Lock (Fallout: New Vegas)

Locks are found throughout the wasteland on doors, safes, and boxes. The player character can pick a lock using bobby pins. Some can also be unlocked with keys.
==Difficulty==
Difficulty	Required Lockpick	XP reward
Very Easy 	0 	20
Easy 	25 	30
Average 	50 	40
Hard 	75 	50
Very Hard 	100 	60
Locks come in five difficulties: Very Easy, Easy, Average, Hard, and Very Hard, corresponding to the minimum Lockpick skill required to attempt picking the lock. The difficulty level of the lock determines how accurately the bobby pin must be placed to successfully pick the lock. Difficulty and the Lockpick skill also determine the probability of success for an attempt to force a lock open.
==Picking a lock==
To pick a lock, the player character must have a Lockpick skill high enough for the difficulty of the lock and possess one or more bobby pins. Bobby pins are weightless items, often found in first aid kits and locked containers.
If the conditions are met, a mini-game is activated. A bobby pin and screwdriver (a free, weightless item that does not appear in the inventory) are inserted into the keyhole of the lock. The lockpicker turns the pin in an attempt to find the correct position, which is checked by then turning the screwdriver as if it were a key. The further the screwdriver turns the lock, the closer the pin is to the correct position. Once the screwdriver can turn the lock a full 90 degrees, the lock opens.
If the lockpicker fails to determine the correct pin position for the lock too many times, the bobby pin will break, requiring them to use another to continue the attempt. A Very Easy lock has a wide area for success and needs little to no pin adjustment, in turn making the likelihood of breaking a pin low. A Very Hard lock has a narrow area, requiring precise placement, and thus the repeated checks to find the correct position will wear out a pin quickly.
The number of times it takes for a bobby pin to break varies, as placing too much force on the screwdriver will cause it to break faster than a light touch. The integrity of the pin can be roughly tracked by how violently it shakes on a failed attempt. When it is about to break, it will bounce out of the center position.
The mini-game can be exited and restarted which will prevent the pin from breaking, but this will also reset the correct position for the pin.
===Forcing a Lock===
It is possible to skip the mini-game by attempting to force a lock open, and this does not require a bobby pin. The probability of success for this action depends on the Lockpick skill and the difficulty of the lock. Failing to force the lock open will break it, and no other attempt at opening it can be made without the Infiltrator perk (which grants a second attempt) or the appropriate key.
==Locations==
Closest map marker 	Locked Item 	Directions 	Difficulty
Bitter Springs recreation area 	Safe 	In the office. 	
Black Mountain 	Gate 	Behind the broadcast building after reaching the top. 	
Black Mountain 	Trunk 	One of the large, light-blue trunks in the large makeshift shelter near where Neil awaits the Courier after their initial encounter. 	
Bloodborne cave 	Gate 	Go straight upon entering the cave, be careful as there is a trap wire right behind the gate. 	
Bloodborne cave 	Trunk 	The very hard gate has to be picked first, and then there is a trunk. 	
Bradley's shack 	First aid box 	Behind his bed. 	
Brewer's beer bootlegging 	Door 	Goes to the cellar. 	
Brewer's beer bootlegging 	Gun cabinet 	In the basement. Can also be unlocked with the key found in the next room on the table with the chemistry set. 	
Brewer's beer bootlegging 	Explosives crate 	In the southeastern corner of the cellar. 	
Camp Forlorn Hope 	Door 	Across from the Quartermaster's tent; the storage shed door. 	
Camp Forlorn Hope 	Locker 	In the Medical Center. 	
Camp McCarran 	Grenade box 	In a large tent north of the central entrance to Camp McCarran terminal building. 	
Camp McCarran terminal building 	MP confiscated goods trunk	Found on the second floor, across from the interrogation room. Can also be unlocked with the NCR MP confiscated goods trunk key. 	
Camp Searchlight 	 	In the Searchlight NCR storage room where Logan is found. Can also be accessed via the nearby Average locked NCR storage database terminal. 	
