Durlag Tower Traps
fireside0244
Member Posts: 6
Hello. I recently made a forum to ask for help and they thought I should create a post here too. In Durlag's Tower I ran into several interesting problems. The first being that there was several traps where I disarmed them AND got a Trap Disarm text but, it was still there and it sprung on Imoen my thief.
Then the traps right before the Level 3 Wardstone in Durlag's Tower (Level 2 Basement) can't be disarmed even with a mastery thief potion. I can't simply run them over with my tank because it causes instant death.
Until this issue gets resolved I am stuck and can't really play Baldur's Gate. Please look into it. Thank you.
Then the traps right before the Level 3 Wardstone in Durlag's Tower (Level 2 Basement) can't be disarmed even with a mastery thief potion. I can't simply run them over with my tank because it causes instant death.
Until this issue gets resolved I am stuck and can't really play Baldur's Gate. Please look into it. Thank you.
Post edited by Aedan on
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Comments
Also, if you're try to disarm a trap, and you get the "trap disarmed" message, and then you end up setting off a trap when you move forward, it's possible that there's just another trap there.
Which would imply that there's something amiss. Unless the OP is misreading the message "Trap NOT disarmed", which I do all the time, or (perhaps due to using the wrong potion) is failing to detect another more complex trap nearby which is triggering, which is unlikely if the Detect Traps spell is in use.
rightleft of the box you type in). Simply attach the screen shot.Some traps remain active even after tripping them. You must actually disarm them with a thief to get rid of them. This was mentioned in your other thread. With regards to it hitting you through a wall, that's just because the trap is shooting arrows, so there is some delay for the arrows to get to you. During this delay you can move to the next room, so it seems like you're being shot through a wall. The same thing can happen when you fire a projectile or spell at a moving target. I would consider this more of an engine limitation than a bug.
Pic # 2:
See above about some traps remaining active.
Pic # 3
That chest actually is trapped. I've had something like this happen to me in the past, where the red highlight that indicates a trap disappears. I think it happens when you detect a trap, save, and then reload. The trap is still considered "detected", meaning that when you try and use the thief skill on the chest, it will attempt to disarm the trap, but the red highlighting is gone. If you turn on detect traps again, the red highlighting will come back (but you won't get the "trap detected" message again). So I guess the fact that the red highlight disappears on reload can be considered a bug. Not letting you pick the lock before disarming the trap (if the trap has already been detected) is something that exists in the original BG, but you could make a feature request for an option that would allow you to select whether you wanted to pick the lock or disarm the trap when using the thief skill on a container.