General Information ............................................ GNRL
Story .......................................................... STOY
Battle Flow .................................................... BTLS
Status Changes ................................................. STTS
Tips N' Tricks ................................................. TPST
Deception III works with a DualShock-type controller, but if the analog mode
is turned on, only the vibration function will work -- the analog sticks are
not used whatsoever (and the L3/R3 buttons accordingly).
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| BUTTON | FUNCTION |
|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| D-Pad | Controls Reina |
| Start | Un/pause gameplay / Skip cutscenes and movies |
| Analog | Turns on vibration function ONLY; analog sticks aren't used |
| Select | Return to title screen (hold along with Start for 2 seconds) |
| Circle | Open in-battle menu (for trap setting) |
| Square | Activate primed wall trap |
| Triangle | Activate primed ceiling trap |
| X-Button | Activate primed floor trap |
| L1 Button | Strafe left (double-tap to roll in direction) |
| L2 Button | Change local camera angles (in conjunction with d-pad) |
| R1 Button | Strafe right (double-tap to roll in direction) |
| R2 Button | Turn to face nearest opponent |
|___________|_______________________________________________________________|
Reina can also do an about-face (180-degree turn) by pressing R1/L1 at the
same time. This is useful when running away from enemies nearby, as she's
always faster while running away than backing up -- as it should be.
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II. TH' BASICS [THBS]
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General Information [GNRL]
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RATING : M (Mature)
PLAYERS: 1
RELEASE: 12/9/99 [JP], 3/1/00 [US]
MEMCARD: 1 Block
DISC # : 1
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Story [STOY]
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"The island of Alendar lies hidden beyond the Great Sea, as if abandoned by
the rest of the world. A fantastic ancient tale has been handed down on this
island through the generations. But as time passed, people began to forget,
until all that remained in memory of hte ancient tail was a picture and the
words, 'Legendary Stone...'
In the kingdom of Alendar, there was a serious shortage of laborers. After
many years of war with Burganfada, most of the population had been wiped out.
Criminal organizations on Alendar saw this as a perfect opportunity to kidnap
people from Burganfada and bring them to the island to serve as slaves.
Amidst these trying times on Alendar, the heroic King Arcadia, who brought an
end to the war, died suddenly. A dark shadow fell over the islanders and the
kingdom of Alendar once again, under King Frederick, the successor to the
throne...."
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Battle Flow [BTLS]
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Battling in Deception III is done purely with traps, and on a per-room basis.
There's a definite flow to the action because of this. This is generalized
for a reason: the game has a terrific "Trap License" mode to get one's skill
level upped, and there's even the ability to enter dungeons without enemy
interference and practice trap combos. Definitely do this if you're a first-
-timer as it'll pay off handsomely.
1) Enter room that contains an enemy. There can often be 6+ enemies in a
level, but there will never be more than two enemies in a dungeon at the
same time. When a current one dies, the next on "the list" spawns.
2) Get a visual, see where they are, and what their powers are. Enemies of
the same type won't have differing sprites, so if you've seen one, you've
seen 'em all.
3) Setup floor, wall, and ceiling traps appropriately. There are some caveats
about this, however:
- Floor/Ceiling traps cannot occupy the same tile
- Traps cannot be set on initial traps. For instance, a ceiling trap can't
be set on the same tile as a ceiling fan, but a Rising Floor could be
set under it.
- Only three traps can be set at a type (1 of each type) and only nine can
be brought into battle (3 of each type)
4) Attack enemy using Reina as bait or just her wits
5) Hitting an enemy with traps lowers their HP; Reina's HP lowers when she's
hit by attacks as well. Healstones, one-time-use green rocks, can heal
her if she's getting walloped.
6) The mission ends when all enemies are defeated; likewise, if Reina is
defeated, the same outcome occurs and the option to retry is given.
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Status Changes [STTS]
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Anger/Fear are enemy-only statuses and can't be inflicted on Reina. All of
the statuses can be cured by the passage of time, or touching a healstone,
which alleviates the symptoms immediately.
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| STATUS | FUNCTION |
|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Anger | Enemy is enraged and runs toward Reina's position |
| Blindness | Screen darkens and movement is slowed, vision impaired |
| Confused | Normal movement becomes impaired |
| Fear | Enemy becomes frightened and avoids Reina; they cower also |
| Oil | Causes continuous damage if set on fire |
| Paralyzed | Can't move whatsoever |
| Poison | HP continuously decreases |
| Slow | Movement becomes about twice as slow |
|___________|______________________________________________________________|
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Tips N' Tricks [TPST]
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Like in all my guides, this section is for general tips I've found. Howeer,
if a reader has a doozy s/he'd like to send in, and it's worth other people
knowing about, I'll definitely add it in.
• KNOW YOUR ENEMY. There is a motley assortment of enemies who will try to
bring Reina down, and they've all got their own sets of immunities and
weaknesses. Most will have similar AI when it comes to movement however,
and there are catch-alls to avoid having to try too many varied approaches
(such as no enemy being immune to the Foot Cutter trap or Stealth Rock).
• EXPERT MODE IS HARD. And while you may come in cocky, you'll probably end
up penniless. Yes, this mode will probably take quite a bit of cash to
get through, unless you're super-smart or super-stingy. It may take a few
playthroughs to get enough money to make decent headway if you're just
playing lazily, and a lot less time if you devise some good money-making
traps. [Money gained in Expert Mode is not actually received.]
• LEARN HOW TO EXTEND COMBOS. The basic setup the game show is hitting some-
-one with a Bearclaw, then a wall projectile, and finishing with a pendulum
trap. However, there are many variances to this. Pay attention to the trap
arkrates, which you'll notice are higher for some types (vases) than they
are for others (vacuum floors).
• PAY ATTENTION TO THE ENVIRONMENT. When you're setting traps in an unfamiliar
room, take a gander at the initial devices and see if any can be used in
traps. They often have higher arkrates than normal traps. Water conducts
electricity, rocks can fall down stairways, etc. If there are tumbleprops,
try to find the "convergence" points for multiple traps in order to easily
build combos to make moolah.
• REINA IS FLESH-AND-BLOOD BAIT. Since she has no powers besides traps, she's
got to use all her might to lure enemies to their doom. Intruder AI will
often follow her trail, although some keep their distance for projectiles.
One thing to remember is that Reina can keep an enemy on a target tile by
forcing them to make an attack (such as a sword swing) and then quickly
moving out of the way. Repeat this a few times and it'll keep a target
primed for cremation.
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________________________________________/ III. WALKTHROUGH (CHAPTERS) - WLKT |_
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01) Escape to Tragedy [WK01]
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After our heroine's named (default: Reina) and the events surrounding her
untimely incarceration are revealed, a helping hand is given in the form of a
mysterious stranger outside. The player will take control of Reina and use
"traps" on enemies.
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| Name | Class | HP? CLS FAR ATN DEF SPD | IMMUNE / AVOIDS |
|¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Gordon | Torturer | 030 021 --- --- 030 030 | --------------------- |
| Jade | Soldier | 070 018 --- --- 008 030 | --------------------- |
|____________|____________|_________________________|_______________________|
ORDER: Gordon -> Jade
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| | This mission is kind of like a tutorial battle. At first there
|START| are already traps set up in the jail cell, and they can be used
|_ _| by using the X, Triangle, and Square buttons -- these correspond
____| |__ with floor, ceiling, and wall traps, respectively. When Gordon's
| | on one of the markers -- which are invisible to normal humans,
|_ __ | by the way -- the trap should hit and damage the torturer. Since
_| |_ | | he doesn't move, just do this order: Bear Trap, Arrow Slit,
| || | Pendulum.
|SPIKE||__|
|_____| When Gordon's dead, a second jailer will show up and Reina will
have to practice setting traps herself. Mimic the first setup or
create your own! A Spring Floor can throw the cruel captor into the iron
maiden and give him some one-on-one time with a spiky death. A funner way to
end the level is to enter the hallway -- this area is part of a castle but
most rooms aren't accessible for now -- and lure Jade to the only other room
that can be entered. Use a spring floor [etc.] to detain him, then rush out
and use the floating yellow orb (switch) to drop a spiked ceiling on him!
To borrow Mortal Kombat terms, if Reina pulled off a flawless victory, she
will get an extra 1000 Dreak. The option to make traps isn't available right
now, however...but it will be soon enough.
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02) Alendar [WK02]
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We'll have a new map for this battle, set in an old factory warehouse. Here's
a short overview of traps and their functions:
__________
|D _ | (A) Oil Barrel -- explosive and can be set in motion
| A |_ B | (B) Tumble-Prop -- falls off wall (switch-activated)
| C | E |___ (C) Volt Wirenet -- electrifies floor (switch-activated)
| |¯¯¯|______ | (D) Healstone -- fully heals Reina if she's damaged
| | | | (E) Hook -- ceiling-fixed object in perpetual motion
| |________ | | (F) Pan -- damages enemies who fall on top of it
|_ _ | | | (G) Oven -- 2-entrance furnace that damages foes inside it
| _| HI | | | (H) Ceil Spear -- Spear plummets down (switch-activated)
| |FG |_| | (I) Lumber Saw -- hacks anyone who touches it
| J ___| (J) Topple-Prop -- falls over in direction opposite impact
|________| (K) Rotagear -- flings anyone away if they touch
Healstones each have one use, and while there may be a few on larger levels,
they're spread out. Tumble-Props can be set off by forces like walls and
explosions. Enemies will avoid the oven (fireplace) and other dangerous
objects generally, so Reina's traps will have to coax them into a...more
opportune position. Use the 'Free Training' option on the intermission menu
if y'want a chance to get your bearings in a slightly larger environment.
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| Name | Class | HP? CLS FAR ATN DEF SPD | IMMUNE / AVOIDS |
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| Hans | Villageman | 070 009 --- --- --- 030 | --------------------- |
| Ellena | VillageGal | 060 006 --- --- --- ??? | --------------------- |
|____________|____________|_________________________|_______________________|
Reina starts in the warehouse portion while the two angry villagers are
inbound via the east passageway. If you check their data, you'll see they
have no skills and weak attacks; take advantage of this by setting up some
good combos. The example I call the "Classic Stair Combo" -- the most basic
in any of the Deception games -- is to trap someone at the foot of an incline
with a bear trap, hit them with a projectile wall trap, then finish up by
rolling a boulder down the incline for a 3-hit combo. It should be a cinch
to get a perfect health bonus on this level. Enjoy the horrifying screams,
'cuz you'll be hearing 'em in droves! Ahaha...
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03) Encounter at Old Castle [WK03]
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Wow, another new map -- that's three in a row! Way better than the variety in
Deception II. The trap placements can be viewed in the 'Map' option under the
Enemy Info tag (intermission screen). I'll just give an overview of the new
initial traps 'round these parts.
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| D ____ | | _ | (A): Punisher -- axe statue (switch-activated)
| ABC | __| |__| | | I J | (B): Bonfire -- on top of the 'Mad Pillar'
| ___| | _| | |__ (C): Mad Pillar -- spiked, spinning pillar
| | | EFGH | |_______ | (D): Cerberus -- lava statue (switch-activate)
| | |_______| | | (E): Floor Pike -- spears rise from the floor
| |_________________________| | (F): Fallen Angel -- Switch drops statue down
|__ _________ _| (G): Great Falls -- plummets off a waterfall
| KLM | | NO | (H): Launcher -- raises Reina up to high level
| | ____| ______| (I): Holy Volt -- Switch electrifies water
|_ _| ___| ____| (J): Stainedglass -- Switch smashes; shards!
| |__| | (K): Death Needle -- Stabs hoisted victim
|____ | (L): Volt Chair -- electrifies whoever touches
| PQRST | (M): Thorny Ball -- Akin to a metal sandbag
|________| (N): Wall Spear -- spears in a wall, duh!
(O): Bridge: Switch disconnects, drops on foes
Healstone locations: (P): Fire Pit: 1-entrance fireplace
(Q): Slide Stairs -- Switch makes into slide
- "Agony Chamber" (R): Waterfall -- Drop victim over a waterfall
- "Bridge Courtyard" (S): Pitfall -- hole in ground; inflicts Oil
(T): Chandelier -- switch drops object
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| Name | Class | HP? CLS FAR ATN DEF SPD | IMMUNE / AVOIDS |
|¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Gina | Thief | 060 009 --- 045 002 052 | Spring floors |
| Wolf | Soldier | 090 021 --- 035 008 038 | --------------------- |
|____________|____________|_________________________|_______________________|
These two jokers are a step above villager types in terms of stats, but have
no special characteristics and little fighting prowess, despite the weapons
they're holding. The battle starts with Gina cornering Reina in the castle's
foyer; this is a good chance to use the slide stairs, activated by a switch
at their peak. This is also a semi-easy battle to get a perfect health bonus
in, although remember that it only counts if no damage is incurred in any
form, including by Reina herself (healing doesn't alleviate this problem).
OBTAIN: Thunder Emblem, Fire Emblem
Marco explains that by mixing these emblems with basic traps, they can make
new traps with different effects. The 'Trap Element' option is available on
the intermission menu now, so take the time to spend some of that hard-earned
cash. I recommend making a Thunder Claw, which is a quick trap that can zap
any foes in water.
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04) Disaster [WK04]
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Are you remembering to save after each mission? You can get away with not
doing that for some of these easy ones, but it'll be a bad habit later on...
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| Name | Class | HP? CLS FAR ATN DEF SPD | IMMUNE / AVOIDS |
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| Christina | Boss | 180 012 024 055 015 055 | --------------------- |
| Jeguard | Goliath | 200 030 --- --- 005 030 | --------------------- |
|____________|____________|_________________________|_______________________|
We're still in Castle Agony for now. The first two intruders start with the
heroine in the Bridge Courtyard. Christina is the first enemy so far who can
use both long-range (boomerang) attacks and close-range, both with equal
aptitude...but still low power, relatively. Remember that double-tapping L1
and R1 can do a roll instead of sidestepping, which is a good way to evade.
When her health is low enough, Christina will bail, leaving Jeguard to fend
for himself. His gigantic hammer can shake the ground and temporarily stun
Reina, but unless there's a partner to take advantage of that time, it's not
much of a problem. His HP is rather high for such an early generic baddie.
OBTAIN: Blast Bomb
This new item is the basic "bomb" type, which can be combined with emblems
and whatnot now. This will be the first of many; you may have noticed that
there are a few missing types (vacuum floors, etc.) still. All in good time!
Silvia and Resphena are with Reina in the bridge courtyard to start off with,
and are really cocky about their odds. Luckily there's a very simple trick to
turn everything in the player's favor -- run through them and drop the bridge
on their noggins! This will usually catch both, killing the amazoness and
heavily wounding the white mage. If needed, lure the remaining member toward
the foyer and do a stair slide > falling rock combo.
For round two, Reina appears in the castle's Cliff Chamber with Ares and
Raditz. This place is pretty crappy for close-range fighting but the Church
next-door is a great setup, with nice flat surfaces throughout. Avoid damage
by going to the cliff room's bottom and using the Launcher -- ha! The topple
props might be the easiest choice, since Reina can put a claw trap at the
stair-bottom, then use a pendulum (etc.) to knock the thing over manually.
OBTAIN: Impact Emblem
This adds an 'impact' element to the traps, which basically gears them toward
blunt-force trauma instead of fiery and electrical deaths. It's too bad that
the Buzzsaw -- probably the most useful wall trap from Deception II -- has
been nerfed so that it doesn't carry the target anywhere initially; that'll
need four pricy orbs. Try creating a Smash Floor with the new emblem, though;
that hasn't lost its usefulness.
Reina begins in the cliff chamber, with Garcia in the Prison Chamber and
Osborne flanking from the east via the Bright Courtyard. There's nothing
special about them; I chose the killing field as Osborne's starting place,
just 'cause it's fun and close to where Garnet starts, in the foyer. She'll
appear alone, even if both comrades are dead. She has the ability to evade
spring floors, though! The showdown with Sirado takes place (automatically)
in the foyer...although the giant wuss will run away after he's been damaged
even a little bit. Anticlimactic!
OBTAIN: Timer Ring
The Timer Ring, once made with a trap and triggered by Reina, will continue
to self-trigger at set intervals, sort of like wall or floor pikes. Is this
useful? Not really, if you're looking for precision. If you like playing cat-
-and-mouse games with the hapless foes, then it has entertainment value.
Almost all the enemies here can attack from long-range! A short overview of
the new classes is necessary, s'pose. Rangers are like hunters but throw
their boomerangs in a straight line, making evasion more than a pipe dream.
