Evil Nun Locker Code Locations

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Ailene Goldhirsh

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Aug 5, 2024, 2:01:55 PM8/5/24
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Thoughthey are all optional, unlocking them all - alongside the safe codes, portable safe solutions and Leon Desk puzzle - gives you a bonus Trophy / Achievement, so it's worth the effort in tracking them down.

Our full Resident Evil 2 walkthrough explains every aspect's of Leon and Claire's campaigns, including Locker Code solutions, the Leon Desk puzzle solution, all Resident Evil 2 Safe Codes and Portable Safe solutions, Hiding Place locations, how to survive Mr X fights and the Chess Plug puzzle solution.


Though the former is eventually explained by finding Files and through other observations, the Portable Safe puzzle is unlike anything else in the game - and requires you to learn how it works due to its random nature.


The good news is you don't need to find their clues, so you can open them as soon as you find them - and with some welcome inventory and weapon upgrades at stake, you'll want to. Our Safe Codes and Portable Safe solutions explains how.


If you're struggling to open the Safe, note the directions are for the way the dial turns, not the buttons you enter. So if it's 9 Left, you don't tap left nine times, but right - which spins the dial left.


This should open the Portable Safe. If not - there's a chance this code is randomised for every player - then you have to work it out by process of elimination - which you have to do for the second Portable Safe code anyway. Read on to learn how.


You have to enter the buttons in the right sequence, which each correct button press adding a green light each time. When you have eight buttons lit up, you've entered all eight buttons in correct sequence. Break the sequence, and the green lights and the entered buttons reset.


Now you have to try and find a third. Press buttons at random and if it resets, enter those first two buttons you discovered, and try a different one until a third lights up. Once you have three green lights, then you have the first three in the sequence. Now to find the fourth, then the fifth, until you have all eight.


If you're struggling or get lost at any point, write down the button order in sequence on a piece of paper, and work through the remaining buttons methodically - maybe from left to right, or top down, whichever way is easiest for you to track.


Once done, each Portable Safe gives you a Spare Key. This can be added to the numeric terminal in the Safety Deposit Room in Police Station 1F - the same location you find the Shotgun or Grenade Launcher.


Security codes are used to open storage lockers and other sealed areas in Doom 3. They are almost always obtained from PDAs on the same level, via emails or audio log entries. Many of the heavy weapons and large powerups are locked up, so the more codes are found, the better equipped the marine becomes.


Run by the Taurus Sapiens known as "Mo", the Akuda bar is a highly recommended place in Hillys. Due to its central position in the city, the bar is occupied with various species and conversations within, thus including a lot of gossip and secrets. The bar offers a fair amount of games that can be played, but against a price. Because of its well-known status, it makes the perfect place for the Iris Network to hide themselves from the public and secretly developing and spreading their reports. Jade's journey takes her several times to the Akuda Bar, and not only for official business.


Everytime you are saving your progress on a decoder player, you will notice an 'Internet Code'. This code can be used for the Dark Room on this website. Once your code is typed in, it will give you a 4-digit code which can be used to unlock the locker at the right side of the Disc Game table. The Mdisk contains exactly the same game that can be played at the Akuda Bar against Francis, but now you can play it anywhere you want.


These are the codes for ALL lockers, doors, and other code entry locations in all three games, in chronological order, courtesy of those credited below. If any of these are wrong, please let me know in a post and I will fix them ASAP.


For ALL codes and collectables together, please visit THIS post for a spreadsheet of ALL PDAs, Video Disks, Storage Lockers, and general codes for Doom 3, RoE, and the Lost Mission by bLaKgRaVy and xX GRIM R3AP3R.


Nifty. I remember going through the game a couple times, but never had any luck finding the codes on my own. I guess I could've used a FAQ, but I didn't have a computer at the time and didn't feel like looking it up on my phone's browser. This time it shall be different! Especially since it will aid in achievement progression.


