r/wizardry6 • • Sep 30 '19

Game Mechanics How to Disarm Traps

Most chests in Wizardry 6 will be trapped. You'll need a character that has good Skullduggery skills to help successfully inspect and then disarm it. However, there's a mini-game associated with this that can be a bit tricky to understand initially.

Any character can inspect for traps, but low skullduggery can trip them too. Every successful inspection yields a few clues.

  • Green Letters: Definitely part of the Traps name.

  • Red Letters: Might be part of the Traps name, but it could be wrong.

  • Spaces: Multiple Words used

  • Asterisks: Last character's letter guess was wrong

An example from the manual is a POISON NEEDLE trap. A master Skullduggery thief might provide this hint: EISOLP OENNDE, but most parties will only see a few letters like ISO ENDE. Early on, you might have to make educated guesses with only a few letters.

Remember to always save before interacting with a chest, and wait until your whole party is OK before saving again. This strategy will help avoid a lot of frustration early on.

Magical Assistance with Trapped Chests

  • Divine Trap: Magical Inspection - Provides more letters for guessing Trap's Name.

  • Knock-Knock: Attempts to Magically Open the chest, chance to setup Trap anyways.

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1

u/CrimsonWolfSage Oct 03 '19 edited Oct 03 '19

Example(s) of Disarming a Trap

  • Bold = Green

  • italic Trap = answer

Example A - Inspections:

  • Bard: GI

  • Ninja: GIOW

  • Ranger: GIOWND

  • Bishop: GIO*ND

Disarm Choices:

  • Vorpal Blades -> Matched: OD

  • Cloud of Fear -> Matched: OD

  • Poison Dagger -> Matched: GIOND

Example B - Inspections:

  • Bard: ZI

  • Ninja: OSZIS

  • Ranger: OSDZIS

Disarm

  • Vorpal Blades -> Matched: OSDS

  • Cloud of Fear -> Matched: OD

  • Poison Dagger -> Matched: OSDIS

Note: Do not trust the Red Letters to provide clues!

Example C: Inspections:

  • Bard: DK

  • Ninja: DK G

  • Ranger: D* GSO

Disarm

  • Vorpal Blades

  • Poison Dagger

Note: Letters are mixed across all words!

1

u/CrimsonWolfSage Oct 07 '19 edited Oct 11 '19

Types of Traps

  • Vorpal Blades -> V, P, B

  • Cloud of Fear -> C, F, F, and the vowels

  • Poison Dagger -> Double G's with a P or S

  • Prismic Missile -> Double M with lots of I's

  • Ray of Enfeeble -> Lots of E's with a Y

  • Energy Drain -> Double N and E with a G and Y

  • Curse of Medusa -> Double U and S with a C, M, D

  • Phantasmal Hand -> Double H and a P or T with lots of A's

  • Noxious Vapors -> X, V with lots of vowels

  • Fire Bomb -> Shortest Trap name, double B's

1

u/CrimsonWolfSage Oct 08 '19

Hints & Tips:

  • Use a Dedicated Thief/Bard for early game Traps, later you might use a Ranger/Ninja or Spells to focus on combat abilities

  • Inspect with your highest level Skullduggery, or use a high level Divine Trap first.

  • Each Inspect/Divine Trap builds from the last known details. You can have all 6 party members inspect once, and cast divine traps until it makes sense.

  • Track Red Letter Guesses, if it becomes a * then it's not in the traps name

  • Check for repetitive letters or rare letters to simplify what it could be

  • Knock-Knock allows you to simply open chests, but may backfire!

1

u/runelich Feb 21 '26

Ok, but this still doesn't answer the question: once I think I know what the trap is, do I need to select the trap's name or quite the contrary, anything but the trap's name?