Cannibal Johnson's cave 	Trunk 	Next to Cannibal Johnson's bed. 	
Charleston Cave 	Ammunition box 	In the center of the large room directly south of the entrance. 	
Crimson Caravan Company 	Ammunition box 	In the guard barracks. 	
Crimson Caravan Company 	Desk 	In the Crimson Caravan main office, the desk that Alice McLafferty sits behind. 	
Crimson Caravan Company 	Safe 	In the Crimson Caravan main office, between the lockers and the desk that Alice McLafferty sits behind. 	
El Rey Motel 	Mine box 	At the western end of the bridge near the motel, near a sandbag fortification. 	
Emergency service railyard 	Metal box 	At the southwest corner of the building, under the wooden platform. 	
Freeside 	Door 	Atomic Wrangler Casino, in the entry room north corner, labeled authorized personnel only, opens into cashiers cage. Both Francine Garret and James Garret carry a bank key. 	
Freeside 	Door 	Atomic Wrangler Casino, ahead around the corner behind the bar, near the bathroom. Both Francine Garret and James Garret carry a key, but it will become unlocked as one of the Garrets heads upstairs to their room.	
Freeside 	Door 	Atomic Wrangler Casino third floor. Both Francine Garret and James Garret carry an upstairs key. 	
Freeside 	Safe 	Atomic Wrangler Casino, third floor through locked door, room directly across hall, under the bed. 	
Gomorrah 	Door 	Various doors throughout the building. 	
Goodsprings 	Door 	Northeast exterior door of Prospector Saloon. 	
Goodsprings 	Door 	Southwest exterior door of Prospector Saloon. 	
Goodsprings 	Safe 	Inside a bedroom of Goodsprings home directly SE from Doc Mitchell's house. 	
Goodsprings 	Safe 	Inside Goodsprings schoolhouse. It can also be unlocked via the nearby Average terminal. 	
Goodsprings 	Safe 	Floor safe inside Goodsprings gas station. It is located behind the counter, partially concealed by the bed. 	
Goodsprings 	Safe 	Floor safe in the south room of Prospector Saloon. It can also be unlocked via the nearby Easy terminal. 	
Gun Runners (Fallout: New Vegas)	Gate 	To the left of the kiosk. 	
Gun Runners (Fallout: New Vegas)	Locker 	On the right in the room with the Gun Runner terminal. 	
HELIOS One 	Door 	At the southeastern corner of HELIOS One Power Plant. 	
HELIOS One 	Safe 	At the solar collection tower down the stairs from the entrance. 	
HELIOS One 	Safe 	At the solar collection tower, downstairs in a southern room. 	
Hidden supply cave 	Door 	The exterior door of the cave. 	
Hidden Valley 	Door 	In the bunker that is next to the intercom. 	
Jacobstown 	Door 	The exterior door of the Jacobstown Bungalow that is closest to the front doors of the Jacobstown lodge. 	
Jean Sky Diving 	Locker 	Inside the building. It can also be unlocked with the key on the nearby table. 	
Lucky 38 	Safe 	At the cocktail lounge. 	
Lucky 38 	Briefcase 	At the cocktail lounge. 	
NCR Correctional Facility 	First aid box 	On the first floor of the Administration building. 	
NCR Correctional Facility 	Door 	On the second floor of the Administration building, directly ahead of the top of the stairs. 	
NCR Correctional Facility 	Safe 	On the second floor of the Administration building, there is a wall safe directly behind Eddie. 	
NCR Correctional Facility 	Armor case 	In Cell Block A, in the last cell on the right. 	
NCR Correctional Facility 	Mine box 	In Cell Block A, in the last cell on the right. 	
NCR Correctional Facility 	Footlocker 	In Cell Block B, in the first cell on the right. 	
NCR Correctional Facility 	Door 	In Cell Block B, the first cell door to the left. 	
Nipton 	Door 	The cage door in the booby-trapped house #4 east of the Nipton General Store. 	
