Lockers

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Dbd-survivor-closet.png

Lockers are one of 30 Props featured in Dead by DaylightIconHelp DBDlogo.pngIconHelp DBDlogo.pngIconHelp DBDlogo.png.


Overview

Lockers are tall, red cabinets located throughout the Trial Grounds.

While their main use is for Survivors to hide inside them, some Killers also interact them to replenish their weapons (i.e. The HuntressIconHelpLoading huntress.pngIconHelpLoading huntress.pngIconHelpLoading huntress.png and The TricksterIconHelpLoading trickster.pngIconHelpLoading trickster.pngIconHelpLoading trickster.png), teleport between them (i.e. The DredgeIconHelpLoading dredge.pngIconHelpLoading dredge.pngIconHelpLoading dredge.png), or to activate certain Perks (i.e. Ultimate WeaponIconPerks ultimateWeapon.pngIconPerks ultimateWeapon.pngIconPerks ultimateWeapon.png).

All Killers can interact with a Locker to search it for a hiding Survivor.


Searching

When interacting with an empty Locker, a Killer briefly opens its doors to check for a hiding Survivor, and then closes them again.
This interaction takes them 2.333 seconds to complete.

If they do find a Survivor hiding inside, the Killer will open the doors more forcefully and intimidate the hiding Survivor with their weapon, before grabbing them and hoisting them directly onto their shoulder.
This interaction takes them 5 seconds to complete.


Hiding

Survivors can enter any empty Locker and hide inside it.

If a Locker already has someone hiding inside it, the Survivor attempting to enter will slightly open the door and look surprised, while the hiding Survivor will make a gesture indicating that they should go find their own Locker.

If a Killer finds a Survivor inside a Locker, they will open the doors violently, threaten the frightened Survivor by smashing their Weapon into the wooden back of the Locker (except The SpiritIconHelpLoading spirit.pngIconHelpLoading spirit.pngIconHelpLoading spirit.png, who immediately catches the frightened Survivor), and grab the Survivor by their scruff, hoisting them onto their shoulder immediately.

If a Killer finds a Survivor leaving a Locker, the Killer will tamely hoist the Survivor over their shoulder automatically carrying the Survivor and earning the Killer points for Catch.

Zombies

When being chased by one of the Zombies spawned by The NemesisIconHelpLoading nemesis.pngIconHelpLoading nemesis.pngIconHelpLoading nemesis.png, jumping into a Locker will cause them to lose line-of-sight immediately.

Crow Swarms

When swarmed by Birds of Torment spawned by The ArtistIconHelpLoading artist.pngIconHelpLoading artist.pngIconHelpLoading artist.png, entering a Locker will immediately repel the Swarm.

Guards

When being hunted by a Guard spawned by The KnightIconHelpLoading knight.pngIconHelpLoading knight.pngIconHelpLoading knight.png, if the Survivor enters a Locker, the Guard will pull the Survivor out and damage them.

Aura-reading

Lockers block any and all Aura-reading in regards to the Survivor hiding inside one.

In effect, this means that a Survivor is shielded from Aura-reading abilities that the Killer or other Survivors may have as long as they are hiding inside the Locker, but are also unable to use any of their own abilities, since the Locker afflicts them with the BlindnessIconStatusEffects vision.pngIconStatusEffects vision.pngIconStatusEffects vision.png Status Effect when inside.

It should be noted that the effect does not apply during the entering and exiting phase of the Locker.
Survivors wishing to hide from Barbecue & ChilliIconPerks barbecueAndChilli.pngIconPerks barbecueAndChilli.pngIconPerks barbecueAndChilli.png for example, must be inside the Locker the moment the Killer is hooking the other Survivor or they may be briefly seen by the Killer, who may correctly guess due to the unique animation that the Survivor is hiding inside a Locker, making it an easy target to track.

