Lockers are large storage compartments that players can hide in by interacting with it, but only one player can hide in it at a time.
Monsters | Provides Protection | |
---|---|---|
Main Monsters | Eyefestation | Yes |
Pandemonium | Yes* | |
Wall Dwellers | No* | |
Grand Encounters | Searchlights | Yes |
Node Monsters | ||
The Angler | Yes† | |
Blitz | Yes | |
Chainsmoker | Yes* | |
Froger | Yes | |
Pinkie | Yes | |
Rare Monsters | The Multi-Monster | Yes |
* Monster has an exception or unique interaction with the hiding spot.
† Monster can either spawn ahead of or behind the player.
Eyefestation
Eyefestation forces the player to look at them, moving the player's view to do so. The player has to move their view away from wherever Eyefestation is or else they will begin to take damage as long as they look at it.
Pandemonium
If the player is in a hiding spot when Pandemonium passes, they will be forced into a minigame. Pandemonium attacks the hiding spot, causing the player's cursor to be moved. The player in the minigame has to keep their cursor in the middle of the screen to survive the minigame. This minigame only occurs if the player is hiding in a locker, and if a player is hiding in a suitable safe area (known as a PSS, short for Pandemonium Safe Spot) Pandemonium will simply pass by without starting any minigame.
Void Lockers
Puddles of Void-Mass can be found randomly in lockers. If a player enters a locker inhabited by a Void-Mass Puddle, they will be trapped inside and slowly take damage until they are saved by another player or die. Players trapped inside of a Void Locker can be seen through walls with a purple outline of the locker.
Wall Dwellers
Wall Dwellers mimic the player's footsteps, so players must turn around and place their cursor on the Wall Dweller to avoid being killed. While players are able to use lockers to avoid getting killed by Wall Dwellers, they will camp outside the locker and will immediately kill the player once they exit, rendering the tactic pointless. However, if a monster passes the player that is inside of a locker and the Wall Dweller is hit, the Wall Dweller will die.
Searchlights
Searchlights can only be found in two encounters, once in the Grand Encounters and again at the Ending Encounter. During both encounters, Searchlights will circle above the player, shining four randomly moving spotlights to attempt to spot the player. Any object that blocks the view of the player from the eyes of the Searchlight will prevent them from getting killed, such as closets or piles of crates.
The Angler
The Angler causes the lights in the room to flicker along with an audible twinkling sound cue, alerting players to hide. The player must hide in any suitable hiding spot far away enough from The Angler's hitbox. The same applies to all Node Monsters except Pandemonium.
Blitz
Blitz causes the lights in the room to flicker twice along with a longer, more distinct sound cue alerting players to hide. There is a longer pause between the lights flickering and when Blitz attacks the player, giving the players more time to prepare. Blitz acts similar to The Angler, though Blitz rushes the player much faster, forcing the player to react quicker.
Chainsmoker
Chainsmoker causes the lights in the room to flicker along with an audible twinkling sound cue, alerting players to hide. Another sound cue of dragging chains and a loud exhale will also play, telling the player that Chainsmoker has spawned and not another variant of The Angler. The green gas that Chainsmoker emits induces Cleithrophobia, and will force players out of their locker faster than normal. If players enter a locker too early, they will experience Cleithrophobia and will be forced out into the path of Chainsmoker.
Froger
Froger causes the lights in the room to flicker along with an audible twinkling sound cue, alerting players to hide. A loud breathing noise will play, telling player that Froger has spawned and not another variant of The Angler. Froger will rush the player similar to The Angler, however it will return to the direction from where it spawned. Froger will return once more, following through with the original path it travelled.
Pinkie
Pinkie is the only variant of The Angler that does not flicker the lights or play a twinkling sound cue. Instead, Pinkie will play a loud, distinct high-pitched screaming noise to signal its arrival to the player. Outside of the removal of the light cue, Pinkie operates exactly like The Angler.
Cleithrophobia
When players hide in a locker for too long, they experience Cleithrophobia. This forces them to exit the hiding spot and temporarily prevents them from hiding again until they have calmed down. A player's camera will begin to involuntarily sway inside a locker after hiding in it for several seconds. They will then hear a heartbeat sound and see a pulsing screen effect, both of which quickly pick up in pace, before being kicked out of the locker. The maximum time a player can spend in a locker starts at about 27 seconds and gradually decreases as they progress through rooms, down to only 10 seconds. Exiting a locker before Cleithrophobia kicks a player out will reset its timer.
In addition, the reason the player has Cleithrophobia is because the ventilation fans for Paranoia’s Box had failed and the fumes emitting from it are now spreading throughout the entire Blacksite, making us have Cleithrophobia. However, Cleithrophobia is not present in the first 10 rooms, allowing players to hide indefinitely. This may mean the fumes are only spread through later rooms, and it hasn't reached everywhere yet.