The three-digit code on the suitcase in the garden is randomised per playthrough. There is no number we can give you, and any page that hands you one is reporting the code from somebody else's save.
If you typed in a code you found online and it failed, nothing is broken and you have not missed a step. You simply have a different code.
How to get your code
Shake the baby basket. It plays back a three-digit sequence in tones. That sequence is your code, for your run only.
If you cannot make out the digits:
- Shake it again. There is no limit and no penalty.
- Turn the volume up or put headphones on — the tones are distinguishable but not loud.
- On the mobile build, shake with a deliberate motion rather than a flick; short gestures sometimes do not register as a shake at all.
Why guides disagree about this one
Search results for this puzzle contain several different three-digit numbers, all presented confidently. They are all correct — each for the playthrough it was recorded in.
One widely-copied guide even notes "varies" next to its number, and that note gets dropped every time the value is re-published. That is how a randomised lock ends up looking like a fixed one.
What else is randomised
As far as we can verify: nothing else. Every other lock in the game is fixed for every player, including the wine cabinet (1753), the Day 3 cabinet (6294), the attic stars (4 2 3) and the alchemy box sequence. Those are all on the all codes page.
If you find a second lock that changes between runs, that is worth reporting — we will list it here.
Where this sits
Day 1 Afternoon, in the garden, alongside the flowers, cockroaches and stone tiles. Once the case is open you still need to pack it with no empty space left at the top, which is a fit puzzle rather than a code.