Lockers also do not suppress Killer Instinct. Survivors cannot use Lockers to evade Feral FrenzyIconPowers feralFrenzy.pngIconPowers feralFrenzy.pngIconPowers feralFrenzy.png, Birds of TormentIconPowers birdsOfTorment.pngIconPowers birdsOfTorment.pngIconPowers birdsOfTorment.png or Fazbear's FrightIconPowers throw.pngIconPowers throw.pngIconPowers throw.png, which can provide an easy target for the Killer.

Noise

Lockers can be entered in two ways: regularly and rushed, depending on whether the sprint button is pressed or not.

Rushing to enter a Locker will be much faster, but also create a Loud Noise Notification for the Killer, informing them of the action.
Entering a Locker regularly, will be much slower, but also quieter and not create any notifications for the Killer.
However, it is nevertheless not a silent process and an attentive Killer who's nearby can hear and correctly identify the creaking sound of the doors opening and closing.
The same is true is for exiting a Locker.

Lockers have a muffling effect on Survivors' breathing and Groans of Pain.
However, they are not muffled to the point of being silent and like with the opening and closing sound of the doors, a Killer may notice the soft whimpers of an injured Survivor hiding inside a nearby Locker.
Furthermore, while Lockers will stop Pools of Blood forming at their base, injured Survivors will leave some blood upon entering the Locker and the fading time for it can allow an attentive Killer to notice it and identifying the Locker in which the injured Survivor is hiding.

AFK Crows

Lockers do not prevent AFK CrowsIconHelp crows.pngIconHelp crows.pngIconHelp crows.png from spawning when hiding for a long time. Uniquely, and prior to AFK Crows appearing, some Crows will begin to land atop a Locker's roof when hiding for some time, something an attentive Killer may notice.

Locker Stuns

Survivors rush-exiting a Locker while using Head OnIconPerks headOn.pngIconPerks headOn.pngIconPerks headOn.png may stun a nearby Killer if they are in range.


Locking Lockers

When playing against The DredgeIconHelpLoading dredge.pngIconHelpLoading dredge.pngIconHelpLoading dredge.png, Lockers spawn with locks on them that Survivors can choose to interact with.
Locking a Locker will not prevent The Dredge from exiting it, but increase the time it takes it to do so, slowing it down.
Each Locker may only be locked once per Trial.
Lockable Lockers will highlight the lock in yellow when nearby.


Unlockables

Survivor Perks

Built to Last Built to Last "You know how to get the most out of your tools."

While hiding inside a LockerIconHelp lockers.pngIconHelp lockers.pngIconHelp lockers.png with a depleted ItemIconHelp items.pngIconHelp items.pngIconHelp items.png equipped, Built to Last triggers the following effect after 12/10/8 seconds:

  • Recharges the Item to one of the following percentages:
    • First time: 99 %.
    • Second time: 66 %.
    • Third time: 33 %.
Built to Last is disabled for the remainder of the Trial after triggering its effect for the third time.

"Architecture is the soul of civilisation." — Felix Richter

Dance With Me Dance With Me When performing a Rushed action to vault a WindowIconHelp window.pngIconHelp window.pngIconHelp window.png or exit a LockerIconHelp lockers.pngIconHelp lockers.pngIconHelp lockers.png, Dance With Me triggers its effect:

Dance With Me has a cool-down of 20/20/15 seconds.

"Another show's off and runnin',
Dance with me, cuz there's a storm a commin'
Follow my boots, try to keep up,
Dance with me, until sun up." — Kate Denson's "Dance with Me"

Deception Deception "Your adventurous lifestyle requires moments of crafty misdirection."

Press and hold the Sprint button while interacting with a LockerIconHelp lockers.pngIconHelp lockers.pngIconHelp lockers.png for the following effects:

  • Suppresses the creation of your Scratch MarksIconHelp scratchMarks.pngIconHelp scratchMarks.pngIconHelp scratchMarks.png and Pools of BloodIconStatusEffects bleeding.pngIconStatusEffects bleeding.pngIconStatusEffects bleeding.png for 5 seconds.
  • Causes you to run past the targeted Locker, instead of entering it.
  • Causes its doors to swiftly open and close again, feining you having entered it in a rush.
  • Triggers a Loud Noise Notification for the Killer at its location.
Deception has a cool-down of 25/20/15 seconds.
Flashbang Flashbang You have adapted to a world in chaos and making what you can from the debris.

