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[[folder:First Person Shooters]]
* ''VideoGame/PAYDAY3'':
** Lockpicking has a basic minigame which lets the player speed up the process by pressing the "Interact" key whilst the marker is overlapping the brightened section of a circle. With Quick Fingers, doing this with [[StatusBuff Rush]] active will immediately finish picking.
** Safecracking is represented by another basic minigame which involves turning the dial in the correct direction until it turns green. Opening a safe requires doing this three times, and turning the dial in the wrong direction will reset one pin.
[[/folder]]

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Removed an aversion.


* ''VideoGame/TheLegendOfZeldaSkywardSword'': Each dungeon except the last one leads to a boss room that can only be accessed by opening a door with a uniquely-shaped lock. The "key" that opens is a relics or figure that has to be positioned into the lock in a specific way, and the player has to move it accordingly with the Wiimote (Wii version), Joycon (Switch version when played with motion controls), or right stick (Switch version when played with buttons).

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* ''VideoGame/TheLegendOfZeldaSkywardSword'': Each dungeon except the last one leads to a boss room that can only be accessed by opening a door with a uniquely-shaped lock. The "key" that opens is a relics relic or figure that has to be positioned into the lock in a specific way, and the player has to move it accordingly with the Wiimote (Wii version), Joycon (Switch version when played with motion controls), or right stick (Switch version when played with buttons).



* In ''Guise of the Wolf'', pickable locks have four tumblers, and four buttons that cause certain tumblers to turn 90 degrees. The goal is to press the buttons in the right order so that the gaps in the tumblers are all aligned to one side.
* The same mechanics as in ''Skyrim'' are also used in ''VideoGame/DyingLight''. It's more annoying, though, because you can't see whether zombies are near you while you pick.

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* In ''Guise of the Wolf'', ''VideoGame/GuiseOfTheWolf'', pickable locks have four tumblers, and four buttons that cause certain tumblers to turn 90 degrees. The goal is to press the buttons in the right order so that the gaps in the tumblers are all aligned to one side.
* %%* The same mechanics as in ''Skyrim'' are also used in ''VideoGame/DyingLight''. It's more annoying, though, because you can't see whether zombies are near you while you pick. %%Examples shouldn't rely on other examples for context.



* ''{{VideoGame/Anachronox}}'': Main character's specialty skill is lockpicking. In-game locks are essentially [[http://en.wikipedia.org/wiki/Combination_lock combination locks]] with several "rotating discs", the right numbers from 0 to 9 needing to be guessed in sequence in a minigame fashion. An indicator shows size of tried-number-vs-right-number offset, upon a wrong guess. Going over time limit equals failure to pick the lock, and complex locks have the time limit so short it would be impossible to put even a known combination in. Getting the master lockpick skill (via a missable side-quest) adds a button, which can be clicked to reset any limiting timer as many times as needed, making any lockpick possible.

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* ''{{VideoGame/Anachronox}}'': Main In ''{{VideoGame/Anachronox}}'', the main character's specialty skill is lockpicking. In-game locks are essentially [[http://en.wikipedia.org/wiki/Combination_lock combination locks]] with several "rotating discs", the right numbers from 0 to 9 needing to be guessed in sequence in a minigame fashion. An indicator shows size of tried-number-vs-right-number offset, upon a wrong guess. Going over time limit equals failure to pick the lock, and complex locks have the time limit so short it would be impossible to put even a known combination in. Getting the master lockpick skill (via a missable side-quest) adds a button, which can be clicked to reset any limiting timer as many times as needed, making any lockpick possible.



* The lockpicking mechanics from ''Skyrim'' were first introduced in the earlier Creator/{{Bethesda}} game ''VideoGame/{{Fallout 3}}'' and reused in ''VideoGame/FalloutNewVegas''. It's worth noting that failing an auto-attempt in either of these games will break the lock ''permanently'' and won't let you try to pick it again (unless you have a certain perk). But that's nothing a little SaveScumming can't fix. This same style persists in ''VideoGame/{{Fallout 4}}'', though like the ''Elder Scrolls'' games, it does not lock you out permanently if you fail to pick the lock.
* ''VideoGame/TheOuterWorlds'' (made by the same developers as the above-mentioned ''Alpha Protocol'' and ''New Vegas'') [[AvertedTrope averts]] this entirely. All the player has to do is hold down the action button if they have the necessary resources (such as a certain number of lockpicks and a certain skill level in Lockpicking) to do so.

