Lock (Fallout 3)

Locks are found throughout the wasteland on doors, safes and boxes. The player character can use pick a lock using bobby pins. Some can also be unlocked with keys.
==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 attempts to find the correct position for the pin, which is checked by 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 position of the lock too many times, the bobby pin will break, forcing them to use another to continue the attempt. 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. 
===Force===
It is also possible to skip the mini-game by attempting to force a lock open. 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.
==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. Which locks can be picked depends on one's Lockpick skill. Difficulty and the Lockpick skill also determine the probability of success for an attempt to force a lock open.
The difficulty level of the lock determines how accurately the bobby pin must be placed and how easy the pin is to break. A Very Easy lock needs little to no pin adjustment for a successful attempt, in turn making the likelihood of breaking a pin low. A Very Hard lock requires precise placement, and thus the repeated checks to find the correct position will wear out a pin quickly.
==Locations==
Closest map marker 	Directions 	Difficulty
Chryslus Building 	Lower offices, first door on the left in the hallway. 	
Citadel 	B-Ring: Elder Lyons' safe in the far back of his room, near his bed. 	
Citadel 	Citadel laboratory: The armory is located in an extra room on the bottom level with a locked cell door. 	
Corvega factory 	South of it, a footlocker in a flipped-over truck trailer. 	
Dukov's Place 	South of it, in a small enclosed raider camp. Ammunition box behind a counter. 	
Falls Church 	The southernmost of the office buildings with a bunch of super mutants has a 100 skill door inside. 	
Fort Bannister 	In a bunker to the right just as one enters the front entrance. 	
Fort Constantine 	Bomb storage, and several doors within. 	
Grayditch 	Dumpster, behind the diner. 	
L.O.B. Enterprises 	Safe in the CEO office. 	
Mama Dolce's 	Food distribution, two doors on an isolated catwalk with blank walls behind them. 	
MDPL mass relay station	Safe inside. 	
Megaton 	Back door to Moriarty's Saloon. 	
Megaton 	Mister Burke's house 	
Megaton 	Craterside Supply 	
Megaton 	Desk in Water processing plant. 	
Megaton 	Megaton armory 	
Meresti trainyard 	First aid kit in Robert's area in Meresti service tunnel. 	
Meresti trainyard 	Ammunition box in Robert's area in Meresti service tunnel. 	
Meresti trainyard 	3 locked first aid kits in Meresti Metro station, one behind the counter in Karl's shop, one up the escalators on a shelf, and one in Vance's room. 	
Meresti trainyard 	2 ammunition boxes behind the counter in Karl's shop. 	
Megaton 	The cabinet in Moriarty's room in Moriarty's Saloon can contain quite a few caps. 	
Meresti trainyard 	Ammunition box behind the counter in Karl's shop. 	
Meresti trainyard 	Cabinet up the escalators. 	
Meresti trainyard 	Cabinet up the escalators. 	
Meresti trainyard 	Wall safe in Vance's room on the second floor also can be unlocked by the terminal next to it. 	
Minefield 	Entrance to Gibson house, also can be opened by Ridgefield gate key. 	
Minefield 	Ammunition box in Arkansas' sniping post. 	
Minefield 	Entrance to Gillian house, also can be opened by Ridgefield gate key. 	
Minefield 	Entrance to Zane house, also can be opened by Ridgefield gate key. 	
Minefield 	Entrance to Benson house, also can be opened by Ridgefield gate key. 	
Minefield 	Wall safe behind the dresser in an upstairs bedroom in Benson's house. 	
Minefield 	Wall safe behind a bookcase in an upstairs bedroom in Gibson house. 	
Minefield 	Small model house inside the Gibson house (the key to this model house can be found inside the Capitol Post building in L'Enfant Plaza on the body of Gibson). 	
Minefield 	Floor safe under the bed in an upstairs bedroom in Gillian's house. 	
Minefield 	Wall safe behind the dresser on the first floor of the Zane house. 	
Museum of History 	On the 2nd floor. 	
National Archives 	Along the "front door" (long way) entrance to Button Gwinnett's office. 	
National Archives 	Gate, archives sub-basement, on top of the staircase, opposite to "Door to Archives Secure Wing East." 	
Nuka-Cola plant 	Door straight ahead as one enters. It can be opened from the other side with a switch on the left. 	
Oasis 	Gate to the damp caves to fulfill the Oasis quest. 	
Old Olney 	Olney sewers has one. 	
Rivet City 	In the broken bow at the west end of the ship. Bear in mind there is a frag mine on the left as upon entering. This door can also be unlocked by activating a flip switch just on the other side of the door if the broken bow is entered the long way (underwater entrance).	
Rockbreaker's Last Gas 	Gun locker in the abandoned shack at the top of the cliff. Contains the Victory rifle. 	
Roosevelt Academy 	Roosevelt Library 	
SatCom Array NW-07c 	First aid kit due east inside at the back of a blue semi-truck. Near "Internment Orders" holotape at the mouth of the truck's rear opening. 	
Springvale school 	On the lower level - leads to an unfinished tunnel towards Vault 101 	
Springvale school 	On the second level - ammunition box located next to a terminal. 	
Super-Duper Mart 	Pharmacy in the back of the building 	
VAPL-58 power station 	Safe inside, also north of it, inside a walled-up cable tower. 	
Wheaton Armory 	In a very radioactive bunker with an excellent stash of weapons behind it. 	
Vault 87 	Living Quarters, there is a safe (southern part of the map). 	
Vault 101 	In the atrium, the door to the Overseer's office. 	
Vault 101 	In James' office, the picture on the wall of Catherine's favorite passage. 	
Category:Fallout 3 gameplay
Category:Locks