Maze of Death

The Maze of Dea-*thwack*
The Maze of Death is a director-designated high-risk urban area of approximately 9 square kilometres somewhere near Outpost 6. It is 70% composed of structurally-unsound buildings, 10% assorted urban refuse, 19% wrecked and abandoned vehicles, 1% bloody corpses, and 40% DEATH (DEcentralized Automatic Trap Habitat). Director-3/5 created the area, designing and setting every single trap himself.

The MoD's perimeter is known to be lined with signs, similar to that of the signs used to line minefield perimeters, in order to warn anything that can read English that any step beyond the line of signs can kill anything (taking advantage of the fact that the infected can't read). Remnants are known to attempt to navigate the maze, but so far, none have passed.

It is also noted that the Maze of Death got its name because of the reputed fact that it is, indeed, an actual maze, however the walls are composed of actual concrete walls and very thin tripwires. In this case, the concrete walls won't kill you, but the tripwires will. Only the directors and a handful of other survivors know how to successfully navigate the maze. Unlike traditional mazes, the Maze of Death has multiple entrances and exits, essentially making it porous. What makes it lethal is that there are 7,107 traps (and counting!) that are left undisturbed for weeks at a time, undetected, unmoving, waiting for the line to get crossed, and SNAP! The prey falls victim to any assortment of traps, which are detailed down there (in no particular order).

List of traps
NOTE: The traps listed here, although listed in no order, are listed in a format. The name, trap characteristics, description, and the types of zombies it could kill and/or are effective against are listed (in that order). Trap types are non-standard, and sometimes exceptions and special specifications are added.

Snap trap

 * Spring-loaded, contact, resettable
 * Snap traps are built with a bamboo arm and a nail driven through one end (the contact end). The opposite end is affixed on the side of a doorway at head level. The contact end is held back to store elastic energy in the bamboo arm and to hide it from view at the same time. Any number of mechanisms can be used to release the arm and hit anything that happened to be there in the head with a nail.
 * These are only ever useful against normal infected, however infected with below or above-average height might be troublesome.

Thermite cloud pacifier

 * Thermobaric, single-use
 * TCP's are, in a sense, fuel-air explosives, albeit it doesn't actually use air, as thermite comes with its own oxidizer. Thermite is packed in a small drum, topped off with sand in order to prevent accidental ignition. A dispersal charge blows the fine thermite powder across the desired area. A secondary high-temperature charge ignites the resultant cloud of thermite, setting it alight and purging anything within and around it with 2,500*C (4530*F) of heat, light, and molten iron. The ignited thermite gives an appearance of a "waterfall" of high-temperature sparks.
 * Useless against darklords, hellhounds, dragonspawn, and hellspawn. Kills anything and everything else, pretty much.