Annoying darkwitches can darken Reina's field of vision if they're in the
same room, which is similar to oil status but without flame susceptibility.
Bruisers are like ramped-up fighters, and also jump through doorways when
entering a room (this can be planned for, by putting a pendulum-like trap
in their range, haha). Flame Users are fat BDSM-lookin' goofballs who blow
streams of flames in a straight line, not unlike Pyromaniacs from Deception
II (except without two more streams).
Anyway, the first two enemies start with Reina in the Church, trying to flank
her. If you want to preserve the perfect health bonus, retreating toward the
bridge courtyard makes sense; just remember that rangers can jump over rails
if Reina's below -- easy shortcut! Judeka and Lorenz will both appear in the
foyer. Laughably, if you're in the bridge courtyard, Lorenz will jump into
the room and fall right over the railing...what a klutz. Finally, Igor will
appear from the foyer as well. He's like a normal enemy but is immune to
fire damage.
OBTAIN: Vase
This base ceiling weapon drops a vase on enemies' heads, making them run
around in a blind daze while doing damage. This isn't that useful of a trap
to me since it requires precise timing if a summon ring isn't used. BUT, the
Oil Vase later on is great -- if you miss, it covers the floor in an oil
slick, which is a great leadoff attack for someone entering a room.
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08) Price for Secret Arts [WK08]
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With Castle Agony a blazing mortar pile, Reina has relocated to Castle Hue,
an even bigger deathtrap than the previous residence. Like usual, here's the
overview of new traps (annotation 'SA' means switch-activated)
|¯¯¯¯¯|____
| __ | (A): Magic Square - lightning hits [SA]
|¯¯¯¯¯|_| | | | (B): Black Torch - rolls/burns foe
| A _ B | | | (C): Death Flame - room catches fire [SA]
|_____| |_____| | | (D): Guillotine - falls on foe; autofire
| C | ____| |___ (E): Pendulumax - large pendulum swinging
|_ _|_____| |________ (F): Waterwheel - spiked waterwheel!
| _ | F G _____ |_ (G): Slash Fan - cuts any elevated foes
| DE | |_ | | | (H): Cart - in motion, runs over foes
| | |__________| | | (I): Incinerator -- a.k.a. a fireplace
|_ ___|___| |____| H I J | (J): Powder Box -- bomb waiting to happen
|_________ | _ |
| __| |________| HEALSTONE LOCATIONS:
|_______| - White Chamber, Blue Chamber
Most of these are self-explanitory. The waterwheel is in constant motion,
and anyone bumping into it (or falling on top) is dragged under for heavy
damage; very useful. The guillotine and pendulumax has one of the hardest-
-hitting combos here, a bit easier with a summon ring (later). Use a wall
to extend someone in front of the guillotine, which drops; trigger a floor
trap under it that shoots the enemy two tiles, landing in front of the
pendulumax, which damages when they stand up. Ouch! The Foot Cutter we get
later is perfect for the floor trap portion.
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| Name | Class | HP? CLS FAR ATN DEF SPD | IMMUNE / AVOIDS |
|¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Sid | Assassin | 080 012 --- 055 008 052 | Spring floors, Flash |
| Bomber | Bomber | 080 012 024 035 018 038 | Bombs, Fire |
|____________|____________|_________________________|_______________________|
These interlopers are interested in taking Reina's brooch, and both appear
in the southern entrance (foyer); our heroine meanwhile starts all the way
in the NW magic circle room. The dynamic duo approaches from the east, so the
cart or bridge room is the best place to meet 'em. Bombers are immune to
fire and blasts, while assassins shrug off (yet-unobtainable) flash attacks.
Since they both have low HP, any one of the traps in the bridge or cart room
can probably OHKO 'em...that's the ecstacy of gold for you! [My favorite is
using a 9-panel-throw Smash Floor to drop 'em onto the waterwheel...ahaha...]
Just watch out for the assassin's "jump" attacks, which makes him appear by
Reina, usually right behind her. Spring floors don't work on assassins,
though. It's worth noting that electrocuting the water in the room has a
very widespread effect, more than any other canal in the game.
OBTAIN: Cold Emblem
This awesome emblem will typically do damage to the enemy and freeze them
in a giant icicle, a big enough delay that it'll give leeway for slow-moving
traps. It's certainly better than fire-elemental traps now, except for the
weak Snow Ball ceiling rock, which is mostly for laughs.
The first two are with Reina in the Red Chamber at the start, a.k.a. the
awesome guillotine/pendulumax combo room. It might not be possible now,
but that's okay; Miguel will leave after his perfect health has been nicked.
Ortega appears in the mine cart chamber, far from the action initially. This
should give time to nuke Balboa, the brother of the last torturer we killed.
Ortega has a running dash-n'-slash attack, so try to keep your distance.
Cupido will leave in the same way Miguel did, with his tail between his legs.
OBTAIN: Magnet Wall, Summon Ring
Magnet Walls will automatically attract anyone not immune to the wall, and
then give off a certain effect. The Summon Ring is by far one of the best
rings, which may be why it appears so early. By sticking this on a weapon,
it adds a small delay to its triggering; during this delay, any foe in the
vicinity will be inexplicably drawn toward it, setting up their own doom.
The downside to this is some enemies are completely immune to this effect,
which renders the traps mostly impotent. Don't add it to everything, I guess
I'm saying.
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10) Vestiges of Distant Day [WK10]
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____________ ____________ _________________________ _______________________
| Name | Class | HP? CLS FAR ATN DEF SPD | IMMUNE / AVOIDS |
|¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Gemini | Ninja | 060 027 003 070 --- 062 | Spring floors |
| Dustin | Miner | 100 012 030 040 012 038 | Bombs, Flash, Fire |
| Rutger | Soldier | 090 024 --- 040 015 042 | --------------------- |
| Helsing | Alchemist | 080 009 015 040 012 042 | --------------------- |
|____________|____________|_________________________|_______________________|
Reina starts in the NW chamber, Gemini the guillotine room, and Dustin the
mine cart area (what a big surprise, huh?). The obvious rendezvous is the
bridge/waterwheel location, and it probably will be! Ninja can jump around
and swipe with their wolverine-like claws, and are immune to spring-floor
traps. They can throw knives at mid- and long-range, too, so try to keep 'em
in view. The goofy miner can throw a semi-homing projectile; lose it around
tight corners. Rutger appears third, from the guillotine room; Helsing last
from the mine cart vicinity. Alchemists can self-heal and activate traps
that have switches, but only the former will really see use.
OBTAIN: Chaos Emblem
This sweet emblem is very good, and usually makes weird traps or those with
special characteristics. I suggest creating the 'Stealth Rock' ceiling trap,
which will never be evaded due to its invisibility. Also, if it has three
orbs or more, it has a piercing effect...basically, it won't explode on the
first thing it hits. Very nice! Try out other combinations, too.
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11) Blue Legend [WK11]
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____________ ____________ _________________________ _______________________
| Name | Class | HP? CLS FAR ATN DEF SPD | IMMUNE / AVOIDS |
|¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Cross | Assassin | 090 015 --- 060 008 058 | Spring floors |
| Shubaltz | Shadow | 050 024 --- 055 008 062 | Spring floors |
|____________|____________|_________________________|_______________________|
Just two enemies with weak HP, and they corner our heroine in the much-used
bridge/waterwheel room. Since it's fun to use the natural environment's traps
and both are immune to spring floors, the Extension -> Waterwheel combo is
hilarious and damaging, even more so with a Snow Cradle pointed at the other
end -- it kills them but encases them in ice first.
OBTAIN: Vacuum Floor
Vacuum floors are like magnets, except they use suction to draw people in
(which does circumvent some immunities). They can have added elemental
effects and
The only new class here is the Mercenary, a skulking brute with a sword 'bout
as big as the Eiffel Tower. Most of the classes have long-range attacks for
this too, and since they're dexterous, now's a good time to employ the Stealth
Rock in all its misunderstood glory. The first two enemies start in the foyer,
Althena/Rebecca/Zeon the guillotine room, and Sirano the foyer. Mercenaries
are immune to wall traps, remember. Sirano will leave when his health is low
enough.
OBTAIN: Cursed Emblem
This may be one of the more used emblems, since it involves inflicting nasty
status effects on the enemy. My favorite is the Foot Cutter floor trap, which
will 'Slow' the enemy. This is incredibly MEAN to do, but if you aim the thing
at a fireplace, you can get much more damage out of the foes than a normally
moving baddie. This will be a great looping trap if equipped with a Summon
Ring.
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13) Past Days [WK13]
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__________
|D _ | (A) Oil Barrel -- explosive and can be set in motion
| A |_ B | (B) Tumble-Prop -- falls off wall (switch-activated)
| C | E |___ (C) Volt Wirenet -- electrifies floor (switch-activated)
| |¯¯¯|______ | (D) Healstone -- fully heals Reina if she's damaged
| | | | (E) Hook -- ceiling-fixed object in perpetual motion
| |________ | | (F) Pan -- damages enemies who fall on top of it
|_ _ | | | (G) Oven -- 2-entrance furnace that damages foes inside it
| _| HI | | | (H) Ceil Spear -- Spear plummets down (switch-activated)
| |FG |_| | (I) Lumber Saw -- hacks anyone who touches it
| J ___| (J) Topple-Prop -- falls over in direction opposite impact
|________| (K) Rotagear -- flings anyone away if they touch
____________ ____________ _________________________ _______________________
| Name | Class | HP? CLS FAR ATN DEF SPD | IMMUNE / AVOIDS |
|¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Rutha | Amazoness | 080 018 --- 040 008 048 | --------------------- |
| Dorgev | Magnetman | 100 018 --- 035 012 038 | Magnets |
| Zardos | Torturer | 160 027 --- 025 022 038 | --------------------- |
|____________|____________|_________________________|_______________________|
Back to the factory for this level! Rutha and Dorgev start in the northern
workshop along with Reina. The new class here is a 'Magnetman' which, in
addition to being magnet-immune, can spin and act like a magnet, unrelenting
until Reina is pulled in close enough. The wall-fixed tumble prop here can
usually hit at least one pursuer. If y'can lead everyone to the southern
room, anyone who hits the lumber saw will be chewed up and spit out 'neath
the Ceiling Spear. Zardos appears in the northern room as well.
OBTAIN: Auto Ring
This will make the selected trap completely autonomous, so that, once set,
Reina has no control over its triggering. This is generally not that great
for precision attacks, unless a manual trap is used to trigger the automatic
one.
Back to Castle Hue! Dyer and Iliad, two of the quicker characters, will try
to gang up on Reina in the throne room -- relocate to the next-door chamber
with the waterwheel for more damage opportunities. My favorite is knocking
them onto the thing, then having a Snow Cradle pointed AWAY from it; whoever
is hit by it is throw in the opposite direction the trap is set, ending up
right back onto the trap. Perpetual pain, I presume? Ahaha... <hiccup> All
reinforcements will come from the guillotine room.
Now, after battle, there'll be a scene where Cecilia asks Reina a question.
The answer she chooses determines which path branch she'll end up on, which
then will determine which ending and special trap are obtained. There's no
wrong answer here; experiencing them all is half the fun!
(1): "I will go along." -------> Next chapter is "
(2): "No, I won't" ------------> Next chapter is "Poison"
OBTAIN: Rising Emblem
This emblem will give base traps a vertical function, or at least ability to
"juggle" enemies a li'l bit.
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15) Poison -or- Darkness Stomper [WK15]
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If Reina agreed to assist Cecilia in Chapter 14, this mission will be called
"Darkness Stomper"; if she didn't, it will be "Poison". The Dark Ruins map'll
have new traps, which I'll list here. ['SA' is switch-activated]
_______
| |_ _______ (A): Guardian -- 1-time-only attack [SA]
| C D | _____| ___ |_ (B): Godgate -- clamping floor gate [SA]
| | | | | | (C): Big Pillar -- falls in crack direction</pre><pre id="faqspan-2">
| | | | E | G | (D): Collapsor -- break two props to plummet
|_ ___| |_| F | | (E): Fire Breath -- ceiling flamethrower [SA]
| | |___ | H | (F): Tomb Rock -- inert boulder
| | |___ _|___ _| (G): Big Cerby -- fireplace's fiery exhalation
_| |___________| | | | (H): Ark Ship -- relic fires laserbeams [SA]
| ___________| | |
| | | | Healstone locations:
|_ A _| _|¯|_|¯|_|¯|__| |
_| |_ | __| - God's Gate, Darkness Worship, Hidden Grave
| B | |_ |
|_____| |_|¯|_|¯|_|¯ Most of these are obvious when seen up-close, but
the two peculiar ones are Big Cerby and Ark Ship.
The former is basically an incinerator statue which, when a nearby switch is
pressed, blows a huge flame spout laterally. The Ark Ship, found in the same
room, has a cannon fired at the mid-level walkway. Its switch is high above
the lowest door, and to hit it, one would generally fire a projectile from
the highest level. The laserbeam hits the entire mid level, but its use may
go unnoticed if one doesn't pay attention (hint: try it in training first).
____________ ____________ _________________________ _______________________
| Name | Class | HP? CLS FAR ATN DEF SPD | IMMUNE / AVOIDS |
|¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Garius | Sorcerer | 080 018 021 035 010 035 | Thunder |
| Bolthead | Giga-Arm | 250 054 --- --- 005 020 | Walls |
| Goa | Footman | 120 021 --- 255 005 052 | Flash |
| Christina | Boss | 180 012 024 055 015 055 | Summon Rings |
|____________|____________|_________________________|_______________________|
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| Gardock | Elites | 120 024 --- 035 020 048 | --------------------- |
| Krueger | Elites | 100 021 --- 045 020 048 | --------------------- |
| Dizhak | Flameman | 160 024 036 030 030 035 | Fire/Blast/Arrow/Cold |
| Cervantes | Armor | 100 024 --- --- 025 030 | Fire/Blast/Arrow/SRng |
| Gelfaust | Hellknight | 200 090 --- 035 032 030 | Summon Rings, Walls |
|____________|____________|_________________________|_______________________|
MISSION: Poison
This is the easier of the two branches, and even features a
|¯¯¯¯¯¯| dungeon only accessible on this path. There are no new traps
|¯¯¯¯|_| | besides the "Spear Rack" in the NE room, which needs a foe
| ____ _| to fall on it to work...not that useful, even for 70 damage.
| | | |
|__ | | | Enemy wise, this will be the first appearance of a Footman
| | _| |_ on this path, one of the rarer classes. It's like a Bruiser
| | | | except with an immunity to the little-used flash status.
| |__| | This battle also boasts the worst Giga-Arm in the game, with
|__________| a very substandard attack (54) compared to most (150).
MISSION: Darkness Stomper
In the "Darkness Stomper" chapter, Gardock & Krueger begin in the SE room,
which takes awhile to reach. All of the reinforcements will come from that
same point, so the eastern dual stairway is a good place to set up shop.
There are three new types here. Flamemen are immune to fire, blasts, cold,
and arrows, and have a long-range projectile that's evadable but powerful
for this juncture. Their high HP means that blunt-force attacks are the best
way to take care of 'em, so always pay attention to the environmental traps!
Armors are like knights but actually wear armor, giving fire/blast/arrow
immunities. They have a lunging attack with their pikes at close range, so
keep a nice distance 'tween them and Reina. Finally, the best enemy in the
game: the Hellknight. These enemies will teleport to a (fixed) location when
entering a new room, and have a flying-lunge attack when near Reina. Should
they hit Reina, they'll hit her again when she's down -- that's over half
her health! Suffice to say that these guys may actually pose a challenge, and
can easily kill someone horsing off. [A 3-orb Stealth Rock can be great for
Hellknight disposal!]
The trick to Hellknights is that they always teleport into a room at the
same spot, meaning if you know where they'll be (often center of room) ahead
of time, you can plan a nasty surprise for 'em. They don't warp around when
damaged however, so as long as y'keep a good distance between 'em, they
shouldn't get any cheap attacks out of the deal. 'Course, it's always good
to know where the healstone locations are; run away to them if a Hellknight
two-hits!
OBTAIN: Charge Ring
The Charge Ring will lower the setup/recharge time for traps, so naturally
it is incredibly useful for slow-loaders like falling rocks.
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16) Awakening from Nightmare -or- Betrayal [WK16]
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If Reina agreed to accompany Cecilia in Ch. 14, this mission will be titled
"Betrayal"; if she didn't, it's "Awakening from Nightmare". The map will be
about Castle Hades, where the first mission took place, on a larger scale.
