
There is no number code for the Starfield Anchorpoint safe, and that is exactly why people get stuck. You open it by working through the Defunct Computer next to the safe: it gives you a riddle, the riddle points to a physical clue hidden somewhere in Anchorpoint Station, and inserting that clue unlocks the next riddle. Five riddles, five clues, then the safe opens. This guide gives you all five locations up front so you can skip the riddle-reading entirely.
The puzzle feels broken because the clues are tucked under, behind, and above environmental clutter. Treat it like a normal loot sweep and you will walk straight past every one and assume the safe is bugged. It is not. You are just searching the wrong layer of each room.
Start at Darcy Weber’s shop in Anchorpoint Station. Turn 180 degrees and follow the corridor to the left of the stairs. You reach a small storage room holding both the safe and the Defunct Computer in front of it. Find this room first — it is the hub for the entire puzzle, and you will return to it after every clue, not just at the end.
If you have not docked at Anchorpoint yet, it sits in the Algorab system and can take a few grav jumps to reach depending on your route and ship range. Arrive expecting a station-wide scavenger hunt across multiple floors, not a thirty-second keypad. If you still need to get there, see how to reach Algorab and find Anchorpoint Station.
This is the part most write-ups get wrong, so get it straight before you start running around. You do not collect all five clues and dump them in at once. Interact with the Defunct Computer and it presents the first riddle. That riddle describes where a clue is hidden. Go grab the physical clue, bring it back, and insert it — the computer then unlocks the next riddle, which points to the next clue. You repeat this five times. Only after the fifth clue is inserted in sequence does the prompt to open the safe appear.
Because the locations below are in the order the riddles ask for them, you can ignore the riddle text and just follow this list. The wording varies, but the hiding spots do not.

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Go to the welcome area and face Danica Volkov at the desk. Turn right and head into the dead-end corridor with the yellow dumpster. The clue is not on a shelf — look at the plastic buckets on the floor, move them aside, and pick up the clue from under the blue bucket. If you glance in, see junk, and leave, you miss it.
Head to the main bar and look behind the counter, where two TVs are mounted above it. One is broken, and the clue is attached to the bracket behind that broken TV. Use your boost pack to hop up level with the mount. The clue sits slightly tucked back, so if the pickup prompt will not appear, adjust your angle instead of assuming you are in the wrong spot. This one plays with verticality, which is why people clear the bar empty-handed.
Move to the Storage corridor between Killian Brice and Darcy Weber. This stretch is sealed off by plastic shutters rather than a normal door, so do not expect a doorway — push through the plastic. On the left you will see a trash pile with ceiling nets hanging above it. Check the rear net, not the first one your eye lands on; that back net holds the third clue. Ignore the floor clutter and focus on the hanging nets — the clue is in the wrong layer of the room from where most people search.
From the bar, go left past the crew quarters and head downstairs into the Engineering Bay. Find the area with the Industrial Workbench and the pull-up bar at the back of the room, then look straight up. The fourth clue is taped to the ceiling directly above the pull-up bar. This is the most “hidden in plain sight” clue in the set — the room has enough machinery that your eye stays at chest level. Stand in the center of the workbench area and deliberately pan the camera upward.
Go upstairs to the Operations Center and enter Rishi Saint’s locked bedroom. The final clue is in the narrow gap between the bed and the right-hand nightstand. If the prompt does not appear right away, crouch slightly and aim into the gap from the foot of the bed. Like every other clue, it is hidden in a believable lived-in spot, not displayed like a quest item, so do not stop at a quick sweep of the desk or mattress.

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Once the fifth clue is inserted, the Defunct Computer hands control back to the safe and the open prompt appears. Inside is a Sealed Terrormorph action figure. It is a collectible payoff rather than a major combat upgrade, but grabbing it is what finally clears the puzzle and stops you wondering whether you missed a station secret. If you were expecting a number combination, that is the one thing to unlearn: Anchorpoint is a riddle-chain collection puzzle, not a keypad.
Find the safe room first, then work the loop: docking port, main bar, Storage corridor, Engineering Bay, and Rishi Saint’s bedroom, returning to the Defunct Computer after each clue because the next riddle only unlocks once you insert the last one. Insert all five in order, take the Sealed Terrormorph action figure, and you have cleared Anchorpoint without decoding a single riddle. If you are still working your way around the Settled Systems, our guide to reaching Neon early is a useful next stop.