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Rat Lab Security Tools: Unlock Times, Capture Combos and Route Denial

Rat Lab Security tools are Net, Baton, Taser, Mouse Trap and Turret. See session unlock times, capture chains, Forever pass prices, and revenge-return route denial.

Quick answer

Security's non-firearm control kit in Rat Lab is five tools — Net, Baton, Taser, Mouse Trap and Turret. Their job is to interrupt rat movement, secure captures and deny routes: Net starts a capture, Baton closes it in doorways, Taser confirms it mid-session, Mouse Trap locks flanks, and Turret anchors a site against revenge returns. All five unlock on session timers that reset every join unless you own the matching Forever pass.

  • Net (~5m) — the capture starter; net, then confirm with Baton or Taser
  • Baton (~5m) — the doorway closer after a net or taser lands
  • Taser (~10m) — mid-session confirm; stops stage runners
  • Mouse Trap (~25m) — flank locks and revenge-path control
  • Turret (~30m) — anchor a site and punish close returns

Security is a control-first role, not a pure deathmatch class: early tools emphasize control (Net, Baton) while later tools add lethality through firearms (rifles, sniper, shotguns), which sit outside this page. The kit exists to stop rat momentum before it becomes an escape or an armed revenge return — nets and tasers delete rat momentum, and rats plan around batons, tasers and last-door camps at the exit. Community tier lists currently rank Net as the S-tier pick ("without nets, rats win tempo"), with Taser, Baton and Traps as the A-tier confirm-and-route-control package; Body Armour joins the A-tier because it lets Security win post-net melees against vested rats. Tier letters are patch-sensitive and can shift, so treat those grades as September 2026 guidance. Guides label this kit for Security, but captured sessions show other roles tasering and restraining too — treat these as Security's primary tools, not exclusive property.

When each control tool unlocks

Minutes are community-facing approximations, and patches can nudge them, so recheck the timing in-game after updates.

Comparison

Comparison
Approx. MinuteToolsSecurity Use
~5mBaton, NetPrimary early capture window — play aggressive patrols
~10mMedkit, Taser, Body ArmourSustain fights; Taser stops stage runners
~15mAntidote, PistolBegin ranged denial (firearms — context only on this page)
~22mRiflesHold long labs and corridors (firearms — context only)
~25mMouse TrapLock flanks and revenge paths
~30mShotguns, TurretAnchor sites; punish close returns
~60mOP MutationsExpect chaotic late power from multiple roles

Early catches are the easiest: traps and turrets help late, but capture badge farming works best in the first fifteen minutes.

Unlocks reset every session

Tools unlock on approximate minute marks while you play, and progress on those timers resets when the session ends — Forever gamepasses are the exception that keeps listed tools available without waiting. Because unlocks reset on every join, each session is a fresh climb: a late-tool turret defense from a previous session does not carry over. The reset is intentional design, not lost progress.

Skipping the wait: Forever pass prices

Forever versions of the control tools skip the session wait. Prices below come from the game's pass catalog as tracked in September 2026; Mouse Trap Forever and Turret Forever were added in the 7 Sep 2026 pass wave.

Data table

Data table
PassPriceWhat It Skips
Baton ForeverR$29The ~5m Baton wait
Net Unlocked ForeverR$59The ~5m Net wait
Taser ForeverR$59The ~10m Taser wait
Mouse Trap ForeverR$149The Mouse Trap session wait
Turret ForeverR$179The ~30m Turret wait

Two adjacent paid options sit near the control kit: Stronger Leash (R$99, 12 Sep 2026 wave), sold as control/leash strength for control-heavy staff, and Armored Guard (R$249), which adds Security durability. Both are optional power, not mandatory. The catalog also lists Net Launcher Forever (R$999) and an offsale Rat Tether Unlocked Forever pass; how those behave in a session is currently undocumented, so check in-game before spending on them. Forever removes waits but does not invent new win conditions. One open question is the Leash itself: Stronger Leash is pitched at control-heavy staff, while in-game role text has also assigned leash-dragging to Scientists — which roles can actually use it is currently inconsistent, so check the role screen in-game before buying.

Tool-by-tool jobs

Net

Net is the S-tier capture starter and the highest-leverage Security item in public lobbies. Lead moving targets when you aim. Its ~5m unlock makes stage one the cheap win window: flood early Net/Baton presence with aggressive patrols, because early Security needs only Net/Baton to end a greedy rat loot tour. From the rats' side, an early net costs them time and positioning — which is exactly why they avoid looting while it is freshly unlocked.

Baton

Baton is the A-tier doorway closer. It excels in doors and after crowd control — once a net or taser has stopped the rat — and it is low tier in open sniper lanes where rats kite the wielder. Together with Net it defines early Security identity: win early with Net/Baton instead of going AFK waiting for a sniper while rats are already pushing stage two.

Taser

Taser unlocks around the ~10m mark as the mid-session confirm tool after nets. Its job at the ten-minute beat is stopping stage runners, and from the rat side it breaks momentum between escape stages, forcing pathing through cover. Spend it with discipline: use it on high-threat rats still holding bite, not on already-trapped low-HP targets.

Mouse Trap

Mouse Trap unlocks around ~25m and is the flank-lock tool: it locks flanks and controls revenge paths, denying routes by forcing rats onto lines you already watch. Place traps on alternate routes, not only the obvious hallway everyone already covers. Observed play shows the classic bait still works — captured gameplay shows a rat caught after being lured with "the old cheese on the mousetrap" trick.

Turret

Turret unlocks around ~30m alongside shotguns as the anchor-defense tool: hold a site and punish close returns. Seed Mouse Trap and Turret denial on the return mouth you would use if you were the rat — and Forever turret owners should expect rats to complain that "turrets are camping" (they are — that is the point). Paid denial still needs room discipline: turret and trap hardware without map sense is noise, so hold angles that actually see return paths (for example near the security room) rather than scattering denial randomly.

Capture combinations that work

Tips

Net into confirm

A net alone wastes the window — follow through with Baton or Taser. Baton is the doorway closer after CC; Taser is the confirm tool after nets.

Taser into restrain

Captured gameplay shows the chain 'Taze, restrain' sending the rat back to confinement, with the restrained player calling restraint 'the only way'.

Against vested rats (+50 HP)

Do not assume one clean shot — net and taser setups plus follow-up matter more than raw firepower.

Practice pre-15m only

Spend one session using only pre-15m tools to learn Net, Baton and Taser captures before guns dominate.

Denying routes and stopping revenge returns

Denial tools come online around ~25–30m, and the doctrine changes once the first rat escapes:

Mistakes to avoid

Problem
Placing traps and turrets before ~25–30m, or only around spawn labs
Fix
Once denial tools are up, put Mouse Trap and Turret logic on forced return routes, not just spawn labs.
Problem
Celebrating in spawn when the first rat exits
Fix
Rotate one player to the return paths and keep a body near the security room so revenge squads cannot take the anchor for free.
Problem
Assuming lanes stay open in a long session
Fix
If the session is 25–30+ minutes old, expect locked lanes — Mouse Trap, Shotgun and Turret denial, especially from Forever owners.
Problem
Treating placed control as working alone
Fix
Traps, nets and mutation colour chaos stack in mid-lab — placed control combines with scientist effects rather than replacing them.

Captures on mobile

Captures are device-sensitive. Captured gameplay shows a failed restraint attempt on mobile ("I can't restrain him on mobile"), and the standing advice for Mobile Security is to expect harder captures and win with positioning instead of blaming nets. Check your controls setup before forcing clutch captures.