Skyrim talk:Traps

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Diseases[edit]

I just got Ataxia from a swinging blade trap, can anyone relate? (Eddie The Head 13:54, 21 November 2011 (UTC))

No, but the Skyrim:Disease page does mention it. Wolok gro-Barok 17:20, 21 November 2011 (UTC)

Sound Trap[edit]

Does anyone know the technical name for the noise making "bones-on-a-string" that alert enemy NPC's? I feel that they should be counted as a trap for this article, but have no idea what to call them. Aphotic Phoenix 07:01, 23 November 2011 (UTC)

Bone rattles? Noisemaker alarms? It does sound like something we should add, because it has a gameplay effect the player can use. --QuillanTalk 19:03, 23 November 2011 (UTC)
Got an in-game answer. During the trip through Snow Veil Sanctum during the quest Speaking With Silence, Mercer refers to them as "bone chimes". --QuillanTalk 06:38, 25 November 2011 (UTC)
Many thanks! --Aphotic Phoenix 06:59, 25 November 2011 (UTC)

Stealth Perk Light Foot[edit]

Have been wanting to run some tests to see if the light foot perk works ONLY for pressure plates, or if it can avoid setting off what are currently named "flame spout" traps...just can't remember where any of those actually ARE. If anyone knows the location, or wants to test for themselves, it would be most appreciated. --Aphotic Phoenix 06:59, 25 November 2011 (UTC)

Ansilvund has flame spouts for certain. I think I took the screenshot I posted in Forelhost, but I don't remember. I can confirm that Light Foot does not stop you from setting off tripwires but will protect you from bear traps. --QuillanTalk 14:40, 25 November 2011 (UTC)
FYI, the perk does keep you from setting off flame spouts. I was just doing The Pursuit (thieves guild quest) and there's a room in the hidden basement area of Mercer's house that is nothing but flame spouts. I walked right across them. --QuillanTalk 16:06, 25 November 2011 (UTC
Via regular playing, it seems that the only thing that Light Foot doesn't protect against are scripted traps, lever traps pulled by enemies, and tripwires. 98.198.118.224 06:22, 24 March 2012 (UTC)

Oil Lantern Glitch/bug[edit]

I was just in a dungeon that had oil lanterns and I discovered that if you hit them with the sparks spell and keep hitting them it causes them to fly around the room until they hit the ground, which causes them to explode like normal. Just thought I'd share. --Ohnoitsmangofett 04:25, 3 December 2011 (UTC)

I'm running a shock-spell mage at the moment. I'll test this out on PC.98.198.118.224 13:30, 26 March 2012 (UTC)
An update: Tried a couple times in Bleak Falls Barrow to replicate the bug. Most I could get was the lanterns following a trajectory rather than falling straight down. I was able to "juggle" cheese wheels in Dragonsreach, though. It seems to me that it isn't a bug but rather realism with gravity and weight(mass).98.198.118.224 22:06, 27 March 2012 (UTC)

Dwemer Ballista trap[edit]

this article does not include the dwemer ballistae that are sometimes present in their ruins. — Unsigned comment by 58.170.40.248 (talk) at 10:12 on 22 December 2011

I don't recall any ruins where they are wired to a pressure plate or tripwire. If I find one, I'll screenshot it and add it.98.198.118.224 13:27, 26 March 2012 (UTC)
There is at least one (right after you enter Blackreach via Alftand) that is operated by lever. There are no NPCs to shoot it at you though; it's aimed at a dwarven sphere you can kill with it. QuillanTalk 03:40, 31 March 2012 (UTC)
There is one in Raldbthar that fires at you when you step on a pressure plate. I added it to the article. --Xyzzy 13:47, 1 May 2012 (UTC)

Trap"S"?[edit]

In the header it says the previous game"S". Did any others before Oblivion have traps? I only played Morrow, and I do not recall any in there. If so, please inform. — Unsigned comment by NickTyrong (talkcontribs) at 04:45 on 11 January 2012

There are at least trapped chests and doors in Morrowind; surely, you remember them. — Unsigned comment by 67.185.195.206 (talk) at 20:22 on 17 January 2012
There are traps in oblivion, the ground that smashes you into the ceiling covered in spikes, the falling ground, etc 98.244.13.11 05:04, 19 March 2012 (UTC)

