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Security Department Evidence Locker

Quick Answer

The Security Department Evidence Locker is a sealed supply crate that opens with a Disposable Keycard (Security). It is mid-level contraband while sealed, with a listed base value of 200 Credits and a six-by-four inventory footprint.

The Security Department Evidence Locker is a sealed supply crate that opens with a Disposable Keycard (Security). It is mid-level contraband while sealed, with a listed base value of 200 Credits and a six-by-four inventory footprint. Before opening it, compare the request to return it to the Head of Security, the unknown buyer's request, and ordinary resale options.

Opening the locker is a different decision from delivering it sealed. It consumes a suitable keycard and reveals rolled contents rather than a guaranteed set of valuables. The opened crate becomes ordinary storage, but each item taken from it still needs its own inspection and handling. Do not assume the legal status of an empty crate describes every object that came out of it.

Identify the Evidence Locker rather than the Security crate

Security Department Evidence Locker and Security Department Supply Crate are separate items. Both use Security access, but their contents and contraband classification are not identical. Read the complete item name before deciding what you own.

The Evidence Locker is mid-level contraband. The Security Department Supply Crate has a different classification and loot list. Calling both objects a Security box can obscure the very distinction that matters when you are preparing for an inspection or planning to spend a keycard.

Security Department Evidence Locker

The locker description identifies it as a locked crate labeled for station Security evidence. That does not make it safe to display as ordinary merchandise. Treat the sealed object's status as an immediate storage consideration while you decide what to do with it.

Its 200-Credit base value is a reference, not a guaranteed purchase price or net profit. The seller's offer, a buyer's actual payment and the contents of a particular locker can all change the decision. Inspect the transaction you have rather than relying on the base value alone.

Know the documented ways a locker reaches the shop

The named counter sellers include the Thief, Georgio and a Lower Level Citizen associated with the Revolution. A Thief can also arrive with a stolen locker during the Evidence Locker Break-In event.

Georgio's listed story offer is on day 37 outside Endless Mode. That provides a specific acquisition opportunity in a story run, not a reason to expect the same scheduled offer in every mode.

James Bailey can bring either a Security crate or an Evidence Locker on his return. Because those are alternatives, inspect what he actually offers before planning the next step around a particular locker.

Do not count an anticipated visit as acquired inventory. If a request deadline is active, the useful question is whether you currently own the correct sealed object or can obtain it in time. An expected chance-based offer is not equivalent to having the item ready for delivery.

Compare the three main routes before opening

RouteWhat you keep or give upCheck before choosing
Return through the Security requestDeliver the requested locker instead of exploring its contentsActive request wording, reward and deadline
Fulfill the unknown buyer's requestGive the locker to a different requesterCurrent terms and the item state requested
Open the lockerSpend a keycard and receive rolled contentsAccess card, storage room and willingness to handle the results
Sell to an ordinary crate buyerExchange the crate through a normal tradeBuyer interest and actual offer

The Head of Security for Lower Levels posts a request to get the locker back, and an unknown buyer wants it as well. Compare the terms visible in your run. The existence of two interested parties does not establish that you can hand the same sealed object to both.

Opening first changes the object you are evaluating. Do not use the keycard merely to satisfy curiosity and then assume every sealed-locker request must accept the opened storage crate. Read the request before making that change.

Use the right disposable keycard

A Disposable Keycard (Security) opens the Evidence Locker. A Command keycard can open any department's supply crate, including this one. The card is consumed when used, so choosing to open the locker also spends access that may have another use.

Disposable Keycard (Security)

A Security keycard opens the locker and is consumed.

Check the card's department rather than using a different card because it shares the same general icon style. Medical, Engineering and Service cards belong to their own departments unless you have the all-department Command card.

Keep enough room to inspect the result. The locker has a storage grid, but individual rolled items still need to fit. An item that cannot fit is not added, so a loot list should not be read as a guarantee that every successful possible roll appears in the final crate.

Use the card only after deciding that opening is the route you want. The irreversible part of this local choice is not moving the locker on the counter; it is consuming the card and changing the sealed object into opened storage.

Read the contents as rolls, not a guaranteed bundle

The Evidence Locker's content list includes separate chances for chemicals, medicine, ammunition, weapons, tools, keycards and other goods. A listed possibility is not a promise that it appears in every locker.

