
Spike Pit
Lure an enemy into a Spike Pit.
Counted when a Spike Pit bites with an awake enemy on it. The enemy need not die. A pit bites anything within 1.2 m of its plate, you included, the moment a body steps on while it is armed. Then it rests for 2.5 seconds. Once the plate has been empty for a moment, whoever stands on it next is bitten as soon as it has re-armed; a body that never stepped off is not bitten twice.
Read the plate
- Where: in the corridors from depth 1. It's a stone pressure plate a shade proud of the floor, marked by a ring.
- Armed: the ring glows ember and twinkles. Spent: it goes quiet, a dim ash, for the 2.5 seconds it re-arms. For the last 0.8 seconds it climbs back to ember with a red-amber flash.
Lead an enemy over it


The recorded catch
The last 23 seconds before the catch on depth 2, played by the game's test autopilot at the game's real speed on an account with every Forge track at rank 12. The game's camera looks over the corridor wall, so the plate itself stays hidden; the bite notice and the card show it firing.
What goes wrong
- The enemy stops short. Plenty of enemies give up the chase or stay by what they guard. Try another enemy, or another pit.
- Standing on the plate together. One bite takes you both, and it counts, but it costs you 18% of your health each time.
- Crossing while it is spent. Ash is safe for you, but it is safe for the enemy too. It has to glow ember when the enemy reaches it.
