Evidence Locker
A daily pack-the-bags logic puzzle: fit every evidence bag over its own tag until the locker is full, flush and sealed.
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Evidence Locker
Today's locker is on its way.
Today's locker
Time 0:00
Tap a bag, turn it if needed, then tap the cell for its top-left corner.
Seal the locker to file your time.
Next locker at midnight UTC.
How everyone did today appears here once 20 players have finished.
0Solved
0Streak
0Best streak
–Best 5×5
–Best 6×6
–Average
Today's card shows the locker with its tags and the bag shapes in the tray, your time band, streak and the days to launch; a card for an earlier day shows that day's sealed layout. Never today's answer.
5×5 on weekdays, 6×6 at the weekend, a 4×4 warm-up, one hint, a streak, personal bests and a spoiler-free result to share. A fan puzzle; nothing here is from the game.
How to play
The locker is a grid with numbered evidence tags already stuck on some cells, and the tray holds one rectangular bag per tag. Place every bag so that it covers its own tag and no other, nothing overlaps, nothing hangs over the edge, and no cell is left empty. Tap a bag, turn it with Rotate if its shape needs it, then tap the cell where its top-left corner goes; tap a placed bag to take it back. A landing that would double up, cover someone else's tag or run off the edge flashes red and the bag stays in your hand; Undo and Clear are there when a plan goes wrong. Every locker is checked when the site is built to have exactly one answer, found by a search that settles in a few dozen steps, so a little reasoning always beats guessing.
Tip one: a tag near the edge pins its bag. A 1×3 bag whose tag sits in the top row cannot stand upright above the tag, so it lies flat, and if the tag is also in a corner the whole bag is placed. Likewise a 2×3 bag with its tag two cells from a wall has only one way to reach it. Start with the bags that have the fewest ways to cover their tag. Tip two: count the cells between two tags. Two tags side by side belong to two different bags, so the boundary between them is fixed; a single empty cell boxed in between placed bags must belong to a bag that can still reach it, and when only one bag can, that settles its turn and its corner. Keep an eye on the gaps: every cell is somebody's.
Everyone gets the same locker on the same UTC day: 5×5 with six to nine bags on weekdays, 6×6 with eight to twelve at the weekend, and newcomers can switch on the 4×4 warm-up, which still counts. One hint a day puts one bag where the answer has it (moving anything in the way back to the tray) and marks the result as assisted. When the last cell is covered the bags light up one after another, the door shuts and the evidence desk signs off with your time. The archive lets you play any earlier day's locker and practice lockers come from a spare pool; both are marked and never count. Evidence Locker is a fan puzzle with made-up tag labels; nothing here is an item, a location or an asset from GTA 6, and nothing is presented as official. For a placement puzzle try the Patrol Grid; for an ordering puzzle, the Incident Report.
Questions
What are the rules?
The locker is a square grid with a numbered evidence tag already stuck on some cells. The tray holds one rectangular bag per tag. Place every bag, turned or not, so that each bag covers its own tag and no other tag, no two bags overlap, nothing hangs over the edge, and no cell is left empty. Every locker here has exactly one answer.
How do I place a bag?
Tap a bag in the tray, tap Rotate (or press R) if it needs turning, then tap the locker cell where its top-left corner goes. Tap a placed bag to pick it back up. On a keyboard the arrows move the cursor, the number keys pick a bag, R turns it, Enter places it or picks up the bag under the cursor, Backspace picks up, Escape puts the bag down.
What do the highlights mean?
The bag in hand shows as a dashed outline where it would land; cells it would double up on, tags it would cover that are not its own, and a landing that would hang over the edge flash red and the bag stays in your hand. The checks only ever look at the rules, never at the answer. Undo takes back the last change and Clear empties the locker. One hint a day puts one bag where the answer has it and marks the result as assisted.
What is the warm-up?
A 4×4 locker with four to six bags for newcomers, switched on with the Warm-up toggle (remembered on this device). It counts as the day's solve; the 5×5 weekday and 6×6 weekend lockers are what the best times and the Chain of Custody card are about.
Is any of this from GTA 6?
No. Evidence Locker is a fan logic puzzle. The tag labels (Shell Casings, Dash Cam, Motel Keycard and friends) are made up for the puzzle, nothing here is an item, a location or an asset from the game, and nothing is presented as official.