Weight Sensitive Plate[edit]

At least on the PS3 version,the "Weight Sensitive Plates" can be set off multiple times, depending on the type of trap (ie, any trap that can be set off more than once). This is done simply by placing a heavy enough object on the plate any removing it after the first activation

69.63.55.185 07:52, 11 January 2012 (UTC)

Even burned books are heavy enough. The ideal weight for them, though, is an unsuspecting draugr cleverly led onto it.98.198.118.224 13:28, 26 March 2012 (UTC)

Spellcaster Trap[edit]

On the very spellcaster trap pictured in this article, I found that it would continue to attack even after I dislodged its common soul gem with an arrow. — Unsigned comment by 67.185.195.206 (talk) at 19:06 on 17 January 2012

The soul gem has to be knocked completely off of its mount and to the ground. If it is still resting on the top, the trap will continue. 98.198.118.224 06:23, 24 March 2012 (UTC)

Dragon Claw Switch[edit]

Re this statement that was under Dragon Claw Switch:

Mercer Frey of the Thieves Guild presumably uses the Skeleton Key to open these.

I'd assume this was added in reference to the fact that during Speaking With Silence, Mercer Frey somehow opens a dragon claw-type door in Snow Veil Sanctum without actually using a dragon claw. At the time, he makes some comment that implies he's just good at picking locks, but given that you later learn he's using the Skeleton Key to open doors, I think he is supposed to be using the Skeleton Key.

Unfortunately, I can't find the specific statement that he makes when opening the door in the dialogue, and it's been a bit too long since I did the quest for me to remember more details about what he says. Does anyone remember what he says/does more clearly? Even if someone just remembers a couple words of the dialogue, that should be enough for me to look up the rest. --NepheleTalk 06:22, 29 February 2012 (UTC)

And of course, a minute after posting that I find the dialogue (at least the main chunks of it):
Ah, it's one of the infamous Nordic puzzle doors. How quaint
Without the matching claw, they're normally impossible to open. And since I'm certain Karliah already did away with it, we're on our own
Fortunately, these doors have a weakness if you know how to exploit it. Quite simple, really.
After opening the door:
Quite simple really, I don't know what the fuss is about these locks. All it takes is a bit of know-how and a lot of skill.
--NepheleTalk 06:28, 29 February 2012 (UTC)
Thanks, Nephele. I wasn't sure where that statement and the previous one were coming from, exactly, and therefore didn't know if they belonged on the page or not. Even knowing where the statement is coming from, do we want that info on a Traps page? On reading it, I'm thinking that might make more sense to put the quote directly on the quest or NPC page rather than having a summary of it here where it's mostly focussed on how the traps affect the player. Robin Hoodtalk 06:43, 29 February 2012 (UTC)
Yeah, I don't know what to do with info, either. It seems like some type of caveat belongs on the trap article, because as it stands, the statement "The correct Dragon Claw must be inserted into a recepticle to trigger a Dragon Claw Switch" is not entirely true. But clearly the full details don't belong here. --NepheleTalk 06:51, 29 February 2012 (UTC)
I added "for the player" to trigger the switch. Best I can come up with without rewriting the whole thing and adding unnecessary details. --71.20.34.214 02:11, 8 March 2013 (GMT)

Flame Spouts[edit]

In Morvunskar there are two Flame Spouts, holes like the dart trap, activated by pressure plates, but spouting fire, they may be a variation of the flame statue but are suffuciently different to merit there own section. The Silencer has spokenTalk 21:16, 21 April 2012 (UTC)

I've encountered that, and since we mention other single-dungeon traps (like Glowing Stones) I think it's okay to give the trap its own section. • JATalk 21:43, 21 April 2012 (UTC)

Unbreakable Tripwire[edit]

