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Lockers, also commonly known and referred to as "Closets", are tall red cabinets which Survivors IconHelpLoading survivor.png can use to hide in and The Huntress uses to refill her Hunting Hatchets IconPowers huntingHatchets.png.

Usage[edit | edit source]

Survivors can enter empty lockers. If a locker already has a Survivor hiding inside it, the player attempting to enter will show a surprised animation state and close the door on the other Survivor. If a locker is empty, Survivors can either walk in (which is mostly quiet) or sprint in, which will make a lot more noise but reduce the animation time, unless a survivor is using Quick & Quiet IconPerks quickAndQuiet.png. The same applies when walking out of it again.

If a Killer opens a locker with a Survivor hidden inside it, the Killer IconHelpLoading killer.png, in a unique animation, will first grab the Survivor out of the locker and then carry them on their shoulder - forcing them to wiggle out of the killer's grasp. If a Survivor is in a locker for an extended period of time, crows will begin to land on its roof. If the Survivor hides inside it long enough, Stillness Crows will start circling above the locker, eventually alerting the Killer to their location.

Lockers have a muffling effect on Survivors breathing and groans of pain, about the equivalent to that of Iron Will IconPerks ironWill.png at tier 1. While inside a locker, Survivors will breathe quietly, which can still be picked up by an experienced Killer. If they are injured, they will grunt in pain, still much quieter than if they were in the open. If the Survivor has Iron Will, the Survivor will be inaudible. However, if the Survivor is injured, they will leave blood as they enter the locker. The hiding time is long enough that the Survivor will leave at least two pools of blood at the foot of the locker. Observant killers can easily track this.

Change Log[edit | edit source]

Patch 2.6.0[edit | edit source]

  • Reduced the distance at which a Survivor's breathing and grunting can be heard while they are hiding in Lockers.

Trivia[edit | edit source]

  • As of Patch 2.4.0, hiding inside Lockers blocks the Killer's Aura-reading abilities.
  • Lockers prevent the Doctor's static field from increasing a Survivor's level of Madness.
    • Hiding in a Locker with a Doctor in Treatment mode nearby is the best option to prevent giving away your location via a Madness Tier-up.
    • Hiding in a Locker will also slowly decrease the Madness levels of a Survivor as long as the Doctor is in Punishment mode.
    • 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 IconHelpLoading huntress.png replenishes her Hunting Hatchets.
    • At the back of every Locker, there is a rack with three Hatchets. The Huntress will always take the one in the centre.
  • If The Wraith is cloaked while opening a locker and finds a survivor, The Wraith will uncloak over time while the animation is playing.
    • Similar to The Wraith, if The Nightmare opens a locker and finds a survivor that isn’t asleep, they will fall asleep after a short delay once the Locker is visually opened.

Gallery[edit | edit source]

IconPowers trap.png Bear Traps 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