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Locks and Lockpicking

When a door, chest or other object is locked, check which route its context menu offers: a fitting key, lockpicks or a crowbar. The lockpick route makes one roll from the character's attributes and the lock level; quest locks and some hard locks do not use the ordinary success chance.

Contents

Choose a route first

The official tip groups locked-object solutions into three special items: a fitting key, lockpicks and a crowbar. The menu is generated from the object type and lock state, so use the option that is actually shown instead of treating every lock as the same door.

Choose a route first
RouteMenu actionWhat you need
KeyUse key / OpenThe matching key; use the direct opening route when available
LockpickPick lockA usable lockpick in the inventory
CrowbarPry openA crowbar; only some objects expose this option

How the lockpick roll works

The ordinary lockpick roll uses this same-release formula: 73 + Agility + 0.5 × Perception − 3 × lock level. The game then passes that result to its chance check; this is the source's input relationship, not a guarantee for every lock.

The tutorial room fixes this roll at 100. A level-100 lock or a quest lock sets the ordinary chance to 0, so a failure message there should not be read as “try again and it will eventually open.”

How the lockpick roll works
InputEffect
AgilityAdded at 1:1 to the ordinary roll
PerceptionAdded at half value to the ordinary roll
Lock levelSubtracts 3 per level; special hard locks are blocked separately

Lockpicks and charges

The same-release item definition gives each lockpick object 3 charges and connects it to the lockpicking skill's consume path. The menu enables the route only when a usable tool is found in the inventory; without one, the action may still be listed but is shown as unavailable.

The 3 charges are the tool's initial uses. They are not three charges spent by one attempt, and they do not assert that tools from every source share one stack. Use the current inventory object for its remaining charges.

Success, failure and blocked locks

On success the lock is removed and one lockpick success is recorded; on failure the lock stays closed and one failure is recorded. Some settlement or crime doors call NPC-disorder handling on both outcomes, so picking a lock is not always a consequence-free combat action.

A quest lock can take the explicitly barred-door result, and a special level-100 lock skips the ordinary lockpick route at the menu stage. The sources do not close crowbar damage, time or noise parameters here; follow the actual object's prompt.

References

Game version 0.9.4.25

  1. 0.9.4.25 official tutorial hint table: Picking Locks title and body
  2. 0.9.4.25 door, container and chest context menus with lockpick availability checks
  3. 0.9.4.25 lockpicking roll and quest/special-lock boundaries
  4. 0.9.4.25 lockpick object: 3 charges and consume path
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