RoboCop: Rogue City

RoboCop: Rogue City

84 ratings
Robocop Collectibles Guide
By Desperado
This is an attempt to list all collectibles and secrets obtainable in Robocop, as well as optimizing upgrade points for skill checks by listing which stats are necessary to achieve desired dialogue results. Since all collectibles except radios contribute XP points, this is the best way to level up stats. There are several that I have missed, so if anybody spots something, let me know so I can append it to this guide.
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TV Station
Scannable objects:
  • 1. Overdosed civilian in basement
  • 2. Short circuited service box in basement
  • 3. Antidepressants in sideroom before first breach on high-rise level
Police Station #1
Notes:
  • 1. ROBOCOP PROGRAM, on crate to the left of Robocop's cell
  • 2. TO SGT. REED, on table to the right of Robocop's cell
  • 3. POLICE GOING PRIVATE, in phone booth in lobby
  • 4. INCIDENT REPORT, on chair in lobby
Downtown #1
Protect and Serve Objectives:
  • 1. Radio hooligans in front of grocery (unmarked)
  • 2. Parking meter in front of cinema
  • 3. Graffiti artist across from laundromat (unmarked)
  • 4. Drunk hobo on couch under the north overpass
  • 5. Fire hydrant in front of Briggs' apartment
  • 6. Harassment in front of Jolly Burger
  • 7. Oil spill in front of Jolly Burger
  • 8. Litterbug on waterfront near Casey Carmel murder

All Scannable Objects, Notes, and Secrets:
  • 1. Broken payphones near squad car, in front of grocery, near tattoo parlor, working payphones in Mega Store parking lot toward waterfront and next to cinema
  • 2. NOTICE!, in laundromat
  • 3. Radio in laundromat
  • 4. Graffiti artist's footprints near autoshop
  • 5. 7 clues in autoshop if speech check not used, battery, tax return, and note HE DID IT AGAIN! are relevant
  • 6. NO HARD FEELINGS, in Scott's garage
  • 7. Gang Stash in small garage nearby
  • 8. Gang Stash at far end under north overpass
  • 9. Chalk outline in basketball court
  • 10. INDEPENDENT NEWS #14, in garbage can behind squad car
  • 11. Oil spill behind gate
  • 12. Shoe print
  • 13. Locked garage door
  • 14. Dumpsters
  • 15. Wooden door
  • 16. Unreachable ladder
  • 17. Chalk near van
  • 18. Kuzak Stinks graffiti across from courthouse (If you scan this before talking to the graffiti artist, you can assign him community service instead)
  • 19. Gang stash at southern end of waterfront
  • 20. Casey Carmel's body
  • 21. Steel chimney pipe
  • 22. Victim's other shoe
  • 23. Spilled garbage
  • 24. Blood stain near ladder
  • 25. Tire tracks at crime scene
  • 26. Sunblock 5000 on set table
  • 27. Storyboard
  • 28. Tire tracks at set
  • 29. Gang Stash in garage behind courthouse
  • 30. Sunblock stains on gas station door
  • 31. Tire tracks in gas station
  • 32. Mattress in gas station
  • 33. Camera bulb in wall
  • 34. WHY DO YOU THREATEN ME?, in hidden room in gas station
  • 35. Radio by man sitting on wall in between Jolly Burger and waterfront

Arcade:
  • 1. Slouching kid at arcade console
  • 2. Puddle of vomit next to claw machine
  • 3. Kid with bloodshot eyes at arcade console
  • 4. Lubricant syringe on floor near console
  • 5. BUSINESS LETTER, in supply closet
  • 6. Junkie kid in bathroom
  • 7. SAY NUKE OR NOT AT ALL!, in basement
  • 8. INSTALLATION NOTICE, in manager's room
  • 9. Safe Code on calendar
  • 10. Button on right side of desk
  • 11. OCP disk in gated room button unlocks
Chop Shop:
  • 1. Footprints
  • 2. Secret button near barrels
  • 3. OCP disk in office to the left
  • 4. Safe code in rear office on cabinet poster
  • 5. OCP crate under stairs
  • 6. Hidden door upstairs with gang stash
Ghost House:
  • 1. Safe Code on cabinet next to exposed toilet
  • 2. OCP crate at Pickles
Briggs Apartment:
  • 1. Floormat clue in basement
  • 2. Gang Stash in basement
  • 3. Family photo in apartment near TV
  • 4. RECOMMENDATION LETTER, in kitchen
Maurice's Apartment:
  • 1. Broken door
  • 2. Family photo in bathroom
  • 3. Drugs on table
  • 4. Broken phone near TV
  • 5. Laundry schedule on bed
  • 6. FRIENDLY WARNING, in bedroom
  • 7. Spilled drugs on floor

