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--> '''Main Character:''' You have been entrusted with a colossal fortune. Use it well.

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--> [[spoiler: '''Main Character:''' You have been entrusted with a colossal fortune. Use it well.]]
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* BookcasePassage: In the house's library, natch. The regular door to [[spoiler: Crabb's office]] is always locked, and the key for it is too damaged to work. What do you do instead? Use the hand scanner on the public entrance? No, your hand won't suffice, of course. Instead, there's a tiny switch hidden behind a metal panel, disguised as a [[ConspicuouslyLightPatch suspiciously neat row of books]], that raises the whole shelf enough to reveal half of another door.

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* BookcasePassage: In the house's library, natch. The regular door to [[spoiler: Crabb's office]] is always locked, and the key for it is too damaged to work. What do you do instead? Use the hand scanner on the public entrance? No, your hand won't suffice, of course.suffice. Instead, there's a tiny switch hidden behind a metal panel, disguised as a [[ConspicuouslyLightPatch suspiciously neat row of books]], that raises the whole shelf enough to reveal half of another door.
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* AlreadyUndoneForYou: Both Duncan W. Adams and Jerry Crabb have placed all the materials needed to solve their safes prior to your arrival.

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* AlreadyUndoneForYou: Both Duncan W. Adams and Jerry Crabb have had placed all the materials needed to solve their safes prior to your arrival.
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The second puts you in the shoes of an expert safecracker, hired to find the will of Duncan W. Adams, oil conglomerate CEO who had a serious passion for designing safes just as strange as Crabb & Sons'.

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The second puts you in the shoes of an expert safecracker, hired to find the will of Duncan W. Adams, a recently deceased oil conglomerate CEO who had a serious passion for designing safes just as strange as Crabb & Sons'.

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* LostForever: Make sure that you take everything from whatever safe you unlocked, and removed any keys you put in if they weren't yet used, because ''you will not get a second chance.''



* ThePasswordIsAlwaysSwordfish: The voice safe, mentioned in the company catalog, is by default usually unlocked by the owner saying their name. Naturally, T.J. Petherbridge has a tape in his desk with a recording mentioning his name on it.
* UnwinnableByDesign: Make sure that you take everything from whatever safe you unlocked, and removed any keys you put in if they weren't yet used, because ''you will not get a second chance.''

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* ThePasswordIsAlwaysSwordfish: The voice safe, mentioned in the company catalog, is by default usually unlocked by the owner saying their name. Naturally, T.J. Petherbridge has a tape dictaphone in his desk with a recording tape mentioning his name on it.
* UnwinnableByDesign: Make sure that you take everything from whatever safe you unlocked, and removed any keys you put in if they weren't yet used, because ''you will not get a second chance.''
it.



* DeadpanSnarker: Occasionally your character makes snide comments on the absurdity of the safes you'll find around the house.

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* DeadpanSnarker: Occasionally your character makes snide comments on the absurdity of the safes you'll find around the house.house, given his implied experience with opening more mundane types of locks.



--> '''Main Character:''' "Let's search this floor, the will must be here somewhere!"

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--> '''Main Character:''' "Let's Let's search this floor, the will must be here somewhere!"somewhere!
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* Klotski: One of the last puzzles in the game, using a magnet to move blocks around under a pane of glass.

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* Klotski: {{Klotski}}: One of the last puzzles in the game, using a magnet to move blocks around under a pane of glass.
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deadpan snarker empty room

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* CutTheJuice: One safe has a keypad for which you are given no code, and you can see that it's plugged into a power strip. Guess what the solution is.
* DeadpanSnarker: Occasionally your character makes snide comments on the absurdity of the safes you'll find around the house.
* EmptyRoomPsych: A heavy-looking metal door turns out to hide nothing more than the laundry room, which your character laughs off as one of Mr. Adam's practical jokes. Subverted in that this room [[spoiler: contains a trapdoor to the house's attic.]]
* FrickingLaserBeams: One of the house's bedrooms is protected by a grid of lasers, for whatever reason.


