PropertyValue
rdf:type
rdfs:label
  • Trap
  • Trap
  • Trap
  • Trap
  • Trap
  • Trap
  • Trap
  • Trap
rdfs:comment
  • ""
  • PLACEHOLDER
  • __NOEDITSECTION__ __NOWYSIWYG__
  • "Lays traps that catch ghosts" - Game Description Trap is a Power-Up found in Pac-Man 256. When consumed, spikes will appear around the map for a set duration. These one-time use traps will kill any ghost that runs over them. These spikes will not hurt Pac-Man. The Trap Power-Up requires _ Pac-Dots to be eaten before unlocked.
  • __NOEDITSECTION__ <default>Trap</default> File:Image needed.jpg Stats Type Weight Value Enchantment Displays Museum Deepholme Technical info Origin RefID XX029102(XX must be replaced with the number Dragonborn DLC has in your load order)
  • Trap is a defensive tool used to kill enemy inventory. It's effective against rival infantry.
  • Traps are a type of defensive weaponry featured in The Last Stand 2 and a type of in The Last Stand: Dead Zone.
  • Necessary item for Trap-related skills.
  • Traps can be found throughout the dungeon.
  • Note that this technique is not always successful in retrieving the book. Reviewed 9/6/10 JOD,JCBFrom Scratchpad, a Wikia wiki.
  • Trap est le titre de la trente-troisième de la bande originale du jeu Harry Potter et les Reliques de la Mort : 1ère partie.
  • Kills done by traps don't give any experiences on Arelith.
  • A trap, often called a bear trap and called this by Melinda, is a tile that restricts from movement any object that steps on it. The only way to release the trap is via a brown button that is connected appropriately to it. When a trap is released, it is termed open, and when not released or not connected at all, it is closed.
  • The "Trap"(トラップtorappu) is an environmental hazard in Resident Evil 4, with the concept re-used in Resident Evil: Revelations. In both games they share the same principle as a bear trap.
  • [Source] "Trap" était le surnom d'un lieutenant clone servant la Grande Armée de la République pendant la Guerre des Clones. Il dirigeait la Compagnie Tango.
  • Even the best offensive magic is worthless if the true goal is to give the enemy a nasty surprise. In such cases, this spell is quite useful. Casting it on a chest or door puts a trap of varying effect (poison, acid, bomb or sleep) on it. Any foe who dares to touch it will get a nasty surprise when the trap is set off. Note that to get rid of the spell, the Destroy Trap spell has to be used (also called "Untrap") to disarm the trap.
  • A trap is a grounded object that produces an effect as an enemy comes within its range. The ability to set traps that affect mobs, NPCs, or player characters is exclusive to File:None Spec RoundIcon.png Survival [[File:IconSmall .gif||link=]] Hunters.
  • A trap is a grounded object that produces an effect as an enemy comes within its range. The ability to set traps is exclusive to Hunters.
  • Traps are placed on the ground at the time of casting, and usually remain there indefinitely until someone walks onto their Trigger Area. When this happens, the person who triggered it, and anyone else within the Area of Effect, will suffer the trap's effects. Traps occupy Command so you cannot have too many on the field at once.
  • Many dungeons are full of nasty traps, and they will be invisible until you stumble into one or are lucky enough to detect it before something bad happens. Detected traps are indicated by a yellow frame around their location. You can try to disarm the trap by clicking on it; on failure the trap will be triggered and hurt you. Another method of disarming a trap is by luring a monster into it.
  • thumb|Die Neu Vestroia TrapsMan kann zu den 3 Bakugan auch eine Trap ins Spiel nehmen, die man während einem Kampf auf der Torkarte platziert. Vorraussetzung ist, dass sie das gleiche Element, wie das im Kampf verwendete Bakugan hat. Man darf eine Trap erst wiederverwenden, wenn man zuvor alle anderen Bakugan verwendet hat.thumb Übersetzt heißt es ja Falle, aber man kann sie auch zur Unterstütztung einsetzten. Kategorie:Bakugan Produkt
  • Als je een trap neer zet, wees er dan zeker van dat je iemand er in mee sleurt en dood hakt met je bijl. Categorie:Trap
  • The Muon Trap, or just the Ghost Trap is one of the tools used in capturing ghosts.
  • Units with trap have a 75% chance of succesfully trapping an enemy unit. A trapped enemy unit cannot perform any actions(attack, use abilities), except retaliate. Trapped units will still take damage from effects (burn, poison) and will still be able to regenerate hp if they have regenerate ability.
  • Traps are a sorta of subdivision of combat. The way traps work is the user plants one and waits for a victim to work in to it. Traps usually do damage. All Traps can be made and used easily but traps have some problems. Some traps are one time use like bombs while others take a bit of time to set up which can be dangerous if you are running. Another is they can be pricey since they can be one time.
  • Traps (also known as "catches") are a group of freestyle moves that involve holding/trapping the nunchaku with a part of your body other than the hand. The most common trap is the armpit trap. Other traps include: * Wrist trap * Chin trap * Elbow trap * Knee trap * Waist trap
  • Como capitán de la Marine, Trap desgasta la típica capa de la marine estándar. En el lado izquierdo de su rostro, Trap posee una placa de metal que cubre toda el área alrededor de su ojo. Trap también es de piel morena con unas cejas un poco abultadas.
  • Trap is the twenty-third episode of Cybertron. It first aired in the United States on October 19, 2005 on Cartoon Network.