Skill Checks:
  • 1. Psychology 2 for Torch Heads in Arcade basement
  • 2. Psych 2, Deduction 2, or Engineering 2 for Ben
  • 3. Psych 2 for Maurice
  • 4. Psych 2 for Jerry Jenkins
  • 5. Deduction 2 to scan Ben's tax returns, Engineering 2 to scan the battery
  • 6. NOTICE: All safe codes and hidden gang stashes require Deduction 2 to access
Slaughterhouse
Scans, Notes, and Secrets:
  • 1. NEW KING, in the animal holding pens
  • 2. Safe code on poster in room beneath safe room
  • 3. Poster in "Boomer" warehouse hides Gang Stash
  • 4. NOTICE OF CONCERN in "Boomer" warehouse
  • 5. OCP crate en route to Soot's after concert room
  • 6. Safe Code for Soot's room in SOOT'S BIRTHDAY GIFT note

Police Station #2
Notes:
  • 1. Radio right outside of Robocop's' cell
  • 2. BLUE BROTHERS, in Ramirez' locker
  • 3. HEALTH INSURANCE INFORMATION in front of computer en route to briefing room

Scans:
  • 1. Cop by window, cop at computer, sleeping cop, Officer Kowalsky
  • 2. Three functional servers, one compromised server bank
Steel Mill
OCP Crates:
  • 1. down ramp, behind machinery to the left as soon as map starts
  • 2. down alley past SHARE YOUR DOUBTS note
  • 3. in side room in brick building with blood trail
  • 4. in corner alley behind first loudspeaker
  • 5. in Worker's Space bathroom
  • 6. Up ladder to first grenadier's balcony
  • 7. In front of first radioman's building
  • 8. On third floor of right radioman's building
  • 9. down corridor to the right of Murphy's chalkline
  • 10. upstairs to the right of Murphy's chalkline
  • 11. In building to the right before quarry gate entrance
  • 12. In building left of quarry gate, after opening
  • 13. in room left of breach in North Stronghold (drugs)
  • 14. In shack to left path en route to West Stronghold
  • 15. In alley behind West Stronghold
  • 16. West Stronghold basement, behind concrete barriers to the left
  • 17. in Freezer
  • 18. up ladder on left side of train after it moves
  • 19. in Tunnels beneath train, next to sewer
  • 20. at dead end in northeast corner of Tunnels
  • 21. after ED-209 challenge, before entering boss arena
  • 22. in left room after dropdown in boss arena

Notes, Scans, and Secrets:
  • 1. SHARE YOUR DOUBTS, to the right after the first door
  • 2. Gang Stash in room above Briggs' car
  • 3. Briggs' squad car
  • 4. OCP disk in shack under second grenadier
  • 5. KUZAK VS DELTA CITY, on second floor of right radioman building
  • 6. Murphy's chalkline in Warehouse Office
  • 7. PCB near TV in Warehouse Office
  • 8. Radio on second floor of warehouse right behind train
  • 9. Scuff marks indicating gang stash
  • 10. Gang stash on second floor of train warehouse
  • 11. Train Operator's Handbook in T-junction in trench
  • 12. PCB by drug stash in North Stronghold
  • 13. Safe Code on calendar by bathroom of West Stronghold
  • 14. Safe on second floor of West Stronghold
  • 15. NOT ALL THAT GLITTERS, in West Stronghold basement
  • 16. Briggs' police gear in Freezer locker room
  • 17. PCB in OCP crate up ladder from train

NOTICE:
  • There are no collectibles in ED-209 challenge, but you can start the train in the second area to blow up all the enemies at once.
  • In order to achieve the OCP crate collection sub-quest, the crates need to be completely empty - this means using all the healing items that they sometimes contain until you can't keep pressing E anymore.

