Lockpicking
Some monsters have boxes on them, and some of these boxes have locks.
To open these boxes, best practice is to perform the following steps:
- Inspect the box for traps by using "Inspect my <container>
- Repeat until a trap is found or you are reasonably certain there is no trap.
- If a trap IS found, appraise the trap. For a copper nozzle, you would appraise nozzle. This will tell you how to disarm it. Some traps have multiple steps to disarm, and these will be listed in order.
- Follow the steps the appraisal laid out, utilizing the tools specified with the command Disarm my <container> with <tool>
- Once the trap has been disarmed, or if there is no trap at all, get a lockpick or skeleton key, then enter "Pick my <container> with <Pick>
- Repeat until box is opened.
Traps
Short description | Tool |
---|---|
small red orb | absorption rod |
narrow brass nozzle | awl |
small bladder | pliers |
small steel needle | pliers |
a pair of metal rods | screwdriver |
spiked iron ball | screwdriver then
snips |
meticulous obsidian tracery | file |
small pouch | snips |
green vial | snips |
black chamber | pliers |
small steel barb | wrench |
screened metal spout | hook |
A small cube | Pliers |
Red crystal | pliers |
onyx runestone | Awl twice |
slender copper nozzle | Plyers then Awl |