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Evil Pit - Traps bugged?


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#1
Dr.Goodspeed

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Hey guys,

at the moment I'm doing the 'Forbidden Knowledge' Quest and I just entered the Evil Pit. At the beginning there's a trap that cannot be avoided but has two disarming switches to disable it later. So far so good.

Then after the locked door, there's another set of traps. One 'Complex' and one 'Master'. Since my rogue has 45 cunning they are easily dispatched of and I go on through the next door. There however, are the same types of traps I just disarmed. However I can neither detect nor disarm those traps.

These are NOT the type of traps I mentioned in the beginning. They are NOT activated inevitably and there is NO disarming switch after you've activated them. They should be just standard traps with diffculty XY and yield XP. Yet I cannot detect or disarm them despite my 45 cunning.

Can someone please tell me if this happened to you too or if it's just me? Things like that really bother me even if it's only a couple of hundred XP. Any help/responses would be greatly appreciated.


So long,
Goodspeed

#2
Dr.Goodspeed

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Heather Cline wrote...

Evil Pit, party make-up, aveline, femhawke rogue class, isabela,
merrill. My rogue femhawke has a cunning of 40. Two sets of traps in
the Evil pit cannot be detected or disarmed. They are in the long
corridor beyond the room that you have to have a rogue to open the
locked door with. First trap in the long corridor is a trap that sets
off arrows. The second trap sets off poisonous gas. Cannot disarm
either and cannot detect them, though I can see the silhouettes of the
traps just fine for avoiding. My characters cannot avoid them unless I
force them to move around the trap triggers.


This is a post from the XBox 360 Tech Help forum that seems to confirm the bug.

http://social.biowar...index/6491030/4 (first post on that page)

Can anyone else confirm it?

#3
hoorayforicecream

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Do they just have higher-than-normal cunning requirement? Try using the console to boost Hawke's cunning to 50 and see if that turns them visible.

#4
Dr.Goodspeed

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hoorayforicecream wrote...

Do they just have higher-than-normal cunning requirement? Try using the console to boost Hawke's cunning to 50 and see if that turns them visible.


I don't cheat. Ever. Not even for testing reasons.

HOWEVER I did use a Maker's Sigh potion to boost my cunning. The requirement for those traps is indeed 50. Whether this is a bug or not I do not know, but it's definitely strange as the manual makes you thing 40 is all you need for Master Traps/Locks and that seems to be accurate, except for those two traps in the Evil Pit.