Skill Checks: Engineering 3 to start train without the guidebook clue.
Hospital #1
Notes:
  • 1. Radio past reception, left of elevators
  • 2. SECRET ADMIRER, on Info desk as soon as you get out of elevator
  • 3. WHY DO THEY NEED BRAINS?, in morgue
Police Station #3
Notes:
  • 1. FAX FROM BABY MAID, on microwave in Robocop's cell
  • 2. Radio in lobby
  • 3. REJECTION LETTER, at rear right corner desk of lobby
  • 4. AUTOPSY REPORT, in dispatch
Bank
Scans, Notes, and Secrets:
  • 1. Alex Murphy's Property manila folder on second floor before letting in the ED-209s
  • 2. OCP disk in same room as Alex Murphy's Property
  • 3. OCP crate before manager's office, after conclusion of SWAT challenge
  • 4. LETTER TO BE FRAMED in room with Samantha Ortiz
  • 5. Bomb

Skill Checks:
  • 1. two Engineering 4 checks for bomb defusal (no apparent effect)
  • 2. two Armor 4 checks for bomb (auto-defuses on second check)
NOTICE: Samantha Ortiz is the "Arrest the Intruder" target, you cannot complete that objective unless she is detained, so if you really want that 400xp you have to put her hot latina ass behind bars. This will cause her to release the footage of the Mall malfuction.
Police Station #4
Scans:
  • 1. Fuse box in locker room
  • 2. Fuse box in garage

Notes:
  • 1. Radio right outside Robocop's cell
  • 2. DON'T PANIC, at back left of lobby
Downtown #2
Protect and Serve:
  • 1. Smoker at gas station
  • 2. Boombox kid in basketball court (unmarked)
  • 3. No Parking sign across from basketball court
  • 4. Fire hydrant next to pawn shop
  • 5. No Swimming sign at fountain
  • 6. Pushy guy in alley behind cinema (unmarked)
  • 7. Defaced campaign posters behind cinema
  • 8. Guy throwing trash off the roof of the arcade

Scans, Notes, and Secrets:
  • 1. Radio by Briggs' Apartment
  • 2. ATM left of courthouse (requires Engineering 3)
  • 3. Radio by Ortiz' storage
  • 4. Weird painting in back of storage with lawnmower
  • 5. Two OCP document cartons, and Samantha's box
  • 6. open Samantha's box for LETTER TO SAMANTHA'S MOTHER
  • 7. Chess table at southern end of waterfront park
  • 8. Three storage garages, last one is Pickles
  • 9. Gang Stash in fenced off area behind Maurice's apartment, right of supermarket
  • 10. Hydraulic jack, then car, only if you choose to investigate Ben
  • 11. Container, only if you choose to investigate Paranoid Vagrant
  • 12. ONCE A MECHANIC, in Ben's office
  • 13. OCP access card is always in whichever courtroom you visit second
  • 14. INDEPENDENT NEWS #15 on bench by Jolly Burger, facing waterfront
  • 15. Motorbikes outside Ben's shop, by gas station, lot outside grocery, outside Briggs' Apartment, Spike's is in back alley courtyard
Cat Lady's Apartment:
  • 1. MAINTENANCE LOG BOOK, as soon as you get in
  • 2. Cabinet first door right of staircase
  • 3. Bin second door left
  • 4. Couch second door right
  • 5. Blue barrel end of corridor
  • 6. Crate left door before planks
  • 7. Grill first door right after planks
  • 8. Crate mid corridor
  • 9. Strawberry jam
  • 10. Fridge near piano
  • 11. Piano
  • 12. Wardrobe with cat in it
  • 13. Dead man
  • 14. LUCKY NUMBERS, inside lady's bedroom
Samantha Ortiz' Apartment:
  • 1. DEAR CAT HELPER!, bottom of staircase
  • 2. Tripwire upon entering
  • 3. PCB in kitchen
  • 4. STICKY NOTE, on fridge
  • 5. Pizza box on table
  • 6. Box of documents on couch
  • 7. Electronic components beneath paintings
  • 8. Scuff marks by bookcase
  • 9. RENTAL INVOICE, in hidden room
  • 10. OCP disk on chair in hidden room
Video Store:
  • 1. Talk to clerk before you start scanning
  • 2. two scans on thriller, two scans on drama with results
  • 3. one scifi and one action with results, one each without
  • 4. Computer
Tattoo Parlor:
  • 1. Red tool chest
  • 2. Biker goggles and keys on counter
  • 3. Cooler on floor
  • 4. Logbook behind store owner
  • 5. Photo on the wall
Spike's Apartment:
  • 1. OCP disk in basement, first door on the right
  • 2. Turn off the radio on table behind Spike so you can hear yourself think
  • 3. Camera
  • 4. Safe Code on tv set in bedroom
  • 5. Safe behind cabinet left of computer
  • 6. Antenna on windowsill

