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Trap combos
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BWHAHAHA
Mad Scientist


Joined: 08 Feb 2007
Posts: 100

PostPosted: Thu Mar 15, 2007 5:51 pm    Post subject: Reply with quote

Here's a thought/trap:
Code:

W=wind
G=poison gas trap
O= pressure pad
R=rock
D=door
RRRRRRRRRR
RRRRRRRGGR
RWOOOOOGGR
RWOOOOOWWR
ROORRRRRRR
ROOOOOOOWR
RWWOOOOOWR
RRRDDRRRRR

It seems to work on paper. Also, If you replaced (most of) th pressure pad with wind machines, it would be a very eficient delay room
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Capn_Danger
Disposable Minion


Joined: 22 Dec 2007
Posts: 4

PostPosted: Tue Dec 25, 2007 12:55 pm    Post subject: Reply with quote

On island 1, I have about 5 false entrances. All they have is a door, a pop-up confusing trap, and another door leading nowhere to lure agents in. Razz

If they actually manage to pick the right entrance, they have to navigate the door maze. Its a huge grid of many 4x4 rooms with doors on each side, filled with more confusing traps. There's a tiny hotel room packed with valets near the entrance, and deadlier traps far into the maze to make cash and kill agents who get too far. You can choose your minion's route through the maze by setting a path of level 2 doors to avoid the deadlier traps, or to avoid rooms where lots of agents are milling about setting off the confusing traps. An over-staffed armory with guns and a security station waits in the hallway just inside the actual base to capture any competent agents. Laughing

Most of the time, the valets will escort agents out of the maze before they even get past a few doors. If your minions set off traps, they'll escort them into the base to recover! Surprised The hotel room is key. Evil Base? What Evil Base? No Evil Bases on this island! White Spy Black Spy

Later on, I prefer to replace the pop-up traps with do-not-press buttons.
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ZombieesEatPpl
Minion With Nametag


Joined: 21 Jul 2007
Posts: 29

PostPosted: Wed Jan 09, 2008 9:55 pm    Post subject: Reply with quote

Spektyr wrote:
Okay, finally I can share the idea that I've been sitting on for several months (since I've posted it in my trap competition entry).

Okay, basically I've taken your standard freak room and expanded it to a 9x9 room. Yeah, it's a bit wasteful on space, but I'm not done yet. Then I doubled it.

Next, install four wind generators on each wall grouped together at the same side (right or left) so that you've got a cyclotron effect. I like to bisect the room each way with laser trip wires and then cover the remaining available floor space with pressure pads.

Link all the sensors in one room to the wind generators in the other room, and vice versa. Link the "trigger output" of both rooms to a master switch as well. Put two freaks in each room, sit back and enjoy.


Yes, it's real. Permanently on trap triggering.

The freak rooms cross-trigger each other, triggering each other. One freak moves, sets off the fans in the other room, which then causes those freaks to be blown harmlessly around and trip the sensors in that room... which turns the fans on in the first room, making those freaks fly around and trigger the wind in the second room...

Well you get the picture. There's tiny little delays or "off times" every once in awhile, but for the most part you're looking at a rock-steady "on signal" coming out of that set up that lasts for 2-3 complete fan cycles, often longer.


It's insane. It is... my legacy.


The only drawback (aside from it taking up a lot of space) is that the sensors have to be replaced in both rooms relatively often. The easy way to do this is with DF_buildobjects instant turned on. The not as easy way is to build an additional room off each freak room and have random chance (or preferably Mesmero) corral the freaks into the rooms so that your minions can perform maintenance on the sensors.

(After a certain period of time a sensor will stop triggering reliably when someone is blow through its field of detection. Replacing it solves that problem.)


To hell with the constant signal......

them 4 bastards are generating $10,000 a MINUTE WITH NO STEALING!!!! Shocked

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zakori
Disposable Minion


Joined: 25 Mar 2008
Posts: 17

PostPosted: Thu Mar 27, 2008 4:23 am    Post subject: Reply with quote

My personal favourite is watching pathetic agents trip my wind machine and i just fling them back into the wall, Simple yet mostly effective.
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MrGuy
Mastermind


Joined: 18 Mar 2008
Posts: 1654
Location: (42, 42) on the quasar in the center of the universe.

PostPosted: Thu Mar 27, 2008 9:50 am    Post subject: Reply with quote

I created a mini-combo that I call "Elemental Doomsday." It always goes in the freezer for convenience:
ESC PG
PG
| SC|
W |SC |
So, double door with Satan's Chimneys and motion detector. If that doesn't kill the agent, three pressure pads surround a wind trap. 6 or 7 tiles ahead is a poison gas cage, and nearby is an Electroshock cannon. Pads wire to wind and electroshock, Wind links to Poison Gas cage. Maximum damage.

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There is NO conspiracy of evil hot dog vendors and their descendents. Stop poking your nose into things.

One of the few things I can thank EG666 for: Guy Hills Villa. While you're at it, go here. And here, too.

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Russellonfire
Henchman


Joined: 10 Apr 2008
Posts: 260
Location: I'm not tellin u pedos!

PostPosted: Wed Aug 06, 2008 4:59 am    Post subject: Reply with quote

http://www.youtube.com/watch?v=yaeDkF-lmZI
http://www.youtube.com/watch?v=jobCS-ddJyU&feature=related
http://www.youtube.com/watch?v=h5K1v3W5ZBw&NR=1

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I went mad 15 years ago on this very spot. I am only thirteen. You do the maths. If you're stupid, here it is for you: i was 2 when i went mad. Or is it minus 2? or perhaps 5, or 6, or maybe i wasn't even alive or...
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mythicalmonk
Mad Scientist


Joined: 04 Mar 2006
Posts: 221

PostPosted: Wed Aug 06, 2008 10:39 am    Post subject: Reply with quote

Nice. The last one is hilarious.
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Russellonfire
Henchman


Joined: 10 Apr 2008
Posts: 260
Location: I'm not tellin u pedos!

