![]() In practice, a given house is full of locked chests and cabinets with randomly-generated loot inside. The game doesn't consider any item that's just lying out in the open to be anyone's property, so you can wander into houses and swipe as many potions and skillbooks as your pockets can hold. In cities and villages, you have the option to break into people's homes. The best solution here is to get out of town for a while. If this happens in the middle of a city, a bounty is immediately placed on your head, and for the next couple of in-game days, the local guardians immediately draw weapons and attack when they see you. If you run out of time or cancel out of the Thievery minigame, you're detected by your target. Higher ranks of Thievery give you more time to wait for your opening. Push the button when you see a gap in the rotating layers of snakes. ![]() Prospective candidates include shoppers, people watching a town crier speak, or guardians who are standing still.Ī successful attempt at Thievery begins a simple minigame involving rotating snakes. ![]() You cannot steal from just anyone you need to look for people who are actually concentrating on something else. You walk up behind a distracted individual and try to steal whatever they're carrying. Most of the time, a successful Thievery attempt gets you a few auras, if that. The skillbook that teaches it can be found in the sewers under Cheznaddar, but you never have to use it and get no real advantage for knowing it exists. Unlike Locksmith, the Thievery skill is optional. Lockpicks usually start at anywhere from 11 to 14 auras each, and go up slightly in price with each one you buy from the same vendor. The first one you find is in Bayan by the southern exit, and is labeled as a "Citizen." Similar vendors exist in the Cheznaddar sewers and New Ashos, among other places. If you're running low on lockpicks, you can buy more from certain vendors. Any other container in the world will level up at the same time you do, and by the time you're around level 20, it's going to be unusual when you find a lock that isn't a Master. These are your choices.Īny lock on a container that contains a quest item is going to be no better than Basic any door that you're supposed to get through as part of a quest is usually no better than Solid. As such, you either need to be good at picking locks or resigned to abject poverty. This includes everything from cabinets in people's homes to ancient, dusty sarcophagi. In the strangely paranoid world of Two Worlds II, anything with a lid or knob is locked. ![]() By the time you start regularly running into Master locks, you need 10 points in Locksmith to have a chance of picking the lock. The benefit of maxing out Locksmith is to give yourself more time in which to complete the minigame. ![]() More complicated locks have more chambers with a faster-moving pick. If you screw it up, you'll slide back a chamber if you screw up enough or run out of time, you'll break the pick and have to start over. When your pick's in the groove, push the button to hook it and move to the next chamber. When you try to pick a lock, it begins a short minigame where you maneuver your pick around to find the grooves in each subsequent chamber. The Locksmith skill is available from the beginning of the game, and should be the first skill you max out. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |