Lock Pick
- Type
- Special items
- Chapter
- 1 · Prologue · Guest House
Where
8 on Easy and Normal. The 1st exists only inside the tape Derelict House Footage: on the ground next to Clancy's start point, SE corner of the Back Yard. The rest: Main House 1F Laundry Room (metal box on the shelves by the door); Processing Area, Meat Storage (open freezer, NW); Main House 1F Porch (small goblet on the rail of the steps); Old House 1F Walkway (metal box on the trolley, SE); Main House 2F Kid's Room (small bronze vase, west shelf); Master Bedroom (metal tin on the white dresser); Wrecked Ship 3F Shaft (orange tin by the railing).
Effect
Opens one lock and is used up. On Normal there is exactly one per lock:
- Guest House, Kitchen: blue cabinet drawer (tape only) → Antique Coin #1.
- Main House 1F Main Corridor: cabinet by the SW double doors → First Aid Med.
- Small Workshop: locked toolbox → Shotgun Shells ×6.
- Study: desk drawer → Chem Fluid.
- Main House 2F Balcony: locked box → Shotgun Shells ×4.
- Old House 1F Dining Room: sink-unit drawer → First Aid Med.
- Old House (West) 2F Potting Room: white unit → Flame Rounds ×2.
- Wrecked Ship 3F Control Room: orange toolbox → Antique Coin #17.
Keep the Shaft pick for the Control Room box: it is a coin. Opening your first lock gives the achievement "Master of Unlocking".
Madhouse: 5 picks (the tape one, Garage, Stairway Entry, the book in the 2F Storage and the Contaminated Room ceiling) for 8 locks; the Garage toolbox holds the Car Key, the others ammo or Strong Chem Fluid. On Switch 2 the Action Set Supply Box adds 1 more pick. Not a Hero has 2 (1 on Professional) and each lock gives RAMRODs. In Daughters, Zoe takes one from the crawlspace for the true ending.