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That is how this game rolls. In some cases, you can use mechanical repair skill to re-enable locks in case you critically fail. This is another weird design decision, which make little sense but will be defended by those in love with "every action/decision has real consequences" philosophy InXile adopted for this game.
No he means the location "fletcher's hideout" which is in LA..
I could't find the combination either, nor for the one in Angel Oracle's bathroom one for which you even have the first 3 digits (written on the wall)
I was thought 60% is a acceptable rate of chance that I can reload and try it again if I got that 10% critcal fail.
But maybe I should consider the level 10 mechanical repair.
And there's no any clue about the code....I try those paint too!
I found the code to that one. There is a song by Alex Call and Jim Keller, titled "867-5309/Jenny", which revolves around calling a woman named Jenny. As you may guess, the safe code for the one in the Angel Oracle bathroom is "5309".
sabot missile the ♥♥♥♥♥♥♥!
safes, doors, people
Code: 76779
https://forums.inxile-entertainment.com/viewtopic.php?t=11631
i know it's a little bit late and i am playing director's cut but u can shoot the gas tanks outside the building to open the safe. it worked for me after critically failing with my 10 safecracking skill :D it still showed only 26% success chance. Stuff inside was pretty neat too. AK97, tactical scope, cat burglar trinket and ammo. Hope it's still helpful for someone :)
After many iterations and experimentation deeply:
Don't forget that blowing up cases/boxes/safes with different stuff yield more less or less less loot. The bigger the blast (or more damaging weapon is) the more you lose. And by how this game's loot system works sometimes you can get literally no loot at all (you obliterate everything to oblivion). Not gonna go to deep but spawn mechanics are not only semi-location locked/based but also dependable on other things like difficulty, perks, stats and then just infamous RNG component. All those affect both opening them "the right way" or blowing them up, one way or another (if you trigger booby-traps they also lower the total amount of loot inside).
Just something to be aware of. :)