Contraband and Hidden Item Locations
Contraband in Quarantine Zone: The Last Check starts as a nice little bag search and then, because the apocalypse runs on paperwork and bad choices, someone tries to hide a grenade where no customs officer should have to look. If you have ever cleared a survivor, heard the inspection score cough up a fine, and thought, “I checked the bag, the pockets, and their sad little face,” this is usually the missing step: scan the body, check both sides, and confirm anything Charlie pulls onto the tray before you choose the final verdict.
For new players: contraband means banned items that must not enter the camp. Hidden items can mean internal contraband inside the survivor, or golden collectibles that pay cash and fill your collection display. Your job is to be the last useful person at the gate, not the most trusting mall cop in the dead zone.
Fast Contraband Sweep
- Open every backpack or bag and dump the contents onto the inspection table.
- Separate obvious weapons first: guns, ammo, knives, swords, batons, axes, saws, flamethrowers, bombs, grenades, and modified weapons.
- Seize drugs, syringes, pills, and other medical contraband.
- Do not grab safe junk just because it looks suspicious. Food, books, toys, money, photos, cigarettes, alcohol, drills, hammers, wrenches, gas, propane, fuel, and teeth are safe in normal inspections.
- If you see zombie body parts, treat that as contamination, not a normal bag penalty. Mark the contaminated finding, then send the survivor to liquidation unless a quest tells you otherwise.
Tool Checks For Hidden Items
| Check | Where To Look | What It Finds | What To Do |
|---|---|---|---|
| Backpack search | Bag contents on the table | Weapons, drugs, body parts, golden collectibles | Confiscate banned items. Leave safe items alone to avoid fines. |
| Checkpoint detector | As the survivor passes the upgraded checkpoint | Warnings tied to rot, gunpowder, or chemicals | Use the warning as a reason to slow down and run the full bag and body check. |
| X-ray scanner | Head, mouth area, stomach, pelvis, lower back, and backside | Internal items hidden inside the body | Switch to the clean object-view layer, tag the object, then have Charlie remove it. |
| Charlie extraction | Hazmat worker and his tray | Items pulled from inside the survivor | Inspect the tray after extraction. Confiscate only if the item is actually banned. |
The X-ray is the big one. Use the layer that hides organs so loose objects stand out. Sweep front to back, then rotate or move around the survivor and check the back side too. Internal items can sit in the mouth, stomach, pelvis, lower back, or the obvious back-side hiding place. When you spot one, tag it first. You cannot yank it out yourself, which is probably for the best and also the only sane sentence in this facility. Walk to Charlie, ask for removal, then check his tray before you make the verdict.
If your score says you missed contraband but you saw nothing, recover by slowing the next inspection into three passes: bag first, X-ray front, X-ray back. On launch builds, internal contraband had a real invisibility bug that was fixed in Hotfix #2. If you are on an old build and the cursor lets you tag an empty-looking spot, tag it, send it to Charlie, and inspect the tray. That can save the run from a fine that feels like it came out of a haunted spreadsheet.
Known Hidden Collectible Spots
- Command room: Look under your bed for the golden hand grenade.
- Garage: Check the workbench for the golden crowbar.
- Garage helipad: Climb up to the helipad area for the golden gurney or trolley collectible.
- Truck near the Garage entrance: Climb from the front, use the tires and barrels, then check the top of the truck for the golden evacuation truck.
- Laboratory: After the lab opens, check the white box under or near the sink for the golden bottle.
- A-Block tower: Go through the Garage area and climb the middle guard tower for the golden toy soldier.
- Checkpoint inspections: Some golden items appear randomly in survivor backpacks. Empty bags fully, because the cash bonus is easy to miss during a busy shift.
Verdict Callouts
Approve: From the contraband side, the bag is clean, the X-ray is clean, and any odd item is safe junk like food, books, cigarettes, alcohol, drills, hammers, wrenches, or personal items. Still finish the health checks before you stamp anyone through.
Confiscate then decide: The survivor carries weapons, ammo, explosives, drugs, syringes, pills, saws, or other banned gear. Take the item first, then finish the health checks before approving or rejecting.
Liquidate: The survivor is carrying zombie body parts or other clear contamination. Mark the relevant finding before the verdict so the game gives you credit for catching the awful little souvenir.
Tip: Use collectible money early for upgrades that cut inspection mistakes, not just comfort buys. Better tools make the contraband pass faster, and faster clean checks mean more food, fuel, medicine, and patience left when the line starts looking like a bad idea with shoes.

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