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* %%* The lockpicking mechanics from ''Skyrim'' were first introduced in the earlier Creator/{{Bethesda}} game ''VideoGame/{{Fallout 3}}'' and reused in ''VideoGame/FalloutNewVegas''. It's worth noting that failing an auto-attempt in either of these games will break the lock ''permanently'' and won't let you try to pick it again (unless you have a certain perk). But that's nothing a little SaveScumming can't fix. This same style persists in ''VideoGame/{{Fallout 4}}'', though like the ''Elder Scrolls'' games, it does not lock you out permanently if you fail to pick the lock. \n* ''VideoGame/TheOuterWorlds'' (made by the same developers as the above-mentioned ''Alpha Protocol'' and ''New Vegas'') [[AvertedTrope averts]] this entirely. All the player has to do is hold down the action button if they have the necessary resources (such as a certain number of lockpicks and a certain skill level in Lockpicking) to do so. %%Examples shouldn't rely on other examples for context.



* In ''VideoGame/{{Venetica}}'', once you gain the ability to see dead people, you'll be able to pick locks by watching the ghosts of lockpickers point at four colour-coded lockpicks and then [[SimonSaysMinigame repeating the sequence they've shown]].



* In ''VideoGame/ThiefDeadlyShadows'', tumblers are represented by three to six rings (depending on the lock complexity) that appear in the bottom-right corner of the screen when picking a lock. Each ring has an opening on it that is invisible at first and has to be located with the mouse-controlled pick based on subtle clues (like sounds made by the lock). Once the opening on the outermost ring is found, its tumbler is set, and Garret moves on to the next one; setting all tumblers opens the lock.
** The ''VideoGame/{{Thief 2014}}'' reboot uses a similar minigame to ''Deadly Shadows'', with a slight variation in that unlocking a certain focus skill allows the player to see the insides of the lock mechanism when they use it.
** The first two ''VideoGame/{{Thief}}'' games had a less complicated version where the player used one of two different lock-picks --square or triangle shaped-- with more complicated locks having an unknown combination of the two, while simpler locks only used one or the other. This arguably heightened tense situations more than later minigames for a few reasons: a player could only hear yet not see the tumblers, the time it took to pick a lock varied (as set in the level editor) with no way for a player to know the duration beforehand, and that old video-game standby: some locks required a key (but a player wouldn't know that until after trying both picks).
* In ''VideoGame/SplinterCell1'', you are shown the innards of the lock you're picking, with a varying number of pins, which you have to set one by one by figuring out which WASD button triggers each one and [[ButtonMashing pressing it repeatedly]] until it sets. The mechanic remained for most of the rest of the [[VideoGame/SplinterCell series]], but ''[[VideoGame/SplinterCellChaosTheory Chaos Theory]]'' allows Sam to simply break locks with his knife at the cost of discretion.

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* ''VideoGame/{{Thief}}'':
**
In ''VideoGame/ThiefDeadlyShadows'', tumblers are represented by three to six rings (depending on the lock complexity) that appear in the bottom-right corner of the screen when ''VideoGame/ThiefTheDarkProject'' and ''VideoGame/ThiefIITheMetalAge'', picking a lock. Each ring has an opening on it that locks is invisible at first and has to be located with the mouse-controlled pick based on subtle clues (like sounds made by the lock). Once the opening on the outermost ring is found, its tumbler is set, and Garret moves on to the next one; setting all tumblers opens the lock.
** The ''VideoGame/{{Thief 2014}}'' reboot uses
a similar minigame to ''Deadly Shadows'', with a slight variation in that unlocking a certain focus skill allows the player to see the insides matter of the lock mechanism when they use it.
** The first two ''VideoGame/{{Thief}}'' games had
holding a less complicated version where the player used one of two different lock-picks --square square- or triangle shaped-- triangle-shaped lockpick over a lock, with more complicated locks having an unknown combination of the two, while simpler locks only used one or the other. This arguably heightened tense situations more than later minigames for a few reasons: a player could only hear yet not see the tumblers, the time it took to pick a lock varied (as set in the level editor) with no way for a player to know the duration beforehand, and that old video-game standby: some locks required a key (but a player wouldn't know that until after trying both picks).
** In ''VideoGame/ThiefDeadlyShadows'', tumblers are represented by three to six rings (depending on the lock complexity) that appear in the bottom-right corner of the screen when you're picking a lock. Each ring has an opening on it that is invisible at first and has to be located with the mouse-controlled pick based on subtle clues (like sounds made by the lock). Once the opening on the outermost ring is found, its tumbler is set, and Garret moves on to the next one; setting all tumblers opens the lock. The ''VideoGame/Thief2014'' reboot uses a similar minigame to ''Deadly Shadows'', with a slight variation in that unlocking a certain focus skill allows the player to see the insides of the lock mechanism when they use it.
* In ''VideoGame/SplinterCell1'', you are shown the innards of the lock you're picking, with a varying number of pins, which you have to set one by one by figuring out which WASD button triggers each one and [[ButtonMashing pressing it repeatedly]] until it sets. The mechanic remained for most of the rest of the [[VideoGame/SplinterCell series]], but ''[[VideoGame/SplinterCellChaosTheory Chaos Theory]]'' allows Sam to simply break locks with his knife at the cost of discretion.



