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Trap compendium

Fifteen trap families, cross-linked to combos, layouts, and enemies. Click any card for mechanics, FAQs, and embeds.

Floor Spikes

Cheap, reliable damage on a fixed tile. Best when runners are committed to a path.

Damage: Low–medium

Combos: Pressure Plate, Deadly Door, Crossbow

Full guide →

Pressure Plate

Universal trigger for doors, spikes, boulders, and delayed traps.

Damage: None (trigger)

Combos: Spike Floor, Boulder, Steam Traps, Wall Spikes

Full guide →

Crossbow

Ranged single-target damage down straight sight lines.

Damage: Medium

Combos: Pressure Plate, Swirl Machine, Choke points

Full guide →

Boulder

Heavy rolling burst; strong vs clusters and certain elite behaviors.

Damage: High

Combos: Pressure Plate, Narrow ramp, Deadly Door

Full guide →

Deadly Door

Locks a line and punishes anyone who tries to force through.

Damage: Medium

Combos: Crossbow, Spike Floor, Electric Rail Cannon

Full guide →

Tentacle Rises

Melee zone control; interrupts straight-line movement.

Damage: Medium

Combos: Swirl Machine, Spike Floor, Mind Flare

Full guide →

Steam Traps

DoT zones and area denial; softens groups before spike finishers.

Damage: DoT / medium over time

Combos: Pressure Plate, Poison Darts, Narrow hall

Full guide →

Mimic Chests

Bait greedy routes; punishes bad pathing.

Damage: High (ambush)

Combos: Idol of Hidden Man, Winding paths, Treasure rooms

Full guide →

Electric Rail Cannon

Line burst with high precision requirements.

Damage: Very high

Combos: Deadly Door, Rail-aligned corridor, Pressure Plate

Full guide →

Swirl Machine

Displacement and crowd scrambling.

Damage: Medium

Combos: Tentacle Rises, Spike Floor, Steam Traps

Full guide →

Mind Flare

Confuse or delay decision-making in AI-heavy waves.

Damage: Low direct

Combos: Mimic Chests, Tentacle Rises, Poison Darts

Full guide →

Idol of Hidden Man

Debuff or map-wide trickery anchor—pair with bait paths.

Damage: Variable

Combos: Mimic Chests, Winding paths, Mind Flare

Full guide →

Bear Trap

Single-target root/snare for priority kills.

Damage: Medium

Combos: Crossbow, Wall Spikes, Pressure Plate

Full guide →

Poison Darts

DoT from walls; great on repeated passes.

Damage: DoT

Combos: Steam Traps, Winding paths, Layouts

Full guide →

Wall Spikes

Side hazards for narrow trenches.

Damage: Medium

Combos: Pressure Plate, Boulder lane, Electric Rail Cannon

Full guide →

See also