RESIDENT EVIL 3
32 Achievements
1,000
PC
RE: Master of Unlocking
Unlock all safes, lockers, strongboxes, and pickable locks.
40
13.92%
How to unlock the RE: Master of Unlocking achievement in RESIDENT EVIL 3 - Definitive Guide
Here is a full locations guide for every file, Charlie doll, weapon, lock, safe, and locker in the game. This guide is done in chronological order of the game and with minimal spoilers. Enemies have been cleared out of most rooms in the game so be mindful of the rooms you are entering. Some back tracking is required in the Raccoon City Downtown area in order to fully get everything. While some of the locks and weapons are essentially unmissable in the game, others can be easily overlooked if you speed on by them.
Safe 1 (02:11)
Simple Lock 1 (07:55)
Simple Lock 2 (08:38)
Simple Lock 3 (09:03)
Simple Lock 4 (09:27)
Simple Lock 5 (09:55)
Simple Lock 6 (10:21)
Simple Lock 7 (10:42)
Simple Lock 8 (13:30)
Simple Lock 9 (16:17)
Storage Box 1 (17:30)
Storage Box 2 (17:43)
Safe 2 (18:41)
Locker 1 (22:01)
Locker 2 (22:21)
Storage Box 3 (23:12)
Safe 3 (29:09)
Simple Lock 9 (30:49)
Simple Lock 10 (31:07)
Simple Lock 11 (31:47)
Simple Lock 12 (33:14)
Safe 1 (02:11)
Simple Lock 1 (07:55)
Simple Lock 2 (08:38)
Simple Lock 3 (09:03)
Simple Lock 4 (09:27)
Simple Lock 5 (09:55)
Simple Lock 6 (10:21)
Simple Lock 7 (10:42)
Simple Lock 8 (13:30)
Simple Lock 9 (16:17)
Storage Box 1 (17:30)
Storage Box 2 (17:43)
Safe 2 (18:41)
Locker 1 (22:01)
Locker 2 (22:21)
Storage Box 3 (23:12)
Safe 3 (29:09)
Simple Lock 9 (30:49)
Simple Lock 10 (31:07)
Simple Lock 11 (31:47)
Simple Lock 12 (33:14)
8 Comments
Wait, do you not need weapon mods for any of the achievements besides the first one?
By F1R3 PH03N1X6 on 04 Apr 2020 16:25
Nope, just the one and it is conveniently located in the first safe.
By Mr Whiteshirt on 04 Apr 2020 16:40
Jill's apartment
0:00 - Jill's report
0:18 - Investigation notes
0:32 - unsealed envelop
0:37 - Message from a colleague
Subway
1:00 - bobble head 1
1:13 - UBCS crafting guide
1:22 - Tabloid front page
1:33 - UBCS Herb field manual
Donuts Shop
1:47 - Bobble head 2
2:07 - Safe (code: 937)
2:29 - Drug Store Owners journal
2:40 - Bobble Head 3
Kite Bros Railway
3:18 - Subway Employees Memo
3:41 = Kite Bros, Railway Manuel
3:52 - Bobble Head 4
Repair Shop
4:15 - Trainer Log
Kite Bro's Railway
4:54 - Gun 1 (Shotgun)
Repair Shop
5:25 - UBCS Suicide Note
5:43 - Electricians Note
Control Room
6:12 - Fax Form Substation Chief
6:29 - Hip Pouch
6:49 - Bobble Head 5
7:05 - Green Herbs - They Work
7:20 - Substation Internal Memo
Backtracking
7:41 - Lockpick: Power Room
8:00 - Lockpick: Garage
8:15 - Lockpick: Donuts Shop
8:52 - Lockpick: Kite Bros Railway
9:11 - Lockpick: Control Room
9:20 - Lockpick: Subway
9:42 - Lockpick: Toy Shop
Toy Shop
9:52 - Your Charlie Doll Sign
10:00 - Bobble Head 6
Subway Power Reset
10:37 - Chads Notes
Sewers
0:00 - Increased Sewer Security
0:21 - Bobble head 7
0:36 - Sewer Workers Notes
0:56 - Lock Pick Sewer 1
1:17 - A Love Letter
1:25 - Sewer Assistants Log
1:49 - Invoice From Gun Shop Kendo
1:57 - Hip Pouch 2
2:15 - Bobble Head 8
Nemesis Chase
2:34 - Notice Of Demolition Delay
House Next To The Gun Shop
3:00 - Bobble Head 9
3:20 - Raccoon Times Readers Column
3:36 - Lock Pick House Next To The Gun Shop
0:00 - Email Outbox
0:22 - Bobble Head 10
0:37 - Suitcase Lock
0:45 - ID Card Security Protocol
0:56 - Suitcase Lock
1:20 - Sept.20 Arrest Report
