RoboCop: Rogue City – All Collectibles Guide

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.

Guide to All Collectibles

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 (SCAN THIS BEFORE TALKING TO GRAFFITI ARTIST)
  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

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

Slaughterhouse

Scans, Notes, and Secrets:

  1. NEW KING note
  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
  23. ???

I know there are more than 22 because I failed to get the reward at the post-mission evaluation.

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.

Skill Checks: Engineering 3? (need to double-check) 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.

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. Ben’s 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 in right courtroom
  14. 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 (this appears to be bugged at maxed Deduction)
  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. Dispatch receiver top left (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. Rocket launcher far left wall of ED-209 room, grenade launcher far right
  3. 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: Kuzak will win reelection unless you tell the reporter you support Mills here

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
  11. 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

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
Egor Opleuha
About Egor Opleuha 4472 Articles
Egor Opleuha, also known as Juzzzie, is the Editor-in-Chief of Gameplay Tips. He is a writer with more than 12 years of experience in writing and editing online content. His favorite game was and still is the third part of the legendary Heroes of Might and Magic saga. He prefers to spend all his free time playing retro games and new indie games.

2 Comments

  1. Also to be mentioned: Tier 6 super secret motherboard in Arms Expo Hall B in the room/drawer next to OCP chest

  2. I failed to get all the OCP crates in the steel mill despite scouring the map as well. I think its a bug

Leave a Reply

Your email address will not be published.


*