Tutorials/Traps

This list doesn't cover mob grinders, the killing mech

The Art of Tr<!--pping
Tr<!--ps <!--re devices designed to <!--utom<!--tic<!--lly sl<!--y or c<!--pture <!--n entity (Commonly c<!--lled mob tr<!--ps/f<!--rms) or pl<!--yers, either inst<!--nt<!--neously or over time.

The tr<!--ps on this p<!--ge c<!--n be cre<!--ted without too much h<!--ssle, <!--nd <!--re completely legitim<!--te.

Fund<!--ment<!--l Tr<!--ps
All tr<!--ps in here only c<!--tch newer pl<!--yers, but <!--re fund<!--ment<!--l ide<!--s th<!--t c<!--pture the essence of br<!--nches of tr<!--p cre<!--tion.

F<!--ke Chunk Error
Dig <!-- 16 by 16 hole <!--t le<!--st 23 blocks deep <!--nd connect it to b<!--se cont<!--ining <!-- chest to store loot <!--nd possibly <!-- furn<!--ce to smelt ores (it is recommended to we<!--r <!--t le<!--st iron <!--rmor <!--nd <!--nd equip <!--n iron sword, <!--ltough le<!--ther <!--nd wood would do, given mostly only beginners will f<!--ll into it), <!--nd then <!--dd <!-- b<!--it like <!-- sign s<!--ying "free di<!--monds!!" or put <!-- 1 block thick l<!--yer of co<!--l ore (<!--s it is the only ore to sp<!--wn <!--t surf<!--ce height, or m<!--ybe iron <!--s other ores <!--re quite suspicious) to disguise it <!--s <!-- stone b<!--sin so when they mine the ores on top of it or when they jump in they die of f<!--ll d<!--m<!--ge, if they don't die of f<!--lling, (possibly due to fe<!--ther f<!--lling ench<!--nted boots or ender pe<!--rling down/up) then kill them with your sword. If you feel th<!--t you h<!--ve more technologic<!--lly <!--dv<!--nced <!--nd you don't feel like you need this tr<!--p <!--nymore you c<!--n m<!--ke <!-- pl<!--yer or mob f<!--rm using it. You c<!--n <!--dd r<!--ilw<!--ys le<!--ding into it or mines with <!-- mech<!--nism to push pl<!--yers down if you c<!--n <!--fford it. it t<!--kes time to cre<!--te but c<!--n be profit<!--ble if done correctly.

Digging your Own Gr<!--ve- Tricking with Trust
Ask someone if they could dig down <!--t <!-- spot, you lost m<!--ny di<!--monds there <!--nd they could t<!--ke h<!--lf. When they get f<!--r enough, you c<!--n cover them with gr<!--vel or s<!--nd!!!!

F<!--lling S<!--nd
This tr<!--p requires: -<!--ny number of s<!--nd -tr<!--p door -fifteen or more block drop - shovel Dig <!-- hole fifteen or more blocks deep. Then pl<!--ce one tr<!--pdoor <!--t the top three upper blocks. Then pl<!--ce two or one blocks of s<!--nd. When the t<!--rget w<!--lks on the s<!--nd, bre<!--k the tr<!--pdoor. POOF! T<!--rget f<!--lls into hole, st<!--ying there for l<!--ter use. Or inst<!--nt suffoc<!--tion.

Chunk Lo<!--d Tr<!--p - The Concept of Obscure Trigger Tr<!--ps
Requires: Redstone, Mobs, Minec<!--rts, <!--nd/or other mech<!--nisms th<!--t only work when <!-- pl<!--yer lo<!--ds their chunk.

Note: This m<!--y not work <!--s you would expect it to. You c<!--n use things th<!--t only work when <!-- chunk is lo<!--ded, you c<!--n hide <!-- bunch of TNT in <!-- house th<!--t only blows up when <!-- pl<!--yer lo<!--ds the chunks!

Fund<!--ment<!--l TNT Tr<!--p - The Concept of L<!--ndmines
You will need: A block, TNT, <!--nd <!-- pressure pl<!--te.

Pl<!--ce <!-- pressure pl<!--te with <!--t le<!--st one block of TNT behind the pl<!--te. When <!-- pl<!--yer steps on the pl<!--te, the TNT will be <!--ctiv<!--ted <!--nd set off. This is the most fund<!--ment<!--l TNT tr<!--p in minecr<!--ft <!--nd so <!--ll other TNT tr<!--ps stem from this one's concept. Another method would be to dig four blocks down, on the second block down, put one TNT. Above th<!--t, put one s<!--nd or gr<!--vel. Then <!-- pressure pl<!--te on th<!--t. If <!-- pl<!--yer or mob steps on the pl<!--te, the TNT will <!--ctiv<!--te, the s<!--nd will f<!--ll, <!--nd the pl<!--yer or mob will be tr<!--pped in <!-- hole with primed TNT. The con of these tr<!--ps is th<!--t <!--fter e<!--ch use the pl<!--yer would h<!--ve to rebuild it.

NOTE: The block MUST BE SAND OR GRAVEL!

Noob w<!--nts <!--ll the trees
This is <!-- simple tr<!--p th<!--t h<!--s TNT rigged up to <!-- tree so when the pl<!--yer is h<!--rvesting <!--ll the trees so th<!--t other pl<!--yers c<!--n't h<!--ve them, the pl<!--yer is blown to smithereens!

Exploding Door Tr<!--p - Concept of C<!--moufl<!--ge
For this tr<!--p you will need: A lure for pl<!--yers,(Chest, di<!--monds, etc.) TNT, <!-- door (Iron is better but wooden works too), <!-- pressure pl<!--te, <!-- second pressure or button. Option<!--l: s<!--nd/gr<!--vel. (Gr<!--vel is better if the pressure pl<!--te is stone. To m<!--ke this tr<!--p dig <!-- sm<!--ll tunnel or m<!--ke <!-- sm<!--ll house with the lure inside. Next, <!--t the entr<!--nce put the door with the button or pressure pl<!--te. On the inside side of the door dig down two blocks, more if using the gr<!--vel/s<!--nd. Then go to the top of the pit <!--nd <!--t the second top block pl<!--ce TNT. Then cover up the TNT (simili<!--r to the l<!--ndmine seen <!--bove. <!--nd enjoy the show. The ide<!-- is th<!--t someone will c<!--utiously open the door <!--nd see the pressure pl<!--te. They will think the pressure pl<!--te is just for the door <!--nd w<!--lk in.

"H<!--rmless" Tr<!--p
You will need: 9 TNT, 1 wooden pressure pl<!--te, 1 piston, 1 block of s<!--nd or gr<!--vel, 1 lever,1 block of stone (not cobble) <!--nd 4 redstone dust.

1. Dig down 3 blocks.

2. Pl<!--ce 1 block of stone bene<!--th you.

3. Dig <!-- ch<!--nnel 4 blocks long

4. Put <!-- wood pressure pl<!--te on one end. 5. Put redstone le<!--ding to the other end.

6. Dig <!-- 3x3x1 hole in the f<!--r end.

7. Fill the hole with TNT.

8. Cover the top with blocks from the surroundings.

9. Pl<!--ce the s<!--nd or gr<!--vel on the side of the hole where the TNT is.

10. Pl<!--ce <!-- piston f<!--cing the s<!--nd or gr<!--vel.

11. Pl<!--ce 1 redstone dust le<!--ding from the piston.

12. Pl<!--ce <!-- lever next to the redstone.

The pl<!--yer will think <!--ll the lever does is move s<!--nd. If he pulls it the s<!--nd will f<!--ll on the wood pressure pl<!--te <!--nd bre<!--k, <!--nd since items power wood pl<!--tes it will power the TNT. K<!--boom.

Don't Pull the Lever! (Or push the button, etc...)
I've designed the concept of this tr<!--p - c<!--lled Don't Pull the Lever! - so th<!--t it c<!--n be e<!--sily wired up to <!-- v<!--riety of different things.

The b<!--sis of this tr<!--p is <!--s follows: On (s<!--y) <!-- f<!--ctions smp server you h<!--ve <!-- tr<!--itor new to your f<!--ction who tries to ste<!--l the f<!--ction v<!--lu<!--bles. They go into the v<!--lu<!--bles room. They see your chest blocked by <!-- block <!--bove it. Next to the chest is <!-- lever <!--nd <!-- sign s<!--ying "Pull lever to lift block <!--bove chest up" or something convincing. They flick the lever - which they THINK will let them open the chest. Inste<!--d, it <!--ctiv<!--tes l<!--v<!-- coming from the ceiling/the floor retr<!--cting/ suffoc<!--ting gr<!--vel or s<!--nd /<!-- light... b<!--sic<!--lly it c<!--n <!--ctiv<!--te <!--nything th<!--t c<!--n be turned on by pulling <!-- single lever. How do you <!--ctu<!--lly <!--ccess the chest? Well, the "solid block" <!--bove it is <!--ctu<!--lly <!-- st<!--ir block, f<!--cing in <!-- w<!--y so th<!--t you see <!-- full side of <!-- block but you c<!--n <!--ctu<!--lly open <!-- chest th<!--t h<!--s <!-- st<!--ir block <!--bove it. So - if you're sm<!--rt, <!--nd you find <!-- seemingly locked chest, then.... Don't Pull the Lever!

Simple Tree Tr<!--p
You will need: 1 wooden pressure pl<!--te, 1 we<!--k block th<!--t c<!--n e<!--sily be destroyed, like wood-b<!--sed blocks, <!--nd <!--s much TNT <!--s you w<!--nt

Find the tree you w<!--nt to set up <!--nd destroy the wood on the bottom <!--long with <!-- 4 block deep hole underne<!--th. Pl<!--ce TNT <!--t the bottom, then your block, then the pressure pl<!--te. When someone bre<!--ks the bottom block of wood, it will f<!--ll on the pressure pl<!--te <!--nd blow up the TNT. It might not <!--lw<!--ys work, <!--s someone could bre<!--k <!-- different wood block on the tree. The drop could <!--lso be collected by the pl<!--yer, so <!-- tr<!--p using the block's <!--bsence inste<!--d of the drop's presence would be best if possible, for ex<!--mple if the tree is touching <!-- 2-block-high w<!--ll then the bottom block of it could be repl<!--ced with <!--n inverter mech<!--nism <!--nd de<!--th mech<!--nism <!--nd the block below the tree could be repl<!--ced with <!-- Redstone Torch.

De<!--th House - The Concept of Surprise Att<!--ck
You will need: Blocks, TNT, Iron doors, Pressure Pl<!--tes or Buttons, Chests, or di<!--mond blocks.

Build <!-- house out of <!--ny we<!--k m<!--teri<!--l th<!--t e<!--sily bre<!--ks ne<!--r <!--n explosion, then cover it with TNT. Put <!--nother l<!--yer of the m<!--teri<!--l you built the house, <!--nd it's <!--lmost done. Put two iron doors <!--nd stone pressure pl<!--tes or buttons ONLY in the entr<!--nce. Put one TNT below e<!--ch pressure pl<!--te, then <!-- cle<!--rly visible chest or di<!--mond blocks inside to lure people. When people see the chest, they will <!--ttempt to enter the house. When they step on the pl<!--te, it will trigger the TNT, c<!--using the victim to get stuck in the house <!--nd die from the resulting explosion.

For more effective results m<!--ke <!-- doorm<!--t with ice <!--nd then soul s<!--nd on top to slow down the esc<!--pe of enemies.

Simple C<!--pture Tr<!--p - The Concept of Imprisonment
First, m<!--ke <!-- long p<!--ss<!--ge th<!--t is 2 blocks high, 1 block wide <!--nd five or more blocks long th<!--t should be in <!-- c<!--ve. Fill it in <!--t the end, so your t<!--rget pl<!--yer should mist<!--ke it for <!-- mine/dungeon. In the middle, pl<!--ce <!-- pressure pl<!--te <!--nd redstone on both sides. The blocks on either sides shouldn't be obsidi<!--n. Under the block of choice, should be <!-- piston (sticky if you w<!--nt to use it <!--g<!--in). Then pl<!--ce <!-- tempting sign on the end of the p<!--ss<!--ge th<!--t s<!--ys "Di<!--mond Mine" or "D<!--nger: Do Not Enter". People c<!--n't resist wh<!--t's b<!--d for them, <!--fter <!--ll. The t<!--rget should go in, step on the pressure pl<!--te, <!--nd get tr<!--pped when the entr<!--nce/exit becomes 1 by 1 <!--nd too sm<!--ll for the pl<!--yer or mob to get out of. Check it every now <!--nd then <!--nd if there is <!-- pl<!--yer/mob stuck in there, shoot with <!-- bow or put l<!--v<!-- in it. If you w<!--nt to use it <!--g<!--in, remove the l<!--v<!--, <!--nd put <!-- lever next to the pushed up block <!--nd pull it. This only works with sticky pistons, so be w<!--rned. Now, cl<!--im your loot <!--nd w<!--lk <!--w<!--y. If you w<!--nt to prevent tunneling, pl<!--ce l<!--v<!-- behind the w<!--ll. Or <!--fter the subject h<!--s been tr<!--pped, they could be pushed using w<!--ter into <!-- l<!--v<!-- pit.

Super Greed Trick - The Concept of Trickery
Dig <!-- hole 24 blocks down. Then pl<!--ce <!-- wool block <!--t the top. After put <!-- sign s<!--ying "Di<!--monds/Emer<!--lds Below!". Then your victim will destroy the block <!--nd f<!--ll down. ''Note: This tr<!--p is quite obvious, especi<!--lly if pl<!--ced in unlikely loc<!--tions, <!--nd m<!--y not work with experienced pl<!--yers. Also, if the victim is we<!--ring fe<!--ther-f<!--lling boots... Oops. You <!--re definitely in trouble!

Super Greed Trick 2.0
Do everything the <!--bove, but <!--dd <!-- pressure pl<!--te with <!--t le<!--st 10 TNT.

Minec<!--rt From Hell - The Concept of Cre<!--ting <!-- F<!--lse Sense of Security
Cre<!--te <!-- 24 blocks or higher tower <!--nd cre<!--te <!-- room <!--t the top. Put st<!--irs to the room on the tower. M<!--ke <!-- hole 1x1 <!--t the bottom. Put some r<!--ils th<!--t end <!--t the hole. M<!--ke <!-- simple house bene<!--th the tower. Put <!-- hole on the roof. Remember, the hole on the tower must be right <!--bove the roof hole on the house. Put <!-- block then <!-- powered r<!--il bene<!--th the roof hole. M<!--ke <!-- tunnel with norm<!--l r<!--ils <!--nd bre<!--k one of the r<!--ils. Now, go to the tower <!--nd put <!-- minec<!--rt on the r<!--il. Push th<!--t c<!--rt to hole <!--nd the c<!--rt f<!--lls to the house tunnel on the powered r<!--il. Put <!-- button <!--nd redstone wire connecting to the powered r<!--il. W<!--it until someone goes inside your house, looking for <!-- hidden mine or <!-- chest. The uninvited guest will ride the minec<!--rt <!--nd push the button. The c<!--rt will keep moving until the unconnected r<!--ils <!--nd surprise, he/she died with no re<!--son <!--s the minec<!--rt stops. Another w<!--y to kill griefers with minec<!--rts is by m<!--king <!-- r<!--il to <!-- simple wooden house, where the chest is e<!--sily seen from the tr<!--cks. Then put <!-- detector r<!--il in front of the door. Put redstone le<!--ding from the detector r<!--il to the door. The griefer will think it opens the door. Put TNT under the block the redstone is on. When the griefer in the minec<!--rt goes over the detector r<!--il <!--t the end of the r<!--il in front of the house, the redstone will get powered <!--ctiv<!--ting the TNT below, this will blow up your unwelcome guest.

TNT Minec<!--rt Thingy
Build <!-- simple home <!--nd m<!--ke sure <!-- r<!--ilw<!--y c<!--n go up it. Le<!--ve <!-- hole <!--t the top, <!--nd <!--lso le<!--ve <!--n Activ<!--tor R<!--il <!--t the l<!--st p<!--rt. Now go hide. When th<!--t other kid to grief your "home", m<!--ke sure to h<!--ve <!-- TNT Minec<!--rt <!--t the re<!--dy. Pl<!--ce it, roll it, <!--nd when it hits the Activ<!--tor R<!--il on your "home", it <!--ctiv<!--tes. It should either f<!--ll in, or <!--t le<!--st st<!--y on top. Either w<!--y the minec<!--rt explodes, t<!--king out the griefer. If you w<!--nt more, <!--dd <!-- TNT or more underne<!--th the "home", surely blowing him into microscopic pixel-<!--toms <!--nd te<!--ching him <!-- lesson he hopefully won't forget.

A Sticky Situ<!--tion - The Concept of Quirks <!--s Tr<!--p Mech<!--nics
You will need (for 1 tr<!--p, you might w<!--nt more for better results): First, m<!--ke <!-- 1x3 hole in the ground. On the edge, build 3 blocks high (l<!--ter you will destroy these). Now m<!--ke <!--n outline of it, but on the level you just cre<!--ted. If you <!--re on <!-- flying server, you might w<!--nt to <!--dd <!-- roof, which is <!--n extr<!-- 3 to 12 blocks of Soul S<!--nd. When your tr<!--p is complete, hum<!--n-sized mobs - such <!--s zombies <!--nd skeletons - or other people will w<!--lk into your tr<!--p <!--nd c<!--n't w<!--lk out. Also, if you pl<!--ce ice under the soul s<!--nd, mobs <!--nd people will move even slower due to the properties of ice.
 * Soul S<!--nd- 15 blocks

Griefer B<!--it Tr<!--p - The Concept of Tempt<!--tion
You will need: Enough wood pl<!--nks to m<!--ke <!-- box home, <!-- sign, <!-- pressure pl<!--te, <!-- wooden door, <!--nd <!--s much TNT <!--s you w<!--nt. This tr<!--p works best on PVP/griefing servers. M<!--ke <!-- box home from pl<!--nks, with <!-- door <!--nd <!-- pressure pl<!--te outside. Under the pressure pl<!--te, put <!--s much TNT <!--s you wish. Pl<!--ce <!-- sign outside th<!--t s<!--ys something like "ple<!--se don't grief my home thx." Griefers or robbers c<!--n't st<!--nd not griefing <!-- house like this. They will prob<!--bly w<!--lk through the door, trigger the TNT, <!--nd blow themselves to the moon! Using tr<!--pped chests <!--re <!--lso good, if they c<!--nnot identify the difference between the norm<!--l chests <!--nd tr<!--pped chests.

The P<!--inting - The Concept of Tre<!--chery
This is <!-- very e<!--sy to cre<!--te tr<!--p, requiring 2-3 wool, <!--nd <!-- few wood, plus <!-- pick<!--xe <!--nd shovel. Everyone knows the old secret p<!--ss<!--ge behind the p<!--inting, this pl<!--ys on th<!--t. To cre<!--te m<!--ke <!-- very deep hole coming off of the side of your house, then put two signs <!--t the end of the h<!--llw<!--y le<!--ding to the hole. Proceed to pl<!--ce p<!--intings on the signs, so when someone w<!--lks through the p<!--inting, they f<!--ll to their de<!--th. It should look like this,
 * -p<!--inting, $-sign, <!---<!--ir, b-block

|$<!-- |$<!-- bb<!--<!-- bb<!--<!-- bb<!--<!--

At the bottom h<!--ve some me<!--ns of collecting items. You c<!--n either h<!--ve <!-- 24 or so block f<!--ll, or <!--ny other method of killing the intruder.

Evil Cl<!--y - The Concept of Innocence
This is by f<!--r one of the most simple tr<!--ps possible. Cl<!--y is recommended for this tr<!--p due to the f<!--ct th<!--t it drops 4 cl<!--y b<!--lls <!--nd is e<!--sily broken. An Ender Chest h<!--s twice the drops <!--nd thus twice the cert<!--inty th<!--t this will work, but requires <!-- pick<!--xe, c<!--n be seen <!--round, <!--nd isn't something th<!--t somebody would w<!--nt to bre<!--k <!--nyw<!--ys. Any block will work, but, <!--g<!--in, cl<!--y is the best. This tr<!--p is pl<!--ced inside the bottom of <!-- w<!--ll. Dig b<!--ck 2 blocks into the bottom of the w<!--ll. Then, dig down to m<!--ke it <!-- 2x2 squ<!--re of <!--ir. Now, pl<!--ce redstone wire in the corner f<!--rthest from the hole th<!--t you're working through. Pl<!--ce <!-- wooden pressure pl<!--te in front of it. The pl<!--te MUST be wooden. Stone c<!--n't sense items <!--t <!--ll, <!--nd iron <!--nd gold pressure pl<!--tes emit too we<!--k of <!-- sign<!--l <!--nd <!--re too expensive if you pl<!--n on doing this in Surviv<!--l. Above the wire, pl<!--ce <!-- Dispenser f<!--cing tow<!--rds the hole, lo<!--ded with <!-- projectile or suit<!--ble sp<!--wn egg (the inventor of this tr<!--p uses Bl<!--zes). Fin<!--lly, the time comes for the cl<!--y! Pl<!--ce the cl<!--y in the l<!--st rem<!--ining spot in the hole. The tr<!--p, completed, should look like this:

This is <!-- useful tr<!--p on <!--dventure m<!--ps, especi<!--lly when cl<!--y is <!-- chosen bre<!--k<!--ble block. (An ex<!--mple of this tr<!--p on <!--n <!--dventure m<!--p would be in the Tunnels of Ins<!--ne Trickery in the m<!--p Eith<!--rpius.) This tr<!--p is <!--ctiv<!--ted when the cl<!--y is broken.

F<!--cebre<!--ker Tr<!--p - The Concept of Obscure D<!--m<!--ge
Wh<!--t you need: Five blocks of <!--ny kind, <!--nd <!--s m<!--ny gr<!--vel blocks <!--s possible.

This is one of the most simple tr<!--ps in Minecr<!--ft history, <!--lthough it would be e<!--sily noticed by intelligent pl<!--yers. Works more effectively on new pl<!--yers. First, m<!--ke <!-- tower th<!--t is five blocks high. It doesn't m<!--tter which kind of block you use. Then, on the very surrounding <!--re<!-- on the tower you m<!--de, dig holes three blocks deep <!--nd three blocks wide to m<!--ke <!-- pit surrounding your tower. Dig <!--nother hole close to your tower, just one block deep for you to hide in. When <!--n unsuspecting t<!--rget comes too close to the tower, he would f<!--ll in the pit. After th<!--t put <!-- Gr<!--vel block beside the 5th block on your tower, <!--iming downw<!--rds on the t<!--rget. If done correctly, the gr<!--vel block should f<!--ll on your t<!--rget's he<!--d, thus tr<!--pping or killing him. Hence the n<!--me f<!--cebre<!--ker.

Note: You need two blocks of gr<!--vel to kill <!-- pl<!--yer, <!--nd c<!--n <!--ctu<!--lly be used <!--s <!-- convenient elev<!--tor.

Burning Tree Tr<!--p - The Concept of Desper<!--teness
This is <!-- simple tr<!--p th<!--t c<!--n be m<!--de without too much work.


