Objects & Traps

(still updating) (will add images/table)

There are many objects around the game world that you can interact with. A lot of environmental objects that seem to be aesthetic will often give text on an interact. Remember to explore objects right under your nose for some extra text, and maybe an Item here and there. Some Quests are moderately dependent on Exploring Object Interactions, such as Ashwood's Dinner Party, Reunion, and even discovering Zaegul's Secret Shop.

There are some special objects like Shop Countertops, which when interacted with will allow you to buy an item or equip a tool. Slot machines, which will put you in a traditional slot game. The Appointment Schedule for visiting River's River for Fishing. Many of these special objects will be given explanations on the pages regarding their functions.

Lore of the game is often found in Bookcases or on Papers seen spread across tables. Be sure to interact with these if you want to dive into truth of everything going on in Vann's Point.

Otherwise, there are many objects that catch your focus and are meant for puzzle solving, traveling, and other dungeon based functions. Traps can also be found nearly everywhere; there's even a water pit by Siska's Workshop, and unfortunately Oran can't swim in water... or lava... Expect to find a number of obstacles that are made to solve puzzles and others made to damage you and halt your progression.

## Basic Puzzle Objects

**Normal Chests**

- Can be opened from any side.

- Normal Chests are never locked

**Crystal Keys**

- A Key Item that attaches to your character but takes no inventory space.

- Contacting any source of damage will **Break** this key, requiring you to recollect it from its origin.

- Used to Open Crystal Chests.

**Crystal Chests**

- Requires that you are holding a Crystal Key to open.

- Can be opened from any side.

**Hooks**

- Simple Function; Use the Lariat to Pull Towards these. You'll find them placed nearly everywhere in the game.

**Switch Hooks**

- You can use the Lariat to pull towards these, however they will switch *off* after one use. They can be reset by leaving the room.

**Wooden Barrels**

- Pickaxe will knock these over. The Barrel will roll forward until it meets a wall or object;

- If the object is an enemy, the enemy will take damage and the barrel will be destroyed.

- If the Barrel drops into water, it will float; becoming a tile you can now walk on.

- Using the Lariat will pull these barrels towards you and stop them on the tile ahead of you.

- Punching these with Rust Knuckle will break them.

- Can drop Gold when destroyed.

**Metal Barrels**

- Pickaxe and Rust Knuckle will knock these over. The Barrel will roll forward until it meets a wall or object;

- If the object is an enemy, the enemy will take damage and the barrel will be destroyed.

- If the Barrel drops into water, it will float; becoming a tile you can now walk on.

- Using the Lariat to catch these will *pull you towards them*.

- You cannot pull towards a metal barrel without a free space for you to land on.

- Can drop Gold when destroyed.

**One-Hit Blocks**

- You can only interact with these Once. Leaving the room will reset them.

- Indestructible, but will drop into a pit.

- Using the Pickaxe against these will move them forward **one** space.

- Using the Rust Knuckle against these will move them forward **three** spaces.

- You can knock these into enemies to deal damage.

**Red Boulders**

- Cannot be destroyed by Pickaxe or Rust Knuckle.

- Punching these will move them forward **one** space.

- Using the Flare Knuckle charged attack will destroy these.

- Will crush enemies if you punch it onto them.

- Can drop Gold or Tidal Gems when destroyed.

**Cannonballs**

- Only punching these with the Rust Knuckle will move them.

- They will knock-back other objects like Red Boulders, and activate One-Hit Blocks.

- They will fly over pitfalls as long as they dont stop moving over a pitfall.

- They will destroy lighter objects on contact like Wooden Barrels or Enemies.

**Alchemy Balls**

- 4 HP, color coded, exploding balls. Bring them to Red, and one more hit will make them detonate.

- Pickaxe moves them forward one space, Rust Knuckle moved them 3 spaces.

- If they bump into a wall before their trajectory stops naturally, they will detonate.

**Hardened Blocks**

- The Alchemy Ball's Explosion will destroy these.

**Levers**

- Green Open/Close levers that will set up floor tiles over pitfalls or drop pillars, depending on the room they're functioning in.

**Weighted Puzzle Buttons**

- Green colored and usually more than 2 in any respective room.

