
wessims
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| STK Part 3 (The Mother Of All Traps) |
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I was just wondering if anyone had any good strategies for the huge fire/spike trap. I was able to clear the left wall so my party could pass, but spent an extra 10 min trying to disable the rest before dieing. Is there any trick to the rest of it?
***THIS POST HAS BEEN EDITED***
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| 09/11/06 09:21 |
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MindBullets
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| RE: STK Part 3 (The Mother Of All Traps) |
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I am shure there is but I usually just make a path for my team and just leave the rest alone. Though if someone knows a way to do it I would really like to know.
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| 09/12/06 08:15 |
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wessims
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| RE: STK Part 3 (The Mother Of All Traps) |
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That is what i am talking about. Thank god for the adventurers that think alike. I just want to know if for nothing else then to brag that i could do it. only problem is that i have not found a group willing to let me look for it for any good amount of time. i finish a path and it is on to the big fight.
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| 09/14/06 04:46 |
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MindBullets
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| RE: STK Part 3 (The Mother Of All Traps) |
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meh, I would be willing to help you, but I don't think 2 people can get that far. :(
But if you can get a clr with prot from fire, you should be able to search in the flames for a while, or at least 1:30(for a lv 5 clr)
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| 09/14/06 10:44 |
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wessims
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| RE: STK Part 3 (The Mother Of All Traps) |
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Yeah of a Wizard could cast it extended for 3 min. But i agree that without a full party even normal could be a little much for just 2 or 3 people.
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| 09/14/06 14:32 |
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SileaneNomm
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| RE: STK Part 3 (The Mother Of All Traps) |
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The traps can only be partially disarmed. There is a box on the western wall halfway through that has a spike trap around it and the other box is in the southeast corner.
Best of luck!
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| 12/05/06 09:50 |
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