Rooks Safes Opening Guides in Call of Duty: Black Ops Six
warzone bot lobby Rook will be the first safe house that you come across in the game. In these shelters you will pass the time between story mission. These shelters are a great place to find new items, meet up with friends, spend money you’ve stolen on the expansion of the training area, workshop and unlocking more perks. Most importantly, they hide secrets.
You can’t use the combinations we give below because each mmoset playthrough is different. Each playthrough only has the same sequence of notes for the piano puzzle.
How to start a boiler and how do I press the piano key?
First, you can solve the two pieces of the puzzle. It doesn’t matter. The boiler in the second basement opens the door to the secret basement. Let’s say you discovered the piano first.
Piano – puzzle
There is an ultraviolet flashlight on a desk next to the music instrument in the first floor (towards the exit for the training ground). If you’re near any object (for instance the piano), you can activate the torch by pressing “4” or RMB.
Shine the light on some keys to see their names. Above the piano, shine a light and you’ll see the first number with “1”. Also, there is an arrow that points in the right direction to the next key. All of them can be seen on the same wall. After you find the 5 notes all that is left is for you to play on the piano. You’ll be able unlock a secret passage. This guide contains more details about the puzzle.
Cauldron
Stand beside the table where Marshall sat (or is currently, as he packs his things into his backpack). Turn your attention to Woods and Woods’s briefing board. Right there is a narrow corridor. At its end, you will find a basement door. In the basement, you’ll find a big boiler. If you examine two notes, you’ll get a hint for the next part of this puzzle.
Turn the fuel tap twice so that “0” appears on the arrow.
Replace the “Boiler”, valve with the same procedure.
Turn the “Fuel’ valve one time, so that the arrow resides in the middle.
Press the ignition. (The first light along the side of the boiler must light up, but not be in red).
You can turn the “Boiler”, valve two more times. The second bright green LED will start to glow. You have completed the puzzle.
You can open the second-floor door next to the grand piano.
What code is required to open the basement door?
Then, after going down, you should interact with your nearest door. You will need to guess at the code and then determine it. Here are some tips that will help you.
Enter 5 numbers, and then press the “lock”.
If you can see green numbers, not only did you guess part of the secret code, but the position in which the number should be placed, as well.
If a yellow digit appears, then the value is only an estimate, but it should be in a different position.
Do not continue to use any of the numbers that are red in the code.
Next, enter the rest of the numbers. Exclude all red and add those that are not yet used. Place the green number in its original position, and the yellow one in the other place.
Continue. You get about five or six more chances. If you don’t get a chance to guess, then you’ll have to start all over.
The difficulty of the puzzle depends partly on luck. If, for the first attempt, you correctly guess a couple of numbers and the positions of those numbers, then the task is much simpler. Each player has a different random combination.
Computer Word Puzzle
After you have entered the room, look around at all the equipment. Once you’ve read the message, search for another machine. The correct answer is 4 words.
These words will never change:
BUNKER
ROOM
DOOR
INTERROGATION
The order that you enter the words is different. Below you will see the connections between letters and numbers. To the left, is the secret word. Just match up the numbers and letters. This puzzle is easy to do!
After you solve the riddle, one of the doors in this corridor will open. After you enter the room on the right side of the corridor, find the torture chamber hidden behind the glass. The note is on a table. You must pick the lock using a master-key to enter the room. Move the game cursor to rotate the masterkey until you see it light up. It is important to hold it in the same position for some seconds. Repeat the process with three springs.
How do I open the safe inside the shelter?
The end is in sight! The climax is near! Switch on the radio that is located on a shelf. You’ll hear a random piece of prose. The story consists of just two lines and contains four words.
The objects are words that have been placed around the space. It is necessary to locate the objects in order to shine an ultra violet flashlight at them. This allows you to obtain a combination of 4 numbers. Unfortunately, some things are harder than others to find. I couldn’t locate some “flakes”, while the guitar is difficult to find, as it’s located to the left side of the sofa.
The combinations are endless
When Mom returned home from the store with the flakes she crossed them out on the board and, when she reached for her broom, realized that she had left her bag at the shop. Code 7218.
About Ivan — 1836
“While Uncle Played Guitar …”” — 7409
Iron on Windowsill – 4037
The Record Played a Rocket’s Launch — 5024 (2024)
This Isn’t Just an Ashtray
Love Letter — 2087
He collapsed onto the couch — 3169 (3196)
She Stood in the Dim Light of the Lamp Sobbing over the Family Crest, 1958
She Stood beneath the Crest – 1958
Once you’ve found the combination for the safe, climb to the second level of the home and locate a bedroom. Enter the code. If you’ve done it correctly, the code should be accepted automatically. So, you don’t have to click or confirm. If you enter your code and nothing occurs, then there is a problem.
You will find $1000 in the safe and a leather for a pocket knife. You’ll also receive an achievement.
Mission 2 of Safe #2. Blood Feud
The safe can be found in the building with the main objective. Look up on the first level. A truck is located to the left of this building. It can be used to access the ventilation. On the right, you will find a grate which can be used to gain access to an office with your two enemies. In the same space, you will also find a small radio.
Mission 3: Safe 3 Objective Number 1
After you have entered the large hall and are about to start the mission, turn right so that you can see the bar. McKenna will be standing next to the bar. The safe will be behind the screen. Go around to the left and look there.
Mission Safe 4 – Mission 4. Hunting season
After you get the tactical maps, head southwest to the enemy camp. The Village. Take out all the mobs and enter the central structure.
Mission #5 Safe Cradle
The second floor is reached by going up the left-hand side of the first structure.
Safe #6 Mission 6. Emergency
This is in the “red zone” of the Research Complex. This is where you get your red director’s card. When you enter the cognitive-research area, immediately go to the locker room and look for the radio.
Safe #7 Mission 7. High Rollers
With Sev in control, descend to the lower-floor using the pass. Then, clear the area. Turn left and go to the golden lift that Marshall & Case are supposed to send. To the left is the radio, and to the other is the safe.
Safe #8- Mission 8. Ground Control
At the beginning of your mission, clear all the space in front of terminals and then go inside. To get to the large board, you must kill all enemies in the room. Search for the radio behind the front desk. The safe is in the office directly to the right.
Safe #9 Mission 9. Below the radars
On the top level of the building with antenna. This radar needs to be turned off. You can gain access by using the lower-level door or by soaring from the roof.
Sorry, there were no discussions found.
You must be logged in to create new discussions.