  • Traps are a feature introduced in The Sims 3 World Adventures. They are the defense mechanisms in tombs and, if not careful, can result into an interference with a tomb mummy and result in death of the Sim caught by one. There are several kinds of traps, however, only one of them is a death trap. Sims can disarm most traps by tinkering with them or a hole in the wall, or pushing statues upon floor switches or, if the trap is on the floor, onto the trap itself. Sims can even use traps to evade others.
  • If going melee against a trap, you might get hit by multiple projectiles, thereby quickly losing health. Ranged attackers can try to position themselves between the firing lines, thereby not getting hit at all.
  • Sho Tsukioka continues following Kazuo Kiriyama but starts to worry when he realizes that they are heading towards D-8 which will be a danger zone at five. Kazuo stops in front of a restroom and looks at his clock, Kazuo steps in as Sho starts to giggle at the thought of Kazuo peeing, and thinks it is cute that he went out of his way to find a restroom. Male Student # 14: Sho Tsukioka: Eliminated.
  • The episode opens with a sunrise and the voice of Tomitake Jirō protesting that Takano Miyo would never execute the "Emergency Manual" on purpose. The child voice of Rika reminds him that Irie has said the same thing, but since Takano knows her research will end in three years, Rika feels she will become desperate. The scene resolves to the outside of the Furude Temple with Rika addressing Jirō and Irie. Irie agrees and notes that Takano's appeal failed. Rika explains that if the "Emergency Manual" is executed, "someone is going to be held responsible," and someone is trying to take down a rival. She tells Jirō that the Yamainu will murder him. Jirō laughs it off, but Ōishi Kuraudo appears to tell him to take Rika's predictions seriously since she predicted the chain of murders five years
  • Traps are a TechnoType and class of item, devices that perform a - usually harmful - action in response to the presence of a target, which may be specified to possess certain traits, or may be any change introduced into the environment. Mines are a prominent type of trap, and infact, in elven language, mines are referred to as "explosive traps" (if indeed explosive), or by whatever functionality they use to deal damage. Commonly, explosives are used, and sometimes, chemical weapons are deployed in traps as well, but more exotic variants exist. Traps can be single-use, expending themselves when performing their function, or multi-use, able to trigger their function again and again in response to nearby hostile forces.
  • A trap is an item crafted by means of the tinkering skill with 2 volcanic ash, 1 pack of nails and 1 ignot. When placed down on the ground, after another item, such as, say, a gold piece, it will conduct damage on the being that picks it up, unless they (Rogues) have used the skill "Removing traps" to check its existence and /or de-activate it. The beings can be humans, or monsters. The damage to monsters is less, but can be useful. The damage to creatures appears to be calculated with the formula (Tinkering x 5)/4.
  • A trap is a hidden mechanism designed to detonate on contact with a target. Traps are only available to the Sram class of character and some monsters, and are an important part of most Sram builds. Some traps may do damage, poison, reduce (a) movement point(s) for a turn, have an area effect, etc. Traps can be used to make a "turret" - trapping the terrain around a Cra, Xelor or "tank" . Traps are used to both guard areas and to save damage potential when the Sram cannot attack.
  • A trap is a hazard placed on the ground that will trigger an effect, harming whoever set it off. Traps, if detected with search mode, appear as an ominous red overlay in the area. A character can use set trap to place their own trap kits, or use disable device to disable or to recover one set by opponents. The craft trap skill allows one to assemble trap kits. Traps come in a number of varieties such as generic trap kits, projectile traps, alarms and magical spell traps. Traps also have varying power levels, in ascending order: Minor, Average, Strong, and Deadly.
  • In Mafia, a Trap is a night action that combines several other night actions forcing them on the same target (a combo) --typically the block; save; the silence action of the Dentist; and, in some cases, some variation of the spy. The trap groups these actions together into a single role that has its own place among the order of actions. Because of the inability for a trapped player to defend himself, it has become canon to remove the voting power of, and the ability of everyone else to vote for, a trapped player (see silence). While a trap typically lasts one cycle, several variations exist:
  • The Trap track allows toons to deploy gags in front of cogs; once deployed, the cog or cogs must be lured using a Lure gag. Once the lure hits, it is guaranteed the cog will take damage. However, if a cog is already lured, the trap cannot be placed. It is also the most powerful gag track, as it is capable of destroying cogs of higher levels.
  • In 2263 of the alternate reality, the alien scavenger Jaylah had set up traps around the crashed USS Franklin, including a smoke cloud that would harden and created an impenetrable wall which could only be broken by a charge from her staff weapon. After landing on the planet, Captain James T. Kirk and Ensign Pavel Chekov were caught in this trap before Jaylah released them. During the attack on Krall's base, Jaylah equipped a PX70 motorcycle with this particular trap as well as her holographic technology for Kirk to use as a distraction. When the final group of Enterprise crewmembers were surrounded by Swarm drones firing on all sides, Kirk deployed the trap from the exhaust pipe of the motorcycle, shielding the crew long enough for them to be beamed to the Franklin. (Star Trek Beyond)
  • Traps can be either mechanical or magic in nature. They consist of a trigger and the scripts that apply the effect of the trap. Traps can cause damage, affect ability scores, apply curses, add or subtract items from a character's inventory, or really anything the module designer can dream up and script. Setting and disabling traps is part of the repertoire of skills of the rogue and assassin character classes.
  • Traps are features commonly found in both random and fixed dungeons. They are hidden to the player until triggered by the player ("You activate a trap!") or discovered by searching, and usually attempt to cause a status effect or deal damage directly. Traps can be evaded, but increase in both power and accuracy along with the level of the dungeon (DL). It appears that traps are more likely to be dodged if they are revealed to the player.
