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-   -   How to detrap spiked room in Bodhi's Lair Chap 3 - minor spoiler (http://www.ironworksforum.com/forum/showthread.php?t=55184)

Hayashi 07-03-2001 09:06 PM

I am doing the 3rd quest for Aran Linvail in Chapter 3. I have cleared out the upper level of the vampire lair and staked the 2 vamps.
There is this big room with spikes on the right of the level. It is trapped as every once in a while a trap will spring, injuring someone in my party. But Jan cannot find any traps and neither can Aerie even though she has cast 'Find Traps'.
Can these traps be detected and disarmed, like the 'normal' traps? I want to sanitise the area first before I proceed down to the next level.
Thanks in advance.

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"Butt-kicking for goodness!" - Minsc
"Cities always teem with evil and decay. Let's give it a good shake and SEE WHAT FALLS OUT!!" - Minsc
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joetbd 07-03-2001 09:11 PM

I was just in the same room (but in a different chapter), and I did not find the traps either. I dont remember that being a problem the first time I played through the game.

Eladamri 07-03-2001 09:19 PM

In the versus book, it said not to worry about the traps, since they only hit for a couple points of damage. I must be doing something wrong, because they hit my characters for around 20-30 damage each time. Is there a way around this?

skier9205 07-03-2001 09:21 PM

There's no way to detect the traps, not that I've found. Just cast haste on one character and draw the vamp out. If you run over them the traps may not even activate. (I think I activated about two traps).

Trunks the Fighter 07-04-2001 05:07 AM

HEL-LO?????
the reason why you take damage is to simulate your character tripping over, or standing on a spike by accident, and getting impaled, taking approximately 20-45 damage.

Gustave 07-04-2001 06:40 AM

Keep moving in some way, either by attacking or walking. the only time my characters were hit for huge amounts of dmg is when they stood around doing nothing.

Amergin 07-04-2001 08:08 AM

after realizing these traps weren't detecable, i went for my too-dangerous-to-fight-in-there tactic, which is to cast clairvoyance so i can send in a summoned monster to draw the vampire out. a hasted character (or boots of speed) has a very low chance of setting one off, but considering they hit for 30 pts of damage...

joetbd 07-04-2001 08:09 AM

Thats odd, I did not take any damage when standing still.

I guess the real answer is: get in and get out, and be ready to heal. Because we know this much, you can't disarm them. Or if you can, know one has said how.

Dundee Slaytern 07-04-2001 10:22 AM

Cheesy tip, http://www.tgeweb.com/cgi-bin/ubb/no...miles/wink.gif

Just summon 5 creatures and throw them into the room spike room...

Meanwhile, make sure your party is in the room with the long table out of sight and drinking tea and generally making merry. http://www.tgeweb.com/cgi-bin/ubb/no...miles/wink.gif

... if a summon dies, summon another and replace the slained in battle, for some irrational reason by the way, summons do not trigger the traps in the 'Spike Room'. http://www.tgeweb.com/cgi-bin/ubb/no...les/tongue.gif If you run out of summons and summoning spells, just rest and then proceed to summon more! http://www.tgeweb.com/cgi-bin/ubb/no...es/biggrin.gif

Of course you could join them in the fray, but due to the annoying risk of being level-drained and the fact that you may have an spike stuck up you a**, letting your gee-they-are-immuned-to-traps-summons do the dirty work or you seems more preferable. http://www.tgeweb.com/cgi-bin/ubb/no...miles/wink.gif

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If not a Sorcerer, then a Paladin.

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Avatar 07-04-2001 12:17 PM

I found a pattern...map it out...it's not entirely randomn...but I think changes in Chapter 6 for the harder


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