Dead by Daylight Wiki

Lockers are one of 28 Props featured in Dead by DaylightIconHelp DBDlogoIconHelp DBDlogoIconHelp DBDlogo.


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 HuntressIconHelpLoading huntressIconHelpLoading huntressIconHelpLoading huntress and TricksterIconHelpLoading tricksterIconHelpLoading tricksterIconHelpLoading trickster use Lockers to refill their stock of secondary weapons.
The DredgeIconHelpLoading dredgeIconHelpLoading dredgeIconHelpLoading dredge can teleport into Lockers while its ability is active.


Lockers take the Killer 2.34 seconds to search for a Survivor, if they are empty.
Some Unlockables can reduce this time.


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 spiritIconHelpLoading spiritIconHelpLoading 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.


When being chased by one of the Zombies spawned by The NemesisIconHelpLoading nemesisIconHelpLoading nemesisIconHelpLoading 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 ArtistIconHelpLoading artistIconHelpLoading artistIconHelpLoading artist, entering a Locker will immediately repel the Swarm.


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


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 BlindnessIconStatusEffects visionIconStatusEffects visionIconStatusEffects vision 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 barbecueAndChilliIconPerks barbecueAndChilliIconPerks barbecueAndChilli 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.


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 CrowsIconHelp crowsIconHelp crowsIconHelp 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 OnIconPerks headOnIconPerks headOnIconPerks headOn may stun a nearby Killer if they are in range.

Locking Lockers

When playing against The DredgeIconHelpLoading dredgeIconHelpLoading dredgeIconHelpLoading 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.


Survivor Perks

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

Hiding inside a LockerIconHelp lockersIconHelp lockersIconHelp lockers for 14/13/12 seconds while carrying a depleted ItemIconHelp itemsIconHelp itemsIconHelp items will replenish its Charges to 99 %.
Each use of Built to Last reduces this percentage by -33 %.
"Architecture is the soul of civilisation." — Felix Richter

Dance With Me Dance With Me When performing a Rush Vault action or when rushing out of a LockerIconHelp lockersIconHelp lockersIconHelp lockers, you will not leave any Scratch MarksIconHelp scratchMarksIconHelp scratchMarksIconHelp scratchMarks 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.

Interacting with a LockerIconHelp lockersIconHelp lockersIconHelp lockers while holding the Sprint button has the following effects:

  • You do not enter the Locker.
  • The Locker's doors swing open and close swiftly, feining a Survivor entering it.
  • Triggers a Loud Noise Notification at the Locker's location, feining a Survivor rushing to enter it.
  • Suppresses the creation of Scratch MarksIconHelp scratchMarksIconHelp scratchMarksIconHelp scratchMarks and Pools of BloodIconStatusEffects bleedingIconStatusEffects bleedingIconStatusEffects bleeding for 3 seconds.
Deception has a cool-down of 60/50/40 seconds.
Flashbang Flashbang You have adapted to a world in chaos and making what you can from the debris.

After repairing GeneratorsIconHelpLoading generatorsIconHelpLoading generatorsIconHelpLoading generators for a total of 70/60/50 %, Flashbang activates:

The Flashbang is left behind when escaping the Trial.

"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 lockersIconHelp lockersIconHelp lockers for 3 seconds, Head On activates:

  • Performing a Rush Exit out of the Locker stuns a nearby Killer for 3 seconds.
Head On causes the ExhaustedIconStatusEffects exhaustedIconStatusEffects exhaustedIconStatusEffects exhausted Status Effect for 60/50/40 seconds.
Head On cannot be used while Exhausted or when having accrued Idle CrowsIconHelp crowsIconHelp crowsIconHelp 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 Inner Strength You look inwards and trust your instincts when you feel lost and alone.