  • Trap: "Creates a trap that you set and leave for your enemy to trigger." With the exception of certain , Traps are exclusive to Rangers and are associated with Wilderness Survival and Beast Mastery attributes. Traps have activation times and are always easily interrupted while activating. They are location-based and are triggered--with one exception--by adjacent foes. Triggering them activates either an instant effect or an over-time effect. Many deal damage, and they commonly inflict conditions as well. Conditions caused by traps can be extended via various weapon prefix upgrades or some skills, such as Mystic Corruption, when the traps are triggered, not when the traps are laid.
owl:sameAs
Season
  • 45
Appeared
dcterms:subject
itemid
  • 3482
Sexe
  • Masculin
droppedBy
Espèce
  • Humain
marketable
  • yes
itemclass
  • Tools and other Equipment
  • Tools and other Equipment
  • Tools and other Equipment
Taille
  • 143.0
organizacion
Bandera
  • Marine
implemented
  • 6.600000
Multiplier
  • 2
  • 6
attrib
  • None
RefID
  • 29102
nombrejap
  • トラップ
Colorscheme
  • MarinesColores
Durability
  • 8
Sell
  • 50
buyfrom
  • --
  • Beatrice 280 gp
  • Beatrice 280 gp
Planète
#views
  • 106000
songtitle
  • "Trap"
npcvalue
  • 0
actualname
  • trap
original upload date
  • May.31.2011
Affil
Raza
npcprice
  • 0
sellto
  • --
  • Beatrice 75 gp
  • Beatrice 75 gp
  • Pompan 75 gp
Spawncode
  • "trap"
nombrerom
  • Torappu
Buy
  • 100
primarytype
  • Tools
  • Tools
  • Tools
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Previous
  • Desire
Ingredient
  • Cut Grass
  • Twigs
Singer
Appearances
  • 3
Article
  • a
Eyes
  • Blue
Album
  • Harry Potter et les Reliques de la Mort : 1ère partie (musique du jeu)
Origin
  • Dragonborn DLC
Stackable
  • No
  • No
  • No
Weapon
  • gun
Status
  • Unknown
Tier
  • 0
Producer
  • Kk2
  • Piro
  • Kotatsu
Affiliation
  • Stump Asteroid
  • *République Galactique **Grande Armée de la République ***Compagnie Tango
  • *Galactic Republic **Republic military ***Grand Army of the Republic ****Tango Company
Hair
Actor
  • * Poncho Hodges * Chris Jai Alex
Name
  • Trap
  • "Trap"
  • Trap
  • Trap
Text
  • "Brain Invaders" Episode Guide - The Clone Wars
Type
  • Miscellaneous
  • Item
  • Galactic Republic
ImageSize
  • 270
Value
  • 13
  • 75
  • Negotiable
  • Negotiable
Caption
  • The item's info window.
  • Beware of the traps
dbkwik:chipschallenge/property/wikiPageUsesTemplate
dbkwik:randomkingdom/property/wikiPageUsesTemplate
dbkwik:nunchaku/property/wikiPageUsesTemplate
dbkwik:summonermaster/property/wikiPageUsesTemplate
dbkwik:clonewars/property/wikiPageUsesTemplate
dbkwik:elona/property/wikiPageUsesTemplate
dbkwik:garoseries/property/wikiPageUsesTemplate
dbkwik:ghostbusters/property/wikiPageUsesTemplate
dbkwik:vocaloidlyrics/property/wikiPageUsesTemplate
dbkwik:scourge/property/wikiPageUsesTemplate
History
  • Before the skull system was implemented this was used to kill players in an anonymous way. The character page would only state: "Killed at level XX by a hit."
Weight
  • 1
  • 21
  • 2100
Link
  • Niconico Broadcast / YouTube Broadcast
backcolor
  • darkblue
Height
  • 1.83
Species
  • Human
  • * Human
Title
  • Officer Trap
Use
  • For Temporary Storage
Eyecolor
  • -
Rank
  • Lieutenant
Image size
  • 225
Color
  • #FFEBE6; color:#4F4946
TAB
  • Survival
Format
  • MP3
Powers
  • * All human abilities
plural
  • traps
Image
  • Trap.jpg
Notes
  • Traps can be set to injure creatures up to 29 damage, but they do not stop the creatures from moving. You can find this item around dwarven camp in Tiquanda. Put it on the ground and use it to open a Closed Trap. If you move an open trap it will close again. Note that usage of a trap to kill a monster will also yield experience as long you hit the monster once. If you want to sell or buy a Trap from NPCs, it has to be as a Closed Trap.
  • Traps can be set to injure creatures up to 30 damage, but they do not stop the creatures from moving. You can find this item around dwarven camp in Tiquanda jungle. It could also refer to a trap in some tombs. Put it on the ground and use it to open a closed trap. If you move an open trap it will close again. Note that usage of a trap to kill a monster will also yield experience.
  • Traps can be set to injure creatures up to 29 damage, but they do not stop the creatures from moving. You can find this item around dwarven camp in Tiquanda jungle. Put it on the ground and use it to open a Closed Trap. If you move an open trap it will close again. Note that usage of a trap to kill a monster will also yield experience as long you hit the monster once.