['SA' means switch-activated.]
______ ________________
_| | | | (A): Clock Gear -- spinning device like a saw
| AB |_| C |¯¯¯¯| D | (B): Swing Cutter -- a.k.a. pendulumax
| |______________| |_ _| (C): Hang Bell -- drops large bell [SA]
| | ___________| |_ (D): Casket -- spiked iron maiden in jail cell
| |_____ _| ______ __ | (E): Hanging Ceil -- drops a spiked ceiling [SA]
| | | |_ _| |_ | | (F): Volt Wall -- electrified wall
| | | FGH | E || | (G): Mad Ceily -- massive bladed ceiling fan
| |_| | |_____|| | (H): Furnace -- a.k.a. 4-entrance incinerator
|__ __| ______| | __| | (I): Iron Fence -- autodrop on whoever's beneath
__| |__| | | | _| __| (J): Mobile Saw -- high on wall, moves in groove
| | |______| | |_ _| (K): Killer Wall -- massive bladed wall
| _| ____ | | |
| _____| | | | J K | Healstone locations:
|_______ I | |_|_ _|
|________|__________| - Audience Room, Doorway
Of the new traps, there are a few interesting ones. The Mad Ceily takes up
the entire ceiling of the furnace room, so that no similar traps can be set;
a rising attack will knock them into the blades for a multi-hit combo! The
Mobile Saw in the SE stairway has a huge ark bonus rating if anyone manages
to hit it (x2.5!), but it's elusive for a reason.
____________ ____________ _________________________ _______________________
| Name | Class | HP? CLS FAR ATN DEF SPD | IMMUNE / AVOIDS |
|¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Moongram | Alchemist | 080 009 018 045 012 045 | --------------------- |
| Blade | Assassin | 090 018 --- 060 008 060 | Flash, Spring Floors |
| Karma | Ninja | 070 030 003 075 002 065 | Spring Floors |
| Ophelia | Amazoness | 080 018 --- 045 015 050 | --------------------- |
| Cecilia | Lady Guard | 120 030 015 080 012 065 | --------------------- |
|____________|____________|_________________________|_______________________|
|¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Anise | Ranger | 120 015 015 070 008 058 | Spring floors |
| Amon | Swordsman | 120 030 --- 255 015 042 | Anger, Summon Rings |
| Vanessa | Thief | 090 015 --- 080 012 055 | Spring floors |
| Daidalos | Giga-Arm | 300 150 --- --- 008 020 | Walls |
| Elisuon | Sage | 090 --- 090 070 022 038 | Magnets, Summon Rings |
| Siva | Mercenary | 160 036 015 045 018 042 | Walls |
| Christina | Boss | 180 012 024 055 015 055 | Summon Rings |
|____________|____________|_________________________|_______________________|
MISSION: Awakening From Nightmare
The easier of the two path branches, "Awakening from the Nightmare" stars no
new enemies besides Cecilia, who'll finally get to show her stuff in battle.
She's similar to an Amazoness but traded their special characteristic for
all-around stats. She can throw knives (1 or 3) at mid-range, however. A cool
thing about jumpers like ninja and assassins is, if Reina stands under the
waterwheel bridge, they'll land up there instead of alongside her. Suckers!
Cecilia only appears after her escorts have been completely destroyed.
MISSION: Betrayal
The fight begins in the belltower, probably my favorite room in the map for
trappin'. Reinforcements all spawn from the furnace room in the map's center.
There are a few new classes present among the regs. A 'Giga-Arm' has the
highest attack power out of any generic enemy, and is a beast up-close --
stay far, far away! Luckily it's rather slow and has no long-range attacks,
so snipe it from afar. The 'Sage' is on par with the Hellknight class, if it
was a mage. The explosive projectiles it shoots only sets up Reina as bait
for the other enemies or sage target practice -- either way it's dangerous to
be hit by one.
If you want to know why I love the belltower so much, it's because there's a
funny, cheap combo you can do. Put a Foot Cutter in front of a door, then a
Mega Yo-Yo pointing toward it from the stairway. A wall trap should go in the
corner nearest the door for safety measures. Now, simply wallop whoever comes
in, knocking them back into the hallway before and in an effective perma-slow
status. It helps to have the Foot Cutter with a Summon Ring, too. Just make
sure to pay attention to the Sage, who will teleport behind Reina!!
OBTAIN: Slave Emblem, Damage Ring
This awesome emblem gives "slave" effects to traps, which is best summed up
as gaining a measure of control over some movement, provided the enemies are
at 50% health or less. Some, like the Hunter Blade, can be controlled without
this prerequisite, however. The Damage Ring will increase the damage of any
trap it's attached to, so for those who go after heavy-hitting combos, that's
indispensible. If y'want specific trap recommendations, I'd go for the Slave
Hammer (pendulum), which has a detachable mace that can really bowl people
over if uncoupled midswing. The cool thing is, it doesn't blow up immediately!
Use it to hit someone in a direction, and on the next swing, detach and let
it hit 'em again!
This lineup is roughtly the same one seen in Chapter 15 if Reina agreed to
go with Cecilia, the only difference being Scorpio's appearance instead of
a Flameman. In this case, this will be the first appearance of a Hellknight,
the most formidable generic enemy in the game. If near Reina on a level
surface, they have a hyperquick dash-n'-slash attack for a 2-hit combo that
will halve her life. There's only one chance to escape after that, or it's
game over time. When damaged, they'll glow white and be damage-immune for a
little while, too; and, when entering a new room, they teleport to its
center instead of coming in the front door (plan around this with a trap
waiting). The best environment for fighting Hellknights is ones with lots
of stairways.
One thing that's different than Ch. 15b is that, rather than the enemies all
spawning from the same place in the Dark Ruins, none of them appear initially;
Reina has to search for them. In this case, Reina must enter one of the large
rooms in the NW, N-Center, or NE to locate the prey, and is locked in upon
finding the prey. Gardock is in the NW room, Krueger and Scorpio the middle,
and Cervantes/Gelfaust the eastmost. Play it safe with Gelfaust and put lots
of space 'tween him and Reina, or you may end up dying a few times (like I
did first playthrough!)
MISSION: Friend
In this mission, Reina will see her friend Josephine about to be thrown into
the dungeon. Two options are presented initially, then two more based off of
what's chosen. It doesn't really matter what's chosen as the outcome (in
terms of chapters) is unchanged.
No matter how Reina answers during "Friend," she'll still end up fighting the
same group of people. If she picked "I want to rescue," she begins in the
furnace room with Clarevil & Bradley, and since there's no ceiling traps
accessible there, it'd be wise to relocate somewhere better. If Reina chose
"I won't do anything" or "Give Up," the battle will begin in the belltower.
Reinforcements will all arrive from the belltower or furnace room, whichever
one Reina ain't in.
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18) For a Loved One -or- Shrouding Dark Cloud [WK18]
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You'll play a certain chapter depending on past actions:
- Didn't go with Cecilia in Ch. 14 -------------------------> For a Loved One
- Did go with Cecilia in Ch. 14 ----------------------------> Shrouding D. C.
The easier, shorter of the two path branches, this involves some of the foes
that could have appeared in a variance of Chapter 16. The mission takes
place in Castle Hue (pictured below) instead of the Dark Ruins. Reins starts
in the magic circle room, her first two pursuers the waterwheel chamber. The
throneroom can be a little cramped, so heading for greener pastures next-door
is recommended. Reinforcements will arrive from the guillotine room.
|¯¯¯¯¯|____
_____ | __ | For "Shrouding Dark Cloud," the lineup's
|ENEMY|_| | | | all a bunch of regulars, except for the
|START _ | | | footman, who sees his first appearance on
|_____| |_____| | | this path. He's a brawler type with an
| | ____| |___ immunity to the little-used flash status,
|_ _|_____| |________ so not much of an improvement or surprise
| _ | WATER _____ |_ overall. Reina starts the level in the
| GUILL | |_ WHEEL | | | foyer, while her foes start in the NW
| OTINE | |__________| | | magic circle room. Since Castle Hue has
|_ ___|___| |____| MINE | the spiked waterwheel -- fan favorite! --
|_________ | _ CARTS | the possibilities for this mission should
| REINA __| |________| be endless... It helps that none have any
|_______| annoying immunities, although to me, not
being able to use spring floors is the most vexing...
Reinforcements will arrive from NW magic room if Reina stays away from there.
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19) Time-Controlling Stone -or- Ice Judgment
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The mission, like before, changes depends on past decisions:
- Didn't go with Cecilia in Ch. 14 -------------------------> T-C Stone
- Did go with Cecilia in Ch. 14 ----------------------------> Ice Judgment
Made up of some enemies from mission 22b, this is the only mission on this
path that features a Master, a special class similar to a Mercenary but with
better stats and similar immunities. After eavesdropping, Reina starts in the
'Guardian Stairs' portion with all enemies stemming from the south-central
dead-end chamber. Even though Phalangist and Gordius are ranking officers,
they're not immune to summon rings like some other bigwigs.
MISSION: Ice Judgement
No one here is a new face, sadly. Reina and her two suitors appear in the
furnace room to start, and as we've seen before, relocation is better since
no ceiling traps are available. Be careful of Vergilius, who can really beat
the crap out of Reina if he teleports behind her and gets even one projectile
blast off.
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20) Long Parting -or- Dying Moment Guard Stone [WK20]
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The mission, like before, changes depends on past decisions:
This is the longer of the two path branches by a tad. Reina begins in the
dead-end (south-central) chamber while her prey all start in the SW entrance.
Remember that Shadows and Ninja will jump upon entering a room, trying to
attack Reina from behind -- run away until they appear. Cecilia appears only
when her cohorts are dead, and with the battle automatically taking place in
the entrance. The knives she throws, either a single or 3 in a fan formation,
can inflict Poison so know where the nearest healstone is! She's not immune
to summon rings like some other story characters are. Also, watch out for her
ninja-like jumping attacks! She can be easily disposed of in the room with a
big pillar, just north of the starting point.
_______
| |_ _______ Back to the Dark Ruins for "Dying Moment Guard
| | _____| ___ |_ Stone"! Reina starts in the SE room, quite a
| | | | | | ways away from the first duo who starts near
| | | | | DUAL | the entrance. Remember that mage spells can be
|_ ___| |_| | STAIR | interrupted by using summon rings, and this
| | |___ | WAYS | includes healing! All reinforcements spawn at
| | |___ _|___ _| the entrance, assuming Reina isn't fighting
_| |___________| | | | there. The last target, Lordbaran, has various
| ___________| | | immunities, but still doesn't mess up combos
| | | | involving the Slave Hammer. You are using that,
|_ _| _|¯|_|¯|_|¯|__| | aren'tcha? =p
_| |_ | __|
| | |_ |
|_____| |_|¯|_|¯|_|¯
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21) Dying Lamp -or- Fall of Imperial Family
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The mission, like before, changes depends on past decisions:
This mission doesn't have a Hellknight, so naturally it'll be easier. The
motley crew assembled here has a few peculiarities: the 2nd-worse Giga-Arm
in the game (90 ATK instead of 150) and the best Slasher in the game; this
is also the only time Edgar is fought. Dizhak is a leftover from Chapter 15b,
and is immune to some of the easier traps. This is the first mission a Sage
is fought in (on this path), so it helps to know that they teleport behind
Reina when damaged. If they manage to land a clean hit -- which does a lot
by itself -- they will abuse that position with their projectiles until our
heroine is a sputtering pile of oil. Don't take 'em lightly, since they're
the magic-casting equivalent of a Hellknight. Like the previous chapter,
Reina starts in the SE dead-end room and the forces arrive from the entrance.
[Lavaan and Dizhak only appear after all the previous enemies are kaput.]
MISSION: Fall of the Imperial Family
Reina starts in the SW passage with the first two cronies, summoned by the
King for protection. They're nothing special -- none of 'em are, really --
but the Hellknight towards the end can still spell disaster, especially if
Reina's been bruised up by the previous morons. Before taking Gulhazard on,
locate a healstone if need be! If you lure him to the belltower, when he
teleports in, it'll always be underneath the bell trap -- what a loser!
Frederick only appears after all his flunkies are toast, and unsurprisingly,
he's kind of a pushover, even with long- and short-range capabilities. Reina
automatically starts with him in the castle entrance, and he likes to flee
like a chicken-wuss...haha. In fact, he's one of the few enemies who actually
COWERS, which was a common coward trait in Deception II. Just make sure to
find a good looping combo (I chose Smash Floor -> Volt Wall) to do him in,
else he can heal himself to full in one go (although doesn't always).
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22) Stratagem -or- At the Massacre's End [WK22]
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The mission, like before, changes depends on past decisions:
- Didn't go with Cecilia in Ch. 14 -------------------------> Stratagem
- Did go with Cecilia in Ch. 14 ----------------------------> At the M's End
______ ________________
_| | | | (A): Clock Gear -- spinning device like a saw
| AB |_| C |¯¯¯¯| D | (B): Swing Cutter -- a.k.a. pendulumax
| |______________| |_ _| (C): Hang Bell -- drops large bell [SA]
| | ___________| |_ (D): Casket -- spiked iron maiden in jail cell
| |_____ _| ______ __ | (E): Hanging Ceil -- drops a spiked ceiling [SA]
| | | |_ _| |_ | | (F): Volt Wall -- electrified wall
| | | FGH | E || | (G): Mad Ceily -- massive bladed ceiling fan
| |_| | |_____|| | (H): Furnace -- a.k.a. 4-entrance incinerator
|__ __| ______| | __| | (I): Iron Fence -- autodrop on whoever's beneath
__| |__| | | | _| __| (J): Mobile Saw -- high on wall, moves in groove
| | |______| | |_ _| (K): Killer Wall -- massive bladed wall
| _| ____ | | |
| _____| | | | J K | Healstone locations:
|_______ I | |_|_ _|
|________|__________| - Audience Room, Doorway
This is a really run-of-the-mill battle, but it takes place at Castle Hades,
which was where the first battle in the game occured. The enemies'll corner
Reina at the start, in the hallway just south of the iron maiden jailcell.
It's a good idea to lead everyone back to the belltower and make that the
base of operations, since its differing elevation makes a great location for
fighting Gandolph. He's the most powerful Hellknight in the game, with ATK
comparable to the best Giga-Arms. Remember that these guys gain the advantage
if they get near Reina (or on level ground near her), so stay away while
trapping this guy. [Gandolph/Chestbarn appear only after the first two foes
are defeated, from the furnace room.]
MISSION: "At the Massacre's End"
Gordius and Phalangist try to start the match by tag-teaming Reina in the SE
chamber. If you can put a Foot Cutter [etc.] with a summon ring attachment,
you can throw both into the wall fan and get a huge combo without much work.
Reinforcements all come from the furnace room, so long as Reina ain't there.
Note that Gandolph the Hellknight actually has almost double the attack of
a normal one (90), which means he's even deadlier than the usual fare. He
has no different AI, but is still incredibly vicious if he gets ahold of
Reina. You can use the Killer Wall -> Smash Floor combo in the initial room
to loop Gandolph if you fear his wrath like me! Haha...
Margareta appears last, when all her imperial guard has been annihilated.
She has the magical potency of a Sage and can recoup health like a Whitemagic,
as well as having her own laserbeam attack which she uses in a fan formation.
Don't take her lightly! Congratulations on beating the #4 Ending! OBTAIN:
50000 Dreak + Teleporter.
_________ _______ _______ _ ______ _
\__ __/|\ /|( ____ \ ( ____ \( ( /|( __ \ ( )
) ( | ) ( || ( \/ | ( \/| \ ( || ( \ )| |
| | | (___) || (__ | (__ | \ | || | ) || |
| | | ___ || __) | __) | (\ \) || | | || |
| | | ( ) || ( | ( | | \ || | ) |(_)
| | | ) ( || (____/\ | (____/\| ) \ || (__/ ) _
)_( |/ \|(_______/ (_______/|/ )_)(______/ (_)
Remember that, whatever ending you get, saving afterward will make a 'clear'
data. Any traps created, money (plus the bonus), and other records are all
retained. Play through a few times to try all the path branches, since that
is the only way to fill the trap book!