1:32 - Internal Memo
1:50 - Safe (code 9 15 7)
2:34 - 3F Locker
3:07 - Bobble Head 11
3:17 - Note to a friend
3:34 - Locker (Code CAP)
3:55 - Locker (Code DCM)
4:10 - Locker 106 and 109
4:27 - Report On The Mansion Incident
4:35 - Suitcase Lock
Jill's Tube Crash
0:00 - UBCS New Weapons Notice
0:13 - Bobble Head 12
0:33 - Bobble Head 13
0:48 - Clock Tower Brochure
Hospital Ground Floor
0:57 - Memorial Pamphlet
1:23 - Bobble Head 14
1:32 - Nurse Journal: Sept 25
First Floor
1:44 - Bobble Head 15
1:58 - Nurse Journal: Sept 27
2:12 - Bobble Head 16
2:33 - Note About Tape
2:46 - Nurse Journal: Sept 29
3:05 - Memo from Admin
Ground Floor
3:16 - Re: Lost Item
First Floor
3:40 - Safe (key - 0 9 3)
Ground Floor
4:06 - Banquet Invitation
4:31 - Email From Nathaniel Bard
Jill's Hospital - Ground Floor
0:00 - G18 Gun
0:12 - Suitcase Lock
0:28 - Locker
1st Floor
0:40 - Locker
0:59 - Locker
1:30 - Lightning Hawk Gun
Ground Floor
2:01 - Door Lock
Outside
2:17 Bobble Head 17
Underground
2:29 - Elevator Notice
2:44 - Bobble Head 18
2:59 - Employee Memo
3:27 - Unfinished Activity Log
Research Lab
3:49 - Nest 2
4:09 - Issac Graves Diary
4:37 - Essay On Vaccine
4:56 - Bobble Head 19
5:08 - Shipping Notice
5:19 - Weaponry Authorisation Request
5:38 - Bobble Head 20
6:00 - Scientists Dying Message
6:38 - Expression of concern
Workers Break Room
7:13 - Disposal Centre
Staff Break Room
7:28 - Weapons Spec Sheet
Final Boss
7:49 - Suspicious Contract Memo
Attached is a playlist for my 100% Walkthrough on YouTube, I show you how to complete it on your first playthrough on Assisted Difficulty whilst doing the Minimalist achievement (no item box) and also collecting all Collectibles (56 Files, 20 Charlie Dolls, 20 Locks (Safes, Lockers, Strongboxes, Pickable Padlock Doors), 10 Weapons (4 have locations, 6 are automatic) and finding at least 1 Inventory Upgrade (Hip Pouch)).
1 Comment
Just following along your guide and so far, I have managed to get the achievements in the order mentioned. This is along with capturing the collectibles especially being very comprehensive too.
Will report back once I am completed the game. Making sure that no stone is left unturned.
EDIT: Just completed the story and unlocked all the achievements this guide has mentioned including all collectibles. Positive upvote from me.
Will report back once I am completed the game. Making sure that no stone is left unturned.
EDIT: Just completed the story and unlocked all the achievements this guide has mentioned including all collectibles. Positive upvote from me.
By GTAmissions1 on 10 Apr 2020 07:24
Every Lock in a concise strait to the point guide
In this video guide I will show you how to get all the collectibles for your achievements. This will be covering Hello, Charlie!, Kendo's Armory, RE: Master of Unlocking, Goodbye, Charlie!, and Bookworm. Below I will timestamp everything for you.
00:04 - Jill's Report
00:23 - Investigation Notes
00:32 - Unsealed Envelope
00:44 - Message from a Colleague
00:54 - Bobble head 1
01:10 - U.B.C.S. Ammo Crafting Guide
01:25 - Tabloid Front Page
01:46 - U.B.C.S. Herb Field Manual
02:08 - Bobble head 2
02:39 - Bobble head 3
03:01 - Drugstore Owner's Journal
03:12 - Safe 1
03:40 - Bobble head 4
04:08 - Kite Bros. Railway Manual
04:11 - Subway Employee's Memo
04:29 - Training Log
04:49 - U.B.C.S. Suicide Note
05:05 - Electrician's Notice
05:20 - Fax from Substation Chief
06:01 - Bobble head 5
06:06 - Green Herbs: They Work!