Profession
  • Guard to King Bill Compton
switch
  • anime
Homeworld
HairColor
  • -
stack
  • Does not stack
Debut
Family
  • Unknown Father - Father
  • Unknown Mother - Mother
Subtype
  • Book
url
  • tv-shows/clone-wars/brain-invaders
Equipment
  • Trap
Gender
Position
Effects
  • none
Source
  • Tool Dealers, Mimic
NEXT
  • Hunting
Museum
  • 6
TEXTCOLOR
  • white
Death
  • 21
Armes
Posicion
wikipage disambiguates
Décès
  • 21
Compositeur
abstract
  • ""
  • PLACEHOLDER
  • __NOEDITSECTION__ __NOWYSIWYG__
  • "Lays traps that catch ghosts" - Game Description Trap is a Power-Up found in Pac-Man 256. When consumed, spikes will appear around the map for a set duration. These one-time use traps will kill any ghost that runs over them. These spikes will not hurt Pac-Man. The Trap Power-Up requires _ Pac-Dots to be eaten before unlocked.
  • __NOEDITSECTION__ <default>Trap</default> File:Image needed.jpg Stats Type Weight Value Enchantment Displays Museum Deepholme Technical info Origin RefID XX029102(XX must be replaced with the number Dragonborn DLC has in your load order)
  • In 2263 of the alternate reality, the alien scavenger Jaylah had set up traps around the crashed USS Franklin, including a smoke cloud that would harden and created an impenetrable wall which could only be broken by a charge from her staff weapon. After landing on the planet, Captain James T. Kirk and Ensign Pavel Chekov were caught in this trap before Jaylah released them. During the attack on Krall's base, Jaylah equipped a PX70 motorcycle with this particular trap as well as her holographic technology for Kirk to use as a distraction. When the final group of Enterprise crewmembers were surrounded by Swarm drones firing on all sides, Kirk deployed the trap from the exhaust pipe of the motorcycle, shielding the crew long enough for them to be beamed to the Franklin. (Star Trek Beyond) In 2270, while in the rec room, Hikaru Sulu, Leonard McCoy and Nyota Uhura fell into a covered pit trap set up by the USS Enterprise's computer. (TAS: "The Practical Joker") In 2366, when a science project of Wesley Crusher's went wrong and some nanites escaped his laboratory, he put small traps all over the ship, including Ten Forward, in order to catch the tiny nanites. He was successful and caught at least one nanite. (TNG: "Evolution" ) Kathryn Janeway suspected a trap when her "contact" wore shiny military boots and she considered him a member of the Mokra Order. (VOY: "Resistance") In 2372, when stranded on a planned dubbed New Earth, Captain Kathryn Janeway used traps to catch the native insects. (VOY: "Resolutions") In 2375, the Hazari apparently did not cover all possible flight paths the USS Voyager could take, but Captain Janeway was convinced those open routes were in fact traps. Later on, Kurros suspected Janeway had set up a trap when the Hazari were attacking the Voyager. (VOY: "Think Tank") In the final draft script of TOS: "Miri" but not in the final version of that episode, Kirk and Spock speculated that a distress call which they, aboard the USS Enterprise, had detected coming from a planet which looked identical to Earth could be a lure to trap the starship's crew, such as by ambushing or otherwise tricking them.
  • A trap is a hazard placed on the ground that will trigger an effect, harming whoever set it off. Traps, if detected with search mode, appear as an ominous red overlay in the area. A character can use set trap to place their own trap kits, or use disable device to disable or to recover one set by opponents. The craft trap skill allows one to assemble trap kits. Traps come in a number of varieties such as generic trap kits, projectile traps, alarms and magical spell traps. Traps also have varying power levels, in ascending order: Minor, Average, Strong, and Deadly. The effects of trap kits that can be used by the PC are as follows:
  • Trap is a defensive tool used to kill enemy inventory. It's effective against rival infantry.
  • Traps are a type of defensive weaponry featured in The Last Stand 2 and a type of in The Last Stand: Dead Zone.
  • The episode opens with a sunrise and the voice of Tomitake Jirō protesting that Takano Miyo would never execute the "Emergency Manual" on purpose. The child voice of Rika reminds him that Irie has said the same thing, but since Takano knows her research will end in three years, Rika feels she will become desperate. The scene resolves to the outside of the Furude Temple with Rika addressing Jirō and Irie. Irie agrees and notes that Takano's appeal failed. Rika explains that if the "Emergency Manual" is executed, "someone is going to be held responsible," and someone is trying to take down a rival. She tells Jirō that the Yamainu will murder him. Jirō laughs it off, but Ōishi Kuraudo appears to tell him to take Rika's predictions seriously since she predicted the chain of murders five years prior. He then tells Rika he has brought someone who wishes to meet her. Akasaka Mamoru appears and suggests that Rika will not tell him to go back to Tokyo again. In tears, Rika hugs him and repeats his name. Jirō and Irie observe this with surprise. Akasaka explains to them who he is. He then states--while Rika still cries--that five years ago she saved the life of his wife. This is an important detail in that in some previous lives, five years prior to this time, his pregnant wife slips, falls, and dies. Rika had warned him to return to Tokyo, and if he does, he succeeds in preventing this accident. He vows to her it is his time to repay her. The scene refocuses on the Sun to suggest a passage of time. Akasaka explains the "Alphabet Project" which consists of a source of illicit money his team investigated for years. Each year, it transferred a great sum of money to the Irie Institution. Irie protests that "Tokyo" aside, his group is not doing anything they would need to hide. He claims they merely seek a cure for Hinamizawa Syndrome. Jirō asks Rika how she learned all of this information. She explains that she is the heir to the Furude Shrine and has Oyashiro-sama on her side, then looks away embarrassed. Jirō accepts that answer "for now" to Rika's surprise: "This is the first time you've ever taken what I said seriously." Since they will have to wait for Jirō to find evidence, Rika asks Ōishi if he could