[[folder:Visual Novels]]
* The protagonist of ''VisualNovel/DaughterForDessert'' has one of these to open Amanda’s bedroom door. If the player doesn’t give up, the protagonist sees Amanda pleasuring herself.

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[[folder:Visual %%[[folder:Visual Novels]]
* %%* The protagonist of ''VisualNovel/DaughterForDessert'' has one of these to open Amanda’s bedroom door. If the player doesn’t give up, the protagonist sees Amanda pleasuring herself. %%Example needs explanation to make sense on its own.
%%[[/folder]]

[[folder:Web Games]]
* ''The Last Stand: Union City''. You can use your Intellect and Security skill to help you open storage devices and find items. The game involves adjusting tumblers to open the lock.



[[folder:Web Games]]
* ''The Last Stand: Union City''. You can use your Intellect and Security skill to help you open storage devices and find items. The game involves adjusting tumblers to open the lock.
[[/folder]]



* [[StealthPun Present]] in ''VideoGame/{{Bully}}''. Certain lockers can be picked, retrieving ammo or cosmetic items, and producing a new place to [[VideoGameCrueltyPotential shove classmates into.]] The lockers all have combination locks, so the minigame involves rotating the analog stick in a direction until you hear a click, doing the same in the opposite direction, and then doing the same in the first direction again.

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* [[StealthPun Present]] in ''VideoGame/{{Bully}}''. Certain In ''VideoGame/{{Bully}}'', certain lockers can be picked, retrieving ammo or cosmetic items, and producing a new place to [[VideoGameCrueltyPotential shove classmates into.]] The lockers all have combination locks, so the minigame involves rotating the analog stick in a direction until you hear a click, doing the same in the opposite direction, and then doing the same in the first direction again.
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[[folder:Action Game]]
* ''VideoGame/TheLegendOfZeldaSkywardSword'': Each dungeon except the last one leads to a boss room that can only be accessed by opening a door with a uniquely-shaped lock. The "key" that opens is a relics or figure that has to be positioned into the lock in a specific way, and the player has to move it accordingly with the Wiimote (Wii version), Joycon (Switch version when played with motion controls), or right stick (Switch version when played with buttons).
[[/folder]]
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* ''VideoGame/PostMortem'' includes a lockpicking minigame as a frustratingly hard puzzle, where you have to bring not one but ''five'' lockpicks into the correct (randomly generated) positions around the keyhole, based on how much they wiggle when you pull the doorknob. Thankfully, you only ever get one set of lockpicks and in both locations where it can be used, it is technically optional.

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* ''VideoGame/PostMortem'' ''VideoGame/PostMortem2002'' includes a lockpicking minigame as a frustratingly hard puzzle, where you have to bring not one but ''five'' lockpicks into the correct (randomly generated) positions around the keyhole, based on how much they wiggle when you pull the doorknob. Thankfully, you only ever get one set of lockpicks and in both locations where it can be used, it is technically optional.

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* RGG Studio's ''VideoGame/{{Judgment}}'' series has two flavors - one where [[PlayerCharacter Yagami]] has to do a thumb-turn bypass and slowly rotate the analog sticks for a certain amount of time, and another where he has to carefully pick the locking rods to open the door. The latter is carried over in the [[VideoGame/LostJudgment sequel]].



* In the first ''Franchise/RatchetAndClank'' game, a gadget called Trespasser is used to open special kinds of locks. The following games have similar gadgets ([[VideoGame/RatchetAndClankGoingCommando Electrolyzer, Infiltrator]], [[VideoGame/RatchetAndClankUpYourArsenal Hacker]]...), though they are used to (de)activate all kinds of technology, making them rather all-around [[HackingMinigame hacking tools]]. In all the games, the resulting MiniGame is different. The Trespasser puzzle, for example, has the player rotate a group of rings with laser-beam generators, that need to be positioned so that each beam connects to a receptor on the outside of the rings.