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* Klotski: One of the last puzzles in the game, using a magnet to move blocks around under a pane of glass.


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* LightAndMirrorsPuzzle: After you've solved a puzzle that generates a laser beam, you have to flip two ceiling-mounted mirrors to bounce the beam to a sensor attached to a globe, which opens it.
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Safecracker is the title of two point and click puzzle games. The first was released in 1997, published by Dreamcatcher Entertainment and developed by Swedish software developers DayDream Software, who later developed a harder, but similar game, ''Traitor's Gate''.

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Safecracker is the title of two point and click puzzle games. The first was released in 1997, published by Dreamcatcher Entertainment and developed by Swedish software developers DayDream [=DayDream=] Software, who later developed a harder, but similar game, ''Traitor's Gate''.
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* MultipleEndings: When you finally get the will, your last puzzle is to decide which member of the family best deserves Mr. Adam's fortune. Or you can TakeAThirdOption and ''[[BreakingTheFourthWall let yourself be the heir.]]''

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* MultipleEndings: When you finally get the will, your last puzzle is to decide [[spoiler:decide which member of the family best deserves Mr. Adam's fortune. Or you can TakeAThirdOption and ''[[BreakingTheFourthWall let yourself be the heir.]]'']]'']]
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* InstrumentalHipHop: The game's music was composed by then-Swedish rap group [[https://en.wikipedia.org/wiki/Rob'n'Raz Rob'N'Raz]]. Each room has its own theme, and for short loops, most of them fit surprisingly well.

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* InstrumentalHipHop: The game's music was composed by then-Swedish rap group [[https://en.wikipedia.org/wiki/Rob'n'Raz Rob'N'Raz]].''Rob ' N ' Raz''. Each room has its own theme, and for short loops, most of them fit surprisingly well.
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* InstrumentalHipHop: The game's music was composed by then-Swedish rap group [[https://en.wikipedia.org/wiki/Rob'n'Raz Rob'N'Raz]]. Each room has its own theme, and for short loops, most of them fit surprisingly well.
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* SongsInTheKeyOfLock: The music room's piano has a safe in it that's unlocked by playing the first 14 notes of Twinkle, Twinkle, Little Star.
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--> "Let's search this floor, the will must be here somewhere!"

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--> '''Main Character:''' "Let's search this floor, the will must be here somewhere!"



--> "'Not bad at all, but the worst is yet to come!', signed Duncan W. Adams. Still a joker, even after he's gone!"

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--> "'Not '''Note from Duncan W. Adams''': "Not bad at all, but the worst is yet to come!', signed Duncan W. Adams. Still a joker, even after he's gone!"come!"
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* [[UselessItem Useless Items ]]: Not a lot, but they do take up a chunk of inventory space. Many of them are edible items, but only the apple and banana can be actually consumed - and you still carry around their remnants if you do eat them. There's also a key to Jerry Crabb's office that's broken along the shaft, and another, unmarked key that serves no purpose, although a statue in that office holds a large replica of it, for some reason.

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* [[UselessItem Useless Items ]]: Items]]: Not a lot, but they do take up a chunk of inventory space. Many of them are edible items, but only the apple and banana can be actually consumed - and you still carry around their remnants if you do eat them. There's also a key to Jerry Crabb's office that's broken along the shaft, and another, unmarked key that serves no purpose, although a statue in that office holds a large replica of it, for some reason.
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* [[UselessItem UselessItems ]]: Not a lot, but they do take up a chunk of inventory space. Many of them are edible items, but only the apple and banana can be actually consumed - and you still carry around their remnants if you do eat them. There's also a key to Jerry Crabb's office that's broken along the shaft, and another, unmarked key that serves no purpose, although a statue in that office holds a large replica of it, for some reason.

