A Commit Gate is simple to build: using a single power cell, permanent switch, and shock panel (or powered door) that activates the shock panel once the naut moves across. This effectively commits the naut to that path once crossed.
Ways out of it are:
- Shunt - used on the floor(powered) or power cell. Cost: 100
- Plastic Panel Wrench/Wire Cutter - cut through the unpowered floor or wall to bypass the trap entirely. Cost: 400
Since animals only move once they see the naut, creative use of viewport, evader droid, and droids can result in seemingly impossible activation (or deactivation) of traps as the animals move behind walls and step on switches.
Ways out of it are:
- Remember the owner must test the design without tools. Stay alert and proceed carefully.
- Bricks & other means to eliminate the threat. Cost: 150+
The Double-Sided Trash Compactor
The idea is, you don't know what's beyond the door until you open it. When you do, if you are unprepared, you are screwed. Best placement for these types of traps is so that your screen doesn't scroll until you enter the door.
Ways out of it are:
- Pulse Grenade the evader droid/tracker droid. In some situations, a tracker droid is used in a reverse fashion where they walk towards you rather than away from you to hit the switch. If in range, pulse grenade the Tracker Droid. Cost: 150
- If you can move at all without setting off the traps, do so, then use shunt on the trap to walk back. Cost: 100
- Plastic Panel Wrench the wired wall connecting to the shock panel. Some constructions wire the walls on both sides - in this case, use your judgment. If it's easier to plastic panel wrench one and then walk through to a different hall, or plastic panel wrench both and walk out from whence you came. Cost: 400 or 800
- Use a wire cutter on the shock panel. Cost: 400
The Terminator Droid Viewport Trap
A Terminator Droid trap where a Terminator Droid gains line of sight on you through a viewport, then follows you to a door where the moment you open the door, you are terminated:
The idea behind this one is that a terminator droid cannot pursue you the same move where it makes a line of sight with you. So putting the Terminator Droid directly behind the door deters you, but does not kill you since you are able to walk away. Using this construction, the terminator droid makes a line of sight first and thus can attack you the moment you open the door.
Ways out of it are:
- Be alert on whether you've seen any viewport with a terminator droid behind them. If you have, any doors you open are potentially unsafe until that Terminator Droid is taken care of.
- Bricks can be used to open doors from a safe distance. If you are going to go this route, I HIGHLY suggest you leave one tile between you and the door (don't pulse grenade a door standing directly next to it) so that if the droid is on the other side, you have an even number of spaces between you. This way you can shock baton it if absolutely necessary. Cost: 150+
- If you can reach the viewport, breaking it can lead the droid out of its hallway where it might be less of a threat. Cost: 150+
Abusing the View
Since the view is only drawn once the player is within 3 squares of the edge, you can force traps and behavior to trigger:
Leap of Faith
The classic is the leap-of-faith.
In this leap of faith, you need to trust that the Terminator Droid is the right distance to activate the trash compactor as you tread on it, without getting fired on the shock panel.
Read up on the terminator and chaser droid movement if you want to understand this one.
- The player moves.
- Droid movement occurs.
- Terminal objects and electronics update.
Meaning you can step on to a Shock Panel which is powered on, then the Terminator Droid moves onto the button, then the state of the shock panel (and your Schrödinger charred corpse) is determined.
Version 2 I especially like the variant on this below, which has been ripped straight from my current vault:
This works on three levels. At the newbie level, opening the door at the top and seeing the scary gravity trench incites them to turn around and go back the other way, where a cunningly inviting corridor filled with Terminator Droids await them.
On the intermediate level, the fellow comes along and sees an unpowered trash compactor. But then he spies the droid, who will move down a tile when he does, hitting the button. So he bravely steps out into empty space, only to land heavily, crushing his legs and dying a lingering termination.
Why did he terminate? Because there isn't actually any power coming into the gravity trench from the droids side. Instead, the power to the trash compactor is turned on by doing a little magic dance somewhere far, far away in the maze. Oh, and incidentally this trash compactor works as a double bluff when it has been powered on. Because the even more eagle eyed expert viewers will notice that's a toggle pressure switch (starts on) which the droid is about to step on, which if they're wrong could switch off the power after all...
The player walks into the terminal from the right. Up the top, there's open ground (with scary bots protections and lots of droids, maybe an electric door in plain view). Through the door could be anything, maybe even an angry terminator droid!
So, because of his initially limited visibility, he takes a step down onto the first grid which doesn't seem to have any power. He sees the third grid around the corner, but figures he's still safe. However when he moves on to the second grid, suddenly the little tracker droid sees him and gets agitated. If he moves backwards, he gets fried. If he moves right, he gets fried. The only ways out are:
- Neutralize the droid (Force Field Dart, pulse grenade, remote virus).
- Take a Plastic Panel Wrench to the Plastic Wall ... at which point, obviously, wall Terminator Droid.
- Use some wire cutters
So, for $250 you have a basic trap which potentially costs $400 to circumvent. Upgrade the droid to a Terminator Droid, you then have the choice of either drugging him and leaving a landmine in the passage, or spending $1,200 to shoot him.
I'd say this one basic trap accounts for maybe 15% of the terminations in my terminal. Most of them in 4 moves.
Combination locks are easy to build and difficult to crack without tools. They take up far less room than a multi-path maze and can be easily modified to change the correct combination to thwart scouting.
Here is a very basic example (credit: [Synthesis]):
The pin here is 1, 3, 5. If they are pressed and 2, 4, 6 are not pressed, there is a signal sent that cuts power to the door. 1, 3, 5 can be entered in any order, as long as they are pressed before 2, 4, 6. To brute force this type of lock it will take at most (2^n)-1 attempts. So this example will be solved in 63 attempts or less. You will want to have traps to prevent people from viewing the door more than once after entering the code or else up to 6 attempts can be made in one terminal visit (1 | 1,2 | 1,2,3| 1,2,3,4| 1,2,3,4,5| 1,2,3,4,5,6).
You can make locks that need buttons pressed in order, or have the same button pressed multiple times as well. These become much more difficult to brute force but also require more difficult electronics that take up valuable space.
(credit: [okami316]) Just as a variant that prevents brute force, here's a compact version of what I've used before.
The lock is the same, but they can't simply cut the power for the shock panel without the powered door also losing power. shock panel and powered door are interchangeable, just changes the necessary tools to brute force. Also, having it against the edge of the terminal hull would prevent breaking the wall from the other side for the code.