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 Post subject: Traps in ICC
PostPosted: Wed Jan 06, 2010 12:00 pm  
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Joined: Wed Jan 10, 2007 3:51 pm
Posts: 386
Location: Dallas, TX

I've been getting some questions about handling traps in ICC so I thought I would toss out what I've learned and read:

Wing 1 - The traps are big, raised circular objects on the floor with what looks like swirling smoke in them. You can only disarm from stealth. The have a tendency to appear late, so move carefully. Last night with the dungeon lag I somehow tripped one from several yards away before I ever got the "gear" to appear for the disarm. If you disarm them, they will reset about an hour after the disarm. So you can go back and get that rep I guess. ;)

Wing 2 - There is a lever between the first two gas traps at the start of the level. Wait until the gas traps stop discharged, moved to it, enter stealth, disarm it. If you click it while the traps are discharging you can leave them stuck in the "on" position, apparently. Which is bad. Successfully pulling this lever means noone has to run the new "frogger gauntlet," which will be much appreciated. Some commentators say if you time it wrong, and the gas is stuck in the "on" position, you can pull the lever again and restart the cycle. Not sure about this - I lucked out and pulled it at the right time last night. There are also traps in the halls before fester and rot that look like the traps from wing 1. They supposedly cause a pack of 15 geist to appear on your position and attack.

Wing 3 - ?

Wing 4 - ?
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