I was doing the "A Cornered Rat" quest. In the Ratway Vaults, there is a tripwire that appeared to work properly. After I had gotten Esbern, in the Ratway Warrens (thus, I had changed areas between this happening), I came back to the aforementioned tripwire, finding the ball-and-chains down (as if the trap had been previously activated, which it was), but the tripwire was back up and now unbreakable. Running into it and jumping on it do nothing, and it does not give me the option to activate it. I'm wondering if anyone's run into this and/or knows how to fix this. Shynaku (talk) 03:40, 20 January 2013 (GMT)

Has this happened to you before or since? It sounds like it might just be a one-off visual glitch. Skyrim's full of 'em. --Xyzzy Talk 12:51, 24 January 2013 (GMT)
Ah, I do believe I wasn't quite clear enough. The tripwire was not just back in that it looked like it had returned but could be passed through; it was, in fact, physically back up with no way to break it. Because it was next to a small doorway, my only option seemed to be turning off clipping for Esbern and me so we could pass through it. To answer your question, though, that was the only time I've seen that particular glitch happen. —Shynaku (talk) 16:44, 29 January 2013 (GMT)
I have seen this happen, also in The Ratway Vaults actually. In fact, I believe that is the only tripwire this can happen to. The fix was surprisingly easy... Unrelenting Force. It worked just fine to actually cause the tripwire to return to its actual broken state. -Kharay (talk) 09:44, 21 April 2013 (GMT)

Spellcaster trap self-disarming[edit]

Has anybody actually seen a Spellcaster trap knock its own soul gem off its stand? In 900+ hours of gameplay, I've never seen this. --Xyzzy Talk 06:11, 21 April 2013 (GMT)

I personally have seen it happen, yes. It is exceedingly rare though and does require a very specific set of circumstances to occur. At least from what I could tell it is not simply that could happen to any spellcaster trap. -Kharay (talk) 09:44, 21 April 2013 (GMT)
I've seen it too, usually when an actor or piece of clutter is struck by a fireball close to the soulgem. Off the Rails (talk) 17:11, 27 May 2013 (GMT)
I can confirm this. In Labarinthian there is a hallway with three spellcaster traps at the end. The middle one casts fireball, and, if the player is off to the side somewhat, the fireball will hit the wall near the traps and dislodge all three soul gems. -Attrevie 03:40, 17 September 2014 (GMT)
Ok. It's confirmed. Thanks all. --Xyzzy Talk 23:01, 18 September 2014 (GMT)

Frozen Falmer?[edit]

If we have the gargoyles listed, shouldnt we also include those frozen falmer from the forgotten vale? Now that I think about it, is it worth mentioning the bridge at the start of that whole dungeon? Ivan the Vandal (talk) 20:27, 23 April 2013 (GMT)

I was going to say that they shouldn't be included, as they only occur in one location, but then remembered that we have the Glowing Stones and Magical Wind on the page. If they were included, then I guess we should add the frozen Falmer and the collapsing bridge as well, although I think that these unique traps/puzzles should be detailed on their respective articles instead. --Xyzzy Talk 05:18, 28 April 2013 (GMT)
Dont the gargoyles only appear in volkihar, making them exclusive to one place as well? I cant recall, as I finished this questline over a week ago. Ivan the Vandal (talk) 20:20, 28 April 2013 (GMT)
No. I recently encountered one in Bloodlet Throne. --Xyzzy Talk 20:32, 28 April 2013 (GMT)

Does this include Hanging Mammoth Skull?[edit]

Jost wondering, is this also a trap? I found one at the Haled Stream Camp activated by a tripwire.--EmperorZurg454 (talk) 02:21, 22 May 2013 (GMT)

Hmmm. I'm surprised this one isn't already on the page. Seems like a trap to me. --Xyzzy Talk 03:33, 22 May 2013 (GMT)
I'm pretty sure it falls under the "Battering Ram" category. --BlackhawkXIII (talk) 04:14, 22 May 2013 (GMT)
We should at least mention it in the "Battering Ram"-Section. -- SarthesArai (Talk) 16:10, 22 May 2013 (GMT)
The operation of the mammoth skull differs from a battering ram trap in that the skull trap is a one-time action (until the dungeon resets), while I think all the battering rams reset immediately. This may be enough of a difference to warrant their own article. --Xyzzy Talk 22:52, 27 May 2013 (GMT)

"Dragon Claw Switch" vs. "Puzzle Door"[edit]

