|A single spike gate with a switch|
|Used by:||Hank, Sanford, Deimos|
Spike gates are a relatively new concept added to the Madness Series, making their first appearance in Madness Combat 10: Abrogation, then reappearing in Madness Combat 7.5. They operate by lever to raise and lower the spikes in and out of the floor.
Quite often there are pairs of gates linked to form a checkpoint; when the lever is pulled to lower one set of spikes, the other set will rise again. Hank, ever impatient, ripped two out of the ground to bypass the checkpoint, then used another gate to skewer a possessed agent in Madness Combat 10. Though not intentional, Sanford skewered a dead agent in 7.5.
They have also appeared in Madness: Project Nexus, but only as individual gates instead of linked pairs. The first set was lowered by pressing a button, but the others were lowered by activating a terminal.
Other times spike gates are used as a substitute for prison bars or armory doors. In Mission 1-A, Sanford and Deimos were locked in their cell by a set of spikes, as was a 1337 agent in another cell. Two magnified M-249s and two AR-15s were on a rack covered by spikes in Madness Combat 10, so Sanford lowered them and Hank grabbed one of the mag M-249s before proceeding to the next room.