This 23rd mission is only played if Reina didn't go with Cecilia in Chapter
fourteen. It also takes place in Castle Hades, and like usual, the belltower
is a great area to fortify oneself in. The only new enemy here is the Queen,
which is like a mixture of a Sage (90 long-range attack power, teleports
behind Reina upon damage) and Whitemagic (recoups health). Like a Hellknight
or Sage, if she manages to attack Reina once, she can string the combo over
and over, often leading to the heroine's death. On a general level, Reina
starts in the NE hallway while Mildred and Duigal try to flank her from the
two next-door rooms. Reinforcements arrive from the furnace chamber.
After defeating the Queen, Reina will have control over all the Legendary
Stones and can have her wish. Which option she picks decides the final
chapter's layout, and the ending obtained (1, 2, or 3).
If Reina chose to help Albert with his longevity, this same enemy formation
will take place in Castle Hades. None of the enemies, including Miguel and
his built-up hype, should be much trouble. That's just how it is, I guess.
Beating the game here earns Ending #3 (Obtain Barracuda + 50000 Dreak).
MISSION: Back to the Beginning
_______
__| ___ | If Reina chose to go back in time, this final battle takes
| |_| | place in her birthhome, a tiny two-room apartment with a
| _ | lot of hallways. Right at the start, there'll be a Sage to
| | | |___ deal with -- the big guns are broken out! This apartment
| ____| |___ | has a few unique initial traps, too:
| | ___| |
| | | | - Pit Fence - Footing Prop
| |______| | - Antler - Foot-Dropper
|______________| - Oil Lamp - Thresher
In addition, there's only one healstone in the largest room, so save it for
later! Because this is a small home, leading enemies around can usually make
them flank Reina. When the first two mercenaries are dead, then next two
appear; Miguel's last, expectedly. Reinforcements will arrive from the
sitting room, which is a good reason to make the shed the point of operations.
This mission has two outcomes:
Remember that, whatever ending you get, saving afterward will make a 'clear'
data. Any traps created, money (plus the bonus), and other records are all
retained. Play through a few times to try all the path branches, since that
is the only way to fill the trap book!
_______________________
_____________________________________________________/ IV. APPENDICES [APPN] |_
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ENEMY LIST [NMLS]
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| Alchemist | This man has the ability to self-heal and, more uniquely, |
| | can activate initial traps if they have switches. Generally, |
| | though, they're easy pickins since their stats are mediocre. |
|------------+--------------------------------------------------------------|
| Amazoness | These close-range fighters are like soldiers, except they've |
| | a disposition to jump down flights of stairs -- that usually |
| | ruins the chances of hitting them with any traps on that end |
|------------+--------------------------------------------------------------|
| Armor | These knight's knights are armored, and thus immune to some |
| | trap types (blasts, fire, arrows). They carry pikes and have |
| | a close-up dash attack, which makes them rather formidable. |
|------------+--------------------------------------------------------------|
| Assassin | These fleet-footed ninja types have great leaping ability, |
| | and are immune to flash. If they're almost dead, they will |
| | suicide as well. Always watch your back 'round these folks, |
| | as they tend to appear behind the heroine. Worth noting, the |
| | expected immunity to spring floor traps is present. |
|------------+--------------------------------------------------------------|
| Bomber | These warriors are masked and armored, from which their bomb |
| | and fire immunities stem. They roll explosives across the |
| | from mid-range, trying to catch Reina in the blast. These're |
| | easy to evade if seen coming, generally. They'll self-blast, |
| | so avoid close quarters if possible. |
|------------+--------------------------------------------------------------|
| Boss | This class isn't that powerful, and is reserved for one gal |
| | in the game. Although she can attack from long- and short- |
| | -ranges, and is immune to summon rings, she's one of the few |
| | classes who can recoup (self-heal). HP, ATN, and SPD = high. |
| | Her long-range attack is a poison-inflicting cloud, too. |
|------------+--------------------------------------------------------------|
| Bruiser | Like a fighter in regards to diving through doorways when |
| | entering a room, but can attack from near or far. Has a very |
| | high attention span, and immune to summon rings. |
|------------+--------------------------------------------------------------|
| Brute | While this class was reserved to scantily clad women in the |
| | second Deception game, it's now 'special' and given to just |
| | one guy. It's nothing too special but has both short- and |
| | long-range capabilities. Immune to summon ring's siren song. |
| | His long-range attack is a BOMB, though...yikes. |
|------------+--------------------------------------------------------------|
| Darkwitch | These femmes can damage Reina from anywhere in the room if |
| | she's there, and darkens her field of vision (like Oil) to |
| | make her stumble around in a fog. They can attack from near |
| | or far, and are immune to flash and summon rings. |
|------------+--------------------------------------------------------------|
| Elites | Like a soldier, but with better stats. No special abilities! |
|------------+--------------------------------------------------------------|
| Fighter | These brawlers excel at close-range fighting, and have a |
| | tendency to dive through doorways when entering rooms. This |
| | will avoid obvious traps in front of the doors, but they'll |
| | all land the same distance inside, so plan around that! |
|------------+--------------------------------------------------------------|
| Flameman | These heavily armored enemies are immune to fire, blasts, |
| | cold, and arrow attacks. They're quite powerful up-close and |
| | even moreso when shooting a fire projectile from the shield. |
| | Due to their high health, blunt force is the best option... |
|------------+--------------------------------------------------------------|
| Flame User | Like Pyromaniacs in Deception II, these fatties can blow hot |
| | streams of flame in Reina's direction (projectile). They've |
| | got high HP but no defense and horrible attention/speed. He |
| | is immune to fire and explosions, expectedly. |
|------------+--------------------------------------------------------------|
| Footman | Similar to a Bruiser but with a thru-doorway jump traded for |
| | a (lame) immunity to flash, there's not much worth noting on |
| | this class which, actually, is seen very little in the game. |
| | Can evade springfloors. |
|------------+--------------------------------------------------------------|
| Giga-Arm | This bulky man has the highest attack power (150) out of any |
| | enemy in the game, save Gandolph the Hellknight. His punches |
| | are close-range only, and he's slow, so as long as Reina is |
| | at a distance, he should be no threat. However, he'll glow |
| | red upon damage and moves faster than normal, so watch it! |
|------------+--------------------------------------------------------------|
| Goliath | These hulking hammer-wielders can shake the ground with the |
| | weapon, temporarily stopping Reina's movement while partners |
| | move in for the kill. At close-range, they can grab a target |
| | and beat 'em up a bit. HP is high, speed is low; immune to |
| | walls. |
|------------+--------------------------------------------------------------|
| Hellknight | The most powerful generic enemy in the game, these scythe- |
| | -wielding dervishes have extremely high close-range attack |
| | strength (90+) and high HP. When near Reina, they will do a |
| | quick dash-n'-slash that will take roughtly one-fourth her |
| | health off, then attack again when she's down! Additionally, |
| | they're invincible after damage (self), immune to summon |
| | rings, and teleport to a fixed point when entering a room |
| | (rather than entering through doorway). Very formidable. One |
| | last thing is that rocks that fall straight down on these |
| | guys are hoisted up and shrugged off, although ones that're |
| | frontal blows aren't avoided. |
|------------+--------------------------------------------------------------|
| Hunter | This class carries a crossbow and can attack from both near |
| | and far; but, its strength in both types is often lacking. |
|------------+--------------------------------------------------------------|
| King | Reserved for only one enemy in the game, it's possible to |
| | miss fighting him completely. His HP is high and he can hit |
| | from both long/short-range, but has mediocre stats besides. |
| | He can recoup his own physical strength, however. |
|------------+--------------------------------------------------------------|
| Knight | These men carry poleaxes generally, and set themselves apart |
| | by having a lunging attack at close-range, which is harder |
| | to avoid (similar to fighters' flying kick). |
|------------+--------------------------------------------------------------|
| Lady Guard | Reserved for one lady in the game, she is basically a better |
| | version of an Amazoness, with better stats all-around. Has |
| | no immunities, but has a ninja-like jumping ability. |
|------------+--------------------------------------------------------------|
| Magnetman | This weird floating man is magnet-immune and leaps down |
| | staircases. In addition, he can spin around and attract his |
| | prey like a magnet, unrelenting until Reina is close enough. |
| | His stats, save HP, are pretty standard/mediocre. |
|------------+--------------------------------------------------------------|
| Master | Basically a Mercenary with better stats, same immunities. |
|------------+--------------------------------------------------------------|</pre><pre id="faqspan-3">
| Mercenary | These sword-wielding thugs are very powerful, and like most |
| | top classes, both long- and short-range attacks. They're |
| | immune to wall traps. |
|------------+--------------------------------------------------------------|
| Miner | These gasmask-wearing females have bombs with semi-homing |
| | abilities, and are immune to flame and blasts. When they're |
| | low on health, if Reina is near, they'll commit suicide and |
| | try to catch her in the blast. Annoying enemies... |
|------------+--------------------------------------------------------------|
| Ninja | These quick-footed femmes have wolverine-claw gauntlets and |
| | can jump around to Reina's position if they're in the same |
| | room. At long-range, they can throw three knives in a fan |
| | formation. Immune to spring floor traps. |
|------------+--------------------------------------------------------------|
| Queen | Basically a female healer with Sage-like long-range powers |
| | and a Swordsman's immunities (Anger, Summon Rings). She can |
| | recoup her health which makes her annoying, and the warping |
| | behind Reina is even more annoying. Basically...annoying! |
|------------+--------------------------------------------------------------|
| Ranger | Like a hunter, except uses a boomerang instead of crossbow. |
| | Can attack from near or far, and will often jump down (over |
| | railings, etc.) to Reina's position if it's shorter. Also |
| | can evade spring floor traps, or at least recover quicker. |
|------------+--------------------------------------------------------------|
| Sage | These mages are on an attack level comparable to Hellknights |
| | and show it off with explosive projectiles. They can really |
| | do a number on Reina with a clear sight, even w/o backup. In |
| | addition, they're immune to magnets & summon rings; and, can |
| | teleport behind their prey when damaged. Spooky! |
|------------+--------------------------------------------------------------|
| Shadow | These ninja-esque foes have low HP but great speed. Their |
| | special abilities are stabbing Reina's shadows to numb her, |
| | and evading spring-floor traps. |
|------------+--------------------------------------------------------------|
| Slasher | This swordsman has mid-ranged attack powers at both long and |
| | far lengths, and can recoup health if left alone. Electrical |
| | effects and walls bounce off these guys. |
|------------+--------------------------------------------------------------|
| Soldier | Generic, plodding, no special skills...that about sums up |
| | this class. They're close-range fighters, so keeping one's |
| | distance is the best course of action. |
|------------+--------------------------------------------------------------|
| Sorcerer | These wizards are often equally adept at fighting close-up & |
| | long-range, which isn't saying much but does set them apart |
| | in the early going. Their magic is projectile in nature, and |
| | the class may have immunities to electricity. |
|------------+--------------------------------------------------------------|
| Swordsman | This katana-swinger excels at close-range fighting, and will |
| | run towards its target, doing a dash-n'-slash attack. This |
| | class's attention is max (255) and the highest in the game, |
| | which is why he's immune to anger and summon rings. |
|------------+--------------------------------------------------------------|
| Thief | These weaklings can only fight at close-range, but "make up" |
| | for it by having high speed and decent attention spans. They |
| | can also evade spring floor traps. |
|------------+--------------------------------------------------------------|
| Titan | These behemoths are like Goliaths, except they do more flak |
| | and have better HP. They can use their hammers to stop Reina |
| | temporarily, so beware their cohorts. Immune to wall types. |
|------------+--------------------------------------------------------------|
| Torturer | Slow, but has a combo attack (only redeeming quality) |
|------------+--------------------------------------------------------------|
| Villagegal | Female version of worst type in game, having no skills. Aww! |
|------------+--------------------------------------------------------------|
| Villageman | Male version of worst enemy in the game; has no skills. Aww! |
|------------+--------------------------------------------------------------|
| Whitemagic | These healer women can heal themselves and other allies, as |
| | well as having an immunity to "cold" things. They'll quickly |
| | erase Reina's damage, so prioritize them as the 1st targets! |
| | Sometimes they flee the room in lieu of having no stronger |
| | allies to back 'em up. |
|____________|______________________________________________________________|
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TRAP GUIDE [TRPG]
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NAME :
EMBLEM: Emblem used to create (along with base type of trap)
DAMAGE: Damage dealt (entire natural range is given, i.e. without rings)
FCM : Forced Move (entire natural range is given, i.e. without rings)
CHG : Charge Time
ARK : Ark Rate (multiplier used in combos)
RFL : Reflect amount (for when piercing targets, bouncing around, etc.)
SWG : No. of swings for ceiling traps (takes place of 'RFL' stat)
RST : Restrain time (takes place of RFL or SWG columns)
PSH : Push Length (wall traps only)
SCK : Suck Length (magnet/vacuum types only)
MGT : Magnetism Length (magnet types only)
SHT : # of shots (for wall projectiles only)
RDI : Blast radii (for exploding types only)
NOTES : Info about trap -- traits listed are not necessarily inherent
Rock types are high-damage ceiling traps. If dropped on solid ground they will
go nowhere (or bounce repeatedly, as in the Bound Rock's case), but will roll
downwards if dropped on an incline. Some rocks have peculiar traits that let
them bounce back up inclines if they hit an obstacle at the bottom, such as
the Iron and Bound Rocks. Another characteristic of these traps are their
rather high load times which, although not of vacuum floor proportions, do
lend a bit of unwieldiness to them, at least in novice hands. Other specific,
non-obvious traits:
• Flare Rock ---> can explode when in contact with a human
• Snow Ball ----> sucks target into ball (upon contact) until it rolls to stop
• Bound Rock ---> has high reflecting capabilities (bounce up stairways)
• Iron Ball ----> has high reflecting capabilities (bounce up stairways)
• Vampire Rock -> heroine recoups health according to damage inflicted
• Stealth Rock -> cannot be evaded (invisible to enemy eyes)
• Evil Stomp ---> Unaffected by enemy's DEF stat
• Slave Rock ---> Can be steered manually by holding Triangle and using d-pad
Pendulum types are made for knocking enemies in a set direction, as they can
easily overlap a ground target to avoid the can't-set-on-same-block rule.
Once set in motion, they will move over a fixed spot with regard to the # of
swings they have (1 swing = 1 back-and-forth motion). But, they can screw up
a combo as well if triggered too early; if you tried to make a pendulum hit
right as a foe stood upright but accidentally hit him on the back-swing, he
would fly in the opposite desired direction! Other peculiarities of this type:
• Fire Hammer --> Can explode upon contact
• Snow Cradle --> Captured foe can be detached in direction opposite trap pts.
• Mega Yo-Yo ---> Hit foes in targeted spaces will be launched airborne
• Poison Blade -> Guillotine drops once and poisons target upon hit [8-20 sec]
• Mega Buzzsaw -> Can pierce targets, but not pin to wall like wall buzzsaw
• Evil Kick ----> Target flies until wall/obstacle's hit; Nullifies foe DEF
• Slave Hammer -> Pressing Triangle can detach mace-head to score a 2nd hit
These low-damage, high-arkrate ceiling traps are known for having low charge
times. When used in a combo, they make the target slowly stumble in the
direction they were facing, making an easy way to string combos while waiting
for others to recharge.
• Blitz Vase --> Can inflict paralysis for a short time
• Bomb Vase ---> Can blow up and throw target 2 panels in set direction
• Freeze Vase -> Can restrain target in ice for short time
• Basin -------> Inflicts 'anger' on target if susceptible [8-20s]
• Oil Vase ----> Inflicts 'Oil' on foe (6-9s); floor becomes oily if non-hit
• Genocide Eye > Ignores enemy DEF
• Slave Mask --> Enemies with under 50% HP can be controlled (hold Triangle)
Wall types are typically low-cost and -charge, and don't do much damage --
but they're essential in building larger combos. All walls have a set number
of tiles they extend, and some will throw enemies further upon contact. Some
specifics in this field:
• Thunder Wall -> Electrifies target
• Heat Breath --> Ignores enemy DEF
• Cold Breath --> After throwing enemy back, s/he freezes upon landing
• Upper Wall ---> Upon hit, enemy flies diagonally and hits ceiling, floor
• Vampire Wall -> Ignores enemy DEF, Reina recoups HP as wall inflicts damage
• Expander -----> Infinite push; extends until it hits enemy or solid obstacle
• Evil Kick ----> When enemy is hit, they go in direction until obstacle's hit
• Hunter Blade -> Can be steered when Square, and can pierce enemies
Magnet walls, typically, are for just extending combos, although since they
have little damage and mediocre load times, they're one of the categories
that are rather expendible (I didn't use one when writing the guide or even
Expert Mode, for reference). They're not completely useless, however, as
they can trap enemies who have certain resistances to springfloors, etc.