After repairing GeneratorsIconHelpLoading generators.pngIconHelpLoading generators.pngIconHelpLoading generators.png for a total of 50/45/40 %, Flashbang activates:

Flashbang deactivates after use.

"Get outta my face!" — Leon Scott Kennedy

Head On Head On "When your mind is set, there better be no one standing in your way."

After hiding in a LockerIconHelp lockers.pngIconHelp lockers.pngIconHelp lockers.png for 3 seconds, Head On activates.
While active, hold the Sprint button while exiting the Locker to trigger its effect:

  • Causes you to forcefully launch yourself from the Locker, stunning the Killer if they are too close to it:
    • Has a Stun range of 2.5 metres.
    • Has a Stun duration of 3 seconds.
  • Triggers a Loud Noise Notification for the Killer upon missing.
Head On cannot be used while Exhausted.
Head On causes the ExhaustedIconStatusEffects exhausted.png Status Effect for 60/50/40 seconds on a successful stun.

"People are remembered for the challenges they overcome. You can run away and forget what you're capable of or you can face your fears and remind the world of who you are." — Jane Romero

Inner Strength Inner Strength "You look inwards and trust your instincts when you feel lost and alone."

After cleansing a TotemIconHelpLoading totem.pngIconHelpLoading totem.pngIconHelpLoading totem.png of any kind, Inner Strength activates.
While active, hiding inside a LockerIconHelp lockers.pngIconHelp lockers.pngIconHelp lockers.png for 10/9/8 seconds triggers the following effect:

Inner Strength deactivates after use.
Inner Strength cannot be used while suffering from the BrokenIconStatusEffects broken.png Status Effect.

"All this time I've been trying so hard to pretend like everything's fine, but it's not." — Nancy Wheeler

Lucky Star Lucky Star "You know how to stay calm in the face of incomprehensible danger."

While hiding inside a LockerIconHelp lockers.pngIconHelp lockers.pngIconHelp lockers.png, you benefit from the following effect:

  • Suppresses your Grunts of Pain.
After exiting the Locker you benefit from the following effects for 30 seconds:
  • Suppresses your Grunts of Pain and the creation of Pools of BloodIconStatusEffects bleeding.pngIconStatusEffects bleeding.pngIconStatusEffects bleeding.png.
  • The AurasIconHelp auras.pngIconHelp auras.pngIconHelp auras.png of all other Survivors are revealed to you.
  • The Aura of the nearest Generator is revealed to you and highlighted in yellow.
Lucky Star has a cool-down of 35/30/25 seconds.

"You are my... lucky star..." — Ellen Ripley

Quick & Quiet Quick & Quiet "You do not make as much noise as others when quickly vaulting over obstacles or hiding in Lockers."

When performing a Rushed action to vault across PalletsIconHelp pullDown.pngIconHelp pullDown.pngIconHelp pullDown.png or WindowsIconHelp window.pngIconHelp window.pngIconHelp window.png, or to enter or exit LockersIconHelp lockers.pngIconHelp lockers.pngIconHelp lockers.png, Quick & Quiet triggers its effect:

Quick & Quiet has a cool-down of 25/20/15 seconds.

"They will never catch me!" — Meg Thomas

Rapid Response Rapid Response "When the moment comes, you give it your all.
Your survival depends on it."

Whenever you become afflicted by the ExhaustedIconStatusEffects exhausted.png Status Effect, Rapid Response triggers its effect:

  • The Aura of the Killer is revealed to you for 2 seconds.
Perform a Rushed action to exit a LockerIconHelp lockers.pngIconHelp lockers.pngIconHelp lockers.png to voluntarily trigger the Status Effect for 30/25/20 seconds.
Rapid Response cannot be used to override an existing Exhausted Status Effect.

"All right. You got this. 3... 2... 1... go!" — Orela Rose

Red Herring Red Herring "You have noticed that people pay attention to whatever makes the loudest noise."

