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NAME                 -  Price  - Pwr -   Size   - Ht - Room
Evil Genius

NAME - Price - Pwr - Size - Ht - Room

Evil Genius traps and gadgets list including costs, power, size, and placement. Learn about Pressure Pads, Laser Trip Beams, Gas Traps, and more.

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Evil Genius traps and gadgets list including costs, power, size, and placement. Learn about Pressure Pads, Laser Trip Beams, Gas Traps, and more.

Walkthrough
  1. 1
    Crash-Test Dummy: Costs 800, Power 0, Size 1x1, Height 0. Can be placed In or Out. This is a tool to test your trap system. When placed, 6 dummies walk out in a straight line with a 5-second delay between each. They trip any sensor in their path but will fall over and 'die' if they hit an obstacle, not changing direction.
  2. 2
    Pressure Pad: Costs 1600, Power 0, Size 1x1, Height 0. Can be placed In or Out. Trips when an agent steps on it. Ideal just inside a door, as agents will step on it again when trying to escape.
  3. 3
    Laser Trip Beams: Costs 6000, Power 1, Size 1W x2, Height 0. Can be placed In or Topside. Goes across to the next wall regardless of distance. Cannot be placed outside directly, but can be used between two topside shacks to link to outside traps, like detonating explosive trees.
  4. 4
    Motion Sensor: Costs 12,000, Power 2, Size 1W/1x1, Height 0. Can be placed In or Out. Covers a half-circle with a 3-square radius in front of it. If offset from a 2-width corridor by one square, it covers the corridor. In a 4-width corridor, it leaves a half-square gap. It is difficult to time for covering a corridor from the side due to its arc. Works well when placed to the side of a corridor with a long-range trap shooting down its length, and is good for setting off wide-area traps like bees.
  5. 5
    Gas: Poison (Health/Red): Costs 4800, Power 1, Size 2x2, Height 0. Can be placed In. A cage drops, filling with gas that attacks health.
  6. 6
    Gas: Knockout (Green/Endurance): Costs 8000, Power 1, Size 2x2, Height 0. Can be placed In. A cage drops, filling with gas that attacks endurance.
  7. 7
    Gas: Laughing (Purple/Attention): Costs 9600, Power 1, Size 2x2, Height 0. Can be placed In. A cage drops, filling with gas that attacks attention.
  8. 8
    Gas: Hallucination (Blue/Loyalty): Costs 8800, Power 1, Size 2x2, Height 0. Can be placed In. A cage drops, filling with gas that attacks loyalty.
  9. 9
    Gas: Nerve (Yellow/Smarts): Costs 12,800, Power 1, Size 2x2, Height 0. Can be placed In. A cage drops, filling with gas that attacks smarts.
  10. 10
    Bees (5 types): Costs 8000, Power 1, Size 1x1, Height 1. Can be placed In.
  11. 11
    Wind Machine: Costs 8000, Power 3, Size 1W, Height 1. Can be placed In. Blows anything in front of it up to 9 squares away, causing damage if they hit a wall. Useful for blowing agents into or past other sensors and traps.
  12. 12
    Giant Magnet: Costs 12,000, Power 4, Size 1W, Height 1. Can be placed In. Pulls agents towards the wall it's mounted in. More expensive and power-consuming than the Wind Machine, but can be placed further from sensors. Cannot be built or moved into topside shacks/hotels.
  13. 13
    Dreadmill: Costs 8000, Power 3, Size 1x2, Height 0. Can be placed In.
  14. 14
    Confusing Pop-Up: Costs 4000, Power 1, Size 1x1, Height 0. Can be placed In.
  15. 15
    Money Madness: Costs 20,000, Power 2, Size 1W/1x1, Height 0. Can be placed In or Out.
  16. 16
    Misdirection: Costs 6000, Power 2, Size 1x1, Height 0. Can be placed Out.
  17. 17
    Saw-Blade Trap: Costs 9600, Power 3, Size 1x3, Height 0. Can be placed In.
  18. 18
    Prometheus's Revenge: Costs 12,000, Power 3, Size 1W, Height 1. Can be placed In. A panel opens in the wall and a flame gout comes out extending 8 squares, damaging sensors or objects in its path. Can be used by setting multiple across a corridor or by offsetting a motion detector/laser one square to the side and having the flame shoot down the length of it. The last square of its apparent 9-square range is a visual effect.
  19. 19
    Pit Punisher: Costs 9600, Power 1, Size 1x1, Height 5. Can be placed In or Out.
  20. 20
    Satan's Chimney: Costs 9600, Power 2, Size 1x1, Height 5. Can be placed In or Out.
  21. 21
    Piranha Tank: Costs 16,000, Power 2, Size 1x2, Height 0. Can be placed In.
  22. 22
    ElectroShock Cannon: Costs 24,000, Power 6, Size 2x2, Height 10. Can be placed In or Out.
  23. 23
    Venus Man-Trap: Costs 16,000, Power 1, Size 2x2, Height 0. Can be placed Out.
  24. 24
    Explosive Palm-Tree: Costs 13,600, Power 1, Size 1x1, Height 10. Can be placed Out.
  25. 25
    Damned Damsel: Costs 8000, Power 2, Size 1x1, Height 0. Can be placed Out.
  26. 26
    Monkey-In-A-Box *BROKEN*: Costs 8000, Power 2, Size 1x1, Height 0. Can be placed Out. This trap is noted as broken.
Tips
  • Agents do not keep walking once they trip a sensor; they may stop, leap over them, or jump to the side. A good trap combo will tag the agent if they stop where they trip the sensor or walk up to 2 squares past it. For pressure sensors, create a T-junction and have traps attack from the side.
  • Most traps take a short time to activate, enough for an agent to walk two squares after tripping the sensor, but this is unpredictable.
  • Wind Generators and Giant Magnets can damage agents by pushing/pulling them into walls, but are better used for dragging agents into other traps.
  • Gas traps require a cage to drop and fill with gas. If the cage doesn't land on the agent, they can walk through it. If caught, they take the full effect. These traps have a high rate of missing.
  • Giant Magnets cannot be built or moved into topside shacks/hotels.
  • Laser Trip Beams can be used between two topside shacks to link to outside traps.

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