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 |