Traps…

 

You must be very careful when it comes to disarming traps.  It’s been my general rule to never disarm only once no matter how wimpy or fierce the critter is from whence the box came.  Some of them are surprisingly difficult for their apparent fighting talent.

 

Normal disarm means to make another disarm attempt until you have safely disarmed the trap.  Remember that botched attempts can be fatal.

 

Don't forget to have your disarming toolkit available and open for the tools you will need.

 

You can either scroll down to the appropriate trap, or select from this list to access the one you want.

Poison Needle, Bloody Jaws, Jaws Trap II, Springs, Fire Cloud, Cloud, Dark Crystal, Glyph, Boomer, Rods, Scarab, Acid, Sulphur, Scales, Sphere

 

Poison Needle

Hrmmmm, you can see what appears to be a tiny hole next to the lock plate which doesn't seem to belong there. Looking closer you see a gleaming sliver of metal recessed in the hole.

 

Normal disarm: You will either block the tiny hole or prick your finger if you miss the trap.  The poison can kill if you don’t have quick access to an empath. This trap can be picked past.

This trap can be safely by-passed by bashing. 

Bloody Jaws

You see a pair of bloody jaws clamped tightly before the lock plate on the box."

Normal disarm:  You will either pop the pins with a twig, of the jaws will clamp down on your hand – removing it from your wrist. 

This trap resets itself after a failed attempt.

This trap must be disarmed before it can be picked.

This trap can be safely bashed past without disarming it.

Bloody Jaws Trap II

You notice a discolored oval ring around the outside of the box which makes you suspicious. Your suspicions are confirmed when you look inside the keyhole and notice the spring loaded jaws pressed flush against the box walls

Normal disarm: same as Bloody Jaws

Springs

After carefully examining the lock, you move on to the hinges of the box. Just as you were about to pass the box off as safe, you notice what appears to be the ends of springs incorporated with the hinges. Seems rather odd to have a box designed to spring open when it is unlocked

Normal disarm:  Either you will pop the springs (normally for a long wait) or you will experience painful head, eye and neck wounds.

This trap is safe once it has been set off.

This trap must be disarmed before picking the lock.

This trap must be disarmed before the box can be safely bashed

Fire Cloud

Looking closely into the keyhole of the lock, you spy a small vial of fire red liquid and a tiny hammer device which seems poised to shatter it

if the lock is tampered with.

Normal disarm: You will either bend the hammer out of striking range or you will catch on fire.  Remember to stop drop and roll, but it’s likely you could die.  May or may not have reverted to an area wide trap.

Pickers with enough skill can pick past this trap.

Bashers must disarm this trap to bash it safely

Cloud

Looking closely into the keyhole of the lock, you spy a small vial

of liquid and a tiny hammer device which seems poised to shatter if the lock is tampered with.

Normal disarm: same as Fire Cloud.  It is an area effect trap.

This trap can be picked around.

Bashers must disarm this trap to bash it safely

Dark Crystal

Looking closely into the keyhole of the lock you spy a small, dark

crystal which seems imbedded in the locking mechanism. It looks as if

opening the lock without the exact key should shatter it

Normal disarm:  You will either grind down the crystal with a file (from your toolkit) or the box will disappear into a hole in the ground.    This trap can be picked around.

Bashers must disarm this trap to bash it safely

Glyph

You notice some spider web like scratches on the lock plate which seem, after some bit of scrutiny, too organized to be just wear and tear...it might be some type of glyph spell."

Normal disarm:  You will either scrape until you have changed the meaning of the glyphs or you and the box will be banished to the Temporal Rift.  You’ll have to wander the maze until you find an exit.

This trap must be disarmed to avoid trips to the Rift.

Bashers should disarm the trap prior to bashing.

Boomer

Carefully you feel around the lock and notice the inside chamber is coated with a strange white substance. From you experience you recognize this as a common magical/chemical detonation system for an explosive mixture that was used to treat the box.

Normal disarm: Either you will dab mud on it (from your kit) or the box will explode and you will be burned.

This trap must be disarmed by all.

Rods

Looking closely into the keyhole, you notice a pair of small rods a hair's width from touching each other. Peering around inside of the keyhole,

you can see the lock would push the two rods together should the lock be tampered with.

Normal disarm:  Either the rods will be nudged out of alignment or you will receive a potentially deadly electrical shock.

This trap can be picked around.

Bashers must disarm this trap to bash it safely.

 

Scarab

Sea Green (Poison)

Sky Blue (Disease)

Blood Red

Opalescent

Onyx

Peering closely into the lock you spy a miniature sky-blue (several colors) glaes scarab wedged into the lock mechanism. The scarab’s surface is etched with tiny runes that seem to writhe as the light strikes them.

The description varies with each color.

Normal disarm: Either you’ll nudge the scarab to the floor in front of you, or it will bite you.

New scarabs can attack more than just the picker, so be wary.   

This trap must be disarmed by both Bashers and Pickers.

 

Acid

Peering closely into the lock, you spy a tiny vial placed just past the tumblers of the lock mechanism. It would appear that any tampering with

the lock mechanism would cause the tumblers to crush the vial and release whatever substance is inside

Normal disarm: Either you’ll push a cotton ball (from your kit) into the mechanism or your lockpick will disintegrate and the lock will be rendered unpickable…a basher’s delight.

This trap can be picked and bashed past.

Sulphur

Feeling around the inside of the lock, you notice the casing is coated with a rough, grainy substance. You lean forward and peer between the walls of the casing. Examining the lock closely, you notice a small bladder filled with a strange liquid wedged between the tumblers. With your face

this close to the lock, you pick up the faintest scent of sulphur.

Normal disarm: Either you poke a hole in the bladder with a needle (from your kit) or the bladder will shower you with sulphur, damaging all your major limbs – Incineration.

This trap can be picked past. (I only have second hand information on this)

Bashers must disarm this trap to bash it safely.

 

Scales

At first glance, the box appears to be covered with hundreds

of tiny metal scales.  Closer examination reveals the "scales" to be razor sharp at the edges and possessing of a downward-facing needlelike tip.  However, you should be able to avoid cutting yourself if you are careful.

 

You carefully open the lid of the box the tiniest bit, and peer inside.  To one side of the locking mechanism, you can see what appears to be a thin cord connecting the lid to something within the trunk itself.

After the initial disarm when you see the trap, you must Pick the box.

Then disarm it again.

It will prompt you to cut a thin cord with a dagger.  You must use a real dagger in your hand to do this.

This trap must be disarmed by all.

It is an area effect trap.

Sphere

Examining the strongbox, you locate a small dark red sphere held in a metal bracket towards the back of the lock mechanism. The spherical crystal gives off a strong internal heat, distorting the air around it.  Faint crimson and orange waves dance languidly just beneath the sphere's surface.  It appears that were the tumblers to be activated, the gem would be caught amongst them.

 

After your initial discovery of the trap, use your lockpick to nudge the gem in the mechanism so it falls away, leaving the box pickable.

Pick as normal after that.

This trap must be disarmed by all.