06:21 - Substation Internal Memo
06:31 - Simple Lock 1
06:52 - Chad's Notes
07:35 - Simple Lock 2
08:23 - Simple Lock 3
08:24 - Simple Lock 4
09:23 - Simple Lock 5
09:52 - Simple Lock 6
10:15 - Shotgun
10:32 - Simple Lock 7
10:51 - Bobble head 6
10:57 - Your Charlie Doll
11:25 - Simple Lock 8
12:10 - Increased Sewer Security
12:25 - Sewer Worker's Notes
12:59 - Bobble head 7
13:21 - Simple Lock 9
13:41 - A Love Letter?
13:49 - Research Assistant's Logs
14:13 - Invoice from Gun Shop Kendo
14:20 - MGL
14:35 - Bobble head 8
15:19 - Notice of Demolition Delay
15:39 - Bobble head 9
16:17 - Raccoon Times Reader's Column
16:31 - Simple Lock 10
16:59 - Email Outbox
17:36 - ID Card Security Protocols
17:55 - Storage Box 1
18:07 - Storage Box 2
18:18 - Sept. 20 Arrest Report
18:29 - Safe 2
18:54 - Internal Memo
19:25 - Locker 1
20 :06 - 3F Locker
20:43 - Bobble head 11
20:53 - Note to a Friend
21:16 - Locker 2
21:30 - Report on the Mansion Incident
21:53 - Storage Box 3
22:08 - U.B.C.S. New Weaponry Notice
22:21 - Bobble head 12
22:35 - Clock Tower Brochure
23:20 - Bobble head 13
23:33 - Spencer Memorial Pamphlet
23:53 - Bobble head 14
24:11 - Nurse's Journal: Sept. 25
24:20 - Bobble head 15
24:50 - Nurse's Journal: Sept. 27
25:13 - Nurse's Journal: Sept. 29
25:32 - Memos from Administration
25:44 - Note about a Tape Recording
26:14 - Safe 3
26:32 - Bobble head 16
26:44 - Banquet Invitation
27:05 - Email from Nathaniel Bard
27:13 - G18
27:31 - Simple Lock 11
27:57 - RE: Lost Items
28:38 - Simple Lock 12
29:26 - Simple Lock 13
30:15 - Lightning Hawk
31:11 - Simple Lock 14
31:54 - Simple Lock 15
32:17 - Bobble head 17
32:45 - Elevator Notice
32:58 - Bobble head 18
33:51 - Employee Memo
34:10 - Unfinished Activity Log
34:36 - NEST 2 Employee Regulations
34:59 - Isaac Graves' Diary
35:19 - Essay on Vaccine Synthesis
35:35 - Bobble head 19
35:44 - Shipping Notice
36:09 - Weaponry Authorization Request
36:26 - Bobble head 20
36:42 - Scientist's Dying Message
37:23 - Expression of Concern
38:16 - Disposal Center
38:35 - Weapon Spec Sheet
38:54 - Suspicious Contract Memo
00:04 - Jill's Report
00:23 - Investigation Notes
00:32 - Unsealed Envelope
00:44 - Message from a Colleague
00:54 - Bobble head 1
01:10 - U.B.C.S. Ammo Crafting Guide
01:25 - Tabloid Front Page
01:46 - U.B.C.S. Herb Field Manual
02:08 - Bobble head 2
02:39 - Bobble head 3
03:01 - Drugstore Owner's Journal
03:12 - Safe 1
03:40 - Bobble head 4
04:08 - Kite Bros. Railway Manual
04:11 - Subway Employee's Memo
04:29 - Training Log
04:49 - U.B.C.S. Suicide Note
05:05 - Electrician's Notice
05:20 - Fax from Substation Chief
06:01 - Bobble head 5
06:06 - Green Herbs: They Work!