* In the first ''Franchise/RatchetAndClank'' game, a gadget called Trespasser is used to open special kind of locks. The following games have similar gadgets ([[VideoGame/RatchetAndClankGoingCommando Electrolyzer, Infiltrator]], [[VideoGame/RatchetAndClankUpYourArsenal Hacker]]...), though they are used to (de)activate all kinds of technology, making them rather all-around [[HackingMinigame hacking tools]]. In all the games, the resulting MiniGame is different. The Trespasser puzzle, for example, has the player rotate a group of rings with laser-beam generators, that need to be positioned so that each beam connects to a receptor on the outside of the rings.



* ''VideoGame/{{Wizardry}} VII: Crusaders of the Dark Savant'' (1992): To pick a lock, you had to hit a button at just the right moment as the tumblers roll.

to:

* ''VideoGame/{{Wizardry}} VII: Crusaders of the Dark Savant'' (1992): To pick ''VideoGame/AlphaProtocol'' has a lock, simple minigame where you had have to hit a button at just bounce cylinder pins into place sequentially. This applies to any sort of lock.
* ''{{VideoGame/Anachronox}}'': Main character's specialty skill is lockpicking. In-game locks are essentially [[http://en.wikipedia.org/wiki/Combination_lock combination locks]] with several "rotating discs",
the right moment as numbers from 0 to 9 needing to be guessed in sequence in a minigame fashion. An indicator shows size of tried-number-vs-right-number offset, upon a wrong guess. Going over time limit equals failure to pick the tumblers roll.lock, and complex locks have the time limit so short it would be impossible to put even a known combination in. Getting the master lockpick skill (via a missable side-quest) adds a button, which can be clicked to reset any limiting timer as many times as needed, making any lockpick possible.



* ''VideoGame/TheOuterWorlds'' (made by the same developers as the above-mentioned ''Alpha Protocol'' and ''New Vegas'') [[AvertedTrope averts]] this entirely. All the player has to do is hold down the action button if they have the necessary resources (such as a certain number of lockpicks and a certain skill level in Lockpicking) to do so.



* ''{{VideoGame/Anachronox}}'': Main character's specialty skill is lockpicking. In-game locks are essentially [[http://en.wikipedia.org/wiki/Combination_lock combination locks]] with several "rotating discs", the right numbers from 0 to 9 needing to be guessed in sequence in a minigame fashion. An indicator shows size of tried-number-vs-right-number offset, upon a wrong guess. Going over time limit equals failure to pick the lock, and complex locks have the time limit so short it would be impossible to put even a known combination in. Getting the master lockpick skill (via a missable side-quest) adds a button, which can be clicked to reset any limiting timer as many times as needed, making any lockpick possible.

to:

* ''{{VideoGame/Anachronox}}'': Main character's specialty skill is lockpicking. In-game locks are essentially [[http://en.wikipedia.org/wiki/Combination_lock combination locks]] with several "rotating discs", the right numbers from 0 to 9 needing to be guessed in sequence in In ''VideoGame/RavenswordShadowlands'', there's a ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]''-like lockpicking minigame fashion. An indicator shows size of tried-number-vs-right-number offset, upon a wrong guess. Going over time limit equals failure to pick the lock, and complex locks where you have the time limit so short it would be impossible to put even a known combination in. Getting the master turn your lockpick skill (via a missable side-quest) adds a button, which can be clicked in the lock just right in order to reset any limiting timer as many times as needed, making any lockpick possible.open it.
* ''VideoGame/TwoWorlds'' has a lock-picking game where you have to lock your pick into consecutive rotating cylinders within a time limit. LevelScaling makes it a luck-based proposition fairly quickly even with maximum ranks in lockpicking.



* ''VideoGame/TwoWorlds'' has a lock-picking game where you have to lock your pick into consecutive rotating cylinders within a time limit. LevelScaling makes it a luck-based proposition fairly quickly even with maximum ranks in lockpicking.
* ''VideoGame/AlphaProtocol'' has a simple minigame where you have to bounce cylinder pins into place sequentially. This applies to any sort of lock.
* In ''VideoGame/RavenswordShadowlands'', there's a ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]''-like lockpicking minigame where you have to turn your lockpick in the lock just right in order to open it.

to:

