Difference between revisions of "Lockpicking"
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== Related items == | == Related items == | ||
− | * | + | * {{Itemlink|Jackknife}} (+7) |
− | * | + | * {{Itemlink|JKK Tactful Jacket}} (+10) |
− | * | + | * {{Itemlink|Lemurian Engineer Suit}}{{expedition-inline}} (+10) |
− | * | + | * {{Itemlink|Lockpick}} (+0) |
− | * | + | * {{Itemlink|Lockpick Mk II}} (+5) |
+ | * {{Itemlink|Lockpick Mk III}} (+10) | ||
+ | * {{Itemlink|Huxkey}} (+15) | ||
== Lockpicking skill checks == | == Lockpicking skill checks == | ||
− | {{ | + | {{Incomplete list}} |
− | + | {{Expand section|all skillchecks}} | |
+ | {{Expand section|random loot table entries for reward column}} | ||
+ | |||
+ | Most skillchecks are based on base skill level at that level. For example, areas with roughly level 18 content will have locks that require 100 effective skill. Most locks before [[Deep Caverns]] can be opened with 100 effective skill. Locks in Deep Caverns go up to level 25 or 135 skill. Using omni-tool to open ventilation shafts also requires lockpicking. See [[Omni-Tool]]. | ||
+ | |||
+ | The following list contains skillchecks only up to the GMS compound. It also may be that there are some skillchecks missing. Besides some unique drops, loot is chosen from a pool of items. See [[Random loot table]] for details. The reward column is currently mostly empty because most loot is randomised. There are some filled entries, but it is not guaranteed that the loot always consists of those. | ||
+ | |||
+ | {| class="sortable wikitable" | ||
+ | |- | ||
+ | ! Location !! Zone !! Exact Location !! Type !!data-sort-type="number"| Skill !! Reward !! Remarks | ||
+ | |||
+ | |- | ||
+ | |rowspan="31"| [[South Gate Station]] ||rowspan="3"| [[South Gate Station level 1]] ||rowspan="3"| inside the barracks || locker || 30 || || crime | ||
+ | |- | ||
+ | | footlocker || 30 || || crime | ||
+ | |- | ||
+ | | footlocker || 30 || || crime | ||
+ | |- | ||
+ | |rowspan="3"| [[South Gate Station level 2]] ||rowspan="3"| near [[Lucas]] || footlocker || 75 || || crime | ||
+ | |- | ||
+ | | weapon locker || 50 || || crime | ||
+ | |- | ||
+ | | weapon locker || 50 || || crime | ||
+ | |- | ||
+ | |rowspan="5"| [[South Gate Station level 3]] ||rowspan="5"| Tanner's buerau || locker || 60 || || crime | ||
+ | |- | ||
+ | | locker || 60 || || crime | ||
+ | |- | ||
+ | | locker || 60 || || crime | ||
+ | |- | ||
+ | | locker || 60 || || crime | ||
+ | |- | ||
+ | | locker || 60 || || crime | ||
+ | |- | ||
+ | |rowspan="6"| [[South Gate Station level 4]] ||rowspan="3"| Library || footlocker || 40 || || crime | ||
+ | |- | ||
+ | | locker || 55 || || crime | ||
+ | |- | ||
+ | | locker || 55 || || crime | ||
+ | |- | ||
+ | |rowspan="3"|Vera Hale's bureau || door || 75 || || crime | ||
+ | |- | ||
+ | | locker || 60 || || crime | ||
+ | |- | ||
+ | | locker || 60 || || crime | ||
+ | |- | ||
+ | |rowspan="6"| [[South Gate Station level 5]] ||rowspan="2"| room next to yours || footlocker || 25 || 300 SGS Credits || crime | ||
+ | |- | ||
+ | | footlocker || 25 || 350 SGS Credits || crime | ||
+ | |- | ||
+ | | surveillance room || Power Box || 100 || || crime | ||
+ | |- | ||
+ | | room next to surveillance room || footlocker || 40 || || crime | ||
+ | |- | ||
+ | | room to the north || locker || 40 || || crime | ||
+ | |- | ||
+ | | room opposite of the toilets || safe || 90 || || crime | ||