Skill Checks: Engineering 3 for ATM
Mall
Scans:
  • 1. Empty OCP box behind broken escalators after "DAD?" sequence
Police Station #5
Notes:
  • 1. MAGNAVOLT IS HIRING!, in main lobby on cardboard boxes
  • 2. Radio to the right of Robocop's cell
Hospital #2
Notes:
  • 1. BRAND NEW HEALTHCARE!, in main lobby seating
Becker's Meeting
Secrets:
  • 1. OCP crate behind left plywood structure
  • 2. OCP crate behind you in corridor you came in
  • 3. OCP crate on scaffolding above entry, in container
  • 4. OCP crate in right rear, next to concrete staircase
Police Station #6
Notes:
  • 1. WHAT IS DELTA CITY?, in lobby above seat
  • 2. radio outside briefing room
Prison
Notes, Scans, and Secrets:
  • 1. Ruined bakery goods in warden's office
  • 2. PCB in guardroom upstairs from Cunning Prisoner
  • 3. SHIFT START NOTES in panopticon from second-floor
  • 4. PRISONER'S COMPLAINT by electric chair
  • 5. BREAKING THE TRUCE behind axed inmate
  • 6. OCP disk in guard room after C-block gauntlet

Skill Checks:
  • 1. Deduction 5 for Cunning Prisoner next to gym - EDIT: skill check removed in latest patch, can be obtained without any skill points
  • 2. Psychology 5 for Maurice in laundry
  • 3. Psychology 6 for Jerry Jenkins on gym bleachers
Hospital #3
NO COLLECTIBLES
Police Station #7
Notes:
  • 1. INTERVIEW INVITATION, on desk in lobby
  • 2. Radio outside server room

Scans:
  • 1. Dispatch console
  • 2. Dispatch input on right
  • 3. Dispatch phone in center
  • 4. Dispatch control panel center
  • 5. Dispatch control panel left
  • 6. Dispatch monitors
  • 7. Cable behind dispatch receiver (target)
  • 8. Answering machine (target)

NOTICE: This is the last time you get the bonus XP from evaluations, as the next time you visit the police station the chip will be taken out
Downtown #3
Protect and Serve:
  • 1. Fire hydrant as soon as you get out of car
  • 2. Oil Spill across street from arcade
  • 3. Public drunkenness on waterfront by park
  • 4. Daniel Briggs in front of his apartment (unmarked)

