About: Lock Picking   Sponge Permalink

An Entity of Type : dbkwik:resource/TGVw_48bfxR4O_s_eW_eZQ==, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

The Lock Picking and Safe Cracking abilities allow Jones forced entry into any locked room or safe, enabling him to be the perfect covert operative.

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  • Lock Picking
  • Lock picking
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  • The Lock Picking and Safe Cracking abilities allow Jones forced entry into any locked room or safe, enabling him to be the perfect covert operative.
  • Lock Picking is a dexterity based skill that allows you to open locked doors and containers. Skill use is automatic. Unlocking a container requires that you be carrying a lockpick when you attempt to open it and failure may cause the pick to break. A character without Lock Picking will have to bash down locked doors, risking paralysis, confusion, or damage to strength. Practically vital if you don't want to miss the contents of more than half of the containers you get (bejeweled chests, safes, chests etc.).
  • Lock Picking is the practice of unlocking a lock by manipulating lock pins with a tool instead of keys, in order to gain entry. Lock picks are purchased in Chapter 2 for $7 at Giuseppe's Shop. Most vehicles have 1-5 lock pins, depending on age and sophistication. Commercial trucks will have no lock pins, hence are the quickest and easiest to steal. Cheap cars made by the mid-1930s will have 1 lock pin. The most expensive luxury sedans and limousines will have 5 lock pins.
  • In the Splinter Cell series, lock picking is similar in each of the games. For the console versions, lock picking is done by rotating the left analog stick until the control vibrates. Once the controller vibrates, one of the inner pins will be locked in place moving along to the next one. Once the required number of pins are successfully picked, the door will be unlocked and the player will then be able to open the door. For the PC version (or any version using a keyboard), lock picking is done by using the directional arrow keys to manipulate the locks, without any sort of rumble feature helping the player.
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  • Lock Picking
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  • Mafia II lock picks
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  • In the Splinter Cell series, lock picking is similar in each of the games. For the console versions, lock picking is done by rotating the left analog stick until the control vibrates. Once the controller vibrates, one of the inner pins will be locked in place moving along to the next one. Once the required number of pins are successfully picked, the door will be unlocked and the player will then be able to open the door. For the PC version (or any version using a keyboard), lock picking is done by using the directional arrow keys to manipulate the locks, without any sort of rumble feature helping the player. The player can also use a Disposable Pick to quickly open a door, however, it creates noise and each Disposable Pick can only be used once. In Splinter Cell: Chaos Theory and Splinter Cell: Double Agent, the player has access to a knife they can use to break the lock to the door. This creates noise, and drops the player's mission rating (in the respective game), but it's usually faster than for the player to pick the lock with their Lock Pick Kit. Version 1 of Splinter Cell: Double Agent allowed the player to unlock a lock picking upgrade that will automatically pick the lock in seconds without any input from the player (besides initiating the action). Both versions of Splinter Cell: Double Agent were the last Splinter Cell games to feature lock picking, as the feature was removed in Splinter Cell: Conviction and never made an appearance in the next title, Splinter Cell: Blacklist.
  • The Lock Picking and Safe Cracking abilities allow Jones forced entry into any locked room or safe, enabling him to be the perfect covert operative.
  • Lock Picking is a dexterity based skill that allows you to open locked doors and containers. Skill use is automatic. Unlocking a container requires that you be carrying a lockpick when you attempt to open it and failure may cause the pick to break. A character without Lock Picking will have to bash down locked doors, risking paralysis, confusion, or damage to strength. Practically vital if you don't want to miss the contents of more than half of the containers you get (bejeweled chests, safes, chests etc.). Trading for the Skeleton Key that some of your fellow adventurers may carry will increase odds of successfully opening locks. A good way to train this skill is to wander random levels of the Puppy Cave unlocking all the doors you find. Another way is to spam the Door Creation spell and opening the resulting doors: this method also has the advantage of training magic-related skills at the same time.
  • Lock Picking is the practice of unlocking a lock by manipulating lock pins with a tool instead of keys, in order to gain entry. Lock picks are purchased in Chapter 2 for $7 at Giuseppe's Shop. Most vehicles have 1-5 lock pins, depending on age and sophistication. Commercial trucks will have no lock pins, hence are the quickest and easiest to steal. Cheap cars made by the mid-1930s will have 1 lock pin. The most expensive luxury sedans and limousines will have 5 lock pins. Lock picking is not strictly limited to cars. Some buildings have pickable doors too, in the Office of Price Administration, the back door has 4 lock pins. It is said that the number of lock pins on a car gives the player an idea of how superior or basic the quality of the car is, much like how 1-5 stars rate a hotel's quality, service and amenities. Therefore, cars can be informally rated by a 1-5-lock pin rating system.
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