One thing to remember for magnets is that if you try to trigger then with an
enemy right in front, the trap still has to drop down and activate; be sure
to preempt an enemy's arrival a bit and take advantage of the suction length.
Other things of note:
• Spark Magnet -> Electrifies target
• Blast Magnet -> Explosion sends victim forward [2 tiles] in a 2-hitter
• Cold Magnet --> Sucks enemies in and freezes them [Restrain: 3~4s]
• Anti Magnet --> Repels enemies from wall instead of sucking them in
• Float Magnet -> Enemies float in midair for set amount of time
• Berserker ----> Inflicts 'anger' on enemies
• Warp Hole ----> Enemies within range are instantly warped against wall
• Call of Hell -> Multi-hit, ignores enemy DEF
• Slave Magnet -> Damages upon contact; pressing Square electricutes enemies
Wall projectiles have many uses, and are known for having many peculiar
properties and multi-hit functions (although accordingly, arkrates decline).
One thing about these traps is they often miss if the enemy is not dead-set
in the tile's middle, or if they're lying on their stomach/back. However,
some will drop in altitude or roll on the ground, which gives a lot of
versatility to these things. However, some enemies end up immune to just
about all projectiles on this end... Trap-specific junk:
Springfloor types are designed to jockey enemies around the field, such as
at initial traps or just to setup a good combo. Many agile enemies, such as
fighters and ninja, are immune to all types of these...excep the ingenious
Foot Cutter, which no one in the entire game can avoid. This is helpful in
Expert Mode where the player is running down a clock. Besides that, some
of the traps have special properties, like so:
• Ice Blizzard -> After being thrown, enemy freezes where s/he lands
• Smash Floor --> Throws enemy at ceiling, then falls down on same tile
• Foot Cutter --> Inflicts slow [8~20sec]; no enemy can evade this trap!!!!!!
• Catapult -----> Can throw enemy until it hits wall/obstacle (at best)
• Evil Upper ---> Flings enemy upwards, diagonally; ignores enemy DEF
• Slide Floor --> If HP<50%, enemy can be steered when X-button is depressed
Vacuum floors are meant to detain the enemy, and are only good for starting
combos, not ending them -- they just have horrible charge times, some of
the highest in the game. Enemies who are immune to springfloors are usually
not to vacuums however, although Sages are the exception. Other things of
note:
• Blast Vacuum -> Sucked-in enemies are blown away in a 2-hitter [FORCE: 2]
• Cold Vacuum --> Blown-away enemy freezes upon landing [RESTRAIN: 3-4 sec]
• Anti Vacuum --> Keeps enemies at a set distance from center block
• Float Vacuum -> Enemies within radius float in midair for duration
• Panic Vacuum -> Enemies panic and flee set distance [CHANGE: 8-20 seconds]
• Graviton -----> Enemies in radius are pressed down on tile by gravity
• Hell Vacuum --> Ignores enemy DEF, multi-hit
• Slave Vacuum -> Pressing x-button will electricute enemies caught in vacuum
Bomb types have mediocre charge times but aren't too shabby in the damage
department, and can be used for combos in lieu of other traps. However, the
thing that goes horribly wrong is that enemies can run diagonally at blast
radii and things easily go awry, since they don't always fly in set directions
like springfloors. Other things of interest:
• Spark Rod --> Other electric traps will shoot energy to this one
• Hellfire ---> Shoots enemies towards ceiling within radius
• Cold Blast -> Freeze enemies on top, blasts those in radius [RSTRN: 4-7]
• Flash Bomb -> Blinds enemies within radius
• Quake Bomb -> Strands enemies within range with quake [EFFECT: 4-5 seconds]
• Hell Judge -> 2-hitter, ignores enemy defense
• Slave Bomb -> Press X-button 2nd time to detonate bomb manually
Beartrap types are meant to restrain the player and deal a little damage while
doin' it, although not many excel at that latter point. Traps of this nature
are generally cheap and the top-shelf types have better arkrates than most
other traps. One bad thing about these traps is that hitting an enemy while
he's encased inside does not automatically reset the trap, unlike, say, a
vase which immediately starts recharging when broken. Other things to note:
• Blast Claw --> 2-hitter
• Cold Claw ---> Clasped enemy is frozen to be detained longer
• Lift Claw ---> Enemy is hung in midair from ceiling.
• Oil Claw ----> Inflicts oil on enemy [CHANGE: 6-9 seconds]
• Magic Sac ---> Envelops enemy entirely; Reina can push them around area
• Evil Claw ---> Ignores enemy DEF
Like its predecessors, the choices made in the game will affect the ending
obtained, which in turn affects which special traps are earned. Mission 14 and
23a/b are the main missions to pay attention to. Beating any ending earns a
bonus 50000 Dreak, so I won't include that below; just remember it!
ENDING #1: Beat Mission #14 and don't go with Cecilia, then at Mission #23a,
choose to go back in time for the final battle. Defeat all enemies
to finish the game. [OBTAIN: Hell Emblem]
ENDING #2: Beat Mission #14 and don't go with Cecilia, then at Mission #23a,
choose to go back in time for the final battle. Die in battle.
[OBTAIN: Killer Top]
ENDING #3: Beat Mission #14 and don't go with Cecilia, then at Mission #23a,
choose to use the stones toward Albert's longevity. [OBTAIN:
Barracuda or Banana Peel]
ENDING #4: Beat Mission #14 and accompany Cecilia, then finish the game like
normal. [OBTAIN: Teleporter or Delta Horse or Banana Peel]
You'll notice that some endings have multiple traps that may be obtained on
the final battle screen. There seems to be a general order for these, with
ones like the Barracuda and Teleporter getting first dibs, and subsequent
playthroughs getting the rest. Only one trap is obtained per playthrough.
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EXPERT MODE [XPMD]
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Expert Mode is a 100-stage high-level mission course that's available right
from the beginning. There are various parameters that will test the player's
abilities, such as time limits and certain restrictions, so it's a good way
to blow some steam after going through the campaign a few times.
After picking a stage, Reina can pick which traps she wants to use. Because
traps aren't available for creation until a few missions into campaign, and
because made traps _do_ carry over from cleared campaigns, it's best to go
through with a nice repertoire culled from campaign victories. THE PLAYER
CANNOT MAKE TRAPS WHILE IN THIS MODE, SO ONE MUST GO TO CAMPAIGN TO DO SO.
Saving is possible before each mission, and after each successfully cleared
mission.
Missions come in packs of 10, and the player can play them in any order s/he
likes. However, to gain the next set of ten, all of the previous must first
be completed satisfactorily.
REWARDS
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Completing all (100) missions in this mode earns the following:
• 200,000 Ark
• Zero Ring, which gives traps an charge rate of 0 (cost: 100,000/per)
•
#01: Crush the Enemy!
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INTRUDER - Soldier (Cloud)
CASTLE - Training
CHAMBER - Training Chamber
TIME LMT - 0:30
In this simplistic design of a room, there's only one enemy (Cloud) who is a
regular soldier. Any combination imaginable should be able to whoop up on him,
so pay attention to the running ticker in the upper-right corner. He's got
about 100 HP overall, so it's useful to use falling rocks and such in a heavy
convergence.
#02: Make 4+ Combo Hits!
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INTRUDER - Soldier (Cloud)
CASTLE - Training
CHAMBER - Training Chamber
TIME LMT - 0:40
Since the training chamber has no initial devices, the player will have to
rough it. Multi-hit traps like the Chain Needle work well on this end, as do
segmenting/controlling traps like the Slave Hammer. My method was this:
In this combo, the Slave Claw picks up the victim and swings the hammer,
ejecting them at the set distance; the wall trap moves to meet them, pushing
them back towards the slave hammer, whose mace-ball detaches and scores the
fourth hit. That's the long way around, of course -- remember that you can
put a wall trap on the chamber door, unlike in campaign!
#03: Make 3 Core Hits on Enemy!
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INTRUDER - Hunter (Bion)
CASTLE - Training
CHAMBER - Training Chamber
TIME LMT - 0:30
How do you get a 'core hit'? Hit the target's body square on. This is very
easy to do with quick projectiles, like the aforementioned 'Chain Needle'.
In fact, its base form shoots three almost simultaneous bolts which can
fulfill this objective quickly. Using lunky rocks and whatever is just too
slow here.
#04: Earn More than 500 Ark!
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INTRUDER - Hunter (Bion)
CASTLE - Training
CHAMBER - Training Chamber
TIME LMT - 0:40
Ark is earned by having large combos that deal large damage, not to mention
bonuses for multi-hit, core hits, midair hits, etc. So, I suggest doing
something like: Slave Claw -> Slave Hammer -> Wall -> Slave Hammer (Detach),
as seen in Mission #02. Bion is invincible for this portion, but since he's
a long-range fighter, it can be hard to lure him into trap position without
a Summon Ring.
Another combo I did was simply: (Summon Ring) Foot Cutter -> Chain Needle ->
Flies into moving Slave Hammer -> Slave Hammer Detach on next motion toward.
Remember that the ark gained has to be cumulative, not all at once.
#05: Drive the Enemy to the Doorway!
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INTRUDER - Soldier (Cloud)
CASTLE - Training
CHAMBER - Training Chamber
TIME LMT - 0:40
This seems like it would be a cinch, but Cloud won't leave the top of the
stairs unless by force. Use your preferred method (pendulum, explosion, etc.)
to knock him over the balcony, then get him to the doorway by force. I
suggest using any spring floor with a summon ring. If you can't combo the
fall of the railing, Cloud will just try to go back upstairs!
#06: Avoid All Damages & Crush the Enemy!
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INTRUDER - Hunter (Bion)
CASTLE - Hades Jail
CHAMBER - Dungeon, Etc.
TIME LMT - 0:30
This battle takes place in the NE region of Castle Hades, and isn't that
hard of a battle in theory. Just remember to double-tap L1/R1 to dive out
of the hunter's crossbow bolts' way, and use summon rings to lead the sap
around. In fact, you may notice that Bion runs into the execution room and
Reina can simply press the hallway trigger and drop the spiked ceiling on
him...what a maroon!
#07: Hit with Room Devices More Than 3 Times!
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INTRUDER - Soldier
CASTLE - Factory
CHAMBER - Work Chamber
TIME LMT - 0:50
This isn't that hard, actually. A floor trap (summon ringed) right near the
incincerator can make Cloud be thrown in, as well as hitting the pan on top
of the thing in a fun, surprise twofer! After that, just make him hit any
other thing, such as the nearby gears. Really simple when you know about the
pan/furnace trick.
#08: Finish with Ceil Spear!
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INTRUDER - Hunter (Bion)
CASTLE - Factory
CHAMBER - Work Chamber
TIME LMT - 0:50
Have something ready to trigger the ceiling spear's switch (vase, projectile)
and lure the doofus right underneath after scoring one GOOD hit. The ceiling
spear won't kill him outright, so take about one-third his health off before
dropping the ball...err, spikes on him. The ceiling spear can only be used
once before it breaks, so obviously it can't be the leadoff attack. Naturally
it helps to have a floor trap aimed at the bloody grate 'neath the spikes,
using a summon function to draw the runaround in.
#09: Make Combo Hit Including 2+ Room Devices!
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INTRUDER - Soldier (Cloud)
CASTLE - Factory
CHAMBER - Warehouse
TIME LMT - 1:00
The easiest way to do this is comboing with the tumble-prop and oil barrel
aligned with the stairs. Trigger the tumbleprop switch (ceiling objects like
rocks will do this w/o affecting trap) to make it hit the guy, then use a
wall to push the barrel in motion, down the stairs to hit him. It may take a
few times to get it right, but if needed, it can be done vice versa as well.
Simply align Cloud with the barrel's path, put his back to the stairs, and
stay near the switch to trigger it manually afterward (or with object if
using Reina as real bait).
#10: Make Combo Hit with Damage 100+
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INTRUDER - Hunter (Bion)
CASTLE - Factory
CHAMBER - Warehouse
TIME LMT - 0:50
The "oil barrel down the stairs and comboing with the tumble-prop" strategy
from Mission #9 works here as well, but since the tumbleprop does 70 damage
to the hunter alone, prefacing it with, say, a high-powered pendulum trap
on the stairs will work as well. Don't really have to work hard for this one,
really.
It's just beating up the poor lad, so harnessing the environmental traps
(wall spear, dropping a bridge on his noggin, etc.) are the best ways to
go. I think the easiest is forcing Garnier into a wall spear, then using a
rolling bomb to put him outta his misery.
#12: Make 5+ Combo Hits!
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INTRUDER - Ranger (Marie)
CASTLE - Castle Agony
CHAMBER - Church
TIME LMT - 0:40
A Chain Needle with two orbs will have five hits automatically, so I suggest
just using that to avoid the hassle. Create one by merging an Arrow Slit with
a Chaos Emblem (6550 Dreak). Just remember that the Chain Needle only combos
if it's at a certain close range; using it to snipe someone on the other side
of the map ain't gonna cut it here.
#13: Make Midair Hit!
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INTRUDER - Knight (Garnier)
CASTLE - Castle Agony
CHAMBER - Church
TIME LMT - 0:40
The easiest way to make a midair hit that I can think of is knocking throwing
someone (via pendulum or spring floor) at a ready wall trap -- easy peasy.
#14: Earn More Than Ark 3000!
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INTRUDER - Knight (Garnier)
CASTLE - Castle Agony
CHAMBER - Doorway
TIME LMT - 0:50
This is the foyer to Castle Agony. All of the environmental traps here give
1.5-1.8x ark bonuses, so they must be used to get this. A 3000+ Ark combo
is basically a 5-hit combo with two of the room's traps, but the total is
cumulative, so it can be two 1500-Ark traps if y'want. Here's my choice:
1) Stall enemy on MIDDLE of stairs, then trigger slide stairs
2) Have spring floor at stair-bottom (2-tile throw) -> underneath chandelier
3) Reina must run all the way down slide stairs and trigger chandelier
4) Have a bomb/pendulum ready to topple a pillar on the fallen enemy
5) Have a bomb/pendulum ready to topple the other pillar on the fallen enemy
Note, a summon ring for the spring floor doesn't matter too much. In fact,
you can use a quick-loading vase [etc.] to trigger the chandelier trap, and
then still have time to create a new pendulum to topple the final pillar.
A COMBO IS NOT OVER UNTIL THE ENEMY STANDS UP, and luckily, pillars make the
enemy have a long wait time. For reference, the above combo gave me 3158 ark.
#15: Drive the Enemy to the Top of the Stairs!
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INTRUDER - Knight (Garnier)
CASTLE - Castle Agony
CHAMBER - Cliff Chamber
TIME LMT - 1:20
Like a previous mission, the enemy here is hellbent on getting to the bottom
and, if knocked higher, immediately starts trying to get lower. There are a
few trap types that help during this: spring floors, pendulums, and any
push walls (like the Upper) that violently throw in a direction. Traps like
a 4-orb Spring Floor have a 9-tile throw, which are incredibly good for this
mission. Garnier will quit trying to descend if he can hit Reina, so really
use her as bait until the summon-ring traps load. The mission ends if Garnier
is thrown to the platform in front of the upper door.
#16: Avoid All Damages & Crush the Enemy!
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INTRUDER - Ranger (Marie)
CASTLE - Castle Agony
CHAMBER - Cliff Chamber
TIME LMT - 0:40
Rangers can attack close-up and throw boomerangs in a straight line, so this
isn't that vexing. The Cliff Chamber is composed of one huge staircase along
the wall, so set some traps as the level starts and use the Launcher to get
out of the foe's way. She has about 100 HP.
#17: Make Combo Hit Including 2 Cerberuses!
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INTRUDER - Knight (Garnier)
CASTLE - Castle Agony
CHAMBER - Agony Chamber
TIME LMT - 1:00
The Cerberuses are switch-operated statues that dump lava on the enemy, but
only one square in one direction; also, they aren't lined up either. So, to
do this easiest, I suggest making:
- Spring Floor (summon ring) that throws six tiles (like 1-orb Smash Floor)
- Wall Trap that pushes exactly three tiles
Put the spring floor in front of the cerberus nearest the door, aiming at
the opposite wall. The Wall Trap should go against the wall, its aim set on
the 2nd cerberus' switch. This makes the hardest part simply triggering the
first switch (manually is better) and making sure the statue lands a hit
before Garnier is tossed. Everything is smooth from then on.
