> For the complete documentation index, see [llms.txt](https://myriadgames.gitbook.io/chain_mutate/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://myriadgames.gitbook.io/chain_mutate/chain-mutate/obstacles.md).

# Obstacles

Obstacles are elements that restrict or completely block cell movement and chain reactions. They play a key role in increasing difficulty and diversifying gameplay, adding extra mechanics players must consider when planning their moves.

## **Types of Obstacles**

Obstacles can be passive or active, each affecting gameplay differently and creating unique level conditions.

## **Passive Obstacles**

Passive obstacles do not interact with cells and remain in a fixed position. They create static barriers that players must navigate around. These obstacles cannot be destroyed or altered.

**Examples of Passive Obstacles:**

* Barriers – Stationary obstacles that do not move or react to interactions.
* Walls or Rocks – Block paths, preventing cell movement.
* Inactive Elements – Restrict movement but do not influence the game in any other way.

## **Active Obstacles**

Active obstacles can change position, affect cells, or be destroyed/modified by the player. They introduce dynamic level changes and require a more strategic approach.

**Examples of Active Obstacles:**

* Moving Barriers – Block paths or alter chain reaction routes.
* Interactive Elements – Require special cells or boosters for removal.
* Adaptive Barriers – Change position based on player actions, forcing adaptation to new conditions.

## **Barriers**

Barriers are a special type of passive obstacle. They are static, indestructible, and significantly impact game strategy. Cells cannot interact through barriers, limiting movement options and requiring additional logic to continue chain reactions.

**Barrier Mechanics:**

* Blocking Interactions – Cells cannot affect each other across barriers, requiring alternative routes or mechanics.
* Collision Bounce – Cells rebound off barriers as if hitting the game boundary or another cell.
* Fixed Position – Barriers do not move, adding strategic complexity when planning chain reactions and cell placements.