find a reason to take Takano into custody. Ōishi muses he may lose his retirement allowance, but will do it if it is necessary. Irie reminds him that the Yamainu probably have spies in the Okinomiya Police Station. Akasaka suggests that Ōishi withdraw from the case given the risk to his retirement. Jirō agrees. Ōishi tries to laugh off being "lectured by youngsters." He muses that he planned, after retirement, to make a vegetable garden and take up ballroom dancing in Hokkaido. However, he feels his biggest risk is to lose the ability to search for those who killed the manager of the dam construction project. Rika replies that the true culprit behind all of the murders is not the Sonozaki family. The scene shifts to the Sonozaki home. A surprised Keiichi asks, "You weren't talking about manga?!" Satoko confesses that when Rika revealed the truth the previous night, "we were shocked as well." Mion affirms that they knew she was serious. Rena pledges her support while Keiichi states that if it is a "bad joke" he will be very angry. Mion reaffirms the situation is not a "game," and Rika apologizes to them all for involving them. Hanyū sadly reports that Rika has been constantly apologizing. A smiling Satoko breaks the tension by suggesting it would have been ruder for Rika to have kept her situation a secret. Keiichi picks up on this and proclaims that everyone must be secretly excited: Satoko has been waiting for an excuse to use her traps without holding back. Rena can "pull off some dangerous stunts," and she reminds him that he can crush fate no matter how hopeless it may be. Hanyū suggests that if he is a "red, burning flame," then Rena is a "blue, gentle flame." Keiichi then turns to Hanyū and notes that although she is a recent transfer, she already understands them all. A chibi Hanyū "au-aus" in response to the flattery. Keiichi proclaims that it is their festival, and they will set off spectacular fireworks. Listening to this, Rika says in her adult voice to Hanyū that she is happy. She never imagined everyone would believe her. Hanyū responds that everyone is growing. There are quick flashbacks to Keiichi bludgeoning Mion and Rena, Keiichi being stabbed by Shion, Shion's insanity and Keiichi's reaction to Rena, and finally to all of them pledging to help Rena, then all pledging to work together from the end of Minagoroshi-hen. Over these flashbacks, Hanyū explains that even if they do not clearly remember these past events all of the past events remain somewhere in their minds. Rika agrees that perhaps all of their experiences were not in vain. The scene shifts to the Irie Clinic. Inside, Irie asks Takano if she intends to continue the research after the Irie Institution closes. She asks him why he asks, and he nervously responds that he is uncertain of his future position. She admits that private research will prove difficult as it was with her "grandfather." Irie asks about her association with Takano Hifumi. She admits he adopted her and that she seeks to complete his research and have it recognized. She further admits that once the Institute and its research is shut down, then the work will become "shrouded in darkness" and her wish will not be fulfilled. She then laughs. The scene then shifts to the Sonozaki home and Mion reviewing the plan: Rika, Satoko, and Hanyū will hide in her home. Akasaka will stay in the house they had lived in to give the impression they still live there. The scene shifts to Akasaka in their home looking out of the window until the phone rings. The scene returns to the Sonozaki home and Keiichi asks if Akasaka will be safe there. Hanyū happily says that he is incredibly dependable. Mion notes that he is a safe-guard and the most important role is Jirō's as the scene shifts to a hotel in Okinomiya. It is his job to find evidence. As Rika explains this, the scene shifts to Jirō talking on a hotel phone as he "doodles" the connection between "Tokyo," "Takano," and "Okonogi" with the numbers "03-671-2" underneath on a hotel stationary pad. If he can find the evidence he can call in a stronger special forces unit--"Banken" or "watchdogs"--to take care of the Yamainu --"Wild dogs"--literally "mountain dog." Keiichi wonders if they can unbalance their enemy. Mion reminds everyone of the theory that if Rika dies, within 48 hours the Hinamizawa Syndrome will effect everyone. Rena notes that if they cannot kill Rika, they cannot institute the Emergency Manual. Upon hearing this, Satoko leaps up and claims she knows the enemy's weakness and Keiichi exclaims that he understand it as well: Rika just has to die. As Satoko and Keiichi chortle in triumph, and the rest watch in confusion, the scene fades into the commercial break. After the break, Irie knocks on the door of Satoko and Rika's home loudly asking for Satoko, Rika, and Hanyū and announcing himself as their "Master"--ご主人様--goshūjin-sama--"your husband"--arriving for their checkup. Akasaka answers, and Irie whispers that he is alone. Akasaka responds that there is evidence the home is being watched. This further convinces Irie that Rika's claims are true. He brings Akasaka provisions and the two workout a system of signals should an emergency occur since the phone is probably tapped. If Irie lets the phone ring one minute then hangs up, it means danger and Akasaka should escape. If it rings longer that means that Irie cannot contact him and Akasaka should immediately go to the Sonozaki home. The scene shifts to Sonozaki's home with Ōishi expressing surprise that he should pretend Rika is dead. If they pretend Rika has been dead for 48 hours, the failure of the Hinamizawa Syndrome to affect the people will undermine the excuse to proceed with the massacre. Ōishi agrees this will throw Takano's people into a panic. Hanyū explains that they need his assistance. Ōishi muses he must prepare himself for the consequences. Hanyū replies that he does not have to agree to the plan if he does not want to: "We don't mean to use you as a steppingstone towards victory." Ōishi laughs and states that if a "youngster" tells him that he cannot refuse. He continues that he cannot give them an answer immediately since it will involve his colleagues. Hanyū excitedly explains that he should not worry because if he loses his retirement, Mion will make arrangements