diff --git a/game/modules/tome/class/Grid.lua b/game/modules/tome/class/Grid.lua
index be36b59287577807e743866968b7a149ee497305..547ab9095f4a940874d4524d5336f8a58ab75416 100644
--- a/game/modules/tome/class/Grid.lua
+++ b/game/modules/tome/class/Grid.lua
@@ -120,7 +120,10 @@ end
 -- You may overload this method to customize your minimap
 function _M:setupMinimapInfo(mo, map)
 	if self.special_minimap then mo:minimap(self.special_minimap.r, self.special_minimap.g, self.special_minimap.b) return end
-	if self.change_level then mo:minimap(240, 0, 240) return end
+	if self.change_level then mo:minimap(240, 0, 240) return
+	elseif self.is_door then
+		if self.does_block_move then mo:minimap(140, 80, 25) else mo:minimap(80, 30, 20) end return
+	end
 	return engine.Grid.setupMinimapInfo(self, mo, map)
 end
 
diff --git a/game/modules/tome/class/Player.lua b/game/modules/tome/class/Player.lua
index 61d068c77b4c0b66f1ec1716522e8456aabd14bf..e8f758357832a2d9fa69d7cf4430d2744a32210d 100644
--- a/game/modules/tome/class/Player.lua
+++ b/game/modules/tome/class/Player.lua
@@ -506,7 +506,8 @@ function _M:playerFOV()
 			if self:attr("detect_actor") and game.level.map(x, y, game.level.map.ACTOR) then ok = true end
 			if self:attr("detect_object") and game.level.map(x, y, game.level.map.OBJECT) then ok = true end
 			if self:attr("detect_trap") and game.level.map(x, y, game.level.map.TRAP) then
-				game.level.map(x, y, game.level.map.TRAP):setKnown(self, true)
+				game.level.map(x, y, game.level.map.TRAP):setKnown(self, true, x, y)
+				game.level.map.remembers(x, y, true)
 				game.level.map:updateMap(x, y)
 				ok = true
 			end