Traps

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The Marine in a trap room of the Hollow

Traps are objects in Enter the Gungeon that pose a threat to the player, and must be contended with in various rooms of The Gungeon. Certain traps can also damage enemies, and can be cleverly used in gunfights to gain an edge.

List of Traps

Icon Name Location Bullet Kin.png Effect
Chandelier.png Chandelier Keep Checkbox true.png Hangs from the ceiling, connected by an offscreen chain to a switch somewhere in the same room. Shooting or interacting with the switch drops the chandelier, which explodes upon landing.
Sawblade.png Sawblade Many Floors Checkbox false.png Travels along a set path depending on room layout, either looping or moving back and forth. Typically aligned along wall edges.
Spikes.png Spikes Many Floors Checkbox false.png When stepped on, spikes will spring out of the floor panel after a short delay.
Rolling Log.png Rolling Log Many Floors Checkbox true.png A spiky log which can be any length, determined by room layout. Rolls back and forth along a set path, damaging enemies and players on contact.
Flame Trap.png Flame Trap Many Floors Checkbox false.png Often appears in large groups. On set intervals, will belch a burst of flame into the air, damaging players above.
In many rooms, different flame traps have their intervals offset, resulting in more complicated activation patterns.
Flame Pipe.png Flame Pipe Forge Checkbox true.png Sits along a wall face. When shot, the cap will burst and spray a constant flame away from the wall for 10 seconds. Once deactivating, it cannot be activated again.
Rotating Fire.png Rotating Fire Forge Checkbox false.png Bars of fire rotating around a stationary skull.
Trapdoor.png Trapdoor Many Floors Checkbox false.png If the player steps on a trapdoor, it will collapse after a short delay, causing the player to fall in and take damage.
Boulder.png Cave-In Mine Checkbox true.png If a red plunger is shot or interacted with, boulders will fall onto a corresponding spot in the room marked with a red X. Boulder impacts ignite oil as though they were explosions.
Turret.png Turret Many Floors Checkbox false.png Turrets shoot bullets forward at a fixed interval.
Minecart Turret.png Minecart Turrets Mine Checkbox false.png They travel along a track, continuously shooting bullets at the player. They can be destroyed by explosions, and are deactivated once the room is completed.
Crush.png Crusher Oubliette/Forge Checkbox true.png If the player steps into a crush trap, the walls will pinch together, damaging the player if they are caught. Also triggers for enemies, dealing 35 damage to them.
Fire ring.png Fire Ring Bullet Hell Checkbox false.png Fire rings are skulls that periodically shoot rings of fire similar to Muzzle Wisps, and continue firing even after the room is cleared.

Trivia

  • Unlike most traps, if the player is killed by the turret, minecart turrets, or rotating fire, the cause of death will be "your own slow reflexes", as the player died to a bullet with no enemy assigned to it, rather than the normal "a deadly trap".
  • Most traps are exempt from "time stopping" effects such as the Aged Bell. Even if they shoot bullets, their projectiles cannot be stopped. This is most noticeable on the Fire Ring and Minecart Turret trap, which proceeds in regular (if applicable) motion, while still firing normally sped bullets at the expected rate.