Traps

There are many different traps that can be found in the ruins, but they can be separated into two main types: Trap Hallways and Trap Rooms

Trap Hallways are designed simply to injure the player if they fail to pass through them cautiously, with a few occasionally providing the player with small amounts of gold or containing a Red Lever.

Trap Rooms are more elaborate traps that require the player to cautiously navigate them, but when successfully navigated reward the player with larger amounts of gold, as well as potentially lore pages and rare artifacts. Entering a Trap Room also triggers a Hidden Objective to cross that trap room safely, rewarding extra experience to the player upon doing so successfully and surviving the expedition.

Trap Hallways:

* Crushing Walls
	+ A trap hallway with several wall segments closing in together to crush the player. There are gaps between these wall segments that the player can wait in to cross the hallway safely.
* Swinging Axes
	+ A trap hallway containing three wall slots hiding axes that will swing from side to side, as well as potentially a Red Lever. To get past it safely, the player must quickly move forward after the axe in front of them swings across the hallway and goes into the wall.
* Spiked Logs
	+ A trap hallway containing four spiked logs, moving from side to side across the room. To get past it, the player must quickly move forward after the log in front of them has moved sides.
* Swinging Spikes
	+ A trap hallway containing a narrow pathway above spikes, as well as three pairs of swinging spikes suspended by chains from the ceiling, these pairs slamming into each other in the center of the room. In order to cross this hallway safely, the player must quickly move forward after the spikes in front of them pull apart from each other and start flying towards the walls.
* Boulder Hallways
	+ A trap hallway that comes in three versions, one with a boulder set right above an entrance to the hallway, one with a boulder set in the center of the hallway, and one with a boulder set next to an entrance of the hallway. The third version will also have a small platform jutting out from the walkway, potentially with gold on it to entice the player to walk to it. To get past, the player can either risk running through the hallway at full speed or attempt to trigger the trap and stand back.
* Sandy Hallways
	+ A trap hallway that appears in two versions, short and long. The sand in these hallways come up to the players ankles, reducing their movement speed as they trudge their way through the sand. A Metal Detector can be used in these hallways to locate gold hidden underneath the sand.

Trap Rooms:

* Bridge Maze
	+ A trap room containing four dart launchers, and a narrow bridge maze above a massive pit of spikes. In order to cross the maze safely, the player must time their movements to avoid getting hit by the darts while not falling into the spikes. Upon making their way across the bridge, the player will reach a small platform with some gold on it.

* Snake Room
	+ A trap room containing four pressure pads, each with a snake head behind them, with gold on the other side, as well as potentially a gold pile, a lore page, or a rare artifact. Three of these four pressure pads are trapped, with the corresponding snake head spitting poison on the player when they step on the pad. A Geiger Counter can be used to detect radiation from these pads, with whichever pad giving the weakest reading not being trapped and therefore is safe to walk on.
* Spike Room
	+ Trap rooms featuring the spike pads, which currently comes in two iterations. The Spike Maze is a trap room containing sixteen spike pads, arranged in a 4 x 4 grid pattern, while the Spike Room with Darts is a trap room containing two sets of four spike pads, as well as dart launchers. Both iterations will reward the player with plenty of gold once they reach they reach the other side, as well as possibly gold piles, lore pages, rare artifacts, and/or access to a Red Lever.
		- In the Spike Maze, if the player steps on an active spike pad, spikes will come out from holes in the ground to damage them. A Metal Detector can be used to detect which sections actually contain spikes, with whichever sections not giving metallic readings being safe to cross over.
		- In the Spike Room with Darts, only one of the spike pads in each set of four will not be triggered when the player walks over them. A Metal Detector can be used in this room to detect which sections actually contain spikes, with whichever sections not giving metallic readings being safe to cross over. The player must identify which pads are safe, as well as cross them while darts are constantly firing from the dart launchers in the room.
* Pit Fall Room
	+ A trap room with a pit stretching across the entire room, with gold on the other side surrounding a chest. There is an invisible bridge across the pit that can only be seen with a Tablet.