Scans, Notes, and Secrets:
  • 1. OCP disk in fish market office
  • 2. Radio under north overpass by sewer exit
  • 3. Simon Page's car's headlights
  • 4. MagnaVolt logo on car
  • 5. Simon Page's body
  • 6. Witness across street
  • 7. Container covering manhole to sewers
Star Motel:
  • 1. Cat in room near entrance after fire starts
  • 2. OCP crate in basement before sprinkler valve
Page's Office:
  • 1. Radio at Reception desk
  • 2. Cardboard box by Agatha's phone
  • 3. MILLS' SPEECH POINTERS, on table
  • 4. Bookcase
  • 5. Photo of boat by desk
  • 6. Desk
  • 7. Secret button on desk (2nd visit)
  • 8. Computer for code if no Eng skill
  • 9. PCB in panic room
  • 10. OCP crate in panic room
Gloria's Apartment:
  • 1. OCP crate in basement, first door
  • 2. Sleep meds in kitchen
  • 3. KUZAK'S SPEECH DRAFT #1, on table
  • 4. Earring on bathroom sink
  • 5. Wine by couch
  • 6. Schedule on desk
  • 7. Sailing photo on nightstand
  • 8. Rope in closet
Sewers:
  • 1. Murdered workers in side corridor
  • 2. Murdered worker on main route
  • 3. Floodgate switch after trying it
  • 4. Murdered hobos by mercenaries
  • 5. OCP signal booster after breach
  • 6. OCP disk through door on right after signal room
  • 7. OCP crate and hobo past first turret
  • 8. Sewage map in armory
  • 9. Computer in armory with CONNECTION DETAILS note
  • 10. OCP crate in hallway left of armory, toward exit

Skill Checks:
  • 1. Engineering 6 to hack Page's office keycard lock, and his panic room
  • 2. Engineering 6 or Psychology 6 for Agatha Crane
  • 3. Engineering 6 to hack the turrets in the sewers
OCP #1
Scans, Notes, and Secrets:
  • 1. Security door lock
  • 2. NEW DOOR CODE POLICY, in server room
  • 3. Any poster for door code
  • 4. SUICIDE NOTE, on right side of lobby by elevator
  • 5. three notes right next to each other in office right of elevator MISSING OFFICE EQUIPMENT, TOILET ISSUE #1, TOILET ISSUE #2
  • 6. OPTIMAL TEMPERATURE, in top floor office left of elevator
  • 7. Radio through double doors downstairs right of elevator
  • 8. PCB at Old Man's seat at desk


Skill Checks:
  • 1. Deduction 7 or Engineering 7 for security guard
  • 2. Psychology 6 for Samantha Ortiz
Arms Expo
Secrets:
  • 1. OCP crate before leaving Hall B
  • 2. PCB in open desk drawer in room next to OCP crate
  • 3. Rocket launcher far left wall of ED-209 room, grenade launcher far right
  • 4. OCP disk second floor of EMP room


Skill Checks:
  • 1. Engineering 6 to hack the turret to the left of presentation
  • 2. Engineering 6 to hack doorlock

NOTICE: If you acquired Public Trust points by making the obviously moral choice in quests, Kuzak will win reelection by default unless you explicitly tell the reporter you support Mills here. If you upheld the law by making the obviously jerk choice in quests, the voters will always choose the opposite of whoever you support; in this case, Kuzak will win reelection by default if you choose neither.
Police Station #8
NO COLLECTIBLES
Downtown #4
Scans, Notes, and Secrets:
  • 1. Cobra assault cannon up ladder by ED-209
  • 2. Grenade launcher behind truck near ED-209
  • 3. Rocket launchers behind courthouse with lots of mercs
Chop Shop:
  • 1. Street Vultures' plans
  • 2. OCP crate on upper office balcony
Secret Lab:
  • 1. Three sets of X-rays on left wall
  • 2. Body bag by second X-ray
  • 3. Brain in a vat in first room on right
  • 4. Documents on counter by third X-ray
  • 5. Eight computers, the one by the brain has the code
  • 6. MERCS' FREQUENCIES, in server room on the left of the holding cell
  • 7. Mechanical mount on ceiling