+ | |- | ||
+ | |rowspan="2"| [[South Gate Station level 6]] ||rowspan="2"| operating room || footlocker || 40 || || crime | ||
+ | |- | ||
+ | |locker || 45 || || crime | ||
+ | |- | ||
+ | |rowspan="2"| [[South Gate Station level 7]] ||rowspan="2"| cyber labs || locker || 40 || || crime | ||
+ | |- | ||
+ | |locker || 40 || || crime | ||
+ | |- | ||
+ | |rowspan="3"| [[South Gate Station level 8]] || hallway || door || 55 || || crime | ||
+ | |- | ||
+ | |rowspan="2"| agronomy || fence door || 30 || free the cave hoppers || crime | ||
+ | |- | ||
+ | | door || 15 || || crime | ||
+ | |- | ||
+ | | [[South Gate Station level 9]] || hallway || fence door || 100 || access to the surveillance room || crime | ||
+ | |- | ||
+ | |rowspan="3"| [[South Gate Outposts]] || South outposts || upper outpost || door || 10 || access to the upper outpost || You can enter the outpost through a hidden trap door. | ||
+ | |- | ||
+ | | East outpost || outpost || door || 12 || access to the outpost || You can enter the outpost through a hidden trap door. | ||
+ | |- | ||
+ | | Northwest tunnel || room with the elevator || locker || 14 || [[Omega ID Card]], 2 Health Hypos || | ||
+ | |- | ||
+ | | [[Mushroom Cove]] || Mushroom Cove Base || in the room with two desks || locker || 25 || | ||
+ | |- | ||
+ | |rowspan="2"| [[Warehouse Block Alpha]] || rowspan="2"| Warehouse Block Alpha 1 || building to the north || door || 35 || [[Omega ID Card]] in a shelf || | ||
+ | |- | ||
+ | | fence || fence door || 20 || || | ||
+ | |- | ||
+ | |rowspan="11"| [[GMS compound]] ||rowspan="3"| GMS compound level 1 || second room, on the table || footlocker || 25 || || | ||
+ | |- | ||
+ | |rowspan="2"| room with 3 lockers || door || 20 || || you can circumvent that door | ||
+ | |- | ||
+ | | locker || 30 || || | ||
+ | |- | ||
+ | |rowspan="4"| GMS compound level 2 || room with throwing net on the table || footlocker || 25 || [[Omega ID Card]], Health Hypo | ||
+ | |- | ||
+ | | surveillance room || safe || 30 || || | ||
+ | |- | ||
+ | | upper door of the room with the metal crate || door || 15 || || you can circumvent that door | ||
+ | |- | ||
+ | | trap door in the room to the bottom || trap door || 50 || you can descend to level 3 || can be opened with [[Emergency Hatch Key (GMS)]] | ||
+ | |- | ||
+ | |rowspan="4"| GMS compound level 3 || room with two shelves || footlocker || 25 || 6 supercharged lithium cells || | ||
+ | |- | ||
+ | | room on the top of the 4 adjacent rooms || locker || 30 || [[Level 1 Storage Key Card (GMS)]] || can be opened with [[Bloomberg's Key]] | ||
+ | |- | ||
+ | | room with the body || footlocker || 25 || || | ||
+ | |- | ||
+ | | room next to the rooms with two shelves || locker || 25 || || | ||
+ | |} | ||
{{Skills navbox}} | {{Skills navbox}} | ||
− | |||
[[Category:Skills]] | [[Category:Skills]] |
Latest revision as of 19:18, 15 March 2022
Lockpicking is a skill.
Related Base Ability |
Skill Synergies |
Details
Lockpicking skill is used to open mechanical locks on doors and containers using lockpicks and also to open and close ventilation shafts with Omni-Tool.
Related feats
See Category:Lockpicking feats.
Related items
- Jackknife (+7)
- JKK Tactful Jacket (+10)
- Lemurian Engineer Suit E (+10)
- Lockpick (+0)
- Lockpick Mk II (+5)
- Lockpick Mk III (+10)
- Huxkey (+15)
Lockpicking skill checks
- This list is incomplete; you can help by expanding it.
