TREES HATE YOU
Unofficial fan site

Traps Guide

Use this after a few deaths: learn the Level 1 route, Level 2 fake-outs, common death points, and each trap trigger without watching a full walkthrough.

Find the action for the trap that stopped you

For a continuous start-to-finish route, use the complete demo walkthrough. Return to this catalog when you want to understand a hazard's trigger and retry it. The ten names below are fan labels for behaviors, not an official enemy list; some attacks share a tree model and some sequences combine several behaviors.

Routes

Level 1 and Level 2 survival route

Level 1 safe route

  1. 1Walk, do not sprint, after the picnic intro. The first tree is designed to punish rushing.
  2. 2Pause before obvious coins or clear gaps. Level 1 teaches that rewards and safe-looking space can be bait.
  3. 3After any falling-tree cue, wait half a beat before moving again; some traps chain into a second hazard.
  4. 4Use checkpoints as a reset point, but scan the spawn area before stepping forward.

Level 2 survival route

  1. 1Treat every successful dodge as incomplete. Level 2 often follows one trap with a second fake-out.
  2. 2Hug edges near rolling-log and cliff sections, but only after waiting for movement at screen edges.
  3. 3After the first checkpoint, check behind the spawn area if you are collecting secrets.
  4. 4Slow down before the final area. Level 2 punishes memorized Level 1 habits.

Common deaths

Where new runs usually fail

Rushing toward the first visible coin before checking the bush trigger.
Dodging a falling tree, then immediately walking into the follow-up trap.
Trusting a checkpoint spawn without scanning nearby trees.
Taking the cleanest-looking path in Level 2 without waiting for the fake-out.

Looking for the secret ending route? Use the coins, chests, and secret ending checklist.

How this catalog works

Traps organized by type, not just by name

Each trap is listed by type, trigger, location, and what to do when it starts.
Trap types are organized by behavior pattern: Falling, Flying, Fake Path, Ambush, Environmental, and Rolling — each type teaches a different lesson about how the game punishes trust.
Use a behavior tip to plan your response, then match it to the current landmark. Specific placements and follow-up attacks can differ between normal, Challenge, and older browser builds.

Checkpoints arrived with the February 22, 2026 expanded demo (v5). The June 19 Steam update added another near the end of level 1, between the hill checkpoint and the finish, just before the tree-for-fall. If your older itch/browser build lacks that flag, the previous checkpoint remains your retry point.

Developer's checkpoint update · Later Steam checkpoint · Axe and collectibles

Falling Pine Log

Falling

A falling trunk blocks the trail or drops onto the player. Do not confuse this behavior with the opening tree's sideways swing.

Trigger

Walking under a leaning pine tree that looks suspiciously angled.

Location

Use the staircase section as the route landmark: test the first step from below before committing to the climb.

How to survive

Watch for leaning trees — if it looks like it could fall, it will. Walk around, not under.

Find the next route landmark →

Rolling Log Ambush

Rolling

A massive log rolls down a slope or across the path from the side, flattening anything in its way.

Trigger

Approaching narrow paths with slopes on either side.

Location

Level 1 hillside sections, Level 2 mountain pass areas.

How to survive

Listen for the rumble sound cue. Stop moving immediately when you hear it and wait for the log to pass.

Find the next route landmark →

Fake Safe Path

Fake Path

A path that looks clear and safe but triggers a trap the moment you step on it — ground collapses, tree swings in, or the path itself moves.

Trigger

Stepping onto a section of path that looks deceptively ordinary.

Location

Both levels, increasingly common in Level 2 where the game punishes learned trust.

How to survive

The safest-looking route is almost always the trap. Hesitate before every new screen and wait to see what moves.

Find the next route landmark →

Tree Swing Slam

Flying

A tree swings in from off-screen like a battering ram, launching the player across the map.

Trigger

Reaching certain trigger points where trees are positioned just outside the camera view.

Location

Level 1 mid-section, Level 2 throughout.

How to survive

When entering a new area, pause for half a second and watch the edges of the screen for movement.

Find the next route landmark →

The Axe Tree (Teased)

Ambush

This is an older fan-catalog label. Steam teases the player finding an axe; that sentence does not confirm a tree carrying an axe. Keep the axe question separate from the forest demo's known route hazards.

Trigger

No axe-carrying-tree trigger is established by the cited store text.

Location

Full-game axe teaser; see the secrets guide for demo, hidden-path, and mod context.

How to survive

Use the demonstrated hazards below for your current route. Do not look for an axe-wielding tree as a required demo objective.

Check the axe and secrets guide →

Double Fake-Out

Ambush

The game sets up an obvious trap, the player dodges it, and then a second hidden trap triggers immediately after — punishing pattern recognition.

Trigger

Successfully dodging the first obvious trap in a sequence.

Location

Level 2 specifically. The game learns that you learned and punishes the dodge.

How to survive

After dodging one trap, immediately prepare to dodge again. Never assume a single dodge is enough in Level 2.

Find the next route landmark →

Moving Path Collapse

Environmental

The ground itself shifts or collapses under the player's feet, often triggered by stepping onto a specific tile.

Trigger

Stepping on discolored or differently-textured ground tiles.

Location

Level 2 mountain pass, near cliff edges.

How to survive

Watch the ground texture. Discolored patches or cracks in the path are the tell.

Find the next route landmark →

The Welcome Tree

Ambush

The opening tree punishes walking straight into its reach. The linked community route describes a swing, rather than an unavoidable first death.

Trigger

Approaching the first tree beside the trail after the picnic.

Location

Level 1, first screen after the picnic intro.

How to survive

Step into reach, back away while it attacks, then pass around its left. Dying once is not an unlock requirement.

Find the next route landmark →

Flying Branch Swarm

Flying

A tree shakes violently and launches a cluster of branches in a spread pattern, covering a wide area.

Trigger

Getting within mid-range of a shaking tree.

Location

Level 1 late sections, Level 2 opening area.

How to survive

Back up immediately when you see a tree shaking. The spread pattern leaves gaps if you're far enough away.

Find the next route landmark →

Checkpoint Trap

Ambush

A checkpoint saves your place, not a promise of safety. A nearby attack can still catch you after respawning. Checkpoints were introduced in the February 2026 v5 update, not v18.

Trigger

Leaving a checkpoint while a nearby hazard is active.

Location

Use your latest touched flag as the retry point. Later Steam demos also add a flag near the end of level 1.

How to survive

Look at the active attack before crossing its lane. Practise the next trigger from this flag; do not restart the entire route after every death.

Find the next route landmark →

Apply this

Beginner survival guide

Practical tips for surviving your first runs with trap knowledge.

Understand it

Game overview

Controls, platforms, and what the full game promises.

Play

Open the demo

Test your trap knowledge on the embedded playable build.