"Protect and Serve":
  • 1. Arcade
  • 2. Briggs apartment
  • 3. Barred door behind grocery
  • 4. Laundromat (breach from either direction)
  • 5. Ben's auto shop (there's a breach from the alley entrance)
  • 6. Video store
  • 7. Chop shop
  • 8. Gang fight by overpass hobo encampment
  • 9. Tattoo parlor
  • 10. Sewers
  • 14. Secret lab in apartment basement
  • Briggs Apartment:
  • 1. Victim behind closed door at first landing
  • 2. Second floor with tenant screaming for cat (cat is at the top of bedroom wardrobe)
  • 3. Gail Briggs (be careful to hug left inside of staircase)

Skill Checks: Engineering 6 to hack the two turrets by ED-209, and the two behind courthouse

NOTICE: Kuzak will be reelected unless you explicitly sided with Mills at the Arms Expo, if you Served the Public Trust.
Delta City
Secrets:
  • 1. OCP crate by first machine gun nest
  • 2. OCP crate behind truck past turret hack

Skill Checks:
  • 1. Engineering 6 to hack turrets after cobra gauntlet
  • 2. 2nd turret hack up wooden ramp
  • 3. 3rd turret hack up concrete staircase
  • 4. 4th turret hack up final staircase before elevator
Police Station #9
Notes:
  • 1. REPLY TO MAGNAVOLT, on desk in lobby
OCP #2
No collectibles, but recommend visiting the boardroom right of the elevator before the CEO office
Post-Script
ATTENTION: The maximum amount of skill points you can obtain on a playthrough without the Deduction skill bonus is 54. Sacrificing other skills by maxing out Deduction as early as possible makes the maximum level 72 - a difference of 18 skill points. Plan your playthroughs accordingly.

EDIT: Since the game has NG+ now, this is irrelevant, you can play with a maxed out skill tree :)
44 Comments
Ash May 10 @ 10:30am 
Thank you, an exellent guide!

I don't know if this has been patched, but I did not completely empty some of the OCP boxes in the Steel Mill (took all the chips but left some of the repair charges there) and still got the XP bonus. My game version is 1.6.0.0./00.014.054.
mca0004 Apr 12 @ 4:56am 
Warning to people: As of version 1.5.0.0 (Patch #04) there is a bug that if you have level 10 Psychology (maxed out) all Psychology 6 skill checks can not be completed. They will not appear as options in the dialogue trees.
jevans8479 Mar 31 @ 5:41am 
There's no mention of Bank Secret #2. Most people would assume a scannable item inside the OCP bank, but it's two pieces of crime evidence collected after the tunnels behind two large waste bins. Probably an oversight of the game or deliberate to throw people off!
Nikas Zekeval Feb 9 @ 3:44pm 
I hit 72 skill points by the final fight, and caught at least two times where missions failed to pay out XP despite getting a notification, and for the first a Steam achievement, for finishing those missions. Specifically "The Man Himself" which runs from OCP#1 and completes at the Arms Expo and "Answer the Call" Which starts in the 8th Police Station visit and completes when you go Downtown for the final time.

Screen shot for proof:
https://steamcommunity.com/profiles/76561198811627461/screenshot/2357140476747754580/
ALEXaaaaa Jan 27 @ 4:30pm 
In Prison for Maurice you need Psychology 6. I had 5 and I didn't get the dialoge tree. Robo just chose worse replice instead of me
Blou Jan 23 @ 2:48pm 
I hope your pillow is always cool
Rodrigo Jan 5 @ 8:06am 
LOL
Rachaninov Jan 4 @ 1:25am 
in Downtown #3, random stolen handbag behind Jolly Burger
enderfour Dec 21, 2023 @ 4:03am 
https://steamcommunity.com/sharedfiles/filedetails/?id=3119163053
If I got 4xp more I would have been at 72 at the end of the game.
Exemplary Bancho Dec 11, 2023 @ 12:09pm 
Ok so I seriously miscounted, badly, its 70.

Keep in mind my photo does show 69 - HOWEVER, I went to speak to the Paranoid Hobo instead of Ben. Had I spoken to Ben, I would have got 200 more xp and thus earned 70 skill points.

AND I did NOT max out deduction first, if I had then it would have been full by the evaluation meaning that would have been at least 72 and potentially 73 skill points