06:21 - Substation Internal Memo
06:31 - Simple Lock 1
06:52 - Chad's Notes
07:35 - Simple Lock 2
08:23 - Simple Lock 3
08:24 - Simple Lock 4
09:23 - Simple Lock 5
09:52 - Simple Lock 6
10:15 - Shotgun
10:32 - Simple Lock 7
10:51 - Bobble head 6
10:57 - Your Charlie Doll
11:25 - Simple Lock 8
12:10 - Increased Sewer Security
12:25 - Sewer Worker's Notes
12:59 - Bobble head 7
13:21 - Simple Lock 9
13:41 - A Love Letter?
13:49 - Research Assistant's Logs
14:13 - Invoice from Gun Shop Kendo
14:20 - MGL
14:35 - Bobble head 8
15:19 - Notice of Demolition Delay
15:39 - Bobble head 9
16:17 - Raccoon Times Reader's Column
16:31 - Simple Lock 10
16:59 - Email Outbox
17:36 - ID Card Security Protocols
17:55 - Storage Box 1
18:07 - Storage Box 2
18:18 - Sept. 20 Arrest Report
18:29 - Safe 2
18:54 - Internal Memo
19:25 - Locker 1
20 :06 - 3F Locker
20:43 - Bobble head 11
20:53 - Note to a Friend
21:16 - Locker 2
21:30 - Report on the Mansion Incident
21:53 - Storage Box 3
22:08 - U.B.C.S. New Weaponry Notice
22:21 - Bobble head 12
22:35 - Clock Tower Brochure
23:20 - Bobble head 13
23:33 - Spencer Memorial Pamphlet
23:53 - Bobble head 14
24:11 - Nurse's Journal: Sept. 25
24:20 - Bobble head 15
24:50 - Nurse's Journal: Sept. 27
25:13 - Nurse's Journal: Sept. 29
25:32 - Memos from Administration
25:44 - Note about a Tape Recording
26:14 - Safe 3
26:32 - Bobble head 16
26:44 - Banquet Invitation
27:05 - Email from Nathaniel Bard
27:13 - G18
27:31 - Simple Lock 11
27:57 - RE: Lost Items
28:38 - Simple Lock 12
29:26 - Simple Lock 13
30:15 - Lightning Hawk
31:11 - Simple Lock 14
31:54 - Simple Lock 15
32:17 - Bobble head 17
32:45 - Elevator Notice
32:58 - Bobble head 18
33:51 - Employee Memo
34:10 - Unfinished Activity Log
34:36 - NEST 2 Employee Regulations
34:59 - Isaac Graves' Diary
35:19 - Essay on Vaccine Synthesis
35:35 - Bobble head 19
35:44 - Shipping Notice
36:09 - Weaponry Authorization Request
36:26 - Bobble head 20
36:42 - Scientist's Dying Message
37:23 - Expression of Concern
38:16 - Disposal Center
38:35 - Weapon Spec Sheet
38:54 - Suspicious Contract Memo
There are 20 total things to be unlocked. The only things you'll need are the lock pick and the combinations for certain locks. All are provided in the videos below. The first is all collectibles, and the second is all achievements. Both include all 20 locks, with timestamps below both videos. Thanks for watching, and I hope it helps.
Lock 1, Weapon Part 1 - 3:20
Lockpick - 9:10
Lock 2 - 9:42
Lock 3 - 10:01
Lock 4 - 10:33
Lock 5 - 10:52
Lock 6 - 12:47
Lock 7 - 13:16
Lock 8 - 14:13
Lock 9 - 14:31
Lock 10 - 19:21
Lock 11 - 22:38
Lock 12, Hip Pouch 4 - 24:42
Lock 13 - 25:59
Lock 14 - 27:17
Lock 15, Weapon Part 8 - 32:03
Lock 16 - 34:43
Lock 17 - 35:10
Lock 18 - 35:30
Lock 19 - 35:50
Lock 20 - 36:09
Lock 1, Weapon Part 1 (Gunsmith) - 5:44
Lockpick - 11:34
Lock 2 - 12:06
Lock 3 - 12:33
Lock 4 - 13:02
Lock 5 - 13:24
Lock 6 - 15:19
Lock 7 - 15:48
Lock 8 - 16:45
Lock 9 - 17:03
Lock 10 - 22:22
Lock 11 - 26:47
Lock 12, Hip Pouch 4 - 28:54
Lock 13 - 30:10
Lock 14 - 31:28
Lock 15, Weapon Part 8 - 36:45
Lock 16 - 39:42
Lock 17 - 40:09
Lock 18 - 40:30
Lock 19 - 40:49
Lock 20 (RE: Master of Unlocking) - 41:08
Lock 1, Weapon Part 1 - 3:20
Lockpick - 9:10
Lock 2 - 9:42
Lock 3 - 10:01
Lock 4 - 10:33
Lock 5 - 10:52
Lock 6 - 12:47
Lock 7 - 13:16
Lock 8 - 14:13
Lock 9 - 14:31
Lock 10 - 19:21
Lock 11 - 22:38