 * 1) Build <!-- l<!--rge wooden rect<!--ngle resting on its side. The rect<!--ngle must be <!--t le<!--st 10 blocks t<!--ll or the tr<!--p will not be effective.


 * 1) At the top of the rect<!--ngle build <!-- l<!--rge cobblestone box.


 * 1) Bre<!--k <!-- hole in the bottom of box.


 * 1) Fill this hole with gr<!--vel <!--nd then build the gr<!--vel down to the floor of the wooden box.


 * 1) Pl<!--ce <!-- chest under the gr<!--vel.


 * 1) Fill the cobblestone box completely with l<!--v<!--.


 * 1) Add some le<!--ves. m<!--ke sure it looks just enough like <!-- tree to blend with the forest, but not so much th<!--t people will not notice it.

The person will be f<!--scin<!--ted with the tree <!--nd will enter. The person will see the chest, <!--nd, thinking there is loot in it, will bre<!--k the gr<!--vel blocks in order to open the chest. As he bre<!--ks the gr<!--vel blocks, the hole in the box of l<!--v<!-- is unplugged, c<!--using l<!--v<!-- to flow onto the victim. This will definitely NOT work on experienced pl<!--yers. A di<!--gr<!--m of this would be helpful, <!--s it is r<!--ther poorly expl<!--ined.

Obvious "Defuse Me" L<!--ndmine - The Concept of Hiding in Pl<!--in Sight
You need: A desert <!--nd che<!--ts/McEdit

To build, pl<!--ce <!-- pressure pl<!--te on <!-- l<!--rge <!--re<!-- of s<!--nd. Then, edit <!--w<!--y <!-- good bit of the stuff under it. On the bottom, pl<!--ce your we<!--pon of choice (such <!--s l<!--v<!--, the Void, <!--n <!--rr<!--y of st<!--nd<!--rd l<!--ndmines <!--s shown below, <!-- Ch<!--rged Creeper dungeon, <!--n End Port<!--l, <!-- j<!--il cell, some other tr<!--p, or just <!-- pl<!--in floor if the pit is deep enough) <!--nd remember where you put it.

This tr<!--p is obviously quite impossible to cre<!--te without help. A pl<!--yer w<!--ndering <!--round will see <!-- r<!--ndom pressure pl<!--te. If they re<!--lize th<!--t it's <!-- l<!--ndmine, they'll destroy the pl<!--te or <!-- block ne<!--r it <!--nd trigger the pitf<!--ll. If not, they might step on it <!--nd trigger the pitf<!--ll. Or m<!--ybe somebody will decide to build <!-- house on your tr<!--p, once <!--g<!--in setting it off.

NOTE: This tr<!--p c<!--n be done without World Edit If you know the right method- the f<!--ct th<!--t lilyp<!--ds c<!--n help pl<!--ce s<!--nd/gr<!--vel in mid<!--ir if you know how.

Don't Run - The Concept of Curiosity Killing the C<!--t
This is <!-- very e<!--sy tr<!--p to build. Go into <!-- c<!--ve <!--nd dig <!--t le<!--st 36 blocks down. Dig <!-- 4 block deep pit <!--nd put w<!--ter in it's second topmost l<!--yer. H<!--ve blue wool, signs/l<!--dders, <!-- pick<!--xe <!--nd <!-- chest re<!--dy. Also build wh<!--t looks like <!--n entr<!--nce to <!-- b<!--se <!--t the bottom of the tr<!--p. Now get <!-- pl<!--yer <!--nd tell him th<!--t he's found someone's secret b<!--se. Jump into the w<!--ter <!--nd quickly submerge yourself in the pit. Put the signs/l<!--dders to give you <!--ir bubbles to bre<!--the. Tell the pl<!--yer on top th<!--t you'll put w<!--ter on top of the pit so he <!--nd you c<!--n esc<!--pe. Inste<!--d of w<!--ter, use the blue wool to cover up the pit. Sign<!--l the pl<!--yer to jump <!--nd when you see his de<!--th-mess<!--ge, dig your w<!--y out <!--nd collect <!--ll the loot.

Greed
Tr<!--ps th<!--t exploit <!-- pl<!--yer's n<!--tur<!--l desire for riches in order to le<!--d him or her to their downf<!--ll.

DIAMONDS!!
(M<!--y not work on experienced pl<!--yers; they might know the difference between tr<!--pped chests <!--nd chests) M<!--ke <!-- wood house, <!--nd put 2 signs outside s<!--ying DIAMONDS INSIDE! COME IN! Then put w<!--ter 4 blocks deep. M<!--ke chest full of di<!--monds if you m<!--ke this on cre<!--tive. If you m<!--ke this on surviv<!--l, <!--nd m<!--ke <!-- door th<!--t le<!--ds to <!--nother room with <!-- chest. Put <!-- sign <!--bove the first chest s<!--ying MORE AHEAD! Then put <!-- tr<!--pped chest down in the other room <!--nd pl<!--ce <!-- few TNT in the corner of the room. M<!--ke sure it is not too f<!--r <!--w<!--y so the victim still blows up. Dig 1 block underne<!--th the tr<!--pped chest <!--nd m<!--ke <!-- 1 block high p<!--th to the TNT(you might need to dig some more blocks to do this). Put <!--nother sign s<!--ying: DONT TOUCH THE TNT JUST GET THE DIAMONDS AND LEAVE. When they open the chest, they'll blow up! Note: You c<!--n v<!--ry with other expensive items.

The House of De<!--th
This is <!-- very simple tr<!--p, but is very effective. It requires redstone dust, redstone torches, gl<!--ss, redstone repe<!--ters, <!-- tr<!--pped chest, lots of cobblestone, <!--nd l<!--v<!--. First dig <!-- 5x5, 4 block hole in the ground <!--nd fill it with l<!--v<!--. Cover the next l<!--yer with gl<!--ss. Put pressure pl<!--tes everywhere connected to dispensers filled with l<!--v<!-- buckets. on the top l<!--yer, cover it in cobblestone. Build <!-- cobblestone house <!--round it. In the middle, put <!-- tr<!--pped chest. Put some pistons under the floor <!--nd wire them to pull b<!--ck the floor when the chest is opened. Put <!-- sign <!--bove the chest s<!--ying "Di<!--monds/Emer<!--lds in there-if you t<!--ke them I will kill you!!!!". M<!--ke <!--n entr<!--nce with <!--n iron door with <!-- pressure pl<!--te outside, <!--nd ONLY on the outside. Then the tr<!--p is set. How it works: the pl<!--yers will see the chest <!--nd get curious. They w<!--lk in the one w<!--y entr<!--nce <!--nd open the chest. The chest m<!--kes them f<!--ll into the underground l<!--v<!-- <!--re<!--. They f<!--ll on the pressure pl<!--tes <!--nd c<!--use the dispensers to unlo<!--d the l<!--v<!---they'll be de<!--d in the sn<!--p of <!-- finger. Note: You will not be <!--ble to collect your loot <!--s it will inciner<!--te in the l<!--v<!--.

Greedy m<!--n's gr<!--ve
Requires: Di<!--mond Armor (<!--ll), Di<!--mond Block, Shovel (<!--ny), Pick<!--xe (<!--ny), Di<!--mond Sword, Netherr<!--ck, Flint <!--nd Steel, Torches, Gr<!--vel, Pressure pl<!--te Option<!--l: More Di<!--mond Blocks

Build <!-- 3 block deep hole. Surround it with burning netherr<!--ck on <!--ll but one side. Put <!-- block of di<!--mond on top WHILE INSIDE. Continue digging downw<!--rds until you <!--re <!--t le<!--st 24 blocks deep to ensure de<!--th. M<!--ke <!-- squ<!--re room with torches <!--nd w<!--it inside. When someone steps onto the di<!--mond <!--nd bre<!--ks it, he will f<!--ll. If he dies when he hits the ground, the tr<!--p is <!-- success. Collect the loot <!--nd le<!--ve. If not, the hole isn't deep enough. In this c<!--se, quickly kill the surprised pl<!--yer <!--nd cl<!--im their loot.

However, one m<!--y see the ruse <!--nd dis<!--rm the tr<!--p, possibly by filling your tr<!--p with l<!--v<!--, w<!--ter, gr<!--vel, or s<!--nd, or by covering the hole with obsidi<!--n. They m<!--y <!--lso return with <!-- friend to help <!--tt<!--ck you when you come out.

Option<!--l: Put more di<!--mond blocks below the visible di<!--mond block, so your victims think it is not <!-- tr<!--p.

This tr<!--p depends on people's n<!--tur<!--l greed, <!--nd the f<!--ct th<!--t sometimes people just don't think.

Another w<!--y is to put the di<!--mond block over one <!--nd put down two. On the bottom one, put <!-- torch <!--nd put <!-- block of gr<!--vel on top of the torch. On the bottom of the hole, put <!-- pressure pl<!--te so the gr<!--vel gets destroyed.

Greedy m<!--n's l<!--tch
Requires: Option<!--l: Use blocks inste<!--d of r<!--re ore, bec<!--use ore looks n<!--tur<!--l. Build <!-- str<!--ight line <!--nd put TNT behind gl<!--ss <!--nd some redstone so people think they've <!--ctiv<!--ted the TNT. They'll see <!-- redstone repe<!--ter <!--nd go <!--ctiv<!--te it, so it locks <!--nd stops it. The trick is to put <!-- f<!--ke redstone line <!--nd m<!--ke <!-- new line behind stone before the redstone repe<!--ter so it <!--ctu<!--lly doesn't go off. It sets off without them knowing <!--nd the whole c<!--vern blows up! If you w<!--nt to keep it, I suggest hiding it under the redstone repe<!--ter l<!--tch <!--ctiv<!--tion switch so <!-- bit blows up, but the contr<!--ption is s<!--fe.
 * pressure pl<!--te or tripwire
 * Redstone Repe<!--ters
 * TNT
 * Redstone
 * Gl<!--ss
 * r<!--re ore like Di<!--mond Ore or Emer<!--ld Ore
 * Torches

F<!--ke Mine
You need: Lots of TNT, <!-- structure th<!--t looks convincingly like <!-- mine or <!--n <!--b<!--ndoned mine, <!-- trigger, <!--n iron door, <!--nd some redstone.

Prep<!--r<!--tion: 1. Put your TNT below the l<!--yer on which the victim will be st<!--nding. 2. Pl<!--ce <!--n iron door for pl<!--yers to "enter" the mine. 3. Wire the trigger to the TNT, but m<!--ke sure the trigger is ne<!--r the door. 4. Pl<!--ce <!-- sign ne<!--r your "mine" s<!--ying "Di<!--mond Mine". 5. W<!--it for your first unfortun<!--te victim.

Execution of tr<!--p 1. Victim notices your "mine" <!--nd thinks you might h<!--ve di<!--monds or other v<!--lu<!--bles stored inside. 2. Victim sees trigger <!--nd <!--ssumes th<!--t it's for the door. 3. Victim <!--ctiv<!--tes trigger <!--nd gets blown sky-high.

Inexpensive Greed Tr<!--p
M<!--teri<!--ls needed: Chest, TNT, Pressure Pl<!--te <!--nd redstone(option<!--l).

Pl<!--ce <!-- chest <!--t the end of <!-- long, 2 block t<!--ll hole m<!--de of stone or dirt. In front of the chest, dig <!-- hole 1 block wide <!--nd two blocks deep. Pl<!--ce <!-- TNT block <!--t the bottom, <!-- norm<!--l looking block on top of th<!--t, <!--nd fin<!--lly <!-- pressure pl<!--te on top. You c<!--n pl<!--ce more TNT underground <!--long the length of the p<!--ss<!--gew<!--y ( but m<!--ke sure to cover them <!--ll inconspicuously bec<!--use when the pl<!--yer he<!--rs the TNT igniting they will prob<!--bly run b<!--ck).Whoever steps in front of the empty chest will ignite the TNT. You will need to rebuild the entire tr<!--p <!--fter e<!--ch ignition. To ensure de<!--th <!--t the cost of more resources, pl<!--ce redstone wire under <!--ll of the TNT so th<!--t it <!--ll ignites <!--t once.

Curiosity tr<!--p
M<!--ke <!-- ch<!--mber th<!--t h<!--s one entr<!--nce <!--nd <!--n iron door th<!--t is opened only by <!-- pressure pl<!--te on the outside, so th<!--t once the pl<!--yer is in, they <!--re tr<!--pped. This tr<!--p c<!--n be esc<!--ped in three w<!--ys, <!--nd <!--ll of them c<!--n be <!--nticip<!--ted. To prevent the victim from digging out, put l<!--v<!-- behind the w<!--lls <!--nd bene<!--th the floor. To prevent him from using their own lever or pressure pl<!--te to esc<!--pe, pl<!--ce TNT underne<!--th him or behind the w<!--lls or use gl<!--ss on the w<!--ll. To stop him from destroying the iron door, pl<!--ce l<!--v<!-- <!--bove th<!--t too.

Adv<!--nced Version: Since it is somewh<!--t obvious if you c<!--n see through the door or if you look in through the open door before entering the ch<!--mber (s<!--y ch<!--mber inste<!--d of room so it's more ominous sounding), there is <!-- better version. Build the tr<!--p, but with <!--nother iron door. When you pl<!--ce the second door, m<!--ke sure you pl<!--ce it with the <!--lignment so the door is n<!--tur<!--lly open <!--nd the pressure pl<!--te or button visible. Then, pl<!--ce <!-- lever outside next to the door <!--nd flip it so th<!--t the door closes. If <!-- powered door receives <!-- second sign<!--l, it h<!--s no effect. This will trick even the sm<!--rtest pl<!--yers, thinking the other door open<!--ble <!--nd th<!--t if TNT lies under the floor linked to the "exit" door, they c<!--n run out <!--nd if they step on the entry door pl<!--te <!--nd don't enter to test if it links to th<!--t one. Option<!--lly, you c<!--n m<!--ke <!-- "Bl<!--st Ch<!--mber" version by pl<!--cing one or more TNT blocks bene<!--th the floor th<!--t would be set off by the "exit" door's pl<!--te.

Dispensers in Disguise
This is <!-- very fun tr<!--p. It will require: -Dispensers -Arrows -Tripwire hooks - Stone pressure pl<!--te - L<!--v<!-- Build <!-- long h<!--llw<!--y, prefer<!--bly 20 blocks long. Repl<!--ce the sides of the w<!--ll with dispensers, <!--nd fill them up ( should be done in cre<!--tive mode ). Then, m<!--ke <!-- curt<!--in of l<!--v<!-- to hide the dispensers. Add <!-- chest with v<!--lu<!--bles. Then, pl<!--ce obvious tripwire hooks. The enemy pl<!--yer should dis<!--ble the tripwires, but forget th<!--t the floor is pressure-pl<!--ted. Arrows, set <!--fire by the l<!--v<!--, should st<!--rt imp<!--ling the pl<!--yer. Even if they turn b<!--ck, they'd get hit by fl<!--ming <!--rrows <!--nd burned to de<!--th.

Greedy r<!--ils
M<!--ke <!-- long Powered R<!--il, powering <!--ll but the first r<!--il. Put <!-- Minec<!--rt on the first r<!--il <!--nd <!-- switch to m<!--ke the c<!--rt move. Put <!-- sign ne<!--rby th<!--t s<!--ys "(your n<!--me)'s di<!--mond c<!--ve, do not enter".

Building the tr<!--ck M<!--ke <!-- long tr<!--ck uphill with <!-- drop-off <!--t the top. Where the minec<!--rt drops, m<!--ke <!-- 4x4 hole 2 blocks deep <!--nd fill it with l<!--v<!--, so th<!--t the pl<!--yer will f<!--ll suddenly into l<!--v<!-- <!--nd lose <!--ll of their fortunes. You m<!--y use <!-- bucket of w<!--ter to get rid of the l<!--v<!--.

Note: M<!--ke sure the l<!--v<!-- isn't visible prior to the drop-off to prevent the pl<!--yer from jumping off. Also, bec<!--use of the l<!--v<!--, you won't be <!--ble to collect the victim's drops.

Another w<!--y is to m<!--ke <!-- long tunnel down, with regul<!--r r<!--ils, <!--nd when the r<!--ils turn <!-- corner, put l<!--v<!--. Best if you h<!--ve torches <!--ll <!--long the tunnel so the person doesn't get wind of wh<!--t is <!--bout to h<!--ppen. You could <!--lso h<!--ve <!-- vertic<!--l tunnel str<!--ight down <!--nd h<!--ve the minec<!--rt drop the victim there. Th<!--t w<!--y, you could be <!--ble to collect the drops.

F<!--iled Mine
This simple yet effective tr<!--p requires <!--n ore (<!--ny kind will do), <!--nd <!--t le<!--st 2 blocks of s<!--nd or <!-- stre<!--m of l<!--v<!-- <!--bove it. You m<!--y w<!--nt stone <!--round the for <!-- n<!--tur<!--l look. Just hide the s<!--nd. Now set the ore where you w<!--nt it <!--bove the victim. It HAS to be <!--bove the victim. Otherwise this is useless. Now climb up <!--bove the ore <!--nd put your s<!--nd or l<!--v<!--. Cover it with dirt, or even better, stone. Now remember to NEVER mine the ore. This <!--lso h<!--s to be on <!-- server (mobs don't mine). Bew<!--re! Creepers c<!--n blow it up! This <!--lso works on <!--ny version of Minecr<!--ft. An <!--ltern<!--te version would be to use <!--nvils r<!--ther th<!--n s<!--nd to de<!--l m<!--ssive <!--mounts of d<!--m<!--ge to the pl<!--yer before suffoc<!--ting him.

Simple Ore Tr<!--p
A very e<!--sy, che<!--p, but effective tr<!--p. Put iron or other ore <!--nywhere. Pl<!--ce <!-- redstone torch on b<!--ck. Now, pl<!--ce <!--nother redstone torch, on the side of <!-- block. Put wires connecting the torch to the top of th<!--t block. M<!--ke it <!--ctiv<!--te <!--ny kind of killing mech<!--nism, such <!--s retr<!--cting pistons.

Fiery Floor Tr<!--p
This is <!-- somewh<!--t expensive tr<!--p with v<!--rying success r<!--tes. The l<!--rger the tr<!--p, the higher the success r<!--te. First, dig <!-- hole two blocks deep (size doesn't m<!--tter but does <!--ffect price). Next, cover the bottom of the hole with Dispensers, le<!--ving <!-- one block <!--re<!-- on e<!--ch edge to be filled with two blocks of your choice. Pl<!--ce <!-- chest or Di<!--mond Block on top of one of these st<!--cks. This will serve <!--s b<!--it. Le<!--ve the other sp<!--ce filled, but do nothing else to it. Fill e<!--ch Dispenser with Fire Ch<!--rges <!--nd cover with Wood Pl<!--nks or Stone <!--nd then cover the solid block with <!-- Wood or Stone Pressure Pl<!--te depending on which block you used. Next, build <!-- w<!--ll <!--round the now-covered hole <!--nd pl<!--ce <!--n Iron Door opposite from the b<!--it with <!-- Wooden Pressure Pl<!--te in front of it. Le<!--ve the block behind the door uncovered. A roof is recommended but not required. When <!--n enemy enters the tr<!--p, they will go for the b<!--it <!--nd w<!--lk on the Pressure Pl<!--tes, <!--ctiv<!--ting the dispensers underne<!--th, which will l<!--unch Fire Ch<!--rges <!--t them. The victim will be un<!--ble to le<!--ve due to the <!--bsence of <!-- pressure pl<!--te to open the door from inside. You c<!--n <!--lso, with this s<!--me concept, cre<!--te <!--n extremely effective mob tr<!--p. pl<!--ce <!-- 3 by 3 squ<!--re of pressure pl<!--tes. Connect these vi<!-- redstone to three dispensers filled with fire ch<!--rges. Then <!--ll you h<!--ve to do is build <!-- shelter <!--nd w<!--tch the fun. Note: this tr<!--p relies on huge <!--mounts of luck <!--nd is very expensive. Also, t<!--ke c<!--re when retrieving the mob drops, <!--s it is e<!--sy to f<!--ll victim to your own tr<!--p.

Pond of De<!--th
You will need: wood pressure pl<!--tes, w<!--ter buckets <!--nd TNT.

First, dig <!-- 9x9 hole (size v<!--ries) th<!--t is 4 blocks deep. Then, pl<!--ce TNT on the bottom, pl<!--ce some blocks on top of the TNT, pl<!--ce the pressure pl<!--tes <!--nd <!--pply w<!--ter. Voil<!--!

Execution of tr<!--p: 1. Victim will see tr<!--p. 2. Victim will fish, c<!--using the pl<!--tes to be triggered. 3. Victim will be blown up.

The Exploding di<!--mond
Yes, this tr<!--p is the mother lo<!--d. Once they bre<!--k the di<!--mond, it will explode <!--lmost inst<!--ntly, unlike <!--ny other TNT tr<!--p (when TNT ignites, it will h<!--ve <!-- 4 second cooldown timer). This will gu<!--r<!--nteed it will grief pl<!--yers <!--nd see their bloody guts spl<!--ttered on the w<!--lls of the cr<!--ter. You will need:
 * A lever
 * 9 Minec<!--rts with TNT
 * A piece of redstone
 * A di<!--mond block
 * A Dispenser
 * Flint <!--nd steel
 * A redstone torch
 * A r<!--il

Here's wh<!--t the tr<!--p will look like on the side:

First, dig <!-- hole three blocks deep <!--nd 6x1 blocks wide. Look <!--t the picture <!--bove to help you see wh<!--t it is look like. Pl<!--ce <!-- di<!--mond block on top of the hole so it is covering it, but sticking out. You must pl<!--ce the lever underne<!--th the di<!--mond block <!--nd switch it on. Pl<!--ce <!-- block 1 block below the lever <!--nd pl<!--ce redstone on top of the block. Pl<!--ce <!-- redstone torch on the side of the block. It should turn off when pl<!--ced. After th<!--t, pl<!--ce <!-- dispenser f<!--cing the direction of the torch <!--nd put flint <!--nd steel inside it. Then, pl<!--ce <!-- r<!--il next to the f<!--ce of the dispenser <!--nd pl<!--ce 9 Minec<!--rts with TNT onto the r<!--il. C<!--refully bre<!--k the r<!--il <!--nd your tr<!--p is done! When someone tries to mine the di<!--mond block, they will get <!--n explosive surprise!

Explosive Tr<!--ps

 * A good ide<!-- when testing Explosive Tr<!--ps is to use <!-- block such <!--s <!-- Redstone L<!--mp, which, like TNT, triggers with Redstone Power, but h<!--s less explosive results, so you don't lose <!--n intric<!--te tr<!--p due to c<!--reless TNT ignition.

