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The
Course
There
are six main lockpicking"challenges" in the Gringo Warrior course,
plus two built-in opportunities for extra bonus points.
Additional
points are also awarded for speed as well as general badassery.
If
you would like to know the details of what, exactly, the six stages of
the game are and how to maximize your score, including your bonus points,
feel free to observe the specific details of the course's construction
on the hardware page and read on here for additional
summaries of each challenge you will face...
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Handcuffs
Escape
from the handcuffs that your captors have slapped on you.
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Easy... Smith & Wesson police cuffs in front
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Medium... S&W police cuffs in back -or- ASP tactical
handcuffs in front
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Hard... ASP tactical cuffs in back
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Lameness...
Only half-points will be awarded if you use a proper handcuff
key to escape
NOTE
- if for some reason a contestant gets badly stuck in their
handcuffs, we allow another individual to assist them if half
the time has expired and they are still on stage one. Hypothetically,
the player can bribe or coerce another prisoner in this fictional
jail to reach through the bars and help them with the cuffs. Players
who use this option are popped half-way out of the cuffs and do
not earn points for the handcuff stage, but they may proceed on
to the rest of the course with the two and a half minutes that
remain.
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Room
Door
Open
up the locked door to the room in which you are being confined.
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Easy... Cheap doorknob, 2-pin lock
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Medium... Typical doorknob, 5-pin lock
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Hard... Commercial doorknob, 5-pin lock with some spool pins
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Guard
Take
out the man who was left to guard you.
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Easy... Disable him where he stands
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Medium... Take basic steps to restrain or hide him
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Hard... Totally secure the guard and leave no trace of him
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Super... It is always possible that
you could do something that so surprises and impresses the staff
or the crowd watching you that even more points are awarded. Be
creative and unique, but try not to damage the dummy... who knows
what it may do for your score!
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Filing
Cabinet
Recover
your confiscated passport from a filing cabinet.
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Easy... Cheap two-wafer lock
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Medium... Typical four-wafer lock
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Hard... Well-engineered five-wafer lock
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Lockers
Pop
open a padlock in order to access a locker where you can find
a uniform to disguise yourself
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Easy... 2-pin padlock
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Medium... 4-pin padlock
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Hard... 5-pin padlock with security pins
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Outside
Door
Escape
to the outside and get one step closer to freedom.
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Easy... Common deadbolt with a 2-pin lock
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Medium... Average deadbolt with a 5-pin lock
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Hard... Commercial-grade 5-pin deadbolt with some special
security pins
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Ninja
Bonus
points are awarded for inconspicuousness.
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Easy... Leave behind no tools or belongings that could identify
you
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Medium... Take steps to not look suspicious when heading to
freedom
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Hard... Fully clothe yourself as one of your captors and leave
no trace
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Super... As with the guard, it is always
possible that you could do something that so surprises and impresses
the staff or the crowd watching you that even more points are
awarded.
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Transportation
Take
one of your captors vehicles in order to hasten your escape.
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Easy... Old automobile door lock, only two wafers
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Medium... Average automobile door lock, four wafers
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Hard... Modern automobile door lock, five wafers
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It
is possible to advance through the course in a methodical way, attacking
every stage, or it is possible to take a faster alternative route.
To
reach "freedom" one really only has the obligation to
unlock your "room door" and open the deadbolt of the "outside
door" to escape. Now, you will naturally be sacrificing the points
that could be achieved on the filing cabinet and the car, not to mention
the fact that you will likely not be at all "inconspicuous"
(especially if you're not fully out of your handcuffs) but that does count
as a completion.
Similarly,
people who are past the "outside door" and thus have left their
captors' facility may spend any remaining time trying to open the automobile
lock. They are already "free" and therefore cannot be disqualified
(persons who fail to escape from the facility itself are thanked for their
efforts but their scores are unofficial) but are allowed to spend time
(remember, time points are valuable) attempting an automobile lock. Similarly,
one can go backwards through the course and attempt a stage that
was skipped... people do this with the "filing cabinet" lock
once they have successfully achieved their freedom and this is not a problem.
However, if you are still "within" the fictional jail and time
expires then you lose. Being "outside" in under five minutes
is the key.
As
you might be able to see, there is a certain strategy that comes with
balancing one's picking and one's time. Spending more than 40 seconds
on any difficult lock is ill-advised, since if a player were to have chosen
an easier lock and opened it right away, that would have actually resulted
in an equal score. If a lock doesn't open for you in about 30 seconds,
move to an easier one and hope that you can get it in 10 seconds or less...
you'll come out ahead as far as the final score is concerned.
If
you have additional questions or comments, you can email us anytime at...
gringo@deviating.net
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