Lock 12, Hip Pouch 4 - 24:42
Lock 13 - 25:59
Lock 14 - 27:17
Lock 15, Weapon Part 8 - 32:03
Lock 16 - 34:43
Lock 17 - 35:10
Lock 18 - 35:30
Lock 19 - 35:50
Lock 20 - 36:09
Lock 1, Weapon Part 1 (Gunsmith) - 5:44
Lockpick - 11:34
Lock 2 - 12:06
Lock 3 - 12:33
Lock 4 - 13:02
Lock 5 - 13:24
Lock 6 - 15:19
Lock 7 - 15:48
Lock 8 - 16:45
Lock 9 - 17:03
Lock 10 - 22:22
Lock 11 - 26:47
Lock 12, Hip Pouch 4 - 28:54
Lock 13 - 30:10
Lock 14 - 31:28
Lock 15, Weapon Part 8 - 36:45
Lock 16 - 39:42
Lock 17 - 40:09
Lock 18 - 40:30
Lock 19 - 40:49
Lock 20 (RE: Master of Unlocking) - 41:08
COLLECTABLE
Safes and locks are another type of collectible that you'll need to get, you must find all 20 of these.
Note: You will find the lock pick later at the Subway Power Station, the Brad Card is taken off the body of Brad Vickers after you take him down at the RPD, and the locks in the hospital are reached after the Carlos hospital defense scene.
Lock: Downtown Subway Station
Lock box located on the path up to the subway, just past the metal door
Brad Card: Police Station West Office
On desk closest to you when you walk in
Lock: Downtown Toy Uncle
The door to Toy Uncle is locked
Safe: Police Station West Office
This safe is in the lit up room directly in front of the last box
Lock: Downtown Donut Shop
Right beside the safe room in the Donut Shop
Combination: Police Station Hallway
Same hallway you find the Key, move forward after picking up the key and the combination is DCM.
Safe: Downtown Upper Walkway
Left 9, Right 3, Left 7
Combination: Police Station Shower Room
Cannot miss, on locker as you walk in, combination is CAP
Lock: Subway Office
In the same room as the shotgun, opposite of the shotgun wall
Brad Card: Police Station S.T.A.R.S Office Armory
In the armory, armory is on the left
Lock: Subway Office
Same room as the subway route puzzle, to the right
Safe: Hospital Nurse's Station
Left 9, Right 3.
Right next to the desk
Lock: Downtown Garage
Same room as Bolt Cutters, locker on the left
Lock: Hospital Reception
Door that leads to the underground, don't go through until you get the rest of the locks
Lock: Subway Power Station 1F
This lock is in the building right before the spider maze, to the left
Lock: Hospital Hallway
After the last room, take a left and open the case
Lock: Subway Power Station
Mandatory Story Lock, gain access to spider maze
Lock: Emergency Entrance
As Carlos, you will see zombies trapped behind glass right next to the Emergency Entrance. But as Jill, they will be gone and the locker will be reachable
Lock: Sewer Lab
In the lower waterway, next to a green herb
Keycard: Emergency Entrance
After the last locker, use the key card on the door right in front of you
Lock: House after Gun Shop Kendo's
After taking care of the tentacle zombie, head upstairs and unlock the box
Lock: Hospital Staff Room
Room with the all excessive blood and death, in the left corner
Brad Card: Police Station Reception 1F
S.T.A.R.S crate on the seats after the gate is opened
Lock: Hospital Linen Room
Right down the left path
Safes and locks are another type of collectible that you'll need to get, you must find all 20 of these.
Note: You will find the lock pick later at the Subway Power Station, the Brad Card is taken off the body of Brad Vickers after you take him down at the RPD, and the locks in the hospital are reached after the Carlos hospital defense scene.