I'm wondering if they will have an achievement for finding them all. It would be a good way to have a collectable achievement which actually aids you in the game, since most have ammo/weapons/health in them. We'll have to wait and see I suppose.


Slightly off-topic but i remember the last time i played Doom 3, i had to sneak into the computer room at school and print off the list of codes because my sister was always on our computer, this time i will have my tablet sitting next to me with this page open, how times change.


Well I beat the game again and tested all these and made changes. They should all be correct now, at least for standard Doom 3. Although I did not find the Martian Buddy lockers, as I think they were removed for the Xbox version.


The code for the double barrel shotgun on Lost Mission (sector 2) is 731, fyi. I had to do some searching on GameFAQs to find that one. Also, locker 054 - 631. Anyone figured out the code for locker 108, 965, or 071 yet?


As per the description, I would only think it's storage lockers (there's 34 of them, btw). There are other areas (like the Combat Preparation in Mars City or the Plasma Storage Room in Enpro Plant: Maintenance 3) where a code is required to enter a door to get supplies, but I don't think these count. There's only 8 of them anyway, so why not just do them?


You'll need to find The Evil Within locker key and statue locations to get yourself the scarce ammo and supplies that you'll need to survive this survival-horror experience. Fortunately, the save area is home to a number of lockers that contain all sorts of goodies to help you along the way. You just need to find the hidden keys out in the world to unlock them, and you'll find that they're hidden inside ceramic Virgin-Mary-looking statues precariously balanced on walls, strung up on washing lines and tied to the backs of hapless animals, because these are all perfectly reasonable places to store statuettes in The Evil Within.


However, the contents of the lockers are randomised, so, sadly, we can't guide you to the lockers that contain keys or the ammo you're in dire need of. Finding as many as you can is therefore going to be very important. Here's everything you need to know to find these Evil Within locker keys and the statues that contain them.


The director of the spy school sends a letter explaining that two agents have disappeared along with a top secret item. Kid(s) receive details of their first mission: locate the missing agents and the missing item. The spy handbook contains all kinds of useful - and helpful - information.


There is a cipher at the bottom of the letter. Use the cipher disk to translate the message and find the three digit code. Call the hotline or enter the code on the website for information about the mission.


Trouble with the cipher disk? If you have assembled the cipher disk, located the key letter and followed the instructions but your message does not make sense, you may be working the wheel in the wrong direction. Cipher disks can be used in two ways: to create messages and to decipher messages. For one way you work from the inside to the outside of the disk. For the other you work from the outside to the inside. When you are deciphering a message you must work from the inside out.


First locate the key letter A on the outside of the circle and match it up with the key letter on the inside circle. Now locate the letters of the message on the inside of the disk and write down the corresponding letters on the outside of the disk. If you work the other way around it won't work.


The puzzles in the handbook On page 16 - 18 there are instructions for deciphering a message with a keyword. There is an example of a keyword on page 5. If you use that keyword to solve the cipher on page 18 a message is revealed.


The 3rd installment is different from the previous ones. The first two are official missions, which is why they have codes to enter for more information. But now the agent is on the run and she is trying to send a message however she can. The postcard is from Moscow, where the Scrabble tournament takes place. Her message means that her cover is blown and she needs help.


There are two ciphers in this puzzle. The first part of the cipher needs a key letter and the cipher disk to solve. The keyword is underlined somewhere in the letter. This message tells you how to find the three digit code for this installment.


You get a letter from the night watchmen, who is an old retired spy. He has some advice for young spies about not putting top secret information on the internet. He also knows who the mole is, and leaves you two ciphered messages. The top secret envelope contains your latest mission, which is to stop the evil organization that is trying to end all fun in the world.


Now that Boot has been identified as the mole and the evil villain has been exposed, the mission is (almost) complete. The missing agents are safe and sound, the bad guys are in jail and the WC is now entrusted to you - as long as you can complete your final mission and find the code to open the top secret safe.

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