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Evil Genius 2 Traps Guide

Need help with traps? Figuring out how much damage traps do? How they combo? Costs and power? Look no further!

Evil Genius 2 Traps

As a disclaimer, I have been figuring out most of this through SCIENCE! Also known as baiting hapless level 1 investigators (and later higher level ones for the higher damage traps) into a danger room and then disposing of them with a real danger room to get a fresh wave.

I don’t guarantee all my numbers to be 100% correct. Please feel free to comment with any corrections or additional notes!

Boxing Glove

Text: “Ha! It hit him in the face. Do it again! Do it again!” -Everyone. Single target trap, ideal for breaking up groups of Agents.
Cost: $5,000
Power: 2
Tier: 0

Size: 2×1 (Wall)
Target Area: 2×4
Activation Area: 2×4
Targets: 1
Damage: 10 Vitality
Does it activate on targets being moved by the fan and magnet: Yes
Does it hit targets being moved by the fan and magnet: Yes, stops their momentum immediately
Does it move the target: Yes, away from the trap.
How far: 4 squares away from activation area.

Notes: These can be chained very reliably. They might be single target, but so long as an agent doesn’t deactivate them because their skill is still really high, these gloves WILL hit their target. Could be used in combination with fans, magnets and high damage traps in a corridor to guarantee maximum damage.

Interestingly, however, anything that’s moving minions or agents will turn the boxing glove into a multi-target trap, grabbing anyone who’s passing over its short windup and hitting them all. This includes the fan, magnet, pinball bumpers, and other boxing gloves.

Bubble Cannon

Text: Trap your enemies within a prison of soap and water. Science will cause them to float, helping other traps move your now weightless victim.
Cost: $20,000
Power: 4
Tier: 2

Size: 2×1 (Wall)
Target Area: 2×4
Activation Area: 2×4
Targets: All in activation area and that pass through while active.
Damage: 30 Resolve
Does it activate on targets being moved by the fan and magnet: Yes
Does it hit targets being moved by the fan and magnet: Yes
Does it move the target: No

Notes: In my experience, the text here isn’t correct. I haven’t noticed bubbled enemies being moved any further than non-bubbled enemies by magnets, fans and pinball bumpers. Additionally, there are some traps that do not effect bubbled enemies, such as the freeze ray. I’m still doing additional testing with this one to figure out all the interactions. The bubble will also float across a shark tank trap, but it pops in short order to drop an agent into the trap.

Fake Safe

Text: No rogue can resist a challenge, so keep them occupied and vulnerable to discovery. Nothing safe about it.
Cost: $80,000
Power: 8
Tier: 4

Only activates with rogues. Agents and other types of FoJ’s will flat out ignore the Fake Safe.

As my playthrough is very rogue-light, given how cautious I am about my heat management, I don’t yet have any real data on what this does. I’m still trying to get the game to send me a few rogues in Sandbox.

Giant Fan

Text: This trap will truly blow your enemies away.
Cost: $5,000
Power:2
Tier: 1

Size: 4×4 (Floor)
Target Area: 4×10 (First line of squares on fan count)
Activation Area: 4×7 (Doesn’t activate for furthest 2×4 area of target area)
Targets: All who enter activation area while active
Damage: None
Does it activate on targets being moved by the fan and magnet: Yes
Does it hit targets being moved by the fan and magnet: Yes, but a target being effected by another fan/magnet/pinball bumper won’t be grabbed until the third square of movement.
Does it move the target: Yes, away from the trap.
How far: 2 squares past the target area.

Notes: It doesn’t do any damage on its own, but the fan (and magnet) are indispensable for setting up trap combos. Their only downside is, if left to their own devices, they’ll often only catch the first one or two enemies of a group. However, if you get a bit more active, you can toggle the power on the fan off and wait for the entire group to be in the activation range to get them all together.

Also note that the fan will not affect agents who are currently interacting with a Paywall trap in any shape, form or fashion. Additionally, interaction with some traps, such as the freeze ray, can substantially slow down the speed at which a fan will push an agent.

Flamethrower

Text: When it comes to defending your Lair, this set of wall-mounted flamethrowers are the hottest thing.
Cost: $45,000
Power: 6
Tier: 3

Size: 4×1 (Wall)
Target Area: 4×4
Activation Area: 4×4
Targets: All in activation area
Damage: 2 per tick, up to 20. An agent can pat themselves out though, so your mileage may vary.
Does it activate on targets being moved by the fan and magnet: Yes
Does it hit targets being moved by the fan and magnet: Yes
Does it move the target: No

Extra notes: The flamethrower doesn’t do any damage on its own. Rather, it sets the target on fire. As a result, sending an agent through multiple flamethrowers with a fan or magnet doesn’t really do anything to do additional damage. At best, you might just keep them on fire a little longer.

