With the release of the military first-person shooter Call of Duty: Black Ops 6, achievements have returned to the famous series. The game has several dozen achievements that will allow you to collect a total of 3000 Gamerscore. As always, there are several secret achievements. In this article, we analyze how to get the achievement “Puzzles, Mason”.
This achievement can be obtained at any time, as it requires visiting a safehouse called “The Rook” to unlock it. To get the next achievement, gamers will have to solve a whole set of puzzles scattered throughout the house, thanks to which they will receive the code to the safe in the bedroom on the second floor. We tell you how to complete each part of this difficult puzzle and unlock the achievement “Puzzles, Mason”.
To start, head to the back of the house and out into the yard. There is an old garage here where you will find a list of tasks. Presumably, this list was left by Adler, whom you met at the beginning of the game. Thus, you will have a set of actions that need to be performed in different parts of the shelter to find the code for the safe. So, you will have to start the boiler, open several doors, solve the puzzle with the piano, and so on. Once you have studied the sheet of tasks, return to the house and stand in the living room, where the team hub is located.
Starting the boiler
The first task is to start the boiler. This is the first mandatory puzzle that you must solve, as without it you will not be able to move on. In the hallway next to the briefing board, on the way to the front door, there is a long and narrow hallway. At the very beginning of the hallway is a door leading to the basement. Go down the stairs and enter the second room to find the first puzzle.
There is a note on the table with clues to solve the riddle. The text says that the boiler cannot be started due to a water leak. This means that you must turn off the boiler so that the water stops leaking, and only then open the fuel line and start the equipment. You need to start with two valves that will allow you to shut off the flow of water in the boiler itself and the fuel supply. Once both measuring devices show “0”, you can proceed to solving the puzzle.
First, move the fuel valve one position clockwise so that the arrow points to the middle. Immediately after that, interact with the ignition to start the boiler. Finally, you have to turn the boiler valve twice to supply water throughout the house. In fact, this water supplies the secret basement and opens the door in the niche by the piano. But more on that below!
Piano
Once you find the piano at the back of the house on the first floor, near the exit to the training ground, pick up the UV flashlight from the table . The light from this flashlight will show you hidden clues located on the piano and the walls of this room. Let’s take a look at the musical instrument first! When using the UV flashlight, you can find the names of the keys on the piano – DO, RE, MI, FA, SOL, LA, SI. But that’s not all. Your task is to find the correct sequence of notes to play on the musical instrument.
To figure out this sequence, you need to step away from the piano and look around the room. Look at the wall above the piano to see the inscription “1 E”. This is your first note. There is also an arrow pointing to the right. Shine your flashlight to the right and you will find a second inscription pointing to the next key. And so on until you get a combination of the following notes: E, D, B, C, D. Play this melody on the piano, and if you do everything correctly, a secret door will open next to the musical instrument. This new passage leads to a secret bunker in the middle of the basement. At the end of the stairs is an electric door that can only be opened after activating the boiler. Since you have already done this, you can go down and go to the basement of the bunker!
Bunker door code
The next part of the puzzle involves searching the entire bunker. This is a long and drawn-out section that consists of several mini-games and riddles. Go down into the bunker. You will see two corridors ahead and to the left. And in general, this part of the bunker consists of two perpendicular corridors that form a “+” shape. In the middle, there is a table with a sheet of paper and a door locked with a code panel.
The text in the note talks about Russians who used a safe house before going to America as spies . Although most of the notes you find are irrelevant, study them carefully to learn an interesting story. The key element is a keyboard with a 5-digit password. The correct code to enter is generated randomly! This is an interesting puzzle that must be solved in several stages. Otherwise, if you fail to determine the code combination, a new one will be generated and you will have to start over.
So, the code consists of five different digits. None of the digits are repeated! Enter five different digits. You can start with just 1-2-3-4-5. Then these digits will turn green, yellow and red. Red means that such a digit is not in the combination. You can cross out all such digits. Yellow means that such a digit is in the combination, but it occupies a different position. But the green digit was guessed correctly and is in the correct position. Thus, you remove the red digits from the formula, change the positions of the yellow ones and add new digits. For example, if you removed three digits from the sequence above, you can add the next three (6-7-8). And so on until you get the correct code.
Machine with encrypted words
Once you open the door, you will find yourself in the server room, where the bunker’s security systems are located. You need to go to the back of the room to find a computer that opens one of the other two locked doors in the bunker. To do this, you need to enter four correct words. These words will always be the same – bunker, interrogation, room, door. However, their sequence is generated randomly. At the bottom of the screen, there are numbers and letters: each number corresponds to a letter. This set changes from one word to another. At the top of the screen, you see a sequence of numbers for the currently given word. You can use these numbers and letters with the numbers below, or just look at the available letters and decide which word fits from the list above.
Master key
After solving the puzzle, go out into the corridor and go right. Go through the opened door at the end of the corridor. You will find yourself in a dark room with a window leading to the torture and interrogation room. On the table is a folder that will give you a hint to find the next item. This is the only case where the text in the bunker actually guides you and gives a hint to the next steps. The note says that the prisoner swallowed the key, and the guard/spy must find a way to get it. You need to get into the next room, where the torture took place. The key is on the table in the center, next to the chair. Before you get inside, move the lockpick to lock three pins in turn. When you lock one of them in the correct position, stop moving the lockpick and wait 3-4 seconds. Once in the room, take the key and head to the last locked door of this bunker.
Radio
At the end of one of the corridors, there is a final locked door. The key that was obtained in the torture chamber will allow you to open it. Once inside, you will find yourself in the final part of the puzzle inside the bunker. First, you will have to synchronize the amplitude and frequency of the radio to hear the generated radio message. This message will be different from playthrough to playthrough, but the principle of action remains the same – use the keywords from the narrator’s text. The keywords are objects in the room next to or on which there are numbers. You can see these numbers using an ultraviolet flashlight.
For example, it may tell about a guitar, a barbecue (roasted meat), a rocket and a calendar. All of this is in the room. The set is randomly generated. Most likely, the numbers you see on these items are also randomly generated (but not a fact). Thus, you will have to do all these actions yourself in any case! As a result, you will receive a four-digit code combination.
Safe
In one of the bedrooms on the second floor, in the corner next to the bed, there is a safe. The four-digit code you received in the bunker is used to unlock it. It will be different from playthrough to playthrough, from player to player, so don’t even try to look for any solutions on the Internet. Once you solve the puzzle and enter the correct combination, the safe will open automatically. You will complete the “Hack the Safe in the Vault” task and get the “Puzzles, Mason” achievement.
For unlocking the achievement, you will receive 30 Gamerscore, $1000, which is inside the safe (it will be possible to improve everything in the shelter – the training ground, workshop, workbench), and a skin for the knife in the network mode.