Posted June 26, 2017
Every now and then, in TES games you encounter a locked door, or sometimes, even a locked chest (which may or may not contain nice goodies, of course). What is your favorite way of dealing with them?
Here are a few of the options that have appeared throughout the series:
* Use your natural skill (Security skill in later games) to open the lock.
* Cast an Open spell to open the lock.
* Bash on the door/chest until it decides to open (works in Arena/Daggerfall if you're strong enough).
* Use a spell or magic item to increase your stats or skill, then try unlocking it when your skill has been boosted (i. e. in Morrowind/Oblivion, casting a Fortify Security spell before trying to open the lock, or using a Fortify Luck potion).
* Find a way around the lock (i.e. Arena's Passwall spell or glitching past/around the lock).
Which method do you prefer? Or do you like to do something I didn't even think of?
In my current Oblivion playthrough, I just made a Fortify Security 100 points spell to deal with locks; doesn't require as much skill as an Open spell would for harder locks. In Arena, I like to use Open spells, especially since a sufficiently powerful spell (100% isn't enough) can work on the game's equivalent of "Needs a Key" locks.
Here are a few of the options that have appeared throughout the series:
* Use your natural skill (Security skill in later games) to open the lock.
* Cast an Open spell to open the lock.
* Bash on the door/chest until it decides to open (works in Arena/Daggerfall if you're strong enough).
* Use a spell or magic item to increase your stats or skill, then try unlocking it when your skill has been boosted (i. e. in Morrowind/Oblivion, casting a Fortify Security spell before trying to open the lock, or using a Fortify Luck potion).
* Find a way around the lock (i.e. Arena's Passwall spell or glitching past/around the lock).
Which method do you prefer? Or do you like to do something I didn't even think of?
In my current Oblivion playthrough, I just made a Fortify Security 100 points spell to deal with locks; doesn't require as much skill as an Open spell would for harder locks. In Arena, I like to use Open spells, especially since a sufficiently powerful spell (100% isn't enough) can work on the game's equivalent of "Needs a Key" locks.