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* [[UselessItem UselessItems Useless Items ]]: Not a lot, but they do take up a chunk of inventory space. Many of them are edible items, but only the apple and banana can be actually consumed - and you still carry around their remnants if you do eat them. There's also a key to Jerry Crabb's office that's broken along the shaft, and another, unmarked key that serves no purpose, although a statue in that office holds a large replica of it, for some reason.
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* UselessItems: Not a lot, but they do take up a chunk of inventory space. Many of them are edible items, but only the apple and banana can be actually consumed - and you still carry around their remnants if you do eat them. There's also a key to Jerry Crabb's office that's broken along the shaft, and another, unmarked key that serves no purpose, although a statue in that office holds a large replica of it, for some reason.

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* UselessItems: [[UselessItem UselessItems ]]: Not a lot, but they do take up a chunk of inventory space. Many of them are edible items, but only the apple and banana can be actually consumed - and you still carry around their remnants if you do eat them. There's also a key to Jerry Crabb's office that's broken along the shaft, and another, unmarked key that serves no purpose, although a statue in that office holds a large replica of it, for some reason.
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* BreadEggsMilkSquick: Trent Rampant seem to have a habit of authoring his books in this manner. One book called "The Wonderful, Wonderful World of Facts, Things, Bits, Pieces, and Stuff" shifts from an infamous cocktail that makes the drinker puke for up to ''thirty hours'', to a biography about Marquis De Laffayette, to the Braille alphabet. His poetry book, "Really Smutty Places I Have Been", [[ExactlyWhatItSaysOnTheTin says it all]].
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* EnterSolutionHere: Naturally, these are games about safes. The first game's final 3 safes make use of codes you've pieced together from the previous safes, and a few in the second actually need to be activated by external keycards, first.

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* PasswordSlotMachine: Repairing a keypad's circuit board somehow automatically enters the correct code after the display flickers on and off while cycling different numbers. There's also another broken lock that makes each button cycle through certain numbers, and the key to entering the right code - which is taped to the safe - lies in pushing certain buttons enough times until they
* SceneryPorn: The design of Adams' mansion is incredibly detailed, down to the pictures on the walls and the house's architectural layout.

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* PasswordSlotMachine: Repairing a keypad's circuit board somehow automatically enters the correct code after the display flickers on and off while cycling different numbers.
**
There's also another broken lock that makes each button cycle through certain numbers, and the key to entering the right code - which is taped to the safe - lies in pushing certain buttons enough times until they
those numbers exactly appear in sequence to form the code.
* SceneryPorn: The design of Adams' mansion is incredibly detailed, down to the pictures on the walls walls, high-class furnishings, and the house's architectural layout.lavishly colored bedrooms.



--> "'Not bad at all, but the worst is yet to come!'...Still a joker, even after he's gone!"

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--> "'Not bad at all, but the worst is yet to come!'...come!', signed Duncan W. Adams. Still a joker, even after he's gone!"

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* FeaturelessProtagonist: The first game gives no defining characteristics whatsoever, although falling down the one-way chute to the basement does let out a very male-sounding grunt on impact. The second game's character does speak, with a slight English accent, but again has no identity of his own.



* GameplayAndStoryIntegration: Both games start with relatively simple safes, and escalate towards harder ones further on. The first game implies that Jerry Crabb set your mission up this way intentionally, though it's less clear if Mr. Adams did the same.

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* GameplayAndStoryIntegration: Both games start with relatively simple and obvious safes, and then escalate towards harder harder, more subtle ones further on. The first game implies that Jerry Crabb set your mission up this way intentionally, though it's less clear if Mr. Adams did the same.



* LeaningOnTheFourthWall:

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* LeaningOnTheFourthWall: Possibly unintentional, but your character always seems to talk as if he knows you're there, playing alongside him.
--> "Let's search this floor, the will must be here somewhere!"



* SolveTheSoupCans: Duncan W. Adams' eccentricity shows around the house, to the point that even a ''light switch'' for the basement and the controls for the fountain are puzzles.

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* SolveTheSoupCans: Duncan W. Adams' eccentricity shows around the house, to the point that even a ''light switch'' for the basement and the controls for the fountain are puzzles. He also leaves sticky notes inside some of the safes, taunting you on how far you've come.
--> "'Not bad at all, but the worst is yet to come!'...Still a joker, even after he's gone!"