* ''VideoGame/TwoWorlds'' has a lock-picking game where you have to lock your ''VideoGame/{{Wizardry}} VII: Crusaders of the Dark Savant'' (1992): To pick into consecutive rotating cylinders within a time limit. LevelScaling makes it a luck-based proposition fairly quickly even with maximum ranks in lockpicking.
* ''VideoGame/AlphaProtocol'' has a simple minigame where
lock, you have had to bounce cylinder pins into place sequentially. This applies to any sort of lock.
* In ''VideoGame/RavenswordShadowlands'', there's
hit a ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]''-like lockpicking minigame where you have to turn your lockpick in the lock button at just the right in order to open it.moment as the tumblers roll.
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[[folder:Visual Novels]]
* The protagonist of ''VisualNovel/DaughterForDessert'' has one of these to open Amanda’s bedroom door. If the player doesn’t give up, the protagonist sees Amanda pleasuring herself.
[[/folder]]
Is there an issue? Send a MessageReason:
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Added DiffLines:

[[folder:Art Game]]
* ''[[https://dimbulbgames.itch.io/museum-of-mechanics-lockpicking Museum of Mechanics: Lockpicking]]'' is a free "game" that consists entirely of reproductions of various lockpicking minigames published by game developers over the years.
[[/folder]]
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* In the original ''VideoGame/SplinterCell'', you are shown the innards of the lock you're picking, with a varying number of pins, which you have to set one by one by figuring out which WASD button triggers each one and [[ButtonMashing pressing it repeatedly]] until it sets. The mechanic remained for most of the rest of the series, but ''Chaos Theory'' allows Sam to simply break locks with his knife at the cost of discretion.

to:

* In the original ''VideoGame/SplinterCell'', ''VideoGame/SplinterCell1'', you are shown the innards of the lock you're picking, with a varying number of pins, which you have to set one by one by figuring out which WASD button triggers each one and [[ButtonMashing pressing it repeatedly]] until it sets. The mechanic remained for most of the rest of the series, [[VideoGame/SplinterCell series]], but ''Chaos Theory'' ''[[VideoGame/SplinterCellChaosTheory Chaos Theory]]'' allows Sam to simply break locks with his knife at the cost of discretion.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/Sly3HonorAmongThieves'' introduced safe-cracking to the ''Franchise/SlyCooper'' games. This is done via a MiniGame, in which the player must rotate the safe's lock dial with the joystick. Once the controller starts to vibrate, the player must change the direction of rotation, and keep doing this untill the safe opens up.

to:

* ''VideoGame/Sly3HonorAmongThieves'' introduced safe-cracking to the ''Franchise/SlyCooper'' ''VideoGame/SlyCooper'' games. This is done via a MiniGame, in which the player must rotate the safe's lock dial with the joystick. Once the controller starts to vibrate, the player must change the direction of rotation, and keep doing this untill the safe opens up.
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* SafeCracking in the original ''VideoGame/SaintsRow1'' is framed as a sequence of precise controller inputs that you have to perform in a correct order (e.g. after breaking into a store at night).

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* ''VideoGame/BeyondCastleWolfenstein'' (1984) contained the UrExample of this trope: when confronted by locked doors or safes, you had to try out the numeric keys (0-9) until you heard a tumbler click, then repeat twice for the other two tumblers to open the door.


Added DiffLines:

* ''VideoGame/BeyondCastleWolfenstein'' (1984) contained the UrExample of this trope: when confronted by locked doors or safes, you had to try out the numeric keys (0-9) until you heard a tumbler click, then repeat twice for the other two tumblers to open the door.

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* ''VideoGame/{{Wizardry}} VII: Crusaders of the Dark Savant'' (1992) may have contained the UrExample: to pick a lock, you had to hit a button at just the right moment as the tumblers roll.

to:

* ''VideoGame/BeyondCastleWolfenstein'' (1984) contained the UrExample of this trope: when confronted by locked doors or safes, you had to try out the numeric keys (0-9) until you heard a tumbler click, then repeat twice for the other two tumblers to open the door.
* ''VideoGame/{{Wizardry}} VII: Crusaders of the Dark Savant'' (1992) may have contained the UrExample: to (1992): To pick a lock, you had to hit a button at just the right moment as the tumblers roll.
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None


* In ''VideoGame/RavenswordShadowlands'', there's a [[TheElderScrollsVSkyrim Skyrim-like]] lockpicking minigame where you have to turn your lockpick in the lock just right in order to open it.

to:

* In ''VideoGame/RavenswordShadowlands'', there's a [[TheElderScrollsVSkyrim Skyrim-like]] ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]''-like lockpicking minigame where you have to turn your lockpick in the lock just right in order to open it.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* In ''VideoGame/RavenswordShadowlands'', there's a [[TheElderScrollsVSkyrim Skyrim-like]] lockpicking minigame where you have to turn your lockpick in the lock just right in order to open it.

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