Some entries are rolled more than once. For example, the contents can include multiple checks for particular supplies or medicines. That does not mean the locker contains a fixed number of each item; each listed roll still resolves according to its chance and the crate's space.

Possible content groupExamples from the locker listWhat to inspect afterward
Chemical suppliesCommon and Restricted suppliesExact type and intended use
MedicinesDream Dust, Phanta, Nomore and other pills or injectorsItem identity, composition and legal status
Ammunition and weaponsAmmunition, knives and possible firearmsActual item, condition and sale requirements
Access and equipmentDisposable keycards and a possible Current ConverterDepartment or device function
Miscellaneous goodsFood, scratcher and other rolled itemsWhether they belong in stock, storage or another workflow

Do not estimate guaranteed profit by adding the value of every possible entry. That treats a list of alternatives and chances as a fixed chest inventory. Inspect what your locker actually produced before deciding which items to retain or sell.

Apply Luck without assuming a chosen result

Luck scales the content chances used by supply crates. If the crate is opened with higher Luck than when it appeared, it can be filled again using the higher value. This is relevant before opening, but it does not allow you to select a specific item directly.

If you already have a planned Luck window, you can consider whether to open the locker during it. Keep the cost and timing of that decision separate from the locker itself. Buying a consumable solely because you imagine a particular rare result is not supported by a guarantee.

A lucky crate can still lack the weapon, keycard or medicine you wanted. Conversely, finding a useful item in one locker does not prove that the same acquisition route will repeat on the next one.

Keep the actual result as the basis for the next step. If you need a specific component for production, count it only when it is present and identifiable in your inventory.

Inspect every item after opening

The opened crate is worth 15 Credits, loses its sealed label and is no longer contraband or stolen. It then functions as storage for owned items and does not hold bags or other containers. Those changes describe the crate itself.

They do not automatically clear the status of all contents. An illegal medicine or a weapon with a particular permit requirement still needs its own handling. Separate the safe empty storage object from the individual goods you removed.

Disposable Keycard (Command)

The Command keycard is an alternative that opens any department’s crate.

Sort the contents by next action. Some goods may be ready for an ordinary sale, some may be materials for production, and some may need protected storage or further inspection. Do not leave everything exposed on the counter simply because opening the locker succeeded.

If a product has a condition or composition issue, inspect it with the relevant tool before pricing or delivering it. A valuable-looking medicine is not automatically genuine, correctly labeled or suited to a request.

Compare ordinary resale with the active requests

Odin Haraldsson and the Case Enjoyer buy supply crates, while the Shady Merchant buys contraband. Those are named buyer routes to consider if you do not want the opening path or the active request terms.

Check the actual trade rather than assuming every visitor interested in supplies also buys crates. A customer can want items from inside a locker without wanting the sealed container itself. The reverse is also possible: a crate buyer's interest does not imply that the same visitor buys every chemical or medicine you unpacked.

Keep the sealed and opened object values separate. Selling an empty opened crate is not the same transaction as selling the contraband sealed locker. Evaluate each offer using the current item state.

If a marketplace request is the intended route, inspect its timer and eligibility before waiting for an ordinary buyer. You cannot assume a request remains active indefinitely while you compare unrelated shop visitors.

Keep the sealed locker protected while deciding

A mid-level contraband item can be seized if found during an inspection. Storage planning is therefore part of the decision, especially if you intend to keep the locker while waiting for a keycard, request or buyer.

Use the appropriate hiding arrangement for risky stock rather than assuming a closed-looking crate is automatically outside inspection coverage. A locked container and the contraband classification of a sealed supply crate should be checked through the game's actual handling rules, not inferred from appearance alone.

Avoid mixing the locker decision with unrelated evidence-removal assumptions. Opening the object changes the crate, but it is not a promise that your wider Security case disappears. Likewise, selling or delivering it is a transaction with its own consequences.

The complete workflow is to identify the exact locker, compare current requests and resale, decide whether to spend the keycard, and inspect the rolled contents if you open it. Keep the sealed object and any risky contents under deliberate control throughout that process. That lets you choose the outcome you want without mistaking a possible loot list or an empty storage crate for a guaranteed clean profit.