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Steam

Maze layouts

Good mazes manipulate steps per trap. A long straight line feeds crossbows; a winding path feeds darts and steam. Choke points stack damage density; wide rooms dilute it unless you add swirl or tentacle control.

Patterns

  • Winding paths — double back segments for DoT.
  • Rotating passages — reset aggro lines mid-wave.
  • Shifting gates — pair with doors for tempo.
  • Choke + rail — funnel into rail cannon lanes.

Trap pairing matrix

Spikes want commitment; mimics want greed—read adventurer AI. For elites, prefer burst lanes documented under Daedalus.

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