff lounge.

Making sense of the symbols

A lot of people struggle with the "Triangle" locks. Here is a pro-tip: think of them as directions. Remedy uses "top-to-bottom" logic. If the triangles are side-by-side, that’s one digit. If they are stacked, that’s another.

The Kalevala Knights Workshop door code is a classic example. You have to align the symbols based on the cult’s drawings around the back of the workshop. If you're stuck there:

  • Top: Two triangles pointing up, side-by-side.
  • Middle: Two triangles pointing down, overlapping.
  • Bottom: Two triangles pointing up, overlapping.

Actionable insights for your playthrough

Don't just rush through. The Alan Wake 2 lock codes are designed to slow you down and make you soak in the atmosphere. If you’re truly stuck:

  • Check the ceiling: Some codes or clues are painted in places you’d never look unless you were desperate.
  • Use your map: Saga will often mark "Locked Stash" or "Nursery Rhyme" on the map once you've seen it.
  • Save your flares: Many stashes contain flares and propane tanks. If you’re full on ammo, wait until after a big fight to open them so you don't waste the resources.

If you’ve managed to open every cult stash, make sure to head back to the Lighthouse in Watery. That final reward is basically the game's way of saying "thanks for being a nerd about math."

Your next move should be heading back to Cauldron Lake to finish any remaining Nursery Rhymes. Solving those is the only way to get the best Charms in the game, like the one that prevents a killing blow. It's much easier to solve puzzles when you aren't actually dead.