Freeze Ray

Text: The coolest approach to lair security, this will chill your enemies to the bone.
Cost: $5,000
Power: 2
Tier: 1

Size: 2×1 (Wall)
Target Area: 2×4
Activation Area: 2×4
Targets: All who enter activation area while active
Damage: 20 Resolution and Skill
Does it activate on targets being moved by the fan and magnet: Yes
Does it hit targets being moved by the fan and magnet: Yes
Does it move the target: No

Notes: This locks the enemy in place for quite some time while it does its damage, though I still need to do a fair bit of testing to figure out how it effects agents being moved, and if other traps interact in a meaningful way. Similar to how bubbled enemies can’t be frozen, frozen enemies can’t be bubbled.

Killer Bees

Text: They’re too busy attacking your enemies to make honey.
Cost: $45,000
Power: 6
Tier: 3

Size: 4×1 (Wall)
Target Area: 4×4
Activation Area: 4×4
Targets: All in activation area
Damage: 29 resolve, done 1 at a time over time.
Does it activate on targets being moved by the fan and magnet: Yes
Does it hit targets being moved by the fan and magnet: No
Does it move the target: No

Notes: This is a very powerful method of reducing resolve of incoming agents, if your goal is to just get them to leave. Like most wide area traps, it’s most effective if you toggle the power off and wait for several agents to be in the activation range before turning it on for them all.

It’s also worth adding that, unlike most traps, the bees will chase an enemy that passes through the activation area, though obviously they aren’t dealing damage until they actually get to that enemy. The bees also seem to go after agents well outside the activation area as well, though both the distances they will chase an spread only reach a few blocks past the edge of their activation area. Using a bee wall in a corridor you’re moving agents through with fans or pinball bumpers will do nothing to them.

Knockout Gas

Text: This trap is a real gas. Unlike previous models, which had to dangle from the ceiling, this one uses a lighter-than-air compound.
Cost: $45,000
Power: 6
Tier: 3

Size: 4×4 (Floor)
Target Area: 4×4
Activation Area: 4×4
Targets: All in activation area
Damage: 1 per tick to Vitality and Skill, up to 20.
Does it activate on targets being moved by the fan and magnet: Yes
Does it hit targets being moved by the fan and magnet: No
Does it move the target: No

Notes: Unlike most traps, agents don’t really seem to care that much about knockout gas. They’ll walk into an active gas trap, and the trap activating doesn’t even give them pause. They seem to largely just ignore it, save for actually taking that damage.

Laser Disco

Text: The coolest cats won’t be able to resists the mind bending beats or captivating rhythms. The lasers will do the rest.
Cost: $80,000
Power: 8
Tier: 4

Size: 6×4 (Floor)
Target Area: 6×4
Activation Area: 6×4
Targets: All who are in activation area when it activates.
Damage: 2 per tick, up to 44.
Does it activate on targets being moved by the fan and magnet: Yes
Does it hit targets being moved by the fan and magnet: No
Does it move the target: No

Notes: This stops all minions and agents upon activation and forces them to dance for an extended time, even several seconds after the trap technically de-activates.

Interestingly, once the trap has activated and actually start affecting an agent, they can then be blown or pulled off it by a fan or magnet while the trap is still active, and they will remain impacted and dancing. They’re also pushed substantially further, as if affected by the slippery effect of the slippery floor trap.

Laser Wall

Text: Have you ever wanted to defend your lair with a grid of searingly powerful lasers? Anyway, here’s Laser Wall.
Cost: $20,000
Power: 4
Tier: 2

Size: 4×4 (Opposing Walls)
Target Area: 4×4
Activation Area: 4×4
Targets: All who enter activation area while active
Damage: 10 Vitality per tick, up to 50.
Does it activate on targets being moved by the fan and magnet: Yes
Does it hit targets being moved by the fan and magnet: Yes.
Does it move the target: No

Notes: Excellent for doing a lot of damage at the end of a trap chain, or ensuring you get a little on an entire pack of enemies rushing past in the hold of a fan or magnet.

Giant Magnet

Text: Magnets: How do they work? The truth is nobody knows, but this one works on people.
Cost: $20,000
Power: 4
Tier: 2

Size: 4×4 (Floor)
Target Area: 10×4 (First line of squares on Magnet count)
Activation Area: 7×4 (Doesn’t activate for furthest 2×4 area of target area)
Targets: All who enter activation area while active
Damage: 10 Vitality if the agent hits the magnet. Then 5 resolve per tick so long as they’re there.
Does it activate on targets being moved by the fan and magnet: Yes
Does it hit targets being moved by the fan and magnet: Yes, but a target being effected by another fan/magnet/pinball bumper won’t be grabbed until the third square of movement.
Does it move the target: Yes, towards the trap.
How far: All the way to the magnet.