'The Punisher' is that delayed sword drop against one wall, and will do 70
damage to Marie, which is over 2/3rd her health. I simply suggest luring her
to the target area and using a Foot Cutter (summon ring), then dropping the
Punisher on her first. Since Foot Cutters inflict Slow, her recovery/fleeing
is worse and Reina can simply drop the Punisher on her again -- ha!
#19: Make Combo Hit Including 2+ Room Devices!
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INTRUDER - Ranger (Marie)
CASTLE - Castle Agony
CHAMBER - Prison Chamber
TIME LMT - 0:50
The easiest two devices to use are probably the lumber saw and thorny ball.
Point a summon ring spring floor at the lumber saw side closest to the stair,
then have a push wall (3-tile move) ready to shove Marie underneath the
Thorny Ball. Can you envision it? The hard part is that the lumber saw will
throw Marie back two tiles, so the push wall has to land a midair hit to work
correctly.
#20: Make Combo Hit with Damage 200+!
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INTRUDER - Ranger (Marie)
CASTLE - Castle Agony
CHAMBER - Prison Chamber
TIME LMT - 1:00
Here's my setup for this.
1) Put summon-ring spring floor underneath thorny ball, pointing at wall by
lumber saw.
2) Put damaging push wall right by lumber saw, pointing in direction step #1
will throw Marie (head-on). Make sure it has a 3-tile extension, which'll
push the victim back underneath the thorny ball.
3) Put a damaging falling rock right where Marie will land.
Now, the combo will start with Marie being led under the thorny ball and
being hit -- this is required. After being hit, she'll be thrown to the wall
and underneath the falling rock, which will do its huge damage (95 is good).
When it hits, trigger the push wall and shove it back underneath the thorny
ball, which falls to end the combo. I got 236 damage out of this with a few
4-orb types, so try to match it. It's important that the rock and wall don't
have summon rings -- the delays only make it harder here.
#21: Crush the Enemy!
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INTRUDER - Thief (Saki)
CASTLE - Castle Hue
CHAMBER - White Chamber
TIME LMT - 0:40
Saki was actually a generic enemy from Deception II, also! Thieves tend to
run around a lot, so abuse the summon rings and drop a pillar on her -- not
too hard. She has about 150 HP.
#22: Make 6+ Combo Hits!
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INTRUDER - Thief (Saki)
CASTLE - Castle Hue
CHAMBER - White Chamber
TIME LMT - 0:50
Use a Chain Needle trap with 3-4 orbs in it. Chain Needles won't combo unless
the enemy is within 1-2 panels, however...use a summon ring, etc.
#23: Hit with Room Devices More than 3 Times!
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INTRUDER - Thief (Saki)
CASTLE - Castle Hue
CHAMBER - Yellow Chamber
TIME LMT - 0:40
This is the area with minecarts, and you'll notice that one can push a foe
into a wall spear trap -- there's the twofer. I suggest doing that one first,
then using a spring floor to throw Saki into the incinerator. Saki appears to
be immune to summon rings, but this isn't so -- she just needs to be really
close for them to work!
#24: Earn More than Ark 5000!
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INTRUDER - Sorcerer (Walser)
CASTLE - Castle Hue
CHAMBER - Yellow Chamber
TIME LMT - 1:30
This one can be harder, so here's how I did it.
STEP 1) Set Foot Cutter (3-panel throw) in front of wall spear
STEP 2) Put Slave Hammer pointing AWAY from wall spear, one panel away
STEP 3) Put Wall type against mine cart pointed at wall spear
I've managed to do a single string of combos for 6000 Ark here.
1) Lure enemy to foot cutter. It doesn't matter if wall spear hits, really.
2) Trigger slave hammer & mine cart around same time. SH must hit though!
3) Mine cart hits and pushes enemy toward walls pear
4) DETACH Slave Hammer's ball so it swings toward wall spear, hits sorcerer
This should create a 7-link trap that beats the crap outta this challenge.
Note that the next-lowest chain type will give a little over 4000 Ark, so
that's possible too if you can make a quickie 3- to 4-hit combo.
#25: Drive the Enemy to the Top of Bridge!
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INTRUDER - Thief (Saki)
CASTLE - Castle Hue
CHAMBER - Blue Chamber
TIME LMT - 1:00
Like its forebears, Saki will not move around besides a set location at the
bottom; and, if knocked out of that zone, will try to go back. Baiting the
enemy into attacking will stop them from proceeding toward the starting
point, however. Saki is immune to spring floors and summon rings (which only
work if she's forced over them), but if she's knocked down, they can be used,
so...
1) Set a wall (Smash Wall?) that has a huge throw radius
2) Put a spring floor trap where Saki is to land, on either side
3) Where Saki lands from spring floor trap, have a ceiling trap ready to
knock closer to bridge
4) Reuse wall trap to knock onto bridge
The trick is to keep her in motion at all times if possible, and to use Reina
as attack bait to stall for time. The Evil Shoot trap works very well here.
You'll notice that Saki follows a set path back down to the starting point,
such as always going on one side of the middle stairway, etc. If you know
this, it's easier to plan ahead, so try playing a few times with various
combinations. [The trick is to reuse the oldest type of trap.]
#26: Avoid all Damages & Crush the Enemy!
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INTRUDER - Sorcerer (Walser)
CASTLE - Castle Hue
CHAMBER - Blue Chamber
TIME LMT - 0:40
There are a million and one ways to do this, but my favorite involves the
waterwheel combos. Toss anyone onto the waterwheel, and whatever side they
come out of, have a push wall or pendulum waiting to knock them back in.
Walser will actually pause in the water near his starting point, which just
happens to be aligned with the waterwheel -- use a floor trap to set the
"wheel" in motion, tee-hee!
#27: Make Combo Including 2+ Midair Hits!
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INTRUDER - Thief (Saki)
CASTLE - Castle Hue
CHAMBER - Red Chamber
TIME LMT - 1:00
This is more commonly referred to as the "guillotine chamber" next-door to
the waterwheel area. I suppose the easiest way to make a midair hit is to:
1) Put a pendulum type pointing down a stairway
2) At the wall corner, put a push wall pointing towards stairway
3) Put a spring floor pointing at push wall
Now, when Saki is hit by the pendulum, hit her with the spring floor to land
the 1st midair hit; as she falls back down, use the push wall to land the 2nd.
Naturally summon rings on any portions will complicate this. Heck, if you use
a Smash Wall and miss the first midair hit, it's possible to shoot the target
back up to the swinging pendulum!
#28: Finish with Death Flame!
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INTRUDER - Sorcerer (Walser)
CASTLE - Castle Hue
CHAMBER - Red Chamber
TIME LMT - 0:40
The Death Flame is the small antechamber just north of the guillotine (Red)
chamber. To trigger it, lure someone inside and flip the switch outside. I
suggest doing all the damage inside the chamber, since Reina and Walser start
right by there. A summon ring will probably be necessary to knock him inside,
though, so you might as well use a Foot Cutter to inflict slow as well. Once
he's thrown, drop a Slave Rock [etc.] on him and make a beeline for the
switch, which should hopefully beat him up enough. [If not, just add a wall
trap to the equation before triggering switch, or re-enter and reuse the
trap setup.]
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#29: Make Combo Hit Including 3+ Room Devices!
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INTRUDER - Sorcerer (Walser)
CASTLE - Castle Hue
CHAMBER - Black Chamber
TIME LMT - 1:20
There are only two black torches, a slide stairs, and pitfall in this room,
so it's obvious which ones have to be comboed! Here's my solution:
1) Lure Walser onto slide stairs, and trigger them
2) Open pitfall so he falls in
3) Use push wall to roll black torch into pitfall for 3rd hit
It's rather simple to do. You may want to use a summon ring spring floor to
make sure Walser is perfectly center on the stairs, though.
#30: Crush the enemy within Ark 200!
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INTRUDER - Sorcerer (Walser)
CASTLE - Castle Hue
CHAMBER - Black Chamber
TIME LMT - 1:00
This means that Reina must kill Walser without breaking 200 Ark, which means
no combos and very little environmental trap involvement. I suggest using a
Chain Needle with a damage ring and 4-orbs (25/dmg, 7-hit) and the quickest
vacuum type you have. Use the vacuum, hit the baddie with the chain needle,
and repeat about three times. If you're wondering why the Chain Needle is
important, it's because the multi-hit status gives a .5x multiplier, which
is way useful in this case. I finished with 195 Ark, and one of the bolts
may have missed, so it's cuttin' it pretty close, hombre.
#31: Crush the Enemy!
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INTRUDER - Slasher (Rymer)
CASTLE - Dark Ruin
CHAMBER - Darkness Worship
TIME LMT - 0:50
This chamber is the one with the two spiked, spinning poles ('Mad Pillars')
and some bonfires. But, I suggest just using a Bound Rock -- remember that
it skips every other space, unlike normal rocks -- and chaining it with
whatever your heart desires. Just make it quick, as these morons can recoup
health and are immune to blasts.
Pay attention to what way the Mad Pillars are spinning, because if you want
to use them in combos, they will shoot the target out at a ninety-degree
angle from whichever side he was shot from. If you can get this concept
down, chaining a mad pillar with a heavy-hitting Bound Rock should be easy
as pie. Or cake, for that matter. He has about 150-170 HP.
#32: Make 7+ Combo Hits!
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INTRUDER - Slasher (Rymer)
CASTLE - Dark Ruin
CHAMBER - Darkness Worship
TIME LMT - 0:40
The Chain Needle won't work here, so we'll have to get creative with the
looping combos. Here's the easiest one I can think of. It won't get any
points for originality, but it'll work well 'nough. [Don't use summon rings,
although Charge Rins are great.]
1) Put a (1-orb) Crane somewhere against a wall
2) Use a wall trap that pushes over the lift claw at least two spaces
3) Use a crappy floor trap to flip target back on lift claw
4) Repeat, ESPECIALLY WHEN FOE IS ON GROUND to save time
Leadoff with the Crane, which lifts the target up, still in range of the
wall, which pushes the target onto the spring floor. Trigger the springfloor
when the wall retracts, throwing it back onto the Crane which repeats the
process. It's simple on paper, but has to be executed well enough. Don't
put too many orbs on the Crane or it'll delay the chain too long and screw
it up; most of these make-a-combo challenges have short time spans.
If you use the Crane while the enemy lies incumbent, it only lifts him up so
much, so that you can hit him with the push wall and speed up the process.
Remember that this chain is specifically for going the combo, not inflicting
a bunch of damage in the process! If you want that, try switching out the
spring floor for a pendulum and the crane for a lift claw.
[There are many variances of this type of 3-combo, which is basically a
(bait -> movement -> return to initial position) setup]
#33: Hit with Room Devices More than 4 Times!
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INTRUDER - Alchemist (Romney)
CASTLE - Dark Ruin
CHAMBER - Dead Metropolis
TIME LMT - 1:00
Here's how I did this:
1) Set up an Extender to shoot from wall to nearest pillar
2) Pond-side, set up a pendulum type to hit a pillar
3) Between the pillars, setup a floor trap where you think Romney will land
after the pillars hit, shooting him underneath the Collapsor ceiling.
The idea is to hit both pillars at once -- both hit Romney -- and then to
shoot Romney underneath the Collapsor for three easy hits. The first two
should be assured, but the collapsor will miss unless Romney is shot under-
-neath. The spring floor must be where Romney falls, which depends on which
pillar hits first; this depends on the trap speed and if both traps connect
simultaneously. The Collapsor _WILL_ hit if Romney is perfectly between the
pillars, though.
Finish off by throwing Romney into the pitfall, with a summon-ring spring
floor, mayhap.
#34: Earn More than Ark 7000!
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INTRUDER - Slasher (Rymer)
CASTLE - Dark Ruin
CHAMBER - Dead Metropolis
TIME LMT - 1:20
We're going to parlay #33's high-damage combo into a 7000-Ark string, albeit
with a little tweaking first. I suggest putting a bunch Charge Rings on all
traps you can here. Here is my "tool kit":
This can be done in reverse, but the collapsor part is hardest so it should
be last. Remember that when you hit someone in a pitfall, they climb out in
the OPPOSITE direction. Also, DO NOT stand on any traps yourself or Rymer'll
_trigger_ them automatically! Totally lame.
1) Put Expandor behind large pillar
2) Put spring floor in large pillar's path, pointing at pitfall 2 tiles away
3) Put Pendulum on other side of pitfall, pointing toward collapsor group
Lure the enemy onto the spring floor and trigger the big pillar, which should
hit him and knock him flat right on that floor. Use the spring floor to knock
him in the pitfall
4) Put Expander on one side of the pillars (not pond) to knock both over
Trigger the pendulum a little before Rymer crawls out, hitting him between
the pillars. Use the Expander to topple the pillars and hit him with one and
the collapsor. There is time enough after hitting the pillars and from when
the collapsor hits that the wall trap can be moved to hit him back toward or
in the pitfall, continuing the chain. However, just hitting him with the
wall should give 10,000+ Ark and complete the stuff, so I won't bother with
any additional rigamarole...this level's annoying enough!
#35: Hit with Tomb Rock!
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INTRUDER - Alchemist (Romney)
CASTLE - Dark Ruin
CHAMBER - Hidden Grave
TIME LMT - 0:30
This is simply knocking the inert boulder within the room loose, hitting
Romney with it. Both Reina and the alchemist start right by it, but he'll
move away and start walking a certain portion near the corner. Put a push
wall in position to hit it, then use a Smash Floor to knock him six panels
into its trajectory.
Or, if you're completely awesome like me (*wink*) and don't like having to
custom-fit every trap, you can use your current 6+ Smash Floor type and time
it perfectly for a midair collision. Hilarious!
#36: Avoid All Damages & Crush the Enemy!
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INTRUDER - Alchemist (Romney)
CASTLE - Dark Ruin
CHAMBER - Hidden Grave
TIME LMT - 0:30
There's a ton of ways to do this, but I prefer to harness the 4-orb Bound
Rock's immense killing power, and do a little combo off it, such as:
Spring Floor -> Bound Rock -> Smash Wall -> Fire Breath (Pendulum @ Switch)
Remember that Romney can heal himself if low on power, so make sure to keep
the strings going! He has about 150 HP, like most enemies of late.
#37: Make Combo Including 3+ Core Hits!
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INTRUDER - Alchemist (Romney)
CASTLE - Dark Ruin
CHAMBER - God's Gate
TIME LMT - 0:40
Like the last time we had to do this, just do a frontal Chain Needle attack
from close range. Yawn!
#38: Finish with Godgate!
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INTRUDER - Slasher (Rymer)
CASTLE - Dark Ruin
CHAMBER - God's Gate
TIME LMT - 0:50
Do any high-damage combo and kill Rymer with the switch-operated Godgate. I
did it with a simple combo: Thunder Claw -> Bound Rock -> Godgate
#39: Make Combo Hit Including 3 Room Devices!
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INTRUDER - Slasher (Rymer)
CASTLE - Dark Ruin
CHAMBER - Guardian Stairs
TIME LMT - 1:00
Probably the most fun room in the ruins, there's plenty of traps to use here.
However, Big Cerby (the fireplace) doesn't work on slashers, so we'll have to
get creative with the arkship/guillotine/oil barrels. Here's my quickest
version, although it has to be followed to the letter trap-wise
1) In front of the barrel that is normally moved to hit the arkship's switch,
put an expander -- this will make it roll downstairs.
2) Put a Foot Cutter (or any other spring floor that throws three spaces)
in the barrel's trajectory, aiming it at the arkship's laser path.
3) Where the Foot Cutter will throw the target, put a pendulum (normal type,
3-panel throw) aiming at the guillotine on the lower level.
Now, here's how it plays out.
Lure the enemy into the pendulum's path and score a hit with the barrel. Use
the foot cutter immediately, as the expander will keep going to hit the
switch. If all goes right, the victim should land by the pendulum and be
hit by the laser. Now -- and here's the semi-tricky part -- guess a little
before he gets up and trigger the pendulum, hitting him to the lower level
and splicin' him with the guillotine. There's only one try with the pendulum
so make it count!
An alternate version would be using the two upper barrels (they count
individually), then throwing Rymer down into the arkship's laser path and
hitting him that way. I prefer mine, frankly, as if you miss there's another
chance to do it!
[NOTE: Rymer must fall directly in the guillotine's middle or it won't fall,
just in case you wanted to try other variances.]
#40: Crush the Enemy Within Ark 300!
