Tips for tricky traps

Every trap gives itself away before it strikes: presses shake, pipes glow red, spikes rattle. Learn to read the signs and half of your falls disappear.

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A frame from Trapline

Timed traps

  • Presses: it shakes for about half a second before the slam and a red strip appears on the floor. The safest moment is right after it lands: it rises slowly, so you have time to run underneath.
  • Steam vents: the nozzle glows red and puffs a little before each blast. Go the instant a blast ends, not while it is fading, and you get the longest window before the next one.
  • Retracting spikes: the tips peek out and rattle before they rise. Rows of spikes often rise as a wave, so walk right behind the wave.
  • Pendulum axes: run right behind the axe the moment it passes the bottom of its swing; you will be clear before it comes back. When two axes swing in opposite phase, follow the first one in and wait for the second to leave.

Danger underfoot

  • Crumbling planks: they break about 0.4 seconds after you step on them. Do not stop: at a run, the bridge collapses behind you.
  • Falling slabs: they drop shortly after you land on them. Pick the next slab before you land and jump without stopping.
  • Conveyor belts: the belt speed adds to your own. Jumps along the belt go further, jumps against it fall short.
  • See-saws: the plank tips toward your weight. Once you pass the middle, let it level out before you jump.

Moving threats

  • Rail saws: the rail line shows the saw’s whole path. Move as the saw starts to travel away from you, never toward it.
  • Boulders: when a boulder is released behind you, keep running and do not look back. There is usually a pit ahead: you jump it, the boulder falls in.
  • Ropes: you grab it by touching it in the air. Swing with left and right and let go at the forward peak for the longest flight.
  • Wind: a crosswind stretches or shortens your jumps; against the wind, take off from the very edge.
The hero’s hitbox is a little smaller than the figure: brushing past a spike or a saw is fair play, not a bug.

Shaving off time

Marks depend on time alone: each level shows its three-mark limit, and it is checked to be reachable. Press jump a moment before you land and the jump fires on landing (input buffer); step off an edge and you can still jump for a split second. The fastest way through is a steady rhythm with no stops.

FAQ

Do I restart from the beginning when I fall?

No, you continue from the last lantern you lit (a checkpoint), but the clock keeps running.

Which level is the hardest?

For most players it is The Summit in world 3, which mixes nearly every trap from all three worlds.

See also

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