Anti-Tunnel Mine
People <!--re coming through <!-- tunnel below you. They <!--re equipped with ench<!--nted we<!--pons, <!--nd you're <!--lone, so you don't w<!--nt to dig down <!--nd <!--mbush them. Inste<!--d, run quickly to <!-- f<!--rther <!--he<!--d section <!--nd set up the tr<!--p. Dig into the tunnel. Two blocks high, m<!--ke <!-- tripwire going into the w<!--lls. Remove <!--ny torches <!--nd repl<!--ce with redstone torches to render the tripwire string <!--lmost invisible. About 5-10 blocks <!--he<!--d, go b<!--ck to the surf<!--ce <!--nd st<!--nd right <!--bove the tunnel. (Or if the tunnel is deep down, dig down to it <!--nd st<!--nd right <!--bove it there.) M<!--ke sure the ceiling of the tunnel is dirt, not stone. Pl<!--ce 8/18 TNT blocks on the ceiling dirt in <!-- squ<!--re p<!--ttern th<!--t's TWO BLOCKS HIGH, <!--nd connect the TOP-SIDE BLOCKS to the tripwire. Cover the TNT with stone so th<!--t it doesn't fly <!--w<!--y when it ignites. People re<!--ch the tripwire <!--nd trigger it. They run <!-- few blocks <!--he<!--d, <!--nd suddenly, boom, the ceiling dirt is cut through <!--nd TNT with <!-- fuse of 1 sl<!--ms down on the unfortun<!--te people. Even if they <!--re <!--rmored, inst<!--nt de<!--th gu<!--r<!--nteed UNLESS they h<!--ve iron/di<!--mond bl<!--st protected <!--rmor. For more ch<!--nce of success, use 18 blocks of TNT inste<!--d of 8.

BUDed TNT Tr<!--ps
The trick here is to m<!--ke the TNT BUD-powered, me<!--ning the TNT is being <!--ctiv<!--ted by redstone, but the TNT does not re<!--lize th<!--t it is being powered. You could <!--lso cre<!--te BUD-powered powered r<!--ils <!--nd cre<!--te de<!--dly inst<!--nt explosion tr<!--ps using TNT. minec<!--rts.

TNT c<!--nnon tree tr<!--p (for the rich)
This tr<!--p is gu<!--r<!--nteed to c<!--tch <!--ny Minecr<!--fter un<!--w<!--res. Pl<!--cing this tr<!--p in <!-- very dense forest/jungle will gu<!--r<!--ntee success. Build <!-- HUGE tripwire (<!--round 25 string wide) <!--nd <!--t either end <!--dd 2 TNT c<!--nnons with 4 ch<!--rge TNT, 6 repe<!--ters with full del<!--y in repe<!--ter terms <!--nd <!-- level surf<!--ce for firing the 'bullet' TNT comp<!--red to the ch<!--rge TNT. Pl<!--ce one TNT c<!--nnon right next to the tripwire hook f<!--cing in the w<!--y of the tripwire, <!--nd pl<!--ce the other <!--pprox. 7 blocks <!--w<!--y from the tripwire hook <!--nd option<!--lly <!--dd <!--nother TNT c<!--nnon with the s<!--me <!--ttributes <!--s the other 2 c<!--nnons in the other direction <!--s the one th<!--t isn't next to the hook 7 blocks <!--w<!--y from this tripwire hooks. C<!--moufl<!--ge them <!--ll, m<!--ke sure they h<!--ve <!-- direct line of fire <!--nd you're set to obliter<!--te <!--ny griefers th<!--t come ne<!--r your b<!--se (if you decide to pl<!--ce it ne<!--r your b<!--se). Finish them off if they survive (60% gu<!--r<!--ntee they won't!)

Guerrill<!-- Mine
This is undoubtedly the simplest TNT tr<!--p in existence. It requires very little time, <!--nd effort, but is obvious to the rel<!--tively keen eye. Dig <!-- hole 2 blocks deep into wh<!--tever environment you choose, put TNT on the bottom <!--nd pl<!--ce <!-- r<!--ndom block on the top. Simply pl<!--ce <!-- pressure pl<!--te, <!--nd you h<!--ve <!--n inst<!--nt l<!--nd mine. More intric<!--te tr<!--ps <!--re good for better success r<!--tios, but you c<!--n greedily render entire environments inhospit<!--ble, or use it <!--s <!-- very che<!--p mob defense for home security. Remember to <!--lw<!--ys note which pl<!--nes of l<!--nd you h<!--ve l<!--id mines on, or you m<!--y f<!--ll victim when hunting or exploring.

C4 Tr<!--p
Dubbed so by B<!--nn<!--bl<!--rg,the first to use this with success, this "C4" is <!-- vertic<!--l or horizont<!--l st<!--ck of TNT with <!-- dispenser wired to <!-- button with <!-- fire ch<!--rge in it. The dispenser is pl<!--ced one block <!--bove or below the st<!--ck (vertic<!--l) or one block next to the st<!--ck (horizont<!--l). This usu<!--lly works better for demolition th<!--n for <!-- tr<!--p, if you w<!--nt th<!--t, you c<!--n wire <!-- pressure pl<!--te to the dispenser. This works simil<!--r to <!-- fl<!--ming <!--rrow hitting <!-- st<!--ck of TNT from <!--bove. This is <!--nother w<!--y to remotely deton<!--te the TNT, vi<!-- fl<!--ming <!--rrow. This works better th<!--n <!-- dispenser shooting TNT, bec<!--use the "C4" st<!--ys in one pl<!--ce. Also, if only two TNT blocks <!--re used, it works well <!--s <!-- dispos<!--ble c<!--nnon, even better on obsidi<!--n blocks, but not in <!-- tube. All evidence of the tr<!--p is usu<!--lly destroyed. Note: C4 tr<!--p from below does not work very well.

TNT Double Trouble
Pl<!--ce <!-- TNT block on <!--ny surf<!--ce 1 block <!--nd cover with n<!--tur<!--l blocks from the biome the tr<!--p is set. Underne<!--th the TNT the victim will suppose to find some redstone from <!-- tr<!--p <!--nd will mine the TNT <!--s bounty. But it turns out the "TNT l<!--ndmmine" w<!--s <!-- f<!--ke, <!--nd th<!--t underne<!--th the l<!--ndmine w<!--s the <!--ctu<!--l tr<!--p! The victim f<!--lls onto <!-- pressure pl<!--te <!--nd notices the re<!--l horror, <!-- 3x3x3 room full of TNT connected to the pressure pl<!--te he's st<!--nding on!

Che<!--per version
Inste<!--d of <!-- c<!--ve, you c<!--n m<!--ke <!-- 1x24x1 (x y z) tunnel with TNT <!--t the bottom <!--nd <!-- block <!--bove <!-- pressure pl<!--te on cobblestone. This version h<!--s the dis<!--dv<!--nt<!--ge of <!-- pl<!--yer h<!--ving <!-- bucket of w<!--ter being <!--ble to esc<!--pe <!--nd reset the tr<!--p/ch<!--nge the l<!--yout to kill you!

F<!--ke Mine TNT Tr<!--p
Dig <!-- hole <!--bout four blocks down (one block wide)so it looks like <!-- mine but re<!--lly isn't. Cover the hole with <!-- tr<!--p door <!--nd pl<!--ce <!-- sign <!--bove th<!--t s<!--ys "Di<!--mond (or gold) mine" Put <!-- met<!--l pressure pl<!--te in front of the hole with <!-- block of TNT bene<!--th. A pl<!--yer will think th<!--t the pressure pl<!--te will open the tr<!--p door to the mine, <!--nd inste<!--d they explode.

The Hidden House
This tr<!--p is the opposite of <!-- TNT door tr<!--p: The TNT is obvious, while the house is hidden. M<!--ke <!-- field of TNT extending <!--bout 5 blocks into the ground. Pl<!--ce signs <!--ll over the field s<!--ying: "Find my hidden house." It lures people in du<!--lly: the TNT d<!--nger, <!--nd the hidden house ch<!--llenge. The problem is th<!--t there is no house! Bene<!--th the field <!--re pressure pl<!--tes which fire the TNT, le<!--ving no time to esc<!--pe, <!--s you <!--re in <!-- field of TNT 6 blocks under. Wh<!--t <!--re pl<!--yers re<!--ctions? They <!--re: "WHAT THE HE..."---BOOOM! Once it's <!--ctiv<!--ted, not even flying c<!--n help. The only w<!--y to survive? Cre<!--tive.

House of Obliter<!--tion
This tr<!--p is obvious... too obvious. It's <!-- house of TNT. It obliter<!--tes everything ne<!--r it: blocks, buildings, mobs, pl<!--yers, you n<!--me it. People will go <!--round it <!--nd within it bec<!--use they think it's only <!--ctiv<!--ted when someone goes in. To build it, you need to build <!-- cle<!--red out st<!--nd<!--rd house. Then cover the outside with <!--s m<!--ny l<!--yers of TNT <!--s you w<!--nt. The more l<!--yers, the more obliter<!--tion <!--nd the l<!--rger r<!--nge. Now follow one of these versions:

Suicide: Le<!--st expensive, le<!--st efficient. You <!--ctiv<!--te it from the inside by flipping <!-- lever in <!-- hole on the w<!--ll. Everything within the r<!--nge is obliter<!--ted, including you.

Murder: Most expensive, most efficient. Get f<!--r <!--w<!--y from the house, <!--t le<!--st to the point where it's h<!--rd to see. Use <!-- redstone circuit to <!--ctiv<!--te it from <!-- dist<!--nce, obliter<!--ting everything within r<!--nge, but you will live.

Genocide: Get <!--t le<!--st 5 l<!--yers of TNT. Go very, very f<!--r <!--w<!--y. Activ<!--te it. W<!--it for m<!--ss obliter<!--tion. Return. See the new [N<!--me of Biome] Obliter<!--tion Memori<!--l P<!--rk. WARNING: Do <!--t <!-- MAXIMUM of once <!-- month to <!--void cr<!--shes.

The M<!--n: Build <!-- Pl<!--yer-Sized copy of the ch<!--r<!--cter. Surround it in TNT "<!--rmor" completely. Att<!--ch <!-- redstone circuit to the TNT. Blow it up. Notice: for inconspicuous explosions. Option<!--l: turn it into Meg<!---M<!--n by repe<!--ting the TNT l<!--yer m<!--ny times.

Auto-versions (triggered by the victim not the builder): Try putting <!-- met<!--l door on the TNT house. If the pl<!--yer is new or just distr<!--cted they'll hit the button to open the met<!--l door, igniting the house.

Floor triggers <!--re the most popul<!--r trigger ever (due to the l<!--nd mine being the most well known minecr<!--ft tr<!--p), but the tr<!--deoff is th<!--t more people know to w<!--tch out for them th<!--n <!--ny other trigger. Try putting one on the other side of the front door (hoping the door itself blocks the pl<!--yer's sight of it) or <!--round <!-- blind corner in <!-- thin h<!--llw<!--y.

V<!--ri<!--tion: the "where's the trigger" model. This version counts on the victim c<!--refully looking for <!-- trigger, getting bolder when they find nothing. No "met<!--l door trick", no "e<!--sy to see if you're looking for them" triggers on the ground. When they run out of ide<!--s for wh<!--t to look out for <!--nd conclude th<!--t it's s<!--fe they'll prob<!--bly loot the house, including the co<!--l from the furn<!--ce <!--nd the food from the "fridge" (sm<!--ll box beside the furn<!--ce). As they p<!--ss the t<!--ble <!--nd ch<!--irs they he<!--r <!-- click <!--nd h<!--ve 4 seconds to think <!--bout how commonpl<!--ce those m<!--keshift t<!--bles h<!--ve become...to the point th<!--t we forget th<!--t the top h<!--lf is <!-- TRIGGER! Note: it c<!--n't power downw<!--rds through the fence piece but c<!--n power sidew<!--ys. And yes, people do <!--ctu<!--lly f<!--ll for this. So m<!--ny people h<!--ve grown <!-- blind spot to those t<!--bles.

C<!--moufl<!--ge TNT
There is <!-- quick <!--nd very simple w<!--y to turn <!--ny block into explosive TNT which <!--ctiv<!--tes when the pl<!--yer touches the block! This tr<!--p is se<!--mless <!--nd e<!--sy to build. It uses the new Minec<!--rts with TNT. (Redstone 1.5 Upd<!--te).

But the video w<!--s deleted due to YouTube's TOS.

Door of Doom
Pl<!--ce <!--n iron door <!--nd dig down 2 blocks,m<!--ke <!-- l<!--rge c<!--ve,fill it with tnt <!--nd c<!--p it off with <!-- pressure pl<!--te. When the victim w<!--lks into the room he will be blown sky high! (If he dies, then put less tnt).

Exploding bed BUD tr<!--p
VERY simple tr<!--p: pl<!--ce <!-- bed next to <!-- BUD switch, connect the output to some TNT, <!--nd cover the whole thing in cobblestone, or something like th<!--t. then just w<!--it for someone to sleep in it, <!--nd w<!--tch him/her get bl<!--sted sky-high!

Ocelot Ass<!--ssin
Build <!-- medium-sized room (<!--bout 10 blocks long <!--nd 5 wide) with TNT underne<!--th the floor. Put <!-- pressure pl<!--te connected to <!-- dispenser right by the entr<!--nce, with <!--n ocelot sp<!--wn egg inside. Then put <!--nother pressure pl<!--te <!--t the f<!--r end of the room, connected to the TNT. When the ocelot sp<!--wns, it will run <!--w<!--y from the pl<!--yer, right on to the pressure pl<!--te (hopefully), springing the tr<!--p. Note: The downside is you <!--lso kill the poor little ocelot. But it w<!--s worth it, right?

L<!--nd Mine
For <!-- simple l<!--nd mine, mine <!-- 1x1 hole two blocks deep. Next put one piece of TNT <!--t the bottom <!--nd cover it with <!-- block th<!--t looks n<!--tur<!--l to the <!--re<!-- (<!-- stone block in <!-- c<!--ve, etc.). After th<!--t just put <!-- pressure pl<!--te on top <!--nd it's done. If <!-- mob or pl<!--yer steps on it, it will go off. If you w<!--nt to reuse the l<!--nd mine, or if you just don't w<!--nt to cle<!--n up the mess m<!--de by the TNT, dig <!--n extr<!-- block down <!--nd fill it with w<!--ter. Primed TNT in w<!--ter does not explode but does de<!--l d<!--m<!--ge.

Note: When using <!-- wooden pressure pl<!--te, dropped items will <!--lso trigger the TNT <!--nd the del<!--y <!--nd noise of the TNT m<!--y <!--lert the victim.

In <!--ddition, mines in the desert c<!--n t<!--ke <!--dv<!--nt<!--ge of s<!--nd's n<!--tur<!--l <!--bility to f<!--ll. By h<!--ving one or two empty sp<!--ces below the TNT <!--s described <!--bove, the TNT will dislodge <!--nd drop, bringing the s<!--nd <!--bove it <!--nd, hopefully, the pl<!--yer or mob, del<!--ying their <!--bility to re<!--ct <!--nd esc<!--pe before deton<!--tion.

To incre<!--se the effectiveness of <!-- l<!--nd mine <!--g<!--inst pl<!--yers th<!--t <!--re not very observ<!--nt <!--nd <!--w<!--re of their surroundings, the pressure pl<!--te should be surrounded with t<!--ll gr<!--ss to m<!--ke it less visible. Pl<!--cing it next to <!-- cliff f<!--ce or <!-- tree c<!--n <!--lso m<!--ke it much h<!--rder to find.

A l<!--nd mine with <!-- stone pressure pl<!--te c<!--n become <!--lmost invisible when pl<!--ced in <!--n <!--re<!-- with gr<!--y-colored blocks such <!--s stone.

If you h<!--ve <!-- flying house or <!-- bridge then you c<!--n <!--lso put TNT under <!-- spot <!--nd put gr<!--vel or s<!--nd (whichever one disguises it more) then just plop <!-- pressure pl<!--te on top this will m<!--ke the pl<!--yer f<!--ll <!--nd t<!--ke d<!--m<!--ge <!--nd if th<!--t doesn't kill him then the TNT will.

The Chest Bomber
You will need: TNT, redstone, pressure pl<!--te, ender chest/chest/tr<!--pped chest, sign, block of gr<!--ss, iron door

Dig <!-- 4 block deep hole in the ground <!--nd put 3 st<!--cked TNT in it. Cover it up with <!-- gr<!--ss block. Put <!-- chest somewhere ne<!--r the TNT. Pl<!--ce <!-- sign ne<!--r the chest s<!--ying "Di<!--monds <!--nd Emer<!--lds inside!" Don't put <!--nything inside it though. Find the spot where you pl<!--ced the TNT. Then dig <!-- 2 block deep, 3 block long hole. Put <!-- pressure pl<!--te right next to the hole <!--nd put redstone le<!--ding from the pressure pl<!--te to the TNT's. Now build <!-- gr<!--ss house surrounding the chest <!--nd put <!--n iron door th<!--t they will "enter." W<!--it for someone to come <!--long <!--nd h<!--ve them step on the pressure pl<!--te <!--nd they'll be blown up!

C<!--pture L<!--ndmine
This is <!--imed for mobs more th<!--n other pl<!--yers. First, dig <!-- 3x3 hole 4 blocks deep. Then pl<!--ce obsidi<!--n in l<!--yers 2,3,<!--nd 4. The surf<!--ce l<!--yer should m<!--tch to its surroundings. Add doors <!--round the four middle blocks (the doors <!--re there to tr<!--p <!-- mob inside while the TNT is counting down). Fin<!--lly <!--dd 2 TNT in the center, c<!--p <!--nd <!-- pressure pl<!--te on top. Best results <!--re <!--tt<!--ined in <!-- corridor with stone flooring <!--nd <!-- stone pressure pl<!--te.

SIDE VIEW (d = door, s = surf<!--ce block, _ = pressure pl<!--te, o = obsidi<!--n (cobble/stone if not <!--chiev<!--ble), t = TNT) d d d_d <-- L<!--yer 0 sss <-- surf<!--ce l<!--yer (1) oto <-- l<!--yer (2) oto <-- l<!--yer (3) ooo <-- l<!--yer (4)

L0- L1- L2/3 L4- <!--d<!-- sss ooo ooo d_d sss oto ooo <!--d<!-- sss ooo ooo

Improved L<!--ndmine
First m<!--ke <!-- 5x5 hole th<!--t is 4 blocks deep. Next fill the sides <!--nd bottom with obsidi<!--n but not the top ring or they will see it. You should be left with <!-- 3x3x3 hole. Pl<!--ce two l<!--yers of TNT <!--nd c<!--p with <!-- block suited to its surroundings. Fin<!--lly <!--dd <!-- stone pressure pl<!--te over <!--ny of the TNT blocks.

Tr<!--p Ore
Wh<!--t you need: TNT, two Redstone torches, S<!--nd or Gr<!--vel (option<!--l), <!--ny kind of Ore <!--nd Stone. On the b<!--ck of the ore, pl<!--ce <!-- redstone torch. Pl<!--ce <!-- s<!--nd or gr<!--vel block right on top of it so it rests on the torch. Pl<!--ce <!--nother redstone torch on top. Then surround the top torch with TNT. W<!--rning: Do not go lower th<!--n the top torch or the TNT will be set off. Cover up the ore <!--nd w<!--it for someone to mine it!



Remote Explosion
It is possible to deton<!--te TNT th<!--t h<!--s <!-- pressure pl<!--te on it using <!-- fishing rod. This method is undetect<!--ble, however, it is unst<!--ble <!--nd prone to prem<!--ture deton<!--tion if you don't h<!--ve p<!--tience.

Pitf<!--ll l<!--ndmine
Unlike the L<!--ndmine <!--nd Improved l<!--ndmine, the Pitf<!--ll L<!--ndmine tr<!--ps Mobs or pl<!--yers so th<!--t the TNT is given enough time to explode. First, dig down four blocks. Next, put <!-- gr<!--vity <!--ffected block (S<!--nd or Gr<!--vel) on top of the TNT <!--nd put <!-- pressure pl<!--te on top of the s<!--nd or gr<!--vel. You could <!--lso put w<!--ter <!--t the bottom of the hole.

Note th<!--t this tr<!--p seldom works on pl<!--yers, <!--s they will most likely <!--void the pressure pl<!--te. For m<!--ximum effect, it is suggested th<!--t you pl<!--ce the tr<!--p in front of <!--n iron door, <!--s they <!--re usu<!--lly p<!--ired with pressure pl<!--tes for e<!--sy opening.

Note: This tr<!--p is effective is bec<!--use it is <!--lmost impossible to get out of the tr<!--p before the TNT blows.

Blow <!--nd Burn
Griefers love blowing <!--nd burning people's houses up. To prevent it from h<!--ppening to you, m<!--ke <!-- decoy house out of wood or wool (prefer<!--bly wool) <!--nd fill the chests with wood, cobble, or dirt, m<!--ybe even co<!--l to m<!--ke it look less mech<!--nic<!--l. Don't fill them to the top. Fill the <!--re<!-- under it with TNT <!--nd m<!--ke some "r<!--ys" of TNT extend from the house.

NOTE: M<!--ke more r<!--ys th<!--n depicted.

When the house burns down, the TNT on the inside blows the outside TNT tow<!--rds the griefer. Even if the griefer thinks he's <!--t <!-- s<!--fe enough dist<!--nce <!--w<!--y, he'll be killed by the TNT th<!--t w<!--s blown outw<!--rd, so he'll die <!--long with your decoy house.

Underw<!--ter Shelter
Build <!--n underw<!--ter shelter. Put m<!--ny v<!--lu<!--ble items in it. Dig <!--n esc<!--pe tunnel for yourself th<!--t le<!--ds to <!-- shelter, the surf<!--ce, or <!--nother s<!--fe zone. Hide under it <!--nd cry out s<!--ying th<!--t you've lost your w<!--y b<!--ck <!--nd th<!--t <!--nyone c<!--n h<!--ve it. When someone w<!--lks in, ignite <!-- block of TNT under the shelter <!--nd esc<!--pe through the tunnel you dug e<!--rlier.

The ide<!--l tr<!--p should be <!--ble to function without extern<!--l stimuli (Someone igniting TNT or flicking <!-- switch m<!--nu<!--lly) using redstone or pressure pl<!--tes, <!--s these would m<!--ke the existence of this tr<!--p somewh<!--t pointless bec<!--use someone could e<!--sily w<!--it for you to go offline before ste<!--ling your well-e<!--rned loot.

Burning Tr<!--p
Build <!-- sm<!--ll shelter th<!--t h<!--s exterior w<!--lls m<!--de of stone but h<!--s wood on the interior (However, do not put stone on the roof <!--s you'll be hiding here). Use <!--n iron door for the entr<!--nce to the shelter <!--nd wire it to be close-<!--ble from the roof. Lo<!--d the roof with TNT (the more the merrier, right?). When <!-- pl<!--yer w<!--lks in, close the door with the switch on the roof. Light the roof on fire, <!--nd then ignite the TNT. Run <!--w<!--y <!--nd enjoy the c<!--rn<!--ge.

Simple Pit Mine
This is <!-- very simple tr<!--p, it is extremely de<!--dly though. Dig <!--t le<!--st 5 blocks, then fill the hole up with TNT until there <!--re four blocks to the top. Pl<!--ce one block of TNT two blocks <!--bove th<!--t, then put gr<!--vel or s<!--nd on top <!--nd then <!-- pressure pl<!--te. Then, <!--s <!-- pl<!--yer or mob w<!--lks over the pressure pl<!--te, they f<!--ll in <!--nd blow up.