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INTRUDER - Alchemist (Romney)
CASTLE - Dark Ruin
CHAMBER - Guardian Stairs
TIME LMT - 0:40
Since we can't do combos, and this guy will heal himself if his health gets
down far enough, here's what I suggest. Make a small cluster combo, maybe
one at the foot of a stair, that goes like this:
1) Spring floor shoots at wall one panel away
2) Bound Rock in front of wall
3) Chain Needle pushes enemy back onto spring floor
I actually managed to do this in 299; if a reader can't for some reason, I
would suggest downing the dosage and substituting the powerful Bound Rock for
better, like a Stealth Rock [etc.]
#41: Make 8+ Combo Hits & Crush the Enemy!
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INTRUDER - Soldier (Cloud)
CASTLE - Training
CHAMBER - Training Chamber
TIME LMT - 0:30
Use a vacuum/claw to bring an enemy near a wall and hold them, then send 7+
projectiles into their face with a 4-orb Chain Needle -- which, given how
often it can be used for quick combos, you should definitely have sitting
around. Finish off with a ceiling trap, such as a pendulum type. I suggest
using the Slave Hammer, since it can detach for another hit if the Chain
Needle doesn't score enough hits (which it won't if it's too far away from
target).
Avoiding all damage is up to the player, so I can't help with that. But, for
the 2-device combo that's required, it _has_ to use the wall spear and the
detachable bridge since they're the only devices there. I suggest using a
pendulum to hit the wall spear, then -- because when they're hit by the wall
spear, they are automatically upright -- using a spring floor underneath to
toss them below the bridge. Trigger the bridge switch manually or with a
push wall. [Dropping the bridge with the enemy on it does NOT count toward
anything.] My way of doing this, since I'm lazy, was:
#43: Hit With 3+ Devices & Crush the Enemy!
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INTRUDER - Knight (Garnier)
CASTLE - Castle Agony
CHAMBER - Prison Chamber
TIME LMT - 0:30
This is a pretty easy combo setup if you look at it correctly -- bring a
push wall, a pendulum type, and a springfloor with a range of 2.
1) Lure Garnier between saw and wall, then shove him in with a push wall.
2) Use the 2-panel springfloor to throw him underneath the thorny ball
3) As he recovers, use a pendulum type to throw him next to the volt chair
4) Use the springfloor to throw Garnier into the mercy seat
This has to be very precise, as Garnier doesn't have a lot of health and if
you try to do one and then a twofer, it may not work out that well (not to
mention the thorny ball ain't exactly a speed demon in dropping). And, it
doesn't help that the saw is very unpredictable in its throw, and that the
volt chair may not register a hit at the end...ARGH!
#44: Crush within Ark 200 Avoiding All Damages!
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INTRUDER - Ranger (Marie)
CASTLE - Dark Ruin
CHAMBER - God's Gate
TIME LMT - 1:20
The easiest way to do this is to use the Chain Needle on the statue side,
while leading her around at close-range. At mid- to long-range she throws
two annoying boomerangs which, if dodged, can usually ricochet and slap our
heroine in the back. She only has 100 HP, so killing her isn't hard with the
Chain Needle.
Back at the mine cart area again, huh? Since we have to finish with the wall
spear, let's try to use some of the explosive boxes first. One thing to note:
explosions of these sort throw enemies three panels, and we're aiming to do
it in a set direction, so it's kinda hard -- precision's required. For the
springfloors, they'll probably need Charge Rings.
| BOX-|¯¯| | 1) Put 2-panel springfloor on minetrack, facing
| |__| | explosive box. Push wall is behind minecart.
|_______________ 1 |
| CART 3 2 4|-WALL 2) Put pendulum trap rigged to explode box
|_____________________| SPR. 3) Use springfloor when Saki comes near, and
wait until floor trap can be relocated.
This time, aim 2-panel springfloor up the slope.
4) Explode the box, sending Saki onto the minetrack. When ready, spring the
springfloor. Wait a little while and trigger minecart. During this, put
a BEAR TRAP type in front of wall spear.
5) Mine cart will bring Saki to bear trap location. As she gets up, trigger
it and let the wall spear impale her. Ark earned should be about 5400.
There are two hard parts about this mission: (1) sometimes Saki isn't thrown
onto the minetrack straight, so if you're doing a pendulum variance to knock
her upslope, it'll simply miss unless it's a larger type (2) if a minecart
hits Saki while she's down or not up "enough," she'll simply fly through it
and everything's screwed up.
#46: Make 5+ Combo Hits & Finish with Guillotine!
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INTRUDER - Sorcerer (Walser)
CASTLE - Castle Hue
CHAMBER - Red Chamber
TIME LMT - 1:00
Incredibly simplistic compared to the last mission. Put a three-panel spring
floor facing the guillotine (on its platform), and a chain needle on that
same wall it's by. Lure the sorcerer up there, hit him 3-4 times, then toss
him under the guillotine. His soul's laid to rest! If there's any problems
with this setup, it's that the chain needle gradually pushes Walser off the
springfloor trap, so you may have to plan for a 2-panel throw instead.
I suggest using a 2-panel Foot Cutter, as the slow status will ensure that
the guillotine lands a second hit...tee-hee! Note that the 5-hit combo and
required finish don't have to be in the same combo.
#47: Avoid All Damages & Hit with 4 Devices!
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INTRUDER - Slasher (Rymer)
CASTLE - Factory
CHAMBER - Warehouse
TIME LMT - 1:00
This is merely using all the devices at least once. Like a previous mission,
each rollable oil drum counts as one device. The order I suggest doing them
in is all three oil barrels and finishing with the tumble prop. Not too hard
as long as you do it in a timely fashion and use the barrels as cover.
#48: Earn Ark 3000+ and Crush the Enemy!
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INTRUDER - Alchemist (Romney)
CASTLE - Factory
CHAMBER - Work Chamber
TIME LMT - 1:00
There are two good clusters of traps: the lumber saw and falling ceiling,
and the incinerator and pan on top of it. So how to chain both?
1) Put a (single) projectile trap on the wall 3 spaces from the lumber saw
2) Put a bear claw type trap under ceiling spear, aligned with the pillar
3) Put a pendulum ready to knock over the pillar
Romney will usually meander and walk right by the saw if Reina runs around,
but if she stands right at the bottom of the stair and faces him, he'll run
to and stop right under the ceiling spear. At this point, hit him with the
projectile and bear claw, then drop the pillar on him as well. While doing
so, go upstairs and toss the ceiling spear on him as well. During all this:
4) Set pendulum alongside Romney (who is equidistant from spear and the wall)
5) Change bear claw to springfloor, pointing at pendulum
Romney should have enough health left at this point, and stands up on the
springfloor. Have the pendulum already triggered, and throw him into it,
which should propel him into the incinerator and into the pan (and maybe
toss him out the top!) Now that's finishing with style...this one was
actually tricky...
If you think it's hard, well...it took me about fifty tries to get it, too!
Protip: the less fancy the trap, the better. A simple bear trap suffices
where a cold claw would simply ruin the combo, for instance. I got 16,000+
Ark this way, so it's definitely worth it! ^_____^
#49: Crush the Enemy!
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INTRUDER - Darkwitch (Slami)
CASTLE - Dark Ruin
CHAMBER - Darkness Worship
TIME LMT - 0:40
Salami...err, Slami has the ability to make Reina see darkness. She has apx.
200 HP and will darken Reina's field of vision, which also makes herself
vanish from the radar. However, sometimes Reina can avoid this by bumrushing
the target, who then (usually) flees down the middle. So, given that much
more fortunate strategy...
(throw: 3)
1) Place springfloor equidistant from pillars (i.e. the middle); point at one
2) At 90-degree angle witch will fall at, place a Bound Rock (haha!)
3) Place Smash Wall [etc.] so it's in line with Bound Rock
Now, bumrush the target at the very start (you may want to do this before
laying traps to see if she's casting darkness) and get behind her, which'll
drive her down the middle. A three-panel throw will be reciprocated, and
she should land closer to the wall. Drop the Bound Rock here and try to get
in a shot with the smash wall. Either way, wherever the darkwitch lands,
set up a Slave Hammer and stand near to the target, so she uses her physical
attack and wastes time. Trigger the slave hammer to knock her away, then make
sure to detach and finish this mission.
Slami is immune to blasts, by the way, which is why we can't bomb ourselves
out of this one!
#50: Crush All Enemies!
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INTRUDER - x5 Hunter (Bion > Saki > Rymer > Walser > Marie > Seneca)
CASTLE - Castle Agony
CHAMBER - All Chambers
TIME LMT - 5:00
When it says all chambers, it means one is a mandatory fight in each, and
Reina can't leave until each is defeated. All of the rooms are ones we've
had to toil and do combos [etc.] in, so building those combos is the key to
doing this. Or, you can use a Bound Rock and often kill the poor saps without
much effort. I'll break it down, though...
ROOM #1: The Chandelier Room. Make slide stairs while charging a Bound Rock
at the bottom, which will squish the hunter without much effort.
ROOM #2: The Bridge Courtyard. Put a bear trap at the bottom of some stairs
(the flat part, that is) and shoot a few Rolling Bombs, which should
knock her up the stairs a bit. Have a Slave Hammer ready, then do
a stylish finish with the detach. Heal up if needed
ROOM #3: Put a springboard 'tween the saw and wall, shooting it to a point
where a Bound Rock can be dropped on the target. Quickly put a
Slave Hammer where Rymer falls, then detach and put him to bed.
ROOM #4: Walser is a little harder than normal because he moves around so
dang much. Put a vacuum in-between the two mad pillars and have a
slave hammer lording over it, hitting it to the wall. I usually have
a rolling bomb active up the middle, as the vacuum will suck that in
as well next time it's used.
ROOM #5: I suggest putting a pendulum type (I go with the lovable Slave
Hammer like usual) over part of the stairway, having a rolling bomb
behind it, and a Foot Cutter pointing upslope. Use the Foot Cutter
first, then trigger the Slave Hammer; on the second swing-to, when
it's time to detach, fire the rolling bomb as well and if the first
weapon doesn't kill her, the blast certainly will.
ROOM #6: This is the debut of Seneca the Ninja! Remember that these types
evade spring traps, so try to clamp her feet in front of a pillar
and knock it over, chaining it with a pendulum type. Seneca has the
ability to teleport (what the heck?) when damaged, just like Sages.
She has about 250 HP to take off, so don't waste too much time here!
Well, hope y'had fun with that course. Might've been more fun if it was all
six in one room or something, but what can we do?
There's probably a million ways to do this, but the best way is to build a
combo where the Titan gets stuck on the pendulumax. Since he won't willingly
go in front of it, he'll always go around its periphery. Just shoot a rolling
bomb at him repeatedly and he'll always stay within range, or use a floor
vacuum to suck him into the pendulumax's path.
#52: Make 5+ Combo Hits w/o using Trap Startup Button!
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INTRUDER - Titan (Aias)
CASTLE - Castle Hades
CHAMBER - Dungeon
TIME LMT - 1:00
A 'trap startup button' is manually activating a trap, and that won't work
here (figuratively and literally). Here's how I suggest doing i:
1) Automated spring floor (2-panel) in middle of room, aiming at iron maiden
2) Automated pendulum between casket and springfloor, aiming at a wall
3) Automated Rising Ball, aiming at pendulum
However, timing is the key here. Set the push wall and Rising Ball first,
but don't lay the pendulum until Aias has been hit by the Rising Ball and is
in the air. This should let it hit him just as he gets up, getting a fifth
hit!
#53: Hit with 4 Devices & Crush the Enemy!
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INTRUDER - Bomber (Elektra)
CASTLE - Castle Hades
CHAMBER - Doorway
TIME LMT - 1:20
There are four devices: two Rotagears, a Chandelier, and an Iron Gate. The
easiest ones to do are the rotagears, which are in the corners of the room.
The hub of this mission will be the red carpet in front of the iron gate,
from which all traps can be sprung. First things first, put a Smash Floor
in front of the gate and point it toward the Rotagear, so that it just barely
hits the tile where it's spinning. Lure Elektra onto this twice to get them
out of the way quickly and quietly.
For the Chandelier and Iron Gate, it's also easy. On the middle of the carpet
put a Rising Floor, then an Extender pointing towards it so that Elektra will
be pushed underneath the gate when she becomes groundborne again. The first
time I did this mission, I tried to use the stairs and push wall combinations
but what's listed above is truly the simplest way to go about it. Believe!
#54: Earn More than Ark 2000!
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INTRUDER - Titan (Aias)
CASTLE - Castle Hades
CHAMBER - Execution Jail
TIME LMT - 1:00
No ceiling traps can be used in this mission due to the spiked ceiling, and
remember that if you try to get a chain with the same traps, they won't
contribute to the combo ark! Here's my order if you want it, although it's
pretty obvious that it'll be a wall-floor-wall pattern throughout.
Remember that the order you do the combo in MATTERS in gaining points, since
each combo and bonus gives multipliers. For instance, I did the above combo
with the smash floor and foot cutter positions inverted, giving 1700; with
the listed order, it gave 2100+. Leading off with the most damage dealing
techs is the hallmark of a good comboist; you could even use a Quake Bomb
or something if needed.
#55: Finish With Hang Bell!
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INTRUDER - Bomber (Elektra)
CASTLE - Castle Hades
CHAMBER - Bell Tower
TIME LMT - 1:00
Elektra will avoid an offensive and instead go up the stairs behind her, then
just walk around the uppermost platform by the bell switch. If you play around
you can really figure out her weird pattern of actions, such as always walking
up the inner part of the stairs on the way up, but the rail-less side on the
lower 'case.
Since she doesn't fight back generally, I suggest using a Slave Hammer plut
on the upper staircase (inner portion) and a springfloor aimed to throw her
off the stairs and underneath the bell. Beat her up a bit with the pendulum
and then toss her before she's in an injured state. Pretty simple strategy
compared to what's come before (and what's to come). No wall trap required,
unless you want to detonate the bell remotely.
#56: Avoid All Damages & Crush the Enemy!
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INTRUDER - Bomber (Elektra)
CASTLE - Castle Hades
CHAMBER - Jail Passageway
TIME LMT - 0:50
Not much to crow about here. The bomber will typically keep her distance and
roll the explosive canisters, so as long as you give clearance to dodge (and
avoid subsequent explosion behind) it's a pretty simple dig. The "Crush the
Enemy" missions should be pretty easy by now, I hope -- just use a springfloor
and 4-orb Bound Rock combo to whittle her HP down heavily.
1) Put Rising Floor between the two pillars
2) Put an Extender and Pendulum so they are poised to knock over pillars
3) Trigger Rising Floor, and change it to springfloor when possible
4) Knock over first pillar w/ Extender and change it to an Upper Wall
5) Knock over 2nd pillar w/ Pendulum and change it to a Bound Rock; put it
where the upper wall will throw Elektra post-springfloor
6) Trigger the springfloor, throwing Elektra toward Upper Wall
7) Trigger it, so she flies toward the spring floor
At this point, it should be possible to throw Elektra from the Bound Rock to
the Upper Wall, back and forth for awhile.
#58: With Ark 3000+ & Finish With Mobile Saw!
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INTRUDER - Titan (Aias)
CASTLE - Castle Hades
CHAMBER - Coliseum
TIME LMT - 1:20
The Mobile Saw is probably the most elusive trap in the game, found in the
Coliseum and, as its name suggests, in constant movement. It's fixed to a
groove and moves side-to-side, so hitting it will require key precision. The
easiest way I can think of is to lure Aias onto a Rising Floor right beneath
and triggering it. Hitting it will throw the enemy two spaces away from the
Rising Floor, three from the wall. [A Rising Ball doesn't seem to work for
this purpose.] Here's my toolkit:
- CHG Mega Yo-Yo (4)
- CHG Foot Cutter (2)
- CHG Rising Ball
- DMG Bound Rock
Beat up the guy a little bit with the Bound Rock until he's got about half
his health or so left. Then do the following setup:
1) Pick the spikepit furthest from lava, and put the foot cutter in line to
throw Aias onto it.
2) Put the Mega Yo-Yo so it'll go over the spikepit and whap Aias to the
wall.
3) Have the Rising Ball two spaces from the corner door, so that it shoots
from the lower wall parallel to the mobile saw wall (not over the ledge).
So, put it in action. The first hit will be from the foot cutter, and the
2nd will be the spike pit. The mega yo-yo gets the third, throwing him at
the mobile saw wall (HOPEFULLY NOT HITTING IT YET) and in range of the Rising
Ball.
