Lockers

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Dbd-survivor-closet.png

Lockers are one of 20 Props featured in Dead by Daylight IconHelp DBDlogo.png.


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 IconHelpLoading huntress.png and Trickster IconHelpLoading trickster.png use Lockers to refill their stock of secondary weapons.


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, and grab the Survivor by their scruff, hoisting them onto their shoulder immediately.

Zombies

When being chased by one of the Zombies spawned by Nemesis Nemesis T-Type}}, jumping into a Locker will cause them to lose line-of-sight immediately.

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 all of the Killer's Aura-reading abilities 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 IconStatusEffects 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 & Chilli IconPerks 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.

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.

Stillness Crows

Lockers do not prevent Stillness Crows IconHelp crows.png from spawning when hiding for a long time. Uniquely, and prior to Stillness 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 Stun

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


Perks

Dance With Me}} Dance With Me

When performing a rushed action to vault a Window IconHelp window.png or leave a Locker IconHelp lockers.png, you will not leave any Scratch Marks IconHelp scratchMarks.png for the next 3 seconds.

Dance With Me has a cool-down of 60/50/40 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.

Interact with a Locker IconHelp lockers.png while holding the Sprint button to trigger a Loud Noise notification for the Killer at your location instead of entering the Locker.

Deception can only be triggered once every 60/50/40 seconds.

Head On}} Head On

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

While standing in a Locker IconHelp lockers.png for 3 seconds, Head On activates.

  • When performing a rushed action to leave a Locker, stun the Killer for 3 seconds if they are within range.

Head On causes the Exhausted IconStatusEffects exhausted.png Status Effect for 60/50/40 seconds.

Head On cannot be used when Exhausted or when you have accrued Stillness Crows IconHelp crows.png.

"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.

Each time you cleanse a Totem IconHelpLoading totem.png, Inner Strength activates:

  • You are automatically healed 1 Health State when hiding inside a Locker IconHelp lockers.png for 10/9/8 seconds while injured or suffering from the Deep Wound IconStatusEffects deepWound.png Status Effect.

Inner Strength does not activate if you currently suffer from the Broken IconStatusEffects 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

Iron Maiden}} Iron Maiden

You open Lockers IconHelp lockers.png 30/40/50 % faster.

Survivors who exit Lockers suffer from the Exposed IconStatusEffects exposed.png Status Effect for 30 seconds and their location is revealed to you for 4 seconds.

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

Quick & Quiet}} Quick & Quiet

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

Loud Noise notifications for rushing to vault Windows IconHelp window.png, or to enter or exit Lockers IconHelp lockers.png are completely suppressed.

Quick & Quiet has a cool-down of 30/25/20 seconds.

Red Herring}} Red Herring

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

After repairing a Generator IconHelpLoading generators.png for at least 3 seconds, its Aura IconHelp auras.png is highlighted to you in yellow.

  • The Generator stays highlighted until it is either fully repaired, you start repairing another Generator, or enter a Locker IconHelp lockers.png.
  • Entering a Locker will trigger a Loud Noise notification for the Killer at the highlighted Generator's location.

Red Herring has a cool-down of 60/50/40 seconds.

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


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 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.
  • 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.

Gallery


Props
IconStatusEffects sleepPenalty.png Alarm Clocks IconPowers trap.png Bear Traps IconHelp breakableDoors.png Breakable Walls IconHelp cagesOfAtonement.png Cages of Atonement
Dbd-gameplay-crate.png Chests IconPerks spiesFromTheShadows.png Crows IconFavors murkyReagent.png Dark Mist IconHelp exitGates.png Exit Gates
IconHelpLoading generators.png Generators IconHelpLoading hatch.png Hatch IconHelpLoading hook.png Hooks IconHelp jigsawBoxes.png Jigsaw Boxes
IconHelp lockers.png Lockers IconFavors quarterMoonBouquet.png Moonlight IconHelp pullDown.png Pallets IconHelp poolsOfDevotion.png Pools of Devotion
IconHelpLoading totem.png Totems IconHelp window.png Windows QuestIcons glyph.png Glyphs QuestIcons Halloween2020.png Visceral Cankers