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Open the manual to the correct section and follow the directions for finding the correct beginning location on the grid. Perform the action indicated in the beginning location. It doesn't matter which wire you perform the action on -- you can cut any of them, move any of them, remove any of them, etc. You just have to perform the correct action in the correct square.
If you perform the action indicated and the screen goes blank, that means you should perform the exact same action again -- cutting, moving, removing, adding, etc. More typically, however, a series of arrows will pop-up. Follow the arrows from your current square to the square indicated and perform that action.
You'll be required to perform around five or so (never really counted) actions before there will be a little chime and the screen will turn into the image of a tree or something. That means it is now safe to, well, crack the safe.
I crack every single safe I can get my hands on. I have never had it 'not work' or 'fail'. It works if you do it correctly. That's basically the number one rule of this game. 'Correctly' isn't always intuitive or easy to figure out, but there is always a 'correctly'.
Cheers.
That's what I figured. It just doesn't seem to be "active" and it's not on my printout of stuff to fix, so it just seems like the module is in some kind of weird limbo? It can be broken by fiddling with it, but there's nothing to "fix" by default.
If it's not on the list of stuff that's broken, does it still need to be "disarmed" before opening a safe normally?
If it's not on the list of stuff that's broken, does it still need to be "disarmed" before opening a safe normally? [/quote]
From my experience, it is entirely safe to ignore as long as you dont ♥♥♥♥ up 3 times on the safe itself. it just boots you out of the job early if you ♥♥♥♥ up the safe too much, so my priority usually is just to do the job, then do the safe last, reactors and all put back before messing with the safe.