Nipton 	Refrigerator 	In the kitchen in the booby-trapped house #4 east of the Nipton General Store. 	
Nipton 	Cabinet 	The kitchen cabinet in the booby-trapped house #4 east of the Nipton General Store. 	
Nipton 	Desk 	In the booby-trapped house #4 east of the Nipton General Store. 	
Nipton 	Cabinet 	In the bedroom in the booby-trapped house #4 east of the Nipton General Store. 	
Nipton 	Safe 	In the bathroom in the booby-trapped house #4 east of the Nipton General Store. 	
Nipton General Store 	Door 	Behind the counter. 	
Nipton Town Hall 	Door 	In Steyn's office. 	
Nipton Town Hall 	Door 	In Steyn's office, the door to the room behind the mayor's office. 	
Nipton Road Pit Stop 	Grenade box 	In the destroyed house to the North of the road. 	
Novac 	Safe 	Inside the Dino Dee-lite front desk, behind the counter there is a floor safe. 	
Novac 	Door 	Inside the Dino Bite gift shop, behind the counter. 	
Novac 	Gun case 	Inside Ranger Andy's bungalow, atop a shelf on the wall. 	
Novac 	First aid box 	Inside McBride house in the bathroom. 	
Novac 	Gun case 	Inside McBride's house, atop a shelf on the wall. 	
Novac 	First aid box 	Inside the Novac house just north of McBride house, in the bathroom. 	
Novac 	Footlocker 	Inside the Novac house just north of McBride house, in the bedroom. 	
Novac 	Footlocker 	Inside the Novac house just south of No-bark's shack, under the bed in the bedroom. 	
Primm 	Door 	Inside the Bison Steve Hotel, behind the counter to the right of the front entrance. 	
Primm 	Safe 	Inside the Bison Steve Hotel, in the room where the Bison Steve maintenance key can be found. 	
Primm 	Safe 	Inside the Bison Steve Hotel, there is a floor safe behind the counter in the gift shop. Contains Lucky 	
Primm 	Door 	Inside the Bison Steve Hotel, the maintenance door in the SE corner of the room where the elevator can be found. Can also be unlocked with the Bison Steve maintenance key. 	
Primm 	Door 	On the second floor of the Bison Steve Hotel, immediately to the left of the elevator. 	
Primm 	Door 	On the second floor of the Bison Steve Hotel, near the SW corner. 	
Primm 	Gun cabinet 	On the third floor of the Bison Steve Hotel, in the large destroyed room. Can also be unlocked with the Worn key (Bison Steve hotel) 	
Primm 	Door 	The door leading to the cashier's cage in the Vicki and Vance Casino. 	
Primm 	Safe 	The sixth safe from the left on the top row of safes in Vicki and Vance Casino's cashier's cage. 	
Primm 	Safe 	The first safe from the left in the middle row of safes in Vicki and Vance Casino's cashier's cage. 	
Primm 	Safe 	The fifth safe from the left on the bottom row of safes in Vicki and Vance Casino's cashier's cage. 	
Ranger Station Bravo 	Ammunition box 	Inside the truck trailer at the southwestern corner of the station, there are four total ammunition boxes. 	
Ranger Station Delta 	Gun case 	Inside the communications tent. 	
Ranger Station Echo 	Ammunition box 	Inside the communications hut. 	
Ranger Station Foxtrot 	First aid box 	Inside the tent. 	
Ranger Station Foxtrot 	Mine box 	Inside the tent. 	
REPCONN headquarters 	Door 	On the main floor, to the right of the lobby as soon as the building is entered. Can also be unlocked with the nearby Average terminal. 	
REPCONN headquarters 	Door 	On the main floor, to the right of two Protectron bays. 	
REPCONN headquarters 	Door 	On the main floor, near the shipping sign. 	
REPCONN headquarters 	Door 	On the main floor, behind the counter in the gift shop. 	
REPCONN headquarters 	Safe 	In the room behind the gift shop. 	
REPCONN headquarters 	Door 	On the main floor past three exhibit rooms is a double broken door. 	
