Ad placeholder

Teleporting Trap: Difference between revisions

From bg3.wiki
Jump to navigation Jump to search
(Created page with "{{UnderConstruction}} thumb|250px|A Teleport Trap on the bottom of the acid lake A '''Teleporting Trap''' is a unique type of Trap encountered only in the Creche Y'llek in Act One and/or Act Two of the game. A Teleporting Trap is not actually a mechanism, but a unique githyanki spell cast on the patch of the ground. All such traps that can be encountered in the game are placed in the Hatchery...")
 
mNo edit summary
 
Line 12: Line 12:


Teleporting Traps, unlike all other types of traps throughout the game, cannot be clicked by the player as a distinctive object and thus '''cannot be disarmed'''.
Teleporting Traps, unlike all other types of traps throughout the game, cannot be clicked by the player as a distinctive object and thus '''cannot be disarmed'''.
[[Category:Environmental objects]]
[[Category:Traps]]

Latest revision as of 08:47, 21 November 2024

A Teleport Trap on the bottom of the acid lake

A Teleporting Trap is a unique type of Trap encountered only in the Creche Y'llek in Act One and/or Act Two of the game.

A Teleporting Trap is not actually a mechanism, but a unique githyanki spell cast on the patch of the ground. All such traps that can be encountered in the game are placed in the Hatchery of the crèche as a means of safety for hatching Githyanki Eggs. If the player speaks with one of the Hatchery guards, they may find out that Teleporting Traps, as well as other defensive devices around like Gas Pits emitting Strange Gas and Repulsion Mines were designed and constructed by the Hatchery caretaker, Ko'kuu Varsh Ko'kuu.

Once triggered, Teleporting Trap has no harmful effect on the trespasser. Instead, it instantly teleports them into one of the iron cages placed opposite the Hatchery entrance, in the plain sight of the guard. However, the cages themselves stand in the lake of Acid, which levels up to mid-shin to an average-height character. As Repulsion Mines, placed all around, are designed exactly to push the possible trespasser away, the latter will most certainly touch a Teleporting Trap when landing.

Should the party choose to speak with Ko'kuu and upon successfully convincing him to surrender the last egg, the Teleporting Traps around the hatchery lose their function and teleport the party members triggering them into cages no more.[Needs Verification]

A Teleporting Trap can be spotted with an Investigation check check (instead of Perception for regular traps). On detecting, it will be depicted as a several concentric lilac-glowing circles with symbols in it, much resembling the result of casting Glyph of Warding: Thunder Glyph of Warding: Thunder.

Teleporting Traps, unlike all other types of traps throughout the game, cannot be clicked by the player as a distinctive object and thus cannot be disarmed.