After repairing a GeneratorIconHelpLoading generators.pngIconHelpLoading generators.pngIconHelpLoading generators.png for at least 1 second, Red Herring triggers its primary effect:

  • The AuraIconHelp auras.pngIconHelp auras.pngIconHelp auras.png of that Generator is highlighted to you in yellow.
  • The highlight persists until either of the following occurs:
    • The Generator is completed.
    • You start repairing a different Generator.
    • You enter a Locker.
When entering a LockerIconHelp lockers.pngIconHelp lockers.pngIconHelp lockers.png, Red Herring triggers its secondary effect: Red Herring has a cool-down of 25/20/15 seconds.

"The news edit out what is burdensome and complex. which is the truth." — Zarina Kassir

Killer Perks

Darkness Revealed Darkness Revealed "In your presence, places once thought to be safe are perhaps the most dangerous."

Searching a LockerIconHelp lockers.pngIconHelp lockers.pngIconHelp lockers.png has the following effect:

  • The AurasIconHelp auras.pngIconHelp auras.pngIconHelp auras.png of Survivors within 8 metres of any Locker are revealed to you for 6/7/8 seconds.
Darkness Revealed has a cool-down of 30 seconds.

"Stay in the light, my children. In darkness, your fear will expose you." — Otto Stamper

Iron Maiden Iron Maiden While interacting with an empty LockerIconHelp lockers.pngIconHelp lockers.pngIconHelp lockers.png, Iron Maiden applies its primary effect:
  • Increases your Search speed by 30/40/50 %.

Whenever a Survivor exits a Locker, Iron Maiden triggers its secondary effects:

  • Causes them to scream and trigger a Loud Noise Notification at their current location.
    • This effect lingers for 4 seconds.
  • Causes them to suffer from the ExposedIconStatusEffects exposed.png Status Effect for 30 seconds.

"This is no place for cowards." — The Legion

Nemesis Nemesis "You seek retribution on those who have wronged you."

Whenever a Survivor other than your ObsessionIconHelp obsession.pngIconHelp obsession.pngIconHelp obsession.png blinds you by any means or stuns you with a PalletIconHelp pullDown.pngIconHelp pullDown.pngIconHelp pullDown.png or a LockerIconHelp lockers.pngIconHelp lockers.pngIconHelp lockers.png, Nemesis triggers its primary effect:

  • Causes that Survivor to become your current Obsession.
Whenever your Obsession switches to a different Survivor by any means, Nemesis triggers its secondary effects:
  • Causes that Survivor to suffer from the ObliviousIconStatusEffects oblivious.png Status Effect for 40/50/60 seconds.
  • Their AuraIconHelp auras.pngIconHelp auras.pngIconHelp auras.png is revealed to you for 8 seconds.
You can only be obsessed with one Survivor at a time.

"Only a fool would spit in a demon's face and declare victory." — Renjiro's Doctrine 4:9

Ultimate Weapon Ultimate Weapon "When they spot you, they know the end is near."

Whenever you search a LockerIconHelp lockers.pngIconHelp lockers.pngIconHelp lockers.png, Ultimate Weapon triggers its effects on all Survivors within 40 metres of its location:

  • Causes them to scream and reveal their location to you.
  • Inflicts the BlindnessIconStatusEffects vision.png Status Effect for 30 seconds.
Ultimate Weapon has a cool-down of 55/50/45 seconds.

"I can't lie to you about your chances, but... you have my sympathies." — Ash


Change Log

Patch 1.6.1

  • Adjusted the Locker Search animation to play when The Huntress has maximum ammunition, instead of her grabbing a Hatchet
    • This reduced the Search time from 3 seconds to 2 seconds.

Patch 1.8.3

  • Interacting with a Locker while cloaked should force The Wraith out of cloak if he finds a Survivor.
    • If he doesn't find anyone, he will stay cloaked.