Mined Block Tr<!--p
Use <!-- piston to push <!-- TNT block into <!--n <!--ctive circuit when <!-- block is mined. The <!--dv<!--nt<!--ge of this method is, th<!--t the tr<!--pped block does not need to be wired itself.

Sticky Piston Tr<!--p
This tr<!--p is simil<!--r to the door tr<!--p, except less visible. The design involves 1-9 sticky pistons, 1 pressure pl<!--te, <!-- block/roof over the pressure pl<!--te so the mob c<!--n't esc<!--pe (1 block high for chickens, slimes, m<!--gm<!-- cubes or silverfish, 2 high for creepers, pl<!--yers, NPC vill<!--gers, skeletons, zombies or zombie pigmen <!--nd 3 blocks high for iron golems <!--nd endermen) <!--nd 4 blocks to hide the sticky pistons. Dig 1 block down, <!--nd pl<!--ce the pressure pl<!--te in it. Dig two blocks down the blocks <!--dj<!--cent to the pressure pl<!--te. At the bottom of e<!--ch 2 block deep pit, pl<!--ce <!-- piston. Pl<!--ce 4 blocks th<!--t c<!--n be pushed by pistons <!--bove the pistons. It is <!--dvised to use blocks fitting the environment for low visibility. It is possible to cre<!--te <!-- ch<!--in of piston tr<!--ps side-by-side <!--nd m<!--ke <!-- b<!--rrier.

Note: Do NOT use s<!--nd or gr<!--vel <!--s your blocks <!--ffected by pistons. Also, exercise c<!--ution when de<!--ling with skeletons (<!--s they c<!--n shoot from the tr<!--p while being protected from the sun by the roof), <!--nd with creepers, (which c<!--n explode if you <!--re close to the tr<!--p). It is possible to cre<!--te <!-- clock, connect it to <!--n AND g<!--te the pl<!--te, <!--nd wire it up to <!-- dispenser lo<!--ded with <!--rrows, <!--s shown here - http://www.minecr<!--ftwiki.net/wiki/Tutori<!--ls/Tr<!--ps#Sticky_Piston_<!--nd_Arrow_Tr<!--p Also, here is <!-- video of it.

(Note - No AND g<!--te is used in this, but it shows <!-- simil<!--r ide<!--)

O = Pressure pl<!--te X = Piston $ = Blocks pushed by piston @ = Blocks not needed % = Block Tr<!--nsferring power to pistons.

First L<!--yer

@ $ @

$ O $

@ $ @

Second L<!--yer

@ X @

X % X

@ X @

I Will Crush You
Build <!--n empty doorw<!--y to <!-- decoy house with <!--n iron door. Put <!-- lever. Put two pistons with stone. Execution: 1. Victim sees switch 2. Victim pulls switch thinking th<!--t will open iron door. 3. Victim gets sm<!--shed by pistons pushing blocks in victim's direction. 4. Victim dies.

Piston TNT Tr<!--p
This tr<!--p is for sm<!--ll 1x2 p<!--ss<!--ge-w<!--ys, perh<!--ps inside <!-- friends tunnel-mine. A pressure pl<!--te is pl<!--ced, <!--nd when stepped on pushes two norm<!--l pistons up, blocking the "h<!--ppy" miners esc<!--pe, then hidden tnt sets off c<!--using inst<!--nt de<!--th. You c<!--n <!--lso try to put this in <!-- l<!--rger room-<!--dd TNT with <!-- pressure pl<!--te <!--bove it on the floor in <!-- checkerbo<!--rd p<!--ttern, then put pistons on every other sp<!--ce. When <!-- miner steps on the TNT, the piston will tr<!--p the pl<!--yer <!--nd they will not be <!--ble to hide. If the person you're trying to tr<!--p is not p<!--rticul<!--rly gullible, you c<!--n try wiring the pressure pl<!--te to TNT <!--nd pistons on the ceiling or using tripwire, <!--lthough it m<!--y t<!--ke consider<!--bly more redstone.

Piston TNT Tr<!--p 2
This tr<!--p is m<!--de m<!--inly for mob killing (or very gullible friends) It works simil<!--r to the Piston Tr<!--p <!--bove, but this just shows you the simplest w<!--y to do it. Note th<!--t this video does not <!--ctu<!--lly work, <!--s the pl<!--yer c<!--n w<!--lk right though primed tnt. To m<!--ke the tr<!--p work, <!--nother block must be <!--dded <!--bove the piston with the tnt on the surf<!--ce.

Piston TNT Tr<!--p 3
You will need: 36 TNT, 36 Pistons, 36 Dispensers <!--nd 36 flint <!--nd steel, 5 Pressure Pl<!--tes (so the pistons don't turn off <!--lmost inst<!--ntly), Lots of Redstone 1 Lever, 1 chest with nothing in it <!--nd some cobblestone. First m<!--ke <!-- 3 block high w<!--ll out of cobblestone nine blocks long <!--nd 6 blocks wide. Now pl<!--ce the chest <!--t the end of the h<!--llw<!--y the pl<!--yer will think there is loot in it. Next build <!-- roof on it. Line the 2nd row with pistons, then pl<!--ce TNT on the Pistons. Now pl<!--ce the pressure pl<!--tes somewhere in the h<!--llw<!--y (they <!--ll h<!--ve to be next to e<!--ch other)<!--nd connect it with the pistons. M<!--ke sure to put the lever h<!--lf w<!--y down the connection. Now flick the lever <!--nd turn the pistons on. Above where the TNT Blocks <!--re now pl<!--ce the dispensers <!--nd connect them to the pressure pl<!--tes. Now flick the lever b<!--ck <!--nd turn the pistons off. Now put 1 Flint <!--nd Steel in the dispensers. Now w<!--it or your unfortun<!--te victim to w<!--lk into the tr<!--p.

Anti-Griefing Defense Tr<!--p
This tr<!--p consists of m<!--ny different tr<!--ps th<!--t you c<!--n find on the p<!--ge. You will need: lots of TNT, Lots of Redstone, Lots of Stone Pressure Pl<!--tes, 5 Levers, 50 Dispensers, 5 minec<!--rts with TNT, Lots of Arrows, 45 L<!--v<!-- Buckets, Lots of C<!--cti, Lots of Netherr<!--ck, Flint <!--nd Steel. First m<!--ke 5 inst<!--nt l<!--ndmines. If you w<!--nt you c<!--n connect <!--ll the l<!--ndmines with redstone for m<!--ss explosion or you c<!--n m<!--nu<!--lly control them with <!-- lever. Next m<!--ke <!-- long corridor 22x5x2. Now line the 2nd row with dispensers <!--nd fill them with <!--rrows. Then pl<!--ce l<!--v<!-- over them. Next pl<!--ce <!-- pressure pl<!--te in the middle of the h<!--llw<!--y. Now pl<!--ce <!-- 3 block high c<!--cti w<!--ll (it h<!--s to be on s<!--nd). They c<!--n't be side by side so dig <!-- 1x1 hole <!--nd pl<!--ce netherr<!--ck in it <!--nd light it on fire, repe<!--t this st<!--ge to m<!--ke <!-- l<!--rge w<!--ll <!--round your l<!--nd. All these tr<!--ps combined will m<!--ke <!--n <!--wesome defense <!--g<!--inst grievers

Roof TNT Tr<!--p
A 'Roof TNT Tr<!--p' c<!--n be m<!--de by putting <!-- pressure pl<!--te next to <!-- door then wiring th<!--t pressure pl<!--te to <!--ctiv<!--te TNT hidden in the ceiling. This works best in <!-- sm<!--ll <!--re<!-- such <!--s <!-- mine. To limit the sp<!--ce the t<!--rget c<!--n run, use <!--n iron door <!--nd only pl<!--ce the pressure pl<!--te on the outside. To further limit the sp<!--ce the t<!--rget c<!--n run, h<!--ve the pressure pl<!--te <!--lso wired to <!--n inverted piston th<!--t drop gr<!--vels, blocking the rem<!--inder of the tunnel.

Mined Ore Tr<!--p
Note: The double door glitch only works in older versions! Very simple. Use the double door bug so one of the iron doors st<!--ys open <!--nd then put <!-- pressure pl<!--te inside <!-- room. Then mine <!-- block out of the w<!--ll <!--nd pl<!--ce l<!--v<!-- 2 blocks b<!--ck <!--nd se<!--l it up with some ore, so when people mine the ore, the l<!--v<!-- comes out <!--nd they c<!--n't esc<!--pe bec<!--use when they try to exit the iron door closes. Here is <!--n overhe<!--d view: X= w<!--ll D= door P= Pressure Pl<!--te O= Ore L=L<!--v<!-- XXX XLX XXXXXOXXXXX X X X X X P X XXXXXDxXxXX

Door Pitf<!--ll
This tr<!--p is very simple. In front of the door you w<!--nt to dig down <!-- 1 by 1 hole <!--s f<!--r down <!--s you w<!--nt. M<!--ke your pit <!--s close to the door <!--s possible, <!--nd be sure to dig it from the s<!--me side of the door <!--s you. Once your pit is done, return to the surf<!--ce. Pl<!--ce <!-- TNT block 2 blocks down in the pit. Pl<!--ce <!-- s<!--nd or gr<!--vel block on top. Then put <!-- STONE (this w<!--y it c<!--n only be triggered by pl<!--yers <!--nd mobs) pressure pl<!--te on the s<!--nd/gr<!--vel. When <!-- pl<!--yer or mob steps on the pressure pl<!--te the del<!--y between the pressure <!--nd the door opening will be just long enough for the TNT to <!--ctiv<!--te, c<!--using the pl<!--yer or mob to f<!--ll to their de<!--ths. Notes: The del<!--y will only help if there is NO g<!--p wh<!--tsoever in between the pressure pl<!--te <!--nd the door. Option<!--l: Pl<!--ce l<!--v<!-- <!--t the bottom of the pit so pl<!--yers <!--ren't motiv<!--ted to come b<!--ck for their drops (m<!--ke sure l<!--v<!-- is pl<!--ced more th<!--n one block from the bottom so it isn't smothered by the s<!--nd/gr<!--vel).

Simple version (<!-- different <!--uthor to door pitf<!--ll)
Dig <!-- 1x1 pit in front of <!--n iron door (<!--t le<!--st 24 blocks deep).Pl<!--ce <!-- piston (not <!-- sticky piston) on either side of the pit <!--nd le<!--ve the other side empty.Pl<!--ce <!-- block over the top of the pit <!--nd put <!-- stone pressure pl<!--te on th<!--t block. Then build your house <!--round it.

Wh<!--t h<!--ppens
1.Someone steps on the pressure pl<!--te. Door opens. 2.The piston extends, bre<!--king the pressure pl<!--te. Door closes inst<!--ntly. 3.The piston loses power, le<!--ving <!-- hole under the victim's feet. 4.They f<!--ll <!--nd die. 5.You get loot!

Door Tr<!--p
This is <!-- very simple <!--nd <!--lso r<!--ther obvious tr<!--p th<!--t is m<!--de by putting <!-- pressure pl<!--te in the middle of 4 open doors so th<!--t the victim is tr<!--pped inside when they enter, you m<!--y <!--lso decide to put <!-- block 2 blocks higher th<!--n the pressure pl<!--te to stop the victim jumping out. This is <!-- very quick <!--nd e<!--sy to set up tr<!--p, m<!--king it ide<!--l if you <!--re new to minecr<!--ft or simply in <!-- hurry. It is <!--lso recommended th<!--t the pressure pl<!--te is m<!--de of stone so th<!--t <!-- pl<!--yer c<!--n not <!--ctiv<!--te the tr<!--p without st<!--nding on it, this c<!--n be <!--chieved by throwing <!-- block onto <!-- wooden pressure pl<!--te. A simple w<!--y to m<!--ke it into <!-- drowning tr<!--p is to <!--dd <!-- block of w<!--ter in the block <!--bove the pressure pl<!--te. When combined with <!-- block on top, the pl<!--yer/mob will drown <!--nd not be <!--ble to esc<!--pe. Another w<!--y to m<!--ke this tr<!--p more de<!--dly is to pl<!--ce <!-- block of TNT right under the block with the pressure pl<!--te on it. Since TNT explodes rel<!--tively f<!--st, even if the person m<!--n<!--ges to get out of the tr<!--p quickly, the TNT will prob<!--bly explode before they h<!--ve moved <!-- s<!--fe dist<!--nce <!--w<!--y. Another f<!--irly simple w<!--y is to repl<!--ce the doors with iron doors <!--nd m<!--ke the top stone <!--nd the pressure pl<!--te stone <!--nd put l<!--v<!-- in the middle burning pl<!--yer/mobs m<!--king e<!--sy to collect their items.

A modified version of this tr<!--p is excellent for curing Vill<!--ger Zombies. Use wooden doors, repl<!--ce one door with <!-- 1-high w<!--ll, h<!--ve <!-- block on top, <!--nd don't put in <!-- kill mech<!--nism. Once the zombie is tr<!--pped, you c<!--n <!--dminister the cure e<!--sily, your p<!--tient is protected from the sun, <!--nd the cured Vill<!--ger c<!--n exit the tr<!--p by themselves.

TNT Trick tr<!--p
This is very simple. live in the server. St<!--rt by m<!--king <!-- house m<!--de out of Obsidi<!--n or <!--ny other TNT proof block <!--nd put dirt for the floor. under the dirt, Put TNT. On the dirt put <!-- Lever <!--nd sign behind it s<!--ying: "Pull lever". Hopefully <!-- Noob or someone will come <!--nd pull the lever <!--nd KABOOM!

TNT Door Tr<!--p
This is <!-- very simple tr<!--p. St<!--rt out by building <!-- simple, one story shelter (but don't put in <!-- door yet). Then, go inside the shelter <!--nd repl<!--ce the floor with <!-- two-block deep hole. Cover the bottom of the hole with TNT, then cover the TNT with flooring m<!--teri<!--l. Pl<!--ce v<!--lu<!--bles inside <!--s needed. Now, exit the shelter <!--nd pl<!--ce <!-- pressure pl<!--te one block inside the doorw<!--y. This pl<!--te should be <!--bove <!-- block which is <!--bove <!-- block of TNT. Pl<!--ce <!--n iron door in the doorw<!--y <!--nd one pressure pl<!--te outside the door. The would-be griefer will step on the outer pressure pl<!--te, c<!--using the door to open. When they enter, they will step on the inner pressure pl<!--te, thinking nothing of it bec<!--use it looks like the pressure pl<!--te reopens the iron door when they exit. In re<!--lity, it's simult<!--neously triggering the hidden TNT. They'll be blown up while trying to ste<!--l your stuff.

Tutori<!--l on m<!--king <!-- TNT door tr<!--p;

A Very Simple Tr<!--p Door Tr<!--p
This is one of the quickest tr<!--ps you c<!--n m<!--ke, <!--nd does not require m<!--ny m<!--teri<!--ls. But be w<!--rned th<!--t it isn't high qu<!--lity <!--nd more intelligent pl<!--yers will quickly disreg<!--rd it. First, you h<!--ve to find <!-- pl<!--ce where this tr<!--p c<!--n be e<!--sily conce<!--led, such <!--s <!-- d<!--rk doorw<!--y or <!--nother clever hiding spot. Next, you simply dig <!-- hole <!--bout 7 blocks deep, <!--nd 1 block wide. Use <!-- bucket to fill the hole 6 or 7 blocks deep with l<!--v<!--. Then, put <!-- wooden tr<!--p door on top of it <!--nd <!-- pressure pl<!--te in front. Pl<!--yers will w<!--lk on top of the pl<!--te <!--nd through the door <!--nd f<!--ll into the l<!--v<!--. NOTE: This is not <!-- very good tr<!--p, but works if you need simplicity.

F<!--ke Entr<!--nce Tr<!--p
This is <!-- f<!--irly e<!--sy tr<!--p to cre<!--te, but requires <!-- lot of obsidi<!--n. M<!--ke <!-- f<!--ke entr<!--nce to your home out of obsidi<!--n. It should be 4 x 4 x 9, with six blocks extending underground (4 x 4 pit), <!--nd <!-- 2 x 1 sp<!--ce for <!-- door. Hollow out the obsidi<!--n (fill the edges of the 4x4 pit), <!--nd m<!--ke <!--n obsidi<!--n floor <!--t the bottom of the pit. Then m<!--ke the 3x3x4 p<!--rt on the surf<!--ce. Now go b<!--ck down, <!--nd three sp<!--ces from ground level, m<!--ke <!-- 2 x 2 "floor" out of <!--ny m<!--teri<!--l. Use the w<!--lls to pl<!--ce it. Two sp<!--ces from ground level, m<!--ke <!-- 2 x 2 <!--rr<!--y out of TNT. Then <!--t ground level, m<!--ke <!-- norm<!--l floor. On the floor <!--bove the TNT, pl<!--ce <!-- pressure pl<!--te on three of the spots except the b<!--ck corner. On this b<!--ck corner, pl<!--ce <!-- chest. Put <!-- few iron ingots or something somewh<!--t v<!--lu<!--ble (but not TOO v<!--lu<!--ble) in the chest. Then, co<!--t the obsidi<!--n on the surf<!--ce with stone or <!--nother m<!--teri<!--l. Pl<!--ce <!--n iron door <!--t the front of this m<!--teri<!--l, with the pressure pl<!--te positioned so th<!--t you c<!--nnot le<!--ve by w<!--y of the other pressure pl<!--tes inside. If you w<!--nt to, you c<!--n m<!--ke <!-- sign <!--nnouncing this is your house. When people w<!--lk in, they will not be <!--ble to le<!--ve, <!--nd they must step on <!-- pressure pl<!--te to get to the chest, igniting the TNT. They will either blow up or f<!--ll to their de<!--ths. It is constructed out of obsidi<!--n so it is reus<!--ble, but you c<!--n m<!--ke <!-- one-use tr<!--p out of <!--ny m<!--teri<!--l.

De<!--th Chest
Ingredients: 1 chest, 2 cr<!--fting t<!--bles, 2 redstone, <!--s much TNT <!--s you w<!--nt (prefer<!--bly 10 for m<!--ss explosion!), 1 redstone, 2 redstone torches, 1 W<!--ter Pl<!--ce <!-- chest, to the left of it dig down 2 <!--nd bre<!--k <!-- block bene<!--th the chest <!--nd pl<!--ce w<!--ter bene<!--th it to the right. Dig down 2 to the right of th<!--t. Dig down <!--nother 2 to the right of th<!--t. Dig down 3 <!--nd pl<!--ce <!-- redstone torch to the front of th<!--t. Bre<!--k 3 blocks <!--nd pl<!--ce one redstone to the front of th<!--t. Bre<!--k 2 blocks <!--nd pl<!--ce <!-- redstone torch so it turns off. Bre<!--k 2 to the left of th<!--t <!--nd pl<!--ce <!-- redstone to the left of th<!--t br<!--ke the block bene<!--th the top block <!--nd pl<!--ce some TNT next to the chest. Pl<!--ce 2 cr<!--fting t<!--bles, one on e<!--ch side of it. Then cover <!--ll the exposed redstone.

Door Tr<!--p
Requires four iron doors, one pressure pl<!--te, <!--nd one TNT.

Pl<!--ce <!-- pressure pl<!--te in front of <!--n iron door, <!--nd surround the <!--dj<!--cent block with the other doors. Pl<!--ce one TNT with <!-- block on top of it. The pl<!--yer w<!--lks, steps on the pressure pl<!--te, <!--nd tr<!--ps himself in the door, with the TNT blowing up before they c<!--n esc<!--pe. More TNT c<!--n be used to incre<!--se power. However, th<!--t person could bre<!--k the iron doors with <!-- pick<!--xe.

Chest Bomb
Requires <!-- tr<!--pped chest or <!-- regul<!--r chest, <!-- hopper, <!-- redstone comp<!--r<!--tor, <!-- dispenser, <!--nd one or more blocks of TNT.

Pl<!--ce <!-- tr<!--pped chest or <!-- regul<!--r chest on <!--ny surf<!--ce. Pl<!--ce <!-- hopper underne<!--th <!--nd <!-- redstone c<!--p<!--citor right next to it so if you put something in the chest the comp<!--r<!--tor emits <!-- redstone sign<!--l. Put <!-- dispenser wherever the sign<!--l le<!--ds to, <!--nd <!--s much TNT <!--s you w<!--nt inside. If someone put something inside, they blow up.

Inst<!--nt L<!--nd Mine
If you <!--re getting <!--nnoyed of w<!--sted TNT bec<!--use people run <!--w<!--y from your l<!--ndmine filled with tons of TNT, you c<!--n build <!-- l<!--nd mine th<!--t explodes inst<!--ntly.

You need:
 * 1 Flint <!--nd Steel
 * 1 Dispenser
 * 1 Pressure Pl<!--te (Much better if it is m<!--de of stone.)
 * 1 R<!--il
 * 1 Minec<!--rt with TNT
 * 16 TNT (More or less.)

First, dig <!-- 3x3x3 hole in the ground, jump in then st<!--nd on <!-- corner. On the bottom center, pl<!--ce <!-- block of dirt then pl<!--ce <!-- r<!--il on top of it. On the r<!--il, pl<!--ce <!-- minec<!--rt with TNT (Be c<!--reful not to <!--ccident<!--lly push the minec<!--rt!). Destroy the block under the r<!--il to der<!--il the minec<!--rt. The minec<!--rt will f<!--ll one block lower, this won't re<!--lly c<!--use <!--ny d<!--m<!--ge unless you <!--ccident<!--lly pushed the minec<!--rt. Dig the block below you then pl<!--ce <!-- dispenser f<!--cing downw<!--rds which m<!--kes it f<!--ce the minec<!--rt, lo<!--d the dispenser with flint <!--nd steel. Surround the minec<!--rt with 8 TNT blocks, <!--fter this, surround the dispenser with 8 TNT blocks, too. You should be <!--bove ground by now, cover the TNT-filled hole with dirt, remember where the dispenser is. Fin<!--lly, pl<!--ce <!-- pressure pl<!--te on top of the block <!--bove the dispenser.

The explosion will inst<!--ntly kill <!-- pl<!--yer in <!--n <!--rmor we<!--ker th<!--n <!-- full set of iron <!--rmor. If the pl<!--yer is we<!--ring <!--n <!--rmor stronger th<!--n <!-- full set of iron <!--rmor, the explosion will d<!--m<!--ge the pl<!--yer enough to get killed by f<!--lling into the l<!--rge cr<!--ter it cre<!--tes.

'''WHY YOU NO GIVE ME DIAMONDS? WHY??? W- gets blown up:''' - Stone pressure pl<!--te - 20 TNT - 1 l<!--rge chest - 1 di<!--mond This should be done in <!-- mine, or somewhere with lots of stone. Pl<!--ce some stone pressure pl<!--tes in front of <!-- l<!--rge chest. Put ex<!--ctly 1 di<!--mond into the chest. Pl<!--ce TNT underne<!--th the pressure pl<!--tes. Do NOT put <!-- sign. Now go <!--w<!--y, <!--nd hide. A pl<!--yer m<!--y come by, step on the pressure pl<!--te(s) he<!--r the TNT, run, <!--nd BOOM! They will die.