for him. Mion startles and Rika lets out a happy "Miiiii! It's the least you can do" for Ōishi's assistance. Hanyū and Rika agree with a "neee!" and a hysterical chibi Mion reacts to the sudden financial obligation. Ōishi admits he has no chance against them. The scene shifts to Jirō on the phone in his hotel room. The voice tells him that there are "some obscured sections in the Irie Institution," which the "Investigation Bureau" is now investigating. The voice also mentions the close relationship between the Late Koizumi and Takano, which probably explains the efforts to establish the Irie Institute. The voice notes that Takano Miyo may have received "one billion yen" [= ~$4,545,455 in 1981 or $14,017,128.34 in 2016] which would be more than enough to bribe the Yamainu. Jirō is shocked by this amount. Viewers should remember that he is responsible for overseeing the finances of the Irie Institute. The voice admits that Takano Miyo may very well be involved in some sort of conspiracy. The scene shifts to the Furude Temple and the preparations for the coming Watanagashi Festival. We hear the voice of an old woman stating she heard that Rika has been ill. The scene focuses on Irie being questioned by three older women who also note that Satoko has also been staying at home. Irie seems surprised at their concern over Satoko. He even asks about their concern given how her family was hated by the village. One of the women admits that perhaps the family was, while another states she does not want to see any child suffer. At that point Sonozaki Oryō arrives with Kimiyoshi Kiichirō. She asks him if Rika will be well enough to perform the ritual dance. She playfully admonishes him to "patch her up" before the Watanagashi Festival, but then she adds that she does not merely speak for Rika but "that Hanyū girl as well." This underscores that Hanyū can now be seen by people with whom she has not interacted. Oryō also adds, "and Satoko, too." Irie and the old women seem surprised, but Kimiyoshi explains he just talked with Oryō and she agrees they should not cling to the past "curses, grudges, and whatnot." "The dam war is long over," concedes Oryō, "if a kid of the village catches a cold, it's the job of the elderly to worry about them." A happy Irie proclaims that Satoko will be happy to hear that. The scene then shifts to the late day and Ōishi visiting a grave of the manager of the dam construction project. He asks if the deceased laughs since it turns out that the Sonozaki family had nothing to do with his death. He continues that he has come every year promising to arrest Oryō. Now, he is "about to cross a dangerous bridge." While the result may not balance the risk, he might learn the truth behind the murders. He is surprised by Shion and her mother Sonozaki Akane bearing offerings. Akane states it is the first time they have met at the grave. Ōishi notices that she carries the hydrangea that he has found placed at the grave every year. Shion states that she carries ohagi made by her grandmother, Oryō. Surprised, Ōishi asks why, since the deceased had such a bad relationship with the Sonozaki family, they would do this. Akane explains that after a kendo or rugby match, there are no allies or foes. Children will take over Hinamizawa, and the adults must end the dam war for their sake. Ōishi agrees that there are "great youngsters" living in Hinamizawa, and he has made his resolution. Addressing the deceased, he declares himself a detective who will do his part in "Mion-san and Keiichi-san's festival." The end titles cease with the Pathologist slamming his beer bottle on the table in the traditional restaurant announcing he will join Ōishi's plan. Ōishi wonders how he can decide so quickly only to have his subordinate announce that he will join as well. Chibi Rika and Hanyū advertise oyashirosama.com. Chibi Rika makes the ironic proclamation: Hanyū introduces the next episode while Rika muses in her adult voice: "even though it is something children should not watch."
  • Traps are a TechnoType and class of item, devices that perform a - usually harmful - action in response to the presence of a target, which may be specified to possess certain traits, or may be any change introduced into the environment. Mines are a prominent type of trap, and infact, in elven language, mines are referred to as "explosive traps" (if indeed explosive), or by whatever functionality they use to deal damage. Commonly, explosives are used, and sometimes, chemical weapons are deployed in traps as well, but more exotic variants exist. Traps can be single-use, expending themselves when performing their function, or multi-use, able to trigger their function again and again in response to nearby hostile forces. Traps usually rely on remaining invisible to hostile forces, but sometimes, high visibility is preferred to increase exposure - that is, when the trap is 'dressed up' as a desirable object to lure the enemy into approaching and handling the device, causing it to detonate. Such traps are referred to as booby traps.
  • Sho Tsukioka continues following Kazuo Kiriyama but starts to worry when he realizes that they are heading towards D-8 which will be a danger zone at five. Kazuo stops in front of a restroom and looks at his clock, Kazuo steps in as Sho starts to giggle at the thought of Kazuo peeing, and thinks it is cute that he went out of his way to find a restroom. Sho takes a moment to look at his map to make sure he knows where they are and starts to think he shouldn't doubt Kazuo as he knows what he is doing. Sho takes out his cigarette and thinks back to his homelife as he wishes to have a drink and shower. Sho looks back and hears that Kazuo is still in the restroom and now Sho is getting annoyed with how long Kazuo is taking. It is then that the wind opens the door and Sho sees a water bottle has been pierced and Kazuo is nowhere to be found. Sho panics and searchs around for Kazuo and when he finds him, he sees Kazuo is already far away. Kazuo turns around as Sho realizes what he happened, Kazuo had tricked Sho into staying inside the zone. Sho knows what is going to happen to him as it is now five and his collar explodes. Kazuo looks at the corpse of his former "friend" and walks away. Male Student # 14: Sho Tsukioka: Eliminated.
