Lockers are one of 28 Props featured in Dead by Daylight.
Overview
Lockers are tall, red cabinets located throughout the Trial Grounds. Survivors can enter them in order to hide from the Killer and the Killer's Aura-reading abilities.
The Huntress and Trickster use Lockers to refill their stock of secondary weapons.
The Dredge can teleport into Lockers while its ability is active.
Searching
Lockers take the Killer 2.34 seconds to search for a Survivor, if they are empty.
Some Unlockables can reduce this time.
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 Spirit, 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 Nemesis, jumping into a Locker will cause them to lose line-of-sight immediately.
Crow Swarms
When swarmed by Birds of Torment spawned by The Artist, entering a Locker will immediately repel the Swarm.
Guards
When being hunted by a Guard spawned by The Knight, if the Survivor enters a Locker, the Guard will pull the Survivor out and damage them.
Aura-reading
Lockers act as Faraday cages for Aura-reading, blocking 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 Blindness 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 & Chilli 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 Frenzy or Birds of Torment, 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.
Idle Crows
Lockers do not prevent Idle Crows from spawning when hiding for a long time. Uniquely, and prior to Idle 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 On may stun a nearby Killer if they are in range.
Locking Lockers
When playing against The Dredge, 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 | You know how to get the most out of your tools.
Hiding inside a Locker for 14/13/12 seconds while carrying a depleted Item has the following effect:
"Architecture is the soul of civilisation." — Felix Richter | |
---|---|---|
Dance With Me | When performing a Rushed Action to vault a Window or exit a Locker, Dance With Me triggers its effect:
Dance With Me has a cool-down of 30/25/20 seconds. "Another show's off and runnin', | |
Deception | Your adventurous lifestyle requires moments of crafty misdirection.
Interacting with a Locker while holding the Sprint button has the following effects:
| |
Flashbang | You have adapted to a world in chaos and making what you can from the debris.
After repairing Generators for a total of 50/45/40 %, Flashbang activates:
"Get outta my face!" — Leon Scott Kennedy | |
Head On | When your mind is set, there better be no one standing in your way.
After hiding in a Locker for 3 seconds, Head On activates:
Head On cannot be used while Exhausted or when having accrued Idle Crows. "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 | You look inwards and trust your instincts when you feel lost and alone.
Each time you cleanse a Totem, Inner Strength activates:
"All this time I've been trying so hard to pretend like everything's fine, but it's not." — Nancy Wheeler | |
Lucky Star | You know how to stay calm in the face of incomprehensible danger.
While hiding inside a Locker, you benefit from the following effect:
"You are my... lucky star..." — Ellen Ripley | |
Quick & Quiet | You do not make as much noise as others when quickly vaulting over obstacles or hiding in Lockers.
Quick & Quiet has a cool-down of 30/25/20 seconds. | |
Red Herring | You have noticed that people pay attention to whatever makes the loudest noise. After repairing a Generator for at least 3 seconds, its Aura is highlighted to you in yellow.
Red Herring has a cool-down of 60/50/40 seconds. |
Killer Perks
Darkness Revealed | In your presence, places once thought to be safe are perhaps the most dangerous.
Searching a Locker has the following effect:
"Stay in the light, my children. In darkness, your fear will expose you." — Otto Stamper | |
---|---|---|
Iron Maiden | Iron Maiden increases your Locker Search speed by 30/40/50 %.
Survivors who exit a Locker suffer from the following afflictions:
| |
Nemesis | You seek retribution on those who have wronged you.
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 | When they spot you, they know the end is near.
When you open a Locker, all Survivors within 32 metres of the Locker scream and reveal their location to you.
"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
- Updated the Locker model as part of the The Realm Beyond - Part One update.
Trivia
- Lockers were also known as "Closets".
- Lockers prevent The Doctor'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 Fright.
- Lockers are where The Huntress replenishes her Hunting Hatchets, and where The Trickster 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, it is random which appears.
- If The Wraith is cloaked while opening a Locker and finds a Survivor, he will uncloak over time while the animation is playing.
- If Victor (The Twins) 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 Nemesis finds Jill Valentine, Chris Redfield, or Rebecca Chambers 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
A render of the Locker model used in The Shattered Square