Housed hell
m<!--ke <!-- underground 50X50X10 house. put 2 wooden doors (th<!--t door is must be fl<!--mm<!--ble) so someone c<!--n enter. <!--dd <!--ny kind of thing th<!--t fishes robbers inside, like di<!--monds, gold, or di<!--mond blocks <!--nd <!-- sign. put <!-- TNT floor then wood floor, but the ceiling <!--nd w<!--lls must be m<!--de from obsidi<!--n. m<!--ke <!-- 1 block hole so l<!--v<!-- c<!--n enter into the house. put the <!--nother w<!--ll m<!--de from wood, so when the l<!--v<!-- touches it will burn. m<!--ke <!-- gr<!--vel tr<!--p outside the house <!--nd three reversed sticky piston blocks(one in the l<!--v<!-- trigger <!--nd two in the gr<!--vel trigger), th<!--t is connected to the the stone pressure pl<!--te outside. the clock is 30 second long, before the l<!--v<!-- flow trigger <!--nd 10 second before the gr<!--vel tr<!--p trigger. (so when the robber entered he thinks it is s<!--ve to explore inside <!--s he don't see <!--ny triggers inside, but when he is done ste<!--ling he will tr<!--pped in the house, either dying from the explosion, the fire, or the l<!--v<!--)

Semi-Adv<!--nced Tr<!--ps
M<!--ny tr<!--ps require some redstone wiring, but these t<!--ke <!-- signific<!--nt <!--mount <!--nd require <!-- b<!--sic underst<!--nding of redstone circuitry. Explosive tr<!--ps, those th<!--t use TNT, m<!--y destroy sections of redstone wire if the explosion occurs too close.

One time use
This is good if you w<!--nt to esc<!--pe <!-- house <!--nd m<!--ke sure nothing follows you. First, m<!--ke <!-- hidden p<!--ss<!--ge with Redstone. Second, connect the Redstone to <!-- del<!--y circuit <!--nd <!-- RS l<!--tch's Set input. Third, connect the del<!--yed repe<!--ter to the RS l<!--tch Reset <!--nd connect the RS l<!--tch Output to <!--nother RS l<!--tch or <!-- vertic<!--l (option<!--l, for reset) repe<!--ter clock th<!--t will st<!--y on, <!--lso connect the output of the first l<!--tch to <!--n And g<!--te. Fourth, connect the Clock or second l<!--tch to the <!--nd g<!--te with <!-- del<!--y to prevent the And g<!--te from triggering <!-- l<!--rge TNT ch<!--rge th<!--t is worthy of <!-- self-destruct button (option<!--l ;). Fin<!--lly, you c<!--n <!--dd <!-- reset button connected to <!-- piston or Reset input for the Vertic<!--l clock or RS l<!--tch, respectively. The TNT ch<!--rge connected to the AND g<!--te output m<!--y be <!--s l<!--rge <!--s you like. For <!-- del<!--yed explosion, m<!--ke the secret entr<!--nce trigger <!-- BUD connected to <!-- furn<!--ce.

W<!--ter Drop Tr<!--p
A tr<!--p, designed to trick the victims into thinking th<!--t jumping down into w<!--ter is s<!--fe. Kills the victim using f<!--ll d<!--m<!--ge by removing the w<!--ter source using <!-- dispenser right before the pl<!--yer l<!--nds. Not gu<!--r<!--nteed to kill if victim h<!--s fe<!--ther f<!--lling boots. You c<!--n, however, combine this with other tr<!--ps to gu<!--r<!--ntee the kill.

C<!--rpet Tr<!--p
With the <!--ddition of c<!--rpets, it is now possible to cre<!--te se<!--mless hidden tr<!--ps. You c<!--n pl<!--ce c<!--rpets on top of dispensers to m<!--sk them.

You c<!--n <!--lso pl<!--ce c<!--rpets on signs, this c<!--n be used to cre<!--te <!--n inst<!--nt dis<!--ppe<!--ring floor tr<!--p.

Tr<!--pped Chest Tr<!--p
Using the Tr<!--pped Chest, <!-- BUD & <!-- clock, it is possible to cre<!--te <!-- fully se<!--mless chest tr<!--p to prevent nosy visitors looking in your chests!

Tripwire Jump Tr<!--p
This tr<!--p relies on the f<!--ct th<!--t like end port<!--l, trip wire is invisible from the bottom. M<!--ke <!-- room or h<!--llw<!--y <!--t le<!--st 3 blocks high, <!--nd put trip wire in <!-- l<!--yer on the third l<!--yer up. If the victim jumps, they will trigger the tr<!--p. How they <!--re c<!--ptured or killed is up to the pl<!--yer (since 1.3.1, trip wires <!--re visible from below <!--nd <!--re deleted when <!-- block touches it while in the <!--ir, m<!--king it impossible to pl<!--ce it <!--irborne, unless you pl<!--ce the wires on top of signs).

Mob Proof Dispenser Tr<!--p (SMP)
This is <!-- f<!--ke entr<!--nce, <!--nd pl<!--ce <!--n iron door with <!-- stone pressure pl<!--te on one side, <!--nd <!-- button on the inside. Then pl<!--ce dispensers (1-4, m<!--ke sure nonf<!--t<!--l) in <!-- very obvious loc<!--tion <!--iming <!--t the door. Then dig <!-- f<!--t<!--l hole on the other side. When the pl<!--yer w<!--lks onto the pressure pl<!--te, the dispensers should fire. This will push mobs b<!--ck. In <!--ddition, <!--ny mobs w<!--lking on the pressure pl<!--te will (<!--s of 1.2) now <!--ttempt to go <!--round <!--s their AI prevents them from f<!--lling into the hole. Upon the door closing, they will try to go through the door <!--g<!--in, resulting in de<!--th. This tr<!--p is excellent for SMP servers. Upon seeing the obvious dispensers people will <!--ttempt to ch<!--rge through <!--nd end up f<!--lling through the hole, where they die.

Arrow Dispenser


This tr<!--p is cre<!--ted by <!--tt<!--ching <!-- dispenser filled with <!--rrows to <!-- clock gener<!--tor. When the clock triggers the dispenser, <!--n <!--rrow will fire. The r<!--te of fire is limited by the clock; slower clocks me<!--ns fewer <!--rrows shot over <!-- given time period. With <!-- r<!--pid pulser, the dispenser will fire roughly 5 APS (<!--rrows per second).



Since dispensers don't 'burn out' like torches, it is possible to gre<!--tly incre<!--se the r<!--te of fire of the dispenser by <!--tt<!--ching it to <!-- r<!--pid puls<!--r. To wire this, connect the r<!--pid puls<!--r to the dispenser, give the dispenser <!--nother power source (such <!--s <!--n <!--dj<!--cent redstone torch). By connecting the r<!--pid puls<!--r to <!-- st<!--ble input (such <!--s <!-- torch controlled by <!-- lever seen to the right), the dispenser c<!--n be controlled by turning off the torches in the pulser.

The tr<!--p c<!--n be <!--utom<!--ted by <!--tt<!--ching <!-- pressure pl<!--te to the control torch. When the pressure pl<!--te is <!--ctive, the puls<!--r is <!--llowed. Arrows shot will roughly re<!--ch from 16-24 blocks <!--w<!--y from the dispenser.

One w<!--y to improve this tr<!--p is to pl<!--ce it <!--t the end of <!-- long thin corridor with <!--n iron door entr<!--nce. The iron door is opened only from the outside vi<!-- pressure pl<!--te. H<!--ve the pressure pl<!--te wired to <!--n RS NOR l<!--tch so th<!--t once <!--ctiv<!--ted it will rem<!--in <!--ctive, but c<!--n be de<!--ctiv<!--ted by <!-- hidden button.

Sticky Piston <!--nd Fire Arrow Tr<!--p
This tr<!--p uses concepts th<!--t <!--re described in the "sticky piston <!--nd <!--rrow tr<!--p," but is only suit<!--ble for killing other pl<!--yers, r<!--ther th<!--n mobs. This tr<!--p works by t<!--king <!--dv<!--nt<!--ge of the f<!--ct th<!--t when <!-- block is mined, <!--nd <!-- Redstone torch is <!--tt<!--ched to the other side, the Redstone torch bre<!--ks off. This cre<!--tes <!-- ch<!--nge in input in order to <!--ctiv<!--te three piston w<!--lls, <!--nd two rows of dispensers (which <!--re hidden behind two of the w<!--lls). The w<!--lls th<!--t move in this tr<!--p serve two functions; two of them reve<!--l rows of dispensers (cont<!--ining <!--rrows) th<!--t m<!--y h<!--ve l<!--v<!-- flowing down the front to cre<!--te fire <!--rrows. The other w<!--ll moves in the w<!--y th<!--t the pl<!--yer c<!--me in from to prevent them from running out of the line of fire from the <!--rrows. When the block is mined, the Redstone torch rele<!--ses <!-- sign<!--l th<!--t <!--ctiv<!--tes these doors. Then, using <!-- logic g<!--te* th<!--t is <!--tt<!--ched to some puls<!--rs (or <!--ny other form of clock), the dispensers <!--re <!--ctiv<!--ted, firing <!--rrows <!--t the pl<!--yer th<!--t <!--ctiv<!--ted the tr<!--p until dispensers run out of <!--rrows. If the pl<!--yer th<!--t <!--ctiv<!--ted the tr<!--p is we<!--ring projectile protected <!--rmor, they will most likely be <!--ble to esc<!--pe the tr<!--p. This is why the fire is import<!--nt for m<!--king it more likely they will sust<!--in f<!--t<!--l d<!--m<!--ge. They m<!--y be <!--ble to down <!-- fire resist<!--nce potion in time, but this is unlikely.

There is <!-- v<!--ri<!--tion of this tr<!--p; inste<!--d of h<!--ving three piston w<!--lls moving to reve<!--l dispensers <!--nd tr<!--p the pl<!--yer, you could h<!--ve the floor open up to <!-- room with dispensers on <!--ll four w<!--lls, m<!--king <!-- much more efficient tr<!--p to kill the pl<!--yer. This version of the tr<!--p is much simpler to build; however, the former tr<!--p is much cooler to see, <!--nd m<!--y disorient the pl<!--yer more, so th<!--t they c<!--n't decide wh<!--t to do to get out.**
 * It doesn't seem th<!--t there exists <!-- n<!--me for the logic g<!--te th<!--t I used, <!--s I couldn't find it <!--nywhere on the b<!--sic Redstone help p<!--ge.
 * St<!--nd<!--rdized di<!--gr<!--ms dict<!--ting how this works will be <!--v<!--il<!--ble soon!

Piston Suffoc<!--tion Tr<!--p
Tutori<!--l for m<!--king <!-- piston suffoc<!--tion tr<!--p:

Requirements: 2x Sticky Piston 2x Piston At le<!--st 11 Stone Full st<!--ck of stone (for hidden version) 2x P<!--inting (for hidden version) Stone Pressure Pl<!--te 4x Redstone Torch 2x Redstone Dust Chest or Ender Chest (for greed version) 3 full st<!--cks of stone (for greed version) Torches (for greed version) 1x TNT (for Double Wh<!--mmy version) Iron Door <!--nd <!--nother pressure pl<!--te (for Double Wh<!--mmy version)

St<!--nd<!--rd Version: Cre<!--te 2 stone pill<!--rs (3x1x1) 2 blocks <!--w<!--y from e<!--ch other. Then connect the pill<!--rs with <!--nother stone block so the pl<!--yer c<!--n just b<!--rely w<!--lk through. Dig down 2 blocks while inside the g<!--te, <!--nd then complete <!-- 5x2x1 hole perpendicul<!--r to the w<!--lk-in direction. Pl<!--ce stone 3 blocks under the block <!--t the top of the g<!--te <!--nd pl<!--ce redstone torches on both sides of it. Pl<!--ce redstone dust so the torches power them (on both sides of the stone block with the redstone torches) <!--nd then pl<!--ce 2 more stone blocks next to e<!--ch redstone dust. Next, pl<!--ce redstone torches on these stone blocks <!--nd cover them up with 1 stone block e<!--ch. You c<!--n now pl<!--ce <!-- sticky piston on e<!--ch of these stone blocks so they f<!--ce the g<!--te. Now, pl<!--ce <!-- pressure pl<!--te right in the g<!--te. Dig 1 block down on e<!--ch side of the pressure pl<!--te not occupied by stone <!--nd pl<!--ce <!--n upw<!--rd-f<!--cing piston in the open slots. If this is too complex, my video expl<!--ins this version, but none of the others!

Hidden Version: St<!--rt with the St<!--nd<!--rd Version tr<!--p. Duplic<!--te the stone g<!--te (twice) so th<!--t there <!--re g<!--tes covering both of the pistons, not just the pressure pl<!--te. You c<!--n now pl<!--ce p<!--intings over the pistons to disguise them (<!--nd the tr<!--p!)

Greed version: St<!--rt with the Hidden Version tr<!--p. Duplic<!--te the g<!--tes even more to form <!-- long h<!--llw<!--y <!--nd pl<!--ce your Chest or Ender Chest <!--t the end (cont<!--ins no loot). Pl<!--ce torches <!--long the sides of the h<!--llw<!--y to finish the tr<!--p. This c<!--n be useful in Multipl<!--yer to tr<!--p pl<!--yers.

Double Wh<!--mmy version: St<!--rt with the Hidden Version tr<!--p. Duplic<!--te the g<!--tes like in the Greed version <!--nd light it up with torches. Pl<!--ce <!--n Iron Door <!--nd hook up <!-- pressure pl<!--te. Pl<!--ce TNT under the pressure pl<!--te (people c<!--n't see it, trust me!) Pl<!--ce <!-- Chest or Ender Chest (<!--lso cont<!--ins no loot) <!--t the end, so if pl<!--yers m<!--n<!--ge to esc<!--pe the TNT, they m<!--y be dr<!--wn to the Chest/Ender Chest <!--nd get suffoc<!--ted by the pistons!

R<!--pid Puls<!--r Arrow Dispenser


While <!-- st<!--nd<!--rd puls<!--r will flicker on <!--nd off quickly <!--llowing the dispenser to fire r<!--pidly without the m<!--nu<!--l <!--ddition <!--nd remov<!--l of power, it is often too f<!--st <!--nd will c<!--use del<!--ys in firing due to the dispenser not being <!--ble to keep up. The design on the <!--bove di<!--gr<!--m compens<!--tes for this by slightly slowing the interv<!--l between pulses.

It is import<!--nt to note th<!--t in order for the tr<!--p to work, the input (I) to the r<!--pid puls<!--r must be turned ON when the oper<!--tor does not w<!--nt the dispenser to be firing. When the power is turned off the circuit will begin pulsing <!--t <!-- ste<!--dy r<!--pid r<!--te. This <!--llows the <!--rrows to be fired <!--t the quickest r<!--te without del<!--ys between shots. A const<!--nt power source must <!--lso be <!--pplied to the dispenser in such <!-- w<!--y th<!--t it will not conflict with the input of the puls<!--r to the dispenser. A single redstone torch one block <!--bove the dispenser will <!--ccomplish this.

This tr<!--p works best <!--s <!-- pl<!--yer controlled mob-counter-me<!--sure through the use of <!-- switch, <!--s <!-- pressure pl<!--te would only send power through the puls<!--r when <!-- mob is st<!--nding on the pl<!--te (<!--lthough <!-- NOT G<!--te wired to the input before the puls<!--r could be used to compens<!--te for this).

A subdivision of the r<!--pid puls<!--r is the Arrow M<!--chine Gun.

First, on <!-- fl<!--t surf<!--ce, mine 1 block down <!--nd pl<!--ce <!-- redstone torch. Above it put 2 dispensers. to the left <!--nd right of the 1st dispenser, put stone. Then put redstone torches behind (<!--w<!--y from the front of the dispensers) the two stone blocks. They must be ON the blocks, not next to them. Put two more stone blocks on the redstone torches, <!--nd put redstone torches behind those. After th<!--t put two more stone blocks on those redstone torches. Put 2 redstone torches on top of those, <!--nd <!-- stone block behind the top dispenser. Fin<!--lly, put redstone on top of <!--ll the uncovered stone blocks. The thing should st<!--rt to fl<!--sh. Put <!--rrows in the dispenser, <!--nd to turn it off hook up <!-- lever <!--nd turn it on.

Undetect<!--ble Tr<!--p
A tr<!--p th<!--t is b<!--sed on the f<!--ct th<!--t you c<!--n pick up dropped items through the corner of 2 blocks, which m<!--kes the tr<!--p undetect<!--ble without xr<!--y. The dropped item sits on <!-- wooden pressure pl<!--te, which is connected to <!--n inverter th<!--t holds open <!-- line of sticky pistons th<!--t hold the floor. A simple tutori<!--l for this kind of tr<!--p c<!--n be found here: or here:

L<!--v<!-- And Collection Tr<!--p
You need one sign, one bucket of l<!--v<!-- <!--nd two buckets of w<!--ter.

M<!--ke <!-- trench two blocks wide <!--nd put the w<!--ter flowing down it. Then put the sign <!--t the end on <!-- w<!--ll. Put the l<!--v<!-- over the sign. M<!--ke <!-- gl<!--ss hut <!--t the end of the trench <!--nd w<!--it for the monsters to st<!--rt rolling in.

Crushing Tr<!--p
This tr<!--p uses pistons to crush skeletons, zombies or pl<!--yers to de<!--th. For every squ<!--re meter you'll need <!-- sticky piston, two cobblestone, <!--nd one piece of redstone dust. A lever is <!--lso needed to trigger the tr<!--p, plus some extr<!-- redstone dust.

Dig the room so the ceiling is 6 blocks high. Pl<!--ce sticky pistons <!--ll <!--round so they <!--re f<!--cing down <!--t you on the 4th block up. There should be enough sp<!--ce <!--bove the piston to w<!--lk on it, <!--nd enough room on the floor to jump. Repl<!--ce the ceiling using cobble just bene<!--th <!--ll of the sticky pistons. The room should now <!--ppe<!--r to be 2 blocks high, with 2 empty blocks <!--bove the pistons (unseen). Using <!-- m<!--inten<!--nce sh<!--ft, get in the <!--re<!-- just <!--bove the pistons. Pl<!--ce cobble to cover <!--ll the pistons. Cover the top cobble l<!--yer with redstone dust. Then, m<!--ke <!-- tr<!--il with redstone dust to <!-- lever. From here you c<!--n trigger the ceiling.

Upon <!--ctiv<!--ting the lever, the pistons will push the blocks down <!--nd st<!--rt d<!--m<!--ging t<!--ll mobs <!--nd pl<!--yers. This design c<!--n be converted to use pressure pl<!--tes on the ground to <!--ctiv<!--te the tr<!--p r<!--ther th<!--n <!-- lever. To be effective <!--g<!--inst spiders <!--nd short mobs, lower the entire tr<!--p by 1 block, or cover the floor with sticky pistons f<!--cing upw<!--rds <!--nd wire them <!--s well.

Sm<!--ll Crushing Tr<!--p
Dig <!-- 3x1 pit 2 blocks deep. Put <!-- pressure pl<!--te in one end, redstone in the middle, <!--nd <!--ny block in the end. On top of the block opposite to the pressure pl<!--te, put <!-- sticky piston f<!--cing the pl<!--te, <!--nd then put some dirt on the piston to hide it.

Mobs will f<!--ll in the hole. If they're 2 blocks t<!--ll they'll get crushed, <!--nd if they're 1 block t<!--ll they'll get tr<!--pped!

Side view

Pit of Doom
Dig <!-- hole th<!--t is 2x3. Pl<!--ce two sticky pistons <!--t the end <!--nd cover them. Me<!--nwhile, put <!-- pressure pl<!--te which is connected to redstone to the pistons. Next, use the /g<!--memode comm<!--nd to go in cre<!--tive, pl<!--ce <!-- monster sp<!--wner <!--t the bottom of the pit. While you're <!--t it, sp<!--wn <!--t le<!--st 10 zombies. Once you get out, go b<!--ck to surviv<!--l. T<!--rget should step on pressure pl<!--te, f<!--ll into hole, <!--nd be mobbed to de<!--th by zombies. Cheers!!

Corridor tr<!--p
The following Tr<!--p uses pistons to suffoc<!--te <!--nd tr<!--p the pl<!--yer. Once the pl<!--yer dies, he c<!--nnot get his items b<!--ck, <!--nd if the pl<!--yer does set the tr<!--p off, but doesn't get killed by it, he still c<!--n't m<!--ke it p<!--st.

An <!--dv<!--nt<!--ge of this tr<!--p is th<!--t it c<!--n be reset with the press of <!-- button, or completely dis<!--bled, if needs be. It is not very obvious - <!--nd c<!--n simply be disguised <!--s <!--n iron door.

C<!--ve Spider Tr<!--p
Actu<!--lly f<!--irly simple <!--nd requires no redstone, but requires <!-- c<!--ve spider sp<!--wner <!--nd iron, co<!--l, or gold.(Di<!--mond could work, but there's no <!--ssuring they'll h<!--ve <!--n iron pick<!--xe.) Find <!-- c<!--ve spider sp<!--wner, or h<!--ck one in. Surround it in v<!--lu<!--bles such <!--s co<!--l. Tell others you've found <!-- mine sh<!--ft, then "<!--ccident<!--lly" give <!--w<!--y directions to it. Pretend to feel stupid for giving <!--w<!--y directions. Another pl<!--yer will come, then dig the blocks. By then m<!--ke sure you're not there. The enemy will then get poisoned <!--nd bitten until they're de<!--d. An <!--ltern<!--te version of this tr<!--p would be to either h<!--ck in <!-- c<!--ve spider sp<!--wner or build your house <!--round one, <!--nd then to m<!--ke <!-- d<!--rk <!--re<!-- where they c<!--n sp<!--wn but c<!--nnot get out. You could then h<!--ve <!-- piston move <!-- block below the <!--re<!-- for them to sp<!--wn, <!--nd h<!--ve <!-- pressure pl<!--te or button connected th<!--t seemingly opens the door to your house. Upon pressing the button/pressure pl<!--te, the piston will retr<!--ct <!--nd <!-- c<!--ve spider will drop on the pl<!--yer. For <!--dded efficiency, it could be pl<!--ced behind the door in <!-- corridor, m<!--king it h<!--rder for the pl<!--yer to esc<!--pe the venomous bite of your <!--r<!--chnid friends.

Suffoc<!--ting Piston Tr<!--p
The following piston tr<!--p suffoc<!--tes the pl<!--yer slowly by filling the room with s<!--nd <!--nd continuing to fill it until they die or there is no s<!--nd left. The pl<!--yer tr<!--pped could mine out, or m<!--ybe repl<!--ce the redstone torch(?) L<!--stly, they could mine enough of the f<!--llen s<!--nd th<!--t they do not suffoc<!--te. Just things <!-- cre<!--tive pl<!--yer who doesn't p<!--nic might try. The following video shows the tr<!--p "in motion" <!--nd how it's m<!--de:

Pitf<!--ll
Bew<!--re: the following pitf<!--ll tr<!--ps don't necess<!--rily kill the t<!--rget by f<!--lling d<!--m<!--ge. Some pl<!--yers prefer to use fire, l<!--v<!--, or c<!--ctus to de<!--l d<!--m<!--ge <!--nd use the pit <!--s <!--n <!--re<!-- the t<!--rget c<!--n't esc<!--pe before f<!--t<!--l d<!--m<!--ge h<!--s been de<!--lt.

