Trap ( term ) Traps are a recurring element in the " Final Fantasy " series , most often found in dungeon s , that hurt the party outside of battle , usually triggered by walking on them . Some treasure chests are actually traps in disguise , hiding monster - in - a - box along with rare treasure . Another kind of trap is a Pitfall . Appearance . " Final Fantasy VII " . There is a spike wall trap in the Cave of the Gi . A slippery surface on the floor causes the player to continue moving uncontrollably if the player runs over it . If they approach the wall over the slippery surface when running , they will continue moving into the spikes . This removes 500 HP from each member of the active party but never makes a character fall below 1 HP . In the Ancient Forest , the " Big Eaters " ( fan translation ) , large pink flowers on the ground , are actually traps and snap around the party if the player steps too close . This removes 999 HP from each member of the active party but never makes a character fall below 0 HP . The flower traps can be neutralized by placing a Scent Ball inside them . The traps that remove HP technically take off 1 HP more than the end result , but 1 HP is added on after . For example , the large pink flowers remove 1000 HP , then add 1 HP . Since when removing the HP the player cannot fall below 0 , the added 1 HP will put them if they have less HP than is being taken off . Due to this , if a player enters one of the flower traps with a member in the Death status , they are brought back to life with 1 HP . Traps are hidden until the player walks over them , they have a chance of not activating the first time , making the player aware of its location without suffering consequences . However , if the trap does activate , it can cause harmful effects for the player : The player can forcefully activate traps with the Stomp command , which can be useful depending on the trap : Trampoline might get the player out of a dangerous situation , for example . After the trap is activated , there is a chance that it vanishes from the floor completely . Some make traps easier to avoid : Detect Nearby Traps reveals traps if the character walks close to them , Detect All Traps shows the location of all traps on the mini - map , and Evade Traps will make sure they never activate , even if the player uses to Stomp command . There are also that players can read to deal with traps , such as which removes all traps from the floor and which reveals the entire mini - map of the floor , including traps and items . " Final Fantasy XII " . Traps appear as red circles on the ground with magically inscribed Ivalician fonts floating over them . They are initially hidden , and only appear when one of the player characters carries the Libra status or is wearing the Bangle , but the properties they carry are not revealed . Triggering these traps affects all nearby characters . Status ailments can be prevented by equipping the appropriate accessory before triggering the trap . Enemies or Espers cannot set off traps , nor are they affected by them if a nearby character steps on one . Traps can be avoided by floating over them or equipping the Steel Poleyns . Unlike in " Final Fantasy XII " , Traps don ' t exist naturally and randomly , they can only be set up on the ground by Filo . Unlike before , Traps can now be triggered by Flying units or units under Float status . Filo ' s skillset includes the setting of various traps , called Snares . These include the Defense Snare , Speed Snare , and Power Snare . Filo can set any of these traps a short distance away from her , and they will activate whenever an enemy unit passes over the trap , decreasing the statistics of all enemies in a medium area radius and deals minor damage . The traps will set off automatically after some time when not triggered by any enemies . " Final Fantasy Tactics " . Traps are hidden tiles that contain treasure and can be found in almost all battlefields . If the character does not have the Treasure Hunter ability or a low enough Bravery stat , traps will cause negative status effects . The latter three traps : Mine , Mossfungus , and Cursed Stone only appear in Melee of the " " . Traps exist as preset battlefield features and may also be placed by the Ranger . When a unit stops on the tile where a trap is laid , the trap will deploy . Passing over the trapped tile to another tile does not trigger the trap , nor do floating and flying units . There are four types of traps : Certain missions involve destroying traps as the objective ; the only way to do this being either stepping directly on the trap and suffering its effects or , if done late in the game , using Salvage ability on the trap . " Vagrant Story " . Traps are hidden tiles within the field that carry beneficial or harmful effects . They can only be revealed with three ways : either by stepping on them , casting Eureka magick , or using the Eye of Argon item on Ashley . These traps will reset themselves whenever Ashley leaves the room . " Chocobo ' s Dungeon 2 " . Traps are invisible until triggered , or unless Eyedrop s are used ( which makes visible all of the traps on that floor ) . There is a random chance to evade traps . The No - Traps collar allows Chocobo to always evade traps , and the Penalty collar causes Chocobo to always trigger traps . Traps can also be set off by monsters , which will causes the monster to suffer the effect of the trap and the trap to be revealed . Flying monsters are immune to traps , as is Chocobo if he is morphed into the form of a flying monster . Types of traps :