iiSafe checkPartyMembersNearDoor start map_enter_p_proc map_update_p_proc damage_p_proc timed_event_p_proc Node002 You see a huge black metal square thing with a nose on the front. --- Ullo box me --- Hoo you? timed_event_p_proc->Node002 timed_event_p_proc->Node002 Node004 Close inspection of the safe reveals a black wire running into the dirt just beneath the safe. Brushing away the dirt, you discover that the fuse runs to a stick of dynamite with a timer on it. timed_event_p_proc->Node004 timed_event_p_proc->Node004 Node005 You turn the dial slowly for several minutes, but you can't make out anything. timed_event_p_proc->Node005 timed_event_p_proc->Node005 Node006 You don't find any traps on the safe. timed_event_p_proc->Node006 timed_event_p_proc->Node006 Node007 You are turning the knob...when suddenly there is a KER-KLANK. The safe is now unlocked! timed_event_p_proc->Node007 timed_event_p_proc->Node007 Node008 You turn the knob, but the tiny door won't open! timed_event_p_proc->Node008 timed_event_p_proc->Node008 Node010 With surgical precision, you disarm the fuse and pull the dynamite from beneath the dirt. The trap is now disarmed. timed_event_p_proc->Node010 timed_event_p_proc->Node010 spin_dial Node002->spin_dial Twist its nose check_trap Node002->check_trap Examine the safe for traps. combo_known Node002->combo_known Hmmmm. Maybe the numbers on these three dog tags can open the safe... Node999 Node002->Node999 Wander off Node002->Node999 Leave the safe alone. disarm_trap You see a huge black iron safe. --- You see a black square thing with a big nose. Node004->disarm_trap Try and disarm the trap. Node004->combo_known Hmmmm. Maybe the numbers on the three dog tags can open the safe... Node004->Node999 Leave the safe alone. Node005->combo_known Hmmmm. Maybe the numbers on these three dog tags can open the safe... Node005->Node999 Leave the safe alone. Node006->check_trap Examine the safe for traps again. Node006->combo_known Hmmmm. Maybe the numbers on the three dog tags can open the safe... Node006->Node999 Leave the safe alone. Node003 The nose turns in your hand! It looks like you could pull open the face if you wanted to. --- There is a KER-KLANK. The safe is now unlocked. --- You have cracked the raiders' safe. --- You see a huge black iron safe. --- You see a black square thing with a big nose. Node007->Node003 Hullo? Hulllooo? Anbody hoome? Node008->spin_dial Keep twisting its nose. Node008->combo_known Hmmmm. Maybe the numbers on these three dog tags can open the safe... Node008->Node999 Wander off Node008->Node999 Leave the safe alone. Node009 Helloooooo? Me --- Hoo yoo? Node008->Node009 Hulllooo? Hulllo box... Node010->Node002 Now to crack this safe... Node010->Node999 Leave the safe alone. map_exit_p_proc use_skill_on_p_proc You don't have time to try the safe during combat. use_skill_on_p_proc->spin_dial use_skill_on_p_proc->check_trap spin_dial->Node005 spin_dial->Node005 spin_dial->Node007 spin_dial->Node007 spin_dial->Node008 spin_dial->Node008 check_trap->Node004 check_trap->Node004 check_trap->Node006 check_trap->Node006 look_at_p_proc You see a huge black iron safe. description_p_proc You see a huge black iron safe. use_p_proc You don't have time to try the safe during combat. disarm_trap->Node010 disarm_trap->Node010 combo_known->Node003 Node009->spin_dial Twist its nose Node009->Node999 Wander off