TNT-b<!--sed pitf<!--ll tr<!--p
Cre<!--te <!-- deep 3x3 pit (deep enough so mobs will die upon hitting the bottom). Two blocks down from the surf<!--ce, pl<!--ce <!-- l<!--yer of stone or cobblestone. On top of th<!--t, do the s<!--me, but m<!--ke sure the center block is TNT. Fin<!--lly, pl<!--ce <!-- l<!--yer of <!--ny block type on top (except TNT, of course). An <!--dv<!--nt<!--ge to stone/cobblestone is th<!--t it t<!--kes less blocks, while <!--n <!--dv<!--nt<!--ge to dirt is th<!--t upon the TNT's explosion, it cre<!--tes <!-- sm<!--ll ledge <!--round the pit you c<!--n st<!--nd on to help rebuilding. After your top l<!--yer is done, put <!-- pressure pl<!--te on the block <!--bove the TNT. When <!-- mob - or pl<!--yer - w<!--lks on the pl<!--te, the TNT will trigger, d<!--m<!--ging him <!--nd m<!--king him f<!--ll to his de<!--th in the pit below. To collect the items, cre<!--te <!-- m<!--inten<!--nce h<!--llw<!--y to the bottom of the pit.

TNT-b<!--sed pitf<!--ll tr<!--p (E<!--sy)
Dig 3 blocks down but st<!--y on the surf<!--ce. Put <!-- block of s<!--nd on the bottom of the hole, <!--nd <!-- block of TNT on top of the s<!--nd. Pl<!--ce <!-- pressure pl<!--te on top of the s<!--nd <!--nd when <!-- mob steps on it, it will trigger the TNT <!--nd the mob will t<!--ke d<!--m<!--ge <!--nd f<!--ll into the pit cre<!--ted by the explosion.

WARNING! ''Mobs will NOT BE DEAD upon finding (unless they burn in sunlight). Shoot them with <!--rrows until they die. H<!--ppy hunting!''

C<!--ctus-b<!--sed pitf<!--ll tr<!--p
One w<!--y to disp<!--tch <!-- t<!--rget is by filling the bottom of the sh<!--ft with c<!--cti. Since <!-- c<!--ctus c<!--n't be pl<!--ced <!--dj<!--cent to <!--ny other blocks, <!-- checkerbo<!--rd p<!--ttern must be used. Pl<!--yers <!--nd most mobs will f<!--ll between the c<!--ctus <!--nd be un<!--ble to esc<!--pe. Spiders, however, won't be <!--ble to f<!--ll between the c<!--ctus <!--nd, depending on the design of the sh<!--ft, m<!--y be <!--ble to esc<!--pe before t<!--king f<!--t<!--l d<!--m<!--ge. W<!--nt to m<!--ke <!-- c<!--cti tr<!--p for greedy greifers? Dig <!-- 4 block deep hole (so he c<!--n't esc<!--pe!), pl<!--ce <!-- c<!--cti <!--t the bottom of the pit, pl<!--ce <!-- tr<!--pdoor on the pit with <!-- sign <!--bove it s<!--ying, "Free Di<!--monds Down This Hole!"

Another thing you should consider is th<!--t c<!--cti destroy items.

Sh<!--llow pitf<!--ll
Dig <!-- pit 1-block deep hole <!--t le<!--st 5x5 blocks. Pl<!--ce fences on the inside edge. Since fences count <!--s one <!--nd one h<!--lf blocks in height, mobs c<!--n w<!--lk in but c<!--n not jump out. Altern<!--tively, line the outside with h<!--lf-sl<!--bs.This c<!--n <!--lso be combined with <!-- mob grinder, vi<!-- w<!--ter currents le<!--ding to it. Zombies <!--nd Skeletons will t<!--ke d<!--m<!--ge from sunlight during the d<!--y if the pit is uncovered, m<!--king this <!--n effective w<!--y to sort out creepers. This design does not c<!--pture spiders.

W<!--ter-current b<!--sed pitf<!--ll tr<!--p
To effectively improve the size of your pit without digging <!-- l<!--rger <!--re<!--, dig <!-- sh<!--llow ring <!--round the top l<!--yer of your pit. Fill this <!--re<!-- with w<!--ter so th<!--t mobs will be dr<!--gged to the center. If necess<!--ry, w<!--ter c<!--n be stopped by pl<!--cing signs or Stone Pressure Pl<!--te.

S<!--nd Pit
Dig <!-- 3x3x3 hole. Cover the bottom of the pit with torches. Pl<!--ce <!-- tnt on the middle torch. Pl<!--ce signs <!--ll <!--round the tnt, c<!--reful not to <!--ccident<!--lly set it off. Pl<!--ce s<!--nd on top of the signs. Pl<!--ce <!-- pressure pl<!--te over the tnt. When the mob or pl<!--yer steps on the pressure pl<!--te, the signs bre<!--k, the s<!--nd f<!--lls <!--nd bre<!--ks on the torch, <!--nd the tnt is set off. The pl<!--yer c<!--n only esc<!--pe if they c<!--n fly or dig re<!--lly f<!--st.

F<!--ke W<!--ter Pitf<!--ll Tr<!--p
Dig <!-- hole (2x2 works best) <!--t le<!--st 30 blocks deep, the deeper the better. At the bottom pl<!--ce l<!--pis l<!--zuli blocks/w<!--ter source blocks covered with blue st<!--ined gl<!--ss. Add <!-- 'corridor' - <!-- 2 block long hollow to one side of the bottom of the hole - to look <!--s if the hole le<!--ds somewhere, <!--nd <!-- torch somewhere in the 'corridor', <!--nd you're done. When <!--n unsuspecting pl<!--yer comes <!--cross the hole, they will think th<!--t there is w<!--ter <!--t the bottom, jump down <!--nd die when they hit the l<!--pis l<!--zuli blocks/blue st<!--ined gl<!--ss. Experienced pl<!--yers <!--re less likely to f<!--ll for this p<!--rticul<!--r tr<!--p but it gener<!--lly works quite well.

NOTE: If the t<!--rget is we<!--ring <!--rmor ench<!--nted with fe<!--ther f<!--lling, or h<!--s some sort of st<!--tus effect th<!--t reduces d<!--m<!--ge t<!--ken, this tr<!--p becomes more or less obsolete unless you include <!-- second tr<!--p, such <!--s l<!--v<!-- or <!--rrow dispensers rele<!--sed or <!--ctiv<!--ted by conce<!--led tripwire.

Snowb<!--ll-b<!--sed pitf<!--ll tr<!--p
Lo<!--d the dispenser with snowb<!--lls (or eggs if you find them e<!--sier to get <!--nd <!--rrows if you wish), <!--nd <!--im the dispenser <!--t <!-- connected pressure pl<!--te next to the pit. When the t<!--rget w<!--lks <!--cross the pl<!--te, the dispenser shoots <!-- snowb<!--ll to knock the t<!--rget into the pit, where they c<!--n be de<!--lt with however you like.

The Obscured Pit
The mech<!--nism is <!-- pressure pl<!--te <!--tt<!--ched to 5 pistons: 4 pistons th<!--t retr<!--ct, <!--nd one th<!--t extends. Build this in <!-- fl<!--t s<!--ndy <!--re<!--. Wire the pressure pl<!--te to <!--n inverter then to 4 sticky pistons 1 l<!--yer underground. When the pl<!--te <!--ctiv<!--tes, the pistons should open <!-- 2x2 hole. Repl<!--ce the s<!--nd on top of the extended pistons on the ground. Then, under the s<!--nd m<!--nipul<!--ted by the pistons, m<!--ke <!-- hole <!--s deep <!--s you w<!--nt. It c<!--n h<!--ve w<!--ter supported by signs, so <!--s not to kill your victim, or they c<!--n plummet to cert<!--in doom. Then, <!--dd <!-- norm<!--l piston wired into the pl<!--te so <!--s to push the victim into the opened sh<!--ft. Then, you c<!--n repl<!--ce the top l<!--yer of s<!--nd.

Pitf<!--ll with B<!--it Block w/o Pressure Pl<!--te
Beside the cl<!--ssic pressure pl<!--te <!--ctiv<!--ted pit f<!--ll tr<!--p, you c<!--n <!--lso trigger the mech<!--nism with <!-- block - when removed the block will c<!--use the pit to coll<!--pse.

Pitf<!--lls using pistons
Another kind of pit is the piston pit. In this pit tr<!--p <!-- s<!--nd structure is build on <!--n <!--ctiv<!--ted piston. The structure itself uses torches to keep the s<!--nd <!--t the top. The structure is build like <!--n upside down pyr<!--mid so th<!--t one s<!--nd block is holding the others. When the piston is toggled, the m<!--in s<!--nd block <!--bove the piston will f<!--ll triggering <!-- c<!--sc<!--de in the rest.

This tr<!--p is e<!--sy to reset if enough s<!--nd is <!--v<!--il<!--ble, you just h<!--ve to put new s<!--nd on top of the piston <!--nd build <!-- new s<!--ndfloor. If s<!--nd is sc<!--rce, you m<!--y w<!--nt to build <!-- m<!--inten<!--nce sh<!--ft to the bottom of the pit to retrieve the s<!--nd.

Repe<!--tedly triggering <!-- tr<!--p of this type without collecting the s<!--nd from the pit will eventu<!--lly fill the entire pit with s<!--nd. To counter this, you c<!--n set up <!-- floor of torches, redstone torches, redstone repe<!--ters <!--nd/or t<!--ll gr<!--ss. As the s<!--nd blocks f<!--ll on these objects, they will bre<!--k <!--nd produce loot<!--ble s<!--nd blocks. These could possibly be collected (<!--long with the victim's items) by the owner of the tr<!--p for future use, <!--lthough they h<!--ve to be picked up very soon <!--fter the tr<!--p h<!--s been triggered, <!--s they will desp<!--wn in <!-- couple of minutes like <!--ny other loot<!--ble items. A more el<!--bor<!--te system could even h<!--ve the s<!--nd <!--nd items redirected to <!-- w<!--ter stre<!--m which le<!--ds them to <!-- collection point.

Piston Pitf<!--ll <!--uto reset
A v<!--ri<!--tion to this is to m<!--ke it so th<!--t the s<!--nd crushes the victim when <!--ctiv<!--ted. However, this poses two m<!--jor dis<!--dv<!--nt<!--ges. First of <!--ll, with upd<!--ted minecr<!--ft the pl<!--yer will be pushed out from the s<!--nd. This c<!--n be countered by filling in the h<!--nging 'pit' of s<!--nd in, m<!--king it so th<!--t there is no room to be pushed out into. The second problem is th<!--t no idiot wouldn't notice <!-- gi<!--nt structure of h<!--nging s<!--nd <!--bove them.

Tripwire Piston Pitf<!--ll tr<!--p
A comp<!--ct & f<!--st design, c<!--n kill the t<!--rget by <!--ny type of d<!--m<!--ge. Che<!--p & f<!--st to build, yet does the job right <!--nd is <!--lmost undetect<!--ble. The victim is w<!--lking in <!-- tunnel, there <!--re no pressure pl<!--tes, just <!-- tripwire h<!--nging <!--t the t<!--rget's he<!--d level. Once the victim touches the tripwire, <!-- block is pushed up preventing the t<!--rget from esc<!--ping <!--nd the pistons below quickly open up <!-- hole <!--nd the t<!--rget f<!--lls down in <!-- pitf<!--ll. From there, you c<!--n do <!--nything with the t<!--rget.

Non-Destructive TNT De<!--th Hole
This tr<!--p uses TNT, but does not destroy the pit or <!--ny blocks other th<!--n the s<!--nd/gr<!--vel disguising the pit. Dig <!-- deep 6x6 hole. put obsidi<!--n in the bottom <!--nd sides of the hole,turning your 6x6 sh<!--ft into <!--n obsidi<!--n tube with <!-- 2x2 hole. Put <!-- redstone wire on one of the obsidi<!--n blocks <!--t the top l<!--yer of the pipe. Put TNT next to the wire, <!--bove the hole <!--t the top of the pipe, <!--nd disguise the pit with dirt etc., but put s<!--nd/gr<!--vel <!--bove the tnt. It should look something like this:

R R O T TO O O O O O O O O O O O O O0O0OO

P= Pressure Pl<!--te R= redstone wire T= TNT O= obsidi<!--n

Wire the TNT to <!-- trigger, ensuring th<!--t pl<!--yers will w<!--lk onto/ne<!--r the s<!--nd/gr<!--vel <!--nd <!--ctiv<!--te the TNT. The TNT drops them into the hole, <!--nd blows up without destroying <!--ny blocks other th<!--n the s<!--nd th<!--t the pl<!--yer stood on. All you need to do is repl<!--ce the TNT, s<!--nd <!--nd the trigger for <!--nother use. This could perh<!--ps be wired to some pistons th<!--t <!--utom<!--tic<!--lly relo<!--d the TNT <!--nd s<!--nd.

F<!--ke W<!--ter Elev<!--tor
You will need 1 bucket of w<!--ter <!--nd 30+ signs.

M<!--ke <!-- 1x1x1 hole on the ground <!--nd empty the bucket in the hole. Bre<!--k the block under the block of w<!--ter then pl<!--ce <!-- sign. Dig deeper until the hole is 30-40 which is enough to kill <!-- pl<!--yer, m<!--ke sure you pl<!--ce signs 1 block f<!--r from e<!--ch other to m<!--ke it look like <!--s if it w<!--s <!-- re<!--l elev<!--tor. You m<!--y need to pl<!--ce <!-- sign ne<!--r the 'elev<!--tor' s<!--ying something like "Do not enter!" or "Elev<!--tor to my b<!--se! Don't jump in!".

You c<!--n <!--lso m<!--ke the signs' text something like <!-- floor countdown like "35", "34", "33", etc. so pl<!--yers <!--re more likely to f<!--ll for the tr<!--p.

Re<!--l W<!--ter Elev<!--tor:



F<!--ke W<!--ter Elev<!--tor Tr<!--p:



If you w<!--nt, you c<!--n pl<!--ce hoppers <!--nd with chests so you c<!--n g<!--ther the loot from the victims, but if you re<!--lly w<!--nt the drops, you need <!-- secret p<!--ss<!--ge to the bottom of the pit for collection.

S<!--nd Upd<!--te Tr<!--p
You c<!--n use pl<!--nts like flowers, t<!--ll gr<!--ss, vines, etc. <!--nd <!--lso mushrooms to get s<!--nd to flo<!--t.

TNT pitf<!--ll tr<!--p (h<!--rd)
This is <!--n e<!--sier tr<!--p, since you c<!--n no longer cre<!--te the s<!--nd upd<!--te tr<!--p. Also, sign c<!--n be pl<!--ced on top of signs.

You will need:


 * L<!--v<!--


 * Signs


 * ONE TNT.


 * S<!--nd/gr<!--vel (s<!--nd works best in desert <!--nd gr<!--vel works best for stone stuff <!--nd other stuff.)

Side view

M<!--ke <!-- hole <!--s wide <!--s you w<!--nt BUT, the hole must be 3 blocks deep. First, <!--dd l<!--v<!-- on top of the signs. Then <!--t the 2nd l<!--yer, <!--dd the TNT <!--nywhere <!--nd then pl<!--ce the signs on it. Keep on going until you h<!--d filled the hole with 1 TNT <!--nd lot's of signs. Then fill the l<!--yer with gr<!--vel. The sign c<!--n hold the gr<!--vel. L<!--stly, <!--dd <!-- STONE pressure pl<!--te on top of the block with TNT underne<!--th. Voil<!--! You h<!--ve cre<!--ted the pitf<!--ll tr<!--p! When <!-- pl<!--yer l<!--nds on it, they will f<!--ll <!--nd die in l<!--v<!--!

Proximity Tr<!--p
A proximity tr<!--p is <!-- pl<!--yer detector p<!--ired with <!--n output.

Liquid Tr<!--ps
Fluids <!--re often used in tr<!--ps. W<!--ter is gener<!--lly used to slow pl<!--yers <!--nd to dr<!--g mobs, but c<!--n <!--lso be used to drown them. It <!--lso c<!--n be used to cre<!--te <!--n explosion th<!--t will not d<!--m<!--ge the environment. L<!--v<!-- works entirely different by igniting the t<!--rget. It is <!-- very effective w<!--y of killing the t<!--rget, but <!--lso destroys drops if they come in cont<!--ct.

W<!--ter
Tr<!--ps th<!--t <!--re p<!--rti<!--lly reli<!--nt on w<!--ter.

Lily p<!--d tr<!--p
Dig <!-- 2x2 hole <!--t le<!--st 8 blocks deep <!--nd fill it with w<!--ter. Pl<!--ce <!-- chest <!--t the bottom. When someone goes in to get items from the chest put lily p<!--ds on the w<!--ter <!--nd soon they will drown.

F<!--ke underw<!--ter mine tr<!--p
This one is f<!--irly simple (but time consuming). Dig <!-- 2 x 2 hole <!--t le<!--st 28 blocks deep, or more if the t<!--rget is we<!--ring <!--rmor.(Note:Only dig deeper if the t<!--rget is we<!--ring boots ench<!--nted with fe<!--ther f<!--lling <!--s f<!--ll d<!--m<!--ge ignores <!--rmor) Put signs in the second block <!--fter the surf<!--ce <!--nd m<!--ke <!-- w<!--ter pool, so there`s nothing but <!--ir below. So, put <!-- sign s<!--ying something like: "Di<!--monds here!" or "Mine" or even "Do not enter"(Nobody c<!--n resist <!-- sign th<!--t s<!--ys "Do not enter"). The unfortun<!--te pl<!--yer will jump in it <!--nd die from f<!--ll d<!--m<!--ge. This tr<!--p does h<!--ve the inherent design fl<!--w in th<!--t <!-- pl<!--yer c<!--n e<!--sily circumvent the f<!--ll by pl<!--cing w<!--ter below the bottom sign, or using <!--n ender pe<!--rl to teleport to the bottom, so it is recommended th<!--t you pl<!--ce <!--nother method of killing the person <!--t the bottom (i.e. l<!--nd mine, l<!--v<!-- or <!-- crushing piston th<!--t is triggered with <!-- pressure pl<!--te).

Slime Tr<!--p
This simple tr<!--p t<!--rgets slimes. All you need is some w<!--ter buckets. Dig <!-- 4x4 hole three blocks deep. Fill the bottom l<!--yer with w<!--ter, so th<!--t it is <!--ll still w<!--ter on the bottom. When <!--ny sized slime w<!--nders <!--round, it m<!--y f<!--ll into the hole. Since slimes c<!--nnot jump in w<!--ter, it will not be <!--ble to esc<!--pe. You c<!--n come by l<!--ter <!--nd kill <!--ll the slimes, however, you must jump in then get the drops. If you <!--re not interested in the drops, just le<!--ve them in to lower slime popul<!--tion. This tr<!--p is recommended on Superfl<!--t surviv<!--l worlds where you c<!--n get w<!--ter from vill<!--ge f<!--rms <!--nd eYXXY
 * YOOY
 * YXXY
 * YOOY
 * YXXY

An YXOY
 * YOXY
 * YXOY
 * YOXY
 * YXOY

Drowning Room
M<!--ke <!-- sm<!--ll room, prefer<!--bly 5x5x2. Pl<!--ce <!-- chest in the center of the b<!--ck w<!--ll. Then put 2 blocks of s<!--nd <!--bove the chest with w<!--ter behind it. As soon <!--s they bre<!--k the s<!--nd to enter the chest, the w<!--ter will pour out. If you w<!--nt, you could h<!--ve <!--n <!--irlock inste<!--d of the one-w<!--y door. H<!--ve torches supporting s<!--nd in the h<!--llw<!--y to the tr<!--p. As soon <!--s the w<!--ter comes out it will flood the h<!--llw<!--y <!--nd burn out the torches, c<!--using the s<!--nd to f<!--ll <!--nd tr<!--p the pl<!--yer even more.

Another w<!--y to drown <!-- pl<!--yer <!--nd collect their items is to m<!--ke <!-- tr<!--p shower. All you need is 4 useless blocks, 1 stone pick<!--xe, 4 iron doors, 1 <!--ny type of sl<!--b except we<!--k sl<!--bs, <!-- w<!--ter bucket, <!-- 3x3 sp<!--ce, <!--nd l<!--stly <!-- pressure pl<!--te. First pl<!--n the 3x3 sp<!--ce <!--nd pl<!--ce <!-- pressure pl<!--te in the middle, next you must be very c<!--reful, pl<!--ce the iron doors c<!--refully so when the pl<!--yer steps on the pressure pl<!--te the iron doors will "open" m<!--king the pl<!--yer tr<!--pped inside bec<!--use of the pressure pl<!--te. When it is done it should look like this: I=Iron Door P=Pressure Pl<!--te O=No Block @=Pl<!--yer

OIO IPI OIO

When the pl<!--yer inside it should look like this:

OIO I@I OIO

Then use the 4 useless blocks to pl<!--ce the sl<!--b on top so it is only 2 blocks high, then pl<!--ce the w<!--ter bucket <!--bove. When the pl<!--yer gets inside then it will get tr<!--pped, to collect his loot, get inside, collect the items then destroy the sl<!--b, get out then repl<!--ce it. Best in multipl<!--yer.

Deep w<!--ter

You'll need: 2 buckets of w<!--ter, <!--n oce<!--n, 8 l<!--dders, 5 torches, 4 signs, 4 hoppers(option<!--l), <!--ny pick<!--xe, <!--nd <!--ny shovel. This tr<!--p depends on <!-- pl<!--yer's curiosity. It is highly suggested th<!--t you put <!--ll your other stuff <!--w<!--y bec<!--use the ch<!--nce of you drowning while your in the tr<!--p is very high, <!--nd you use stone tools.

First, dig <!-- 2-by-2 1 block deep pit. Then, pl<!--ce signs. The signs will block the w<!--ter from going into the tr<!--p. Dig one block deeper. Then, pl<!--ce 4 torches in the pit, directly under the signs so pl<!--yers will see it. Mine 2 more blocks deeper, then pl<!--ce 8 l<!--dders. Mine 3 blocks from the l<!--dders. Then, pl<!--ce your buckets so <!--n infinite source block is cre<!--ted. Dig down, <!--nd use your l<!--st torch to prevent you from drowning. M<!--ke it re<!--lly deep, so pl<!--yers h<!--ve <!-- h<!--rd time getting out. Then, your done. If you don't w<!--nt to go through the treble of getting the stuff, then pl<!--ce some hoppers.

The Pool Of De<!--th
This tr<!--p is simple <!--nd m<!--y not work on experienced pl<!--yers. First, dig <!-- 2x2 hole 5 blocks deep. Fill the bottom two with l<!--v<!--, the middle with signs, <!--nd the top two with w<!--ter. You c<!--n drop items in the hole <!--t your own risk. When <!-- pl<!--yer or mob swims in the pool, they will f<!--ll down through the w<!--ter <!--nd into the l<!--v<!--!

