Traps
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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 | Effect | |
|---|---|---|---|---|
|
Chandelier | Keep | 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 | Many Floors | Travels along a set path depending on room layout, either looping or moving back and forth. Typically aligned along wall edges. | |
|
Spikes | Many Floors | When stepped on, spikes will spring out of the floor panel after a short delay. | |
|
Rolling Log | Many Floors | 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 | Many Floors | 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 | Forge | 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 | Forge | Bars of fire rotating around a stationary skull. | |
|
Trapdoor | Many Floors | If the player steps on a trapdoor, it will collapse after a short delay, causing the player to fall in and take damage. | |
|
Cave-In | Mine | 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 | Many Floors | Turrets shoot bullets forward at a fixed interval. | |
|
Minecart Turrets | Mine | 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. | |
|
Crusher | Oubliette/Forge | 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 | Bullet Hell | 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.










