26 locks, from the date wheel near the start to the alarm panels near the end, each listed with the note or screen that holds its answer. Look at that first if you would rather solve it yourself; the number is there when you need it.
26codes printed identically by two independent guides
19puzzles without a code, solved step by step on the puzzles page
8in one chapter of Clara Woods, the densest stretch
A hospital room: monitors, a bed under a green sheet and a whiteboard. Screenshot from the game's Steam store page. Owned by Screen Burn, KONAMI and Annapurna Interactive.
Find a code
All 26 codes, in the order you reach them.
18 · January · 19962 guides agree
The door with a date wheel, in the otherworld at the start: Three-wheel date lock
Part 1, chapter 2
Where the answer is: The room service card and a broadcast on CRTV channel 60. Inside: a room key in the bathroom beyond.
956 left · 133 right2 guides agree
Zoe's house, kitchen: Organ transport box, two dials
Part 1, chapter 3
Where the answer is: An email on the house computer and the organ transplant card. Inside: Zoe's lanyard.
28962 guides agree
Shorefront Family Clinic, reception door: Door keypad
Part 1, chapter 4
Where the answer is: A sticky note that was on the clinic computer.
65392 guides agree
Pharmacy, back room: Rusty locker
Part 1, chapter 4
Where the answer is: Numbered posters around the pharmacy, read in the order the CRTV broadcast shows them. Inside: a prescription dosage error note.
19932 guides agree
Community gardens: Shed padlock
Part 2, chapter 5
Where the answer is: The year on the flower bed with a name plaque. Inside: the community garden key.
496 0556, then 3 · 2 · 2 · 12 guides agree
Phone booth down the street from the medical centre: Phone number, then a menu
Part 2, chapter 5
Where the answer is: A security note in the window of the booth outside the medical centre.
71033 guides agree
Medical centre, surgery: Door keypad
Part 3, chapter 7
Where the answer is: The number that arrives on the pager.
26052 guides agree
Medical centre, records room on the ward's ground floor: Door keypad
Part 3, chapter 7
Where the answer is: A clue found on the floor above.
7722 guides agree
Clara Woods, CEG employee lockers, back office: Lost and found locker
Part 4, chapter 10
Where the answer is: A note on the office computer. Inside: a house key.
1842 guides agree
Clara Woods, CEG employee lockers: Locker 75
Part 4, chapter 10
Where the answer is: Scan its barcode at the lockers' barcode scanner to print the PIN. Inside: the flare gun.
9562 guides agree
Clara Woods, 5 South Brae, upstairs: Safe beside the computer
Part 4, chapter 10
Where the answer is: A part number on a printout from the house printer. Inside: the barcode for locker 17.
5752 guides agree
Clara Woods, CEG employee lockers: Locker 17
Part 4, chapter 10
Where the answer is: Scan the South Brae barcode at the scanner. Inside: bolt cutters and a mechanical part.
7362 guides agree
Clara Woods, 6 North Brae, upstairs: Safe on a table
Part 4, chapter 10
Where the answer is: A poem that points to how many of each object the paintings in the house show. Inside: the barcode for locker 204.
1292 guides agree
Clara Woods, 5 Upper Brae, upstairs: Safe on a table
Part 4, chapter 10
Where the answer is: A count file read from a disk on the house computer, with the tape switched to Today. Inside: the barcode for locker 94.
9712 guides agree
Clara Woods, CEG employee lockers: Locker 204
Part 4, chapter 10
Where the answer is: Scan the North Brae barcode at the scanner. Inside: a mechanical part.
4902 guides agree
Clara Woods, CEG employee lockers: Locker 94
Part 4, chapter 10
Where the answer is: Scan the Upper Brae barcode at the scanner. Inside: a mechanical part.
48952 guides agree
CEG HQ, ground floor security room: Door keypad
Part 4, chapter 11
Where the answer is: A whiteboard in the maintenance area.
Not with difficulty. Game Rant’s guide to the settings says “The mechanics and the codes you find will be the same for all difficulties”, and that holds for New Game Plus as well. The puzzle setting only changes how much help you get: on Hinted, “key text and clues are shown in red”. It can be switched at any time under Game Options. Said in Game Rant: difficulty and puzzle settings
Two of the early answers lean on the handheld television: the date wheel takes one of its channels, and the pharmacy posters are read in the order a broadcast shows them. What the device does is on the CRTV page.
The Clara Woods lockers
Chapter 10 holds more codes than any other, and its locker numbers are not written on any note. Each house safe holds a barcode, and the scanner in the employee locker building prints the locker’s number from it.
Barcode comes fromScanner printsLocker and what is inside
On the counter by the scanner
184
Locker 75 the flare gun
5 South Brae safe, 956
575
Locker 17 bolt cutters and a mechanical part
6 North Brae safe, 736
971
Locker 204 a mechanical part
5 Upper Brae safe, 129
490
Locker 94 a mechanical part
Three mechanical parts, from lockers 17, 204 and 94, combine in the inventory into one device: the two discs first, then the cylindrical piece. It opens the strange gate that leads on.
Each safe in a house holds the barcode for one locker; the scanner at the CEG employee lockers turns a barcode into that locker’s number. Original diagram for this site.
Locker 75’s flare gun also matters for a trophy: it is one of seven weapons a single trophy asks you to kill with in one playthrough, listed on the trophies page.
Where these sit in the game
Each code carries its part and chapter. The chapter names are on the chapters page, kept behind a fold there because several give away what happens. There is no chapter select, so a code you skipped is only reachable again from a manual save or a new playthrough; that page also lists which saves the endings need. No chapter select, per PowerPyx: trophy guide and roadmap