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* OneHundredPercentCompletion: Subverted. The meter in your HUD, being a mechanical odometer-like display, can only go as high as "99% done".



* MissingSecret: There are a number of hotspots in the building that can be clicked on, but nothing ever happens. Most of them range from locked file cabinets to inaccessible computers.




to:

* UselessItems: Not a lot, but they do take up a chunk of inventory space. Many of them are edible items, but only the apple and banana can be actually consumed - and you still carry around their remnants if you do eat them. There's also a key to Jerry Crabb's office that's broken along the shaft, and another, unmarked key that serves no purpose, although a statue in that office holds a large replica of it, for some reason.



* ConcealingCanvas: played with in the dining room, where the painting covering a compartment is indeed a safe, but it and several other paintings are connected by wires that have to be rearranged in the right order before the one with the safe will open.

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* ConcealingCanvas: played Played with in the dining room, where the painting covering a compartment is indeed a safe, but it and several other paintings are connected by wires that have to be rearranged in the right order before the one with the safe will open.



* LeaningOnTheFourthWall:



* SolveTheSoupCans: Duncan W. Adams' eccentricity shows around the house, to the point that even a ''light switch'' for the basement and the controls for the fountain are puzzles.

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* SolveTheSoupCans: Duncan W. Adams' eccentricity shows around the house, to the point that even a ''light switch'' for the basement and the controls for the fountain are puzzles.puzzles.
* SoundingItOut: Your character will read various documents aloud, and usually contemplate something related to a puzzle you're on, as a subtle form of hints.
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* MultipleEndings: When you finally get the will, your last puzzle is to decide which member of the family best deserves Mr. Adam's fortune. Or you can TakeAThirdOption and [[BreakingTheFourthWall let ''yourself'' be the heir.]]

to:

* MultipleEndings: When you finally get the will, your last puzzle is to decide which member of the family best deserves Mr. Adam's fortune. Or you can TakeAThirdOption and [[BreakingTheFourthWall ''[[BreakingTheFourthWall let ''yourself'' yourself be the heir.]]]]''

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* ConcealingCanvas: Averted in the first, played straight in the second.



* BookcasePassage: In the house's library, natch. The regular door to [[spoiler: Crabb's office]] is always locked, and the key for it is too damaged to work. What do you do instead? Use the hand scanner on the public entrance? No, your hand won't suffice, of course. Instead, there's a
* CrazyPrepared: Crabb & Sons appears to be prepared for any corporate situation, to the point where they even have an office for their own psychologist.

to:

* BookcasePassage: In the house's library, natch. The regular door to [[spoiler: Crabb's office]] is always locked, and the key for it is too damaged to work. What do you do instead? Use the hand scanner on the public entrance? No, your hand won't suffice, of course. Instead, there's a
a tiny switch hidden behind a metal panel, disguised as a [[ConspicuouslyLightPatch suspiciously neat row of books]], that raises the whole shelf enough to reveal half of another door.
* CrazyPrepared: Crabb & Sons appears to be prepared for any corporate situation, to the point where they even have an office for their own psychologist.''psychologist''.



* ShoutOut: One of the computers usable in the game contains 3 games that parody ''VideoGame/DarkForcesSaga'', ''VideoGame/{{Myst}}'', and ''VideoGame/TheJourneymanProject Buried In Time''.

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* ShoutOut: One of the computers usable in the game contains [[GameWithinAGame 3 games games]] that parody ''VideoGame/DarkForcesSaga'', ''VideoGame/{{Myst}}'', and ''VideoGame/TheJourneymanProject Buried In Time''.



* ConcealingCanvas: played with in the dining room, where the painting covering a compartment is indeed a safe, but it and several other paintings are connected by wires that have to be rearranged in the right order before the one with the safe will open.



* SceneryPorn: The design of Adams' mansion is incredibly detailed, down to the pictures on the walls and the house's architectural layout.

