Electric Fence

The Electric Fence is a trap featured in the Extinction mode of Call of Duty: Ghosts.
It costs $500 ($750 at the Cabin) to activate. (As low as $300 in solo)
Electric Fences usually come in one of two styles: an electrified fence, or electrifying a body of water that has fallen wires in it. It's usually not possible to touch the former, but one can easily walk in the latter. Electric Fences can hurt the user, so be mindful not to walk where Electric Fences are. Engineers receive no damage from traps with sufficient upgrading of the class, so players can take advantage of specific Electric Fences by simply standing near or on top of them, although the player's screen will flash white when standing in an Electric Fence trap regardless of whether or not the player takes damage from it. 
Electric Fences will spark when active. The Electric Fence, when purchased, is only active for a set time, and the user will declare an Electric Fence to be active when it is purchased. The Electric Fence will expire quicker if it is dealing damage compared to an Electric Fence that isn't dealing a lot of damage, if any. When the set time of the Electric Fence runs out, the person who bought that specific Electric Fence will get a text notification on their screen alerting them that a fence has gone offline (it will not say what specific fence went offline), and the Electric Fence will make a distinct audible noise indicating that it has shut off. Should the Electric Fence under the control of a sufficiently upgraded Engineer go offline having done little damage, the Engineer will be financially compensated for the trap. 
Electric Fences are a cheap, inexpensive way to kill Scouts early on, usually killing them instantly. They are also devastatingly effective against Seekers, usually killing them instantly as well. Anything bulkier than those two types of Cryptids usually won't die outright to an Electric Fence unless they are exposed to the Electric Fence for a very prolonged period of time, but they will suffer chip damage, which will enable players to finish off afflicted Cryptids more quickly. Traps initiated by Engineers with sufficient upgrade levels can kill Hunters and Scorpions with ease. The Electric Fence is also subject to the Arcing Stun Armory upgrade when applicable, making a trap capable of killing a nearby Cryptid should another Cryptid run into an Electric Trap. 
Electric Fences compete with Fire Traps most of the time. Compared to Fire Traps, Electric Fences tend to cover a smaller area and don't deal afterburn damage, but they are usually more lethal and more capable of afflicting relevant chip damage. Due to the widespread use of Incendiary Ammo and/or Cryptid Slayer Ammo, Fire Traps are not very popular to begin with, seeing how one's own ammo can accomplish much the same effect.
The most effective way to use Electric Fences is to use those that block paths that Cryptids will take towards the objective. A good number of Cryptids will walk straight into the Electric Fences in their pursuit of the objective, making these Electric Fences work extremely well. Most Cryptids that can walk will be susceptible to the Electric Fence. Bigger Electric Fence traps - such as the body of water near the last hive on Point of Contact - prove to be exceptionally useful due to the large area of effect that afflicts Cryptids. Electric Fences can also serve as a great means of defending a Sentry Gun, as the Sentry Gun will naturally lure more Scouts and Hunters to the Sentry Gun's position. Placing a Sentry Gun in a spot where Cryptids will get shocked will protect the Sentry Gun effectively while also increasing the effectiveness of the trap.
Not all Electric Fences are created equal, and one does not have to purchase every single Electric Fence to get good mileage out of the traps. Like other traps, Engineers get more money back and more damage dealt with traps when upgraded enough, but one also does not need to be an Engineer to use the Electric Fence well, although one should let an Engineer enable the traps should one be present.
If a Rhino spawns near an Electric Fence, that Electric Fence tends to go offline very quickly after the Rhino spawns in. There are very few relevant places where this can happen, but it can happen most notably on the last hive of Point of Contact, since an eligible spawn point for the Rhino is right next to the Electric Fence's body of water.
==Locations==
===Point of Contact===
====Gil's Lodge Motel====
*Two units that cover the entrances to the parking lot. Both units will electrify a fallen fence portion and the still standing fence portion.
====City====
*A unit is situated on a pool of water in the alley between two buildings.
*Two units situated side by side that will electrify barbed wire on top of a small wall.
*A unit that electrifies the fence in the upper right corner of the area.
====Cabin====
*Two units right across from the barn. These traps cost more to activate.
*One unit that is next to a potential hive that just electrifies the fence behind it.
*One unit on the broken ledge of the cabin that electrifies a fence.
*A power box that electrifies a fallen lamp pole. This will electrify the water below. Rhinos can potentially spawn in the pool of water. 
===Nightfall===
====First area====
*Two units in the back right corner, near a hive spawn and two containers that can contain Cryptids. One electrifies the fence behind the hive, while the other electrifies the metal walkway above it.
====Compound====
*One unit that electrifies the top of the shipping container that the Vector CRB is leaning on.
*One unit above the storage area that electrifies the metal walkway. There are two pallets that players can use to stand on the trap's area safely.
====Facility====
*Two units on the floor of the facility. Each one electrifies the center of the metal platform above the Venom-X development room.
===Mayday===
====Cargo Bay====
*One right behind the APC that electrifies the grate.
*Two units that electrify the storage containers next to the steps that lead to the control room.
====Deck Area====
*One unit that electrifies the metal walkway above the optional side door area. There are pallets that the player can use to stand on the trap's area safely.
*Two units that electrify the metal platform that the Remote Minigun Turrets before the bio lab overlook.
====Indoor Area====
*There are no Electric Fences in this area.
===Awakening===
====First Area====
*One covering a pool of water below a large cliff.
====Cavern area====
*One covering a pool of water right near a tunnel leading to the waterfall and some platforms.
====Control bridge ark area====
*There are no Electric Fences in this area. 
===Exodus===
*There is only one Electric Fence on the entire map, right next to the gas station, next to a potential Neversoft logo easter egg spawn.
==Achievements/Trophies==
Any Means necessary (40 / Bronze Trophy ) - Get 50 kills with the electric fence and fire traps in a single game.
==Gallery==
Scorpion Crawling Under Fence CoDG.png|A Scout crawling under the fence.
Scorpion Electrocuted CoDG.png|A Scout being Electrocuted while trying to get over the fence.
Preparing Electric Fence Extinction CoDG.png|The Electric Fence being prepared.
Electric Trap CoDGex.png|An Electric Fence Generator in the Cabin area
Category:Call of Duty: Ghosts Extinction Traps