Mighty Magneto

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Evil lair - part B

Elaborate execution area

This is the crowning glory for any evil super-villain. Painfully slow moving lasers and tanks full of sharks are a favourite. Be as inventive as possible with your execution area. You will want to savour the moment as you laugh maniacally in front of the world summit after killing their best agent. It is usually a good idea to install a lever or big red button that activates a nasty device such as a falling weight. That way, you can let your henchmen take it in turns to execute people.

Pointless untidy looking barrels

These are not the most obvious of furnishings, but are as important as the badly strung chandelier. You can fill these barrels with all manner of chemical death. Highly flammable chemicals are a favourite, as are oozing nuclear waste. They have two functions.

1 They provide obvious cover for budding spies and soldiers hell-bent on stopping you. They will realise all too late, with the random spray of bullets from your brainless thugs, that barrels are the last place to hide.

2 They look nice at dinner parties when covered with a frilly tablecloth. (You must be cultured as well as having an insatiable lust for power and destruction….)

Hidden escape facility

This speaks for itself. Without a hidden escape facility, you may as well give yourself up to the UN peacekeepers straight away. You could use a jet propelled escape pod, a large trampoline and parachute, or even a particularly fast dolphin if you've chosen an underwater base.

Weapon store

Weapons! Lots of them. Find the biggest baddest weapons you can get and make sure that every henchman has the keys to the store. Flame throwers are a must, but the real cherry on the cake is a chain fed machine gun mounted on the back of a JCB, or alternatively a bear.

Ominous hidden orchestra

This adds real character to your lair. The invaders who try to take your base will not only have to deal with henchmen and traps, but the incessant hum of a cello and the odd sporadic burst of violins in an ear piercing crescendo as a thug turns the corner firing wildly. NB: make sure that your thugs are equipped with earmuffs. This has the added bonus of making any would-be hero laugh instead of fire.

Insignia

An evil emblem is great when it comes to tying all of your efforts together. This is most important to your base of operations. Without the evil insignia, other super-villains could rip-off your ideas. I have found that it's often a good idea to patent some of your more fiendish traps. You can leave your emblem at random intervals, so that everyone knows the carnage was instigated by you. It's the little touches that count.

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