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* SceneryPorn: The design of Adams' mansion is incredibly detailed, down to the pictures on the walls and the house's architectural layout.layout.
* SolveTheSoupCans: Duncan W. Adams' eccentricity shows around the house, to the point that even a ''light switch'' for the basement and the controls for the fountain are puzzles.
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* FifteenPuzzle: One of the first safes encountered in the game has this, sitting in the lobby. [[GuideDangIt It's not written down anywhere, in-game or not]], but the strategy guide [[AntiFrustrationFeatures contains a cheat to bypass this]], by pressing the "Alt" key while clicking on the handle.
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* {{Defictionalization}}: You can print your job contract and Duncan Adam's will.
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* Defictionalization: You can print your job contract and Duncan Adam's will.

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* Defictionalization: {{Defictionalization}}: You can print your job contract and Duncan Adam's will.

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* AlreadyUndoneForYou: Both Duncan W. Adams and Jerry Crabb have placed all the materials needed to solve their safes prior to your arrival.
* Defictionalization: You can print your job contract and Duncan Adam's will.



* BookcasePassage: In the house's library, natch. The regular door to [[Crabb's office]] is always locked, and the key for it is too damaged to work. What do you do instead? Use the hand scanner on the public entrance? No, your hand won't suffice, of course. Instead, there's a

to:

* BookcasePassage: In the house's library, natch. The regular door to [[Crabb's [[spoiler: Crabb's office]] is always locked, and the key for it is too damaged to work. What do you do instead? Use the hand scanner on the public entrance? No, your hand won't suffice, of course. Instead, there's a
* CrazyPrepared: Crabb & Sons appears to be prepared for any corporate situation, to the point where they even have an office for their own psychologist.
* CreatorCameo: Some of the DayDream employees appear in paintings around the house, and at the end of the game, you can watch
a home movie of the company staff - filmed by one of them who thanks you for finishing the game.


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* ShoutOut: One of the computers usable in the game contains 3 games that parody ''VideoGame/DarkForcesSaga'', ''VideoGame/{{Myst}}'', and ''VideoGame/TheJourneymanProject Buried In Time''.
* ThePasswordIsAlwaysSwordfish: The voice safe, mentioned in the company catalog, is by default usually unlocked by the owner saying their name. Naturally, T.J. Petherbridge has a tape in his desk with a recording mentioning his name on it.


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* MultipleEndings: When you finally get the will, your last puzzle is to decide which member of the family best deserves Mr. Adam's fortune. Or you can TakeAThirdOption and [[BreakingTheFourthWall let ''yourself'' be the heir.]]
--> '''Main Character:''' You have been entrusted with a colossal fortune. Use it well.

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* FetchQuest: Unlocking one safe reveals items you'll need for another, and so on up until the last one. Be it clues on paper, coins, keys, or mechanical components.



** In the first game, ne of the first safes encountered plays this straight, sitting in the lobby. [[GuideDangIt It's not written down anywhere, in-game or not]], but the strategy guide [[AntiFrustrationFeatures contains a cheat to bypass this]], by pressing the "Alt" key while clicking on the handle.

to:

** In the first game, ne one of the first safes encountered plays this straight, sitting in the lobby. [[GuideDangIt It's not written down anywhere, in-game or not]], but the strategy guide [[AntiFrustrationFeatures contains a cheat to bypass this]], by pressing the "Alt" key while clicking on the handle.




to:

* GameplayAndStoryIntegration: Both games start with relatively simple safes, and escalate towards harder ones further on. The first game implies that Jerry Crabb set your mission up this way intentionally, though it's less clear if Mr. Adams did the same.



* SchmuckBait: There's a long ornate strand of cloth that says "PULL", and a small sign next to it saying "please do not pull".

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* PornStash: A rather strange one at that. A white briefcase hidden in the security guard's office has a magazine called "Playsafe: Entertainment for Security Men", including "Sex and the Single Safe or Tickle My Combination" among other articles.
* SchmuckBait: There's a long ornate strand of cloth hanging from the library ceiling that says "PULL", and a small sign next to it saying "please do not pull".
pull". Your reward for ignoring that sign is an abrupt slide to the basement, with a bump to your head for good measure. At least someone had the courtesy to put a welcome mat at the end of the chute.
* UnwinnableByDesign: Make sure that you take everything from whatever safe you unlocked, and removed any keys you put in if they weren't yet used, because ''you will not get a second chance.''