I always thought "Dragon Claw Switch" seemed like an odd name for these doors, so I checked CSlist. They appear to be called "Puzzle Doors" in the game data. Any objections to changing all references to these doors to this name? --Xyzzy Talk 22:17, 9 June 2013 (GMT)

No objections? I'll change the names in the next day or 2. --Xyzzy Talk 00:04, 12 September 2013 (GMT)
I just wanted to drop in here and say that, in-game and in the strategy guide, they are indeed referred to as "Nordic Puzzle Doors". --Enodoc (talk) 20:22, 30 October 2013 (GMT)
I finally got around to this, and I think I got them all. If anybody finds one I missed, feel free to let me know. --Xyzzy Talk 17:46, 1 December 2013 (GMT)

Article Revamp[edit]

Would someone mind explaining why this article has been tagged for an overhaul? Usually the discussion page makes mention of it but no one has said anything about what might be wrong with it. --BlackhawkXIII (talk) 23:40, 11 September 2013 (GMT)

Eshe has this page in her sandbox where she is revamping it. It's been awhile since she posted the notice, so unless she has the time to finish it (which she has not lately), then a patroller like ABC will leave her a message on her talk page to see if she intends on finishing the revamp. •WoahBro►talk 23:49, 11 September 2013 (GMT)
ABC asked her back on 23 August, so she is aware that someone is getting antsy. --Xyzzy Talk 00:01, 12 September 2013 (GMT)

Can a butterfly get caught in a bear trap?[edit]

I heard a snap at the beginning of Shadowgreen Cavern and saw a motionless Blue Butterfly in a closed bear trap. Was I hallucinating or am I just crazy? — Unsigned comment by 80.229.165.251 (talk) at 04:43 on 30 November 2013‎

Is "All of the above" an option? :) In over 1200 of play I've never seen this, but there's probably a lot I've still not seen in this game. I think the best way to test this would be to use the console to spawn a bunch of butterflies in an area with a bunch of bear traps and see if this happens. --Xyzzy Talk 16:17, 30 November 2013 (GMT)
An easier way to test this might be to try dropping an object (preferably a light one, like a gem or an alchemy ingredient) on the trap and see if it triggers. Far as I know, butterflies aren't technically creatures, so the weight of one landing on a bear trap would be the only way the trap might trigger. --AN|L (talk) 11:42, 30 November 2013 (EST)
Well, my test didn't turn out the way I had planned, but I did get a result. I used player.placeatme 22219 10 to spawn 10 blue butterflies at my location in Brodir Grove, which has 3 bear traps in it. Unfortunately, the 10 butterflies did spawn in a circle around me, but simply sat there and slowly waved their wings around rather than flying. However, when I sprayed them with an Ice Storm spell, the resulting blue butterfly wings scattered all around, including into the nearby bear trap, causing it to snap closed. It appears that butterfly wings have enough mass to activate a bear trap, which leads me to suspect that the live insects would as well, as it has already been documented that insects can push you around. --Xyzzy Talk 06:58, 1 December 2013 (GMT)

Swinging Blades[edit]

Should anywhere be mentioned that swinging blades are going to be reactivated when passing the containing corridor back?
I've yet found only two of them, both in Bleak Falls Barrow. I did deactivate both by pulling that chain, but when walking back to the entrance (not leaving the barrow!) and coming back, they both were active again. The second one in the Sanctum was active immediately after passing the corridor, I could hear it.
Or is this depending on the location?

Rotten Planks?[edit]

I can't find any rotten planks in the CK, and don't recall encountering any in-game either. Where can I find them? Or is the person who wrote that section confusing Skyrim and Oblivion? Vicano (talk) 20:36, 22 May 2014 (GMT)

It may not be the technical name but they exist. Pinewatch, Gloombound Mine, and Fort Fellhammer have them linked. Silence is GoldenBreak the Silence 21:02, 22 May 2014 (GMT)
Ah, found the ones in Fort Fellhammer, but it just appears to be a static object, rather than an activator. Curious. I'll have to go have a look in-game. Vicano (talk) 16:26, 23 May 2014 (GMT)
I can confirm 100% that the Fort Fellhammer one is the classic collapsing planks trap. Silence is GoldenBreak the Silence 17:24, 23 May 2014 (GMT)
That's odd. Maybe it's a moveable static object or something. Vicano (talk) 14:57, 24 May 2014 (GMT)

