Two different kinds of code
Players search for codes and usually mean one of two things.
A promo code would be a shared string typed into a redeem box. None is listed for this game, and the redeem screen itself has not been confirmed. Do not invent a Twitter or gift button.
A bunker code is an in-run object. It can be a paper sequence for a sealed door, or a loot item. In one sell session the item was worth 150 credits at HUSH SUPPLY, more than a medkit at 60. Sequences are described as different for each player. Typing a random string such as a guessed four-letter combo fails, and a failed keypad can buzz loud enough to call monsters. Another player's code is not your code.
Some players publish letter locations for Deepwell or for a shelter labeled B-7. Other descriptions say the sequence is random and must be found on the map in that run. Those reports disagree. The safe action is to use the note you picked up in this session and to re-read it if the door rejects the first try. This site does not print a universal keypad string.
Deepwell
Deepwell, or the deep well, is the sealed bunker named across loot and puzzle notes. Guides describe a chain rather than a single button:
- Find the entrance and a place to regroup.
- Read the code clue in full before anyone touches the keypad.
- Decide whether the armory key is on this route. Players report the key inside the bunker, in containers, not lying in the open. One player also reported a Deepwell access card that mentioned a church entrance. Treat that as a lead to check, not a guaranteed door.
- Restore power if the bunker systems are dark. Players mention a power room and guards that were not killed in their run. That combat claim is a player report.
- Crouch, enter the sequence once, and listen.
- Clear the first room before you scatter for loot.
Guessing, skipping power, and starting the keypad while the group is still looting are the failures those notes repeat. A wrong buzz is a sound event. Crouch before you open the panel.
Use, sell, or pocket
| Choice | When | Cost |
|---|---|---|
| Enter it on the matching door | You are at that bunker and you have read the note | A wrong try is loud |
| Extract and sell | You want the 150-credit session payout | The item is gone from the stash |
| Safe pocket | The street is dangerous and the item is not a weapon | The only protected stack is spent |
If you are still on a first backpack, selling after a normal WAY OUT is the simpler credit path. Open Deepwell when you already know the exit and you have the note in hand.
Red marks on the paper map, in recorded runs, mean BEST LOOT, and a separate red dot means you. Do not assume every red mark is a letter spawn. If your own map shows an extra objective marker, follow that marker, then still confirm the written sequence.
