1001 USES FOR A TOPSIDE SHACK
Most of these came from the message forums, and I know there's not 1001 yet:
- Armory with security desk
- Barracks with 4 lockers (or 2 bunk beds, or 1 bed + 2 lockers). Lockers can
go anywhere since your minions never seem to use them. A social minion will
drag an unconscious henchman to the nearest barracks to heal.
- Mess Hall with salad bars and/or automats
- Tripwire: Corridor w/ external door so you get the 'Security door breached'
warning to let you know there's agents poking around. You can put a fire
extinguisher in here as well to have it near the hotel. If you put a camera
in it, you can put this tripwire setup just outside your base so you can
deal with agents outside rather than in, if that's what you prefer.
- Infirmary with up to 4 booths
- Staff room with ping-pong table, TV, chairs and/or drink machines (one of
the green access points for the table can be outside the shack)
- Build two next to each other and put two security guns between them, facing
outward so that agents can't snipe them without taking return fire.
- External lab for letting the fake research machine get stolen
- Trap room with motion detector, nonlethal trap and door set to level 3.
Bonus fun: Place two facing each other to put a laser trip sensor in to
detonate outside traps.
Bonus bonus fun: Piranha tank =)
- Power room with nuclear gen for the explosion-deprived evil genius who
didn't pick Ivan as a henchman.
- Armoury with a holding cell. [from M Dub]
- Inner sanctum, with clone, when the mission requires it. [from KenZoe]
- Prometheus's revenge trap + motion sensors, and a door. That will teach
those nosey agents not to play with locked doors. [from Wound]
[NOTE: You need to either install the mod that allows wall-mount traps to
be built inside a shack, or build them inside the base and then move them
out into it afterward. -- from Raufgar]
- Trap room with Motion Detector + Cash machine + ElectroShock Trap
- Closet for a henchman w/ Level 3 door, for Ivan or Moko [last 2 from KAGooch]
- Lots and lots of topside shacks so agents get bored and leave [- Shag2sheeps]
- 8 shacks surrounding base with level 3 doors on them with pressure pads and
pop up traps inside is one of the best base defenses. You can put more
expensive sensors and traps, but the cheap ones work fine. Agents will
almost never enter your base because they spend all their time trying to
unlock the level 3 shack doors and gets weakened by traps in the process.
[From Sokar20002001]
- I built a 2 by 2 control room in one next to the helipad for the stock
market machine which sped up that mission big time and saved any heat
hassles. After that transferred the machine the control room proper and
then changed it to having 2 piranha traps either side of a laser trip.
The fire station shack next to the hotel has been very useful since that is
all the saboteurs ever want to blow up [From Munshy]
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