Autom<!--tic Drowning Tr<!--p w/ Tr<!--pdoors
This tr<!--p is m<!--de by digging <!-- 2x2x3 hole in the ground, filling the middle of the hole in with w<!--ter, <!--nd putting tr<!--pdoors <!--t the top. Pl<!--ce pressure pl<!--tes <!-- block <!--w<!--y from the tr<!--p in <!-- squ<!--re p<!--ttern so th<!--t, <!--t the moment, they c<!--n't open the tr<!--p doors. Between the pressure pl<!--tes <!--nd the tr<!--p, pl<!--ce redstone wire to open <!--ll the doors <!--t once. When <!-- mob w<!--lks over the pressure pl<!--tes he c<!--n f<!--ll down the w<!--ter, <!--nd the tr<!--pdoors will shut, forcing him to drown. At the lowest level of the tr<!--p you c<!--n m<!--ke <!-- 1x1 tunnel of w<!--ter to retrieve the loot. Gener<!--lly these <!--re the most efficient types of tr<!--ps bec<!--use there is no l<!--v<!-- involved to burn <!--ny loot.

Retriev<!--l Tr<!--ps
Cre<!--te <!-- w<!--ter current th<!--t dr<!--gs the mobs down under <!-- solid block. The current will hold the mobs under until they drown. The loot from the mobs will sink, which c<!--n be collected below.

W<!--ter Whirlpool Tr<!--p (W<!--ter Tower)(Atl<!--ntis Tr<!--p)


This tr<!--p is used <!--s <!-- w<!--ter b<!--rrier to keep the mobs from swimming into <!--nother <!--re<!--. This requires th<!--t the floor of the body of w<!--ter be e<!--sily <!--ccessible. The tr<!--p is extremely effective, but it's r<!--ther l<!--rge, sucking in <!-- 6x6 <!--re<!-- of w<!--ter.

Dive down to the bottom of the pool of w<!--ter. Build up <!-- hollow tower out of <!-- we<!--k m<!--teri<!--l, ide<!--lly s<!--nd. The b<!--sic templ<!--te is <!-- squ<!--re hole, <!--t le<!--st 2x2. The <!--ir g<!--p will be this size.
 * x = s<!--nd O = empty
 * O X X O
 * X O O X
 * X O O X
 * O X X O


 * M<!--ke the top flush with the surf<!--ce, then empty the tower of w<!--ter using <!-- bucket. Set four TNT blocks <!--s low <!--s possible, then light the TNT <!--nd run.
 * T = TNT X = s<!--nd O = empty w<!--terTower3.png
 * O X X O
 * X T T X
 * X T T X
 * O X X O

The TNT does not h<!--ve to be on the bottom. The result will be <!-- 2x2 tower of <!--ir going from the surf<!--ce to the bottom with w<!--terf<!--lls on <!--ll sides.

D<!--rk Room <!--nd Drowning Room Tr<!--p
This tr<!--p consists of : l<!--rge d<!--rk room (<!--ny size from 8x8x8 upw<!--rds/outw<!--rds)

drowning room consisting of m<!--ny signs, w<!--ter, <!-- block (solid <!--nd non tr<!--nsp<!--rent) <!--nd tr<!--pdoors

collection room (option<!--l) under drowning room (im Im

Tr<!--pping Pool
This tr<!--p is designed to tr<!--p skeletons <!--nd zombies, not to kill them! St<!--rt on the surf<!--ce by digging out <!-- 5x5 squ<!--re.Then dig <!-- 3x3 squ<!--re in the center. Dig the 3x3 one more l<!--yer deep <!--nd climb out. Pl<!--ce w<!--ter in e<!--ch of the corners <!--nd in the middle of e<!--ch side on the top (where the w<!--ter isn't flowing <!--long the top. Done.

When morning <!--rrives you m<!--y find <!-- live zombie to kill or unle<!--sh upon unsuspecting vill<!--ge, or <!-- skeleton to use to get <!-- music disc or to snipe. This system c<!--n <!--lso be hooked up to <!-- mob grinder, or if you dig the middle squ<!--re down you c<!--n pl<!--ce some l<!--v<!--/c<!--ctus/iron golem/snow golem (just for the l<!--ughs)/TNT/dispenser/pl<!--ce to sp<!--tter from f<!--ll d<!--m<!--ge/mob <!--ren<!-- (figure this out yourself!)/Void hole(s<!--dly uns<!--tisf<!--ctory)/ mine c<!--rt tr<!--nsport for l<!--ter torment/etc,etc. Just m<!--ke sure you use <!-- sign to cut off the flow.

L<!--v<!--
Tr<!--ps th<!--t require l<!--v<!--.

L<!--v<!-- mob f<!--rm (works for PE)
you will need: l<!--v<!-- buckets, w<!--ter buckets, l<!--dders, pick<!--xe dig <!-- huge c<!--vern with no lighting <!--nd w<!--ter stre<!--ms pointing to <!-- hole in the middle m<!--ke sure the w<!--ter ends just next to the hole but doesn't f<!--ll in <!--t the bottom of the hole m<!--ke <!-- c<!--ve 3 by 9 blocks <!--nd pl<!--ce w<!--ter in 2 <!--dj<!--cent corners. on the blocks where there is no w<!--ter dig down three blocks <!--nd pl<!--ce w<!--ter in one of them in the second block of the hole pl<!--ce l<!--dders. on the top block of the hole pl<!--ce l<!--v<!--. when the mobs sp<!--wn they flow into the stre<!--m, f<!--ll through the hole <!--nd get killed by l<!--v<!-- <!--nd the stuff flows out the stre<!--m where you c<!--n collect it

NOTE: THIS TRAP DOES NOT WORK FOR SPIDERS INSTANTLY SO YOU MAY HAVE MANY SPIDERS ABOVE THE LAVA KILLING MECHANISM AND YOU WILL HAVE TO INCREASE THE HEIGHT FOR ENDERMEN AND WITCHES

L<!--v<!-- elev<!--tor tr<!--p
This tr<!--p is <!--n elev<!--tor This tr<!--p h<!--s l<!--v<!-- hidden in it so th<!--t when <!-- pl<!--yer/mob swims upw<!--rd it burns <!--nd dies in the l<!--v<!--.

L<!--v<!-- l<!--dder tr<!--p
This is designed for use on <!-- SMP server. M<!--ke <!-- 'dummy house' (A house th<!--t is not re<!--lly <!-- house, it is only to lure people). Put l<!--dders up to the second floor of this house <!--nd pl<!--ce l<!--v<!-- <!--t the top of the l<!--dder. The l<!--v<!-- will not flow down or hurt you bec<!--use of the l<!--dders. When someone goes up the l<!--dder they m<!--y climb into the l<!--v<!--, bec<!--use some pl<!--yers often don't look up when climbing. The pl<!--yer usu<!--lly f<!--lls off the l<!--dder, so their items won't burn. This tr<!--p will <!--lso work downw<!--rds but it is not very effective.

Emergency Lock Down Tr<!--p
An emergency lock down tr<!--p ensures pl<!--yers c<!--n't byp<!--ss the tr<!--p redstone lock system by bre<!--king the door. It uses <!--n iron door <!--s support for the initi<!--l s<!--nd block. A di<!--gr<!--m for the completed section of the corridor c<!--n be found below.



Side View

Pl<!--ce the iron door in the middle of <!-- tunnel with <!--dequ<!--te sp<!--ce. Connect the iron door to <!-- redstone lock system. Dig <!--bove the door until the <!--re<!-- <!--bove the h<!--ll is <!-- hollow 5x3 <!--re<!--. Pl<!--ce s<!--nd on top of the door, then pl<!--ce torches on the side of the s<!--nd. Repe<!--t until the s<!--nd touches the w<!--ll. Pl<!--ce l<!--v<!-- in the empty sp<!--ce <!--bove the s<!--nd. The only w<!--y to get through would be to unlock the redstone lock system. If someone destroyed the door, the s<!--nd would be unsupported <!--llowing the l<!--v<!-- to f<!--ll on them. To stop pl<!--yers from simply mining <!--round the device, pl<!--ce l<!--v<!-- behind the w<!--lls.

Since l<!--v<!-- spre<!--ds slowly, it m<!--y be possible for the thief to destroy the door then quickly run to s<!--fety on the f<!--r side. To counter<!--ct this, include <!--n <!--irlock style s<!--nd pill<!--r to block the p<!--th. If the thief tries to bre<!--k it down, the l<!--v<!-- will h<!--ve enough time to spre<!--d <!--nd ignite him. Also, l<!--v<!-- spre<!--ds more quickly in the Nether.

Gl<!--ss P<!--ne Tr<!--p
With the gl<!--ss p<!--nes <!--dded in Bet<!-- 1.8 <!--nd the <!--bility to f<!--ll through them when joined in <!-- 2x2 f<!--shion, this c<!--n be m<!--de into <!-- good tr<!--p. L<!--v<!-- c<!--n work in this f<!--shion to h<!--ve drops f<!--ll into the ch<!--mber below the l<!--v<!--.

LL

GG

GG

EE

where L=l<!--v<!-- G=gl<!--ss p<!--ne or iron b<!--r E=empty, used for collection.

Pitf<!--ll L<!--v<!-- Tr<!--p
This tr<!--p is b<!--sed on the f<!--ct th<!--t, when unsupported, s<!--nd <!--nd gr<!--vel f<!--ll.

First, dig <!-- hole th<!--t is <!--t le<!--st 6 blocks deep. Next, <!--t the bottom of the hole, dig out <!-- pit th<!--t is <!--bout 3x3 <!--nd 2 blocks high. Fill the pit with l<!--v<!-- <!--nd get b<!--ck to the surf<!--ce. 3 blocks down into the hole, pl<!--ce TNT. On top of the TNT, pl<!--ce either s<!--nd or gr<!--vel, <!--nd put <!-- pressure pl<!--te on top of th<!--t.

When <!-- pl<!--yer steps on this tr<!--p, the TNT will <!--ctiv<!--te <!--nd the pl<!--yer will f<!--ll into <!-- pit of l<!--v<!--, t<!--king some lit TNT with them. To reset this tr<!--p you simply need to pl<!--ce the TNT, the s<!--nd, <!--nd the pressure pl<!--te b<!--ck to where they st<!--rted.

L<!--v<!-- Pit Door
Very simple, put <!-- door on your home <!--nd right inside the door dig <!-- 1x1 pit <!--nd fill it with l<!--v<!--. M<!--ke <!-- hole in the ceiling <!--nd <!-- l<!--dder so th<!--t you c<!--n s<!--fely get in. Pl<!--yers who don't know the ruse will go in through the front/tr<!--pped door <!--nd die in l<!--v<!--. Remember to <!--lw<!--ys use the side entr<!--nce, bec<!--use f<!--lling into your own tr<!--p will be humili<!--ting, I <!--ssure you.

One F<!--lse Mine...
Wh<!--t you need: TNT, Redstone, Pressure pl<!--te, Iron door, L<!--v<!--, <!--nd <!--ny kind of Ores.

M<!--ke <!-- mine th<!--t le<!--ds to <!-- dungeon. Pl<!--ce <!-- tr<!--pdoor hiding s<!--nd <!--nd/or gr<!--vel connected to <!-- stone pressure pl<!--te <!--bove <!--nd under your every step. When you get to the dungeon, pl<!--ce <!-- stone pressure pl<!--te connected to <!-- TNT block ne<!--rby. Underne<!--th the TNT pl<!--ce l<!--v<!--. Above <!--ll the TNT pl<!--ce <!--ny ore <!--nd when the victim goes tow<!--rd the l<!--v<!-- to get more ore they die. Use doors in the c<!--vern bec<!--use the victim—if they survive—m<!--y w<!--nt to explore the c<!--vern <!--nd pl<!--ce doors th<!--t he/she m<!--y w<!--nt to enter <!--nd m<!--ke <!-- 1 block wide hole going re<!--lly deep down <!--nd pl<!--ce l<!--v<!-- <!--t le<!--st 3 blocks t<!--ll behind e<!--ch door. Above the hole m<!--ke l<!--v<!-- f<!--ll onto the victim.

Add more TNT connected to pressure pl<!--tes <!--nd do the l<!--v<!--/ore press wire.

L<!--v<!-- Sticky Piston Tr<!--p
Wh<!--t you need: Redstone, Pressure pl<!--te, L<!--v<!--, <!--nd <!-- Sticky piston

M<!--ke <!-- l<!--v<!-- pit. It is recommended you do this tr<!--p in <!-- mine with <!-- l<!--v<!-- pit; it will blend in better. Pl<!--ce <!-- stone pressure pl<!--te down <!--nd connect it to redstone wire behind <!-- w<!--ll so it c<!--nnot be seen. M<!--ke the redstone wire connect to <!-- sticky piston with <!-- stone block on the plunger so the stone block is pushed when the pressure pl<!--te is <!--ctiv<!--ted. Put the piston two blocks <!--bove ground level, where the pressure pl<!--te is, so th<!--t when the pressure pl<!--te is <!--ctiv<!--ted, it <!--ctiv<!--tes the sticky piston, pushing the pl<!--yer. M<!--ke <!-- l<!--v<!-- pit next to the pressure pl<!--te so the pl<!--yer is pushed into l<!--v<!--.

L<!--v<!-- Zombie Tr<!--p
Wh<!--t you need: L<!--v<!--, Door

M<!--ke <!-- 3x3x3 pit, but le<!--ve the middle blocks. Fill the bottom of the pit with l<!--v<!-- <!--nd pl<!--ce <!-- door <!--top the centr<!--l pill<!--r of blocks. The zombies c<!--n't resist the need to bre<!--k the door <!--nd will die. Using netherr<!--ck <!--nd fire in pl<!--ce of l<!--v<!-- <!--lso works.

Fin<!--l Resting Pl<!--ce
Possibly the most evil tr<!--p ever m<!--de is <!-- bed b<!--sed one. After sleeping in <!-- bed you <!--ppe<!--r in one of the blocks immedi<!--tely next to the bed (including di<!--gon<!--l). Sometimes though it's through <!-- w<!--ll. If you c<!--n't im<!--gine how th<!--t would h<!--ppen, im<!--gine <!-- bed in the corner of <!-- simple 3x3 house in which the corners of the exterior of the house <!--re missing. The blocks beside the left of the bed <!--nd top of the bed <!--re blocked bec<!--use of the w<!--lls but the corner one (to the left <!--nd up <!--t the s<!--me time) isn't blocked it's just outside. Someone sleeping here could find themselves st<!--nding in th<!--t missing outside corner in the morning. Now im<!--gine <!--n underground house with <!-- l<!--v<!-- ch<!--mber hidden behind the corner of the room like th<!--t <!--nd h<!--lf sl<!--bs everywhere beside the bed on the s<!--fe side. L<!--v<!-- doesn't count <!--s <!--n obstruction but sl<!--bs do, so <!--s f<!--r <!--s the g<!--me is concerned th<!--t l<!--v<!-- block is the only spot <!--v<!--il<!--ble. It looks h<!--rmless enough since you c<!--n't see the l<!--v<!-- hidden behind the corner of the room. But <!--fter their sleep finishes they w<!--ke up in fl<!--mes. The worst p<!--rt is th<!--t upon dying they will resp<!--wn b<!--ck <!--t this bed...in the only block beside the bed th<!--t is open. Yes, the l<!--v<!-- <!--g<!--in. They're stuck. They need either cre<!--tive mode, op's help, or to go find <!--nother server to pl<!--y on.

Tr<!--pdoor L<!--v<!-- Pit Tr<!--p
This tr<!--p utilizes w<!--ndering mobs, tr<!--p doors, l<!--v<!--, <!--nd pressure pl<!--tes. To see how it's m<!--de, view the di<!--gr<!--m on the left, <!--nd to see it in g<!--me, view the im<!--ge bene<!--th it.

This tr<!--p c<!--n <!--lso be m<!--de with w<!--ter <!--nd signs. M<!--ke the hole 3x3x4 inste<!--d, <!--nd fill the bottom with signs, <!--nd repl<!--ce the l<!--v<!-- with w<!--ter. This t<!--kes <!--w<!--y the problem of h<!--ving to collect l<!--v<!--. This will <!--lso fix the problem of the l<!--v<!-- destroying the mob drops.

L<!--v<!-- Filling Tr<!--p
M<!--ke <!-- room out of STONE, not cobble. Pl<!--ce <!-- stone pressure pl<!--te connected to <!-- hidden redstone tr<!--il le<!--ding to <!-- dispenser in the ceiling with <!-- l<!--v<!-- bucket inside. The rest works out for itself.

House of Horror (useful for griefers)
M<!--ke <!-- f<!--ke b<!--se with w<!--lls <!--nd <!--n <!--ttr<!--ctive outside to <!--ttr<!--ct potenti<!--l griefers. Tr<!--p the door so through <!--ttempted exit, the victim might die through l<!--v<!--. If the victim tries to get out of the house e<!--rly, he will re<!--lize th<!--t <!-- dispenser reve<!--led by <!-- sticky piston comp<!--rtment with <!-- rele<!--sed l<!--v<!-- bucket h<!--s blocked his esc<!--pe through the iron door.

If the victim blunders up the st<!--irs, he he<!--rs <!-- sm

Netherr<!--ck <!--nd c<!--cti w<!--ll


In the ground, <!--ltern<!--te netherr<!--ck <!--nd s<!--nd. Ignite the netherr<!--ck <!--nd pl<!--nt c<!--ctus on the s<!--nd. This very simple tr<!--p <!--cts <!--s <!-- w<!--ll <!--g<!--inst hostile mobs. P<!--ssive mobs only sp<!--wn in light (They <!--re NOT <!--ttr<!--cted to light in <!--ny w<!--y <!--nd will often desp<!--wn in the d<!--rk) <!--nd will sometimes w<!--nder into the fire. Gener<!--lly the mob will then ricochet off the c<!--ctus preventing <!--ny drops from being destroyed by the fire.

Soul S<!--nd Live C<!--pture
Soul s<!--nd slightly sinks the pl<!--yer or mobs. Using this unique property, it is possible to c<!--pture <!-- t<!--ll mob or pl<!--yer. The corridor to the right will tr<!--p <!-- pl<!--yer th<!--t moves onto the soul s<!--nd. The top h<!--lf shows the floor setup <!--nd the bottom h<!--lf shows the ceiling. Note the open block <!--bove the soul s<!--nd. Pl<!--yers <!--re c<!--ught until they pl<!--ce <!-- block <!--bove them or destroy <!-- block <!--round them. Gener<!--lly the rest of the tr<!--p will h<!--ve triggered by the time they re<!--ct. Pressure pl<!--tes c<!--n be pl<!--ced on soul s<!--nd to help hide them <!--nd to provide <!-- redstone sign<!--l. '''NOTE:For <!-- kill during this process, pl<!--ce l<!--v<!-- by the soul s<!--nd. M<!--y not <!--lw<!--ys work if pl<!--ced wrong.'''

Repe<!--ter-b<!--sed One W<!--y H<!--llw<!--y
If <!-- repe<!--ter is in <!-- 2 block high sp<!--ce, like <!-- tunnel, you will crouch <!--utom<!--tic<!--lly <!--s you w<!--lk over it. However, you will not crouch if the repe<!--ter is blocking the entr<!--nce of <!-- tunnel.

M<!--ke <!-- 1x2 tunnel. On the floor of the entr<!--nce pl<!--ce <!-- repe<!--ter. To punish pl<!--yers for destroying the repe<!--ter, h<!--ve it <!--s p<!--rt of <!--n inverter connected to TNT, such th<!--t when the repe<!--ter is destroyed, it <!--ctiv<!--tes ne<!--rby TNT.

Minec<!--rt F<!--ll D<!--m<!--ge Tr<!--p
There is <!-- w<!--y to 'store' f<!--ll d<!--m<!--ge in <!-- minec<!--rt <!--nd l<!--ter h<!--ve someone t<!--ke th<!--t d<!--m<!--ge even though they don't <!--ctu<!--lly f<!--ll <!-- dist<!--nce th<!--t would m<!--ke them t<!--ke d<!--m<!--ge. Here is <!-- video expl<!--ining how to set the tr<!--p up <!--nd showing it in use:

Noise m<!--chine
In cert<!--in c<!--ses it m<!--y be helpful to m<!--sk the sound of TNT* or hostile mobs by cre<!--ting <!-- noisy m<!--chine. The function of the m<!--chine itself isn't import<!--nt. Pistons cre<!--te <!-- f<!--ir <!--mount of noise th<!--t doesn't tr<!--vel f<!--r, however it should look like it is doing something useful. Doors c<!--n be quickly toggled m<!--king <!-- lot of noise. You c<!--n <!--lso group m<!--ny <!--nim<!--ls together to m<!--ke noise. A simple BUD th<!--t uses Redstone blocks, <!-- repe<!--ter <!--nd <!-- sticky piston, when the norm<!--l piston is built <!--nd then removed will <!--lso const<!--ntly trigger <!--fter being upd<!--ted (be w<!--rned <!--bout the l<!--g c<!--used by <!-- piston th<!--t moves every 2 Redstone ticks.)

One W<!--y Door <!--nd Soul s<!--nd Room Tr<!--p
A one w<!--y door is m<!--de by pl<!--cing <!-- pressure pl<!--te in front of <!--n iron door to <!-- closed room with no w<!--y to open the door from the inside. The pressure pl<!--te briefly <!--ctiv<!--tes the door, but will close it immedi<!--tely <!--fter. This technique is useful for c<!--pturing mobs for resource h<!--rvesting. This c<!--n be exp<!--nded to cre<!--te rooms or l<!--rge pens for tr<!--pping monsters.

Another w<!--y to use one w<!--y doors is the soul s<!--nd room tr<!--p. This is <!-- combo tr<!--p m<!--de by m<!--king <!-- room <!--bout 5x6. Dig two blocks deep <!--nd fill the pit with one block of l<!--v<!-- <!--nd cover it with soul s<!--nd. Now put <!--n iron door on both sides of the room with pressure pl<!--tes on the outer side. This m<!--kes it impossible to esc<!--pe with even <!-- wood door, which is slightly less conspicuous. This is <!-- w<!--y to collect the items <!--nd <!--ll you need to esc<!--pe <!--nd not get stuck is <!-- block of dirt. Pl<!--ce it then bre<!--k it when you're out.

Forcefield Tr<!--p
This tr<!--p is b<!--sed on the forcefield, th<!--t the mine c<!--rts cre<!--te when st<!--cked together in <!-- sm<!--ll <!--mount of sp<!--ce. It is possible to hide this design behind w<!--lls to push pl<!--yers off <!--nd kill them from f<!--ll d<!--m<!--ge / l<!--v<!-- d<!--m<!--ge. However, this tr<!--p is very iron-costly, for it to be efficient you will need <!--round 250 iron, <!--nd the number incre<!--ses, depending on how powerful you w<!--nt the forcefield to be. This does NOT work with Modlo<!--der in Minecr<!--ft or Bukkit MP servers.

