Gaming Guide

Every Door Code and Safe Combination in Stalker 2: Cost of Hope

The exact keypad numbers for each DLC mission, where the locked doors sit, and what waits behind them.

The exact keypad numbers for each DLC mission, where the locked doors sit, and what waits behind them.

The Cost of Hope expansion for S.T.A.L.K.E.R. 2: Heart of Chornobyl, released on August 20th, 2026, hides a lot of its best gear behind keypads. Some of those keypads sit directly on the critical path of a mission, and some just guard an exoskeleton you would otherwise walk past. The numbers themselves are short, and once you have them, none of these doors need to slow you down.

Quick answer: Use 3789, 2781 and 3897 during Shadows of the Past, 2469 on the Anomalous Apartments door, 1408 and 171008 during Power of Mind, 5342 during Dangerous Way, and 211 on the СКЛАД door inside X19 during The Price of a Miracle.


Every door and safe code in Cost of Hope

Here is the full set, including the two safes out in the Iron Forest that are not tied to a specific mission.

KeypadCodeWhat it opens
Shadows of the Past — first keypad3789Green box holding a memory card with 1,500 coupons
Shadows of the Past — apartment balcony door2781Green door leading to a safe
Shadows of the Past — ruined building3897Wooden door on the way out of the building
Anomalous Apartments (Bubble Dimension)2469Route into the next area of the mission
Power of Mind — door ДУ-III-121408Path toward the central lab rooms
Power of Mind — projector safe171008Brummbar Exoskeleton
Dangerous Way — mercury room door5342Liberty Exoskeleton
The Price of a Miracle — СКЛАД door, X19211Blue chest with the Kharod and the Clapper
Iron Forest — “Alpha, Tango, Delta, Victor” safe9527Chocolate Bar artifact, GP37, memory card with 1,500 coupons
Iron Forest — Builder Camp safe1986Berill-5M armored suit, plus a small unlocked safe

Mission keypads you can open on sight

These keypads accept the number straight away. You do not need to read the note or PDA that would normally hand you the combination.

Shadows of the Past (three keypads plus the apartments door)

While you are following the trail of Tachenko’s group, the first keypad guards a green box. Enter 3789 and take the memory card inside, which converts to 1,500 coupons.

The second sits inside the apartments you are told to investigate, on a keypad by the balcony door. The code is 2781, and the green door it releases leads through to a safe. Later, once the objective switches to finding a way out of the building, a wooden door in the ruins takes 3897.

The Anomalous Apartments door is separate from those three. It appears inside the Bubble Dimension, and you reach it after working through the looping hallway. Punch in 2469 to move on. This door only exists in the expansion, so it will not show up on a base-game playthrough.

Power of Mind: Door ДУ-III-12

Inside the facility, a blue-lit keypad sits beside the door marked ДУ-III-12. The combination is 1408. The panel flashes ACCESS GRANTED and the door releases, putting you on the route to the central rooms of the laboratory.

Dangerous Way: The mercury room door

During the run to collect explosives from the warehouse, you pass a room with mercury flowing across it. The locked door nearby opens with 5342, and the Liberty Exoskeleton is sitting inside. It is easy to skip entirely if you are pushing the objective marker, so take the detour.

The Price of a Miracle: The СКЛАД door in X19

Once you have found the entrance to X19 and started exploring, look for the door labelled СКЛАД. The code is only three digits, 211. Behind it is a blue chest containing the Kharod rifle and the Clapper shotgun.

Note: three digits is unusual for a Stalker 2 keypad, so if the panel looks like it is waiting for a fourth number, confirm the entry anyway.


Codes the expansion expects you to work out

Three combinations in Cost of Hope are built as small puzzles. The numbers are below either way, but it is worth knowing where the clues live.

The projector slide safe (Brummbar Exoskeleton)

This one runs alongside Power of Mind, inside the same laboratory. Three projector slides are scattered around the lab, and you need all of them before the safe becomes useful.

Pick up the first slide, labelled The Destructive Power of Mind, from a shelf as you move through the lab. It reads as “Slide for a projector” in your inventory.
Grab the second slide from a desk in room 03. This is on the way toward the central rooms objective, so you do not need to backtrack far.
Find the third slide on a chair inside a caged-off area, then load the slides into the projector and watch them through.
Enter 171008 on the safe keypad. The Brummbar Exoskeleton is inside.

The “Alpha, Tango, Delta, Victor” safe in the Iron Forest

Near the Kurin base in the Iron Forest, a radio voice repeats “Alpha, Tango, Delta, Victor.” The transmission comes from a wrecked building just left of the base, and you can walk in without a key. Head down the broken stairs, follow the dark corridor toward the white door at the end, then turn right and go up a flight of stairs.

An open ventilation duct waits at the top. Climb in and go left to drop into a server room, where a swarm of rats will jump you, so have a grenade ready. The dead stalker slumped by the blue safe is Murky, the one sending the message. Going right in the vent instead drops you into a room with a smaller blue safe that needs a key, and that key is in the bathroom at the far end of the hallway.

The code comes from matching each call sign’s first letter to a labelled server rack. A9, T5, D2 and V7 give you 9527. Inside are a Chocolate Bar artifact, a GP37 assault rifle, and another memory card worth 1,500 coupons.

The Builder Camp safe

Builder Camp sits in the southeast corner of the Iron Forest, and its four digits are painted around the buildings. A 6 is on the wall behind you as you face the keypad. An 8 is tucked inside one of the lockers in the locker room. A 1 is in the shed outside, low between the shelves on the left, so crouch to spot it.

The last digit takes some climbing. Leave the shed, turn left, and use the stacked spools against the wall to get onto the shed roof. Crouch-walk back toward the shed door, drop down to its right, and knife through the boards covering the hole in the wall. The 9 is painted inside a bathroom stall.

The answer is 1986, the year of the Chornobyl disaster, and the keypad accepts it whether or not you tracked down a single number. You get the Berill-5M armored suit and a smaller safe that opens without a code, holding ammo, healing items and coupons.


How to tell a keypad accepted the code

A correct entry puts ACCESS GRANTED on the panel and unlocks the door or safe immediately. If the keypad is attached to a mission door, the objective text updates once you step through, which is the clearest sign you are back on track.

If a code bounces, the usual cause is standing at the wrong keypad. Shadows of the Past alone has four separate panels with similar-looking digits, and 3789 and 3897 use the same four numbers in a different order. Check which mission stage you are in, then re-enter.

Everything here is specific to Cost of Hope. The keypads scattered across the base game’s regions, from the Chemical Plant to Prypiat, use their own separate set of numbers.