Lock: Downtown Subway Station
Lock box located on the path up to the subway, just past the metal door
Brad Card: Police Station West Office
On desk closest to you when you walk in
Lock: Downtown Toy Uncle
The door to Toy Uncle is locked
Safe: Police Station West Office
This safe is in the lit up room directly in front of the last box
Lock: Downtown Donut Shop
Right beside the safe room in the Donut Shop
Combination: Police Station Hallway
Same hallway you find the Key, move forward after picking up the key and the combination is DCM.
Safe: Downtown Upper Walkway
Left 9, Right 3, Left 7
Combination: Police Station Shower Room
Cannot miss, on locker as you walk in, combination is CAP
Lock: Subway Office
In the same room as the shotgun, opposite of the shotgun wall
Brad Card: Police Station S.T.A.R.S Office Armory
In the armory, armory is on the left
Lock: Subway Office
Same room as the subway route puzzle, to the right
Safe: Hospital Nurse's Station
Left 9, Right 3.
Right next to the desk
Lock: Downtown Garage
Same room as Bolt Cutters, locker on the left
Lock: Hospital Reception
Door that leads to the underground, don't go through until you get the rest of the locks
Lock: Subway Power Station 1F
This lock is in the building right before the spider maze, to the left
Lock: Hospital Hallway
After the last room, take a left and open the case
Lock: Subway Power Station
Mandatory Story Lock, gain access to spider maze
Lock: Emergency Entrance
As Carlos, you will see zombies trapped behind glass right next to the Emergency Entrance. But as Jill, they will be gone and the locker will be reachable
Lock: Sewer Lab
In the lower waterway, next to a green herb
Keycard: Emergency Entrance
After the last locker, use the key card on the door right in front of you
Lock: House after Gun Shop Kendo's
After taking care of the tentacle zombie, head upstairs and unlock the box
Lock: Hospital Staff Room
Room with the all excessive blood and death, in the left corner
Brad Card: Police Station Reception 1F
S.T.A.R.S crate on the seats after the gate is opened
Lock: Hospital Linen Room
Right down the left path
Existem, ao todo, 20 locais que precisam ser abertos. Esses locais variam em tipo, incluindo cofres, armários, caixas-fortes e trancas. É necessário abrir todos os 20, sendo a maioria localizada no centro, na delegacia e no hospital. Essa tarefa não precisa ser concluída em uma única jogada, pois o progresso é salvo no seu perfil. Vale ressaltar que a contagem não é acumulativa, ou seja, é necessário abrir 20 itens diferentes, cada um pelo menos uma vez. Confira o guia abaixo:
*MISSABLE*
There are quite a few strongboxes, safes, lockers and pickable locks in the game. Other than the ones at the police station, Jill will have to do most of the dirty work here as she carries the game's only lock pick. Carlos can open the strongboxes at the police station after obtaining the ID Card from Zombie Brad at the start of the level. Here are their locations:
Safe:
- Dot Sight, 9 Left-3 Right-7 Left (Downtown)
- Hip Pouch, 9 Left-15 Right-7 Left (Police Station, 1F, West Office - Carlos only)
- Dual Magazine, 9 Left-3 Right (Hospital, 2F, Nurses' Station - Carlos only)
Strongbox:
- Strongbox (Subway saferoom, near the clock tower monument)
- Strongbox (Subway Office)
- Strongbox (2nd floor of the house close to Kendo's Shop)
- Strongbox (Police Station, as soon as Tyrell opens the shutter, left side of room - Carlos only)
- Strongbox (Scope Assault Rifle / Police Station, 1F, West Office - Carlos only)
- Strongbox (Police Station, S.T.A.R.S. Office - Carlos only)
- Strongbox (Hospital, left side hallway after exiting Reception as Jill)
Lock Pick:
- Lock (Toy Uncle Store, backtrack as soon as you get lock pick)
- Lock (to turn on 4 generators; story related)
- Lock (Hospital to underground; story related)
Locker:
- Locker (Moon's Donuts)
- Locker (Subway Office)
- Locker (Garage 88 saferoom)
- Locker (when you first enter the Subway Power Substation saferoom)
- Locker (Sewers, in the room where you pick up the battery pack)
- Locker, CAP (Police Station, 2F, Shower Room - Carlos only)
- Locker, DCM (Police Station, 3F, Third Floor Hallway - Carlos only)
- Locker (Hospital, 2F, Staff Room)
- Locker (Hospital, Emergency Entrance where zombies break through glass during Carlos' run)
- Locker (Hospital, 2F, Linen Room)
Note: Strongboxes that have no lock on them do not count.
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