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Spike Traps are one of three trap - based hazards in de Blob and de Blob 2.

Premises of Spike Traps[]

The basic function of spike traps is to puncture Blob, causing him to lose paint points. There are a few differences between both games; however, the functionality remains intact.

History in de Blob series[]

de Blob:[]

The spike traps in de Blob were first introduced in the fifth level: Guggentraz Island. These were square - shaped and could be placed either on the ground or on buildings. Most of these traps come with a switch to temporary disable them; but some would not and would need to be bypassed. Slamming a transformation engine can remove these traps, making it easier to pass through (assuming they were near).

de Blob 2:[]

Spike traps make a return in de Blob 2, albeit with a different design and slightly different function. They first appear in the Rocket Laboratory within Comrade Black U (State College). Like in de Blob, these can be placed either on the ground, walls and roofs; but now they can be placed on ceilings as well. Most of these traps are not subjected to a switch; rather it works differently (i.e. switches between on and off for a few seconds). Unlike in de Blob, if traps are placed on a group of buildings and said group is painted, the traps can now be destroyed. The appearance still retains the classic square shape, seen in the first game.

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