SmartMonsters

lockpick

Purpose: unlock a lock without the proper key.
Synonyms: none

SYNTAX EXAMPLES
1. lockpick <target> 1. lockpick lock
2. lockpick <target> <specifier> 2. lockpick lock deadbolt
3. lockpick <specifier> <target> 3. lockpick deadbolt lock
4. lockpick <n>.<target> 4. lockpick 2.lock

USE:

  1. Use form one when there's no possible ambiguity. In the example, there's only one lock in the current room.
  2. Use form two or three when more information is needed to interpret the command - that is, there's more than one possible target by the same name to which the command could be applied. In the example, there's a deadbolt lock, a padlock, etc.
  3. Use form two or three when more information is needed to interpret the command - that is, there's more than one possible target by the same name to which the command could be applied. In the example, there's a deadbolt lock, a padlock, etc
  4. Use form four when there are many instances of <target> present, and you want to lockpick one of them in particular.

To use the Lockpick command, you must be holding an appropriate type of lockpick for the lock you want to target. Mechanical locks require mechanical lockpicks... etc.

There are many conditions which could prevent you from being able to lockpick a particular target. You may be too tired, or paralyzed, or blinded and unable to find the target. The Game channel will inform you of the outcome of your command.

As with many other TriadCity commands, your expertise with the Lockpick Skill will determine how effective your attempts to use the Lockpick command will be.

 
 

Complete command reference:

Player Command Reference home
Complete Player Command Reference
Players' Guide TOC

 
 
© 2012 SmartMonsters, Inc. All Rights are Reserved.


"Burroughs's zone, or interzone, is a vast, ramshackle structure in which all the world's architectural styles are are fused and all its races and cultures mingle .... Sometimes it is located in Latin America or North Africa, sometimes (as in The Ticket That Exploded, 1962) on another planet, sometimes (as in Cities of the Red Night,, 1981) in a lost civilization of the distant past. By contrast, Alasdair Gray's zone (in Lanark, 1981), a space of paradox modeled on the Wonderland and Looking-glass worlds of the Alice books, has been displaced to the ambiguous no man's land between cities .... Pynchon's zone is paradignmatic for the heterotopian space of postmodernist writing .... Here ... a large number of fragmentary possible worlds coexist in an impossible space which is associated with occupied Germany, but which is in fact located nowhere but in the written text itself."
--Brian McHale,
Postmodernist Fiction (info)

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