Once you find yourself in the situation, is it alright to open a safe in "7 Days to Die" that is full of valuable content? Here is the very complete, summarized guide that will provide the top information to have you cracking a safe and arming yourself, ready to carry the day.
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1st Approach: Lockpicks
Lockpick is the primary method of opening safes in 7 Days to Die. Good thing lockpicks are quite common in most buildings in 7 Days to Diyou justyou have to acquire them and move toward the opening of safes. Supposed to be action to be:
- When an interaction wheel appears, continue to hold down the interact button next to the safe.
- Using the interaction wheel's various options, choose the lockpick.
Clicking a lockpick will bring up a countdown screen showing how long the lockpick has to open the lock. Certainly, lockpicks can break when trying to force a lock, so keeping a few extra on hand is always a great idea if things go south.
2nd Approach: Manual Lock Break
If that does not work, then the second method to open a safe for someone who tragically does not have any lockpicks on him is to break the lock by force. In any case, if it has much less efficiency and indeed demands much more time than using lockpicks, this way of opening the safe might be applicable in the case. First, to start opening the lock of a safe manually, one should take some steps:
- Take up a position close to the safe.
- Strike the lock repeatedly with a weapon, either a melee weapon or a gun.
In most cases, it is possible to open the contents of the safe by repeatedly hammering the lock until it breaks open. Take note: such a method of unlocking will require more patience and effort than the use of a lockpick.
3rd Approach: Unlocking Skill
For a character, this means that they open safes about three times faster in "7 Days to Die.". It will also snug the lockpick crafting, giving the player a renewable source if they can be locked again. The lockpicking skill can be obtained through:
- Track down "The Great Heists Complete" and read it.
- By reading this book, you'll gain the talent Lockpicking, which lets you make lockpicks.
Therefore, by investing in lockpicking, you will unlock safes more often since you can make lockpicks whenever you want. You will thus save money and enhance the opportunities for unlocking safes.
4th Approach: Gun Safes
Gun Safes: Gun safes are a peculiar type of safe that needs to be severely damaged in case they need to be unlocked. The Gun Safes have special rigid criteria; they can't be opened like conventional safes, which are possible to break by lockpicks or by manually breaking in. What you need to know about opening gun safes is stated below:
- Gun safes need 5000 damage points before the lock gives way and the safe is opened.
- Pickaxes and TNT are the best instruments for destroying gun safes.
- As an alternative, you can try using lockpicks to enter gun safes, albeit this technique involves a certain amount of luck because it is random.
There should be other ways of getting into a safe apart from lockpicks, right? Though it is a common tool, the lock of a safe can be destroyed manually by hittitsafe with a weapon. Another advantage of learning lockpicking is that one could make lockpicks, which are a useful source to open up safes.
Almost all of the game structures are close—90%—to containing a lockpick. orn in a home, shop, and other structures, always try to search for containers, drawers, and shelves to increase the chances of getting lock picks remotely. In the instance of using the lock here, then really have very many with you as they may break.
Aye, open a lock on a safe using whatever different way it can be manually opened. Some even have smash as an option, with items like clubs, sledgehammers, or even just fists for melee weapons, which can be repeated to be used. Firearms can be used as well, though they generally take more ammo and the noise may alert unwanted attention.
No, not really. You don't need the talent for lockpicking to open safes. This is one of the optional skills that grants you the ability to manufacture lockpicks, a renewable resource to unlock safes. If you do not want to waste skill points in lockpicking, you can still open safes through brute force on the locks themselves or use the lock picks, which are scattered among the game's environment.
You must have "The Great Heists Complete" in your read inventory to be able to pick locks. You can make lockpicks if you read this book because it offers the talent of lockpicking. Check out bookstores for heists such as this one, where you might find this valuable book.
Yes, gun safes are some kind of special safe in the game. All the same goes for gun safes—if we talk about them, then quite a lot of damage is to be dealt with before their lock gives and the safe is opened, compared to ordinary cases. That is usually 5,000 points worth, and with that being the case, a pickaxe and TNT are ironically the best guns for gun safes, as said by patch_ee. Lockpicks may also work, but it's a chance-dependent thing.
Now, about safes: safes do regularly contain valuables in 7D2D. As a general context of what they could include, examples start with weapons and ammunition, survival equipment, beneficial schematics through raw materials, and further. Most of these read-safes will be unlocked for potential access to very coveted items, so this does prove very advantageous for your gameplay.
Remember, once the game is released, you can always check for the latest information on how you can "blow the safe" safely. To be sure that you receive the freshest information on how to blow a safe, always keep yourself updated through the offered in-game guidance or manuals. You can also check community-shared information.
Conclusion
If it does not contain contraband, then a search warrant should not be obtained in a manner that amounts to a form of self-help law enforcement; for instance, by using pickaxes and TNT, it will be quicker to open locks.