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Old 12-14-2001, 02:10 PM   #1
Morthal
Elite Waterdeep Guard
 

Join Date: December 4, 2001
Location: Germany
Posts: 20
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
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Old 12-14-2001, 02:17 PM   #2
Werdna
Dungeon Master
 

Join Date: November 26, 2001
Location: KCMOUSA
Posts: 93
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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Old 12-14-2001, 02:20 PM   #3
hjx
Elite Waterdeep Guard
 

Join Date: November 29, 2001
Location: Singapore
Posts: 23
quote:
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



actually why u must open the door ...
????
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Old 12-14-2001, 02:22 PM   #4
Morthal
Elite Waterdeep Guard
 

Join Date: December 4, 2001
Location: Germany
Posts: 20
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
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Old 12-14-2001, 02:24 PM   #5
MornD
Dungeon Master
 

Join Date: December 3, 2001
Location: Singapore
Posts: 62
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.
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Old 12-14-2001, 02:24 PM   #6
vesselle
Hathor
 

Join Date: April 6, 2001
Location: the desert
Posts: 2,296
yeah, that's the bank door. they really try hard to keep out the riff-raff. (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.
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Old 12-14-2001, 02:29 PM   #7
Morthal
Elite Waterdeep Guard
 

Join Date: December 4, 2001
Location: Germany
Posts: 20
quote:
Originally posted by hjx:


actually why u must open the door ...
????



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
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Old 12-14-2001, 02:33 PM   #8
Vaprakgruumsh
Drizzt Do'Urden
 

Join Date: November 24, 2001
Location: Neverending Nights
Age: 55
Posts: 639
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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Old 12-14-2001, 02:53 PM   #9
Morthal
Elite Waterdeep Guard
 

Join Date: December 4, 2001
Location: Germany
Posts: 20
quote:
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.



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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