Spike Wall bugged damage on Thrall?[edit]

My level 27 Dead Thrall with around 900 hp (master difficulty) gets 1 shot by this damn spike walls. Making me want to not bother using him at all.— Unsigned comment by 178.203.96.148 (talk) at 22:13 on 24 August 2014

Poison bloom plant[edit]

It's been awhile since I ventured into Darkfall Passage, but I seem to recall preventing the poison bloom plants from expelling their poisonous gas by running up to them and harvesting the poison bloom from them before they fully opened. Can anyone else confirm that this is possible? If so, it should be noted in the article. --Xyzzy Talk 23:11, 18 September 2014 (GMT)

Yes it is definitely possible by doing just that. It should also be noted that the wildlife can trigger them to release their gas, which prevents you from harvesting them. Not sure if the ones that release their poisonous gas respawn or not though. Biffa (talk) 01:33, 4 December 2014 (GMT)
I've updated the article. Thanks for the verification. --Xyzzy Talk 12:42, 4 December 2014 (GMT)
You can't harvest once the bloom has dispersed its poisonous gas, however as you approach it starts to shake, at that point you can back away without harvesting or it releasing the gas and can do that multiple times. It seems to need to be shaking for approx 2 seconds continuously before it opens, someone with access to the CK can probably confirm timescale. Also it's not just NPC's that can set them off vale sabre cats and deer can as well. Biffa (talk) 22:36, 4 December 2014 (GMT)

Rope Release need adding to page[edit]

This isn't a page I've had any involvement with previously, but have just come across the Rope Releases found within Darkfall Passage for the first time in ages and believe they warrant adding to the page. Can someone more up on this type page complete an entry for them. Thanks in advance. Biffa (talk) 02:13, 1 December 2014 (GMT)

Title Confusion Falmer Pod or Falmer Hive?[edit]

The header says Hive but the picture says Pod. I don't suppose it matters which but both should say the same. I'd change it but I'm unsure which to use. I like Pod better myself. Thanks! Philbert (talk) 21:46, 8 February 2015 (GMT)

Given that a "Hive" usually refers to a structure that houses multiple organisms, and that (from my understanding an personal experience) those pods/hives only house one, I'd say that it's a pod. I'm editing the page to show that. Redaemon (talk) 17:21, 22 March 2017 (UTC)
Both words are used in the game data at some point or another, but "pod" is the prevailing term; "hive" only occurs in one instance and it's applied to entire locations, so it makes sense in that context. Similarly, Karliah refers to "their hive" in one line of dialogue during Blindsighted, but again, she's talking about a larger area. Nothing else I saw uses either word. Given that, I'd agree that we should go with "pod" to refer to the single units. Robin Hood  (talk) 17:52, 22 March 2017 (UTC)

Telekinesis[edit]

An IP user recently removed the tip about using Telekinesis on Spellcaster Traps. I've restored this information with a request for verification. Firstly, I'm pretty sure I've used Telekinesis to remove a gem from one of those traps in the past, though I won't swear to it. Perhaps more important, though, is that some of those traps are broken in various ways, so before removing the tip entirely, I'd want to confirm that it never works on any of them. Robin Hood  (talk) 06:32, 26 November 2016 (UTC)

Late reply, but I just saw this question and decided to check it out.
I tested many shouts and spells on a spellcaster trap in Potema's Catacombs, and was unable to get any of my Shouts to affect the trap in any way. As for spells, my results were a mixed bag. Repeated attempts with Telekineses failed to move the soul gem, while Firebolt worked if targeted precisely. Fireball flung the gem a good distance if it hit anywhere near the trap, as expected, but the surprise was the Illusion spells. The projectiles from Calm, Courage, and Fear all had a similar result as Firebolt, in that they knocked the gem off the pedestal if they were targeted correctly. I'd say that further testing is warranted. --Xyzzy Talk 21:45, 24 June 2018 (UTC)