- You will have to push all of them down to open the door to the next room.

- If these types of buttons are close together, you can use it to your advantage;

- If they're adjacent, you can stand on more than one button at a time.

**Weighted Pillar Buttons**

- These buttons need to be held down for their pillars to remain in their reactive states.

- It's either used as a timer for allow objects to pass over pillars, or held to keep pillars in a reactive state.

**One-Push Pillar Buttons**

- Some buttons can only be pushed down once, only giving one reaction from their respective pillars.

- You can leave the room to reset.

**Fireballs**

- Knock these with your Pickaxe to send them forward.

- Objects like Pillars and Barrels will stop fireballs in their path.

- However, you cannot stop their path; they'll safely skirt passed you without damage.

**Turning Mirrors**

- These will turn the course of Fireballs you've knocked with your Pickaxe.

**Fire-Catch Lamps**

- These will catch the free moving Fireballs, needed to open Puzzle Locks.

**Puzzle Locks**

- Yellowish with a flat clean topside;

- Can only be opened with the room's puzzle solution, whether by Puzzle Buttons or Fire-Catch Lamps.

**Normal Locks**

- Yellowish with a keyhole on their topside;

- Can be opened if you have a Normal Key in your inventory.

**Crystal Locks**

- Light Blue with a keyhole on their topside;

- Can be opened if you've successfully carried a Crystal Key to the lock without damage.

**Large 4-space Boulders**

- Cannot be broken down with the Pickaxe.

- Can be Broken down into 4 small boulders when using the Rust Knuckle.

- Can be ran through using the Flare Knuckle charged attack, without spawning smaller boulders.

- Can drop Gold or Tidal Gems when destroyed.

**Small Boulders**

- Can be destroyed with any attack.

- Can drop Gold or Tidal Gems when destroyed.

## Traps

**Rollers**

- Simple function, covering 2 to 4 tiles and rolling wall to wall. Will damage you if you're in its unstoppable path.

- You can use the Flare Knuckle Charged Attack to push through Rollers without taking damage.

**Pressure Plate Spikes**

- Waiting for weight, these will react when you walk over them. However, they have a slow enough attack that you can walk over them without sprinting. As long as you don't stop moving, they won't catch you.

**Timed Interval Spikes**

- Watch and Wait, a simple function of raising and lowering; time your way to safe traversing.

- Applying a bit of realism to the perceived and standard function, you can walk over the spikes once they've become completely raised. Essentially they are safe from the finalization of their raising animation, and up until they raise again. Only when they are actually animating their way out of the floor are they hostile.

**Icey Floors**

- Found in only a few places, this classic mechanic will send you spinning in one directing. You cannot move while spinning on ice until you are stopped by an object, wall, or pitfall. You will still slide on Ice if you are damaged during the slide.

**Turrets**

- Firing a basic bullet shot at timed intervals; you can avoid them easily enough with speed or cover. Consider Invulnerability based perks if you have trouble with these; Anchor Greaves with a Luck Potion can be a handy combo.

**Button Pillars**

- These can be a friend or a foe, trapping you or opening the way. all depends on your approach to the room and its buttons. Don't forget your Dread Hand if you get trapped and need to reset the room.

**Laughing Pillars**

- Waiting for weight, these pillars will raise when you step *completely off* of them. So imagine at least keeping a big toe on it is enough to keep it down. You can use this to your advantage, or it can hinder you if you're not careful where you walk.

**Pitfalls; Bottomless, Water, Lava**

- Unfortunately, Oran can't swim. Unless you have the Fall Feather on your Buffs belt, walking over a tile showing a black pit, water, or Lava will damage you and return you to your last entry point.

**Warp Hole**

- Dangerous to you, but to enemies too. Knock an object or enemy in to deactivate the hole.

- You can also hop over these using the Charged Flare Knuckle attack.

**Anti-Warp Hole**

- Will target and slowly chase you, if you let them catch up, you'll take damage.

**Zappers**

- Firing an electric orb; this projectile will track your movement freely without obstruction from a movement grid. Use Speed or Cover to your advantage.

**Crumbling Floor Tiles**

- These will crumble beneath your feet when you walk on them, revealing a pitfall, but not immediately.