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* PasswordSlotMachine: Repairing a keypad's circuit board somehow automatically enters the correct code after the display flickers on and off while cycling different numbers. There's also another broken lock that makes each button cycle through certain numbers, and the key to entering the right code - which is taped to the safe - lies in pushing certain buttons enough times until they

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!!Both games contain examples of:
* FifteenPuzzle
** In the first game, ne of the first safes encountered plays this straight, sitting in the lobby. [[GuideDangIt It's not written down anywhere, in-game or not]], but the strategy guide [[AntiFrustrationFeatures contains a cheat to bypass this]], by pressing the "Alt" key while clicking on the handle.
** A variation in the second has no open space, but instead allows sets of four adjacent pieces to be rotated around their point of intersection. Also, the picture you need to reconstruct is shown only on the game's menu page



* BookcasePassage: In the house's library, natch. The regular door to [[Crabb's office]] is always locked, and the key for it is too damaged to work. What do you do instead? Use the hand scanner on the public entrance? No, your hand won't suffice, of course. Instead, there's a




to:

* SchmuckBait: There's a long ornate strand of cloth that says "PULL", and a small sign next to it saying "please do not pull".



* SceneryPorn: The design of Adams' mansion is incredibly detailed, down to the pictures on the walls and the house's architectural layout.
* The person who hired you is a greedy descendant, whom you find later isn't to be trusted.

to:

* OnlyInItForTheMoney: [[spoiler: The person who hired you is a greedy descendant, whom you find later isn't to be trusted.]]
* SceneryPorn: The design of Adams' mansion is incredibly detailed, down to the pictures on the walls and the house's architectural layout.
* The person who hired you is a greedy descendant, whom you find later isn't to be trusted.
layout.
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starting tropes

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Safecracker is the title of two point and click puzzle games. The first was released in 1997, published by Dreamcatcher Entertainment and developed by Swedish software developers DayDream Software, who later developed a harder, but similar game, ''Traitor's Gate''.
A SpiritualSuccessor was released under the same name in 2006 by The Adventure Company and Kheops Studio, with the tagline, "The Ultimate Puzzle Adventure"

In the first game, you are assigned by Jerry Crabb, the eccentric President and CEO of renowned safe manufacturing firm, Crabb & Sons, to break into their corporate headquarters, after hours, crack every safe in the place, and use the items retrieved from those safes to unlock the final, most complicated safe which contains your job contract.

The second puts you in the shoes of an expert safecracker, hired to find the will of Duncan W. Adams, oil conglomerate CEO who had a serious passion for designing safes just as strange as Crabb & Sons'.

!!The 1997 game contains examples of:
* AllThereInTheManual: The reason why you're breaking into a mansion...er, office building, is explained by a comic strip in the game's manual. You get to meet some of the employees of Crabb & Sons one day, and the eccentric CEO, Jerry Crabb, gives you your mission objective before the game begins.
* ExactTimeToFailure: Your HUD contains a real-time clock, starting at 7:30 PM, and you are both timed on the 12 hours needed to complete your mission, and in the beginning, you have to get into the house in less than 10 minutes, or else a police patrol due to pass by will arrest you for breaking and entering.
* FifteenPuzzle: One of the first safes encountered in the game has this, sitting in the lobby. [[GuideDangIt It's not written down anywhere, in-game or not]], but the strategy guide [[AntiFrustrationFeatures contains a cheat to bypass this]], by pressing the "Alt" key while clicking on the handle.

!!The 2006 successor contains examples of:
* SceneryPorn: The design of Adams' mansion is incredibly detailed, down to the pictures on the walls and the house's architectural layout.
* The person who hired you is a greedy descendant, whom you find later isn't to be trusted.

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