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Two-thief trap detection & removal?

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Kai van Lopik

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Jun 21, 2000, 3:00:00 AM6/21/00
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I just picked up Coran and since he had 60% on opening locks, I figured
I'd put all his subsequent percents into that ability, making Imoen the
expert on finding them. However, when Imoen finds a trap and Coran tries
to remove it, I invariably get the message "trap not removed." Don't
these guys tell each other where the traps are? Do I have to have the
same thief detect and remove the trap? Has anyone been successful at
specializing thieves in this way?

M.D. Mackey

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Jun 21, 2000, 3:00:00 AM6/21/00
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In PnP, at least, removing traps uses the 'Find Traps' skill. As far as
I could tell, BG does this as well. Use Imoen to remove the traps if her
Find Traps skill is higher than Coran's.

--
Mark Mackey
"He who has had, has been, but he who hasn't been, has been had."

m...@tady.org

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Jun 21, 2000, 3:00:00 AM6/21/00
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Kai van Lopik wrote:
>
> I just picked up Coran and since he had 60% on opening locks, I figured
> I'd put all his subsequent percents into that ability, making Imoen the
> expert on finding them. However, when Imoen finds a trap and Coran tries
> to remove it, I invariably get the message "trap not removed." Don't
> these guys tell each other where the traps are? Do I have to have the
> same thief detect and remove the trap? Has anyone been successful at
> specializing thieves in this way?

Interesting. One could argue it's a bug or a feature. Try this,
if you can: cast find traps, then try disarming with Coran. If
that works, you have found undocumented feature. :-/

--J
Replies to: jNpolak(at)Ojuno(dot)Tcom

Colin E

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Jun 21, 2000, 3:00:00 AM6/21/00
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Kai van Lopik <K.van...@student.kun.nl> wrote in message
news:MPG.13babb912...@nntp-srv.sci.kun.nl...

> I just picked up Coran and since he had 60% on opening locks, I
figured
> I'd put all his subsequent percents into that ability, making
Imoen the
> expert on finding them. However, when Imoen finds a trap and
Coran tries
> to remove it, I invariably get the message "trap not removed."
Don't
> these guys tell each other where the traps are? Do I have to
have the
> same thief detect and remove the trap? Has anyone been
successful at
> specializing thieves in this way?

If you get the "trap not removed" message try again [after a 6
second interval]. If Coran continues to fail then his 'find
traps' [not his lock-pick skill] just isn't high enough and
you'll have to let Imoen clear them.
--
Colin E.

NottChet

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Jun 22, 2000, 3:00:00 AM6/22/00
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In article <MPG.13babb912...@nntp-srv.sci.kun.nl>, Kai van Lopik
<K.van...@student.kun.nl> writes:

>I just picked up Coran and since he had 60% on opening locks, I figured
>I'd put all his subsequent percents into that ability, making Imoen the
>expert on finding them. However, when Imoen finds a trap and Coran tries
>to remove it, I invariably get the message "trap not removed." Don't
>these guys tell each other where the traps are? Do I have to have the
>same thief detect and remove the trap? Has anyone been successful at
>specializing thieves in this way?

I believe the remove-trap skill is tied to the find-trap skill, not the
open-locks skill. Whoever is better at finding them should be better at
removing them.

---
Freudmund

m...@tady.org

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Jun 22, 2000, 3:00:00 AM6/22/00
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Perhaps should but ain't.
From BG v5512, Character Generation - Skills

Click on Find Traps

FIND TRAPS: A thief uses this ability to find small traps, pit
traps, and alarms. This ability does not find large mechanical
traps.


Click on OPEN LOCKS

THIEVERY: A thief uses this ability to pick pad locks, door
locks and combinations locks. He also uses it to disable traps.

--J
Replies to: jNpolak(at)Ojuno(dot)Tcom

Mark Blunden

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Jun 22, 2000, 3:00:00 AM6/22/00
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m...@tady.org wrote in message <39526D86...@tady.org>...

