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Also, sometimes I think the Alien just rushes back regardless of you leaving or entering the locker. I've stood in lockers and waited as the Alien searches the room and then leaves. Many times, if I continue to wait, even after he's out of motion tracker range, he rushes back and does another look around. Haven't seen him rush back more than once though. Typically if he hasn't spotted me on the second time through he heads somewhere else.
If i wait for too long in a locker, typically that's after the alien has walked by, or "sniffed" at the locker twice, by the third time it will always find me.
Likewise for hiding underneath tables, under beds etc.
Walk by once= you're fine.
Walk by twice= Maybe it's a good time to move..
Walk by thrice= "Holy Father, thou art in heaven........"
(Bible talk not meant to offend anyone!)
TBH, despite there not really being doors like in Outlast, i really liked how in that game, you had the choice to either slam the doors, or very softly opening and closing them.
Why it isnt in this game, for the locker doors, is beyond me.
All I meant by my post is, he usually has gone far enough away the second time r me to leave comfortably. Of course, if you wait there and he comes back, he'll check the place you're hiding. Now, I've also moved across the room to another spot after second pass, and when he comes back everything's cool as long as he didn't see me moving.
All in all, like I said before, I don't think that opening and closing the doors causes enough noise to alert anyone that's a reasonable distance away. The sound is just amplified for the 'scare' factor and I've successfully hidden from people and the Alien by jumping into a locker when they/it were just around a corner. There's also other reasons the Alien will find you in the locker. Like if you don't lean back, or hold your breath when it says.
But sometimes, it just knows you're there and you don't have a chance at all, I think. Or it seems that way ... haha.
"Something else that was in part designed to stop lockers feeling too safe was the terrifyingly loud slam the door makes as you get inside. It also reinforces the tactile, physical nature of the Sebastopol, giving you the sense that you’re stepping into a frail tin can. But the sound itself isn’t as loud to the alien as it might seem, a point of much debate in the team. It’s actually bit of creative licence engineered make the moment of entry more exciting, and it’s fearsomely effective, even when you know it."
Seems that the sound is only to scare you, and wont alert the alien unless its close.