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The Instructions of the game
|Minigame location||EPF Command Room, Previously on the EPF Spy Phone|
|Date released||May 12, 2011|
The game consists of a maze, containing one charging plate and 4 chips. The player has to guide a battery through the maze in order to power up the chips, which is done by leaving the battery on a given chip's charging point. When emptied, the battery can be brought back to the initial charging plate to be recharged.
Through the maze a series of zappers appear. Each zapper electrifies a tile on one of its sides for a second, and after a short interval rotates 90 degrees clockwise and hits the next tile. If it hits the battery, it would lose some of its power, until the zapper restarts or until the player quickly moves to another tile.
One of the paths may be locked and therefore inaccessible, and can be unlocked by positioning the battery on top of a key icon in the maze.
The goal is to charge all 4 chips in the maze. The game ends when either successfully fulfilling the goal, or if the battery is emptied by zappers- on which case the player loses.
- It appeared in Field-Ops 2, 4, 7, 10, 12, 14, 16, 20, 24, 26, 30, 48, 55, 59, 64, 66, 70, 74 and 100.
- When fully loaded, the battery can charge 2 chips.