- This section needs expansion with all skillchecks.
- This section needs expansion with random loot table entries for reward column.
Most skillchecks are based on base skill level at that level. For example, areas with roughly level 18 content will have locks that require 100 effective skill. Most locks before Deep Caverns can be opened with 100 effective skill. Locks in Deep Caverns go up to level 25 or 135 skill. Using omni-tool to open ventilation shafts also requires lockpicking. See Omni-Tool.
The following list contains skillchecks only up to the GMS compound. It also may be that there are some skillchecks missing. Besides some unique drops, loot is chosen from a pool of items. See Random loot table for details. The reward column is currently mostly empty because most loot is randomised. There are some filled entries, but it is not guaranteed that the loot always consists of those.
Location | Zone | Exact Location | Type | Skill | Reward | Remarks |
---|---|---|---|---|---|---|
South Gate Station | South Gate Station level 1 | inside the barracks | locker | 30 | crime | |
footlocker | 30 | crime | ||||
footlocker | 30 | crime | ||||
South Gate Station level 2 | near Lucas | footlocker | 75 | crime | ||
weapon locker | 50 | crime | ||||
weapon locker | 50 | crime | ||||
South Gate Station level 3 | Tanner's buerau | locker | 60 | crime | ||
locker | 60 | crime | ||||
locker | 60 | crime | ||||
locker | 60 | crime | ||||
locker | 60 | crime | ||||
South Gate Station level 4 | Library | footlocker | 40 | crime | ||
locker | 55 | crime | ||||
locker | 55 | crime | ||||
Vera Hale's bureau | door | 75 | crime | |||
locker | 60 | crime | ||||
locker | 60 | crime | ||||
South Gate Station level 5 | room next to yours | footlocker | 25 | 300 SGS Credits | crime | |
footlocker | 25 | 350 SGS Credits | crime | |||
surveillance room | Power Box | 100 | crime | |||
room next to surveillance room | footlocker | 40 | crime | |||
room to the north | locker | 40 | crime | |||
room opposite of the toilets | safe | 90 | crime | |||
South Gate Station level 6 | operating room | footlocker | 40 | crime | ||
locker | 45 | crime | ||||
South Gate Station level 7 | cyber labs | locker | 40 | crime | ||
locker | 40 | crime | ||||
South Gate Station level 8 | hallway | door | 55 | crime | ||
agronomy | fence door | 30 | free the cave hoppers | crime | ||
door | 15 | crime | ||||
South Gate Station level 9 | hallway | fence door | 100 | access to the surveillance room | crime | |
South Gate Outposts | South outposts | upper outpost | door | 10 | access to the upper outpost | You can enter the outpost through a hidden trap door. |
East outpost | outpost | door | 12 | access to the outpost | You can enter the outpost through a hidden trap door. | |
Northwest tunnel | room with the elevator | locker | 14 | Omega ID Card, 2 Health Hypos | ||
Mushroom Cove | Mushroom Cove Base | in the room with two desks | locker | 25 | ||
Warehouse Block Alpha | Warehouse Block Alpha 1 | building to the north | door | 35 | Omega ID Card in a shelf | |
fence | fence door | 20 | ||||
GMS compound | GMS compound level 1 | second room, on the table | footlocker | 25 | ||
room with 3 lockers | door | 20 | you can circumvent that door | |||
locker | 30 | |||||
GMS compound level 2 | room with throwing net on the table | footlocker | 25 | Omega ID Card, Health Hypo | ||
surveillance room | safe | 30 | ||||
upper door of the room with the metal crate | door | 15 | you can circumvent that door | |||
trap door in the room to the bottom | trap door | 50 | you can descend to level 3 | can be opened with Emergency Hatch Key (GMS) | ||
GMS compound level 3 | room with two shelves | footlocker | 25 | 6 supercharged lithium cells | ||
room on the top of the 4 adjacent rooms | locker | 30 | Level 1 Storage Key Card (GMS) | can be opened with Bloomberg's Key | ||
room with the body | footlocker | 25 | ||||
room next to the rooms with two shelves | locker | 25 |
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