Each time you cleanse a TotemIconHelpLoading totemIconHelpLoading totemIconHelpLoading totem, Inner Strength activates:

  • You are automatically healed 1 Health State while hiding inside a LockerIconHelp lockersIconHelp lockersIconHelp lockers for 10/9/8 seconds when injured or suffering from the Deep WoundIconStatusEffects deepWoundIconStatusEffects deepWoundIconStatusEffects deepWound Status Effect.
Inner Strength does not activate if you currently suffer from the BrokenIconStatusEffects brokenIconStatusEffects brokenIconStatusEffects broken 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 lockersIconHelp lockersIconHelp lockers, Lucky Star activates:

  • Suppresses your Grunts of Pain and the creation of Pools of BloodIconStatusEffects bleedingIconStatusEffects bleedingIconStatusEffects bleeding for 10 seconds
Upon exiting the Locker, you benefit from the following effects for 10 seconds:
  • The AurasIconHelp aurasIconHelp aurasIconHelp auras of the other Survivors are revealed to you.
  • The Aura of the closest Generator is revealed to you in yellow.
Lucky Star has a cool-down of 40/35/30 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.

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 GeneratorIconHelpLoading generatorsIconHelpLoading generatorsIconHelpLoading generators for at least 3 seconds, its AuraIconHelp aurasIconHelp aurasIconHelp auras is highlighted to you in yellow.

  • The Generator stays highlighted until it is either fully repaired, you start repairing another Generator, or enter a LockerIconHelp lockersIconHelp lockersIconHelp lockers.
  • 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

Killer Perks

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

Searching a LockerIconHelp lockersIconHelp lockersIconHelp lockers has the following effect:

  • The AurasIconHelp aurasIconHelp aurasIconHelp auras 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 Iron Maiden increases your LockerIconHelp lockersIconHelp lockersIconHelp lockers Search speed by 30/40/50 %.

Survivors who exit a Locker suffer from the following afflictions:

  • Scream and reveal their location to you for 4 seconds.
  • Suffer from the ExposedIconStatusEffects exposedIconStatusEffects exposedIconStatusEffects exposed Status Effect for 30 seconds.
"This is no place for cowards." — The Legion
Nemesis Nemesis You seek retribution on those who have wronged you.

  • Any Survivor who blinds you or stuns you using a PalletIconHelp pullDownIconHelp pullDownIconHelp pullDown or a LockerIconHelp lockersIconHelp lockersIconHelp lockers becomes the ObsessionIconHelp obsessionIconHelp obsessionIconHelp obsession.
  • Anytime your ObsessionIconHelp obsessionIconHelp obsessionIconHelp obsession switches to another SurvivorIconHelpLoading survivorIconHelpLoading survivorIconHelpLoading survivor by any means, that Survivor then suffers from the ObliviousIconStatusEffects obliviousIconStatusEffects obliviousIconStatusEffects oblivious Status Effect for 40/50/60 seconds and their AuraIconHelp aurasIconHelp aurasIconHelp auras is revealed to you for 4 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.

When you open a LockerIconHelp lockersIconHelp lockersIconHelp lockers, all Survivors within 32 metres of the Locker scream and reveal their location to you.

  • This causes them to suffer from the BlindnessIconStatusEffects visionIconStatusEffects visionIconStatusEffects vision Status Effect for 30 seconds.
Ultimate Weapon has a cool-down of 80/70/60 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


  • Lockers were also known as "Closets".
  • Lockers prevent The DoctorIconHelpLoading doctorIconHelpLoading doctorIconHelpLoading 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 FrightIconPerks infectiousFrightIconPerks infectiousFrightIconPerks infectiousFright.
  • Lockers are where The HuntressIconHelpLoading huntressIconHelpLoading huntressIconHelpLoading huntress replenishes her Hunting Hatchets, and where The TricksterIconHelpLoading tricksterIconHelpLoading tricksterIconHelpLoading 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 WraithIconHelpLoading wraithIconHelpLoading wraithIconHelpLoading wraith is cloaked while opening a Locker and finds a Survivor, he will uncloak over time while the animation is playing.
  • If Victor (The TwinsIconHelpLoading twinsIconHelpLoading twinsIconHelpLoading 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 NemesisIconHelpLoading nemesisIconHelpLoading nemesisIconHelpLoading nemesis finds Jill ValentineSurvivorJillSurvivorJillSurvivorJill, Chris Redfield, or Rebecca ChambersSurvivorRebeccaSurvivorRebeccaSurvivorRebecca 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.


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