Call Of Duty Black Ops 6 Campaign Safes Guide: Where To Find The Safe In Every Mission
As you play through the Call of Duty: Black Ops 6 campaign, you're going to want to grab all the cash you can to buy upgrades that can power up your character with a variety of useful perks. Finding that cash can prove troublesome, however--money is scattered haphazardly through missions and often in small amounts, unless you can find and open safes. There's one in each mission, and if you can crack it, you can grab a big pile of money, as well as gear that can help you make it through the mission.
Here's everything you need to know to find the safe in each of Black Ops 6's nine missions, including how to decode their combinations.
How to Crack Safes in Call of Duty: Black Ops 6
In most games, when you find a safe, you'll find the combination written somewhere nearby, in a note or post-it. Things are a little more technologically complex in Black Ops 6. Instead of a combination written on a piece of paper, you'll have to decode a combination by tuning a radio frequency, usually emanating from a radio near the safe's location.
When you're near a radio--and therefore, a safe--you'll see a message on your screen telling you the strength of the signal. The strength increases as you get closer to its source, so move around the area until the signal strength message changes from weak to medium to strong. The radio you're looking for is a small metal box with dials on the front, and you can interact with it when you get close enough.
Activating the radio dials up a minigame in which you need to adjust an oscilloscope, matching up wavelengths by increasing or decreasing the amplitude and frequency of the waves. When you get the waveforms matched, a voice begins to play that will read off numbers, giving you the combination to the nearby safe. Plug the numbers in and the safe will pop open.
Safe 1: Blood Feud
The mission to recruit Sev, Blood Feud, is the first you have access to after finding the safehouse and going after the Pantheon in earnest. The safe is in the second half of the mission, after you've met up with Sev and driven with her in the van to a restaurant where a number of Guild bigwigs are meeting. Your goal here is to infiltrate the restaurant and reach its safe room on the second floor. An easy way in is to circle around to the left side of the restaurant and go through the alley, where you can find a vent that lets you sneak inside.
If you follow the vent to the end, you'll find two rooms--an office where two Guild goons are talking, and a bathroom with a guy washing his hands. Drop down into either of them (keeping yourself hidden is a little easier to do if you start in the bathroom) and make your way to the office. The safe is against the wall to the right of the desk in the office, and you can find the radio on a table beside the door, next to a coffee pot.
Safe 2: Most Wanted
The safe in Most Wanted, the mission that takes you to a Bill Clinton campaign event to get into a CIA black site hidden beneath it, can be tough to find. It requires you to sneak into a restricted area of the party with guards patrolling around it, and you might have to take a few out. The safe is found within a small off-limits area surrounded by white curtains that you can't access directly. Instead, you have to go around to the back of it, sneaking through some restricted areas and past a couple of guards.
Start at the southeast corner of the banquet hall to find the path that will lead you to the safe. You'll find some gold curtains here running along the back wall; you can sneak through those curtains to hide from guards and access areas that are roped off. In this corner, going through the gold curtains lets you access the roped-off area right behind the bar.
You might need to take out the two guards here--hiding them behind the gold curtains is easiest for avoiding detection. Make your way through the restricted area behind the bar and past the patrolling guard, then slip into the gold curtains again at the far side. Pass through them and you can come out into the safe room surrounded by white walls. The safe is in the back left corner of the space, and the radio is on your right.
Safe 3: Hunting Season
This mission has a big map to explore, and that makes the safe easier to miss than in most other missions. It's hidden with a side object you don't strictly need to complete in order to advance through Hunting Season, located at one of the Pantheon camps you can raid for extra gear and additional information on what the group is planning. You'll want to go west and south of the Layup, across the dry lakebed, toward a location that's pretty close to the western edge of the map. This is the Village, a destroyed town swarming with enemy troops.
If you've found a sniper rifle with one of the SAS scouts hanging around near the Scud positions, you can make pretty short work of most of the guys in the Village from the hilltop just outside of town. Once it's clear, make your way to the central building: a three-story structure with yellow lights and a flag on the roof. Inside, you'll quickly get the indicator for the safe's radio transmitter.
