The bunkers doors were thick by comparison to its size. The sound it made was quite intimidating as its complex mechanics slowly raised the hundred ton steel door. Beyond the door, lies yet another door of the same design but this time it didn't have a security console beside it or anything that indicated that can be opened form that side. There was however a two-way intercom system that connected the outer area of the bunker to the ones who are actually in the bunker. Unfortunately the Com System has been damaged, a bullet has shot the thing's inner circuits and only an eerie static was constantly being broadcasted. They would eventually need to find something to replace the parts before they can completely repair the Coms.<br/><br/>Aside from this, there was nothing that was gonna let them in there unless they get that thing fixed. The good news is, there were a few things useable in this outer room, as it contains a few weapon chests and some personnel lockers. All of them had locks in them, but there are surely alot of ways to get pass a measly lock. There were 8 Weapons racks in all and 5 lockers. 3 of the weapons racks have been emptied and 2 of the lockers have been cleaned out. But still there were still enough lockers and racks to search through which will make one wonder... why didn't they take all of it?<br/><br/>There are 5 Weapons Racks left to loot and 3 Personnel Lockers to open. Opening them will consist of these options<br/><br/><strong>You want to do what?+Unarmed+Cons =</strong>Using barehands... isnt really advisable. but if you are strong enough you might be able to pry the thing open. Superman anyone?<br/><strong>Hard+Melee+Str =</strong>Using something heavy to smash the locks open. be advised you can only do this 2 times with that specific Item. should it fail twice. the specific item you used will be broken.<br/><strong>Difficult+Pistols+Dex =</strong>Going to shoot the lock? go ahead. just so you know, it costs one bullet. and what if you open the locker and there wasn't anything in it. Tough Luck.<br/><strong>Average+Sleight of Hand+Dex (Lock pick needed, hairclip, pen, or something pointy) =</strong>Well you wont have problems with this, only if you had the items for doing it.<br/><br/>Note: Players can now bring their SP/HP to Max Value. and put their status on top shape. (Except Red.) and do note by opening the outer doors of the Bunker<strong>doesnt</strong>negate the Safe Zone. so by attempting to open the lockers. you wont need to deduct your SP. however, by exiting the foyer the party has chosen to go forward with the story, which will negate the safe zone and all stamina costs will continue.<br/><br/><br/>