That is in there, yes, but it's wrong. I believe the manual gets it right,
describing the Find Traps skill as Find/Remove Traps.

That bit of incorrect text has confused many a player, but in practice the
Find Traps skill also determines the thief's ability to remove traps.

--
Mark.
mar...@btinternet.com

* It wasn't that he was unaware of the despair and nobility of the human
condition. It was just that as far as he was concerned you could stuff it.


Warren Massey

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Jun 22, 2000, 3:00:00 AM6/22/00
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Is the "6 second interval" a known feature of the game?
--
WNM


"Colin E" <co...@elliottc.globalnet.co.uk> wrote in message
news:8iqrd9$qon$4...@gxsn.com...

Mark Blunden

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Jun 22, 2000, 3:00:00 AM6/22/00
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Warren Massey wrote in message ...

>Is the "6 second interval" a known feature of the game?>--

Yes, in BG one game round = 6 seconds, so, for instance, your 'find traps'
skill is invoked (if active) once per round, e.g. once every six seconds. If
you don't go slowly enough, those 6 seconds can be enough time to move from
out of detection range of a trap to standing on top of it, which is why you
should 'stop-and-start' when detecting traps. Likewise with disarming, you
can only try once per round, e.g. once per six seconds.

--
Mark.
mar...@btinternet.com

* Hex 'em till they glow, then curse them in the dark


Colin E

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Jun 22, 2000, 3:00:00 AM6/22/00
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Warren Massey <Mas...@LLNL.Gov> wrote in message
news:Xku45.17279$9x5.5...@zombie.newscene.com...

> Is the "6 second interval" a known feature of the game?
> --
> WNM
>
Yes. Each game round occupies 6 seconds. If you issue a 'new'
instruction within that period, the previous one is ignored and
the character attempts to carry out the latest instruction.
If you don't allow time for instructions to be carried out [for
the round to end] you can issue as many commands as you like and
the character will do nothing.
--
Colin E.

m...@tady.org

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Jun 22, 2000, 3:00:00 AM6/22/00
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My experience suggests disable == open. Though that's difficult
to "prove" (even to myself). I'll see if I can create a "test"
condition, a la Open:1 percent and Find:100 pct vs. Find: "very
low" pct. and Open:100.

--J
Replies to: jNpolak(at)Ojuno(dot)Tcom

Horosco

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Jun 28, 2000, 3:00:00 AM6/28/00
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Kai van Lopik <K.van...@student.kun.nl> wrote in message
news:MPG.13babb912...@nntp-srv.sci.kun.nl...

> I just picked up Coran and since he had 60% on opening locks, I figured


> I'd put all his subsequent percents into that ability, making Imoen the
> expert on finding them. However, when Imoen finds a trap and Coran tries
> to remove it, I invariably get the message "trap not removed." Don't
> these guys tell each other where the traps are? Do I have to have the
> same thief detect and remove the trap? Has anyone been successful at
> specializing thieves in this way?

If you can't see the device that the tripwire is attached to, how can you
immobilize it so you can cut the tripwire?

--
Horosco Diof Noanma

Mark & Susan Kirby

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Jun 29, 2000, 3:00:00 AM6/29/00
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I routinely use this method.

I give Imoen all of her skills in detecting traps and let her find them.

I normally play a fighter/thief and I specialize in lockpick.

I always have Imoen spot the traps but use my character to disarm the traps.

My detect trap skill level is usually very low and remains at what I had to
start (~30-40%).

One thing that may be important. I make sure I leave Imoen where she is
when she detects the trap so I can still "see" it when I go to disarm it.

Mark

Arkhonn

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Jun 29, 2000, 3:00:00 AM6/29/00
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You're better off using one thief. Use hide in shadows then
immediately go into detect trap mode. Your character will remain
hidden for a short period of time. During this period you can
usually detect traps and return safely. Then repeat the
technique to disarm traps. Then repeat it again to detect traps
further down the hallway. etc. It takes awhile to get used to
the timing.


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