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Teleporting Trap

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A Teleport Trap on the bottom of the acid lake

A Teleporting Trap is a unique type of Trap encountered in the Creche Y'llek in Act One and/or Act Two of the game. Also, the sigil circles in the Vaults section of the Counting House in Act Three have the same effect if triggering.

A Teleporting Trap is not actually a mechanism, but a unique spell cast on the patch of the ground. Traps of this kind placed in the Hatchery of the crèche are 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 in the Hatchery, as well as other defensive devices around like Gas Pits emitting Strange Gas and Repulsion Mines were 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 onto a prerequisited point nearby. In the Crèche Y'llek, the traps move the character 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.

In the Counting House Vaults, the Teleporting Traps simply return the character to the entrance of the section, causing no harm at all.

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. However, the traps in the Counting House may be deactivated by pressing two buttons inside the room.