You can find both the radio and the safe on the second floor. The safe is in the well-lit kitchen in the corner, while the radio is in the next room, which is quite a bit darker.
Safe 4: The Cradle
The Cradle is a pretty straightforward mission that has you assaulting a palace under the control of Saddam Hussein to gain information about what Pantheon is up to. The palace itself, where you're headed, is the big building with the statue of Hussein on top, but there are two smaller buildings flanking it that you can use to give yourself a solid position to shoot at enemies as you approach.
You want to go into the building on the left when facing the palace and up to the second floor. The radio and safe are both easy to spot once you're looking. They're to the left of the stairs as you reach the second floor, with the safe set into the wall on the left and the radio on the table right in front of you.
Safe 5: Emergence
As you explore the research facility in Emergence, you'll make your way through four separate wings. The Cognitive Research section is where you can find the safe, but it's a bit off the beaten path. Walking down the hall into the area, you'll hit a T-shaped intersection. Here, you can go left to continue clearing the area, toward a set of double doors with the painting of an eye on them, which leads you into an office with a computer terminal in it next to a window. The right path heads toward a hall with cinderblock walls. Make your way right, which will take you around a couple of corners down a hallway that leads you to a locker room.
Once inside the locker room, the safe is immediately to the left of the door. To find the radio, go deeper into the room until you find washing machines. The transmitter is on a shelf full of towels beside them.
Safe 6: High Rollers
You'll jump between controlling all the different characters on your team for the casino heist in High Rollers, and you don't need to worry about the safe until you control Sev when she goes into the restricted area with the keycard you reprogrammed as Felix. You're in the right place when you enter a big room full of enemies with a checkered tile floor. Make sure you unlock the safe before you head into the armory. Clear out the enemies and head to the elevator you need to unlock as one of your objectives; the radio is right beside it.
The safe is a little more hidden, but not much. If you're facing the elevator, you should see an alcove to the right of it with a folding partition. Go around the partition to find a green couch and the safe beside it.
Safe 7: Ground Control
After a few more winding and open missions, Ground Control is classic Call of Duty, where you engage in a running firefight through a linear level--an airport, as it happens. As you make your way inside the terminal, you'll blast through some Pantheon goons until they start falling back, right around the time you hit a sign for the departures area and a right turn deeper into the terminal. Instead of heading down that hall, however, make your way to the Information desk left of the Departures sign.
The radio for this safe is behind the Information desk, but the safe isn't as obvious. To find it, you'll need to go through the door to the right of the Information area if you're facing it, right next to a couple of vending machines. That'll take you into a small office area, with the safe set into the back wall.
Safe 8: Under The Radar
The sneaky Under The Radar starts with you infiltrating a Pantheon base while in disguise so that you can sabotage their defenses for a coming attack. While you're doing that, you can find the mission's safe hidden in the room with the radio antennae on top of it. Some actions and areas within the camp are restricted, but you're free to go into the two-story radio building without anyone making a fuss.
Head up to the second floor to find both the radio and the safe itself. The radio is easy--it's right next to the soldier talking on the phone, and you can walk right up to it and tune it without anyone complaining.
To get to the safe, you have to be a touch stealthier, although not by much. It's located in the locked area right behind the guy on the phone, with two other soldiers inside. Pick the lock to get in, but carefully (although nobody looked around and spotted us while we were doing it, so maybe these Pantheon folks just aren't that attentive). Once inside, look for the safe on the floor immediately to the right of the door.
Safe 9: The Safe House
The final safe is the toughest to unlock, but the good news is that you can work on opening it anytime you're between missions. It's located in the safe house, and you're likely to find it early on when exploring, located in the corner of Adler's bedroom on the second floor. The trouble is in getting the code, which is a multistep process that requires solving a lot of puzzles along the way.
The code for the safe is actually located in the bunker beneath the safe house, which Alder mentions in a note you can find out in the shed located in the firing range outside. To get into the bunker, you need the blacklight and to solve two main puzzles in the safe house itself: Opening the door with the piano, and turning on the boiler in the basement.
There's a lot to go through here, but luckily, our Safe House Safe Code guide will walk you through all of it.
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