Traps

Traps are a new addition to the second game in the series, Dungeon Nightmares II. There is quite a plethora of traps, able to fluctuate depending on the night (level) the player is on. Some traps can only be found in the center of chambers, whereas others can be found between chambers, or even in hallways. When a trap is located in the center of a chamber, it appears in the map occasionally as a pit, or a dip with a visible bottom only about 1-2 inches in-ground, these usually only being pools of blood, a pile of wood on fire, ect.

Traps can also be found in the Challenge Chamber, as it is full of them. What can be found there are the traps that are in chambers in the main game (Bottomless Pits, Cogs, Fireplaces, Fans, Trap floor, Iron permeable floor, Blood pools)

### Guillotines

These seem to be troll-traps. They have never been confirmed to actually harm the player. They are usually at the ready, in an elevated position, and fall when approached by the player.. They can be found in Nights 0, 1, 2, 3, 4 and 5, between a chamber and a hallway, or between 2 chambers.

### Fan

Fans are, well, fans. Specifically, spinning fans above a bottomless pit, able to be heard from a distance. Stepping on it will instantly kill the player. These can be found in the center of chambers, in Nights 1, 2 and 3.

### Bottomless Pit

Bottomless pits are shafts that unaware players can easily fall into. After falling, the player wakes up in a sort of "room" with blackened "walls", with the option of choosing two doors. There is a 50% random chance of being brought to an end-game log of the player's progress made, then having to restart the game. Alternatively, the player wakes up back in Room 307, able to continue the night they were on prior to their "death".

### Trap Floor

Notice how it’s lower than the floor in the rest of the room? There is a good chance it’s a trap. This doesn’t always happen, but spikes come out of the floor on occasion, dealing great damage to the player, but not instantly killing them if they haven't received damage from another hazard just prior. The spikes are a permanent instance and will not retract.

### Iron Permeable Floor

Don’t step on this floor either. Sometimes, wind comes out of it when the player steps on it. That is only a jumpscare, as wind is harmless. Some other times though, fire may come out instead of wind and fire is very harmful, but not an instant killer. These traps can only be triggered once, which means that if the player steps on it again at a later time, nothing will happen.

However, in Nights 6 and 7, this floor works in a completely different way, as the whole dungeon has this type of floor. Fire comes out of it in some spots repeatedly, no matter where the player is. In Nights 1, 2, 3 and 6, this trap can be found in the center of a chamber. In Night 7, it can also be found in hallways. The corners are the main safe places in Night 7, where fire never comes out of the floor.

### Spinning Cog

Perhaps the most frustrating of them all. It is very loud and it can be heard from the chamber next to the one it is in. Not only does this harm the player if they step on it, but it is loud enough to cover other important sounds, such as Mary’s footsteps. It can be found in the center of a chamber, in Nights 1, 2, 3 and the Challenge Chamber.

### Fireplace

It illuminates the room it is in and the player will be harmed if they step on it.  It can be found in the center of a chamber, in Nights 1, 2, 3, 6, 7 and the Challenge Chamber.

### Blood Pool

Although it can be found in the center of a chamber, like most other traps, it is harmless, thus, it’s not an actual trap. The player can safely step in the pool and cross it to reach the other side. It can be found in Nights 1, 2, 3 and the Challenge Chamber.

### Door / Chest Spikes

Regular doors can occasionally work like traps, in any Night. When the player attempts to unlock the door, spikes come out of it, harming the player if too close to the door. In some cases, the spikes go back inside the door, but in other cases, they remain there for the rest of the time the player spends in that level. When the latter happens, the player can be harmed when going too close to the door. The same thing can happen with chest as well.

## Night 3 Exclusive Traps

As the title states, these two traps can be found exclusively in Night 3.

### Swinging Blades

There are a lot of these in the hallways of the third basement (Night 3), in random locations. They all swing in the same frequency, but their oscillations are not in sync. They are harmful and the player is supposed to wait for the blade to make room and then pass. **If you repeatedly lose the game because a swinging blade instantly kills you, it means that you are not playing the latest version of the game**. In version 1.00, swinging blades used to kill the player instantly, but as many players complained that it was unfairly hard, in the later versions it was changed.

So, in version 1.02, the player needs to take 3 hits from swinging blades, to die.

### Chewing Doors

These are also found in hallways in random locations. These doors open and close with violent force, emitting loud noise when close. It is advised to wait for an opening, as it is all about timing. However, the player will receive a tiny amount of damage when passing through the door, even if it is completely open. Blood is not visible when passing through a first door, but is after passing through a second door. If there are multiple doors in front of each other, it is advised to pass through a door, wait for a while to heal and then continue.

A different type of chewing door can be found during the Endless Hallway 2.0 hallucination, which can only be experienced in Night 3, these doors opening and closing sideways.

## Nights 4 and 5 Exclusive Traps

Anything burning can harm the player, so, it is a potential trap for the careless. These are burning wooden pillars in rooms or corridors and burning mattresses. However, don't be quick to ignore burning wooden pillars when they are in rooms, as it is possible for the **optional newspaper** to be hanging on one. It is safe to collect it from a distance.