Patch 2.4.0

  • Hiding inside a Locker now blocks any Aura-reading ability a Killer might have.
  • When a Survivor is inside a Locker whenever the Bleed-out timer runs out, they will automatically exit the Locker.

Patch 2.6.0

  • Hiding inside a Locker now applies the Blindness Status Effect, blocking any Aura-reading ability the hiding Survivor might have.
  • Reduced the distance at which a Survivor's breathing and grunting can be heard while they are hiding in Lockers.

Patch 4.2.0


Trivia

  • Lockers were also known as "Closets".
  • Lockers prevent The DoctorIconHelpLoading doctor.pngIconHelpLoading doctor.pngIconHelpLoading doctor.png's Shock Therapy and Static Blast from increasing a Survivor's level of Madness.
    • If the Survivor is in Tier III Madness, the Survivor will not scream when inside the Locker. They will still hallucinate, however.
    • They will also not scream from Infectious FrightIconPerks infectiousFright.pngIconPerks infectiousFright.pngIconPerks infectiousFright.png.
  • Lockers are where The HuntressIconHelpLoading huntress.pngIconHelpLoading huntress.pngIconHelpLoading huntress.png replenishes her Hunting Hatchets, and where The TricksterIconHelpLoading trickster.pngIconHelpLoading trickster.pngIconHelpLoading trickster.png replenishes his Blades.
    • When The Huntress is the Killer, there will always be a rack of three Hatchets at the back of every Locker. She will always take the one in the centre.
    • When The Trickster is the Killer, there will always be a rack of several Blades at the back of every Locker. The Trickster will grab them all.
    • When the Killer is not The Huntress or The Trickster, neither will appear.
  • If The WraithIconHelpLoading wraith.pngIconHelpLoading wraith.pngIconHelpLoading wraith.png is cloaked while opening a Locker and finds a Survivor, he will uncloak over time while the animation is playing.
  • If Victor (The TwinsIconHelpLoading twins.pngIconHelpLoading twins.pngIconHelpLoading twins.png) finds a Survivor inside a Locker, he will trap them inside for a short time, allowing Charlotte to pull them out if they do not escape in time.
  • If The NemesisIconHelpLoading nemesis.pngIconHelpLoading nemesis.pngIconHelpLoading nemesis.png finds Jill ValentineSurvivorJill.pngSurvivorJill.pngSurvivorJill.png, Chris Redfield, or Rebecca ChambersSurvivorRebecca.pngSurvivorRebecca.pngSurvivorRebecca.png in a Locker, he will briefly yell "S.T.A.R.S."
  • The Shattered Square features a unique Locker model that was designed to match the medieval theme of the Map.

Gallery


Props
IconHelp alarmClock.png Alarm Clocks IconHelp barrel.png Barrel IconPowers trap.png Bear Traps IconHelp breakableWall.png Breakable Walls IconHelp cagesOfAtonement.png Cages
Dbd-gameplay-crate.png Chests IconItems LimitedTurret.png Control Stations IconHelp crownPillar5A.png Crown Pillar IconPerks spiesFromTheShadows.png Crows IconFavors murkyReagent.png Dark Mist
IconPowers eyesInTheSky.png Drones IconHelp exitGates.png Exit Gates IconHelpLoading generators.png Generators QuestIcons glyph.png Glyphs IconHelpLoading hatch.png Hatch
IconHelpLoading hook.png Hooks IconHelp jigsawBoxes.png Jigsaw Boxes IconHelp lockers.png Lockers IconHelp crownPillar5A.png Masquerade Pillar QuestIcons fragment.png Memory Shards
IconFavors quarterMoonBouquet.png Moonlight IconHelp pullDown.png Pallets IconHelp paperLantern.png Paper Lanterns IconHelp poolsOfDevotion.png Pools of Devotion IconHelp pumpkin.png Pumpkins
IconHelp securityDoor.png Security Doors IconHelp snowman.png Snowmen IconHelp supplyCase.png Supply Cases IconHelpLoading totem.png Totems IconHelp tv.png TVs
QuestIcons Halloween2020.png Visceral Cankers IconHelp window.png Windows