The Great Elanthian Lockpicking Contest

The Great Elanthian Lockpicking Contest is a game for everyone who ever called himself a “Locksmith”. You don’t have to be a rogue by profession to participate in this Contest, although it sure might help J. Here’s your chance to see how good are you with traps and locks and how well are you faring under pressure.

The Contest is planned to be held during a weekend (Friday-Sunday) with level ranges from 6 to 120 spreaded more or less equally during those three days. There will be 12 age groups, with 10 level interval (ie. a group for ages 11-20, 21-30 etc).

Contestants will be divided in groups of 10 people within each level range for preliminary rounds. Each group within a level range will be playing a NORMAL THREE-ROUND game with 3 winners (for 1st, 2nd and 3rd highest scores) to be determined. After all same level groups finished their preliminary rounds first 3 highest scores from each group will have a chance to compete against each other in a final SPEED-ROUND game. A player with 1st highest score will be awarded as a winner for his age group.

Contestants MUST use only lockpicks provided by mentors. In case of breaking a lockpick, player will need to ask Mentor for replacement. (Mithril picks will be used for each and every level group).

There are three versions of rounds that might be used during the Contest:
1. RULES FOR NORMAL THREE-ROUND GAME:
1. This is a contest of lockpicking skill, and as such, the Unlock and Disarm spells are completely disallowed.
2. Contestants will use the same tools, which will be provided by contest officials.
3. Each participant will have three rounds with one box per round.       Points accumulate from one round to the next, excepting tie-breaker rounds.
    Round 1: No magic is allowed.
    Round 2: SELF-CAST locklore and traplore are allowed.
    Round 3: Scrolls*, wands, rods, and SELF-CAST lores are      allowed. Locks and traps will vary slightly within a given range.
 4. After three rounds, points are tallied and recorded.  The top three scores in a given level range will go on to the finals.  Any ties will be broken by a "sudden death" round between the tied players, where the highest score for that single round determines the winner.
 5. Any lock picked that results in a trap going off will yield no points for lock or trap.  If a trap is of a type that may be "picked around", then doing so is perfectly legal, but will result in no disarming points for the box.
 6. Any injury resulting from the contest is the responsibility of the participant.
 7. Any and all decisions made by contest officials are final.

  * Although scrolls are allowed, you need free hands to use one, and once a contest box is in your hands, you may not set it down AT ALL, or it will vanish and you will likely gain no further points that round.

 SCORING
 4 points - Disarming any trap
 2 points - Picking any lock
 6 points - Picking the first lock in a round
 3 points - Picking the second lock in a round

2. RULES FOR SPEED-ROUND WITH MAGIC:
1. This is a contest of lockpicking skill, and as such, the Unlock and Disarm spells are completely disallowed.
2. Contestants will use the same tools, which will be provided by   Contest officials.
 3. Each participant will attempt to disarm and pick as many boxes as they can within an allotted amount of time.  Scrolls*, wands, rods, and SELF-CAST lores are allowed.
 4. After each round, points are tallied and recorded.  The top three scores in a given level range will go on to the finals.  Any ties will be broken by a "sudden death" round between the tied players, where the highest score for that single round determines the winner.
 5. Any lock picked that results in a trap going off will yield no points for lock or trap.  If a trap is of a type that may be "picked around", then doing so is perfectly legal, but will result in no disarming points for the box.
 6. Any injury resulting from the contest is the responsibility of the participant.
 7. Any and all decisions made by contest officials are final.

  * Although scrolls are allowed, you need free hands to use one, and once a contest box is in your hands, you may not set it down AT ALL, or it will vanish and you must get another box.

 SCORING
 4 points - Disarming any trap
 2 points - Picking any lock
 6 points - Picking the first lock in a round
 3 points - Picking the second lock in a round
 
3. RULES FOR SPEED-ROUNDS WITH NO MAGIC:
 

1. This is a contest of lockpicking skill, and as such, the Unlock and Disarm spells are completely disallowed.
 2. Contestants will use the same tools, which will be provided by contest officials.
 3. Each participant will attempt to disarm and pick as many boxes as they can within an allotted amount of time. NO magic will be allowed.
 4. After each round, points are tallied and recorded. The top three scores in a given level range will go on to the finals. Any ties will be broken by a "sudden death" round between the tied players, where the highest score for that single round determines the winner.
 5. Any lock picked that results in a trap going off will yield no points for lock or trap. If a trap is of a type that may be "picked around", then doing so is perfectly legal, but will result in no disarming points for the box.
 6. Any injury resulting from the contest is the responsibility of the participant.
 7. Any and all decisions made by contest officials are final.

 SCORING

 4 points - Disarming any trap
 2 points - Picking any lock
 6 points - Picking the first lock in a round
 3 points - Picking the second lock in a round

The Bizarre Monolithic Contraption will generate all the boxes for the Contest. Only Mentors and game staff are able to operate the Contraption.