**Invisible Floor Tiles**

- Glass-like, only becomes visible with proximity.

**Illusory Floor Tiles**

- Looks like a Floor Tile, but disappears when you get close to it, revealing a pitfall.

## Special

**Beds**

- For quick recovery and occasionally a needed step for progressing certain Quests.

**Bookcases**

- Seen out in the open or hidden away from the world, Interact with these to learn the tru story about Vann's Point.

- There are lots of other objects that present Lore for the game's story. Be sure to interact with all types of things for lore.

**Appointment Table**

- Found in River's Place, used to play the Fishing Mini Game.

**Prayer Altar**

- Found at the Church of Raem & used for Prayer;

- Providing **one extra vitality point** and turning the clock forward one quarter.

**Warning Sign**

- No Fun Allowed in this Game, sorry.

**Forest Portal**

- Opens after returning to Vann's Point from the Howling Bjerg.

- This is a Dimensional Portal the leads to the Colorless Void.

**Pa's Nightstand**

- Locked until you have cleared Setting Moon or Prodigal Sun at least once.

**Strange Formation**

- Is that a Turtle? When I tried to play my Dad's Old Harmonica, it ran away.

- Now the way to Zaegul's Secret Shop is open.

**Clean Rock Face**

- Specific Points on the Vann's Point Mountain that can be climbed when using Climbing Gear

**Chilling Hole**

- Found at the edge of the Northeastern Wing of the Boneyard.

- With the Lariat & Climbing Gear you can reach the Reflective Crypt.

**Music Box**

- At the end of the Reflective Crypt, you will remember a tune that your Dad used to play on the Harmonica.

- Returning to the **Music Box** at your Parent's House will play a special Event that earns you the Weapon Chain.

**Freezing Crystal**

- A Huge Crystal found in the Crystal Caves;

- Touching it with either Freeze of Thaw all the Water in the dungeon.

**Blue Hooded Figure**

- If you have Cleared Setting Moon or Prodigal Sun feats, and started a New Game +

- You can find this Figure outside Pa's House, east of the Library.

- Talk to the figure and agree to enter the Altar Realm to find the and **4 Undefiled Altars**.

- This figure will otherwise serve functions for the Masked & Hero's Rest Feats.

**Altars of the Gods**

- Inside the Altars Realm are 4 unsullied Altars, each to a different deity;

- Each one when interacted with will apply a unique difficulty modification to the game.

**Cursed Portal**

- If you have Cleared Defiant & Shadowed feats, and started a New Game +

- You can find this Portal at the Park, south of Oakley's Potion Shop.

- Enter the Cursed Realm to find the Blue Hooded Figure and **4 Curse Cauldrons**.

**Curse Cauldrons**

- Inside the Cursed Realm are 4 cauldrons;

- Each one when interacted with will apply a curse that increases the difficulty of the game in a unique way.

- Activating these Curses will automatically activate All Altars.

**Broken Slots**

- Blocking the way into the Crocasino Vault, can only be moved with the Rust Knuckle.

**Trapped Chest**

- Inside the Crystal Caves is a unique chest that appears to be trapped.

- You open it with your Rust Knuckle hand, and a set of spikes breaks through the glove, puncturing your palm.

- Now every time you hold a punch, you cup your palm; the blood causes a heat reaction with the glove.

**Chained Glowing Rock Face**

- Inside Castle Vann Crypt is a unique chest that required the Pickaxe to open.

- Breaking the Chains on the Rock Face with your pickaxe will let loose the Eye of Veritus.

- This will combine with your Dread Hand, upgrading to the Empowered Hand.

**Breakable Walls**

- In many Locations you will find Breakable Walls that fit the aesthetic of their accompanying walls.

- There will be subtle cracks in the wall tile, or Floor Tile Telegraphs that would have it stand out from others.

- Use your Pickaxe of Rust Knuckle to break the wall and discover the treasures inside.

**Glyph Walls**

- Reading these Glyphs requires the Eye of Veritus.

**Glowing Stone Slab**

- Entrypoint for **Blessed Shrine Realm**

- Requires Empowered Hand to enter.