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Blades:The Trap

< Blades: Quests: Events
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Event Quest
BL-icon-landmark-Portal Inactive.png
Use poison to defeat enemies
UnavailableUnavailableTime (refresh)
Rarity: Uncommon
Location(s): Dungeon
Reward(s): 0LeveledLeveledSigils, Leveled healing potions (Every stage, increasing per stage)
Leveled smithing materials (Final Stage Bonus)
XP: 700 (Every stage)
ID: EQ39
BL-icon-Secret.png Secret Areas: 1
 
The Trap
The dungeon beyond the strange portal feels eerily familiar, but it's a carefully laid-out trap. Enemies in there will resist all attacks and spells save poison ones.
BL-icon-Poison Weapons.png Use weapons that deal poison damage
BL-icon-Poison.png Cast poison spells
BL-icon-Poison.png Use poison aversion poisons

ObjectivesEdit

  1. Defeat the Bandit

WalkthroughEdit

Before you begin, be aware that the enemies within are immune to all damage types but poison, to which they are weak.

The event begins at the top of stairs in a fort. At the bottom of the stairs is a corridor, which turns left and immediately continues rightwards. Food and breakables of up to medium size may spawn along the sides. It opens into a room patrolled by a Wight.

The opposite corner of the room opens onto a passage heading rightward, which may contain a small breakable. It turns leftwards, and leftwards again, potentially containing a small breakable. It immediately opens onto a room patrolled by two Wights. It is possible, but not likely, that they will detect and engage players in quick succession.

On the wall directly opposite the entrance is a weapon rack trigger, which opens the door to a secret area on the left of the passage and ahead and right from the trigger. It opens onto a corridor heading leftward and turning right, patrolled by a Wispmother. It may contain food and a small breakable. The corridor descends down stairs, and turns right, left, and right again, finally opening onto a small room containing a Golden Chest and breakable, guarded by a Wight boss.

The room opens onto a corridor opposite the secret area, forward and right of the entrance. The corridor begins going leftwards, potentially containing food and breakables. It turns leftwards again and continues rightwards, and then it opens onto a long room. It may contain a breakable, and food, the latter potentially hidden in an alcove on the far left corner. The room's exit is a corridor on its far right wall, which quickly turns left and continues, potentially containing breakables. It turns left onto descending stairs, at the bottom of which may lie food. It then turns right, potentially containing food and a breakable.

It turns left and right into another room patrolled by a Wispmother and Wight. At the far end stands the objective: a Bandit boss. Defeatinig it completes the event.

EnemiesEdit

GalleryEdit