Notes: Unlike the fan, the magnet actually can do damage on its own, to both resolve and vitality. That said, its main use is still to set up trap combos.

Like the fan, it’ll normally only catch the first one or two agents of a group, but if you’re active in toggling the power, you can turn it off until all the agents are in the activation area, and then toggle it back on to get them all.

Paywall

Text: The most devious invention of modern times. Stops progress dead until your victim reachs into their wallet. Truly, truly evil.
Cost: $80,000
Power: 8
Tier: 4

Size: 4×1 (Opposing walls)
Target Area: 1×4 (immediately on either side of wall.)
Activation Area: 1×4 (immediately on either side of wall.)
Targets: All
Damage: Only emotional damage.
Does it activate on targets being moved by the fan and magnet:
Does it hit targets being moved by the fan and magnet:
Does it move the target: Only to tears.

Other settings: The wall has three modes it can be set to. Level 1 gets you 100 gold, but the agent will take 10 seconds to bypass it. Level 2 gets 50 gold, and delays an agent 20 seconds. Level 3 won’t get you any gold, but delays the agent 30 seconds.

Notes: Arguably better than doors for most situations, despite the much higher cost and power requirement. Until activated, it remains in the ground and will let your minions pass freely. They can’t be opened by a minion to give agents premature access either, though they won’t activate if a minion and agent enter its area at the same time.

However, the bigger delay is really only present the first time a given agent encounters the paywall. Once they’ve seen one, they shell out the cost for any future paywalls they discover very quickly and without hesitation.

As an additional note, whatever agent is stopped by/interacting with the paywall will NOT be affected by any other traps while they’re interacting with the wall. If a fan goes off while they’re focused on the wall, they effectively ignore it.

Poison Darts

Text: Stylish, and deadly, this array of hidden darts will leave your enemies reeling. Be careful, though, because there is no antidote.
Cost: $5,000
Power: 2
Tier: 1

Size: 1×4 (Opposing walls)
Target Area: 1×4
Activation Area: 1×4
Targets: All who enter activation area while active
Damage: It seems to do 25 damage total divided randomly between Vitality and Skill.
Does it activate on targets being moved by the fan and magnet: Yes
Does it hit targets being moved by the fan and magnet: Yes, but it will miss the first target passing through.
Does it move the target: No

Notes: While the text suggests that this is deadly, it really only does damage for a short time. It’s a decent trap for delaying and bunching up agents, and you can pack a ton of them in a relatively short corridor. Make a 20 square corridor and just line the whole thing with these, and most agent groups who’ve had their skill reduced enough won’t even make it halfway through.

Puppy of Death

Text: IT IS SO CUTE.
Cost: $80,000
Power: 8
Tier: 5

Size: 2×2 (Floor)
Target Area: 4×4
Activation Area: 4×4
Targets: All who are inside the activation area when it starts.
Damage: 30 Vitality
Does it activate on targets being moved by the fan and magnet: Yes
Does it hit targets being moved by the fan and magnet: No.
Does it move the target: No

Notes: This one’s a bit odd, especially for how high tier it is. It only does 30 damage, and even though the animation suggests it’ll damage anyone nearby, the explosion only damages any minions or agents that were in the activation area when it started, even if others have moved into the area afterwards. The only real advantage over other traps I can see is the decent damage and the delay that comes with it, but other traps will likely serve you better.

It also activates with agents blowing/being pulled past, but doesn’t grab them. And, since it only grabs anyone in range when it initially activates, this leads to the trap being completely wasted.

Shark Tank

Text: You don’t mess with the classics, for fear that the classics might mess with you.
Cost: $45,000
Power: 6
Tier: 3

Size: 6×4 (Floor)
Target Area: 6×4
Activation Area: 6×4
Targets: All who enter activation area while active.
Damage: 50 Vitality 30 Resolve
Does it activate on targets being moved by the fan and magnet: Yes
Does it hit targets being moved by the fan and magnet: Yes, it immediately arrests their momentum and drops them into the trap.
Does it move the target: No

Notes: This is a pretty good one. Lots of damage to both vitality and resolve, and the ability to catch a lot of agents. And, if you set it up in a clever way, it can be used to usher agents deeper into a trap corridor.

