It's a trap! Condensed guide to traps in BG1
MacHurto
Member Posts: 731
Ok, so I am following Dudleyville/Gamesbanshee walkthrough and even if they tell you where the traps are, they don't say which kind of traps. I thought maybe we could make a thread writing down what kind of traps each of them is?
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Nashkell Mines Lv3: All arrow traps (dmg 4-10) except the last one before the door to Lv4 which is 3x Magic Missile.
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Nashkell Mines Lv3: All arrow traps (dmg 4-10) except the last one before the door to Lv4 which is 3x Magic Missile.
Post edited by MacHurto on
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I will post them on the first message of the thread as I encounter them, but if you already know some, fire away :-)
Maps contain for example the DCs of the traps and names of trap scripts. Unfortunately the map files are rather large (1 GB for all the BG1 maps, 1.25 GB for all the BG2 maps) so it's a little bit difficult to share this information.
In the mean time, I will just post the ones I find on my no reload. I save before doing the map with traps and when I am done with it (which includes disarming them), I will just reload and step on them to see what happens.
@decado Agree. Putting it here has two objectives:
1) Maybe someone smarter than me can do this in a better way and post it for everyone.
2) In 2-3 years, when I re-start my 2 year "I stop playing, I start again" cycle, I have an easy reference.
If it is just me updating this, it will likely only contain the traps for the critical path. Still useful for a solo no thief run, though :-)
Traps are written as 'Detect DC / Disarm DC - script name, [Unlock DC]'. Color is red for floor traps, orange for chest/door traps and yellow for locked chest/door traps. Maps contain much more information... shouldn't be too difficult to figure out.
And great stuff! I'm horrible with traps (what they do and where they are).
... and Durlag's Tower (part 2). And three... both parts too large to make them png files.
As for what the traps actually do when triggered... I leave it to someone else to make a list (with NI this shoudn't be too difficult). Very often the effect can be guessed by the script name. 'MM' is magic missile, 'AR' is arrow (piercing damage), 'LB' is lightning bolt, 'FB' is fireball, ...
This should cover nearly all of the traps in BG1 (enhanced edtion, without any mods and before any changes by scripts).
Another trap I've missed is in Candlekeep Inn actually...
Most likely a bug as the assigned script isn't a trap script and nothing happens if you don't disarm the 'trap'. Another strange thing about that chest is the key... it's a plate mail - not that you can get one that early (as far that I know).
Depends which traps you mean. The traps in the centre can't be disarmed, but there are traps at the side that can.
If you're feeling mean you can protect a character against magic damage and hop in and out of the traps in the centre to produce skull traps that kill enemies following.
If you're feeling even more mean you can trigger the lightning bolt repeating trap over and over again - killing Sarevok and all his party without ever coming into sight of them (even in LoB).
There are mods that change the traps. SCS has a component that removes them entirely, but also changes the final battle considerably as well.
This thread is awesome and incredibly helpful...however I am curious how you know the "caster level" of traps, how much damage it's supposed to do.
As an example, the "blood drops" surrounding the skull in the Temple of Bhaal clearly state in the code of the script that it's a generic arrow trap (SPWI005.SPL), and it looks like it deals 2d6 damage. However, the skull itself casts the Skull Trap wizard spell (SPWI313.SPL), but with no apparent caster level associated with it. It's supposed to do 1d6 per caster level. How do you know its caster level?
I suppose I could just test it by running headfirst into the traps repeatedly and see how much damage it does...