REPCONN headquarters 	Door 	A door to the second floor, located by climbing the ramp created by the broken floor in the room with the Q-35 matter modulator. 	
REPCONN headquarters 	Door 	On the second floor, across the hall from the Hard locked door containing the Q-35 matter modulator, there are two separate doors. 	
REPCONN headquarters 	Door 	On the second floor, across the hall from the Hard locked door containing the Q-35 matter modulator, there are two separate doors. 	
REPCONN headquarters 	Safe 	In the northwestern corner of the top floor. Can also be unlocked via the nearby terminal. 	
REPCONN test site 	Grenade box 	On the road leading to the site, to the southeast, in the sandbag-fortified area where the road curves slightly. 	
REPCONN test site 	Door 	In the lobby, directly behind the semi-circular desk. 	
REPCONN test site 	Door 	Up the stairs beyond the locked lobby door, the first door on the left. 	
REPCONN test site 	Safe 	Up the stairs beyond the locked lobby door, inside the locked room on the left. 	
REPCONN test site 	Door 	Up the stairs beyond the locked lobby door, inside the locked room on the left. 	
REPCONN test site 	Door 	Up the west stairs beyond the broken double doors, the first door on the left. 	
REPCONN test site 	Safe 	On the third floor, in a carpeted room, behind the semi-circular desk. 	
REPCONN test site 	 	On the third floor, the room across the hall from the carpeted room. 	
REPCONN test site 	Door 	The door to the REPCONN basement. Can also be unlocked with the key given by Jason Bright. 	
REPCONN test site 	 	In REPCONN basement, the southern room. Harland is inside. 	
Residential District 	Gate 	South of the entrance to the Villa and directly to the east of a staircase. 	
Residential District 	Ammunition box 	Inside the Cloud in the courtyard with two trees. A RadAway is nearby for visual reference. 	
Ruby Hill Mine 	Box 	In the area filled with water. You can get there either by swimming or walking. 	
Ruby Hill Mine 	Box 	In the area filled with water. You can get there either by swimming or walking. 	
Silver Rush 	Door 	At the southwest corner of the large main room. 	
Silver Rush 	Safe 	In the room leading to the stairs. Can also be unlocked with the terminal on the nearby table. 	
Silver Rush 	Door 	Up the stairs, straight down the first hall on the left. 	
Silver Rush 	Door 	Up the stairs, straight down at the end of the first hall. 	
Sloan 	Locker 	Inside the Worker barracks, on the right in the back of the room. 	
Sniper's nest 	Gun case 	On the floor. 	
Sunset Sarsaparilla headquarters	Door 	Go up a flight of stairs and down another to the ground floor. The door that is already open and broken can be picked for the XP. 	
The Prospector's Den 	Armor case 	In the second room on the right. 	
The Prospector's Den 	Gun case 	In the second room on the right. 	
Ultra-Luxe 	Door 	The cashier's door in the lobby. 	
Vault 21 	Door 	The door to Sarah's room. It's located northeast of the entrance. 	
Vault 21 	Dresser 	Inside Sarah's room next to the bed. 	
Villa 	Metal box 	In the area directly east of the fountain where the hologram of Father Elijah is encountered, on the second-floor walkway. It can be reached via the stairs from the nearby gift shop. 	
Villa 	Cash register 	In the shop directly south from the Salida del Sol entrance. One of Dean's Secret Stashes can be found here as well. 	
Villa 	Door 	The door to the Villa police station. 	
Villa 	Gun cabinet 	North of the door to the Villa police station is a courtyard with two tree planters. Enter the blue door on the west wall, up the stairs. 	1
Villa 	Metal box 	Near the door to the Villa police station. 	
Wins hideout 	Safe 	Inside the Wins hideout is The Wins' safe. Can also be unlocked via dialog check (Speech 55) with Pauline Wins. 	
1 Average lock at player levels 1-25, Hard lock at levels 26-50
Category:Fallout: New Vegas gameplay
Category:Locks