  • Necessary item for Trap-related skills.
  • Traps can be found throughout the dungeon.
  • In Mafia, a Trap is a night action that combines several other night actions forcing them on the same target (a combo) --typically the block; save; the silence action of the Dentist; and, in some cases, some variation of the spy. The trap groups these actions together into a single role that has its own place among the order of actions. Because of the inability for a trapped player to defend himself, it has become canon to remove the voting power of, and the ability of everyone else to vote for, a trapped player (see silence). While a trap typically lasts one cycle, several variations exist: * Most common among these variations: the single night trap (block + save) * Other variation (also known as arrest): the indefinite trap (see Sergeant in Pirates of Penzance Mafia). An indefinite trap will trap a player until a specific condition is met -- typically a RID Guess from another player. Such an ability is typical of a non-grouped indy and should be avoided for the baddies, as it can quickly resemble an additional Nightkill if the goodie who can free trapped players becomes trapped himself (see zombify in Secret of Mana Mafia).
  • The Trap track allows toons to deploy gags in front of cogs; once deployed, the cog or cogs must be lured using a Lure gag. Once the lure hits, it is guaranteed the cog will take damage. However, if a cog is already lured, the trap cannot be placed. It is also the most powerful gag track, as it is capable of destroying cogs of higher levels. If two or more Trap gags are deployed in front of the same cog, the gags will "cancel" each other out and will render a waste. As an added bonus, unlike other gag tracks, only a few Trap gags can be carried; presumably, the reason for this is that Trap gags are either very powerful, have perfect accuracy, or must be lured using a Lure gag.
  • A trap is an item crafted by means of the tinkering skill with 2 volcanic ash, 1 pack of nails and 1 ignot. When placed down on the ground, after another item, such as, say, a gold piece, it will conduct damage on the being that picks it up, unless they (Rogues) have used the skill "Removing traps" to check its existence and /or de-activate it. The beings can be humans, or monsters. The amount of damage that a trap can do on a human depends on the tinkering level of the trap placer. The damage is the Tinker level, multiplied by five. So if the player has a tinker level of 6, the damage would be 30hp to a human. The damage to monsters is less, but can be useful. The damage to creatures appears to be calculated with the formula (Tinkering x 5)/4. Creatures that will not pick up traps include: Bears, Dragons, Gooeys, Rats, Sheep, Trolls, Bracken (incomplete). All other creatures will pick up traps. NPCs (such as guards and shopkeepers) and beasts have a Tinker level of 3. Thus, if passed a Trap created above level 3, they will "metabolize" the Trap, down to level 3.
  • Note that this technique is not always successful in retrieving the book. Reviewed 9/6/10 JOD,JCBFrom Scratchpad, a Wikia wiki.
  • Trap est le titre de la trente-troisième de la bande originale du jeu Harry Potter et les Reliques de la Mort : 1ère partie.
  • Traps can be either mechanical or magic in nature. They consist of a trigger and the scripts that apply the effect of the trap. Traps can cause damage, affect ability scores, apply curses, add or subtract items from a character's inventory, or really anything the module designer can dream up and script. Setting and disabling traps is part of the repertoire of skills of the rogue and assassin character classes. Traps can be placed on doors, placeables, or the ground. They represent hazards for anyone who is not a "friend" of the trap; both hostile and neutral creatures can set off the trap. Traps that are placed with the set trap skill belong to the trap setter's faction, while traps placed by the module builder typically belong to the standard hostile faction (but can be placed in any faction). Door traps are triggered when either the door is bashed or the door is not locked and an attempt is made to open the door (the attempt fails and the trap is set off). Similarly, placeable traps are triggered when either the placeable is bashed or the placeable is not locked and an attempt is made to use it. Ground traps are triggered when the center of a creature enters the trapped area. Detecting the trap: When a character is near the trigger for a trap, that character makes a search check. Characters cannot detect traps with a detection DC higher than 35 unless they are rogues. If successful, the trigger area is highlighted in red if the trap is hazardous, in green if not. (These colors can be changed via <a href="/mediawiki/Nwnplayer.ini#.5BTrap_Colors.5D" title="Nwnplayer.ini">nwnplayer.ini</a>). This allows the character either to avoid the trap by moving around the trigger, or to disable the trap. Default detection DCs are listed in the set trap notes, but it must be stressed that those defaults are easily changed by a builder.
  • Kills done by traps don't give any experiences on Arelith.
  • A trap, often called a bear trap and called this by Melinda, is a tile that restricts from movement any object that steps on it. The only way to release the trap is via a brown button that is connected appropriately to it. When a trap is released, it is termed open, and when not released or not connected at all, it is closed.
  • The "Trap"(トラップtorappu) is an environmental hazard in Resident Evil 4, with the concept re-used in Resident Evil: Revelations. In both games they share the same principle as a bear trap.
  • [Source] "Trap" était le surnom d'un lieutenant clone servant la Grande Armée de la République pendant la Guerre des Clones. Il dirigeait la Compagnie Tango.
  • Even the best offensive magic is worthless if the true goal is to give the enemy a nasty surprise. In such cases, this spell is quite useful. Casting it on a chest or door puts a trap of varying effect (poison, acid, bomb or sleep) on it. Any foe who dares to touch it will get a nasty surprise when the trap is set off. Note that to get rid of the spell, the Destroy Trap spell has to be used (also called "Untrap") to disarm the trap.
