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-   -   How do you disarm Traps? (http://www.ironworksforum.com/forum/showthread.php?t=905)

2marshall8 07-16-2001 06:12 PM

I'm stuck in the dungeon in the mines where there's traps all around the door. how do I avoid them or disarm them?

Smurfan 07-16-2001 06:22 PM

You need a thief or a charachter with detect trap/disarm trap skills.
It's quite some time since I played BG1 so I don't really remember..

If you have a thief/ranger you should be a able to use the thieving
skills and activate the 'detect trap' function. (Remember as fast
as you perform any other action with the charachter, such as cast
spells or attack a monster, the detect trap skill stops working).
Move carefully over the ground and your thief will detect the traps
some distance away, depending on how good the charachter are at
detecting traps.
When you've found a trap (show up as red areas on the ground), activate
the thieving (steal/pick locks/pick pocket, same for all) action and point at the red area. The thief will now attempt to disarm the trap. If successfully
or not also depends on the skills in disarming traps. If the charachter
isn't very good at it, he/she might set off the trap accidentially.

Also, I know priests/mages sometimes has spells for detecting traps, but
I can't remember if they also can disarm traps.

Check thru your charachtersand see if any has thieving skills or spells for this. I wish you luck!

//Smurfan


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The manual said the program required Windows 95 or better, so I installed Linux
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Darkman 07-16-2001 06:42 PM

Ah, I had a similar experience at the same location my first time through http://www.tgeweb.com/cgi-bin/ubb/no...es/biggrin.gif

Actually I don't think the BG1 manual mentioned how to disarm traps, which is rather essential information in my opinion. First your thief must have spotted the trap with his trap disarm ability (warning: a thief will stop looking for traps if you have him perform any action other than walking). Now have your thief walk near the trap and use his thieving ability on the red highlighted trap just as you would unlock a locked chest. If all goes well then the trap will be disabled and your party will be free to pass. It is of course a good idea to save the game before hand though, in case something goes awry http://www.tgeweb.com/cgi-bin/ubb/no...miles/wink.gif

Alternately, you could have a worthless NPC that you don't much care for and that is easily replaced (a certain half-elf/half-chicken comes to mind...) join your party for the sake of setting off traps. If he gets killed, no big loss! http://www.tgeweb.com/cgi-bin/ubb/no...miles/hihi.gif

-Darkman

Sir Taliesin 07-16-2001 07:56 PM

Quote:

Originally posted by Darkman:

Alternately, you could have a worthless NPC that you don't much care for and that is easily replaced (a certain half-elf/half-chicken comes to mind...) join your party for the sake of setting off traps. If he gets killed, no big loss! http://www.tgeweb.com/cgi-bin/ubb/no...miles/hihi.gif

-Darkman

<font color=orange> HEY I was going to say that!!! No Fair!!! Seriously a cleric can find the traps for you if he or she is high enough in level and has that spell loaded, but a thief is the way to go.</font>



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Sir Taliesin

http://www.dabros.com/images/sigs/giant.gif

If they take my gun can I still use my Axe?


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