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Trap

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Traps can be found in many caves, elven ruins, and mines in Cyrodiil. In addition, the planes of Oblivion feature unique traps and hazards. Should a character trigger the trap, the trap can deal a lot of damage, and potentially kill a character, if the character does not move.

Contents

[edit] Types

[edit] Ayleid trap

Elven ruins have traps like those above, but also have unique traps, primarily in large open rooms. There are several variations:

  • Gas Chambers – When the player enters the center of this room, walls surround the player and poisonous gas begins to emit from a grating in the center of the room. These traps do trivial damage at high levels, but lower level players may want to keep poison resistance potions handy.
  • False Floor Spike Traps – When the player steps onto this hole-ridden platform, the floor drops the player onto spikes underneath. Avoid these areas of the floor, jumping corners if necessary.
  • Crushing trap – The opposite of the falling floor, when a player steps onto this floor, the floor quickly raises and crushes the player in a ceiling of spikes. Watch for enemies to get caught on these, and look up every once in a while.
  • Spiked Dragging Grate – Typically found on long, elevated bridges, this is a large grate covered in spikes that drags from one end to the other with lightning speed. These are almost always fatal but are easily dodged by stepping into a side hallway after the grate has passed you.
  • Dark Welkynd Stones – These look similar to Welkynd or Varla stones. They are proximity activated. When the player gets sufficiently close, they begin to glow red and discharge potentially lethal frost missiles. Move in between cover to stay alive and put on some frost damage mitigation gear, because the missiles are very accurate.

[edit] Blade trap

A pressure block or motion sets of a series of blades which either move guillotine-style or by pendulum swing. These tend to be in hallways and can cause significant amount of damage, even if the player merely touches them. Pendulum blades are easily avoided by timing your steps appropriately. Jump over the guillotine blades as they drop rather than trying to run under them.

[edit] Dart trap

Some areas have holes in the walls which will fire darts at the player if he or she walks in the line of path of the holes. Motion sets off the darts, which can rapidly degrade health. These traps are usually arranged in such a way that there is only one safe means to cross a room. Watch for the holes on the walls and find an alternate route.

[edit] Pressure-plate trap

Some traps are activated by stepping on a circular pressure plate, which usually releases a swinging barrel, log, or spiked ball. One can avoid the trap by jumping over the plate, springing the trap by attacking it, or moving around it.

[edit] Spiked pit trap

Some caves and mines have holes in the ground that drop into spikes. Although the hole is fairly obvious, a player who continually looks straight ahead or upwards will fall into it. Lucien Lachance's home at Fort Farragut is a good example.

[edit] Tripwire trap

Similar to pressure-plates, trip rope traps usually trigger a swinging barrel, log, or spiked ball. However, trip ropes can also trigger poisonous gas to emerge from small holes in the ground. Trip ropes can be avoided by jumping over them. They can be manually triggered - it can occasionally be difficult to get your crosshair onto it, but it's doable. Shooting one of the support posts at either end of the rope with an arrow can also trigger it from a distance, but it may not always work. Interestingly, NPCs will not trigger tripwires, instead standing just before them. This makes them very easy to pick off at a distance.

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