  • A trap is a grounded object that produces an effect as an enemy comes within its range. The ability to set traps that affect mobs, NPCs, or player characters is exclusive to File:None Spec RoundIcon.png Survival [[File:IconSmall .gif||link=]] Hunters.
  • A trap is a hidden mechanism designed to detonate on contact with a target. Traps are only available to the Sram class of character and some monsters, and are an important part of most Sram builds. Some traps may do damage, poison, reduce (a) movement point(s) for a turn, have an area effect, etc. Traps can be used to make a "turret" - trapping the terrain around a Cra, Xelor or "tank" . Traps are used to both guard areas and to save damage potential when the Sram cannot attack. Many Srams use a combination attack, setting traps and eventually pushing foes into the trap with Tricky Blow. Good trap usage depends mostly on the player and their knowledge of AI/strategy. When placing traps that have a cooldown (such as Poisoned Trap), failed placements due to "invisible obstacles" do not cause AP loss.
  • A trap is a grounded object that produces an effect as an enemy comes within its range. The ability to set traps is exclusive to Hunters.
  • Traps are placed on the ground at the time of casting, and usually remain there indefinitely until someone walks onto their Trigger Area. When this happens, the person who triggered it, and anyone else within the Area of Effect, will suffer the trap's effects. Traps occupy Command so you cannot have too many on the field at once.
  • Many dungeons are full of nasty traps, and they will be invisible until you stumble into one or are lucky enough to detect it before something bad happens. Detected traps are indicated by a yellow frame around their location. You can try to disarm the trap by clicking on it; on failure the trap will be triggered and hurt you. Another method of disarming a trap is by luring a monster into it.
  • thumb|Die Neu Vestroia TrapsMan kann zu den 3 Bakugan auch eine Trap ins Spiel nehmen, die man während einem Kampf auf der Torkarte platziert. Vorraussetzung ist, dass sie das gleiche Element, wie das im Kampf verwendete Bakugan hat. Man darf eine Trap erst wiederverwenden, wenn man zuvor alle anderen Bakugan verwendet hat.thumb Übersetzt heißt es ja Falle, aber man kann sie auch zur Unterstütztung einsetzten. Kategorie:Bakugan Produkt
  • Als je een trap neer zet, wees er dan zeker van dat je iemand er in mee sleurt en dood hakt met je bijl. Categorie:Trap
  • The Muon Trap, or just the Ghost Trap is one of the tools used in capturing ghosts.
  • Units with trap have a 75% chance of succesfully trapping an enemy unit. A trapped enemy unit cannot perform any actions(attack, use abilities), except retaliate. Trapped units will still take damage from effects (burn, poison) and will still be able to regenerate hp if they have regenerate ability.
  • Traps are a sorta of subdivision of combat. The way traps work is the user plants one and waits for a victim to work in to it. Traps usually do damage. All Traps can be made and used easily but traps have some problems. Some traps are one time use like bombs while others take a bit of time to set up which can be dangerous if you are running. Another is they can be pricey since they can be one time.
  • Traps (also known as "catches") are a group of freestyle moves that involve holding/trapping the nunchaku with a part of your body other than the hand. The most common trap is the armpit trap. Other traps include: * Wrist trap * Chin trap * Elbow trap * Knee trap * Waist trap
  • Traps are features commonly found in both random and fixed dungeons. They are hidden to the player until triggered by the player ("You activate a trap!") or discovered by searching, and usually attempt to cause a status effect or deal damage directly. Traps can be evaded, but increase in both power and accuracy along with the level of the dungeon (DL). It appears that traps are more likely to be dodged if they are revealed to the player. Traps will remain active even after being triggered (aside from mines, which are consumed in one use), but can be removed permanently via the Disarm Trap skill or Mani's Decomposition.
  • Trap: "Creates a trap that you set and leave for your enemy to trigger." With the exception of certain , Traps are exclusive to Rangers and are associated with Wilderness Survival and Beast Mastery attributes. Traps have activation times and are always easily interrupted while activating. They are location-based and are triggered--with one exception--by adjacent foes. Triggering them activates either an instant effect or an over-time effect. Many deal damage, and they commonly inflict conditions as well. Conditions caused by traps can be extended via various weapon prefix upgrades or some skills, such as Mystic Corruption, when the traps are triggered, not when the traps are laid. The aforementioned exception is Healing Spring, which heals nearby allies every two seconds. Healing Spring triggers instantly, probably because it is triggered by allies and you, being an ally, are in trigger-range as soon as it's activated. * For an alphabetical listing of traps, see . * For a quick reference of trap skills, see Trap skills quick reference.
  • Como capitán de la Marine, Trap desgasta la típica capa de la marine estándar. En el lado izquierdo de su rostro, Trap posee una placa de metal que cubre toda el área alrededor de su ojo. Trap también es de piel morena con unas cejas un poco abultadas.
  • Trap is the twenty-third episode of Cybertron. It first aired in the United States on October 19, 2005 on Cartoon Network.
  • Traps are a feature introduced in The Sims 3 World Adventures. They are the defense mechanisms in tombs and, if not careful, can result into an interference with a tomb mummy and result in death of the Sim caught by one. There are several kinds of traps, however, only one of them is a death trap. Sims can disarm most traps by tinkering with them or a hole in the wall, or pushing statues upon floor switches or, if the trap is on the floor, onto the trap itself. Sims can even use traps to evade others.
  • If going melee against a trap, you might get hit by multiple projectiles, thereby quickly losing health. Ranged attackers can try to position themselves between the firing lines, thereby not getting hit at all.
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