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