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After entering the jail in Arnika and descending to the vault there, you reach a room with some stuff, a teleporter back to the surface, and a door with 8 cylinders to pick. Force= 0% chance, and with the 42% lockpick skill my ninja seems to have no chance opening it.
Is there a fixed combination of how to raise the cylinders or do I have to have more than 100 lockpick to get a chance of opening? There seems to be no lock for a key. Morthal |
Er. Don't bother trying to open it. It just takes you out into the corridor to the elevator up. Just use the teleporter to get out and be happy! Unless you *like* to fight bank guards.... ;)
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<blockquote>quote:</font><hr>Originally posted by Morthal:
After entering the jail in Arnika and descending to the vault there, you reach a room with some stuff, a teleporter back to the surface, and a door with 8 cylinders to pick. Force= 0% chance, and with the 42% lockpick skill my ninja seems to have no chance opening it. Is there a fixed combination of how to raise the cylinders or do I have to have more than 100 lockpick to get a chance of opening? There seems to be no lock for a key. Morthal<hr></blockquote> actually why u must open the door ... ???? |
Thank you, I really hate leaving a place with 'unfinished business'. Now I can lean back and fight Savant Guards until getting too bored of that. ;)
Morthal |
You will meet lots of these types of locks in midgame.
My way of opening them: Have a spellcaster cast knock knock at full power (if it fizzles, load and try again), then switch to your lockpicker and open up the remaining tumblers. I have a few spellcasters who know knock knock so it is a luxury for me, cast...switch...cast...switch...normally by the second cast, only 1 or 2 tumblers are remaining and my gadgeteer can pick the lock easily. Edit: Warning, opening that particular lock will set off an alarm and make the whole bank hostile. |
yeah, that's the bank door. they really try hard to keep out the riff-raff. :D (that's you and me, btw!)
i haven't been able to open it yet, either. but it's a GREAT spot for raising your skills fast. you can sit there for as long as you like, trying over and over. those 8 tumbler locks are the hardest, so i would think you need really high skillz and prolly good spells to raise those skillz. ps: i have heard the treasure is non-existent. so don't get your hopes up on that score. just use it for target practice. |
<blockquote>quote:</font><hr>Originally posted by hjx:
actually why u must open the door ... ????<hr></blockquote> I sleep much better then, not thinking about what might be behind that door. Exceptions of course are doors like in the Monastery where it's obvious that you need a special key. Morthal |
One good thing about that lock... keep at it till your lock pick skill stops rising. If yer persistant (like I was), I saved the game, cast Knock Knock till I got it to hold 4 of the tumblers, then picked away till it opened. Took a half an hour but was fun to do. [img]smile.gif[/img] Besides got lock pick and knock knock sphere up.
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<blockquote>quote:</font><hr>Originally posted by MornD:
You will meet lots of these types of locks in midgame. My way of opening them: Have a spellcaster cast knock knock at full power (if it fizzles, load and try again), then switch to your lockpicker and open up the remaining tumblers. I have a few spellcasters who know knock knock so it is a luxury for me, cast...switch...cast...switch...normally by the second cast, only 1 or 2 tumblers are remaining and my gadgeteer can pick the lock easily. Edit: Warning, opening that particular lock will set off an alarm and make the whole bank hostile.<hr></blockquote> Ahhhh yes, that's the way, I remember reading something similar in the manual, though I should leave that special door closed. Morthal |
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