Slippery Floor

Text: Your workers got the idea for this one from a cartoon they saw on early morning EG-TV.
Cost: $20,000
Power: 3
Tier: 2

Size: 2×2 (Floor)
Target Area: 2×2
Activation Area: 2×2
Targets: All who enter activation area while active
Damage: None
Does it activate on targets being moved by the fan and magnet: Yes
Does it hit targets being moved by the fan and magnet: Yes, but rather than knocking them down, it applies a slippery effect that lets traps that move agents carry them substantially further.
Does it move the target: No

Notes: This knocks down any agent that activates it, and its activation range is ever so slightly smaller than it’s effective range, so it can catch a few at once. However, the pause time for agents and minions to wait to start crossing is less than the time it’s active, so this can very easily trip up minions who are merely passing by, even after the initial activation.

Additionally, if this is activated on an agent who’s being moved by a fan, magnet, pinball bumper or punch glove, it leaves them with a slippery effect. This can result in them being moved much, much further than the usual range of that item.

Venus Spy Trap

Text: You catch more spies with honey than vinegar. You catch even more with a giant mutant plant.
Cost: $80,000
Power: 8
Tier: 5

Size: 4×4 (Floor)
Target Area: 6×6
Activation Area: 6×6
Targets: Single target in the target area, seemingly chosen at random.
Damage: 125 vitality, 25 at a time.
Does it activate on targets being moved by the fan and magnet: Yes
Does it hit targets being moved by the fan and magnet: Yes
Does it move the target: No

Notes: This one is tremendously underwhelming, especially for how high up the tech chain it is. Once activated, it grabs exactly one target. And, on top of that, it seems to grab a single target in range at random. So if you have a minion in the middle of the trap, and an agent steps at the edge to activate it, it’ll could very well grab your minion and leave the agent completely alone. That said, it does do an incredible amount of vitality damage.

Additionally, it acts as a barrier when it ‘deploys’. So if you’re using it in a trap corridor with fans and pinballs that you’re moving agents down, the spy trap will stop all agents that hit it, though will only damage the one that it bites. You can, however, use movement traps to send agents down a 2-wide path between traps and they’ll grab agents out of that path without stopping the others.

Pinball Bumper

Text: Knocks your enemies about with a cheery little note. Must be used in combination with other traps.
Cost: $5,000
Power: 1
Tier: 1

Size: 2×2 (Floor)
Target Area: Incoming agents being moved by a fan, magnet or other pinball bumper. Won’t trigger on minions, but will affect minions if already deployed by an incoming agent.
Activation Area: See above
Targets: All who hit it while active
Damage: None
Does it activate on targets being moved by the fan and magnet: Yes for the fan, no for the magnet.
Does it hit targets being moved by the fan and magnet: Yes for the fan, no for the magnet.
Does it move the target: Yes
How far: 8 squares from impact.

Notes: Like the text says, the pinball bumper does nothing at all on its own. It has to be used in combination with a trap that moves enemies. This includes the fan, magnet and boxing glove.

Additional Notes

You can put agents into pinball chains. Conceivably, if you made a long enough chain to give the bumpers time to fully reset, it would be possible to put an agent in an infinite loop.

Agents that can be distracted won’t use the same casino distraction twice, the only exception being that getting escorted back to the casino due to the ‘Distract’ tag resets them.

Soldiers ignore all casino diversions, and can’t even have the distraction tag applied. However, they also don’t use their ‘skill’ to deactivate traps, so you don’t need to worry about draining their skill for that purpose. You pretty much have to just kill or capture them unless you do something like send them down a bubble corridor to drain all their resolve.

Special Traps

There are a few traps that aren’t researched and built. So far, I believe all of these are gained as loot from heists in the campaign, and I will add and update them as I figure them out.

Cupid’s Arrow

Text: Shot through the heart, this trap’s to blame. Cupid gives love a bad name.
Cost: $0
Power: 6
Tier: 0

Size: 4×4 (Floor)
Target Area: 10×4
Activation Area: 10×4
Targets: 3 targets in activation area.
Damage: 15 Vitality on impact, 12 Skill, 8 Resolve over time.
Does it activate on targets being moved by the fan and magnet: No
Does it hit targets being moved by the fan and magnet: No
Does it move the target: No

Notes: This is a loot item gotten through a fairly straightforward heist chain. It doesn’t do a great deal of damage, but it can be a good addition to the end of a trap corridor, or possibly right before one kicks off.

Written by The_Box

1 thought on “Evil Genius 2 Traps Guide”

  1. Puppy traps biggest strength is their high succes rate
    Because of their large activation zones it’s easy to catch multiple agents with multiple puppy’s
    Add a fan, magnet or both to the mix and it has an extreme high chance to catch even level 9 or superagents.
    Using puppy dogs as triggers means your traps practically never fail again

    Also quick note on the fly trap i believe it snatches whoever is closest to the center, so it’s not completly random

    Reply

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