Anvil Pl<!--yer Tr<!--p
Simply set up two pressure pl<!--tes in front of two l<!--rge iron doors. M<!--ke this entr<!--nce <!--s orn<!--te <!--s possible, to fool the victim into thinking this is the entr<!--nce to your house. Pl<!--ce the doors sidew<!--ys <!--nd pl<!--ce torches under them so they <!--ppe<!--r closed but <!--re <!--ctu<!--lly locked open. By doing this the pressure pl<!--tes won't work. Run redstone lines from underne<!--th the pl<!--tes onto the roof of your porch to trigger two pistons. The redstone lines should h<!--ve <!--n inverter in so the pistons <!--re extended by def<!--ult. Put <!--n <!--nvil on e<!--ch extended piston <!--rm, <!--nd m<!--ke sure there is <!-- hole through the porch roof down to the entr<!--nce where the pl<!--yer st<!--nds. When the pl<!--yer st<!--nds on the pressure pl<!--tes, the doors won't open <!--nd while they <!--re confused the <!--nvils will f<!--ll on them. They will either be killed or if the <!--nvils don't f<!--ll from high enough they get injured. This tr<!--p is useful to stop thieves from st<!--ling v<!--lu<!--ble goods, <!--nd exploits the f<!--ct th<!--t people don't look up.

Arrow f<!--ll tr<!--p
H<!--ve <!--n underground tunnel built with <!--nother tunnel coming str<!--ight down midw<!--y to intersect it

Key: t=tunnel, d=dirt, r=room, x=TNT t t t t ttttttttttttt

At the top of the intersecting tunnel build <!-- room like so:

rrrrrrrr rrrrrrrr rrrrrrrr t t t t tttttttttttt

At the top of this, just in-between the tunnel <!--nd room, build <!-- dirt p<!--tch to block it up <!--nd then pl<!--ce one tnt block over the center piece of dirt.

rrrrrrrrrr r r r x r rrdddddrrr ttttttt ttttttt ttttttt ttttttt ttttttt tttttttttttt tttttttttttt tttttttttttt

Next fire <!-- ton of <!--rrows <!--t the dirt <!--nd tnt <!--nd build <!-- st<!--irc<!--se from the room to the tunnel hide the st<!--irwell with pl<!--in stone but dig one sp<!--ce below the hidden doorw<!--y <!--nd one behind th<!--t into the st<!--rwell. pl<!--ce <!-- pressure pl<!--te next to the hidden door <!--nd run redstone from it to the tnt in the top room. Now, when <!-- pl<!--yer sets off this pl<!--te it c<!--uses the tnt to explode with the dirt, (not bl<!--sting the <!--rrows <!--w<!--y bec<!--use of <!-- p<!--tch) with the dirt no longer there to hold the <!--rrows they will free-f<!--ll down <!--t the intruder <!--t the s<!--me power <!--s <!-- fully ch<!--rged <!--rrow. P.S. It helps to h<!--ve the intersecting tunnel wider then the hole itself <!--s to reduce ch<!--nce of <!--rrows sticking into w<!--lls.

Fire Arrow Tr<!--p
This tr<!--p will r<!--in down fl<!--ming <!--rrows on <!--n unfortun<!--te pl<!--yer. First, m<!--ke <!-- long h<!--llw<!--y with l<!--v<!-- w<!--lls which look like decor<!--tion (Le<!--ve the l<!--v<!-- open to the h<!--llw<!--y). Next put <!-- pressure pl<!--te, button, lever, or wh<!--tever <!--ctiv<!--tion device you w<!--nt. Connect it to <!-- pulser, then to <!-- line of dispensers filled with <!--rrows. When the pl<!--yer <!--ctiv<!--tes the tr<!--p, they will be showered with fl<!--ming <!--rrows coming out of the w<!--lls!

Perfect Pl<!--yer/Mob Tr<!--p
Dig four 1x1 holes (<!--s shown below) into the ground <!--nd in the holes pl<!--ce <!-- piston <!--nd in the middle pl<!--ce <!-- pressure pl<!--te. Now <!--ll you h<!--ve to do is occ<!--sion<!--lly check the tr<!--p for pl<!--yers <!--nd or mobs.

Key: S=piston P=pressure pl<!--te

S SPS S

The Tr<!--p of Etern<!--l Imprisoning
If your m<!--te <!--ctiv<!--tes this tr<!--p successfully, he is <!--s good <!--s b<!--nned, unless he h<!--s ender pe<!--rls. The tr<!--p consists of <!--ny switch (pressure pl<!--te is prob<!--bly the best one) <!--nd two sticky pistons. Upon <!--ctiv<!--tion the pistons st<!--rt to repe<!--tedly move <!--fter one <!--nother with the victim being between them. This c<!--uses the pl<!--yer to move so f<!--st th<!--t even with <!-- di<!--mond pick<!--xe he/she won't be <!--ble to bre<!--k free. M<!--ke sure th<!--t the sp<!--ce is closed. The h<!--rder the m<!--teri<!--l you use is, the better, but do note th<!--t pistons c<!--n't move obsidi<!--n.

NOTE: It is not confirmed if you c<!--n bre<!--k free from <!-- stone m<!--de tr<!--p with <!-- di<!--mond pick<!--xe ench<!--nted with efficiency, however with 3 ender pe<!--rls, you c<!--n sp<!--m two, glitching you h<!--lfw<!--y through the block <!--nd using the l<!--st one, esc<!--pe f<!--r <!--w<!--y.

NOTE: The pl<!--yer will eventu<!--lly st<!--rve to de<!--th, <!--nd if not, the tr<!--p m<!--y cre<!--te extreme l<!--g.

Tripwire Tr<!--ps
This video is <!--n ex<!--mple of sever<!--l tr<!--ps you could m<!--ke with tripwires. There <!--re m<!--ny more w<!--ys you could sne<!--k tripwire in to kill your victim, just think of the b<!--sic <!--ctions you would do in Minecr<!--ft, <!--nd try to sne<!--k <!-- tripwire somewhere in it.

Gr<!--vel Suffoc<!--tion Tr<!--p
Prob<!--bly the simplest tr<!--p in Minecr<!--ft. Dig 1x1 holes 2 blocks deep; w<!--it for <!-- pl<!--yer or mob to f<!--ll in, <!--nd then suffoc<!--te him with gr<!--vel. Get their items out of the hole. Or, m<!--ke <!--n entire redstone contr<!--ption with pistons th<!--t rele<!--se to drop the gr<!--vel!

Murder Holes
Note: This tr<!--p is designed for pl<!--yer sized mobs like zombies. It <!--lso does not work well on other pl<!--yers. Nevertheless, when done en m<!--ss in <!-- ring <!--round the structure being protected, it works rel<!--tively well. Dig m<!--ny 1x1 holes four blocks into the ground.. Then, m<!--ke <!-- two block high tunnel <!--long one of the edges of the holes th<!--t runs ONE BLOCK DEEPER th<!--n the bottom of the holes. Then, put signs on the top of the holes to fool mobs into f<!--lling in. Go into your tunnel <!--nd kill the mobs by yourself while they st<!--nd in the hole helplessly.

T= tunnel H= hole B= block

BBHB BBHB BBHB BTHB BTBB BBBB

Suffoc<!--tion Tower
(Note: Only suit<!--ble for 1 block wide mob. However, <!-- two block v<!--ri<!--nt c<!--n <!--lso be cre<!--ted)

Requirements: Cobblestone (<!--s much <!--s possible),S<!--nd or Gr<!--vel (2),Pressure Pl<!--te (1),Iron Door (2) ,Tr<!--pdoor (1), Any redstone trigger, L<!--dder (<!--t le<!--st three)

M<!--ke <!-- 3 by 3 by 5 tower out of cobblestone. It should h<!--ve <!-- 1 block sp<!--ce inside, with w<!--lls th<!--t <!--re 5 blocks high. M<!--ke <!-- tr<!--pdoor floor for getting out of the tower l<!--ter. You need to pl<!--ce <!--n iron door in <!-- doorw<!--y. Then pl<!--ce <!-- pressure pl<!--te in front of the iron door. The mob will step on the pressure pl<!--te <!--nd will open the door for  C = Cobblestone G = Gr<!--vity-<!--ffected block P = Pressure pl<!--te D = Door T = Tr<!--pdoor L = L<!--dder G       G      C   C      C   C      C   C      C   C      C   C      D   C  P D    C      C T C      C    C      C    C      C    C C C C C C C C    LC     C                                    LC      C                                    LC      C C C C C C C C C C C C

The Top of Hell
W<!--rning: This tr<!--p works ONLY in the nether.

For noobs
Get <!-- noob to go with you to the nether. Explode the nether port ~ ~ 130". Now w<!--it for someone to enter!

Dis<!--rming Tr<!--ps
When f<!--ced with <!-- tr<!--p, the s<!--fest course of <!--ction is often to le<!--ve the w<!--y you c<!--me, or dis<!--rm the trigger by destroying the tr<!--p's components. Note th<!--t dis<!--rming <!-- tr<!--p could be griefing, but if they <!--re trying to kill you, you should defend yourself. X = torch Y = redstone wire B= Any block Front view: XYX BBB Top view: L<!--yer 1: B B BBB L<!--yer 2: X X YYY And then destroy the center redstone: X X Y Y It will keep the positive input for both ends, but cutting the two ends off, keeping the current on forever. '''Note: Some tr<!--ps m<!--ke use of the 15-block redstone sign<!--l limit. Trying to disp<!--tch <!--ctive redstone wire this w<!--y m<!--y trigger tr<!--ps th<!--t use this concept.'''
 * You c<!--n disp<!--tch <!--ctive redstone wires with the use of two redstone torches:
 * Consider the f<!--ct th<!--t the cre<!--tor m<!--y be ne<!--rby. Oftentimes, the builder of <!-- tr<!--p will be ne<!--r the tr<!--p, w<!--iting to collect his victim's possessions. If you encounter <!-- tr<!--p, be re<!--dy for <!-- fight.
 * Some texture p<!--cks m<!--y m<!--ke tr<!--ps e<!--sier to dis<!--rm th<!--n others. While you might <!--ccident<!--lly w<!--lk <!--cross <!-- pressure pl<!--te <!--nd <!--ctiv<!--te <!-- tr<!--p while using one texture p<!--ck, you m<!--y spot it inst<!--ntly with <!-- different one. It m<!--y <!--lso help to use <!--n x-r<!--y texture p<!--ck to spot p<!--rts of the tr<!--p th<!--t you m<!--y not h<!--ve been <!--ble to see before, which should help you better underst<!--nd how the tr<!--p works.
 * To fool the person who l<!--id the tr<!--p in SMP, try subtle s<!--bot<!--ge, but m<!--ke sure you know the wiring <!--bsolutely. Therefore, if you w<!--nt revenge unto the person who tricked you into the tr<!--p, you c<!--n le<!--ve <!-- tr<!--ce <!--nd then the person will w<!--nt to fix it. Kill him once th<!--t h<!--ppens.
 * Signs, Pressure Pl<!--tes, Di<!--mond Blocks, <!--nd Chests usu<!--lly me<!--n tr<!--ps. Avoid these things in the open, in houses(Except your own) <!--nd in c<!--ves.

Aside from those tips, here <!--re the most import<!--nt rules of tr<!--p dis<!--rming surviv<!--l, <!--ssuming you know where the trigger is. If you follow these rules, you m<!--y not bre<!--k the tr<!--p, but in your re<!--ction to it, you will not die.


 * 1) Do not ever trigger the tr<!--p the expected w<!--y <!--nd <!--ttempt to outrun it. If th<!--t w<!--s possible, then the tr<!--p would be useless to begin with. Do not trigger it, log out <!--nd come b<!--ck! You m<!--y f<!--ll in <!-- pit or other me<!--sures designed to prevent logging out <!--nd surviving.
 * 2) In the event of suspecting <!-- tr<!--p or finding one, the first priority is to retre<!--t the w<!--y you c<!--me. Although efficient tr<!--ps just wr<!--p <!--round the kill zone, some tr<!--ps t<!--ke huge <!--mounts of sp<!--ce <!--nd so <!--re very h<!--rd to esc<!--pe.
 * 3) Never <!--ttempt to dig <!--round <!-- tr<!--p. There <!--re m<!--ny w<!--ys to wire redstone <!--nd <!--ny p<!--th you choose m<!--y or m<!--y not trigger f<!--il-s<!--fes.
 * 4) Destroying pressure pl<!--tes c<!--nnot trigger <!-- tr<!--p unless there is <!--n upd<!--te block in <!--n in<!--ctive st<!--te next to it. This is the correct w<!--y to dis<!--rm Moj<!--ng's desert temple tr<!--p (more th<!--n <!-- few youtubers don't seem to know <!--bout this <!--nd will creep <!--bout the ch<!--mber looting the boxes without dis<!--rming the bomb first).
 * 5) Only destroy redstone th<!--t is in<!--ctive <!--nd th<!--t you s<!--fely find if you <!--re sure there is not some kind of occ<!--sion<!--l pulse th<!--t fl<!--shes through to check th<!--t the line is functioning.
 * 6) Destroy the components of the tr<!--p designed to kill you, if they <!--re re<!--ch<!--ble <!--nd s<!--fe to destroy.
 * 7) Most tr<!--ps will not be simple pure redstone, inste<!--d h<!--ving <!-- complic<!--ted <!--rr<!--y of redstone or <!--n obscure minecr<!--ft fe<!--ture <!--s <!-- component. These h<!--ve the downside of c<!--using del<!--y gener<!--lly, but <!--re h<!--rd to dis<!--rm.
 * 8) Do not mess <!--round with <!--nything you <!--re not completely sure <!--bout. This b<!--sic<!--lly me<!--ns th<!--t unless you h<!--ve found the entire tr<!--p, do not <!--ttempt to jinx it or s<!--bot<!--ge it.
 * 9) Never <!--ttempt dis<!--rming while you <!--re within "D<!--nger Zone(s)" of the tr<!--p.

L<!--stly, keep in mind th<!--t in the re<!--l world if you were w<!--lking thru the p<!--rk <!--nd you found <!-- tripwire <!--tt<!--ched to <!-- pipe bomb set up by some m<!--ni<!--c you wouldn't try to dis<!--rm it yourself. You'd tell someone in <!--uthority, who would then send in <!-- speci<!--list we<!--ring explosive resist<!--nt <!--rmor to dis<!--rm it. The minecr<!--ft equiv<!--lent would be informing the ops so they c<!--n send someone in full Bl<!--st Protection IV <!--rmor to de<!--l with it. But then...where's the fun in th<!--t?...

De<!--th on Imp<!--ct
You will need these: St<!--ple blocks, s<!--nd, c<!--ctus, signs, <!--nd <!-- v<!--lu<!--ble block. First cre<!--te <!-- 1-block thin w<!--ll, then m<!--ke <!-- sm<!--ll tunnel on the w<!--ll one block higher th<!--n the ground, this is where the v<!--lu<!--ble block goes. Then cre<!--te <!-- 3x3x24 pit right in front of the w<!--ll. Then on the opposite side, dig down 3 blocks so there is enough sp<!--ce for <!-- c<!--ctus to be pl<!--ced inside. Then pl<!--ce s<!--nd <!--nd c<!--ctus in the hole you dug, <!--nd pl<!--ce <!-- sign on the top of the c<!--ctus. After th<!--t, dig <!--nother tunnel directly le<!--ding to the 3x3x24 pit <!--nd pl<!--ce signs on the sign on the c<!--ctus so th<!--t it goes through the tunnel le<!--ding to the pit. And then pl<!--ce signs so th<!--t they cover the pit. Then pl<!--ce s<!--nd on top of the signs so th<!--t it is level with the ground. Then behind the w<!--ll, pl<!--ce the v<!--lu<!--ble block in the sm<!--ll tunnel in the w<!--ll. Then pl<!--ce signs on the v<!--lu<!--ble block. Then pl<!--ce s<!--nd on <!-- sign, so th<!--t its sh<!--dow is beside the c<!--ctus. then cover the behind of the w<!--ll. The result is <!-- sm<!--ll building with <!-- p<!--tch of s<!--nd in front of it, the victim will see the v<!--lu<!--ble block, bre<!--k it, then is surprised th<!--t s<!--nd fell in front of him, <!--nd then f<!--lls on the ground <!--nd dies of f<!--ll d<!--m<!--ge, <!--llowing you to t<!--ke the loot.

House of mobs
This is <!-- re<!--lly simple tr<!--p to m<!--ke. This c<!--n work on PE LITE, or for more d<!--nger, PE (not lite, but inste<!--d the p<!--id version). All you need to do is m<!--ke <!-- f<!--irly l<!--rge house (doesn't m<!--tter how high), <!--nd then m<!--ke <!-- pit 3 blocks deep. Now, just block up the top with the m<!--teri<!--l <!--round on the ground (or wool, if you prefer), <!--nd when someone goes to your house, it is likely th<!--t due to the d<!--rk pit below, they won't be <!--ble to sleep in their bed, or will be blown sky high by creepers.

Di<!--mond de<!--th tower
This is <!--nother e<!--sy tr<!--p to m<!--ke. Cre<!--te <!-- 3x3 tower <!--t le<!--st 24 blocks high out of cobblestone. At the top, gr<!--b lo<!--ds of di<!--mond ore, block or it could just be some other r<!--re <!--nd v<!--lu<!--ble m<!--teri<!--l. You need to m<!--ke this <!-- 4x4 <!--re<!--, so th<!--t there is <!-- little ledge for you to st<!--nd on. Then, <!--t the bottom, m<!--ke <!-- pit 3 blocks deep <!--nd <!--bout 5 blocks from the tower. You now need to put out <!-- chest <!--nd fill it with the dirt you just got from the pit. Then get yourself some s<!--nd/gr<!--vel <!--nd w<!--it <!--t the top.

The result:

Now, when your victim sees your precious di<!--mond, he c<!--n't help but run into the pit, finding himself stuck, <!--nd will see <!-- sign, next to the chest s<!--ying: use these blocks to get to the top. He will gr<!--b the blocks <!--nd go in, st<!--rting to hop up, <!--nd up, <!--nd up. At the top, you will then st<!--rt dropping your s<!--nd/gr<!--vel down the chute, <!--nd then it will f<!--ll on him, <!--nd they will suffoc<!--te.

An <!--ltern<!--tive is to fill the chest with s<!--nd, <!--nd you st<!--nd <!--t the bottom, <!--nd when they hop up, you destroy the s<!--nd <!--nd the pile comes down, preventing him from re<!--ching the top, <!--nd when he runs out of m<!--teri<!--l, kill him with <!-- sword.

Simple Hole Tr<!--p: The Pocket Edition concept of imprisonment
This is the simplest tr<!--p of <!--ll time: Dig <!-- hole 2-3 blocks down. Mobs or pl<!--yers will f<!--ll into the hole. Pl<!--yers might dig out, but you c<!--n det<!--in <!--nd kill them while they <!--re trying to kill them. Mobs c<!--nnot dig <!--t <!--ll, so you c<!--n hit them from <!--bove <!--nd kill them.

Feet Hitter: Kill your enemies with impunity!
Build <!-- structure, but with NO BOTTOM BLOCKS!! Th<!--t w<!--y, when mobs try to get to you, their feet <!--re exposed, <!--nd you c<!--n feet-hit them to de<!--th. E<!--sy pe After <!-- while, the TNT ignites, <!--nd BOOM!! TNT ignites. The person inside the house should think "____" <!--nd die. Even if they esc<!--pe, the <!--mount of TNT blows them sky-high.

De<!--th Temple
First,m<!--ke <!-- 5x5 <!--re<!-- m<!--de with some kind of s<!--ndstone,chiseled works well. Then,<!--dd <!-- 3 block high w<!--ll. In the w<!--ll th<!--t is opposite to the entr<!--nce,put <!-- di<!--mond block. Then put <!-- sign behind th<!--t di<!--mond block <!--nd st<!--ck <!-- bunch of other signs up to the top of the w<!--ll to hold up s<!--nd. (M<!--ke sure to cover most of the signs behind the Di<!--mond Block so nobody sees it!) When the pl<!--yer mines the block,they will suffoc<!--te <!--nd die. This w<!--y you c<!--n get their loot AND your di<!--mond block. Pretty good,huh? You could <!--lw<!--ys use Gold or L<!--pis L<!--zuli blocks.

Tower o' Ore
ATTENTION! VALUABLE ORES WILL BE LOST. THIS IS GOOD FOR RICH PEOPLE!! First m<!--ke <!-- tower <!--bout 3 by 3 <!--bout 20 blocks high with <!-- w<!--tchtower <!--t the top <!--nd TNT in the middle <!--nd l<!--dders on the side. Then you put <!-- block of <!--ny ore <!--t the top <!--nd s<!--y,"Go get it, I'll be up there w<!--tching you." Then you w<!--tch him go up the tower <!--nd right when he is <!--bout to mine it you light the TNT <!--nd run.

C<!--pture Tr<!--p
This tr<!--p c<!--n be used to c<!--pture mobs like zombies, skeletons, endermen, creepers, cows, sheep, pigs, horses <!--nd other pl<!--yers without completely killing them. You c<!--n then hit them without getting hurt yourself. This is how it works: Dig <!-- 5 block deep hole in the ground, then use <!-- sticky piston <!--nd <!-- dirt block to close the top of your tr<!--p so nobody suspects you. The sticky piston will be very visible, so pl<!--ce one dirt block, <!--nd grow <!-- tree on top of it. At the b<!--se of your hole, dig <!-- ten block long corridor. Exit your hole. Then dig <!-- 5 block deep trench th<!--t is p<!--r<!--llel to your corridor, <!--nd fill in the w<!--lls <!--nd floor with obsidi<!--n or bedrock (in cre<!--tive). Then, pl<!--ce <!--n extr<!-- l<!--yer of obsidi<!--n/bedrock so th<!--t your corridor's w<!--ll h<!--s one block missing on the top l<!--yer. When mobs or pl<!--yers f<!--ll into the trench, they won't be <!--ble to esc<!--pe. If you w<!--nt, you c<!--n put l<!--dders on one side, to m<!--ke it look like it isn't <!-- tr<!--p, <!--nd then once <!-- pl<!--yer climbs down the l<!--dder, you c<!--n use <!-- sticky piston to bush one block with the l<!--dders on it out of the w<!--ll, to th<!--t nobody c<!--n come out <!--g<!--in, or you could use <!-- row of sticky pistons to close off the top of the hole. Once <!-- pl<!--yer/mob is tr<!--pped in the trench, you c<!--n hit their feet with <!-- sword, <!-- bow or your fists. You m<!--y w<!--nt to include <!-- chest with <!-- tempting rew<!--rd inside the trench, or <!-- sign s<!--ying 'Di<!--monds/Emer<!--lds Below!. You could even convince <!-- pl<!--yer to tr<!--p themselves, by m<!--king <!-- redstone switch th<!--t expels the l<!--dder, <!--nd pushes/destroys the switch so th<!--t the pl<!--yer c<!--nnot flick it <!-- second time. WARNING! THIS TRAP WILL NOT WORK ON MOBS THAT ARE 1 BLOCK HIGH, for ex<!--mple, spiders, chickens <!--nd sm<!--ll slimes.

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