PostPosted: Wed Aug 06, 2008 11:22 am    Post subject: Reply with quote

Ty. I think they would be effective if rooms were freezers. NOTE: they are not my designs, but i did find them on youtube. Razz
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Um, wat do i say here? Oh, right! Hello mum!


I went mad 15 years ago on this very spot. I am only thirteen. You do the maths. If you're stupid, here it is for you: i was 2 when i went mad. Or is it minus 2? or perhaps 5, or 6, or maybe i wasn't even alive or...
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EnjoyEveryMinute
Minion with Training


Joined: 13 Dec 2008
Posts: 91
Location: Swimming with the fishie-I mean, penguins.

PostPosted: Sun Dec 14, 2008 2:25 pm    Post subject: Reply with quote

This is a small hallway that requires the magnets, saw, Prometheus, and pirahna.

Make a 4 wide and 10 long (10 long for a reason) corridor. At the first tile connecting to the main room, make a door and set it to 3 (as a lure). At the opposite end, place two magnets facing the door.
Put a laser/pressure trigger behind the door, at the 9th tile from the magnets. After this, place Prometheus traps on alternating walls for 4 tiles, then put a pirahna trap across. Link it so that the pressure/laser triggers the Prometheus FIRST, then the magnets, then the pirahna tank.
They're pulled through the blaze and dumped in the tank. No agent (up to Good level so far) has walked out alive.
I have no screenies, because of the crashes I have.

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I think I may be insane. But penguins fix it all.
After all. "I don't suffer from insanity, I ENJOY EVERY MINUTE!"
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huldu
Minion With Nametag


Joined: 06 Jan 2006
Posts: 23

PostPosted: Tue Feb 17, 2009 1:17 pm    Post subject: Reply with quote

My most efficient trap.

http://img22.imageshack.us/my.php?image=trap1ck4.jpg

Basically a door, a bunch of windtraps and a poison cage in the end.
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skulb
Disposable Minion


Joined: 18 Jul 2009
Posts: 1

PostPosted: Sat Jul 18, 2009 10:24 am    Post subject: Wind Tunnels Reply with quote

Since many of the traps seem to get my minions as much as they get the agents, what I`ve started doing is making windtunnels, preferably at the side of the base.
At the start of the game make a long zig-zaging tunnel, then place double windtraps at each bend, with a pair of sensors at the bottom of the tunnel. Watch any agents stupid enough to enter and see where they break the wind tunnel and smack into a wall, then adjust the traps so they trigger each other right. If done properly you can link as many wind-traps as you like, getting stinking rich in the process.
The base I am playing now has 48 windtraps linked in such a tunnel, most agents pass unmolested through the entire tunnel before triggering the trap at the bottom, then blow the whole way back out. It`s very profitable, but doesnt work against super agents ofc. If you place a smarts trap at the end of this, the agents will sometimes reenter the wind tunnel for even more fun.
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karl89
Disposable Minion


Joined: 10 Dec 2009
Posts: 3

PostPosted: Sat Dec 12, 2009 8:14 am    Post subject: Reply with quote

the way my base is defended is i have 2 doors after the entrance, one that leads into the bass and another set on security level 4 this means it is guarded and so 2 henchmen stand by it. i then place a number of traps around but the great thing about this is if the agents avoid the traps or survive them then the henchmen kill them it hasn’t failed me yet, not even with super agents since 2 vs 1 hummmm who will win.
But I must say i like the deathmill with a piranha tank behind it
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Duskofdead
Disposable Minion


Joined: 13 Jan 2010
Posts: 3

PostPosted: Wed Jan 13, 2010 12:18 pm    Post subject: Reply with quote

Can someone explain the "Uber traps" depicted in the Evil Genius wiki here? The diagrams provided show where to put the traps, but give you no idea at all how to set up the sensors/triggering.
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19126
Mini Max


Joined: 06 Aug 2009
Posts: 819
Location: Just below the surface

PostPosted: Fri Jan 15, 2010 9:23 pm    Post subject: Reply with quote

recently set up an outdoor hut.

It contained a door, lvl 2, cause door lure agents. Behind it was laser trigger, a low level loot item back left corner, a tread mill directly behind lasers and a popup i back right corner. Outside were tons of endurance draining bees+8 disguised sentry guns-

What happened- No screenies btw, deleted account-
Hack door with all group having noww had time to gather, see vase, try to steal.
Step on Treadmill or get stunned by popup, wasting valuable seconds.
By this time I have been alerted that a door was breached.
I have about 12-20 endurance bees launched on them. They fall to the ground unconcious. Right in front of my 8 sentrys. Few seconds later, my valets come to collect the body bags. But by the time they get there, all thats left of the bees is some honey. Muhahahhaha.

What I have now is a room like this

S=Sentry gun
D=Door
E=Empty
Straight into my base, only way in.
---DD---
-EEEEEE-
-EEEEEE-
-SSEESS-
-EEEEEE-
-EESSEE-
-EESSEE-
DEESSEE-
D---------

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ximike
Disposable Minion


Joined: 26 Jul 2010
Posts: 3

PostPosted: Mon Jul 26, 2010 5:06 am    Post subject: Reply with quote

There are two traps, one near each deposit. Deposits are blocked by warehouses, traps, etc., so that only agents who enter are deposits. Your warmth is relatively low because all other means, including SAS, never close to you, your servants, or hot objects when they arrived by parachute
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