4) Put a Rising Floor where Aias fell, and before he gets up, use the Rising
Ball to score a 4th hit, dropping him back down on the Rising Wall. You
can also relocate the Mega Yo-Yo so it will whap Aias to the wall even as
he lies on his stomach, as a safety measure.
5) When mobile saw is overhead, shoot Aias into it, provided he's beaten up
enough; if he isn't, use the mega yo-yo to damage him more and shoot him
into the wall, which should maintain the balance and give the player
access to hit the saw next time around. The bare minimum on this end
should give 5400+ Ark, so...
Don't use pendulums for this mission; the yo-yo whoops 'em pretty bad since
it can hit facedown targets as well.
#59: Make Combo Including 3 Devices!
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INTRUDER - Titan (Aias)
CASTLE - Castle Hades
CHAMBER - Power Center
TIME LMT - 0:50
1) Use springfloor to knock enemy into furnace; he flies to wall on other side
2) Have a Rising Ball ready and aimed at him, knocking him into the Mad Ceily
3) Put a springfloor underneath Aias' position; knock towards Volt Wall
4) Hit him with Rising Ball again
5) Put springfloor underneath him, aiming at volt wall 1 space away
For the Rising Ball's position, I chose the lower corner near the volt wall,
so it would actually be shooting up the stairs. But, it works -- that's all
that counts!
#60: Crush the Enemy Within 5 Trap Startups!
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INTRUDER - Bomber (Elektra)
CASTLE - Castle Hades
CHAMBER - Audience Room
TIME LMT - 0:50
Smash Floor -> Bound Rock -> Upper Wall -> Smash Floor -> Bound Rock
As long as you know where Elektra will land, it's a cinch. It can be done
without the upper wall, too.
#61: Crush the Enemy!
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INTRUDER - Shadow (Hawks)
CASTLE - Secret Base
CHAMBER - Entrance
TIME LMT - 0:20
Shouldn't be too difficult. Since springfloors are easily evaded while the
Shadow is upright, we can't leadoff with those. I suggest a wall trap ->
bound rock -> Smash Floor (or similar heavy-hitting trap type). The archetype
is pretty easy to follow, even without specifics...I hope. My way, for
reference:
1) Vampire Wall extends three spaces over stairway middle
2) Bound Rock falls, throws target two spaces downwards
3) Smash Floor tosses corpse (hehe?)
#62: Make 10+ Combo Hits!
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INTRUDER - Miner (Zog)
CASTLE - Secret Base
CHAMBER - Entrance
TIME LMT - 0:40
Miners are immune to arrows so the chain needle is useless here. Here's my
simple suggestion.
1) 3-panel springfloor, bottom of stairs (middle), pointing at a wall
2) At wall being pointed at, Smash Wall points at other wall
3) On "other wall," Mega Yo-Yo points at Smash Wall
4) After initial springfloor to start chain, relocate it one tile closer to
Smash Wall.
All of the traps above have four orbs, except for the springfloor (I used a
Foot Cutter, like usual). Remember that if you keep the chain going, it
doesn't matter if the timer's at zero or not.
#63: Make Combo Including 3+ Midair Hits!
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INTRUDER - Shadow (Hawks)
CASTLE - Secret Base
CHAMBER - Punitive Room
TIME LMT - 0:50
1) Put pendulum at bottom of stairs, pointing parallel to wall
2) Put Slave Claw right behind it (on first step)
3) Put push wall two spaces away from volt chair
As soon as Hawks is trapped, immediately shoot the pendulum toward the
volt chair. Catch Hawks in midair to score the 2nd midair hit, then slam him
into the volt chair to get the third. After trying different combinations at
least 60+ times, this one was the easiest to get to work right. I don't
suggest trying to use the pendulumax unless you have the devil's luck.
#64: Earn Ark 2000+ Without Using Trap Startup Button!
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INTRUDER - Shadow (Hawks)
CASTLE - Secret Base
CHAMBER - Punitive Room
TIME LMT - 1:00
This is anotehr good one to use the ever-swinging pendulumax for. My toolkit
for this one is (all automatic type, of course):
1) In canal, put a push wall long enough to reach pendulumax's path (this can
only be done from the side farthest from volt chair).
2) At place where push wall meets pendulumax, put a springfloor aiming at
either side, so long as pendulumax is still in line with it.
3) Put a Bound Rock where pendulumax will knock Hawks, which should be back
two spaces in this case.
4) As soon as the steps 1-3 are done, immediately put a quick-load vase where
the victim is, dazing him as he stands up, and being hit by the pendulumax
to score 3000+ Ark.
#65: Avoid Damages & Make Combo Including 3+ Devices
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INTRUDER - Shadow (Hawks)
CASTLE - Secret Base
CHAMBER - Strategy Room
TIME LMT - 1:10
Hawks won't aggressively attack here, so it's a matter of using his cowardice
(he walks in a line along one of the walls with a door) to Reina's advantage.
Remember that Hawks will dodge springfloors if he's walking around, but won't
dodge them if he's face-down (he never dodges Foot Cutters, either). We'll use
the following:
- 3-panel-throw Foot Cutter
- Smash Floor
- Pendulum
- Extender (or any other 2-panel-push wall besides Smash Wall)
Here's the breakdown.
1) Position Foot Cutter in Hawks' path, to throw him 3 panels alongside box
2) Put pendulum between box and wall, pointing at wall
3) Put Extender on wall nearest barrel, behind it
Throw Hawks alongside the box and delay the pendulum a bit, until the foot
cutter can be relocated. Put it two spaces in front of the nearest spear
rack (point: spear rack). The explosion set off by the pendulum will always
throw Hawks alongside the barrel. Use the Extender to push the barrel onto
the newly-placed Foot Cutter -- Hawks will be upright, so it has to be
primed -- and throw him onto a spear rack, completing the mission requirement.
#66: Avoid All Damages & Crush the Enemy!
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INTRUDER - Miner (Zog)
CASTLE - Secret Base
CHAMBER - Strategy Room
TIME LMT - 0:40
They're semi-homing explosives can be rather annoying, but they won't blow
up any of the cover in the room, luckily. My strategy:
1) Place Bound Rock alongside box, on face opposite the wall
2) Three spaces from Bound Rock location, set three-panel-throw Foot Cutter
3) Put a push wall behind box
4) Lure Miner onto the Foot Cutter
5) Drop Bound Rock
6) Blow up box via push wall
7) Relocate pendulum to hit as she gets up
#67: Earn Ark 3000+ and Crush the Enemy!
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INTRUDER - Miner (Zog)
CASTLE - Home
CHAMBER - Sitting Room
TIME LMT - 1:20
The antler gives a x2.8 ark bonus, so we'll definitely want to include that
in the combo. Here's my take:
1) Aim Buzzsaw (with 'whap to wall' capacity) at door near fireplace
2) In front of said door, put Smash Floor aiming at antler
3) Underneath antler put a Bound Rock
4) Hit Zog with Buzzsaw, which carries her to the Smash Floor
5) Put a push wall underneath antler ASAP
6) Wait as long as possible and use Smash Floor to hit Antler
7) Zog falls on the Bound Rock space; use it and push wall at same time
This should give about 4000 Ark, put Zog in the morgue, and complete the
objective.
#68: Finish with Antler!
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INTRUDER - Miner (Zog)
CASTLE - Home
CHAMBER - Sitting Room
TIME LMT - 1:10
Beat the crap out of Zog until she's got a sliver of health left, then bait
her onto a Smash Floor aimed at the the antler (from front or flank). This
wall mount doesn't come loose, and inflicts little damage when it hits Zog,
so this may take awhile. Use a Bound Rock if you can, and don't get too close
to Zog or her bomb gas may inflict blindness. Another thing to consider is
that miners will self-bomb themselves in a suicide blast if things start
looking grim, which is automatic failure, also.
#69: Make Combo Including 2 Oil Barrels!
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INTRUDER - Shadow (Hawks)
CASTLE - Home
CHAMBER - Shed
TIME LMT - 0:50
This one isn't too difficult to figure out on a cursory glance...hopefully.
Note that the upper barrel is aligned with the thresher, and the lower one
is aligned with the door. See the tile intersecting them? Here's the lowdown.
1) At barrel path intersection, set a 3-tile-throw Foot Cutter
2) Behind lowermost barrel, put a push wall (not Extender)
3) Two spaces from thresher, put a pendulum pointing back at thresher
4) Lure Hawks onto intersection point and flatten him with a barrel
5) Use springfloor to launch him into thresher; put push wall behind barrel #2
6) Use pendulum to knock Hawks back into thresher when he starts to recover
7) Launch uppermost barrel when coast is clear
If your wall is a fast charger (stat: 3) and you switch the push wall as fast
as humanly possible, you can end up skipping steps 6 & 7, actually. Cool.
#70: Crush the Enemy Within 3 Trap Startups!
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INTRUDER - Miner (Zog)
CASTLE - Home
CHAMBER - Shed
TIME LMT - 1:20
Simple. Just use a springfloor + bound rock trap, then hit her with another
bound rock. This would be harder in a flat room with no cover, but it's easy
to lure her upstairs into the trap, like a fly in a spider's web. I managed
to do it with just putting a bound rock atop the single stair, then dropping
it twice. Really easy if you know how powerful that cheap Bound Rock is.
#71: Crush the Enemy!
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INTRUDER - Fighter (Nash)
CASTLE - Training
CHAMBER - Training Chamber
TIME LMT - 0:40
Drop a target in front of a Bound Rock with a damage ring and 4 orbs. Nash
has about 200 HP, so it'll probably take two heavy-hitting combos (unless you
wanna be hardcore, man).
#72: Make Combo Hit Including 3 Devices!
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INTRUDER - Swordsman (Gildas)
CASTLE - Factory
CHAMBER - Work Chamber
TIME LMT - 1:00
1) Use 2-panel springfloor to throw Gildas below ceiling spear
2) Once done, drop the tumbleprop on him
3) Once that's done, drop ceiling spear on him
4) Redirect springfloor to throw swordsman into the lumber saw
Since Gildas' AI will have him keep at mid-range until he lunges forward with
a swordslice, it's best to make him indisposed to begin with instead of luring
him onto a trap or any other hooey. The incinerator/pan twofer is still on
the table if the above doesn't work; just chain it with the tumbleprop.
73: Make Combo Hit Including 4 Devices!
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INTRUDER - Fighter (Nash)
CASTLE - Factory
CHAMBER - Warehouse
TIME LMT - 1:10
Each barrel will count as one device, remember! Here's how I suggest doing
this:
1) One barrel can be rolled down the stairs. Imagine the pathway as a line
and pick an intersection with one of the other barrels; put a Rising Floor
here. [Preferably, intersection point nearest stairway.]
2) Lure Fighter onto Rising Floor and hit him with stairway barrel
3) As he gets up, use Rising Floor and relocate pushwall to other barrel
4) As he gets up again, hit him with the 2nd barrel and change Rising Floor
to a springfloor.
5) Use springfloor when ready to throw Nash onto stairway
6) Use pendulum to knock Nash onto the tile that's both within range of the
tumbleprop and straightaway from the hook
6) Trigger tumbleprop to buy time to throw Nash toward Hook (relocate a new
springfloor)
7) Where Nash will land, put a vace so that he will definitely be hit by hook
Kinda convoluted, but it should work. Use Charge Rings!
#74: Make Combo Hit Including 5 Devices!
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INTRUDER - Fighter (Nash)
CASTLE - Castle Agony
CHAMBER - Doorway
TIME LMT - 1:20
1) Slidestair Nash
2) Springfloor underneath chandelier
3) Knock over both tumbleprops and chandelier when possible (4 devices used)
Now, the only two remaining devices left at this point would be the fireplace
and waterfall, with the former being easiest to use. During the tumbleprop
tumbling, put a pendulum so it will hit Nash into a path aligned with the
fireplace. Then, use a buzzsaw with the "whap to wall" traits (or springfloor,
I guess) to aim him right into the logs roaring on an open fire. This is a
pretty easy trap setup in theory, but there's two things that are required
basically:
1) Nash is immune to normal springfloors, so use the Foot Cutter
2) Use tumbleprop nearest fireplace ASAP to make setup easier to do
I suppose there are other ways to do this, such as using vases to direct the
hapless fighter into the fireplace's path, but the above is my fave way. It
nets about 16000+ Ark, to boot...not that you'll see a cent. =/
#75: Finish with Great Falls!
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INTRUDER - Swordsman (Gildas)
CASTLE - Castle Agony
CHAMBER - Cliff Chamber
TIME LMT - 1:20
The Great Falls trap is atop the staircase, and triggers when an enemy in the
small stream is extended over the edge. Gildas will be in "dummy" mode like
a few enemies before, meaning that his first priority is to decend the stair-
-cases and only attacks when Reina is adjacent to him. This "adjacent attack"
strategy can actually be very useful, since it's possible to keep Gildas on
one tile by encroaching and then backing away from his attack. Needless to
say, Smash Floors/Walls help out a lot here. I prefer to use the buzzsaw to
knock him over the falls, which is a good alternative to push walls (he'll
only avoid walls when he's got his bearings, like most enemies). Might I
suggest hitting him with a Bound Rock to lure his HP? The Great Falls only
does 30 damage initially, but a Smash Floor -> Bound Rock -> Smash Floor ->
Buzzsaw -> [whatever] combo should do nicely.
#76: Avoid All Damages & Crush the Enemy!
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INTRUDER - Swordsman (Gildas)
CASTLE - Castle Agony
CHAMBER - Church
TIME LMT - 0:40
Another relatively simple mission. His dash-n'-slash attack can be avoided
at times, but it's still best to keep one's distance. Chain a springfloor and
Bound Rock, then your favorite wall trap (I wuv the 4-orb buzzsaw). Naturally
this works best when chained with the tumbleprop at the foot of one of the
stairs. He may be left with a little health leftover if Reina doesn't trigger
the tumbleprop manually, mind you.
#77: Make All Devices Hit!
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INTRUDER - Swordsman (Gildas)
CASTLE - Castle Chamber
CHAMBER - Prison Chamber
TIME LMT - 1:10
This is roughly the same strategy as #43, except the swordsman is immune to
push walls and all the traps don't have to be done in one string. However, it
is still best to mimick the #43 strategy and chain the lumber saw, thorny
ball, and volt chair (in that order). As for hitting the swordsman with the
death needle, this can't be done from below. Lure him to the stairtop where
a mid-range (3-tile throw) can shoot him parallel to the wall and impale
in midair. It's possible to under- and overshoot the death needle, so come
prepared.
Since the fighter's immune to push walls, my fave 3-hit combo goes like:
1) Make Gildas' dash attack bring him into the lumber saw at the beginning
2) Use a Foot Cutter to throw him underneath the thorny ball
3) Pendulum him adjacent to the volty chair when possible
4) Use a buzzsaw (set on stairway) to knock him into the volty chair
#78: Make Combo Hit Including 2 Carts!
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INTRUDER - Fighter (Nash)
CASTLE - Castle Hue
CHAMBER - Yellow Chamber
TIME LMT - 0:50
This is annoying in theory, but here's how I do it:
1) Nash starts near the highest cart. Bait him into standing on the track,
then spring it so he lands against the spearwall.
2) Springfloor Nash four spaces parallel to wall (away from corner), maybe
with an Ice Blizzard floor trap (freezes where he falls)
3) Have an Upper Wall aimed at where Nash lands, then knock him in direction
of 2nd mine cart
4) Where Nash lands from Upper Wall, have a vase-type trap ready. He should
start walking toward minecart route.
5) Time the minecart's release so it hits him as he stumbles blindly.
This was the easiest way I could think of, and it takes about..oh, 0:40, so
no room for mistakes (not that there should be any!).
#79: Finish With Pitfall!
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INTRUDER - Darkwitch (Slami)
CASTLE - Castle Hue
CHAMBER - Black Chamber
TIME LMT - 0:50
As we've seen before, the Darkwitch will only use the darkness spell if Reina
is far enough away; at close-range, she will run away a short distance and
fire the red homing projectiles. This is repeated until the spell portion can
be setup. So, with her AI in mind, here's how I did it:
1) Forced her into corner by door, into a 3-tile setup pushwall
2) Dropped a Bound Rock where she fell, which was adjacent to pitfall tile
3) Baited her into moving away, onto a springfloor aimed at pitfall
4) Triggered switch, dropping her into the pitfall.
Remember that pitfall victims climb out on the side opposite the one they fell
in, so if the initial combo doesn't help enough, it's easy to setup another
combo that can keep knocking the victim back onto a springfloor until they're
tenderized enough for the pitfall.
#80: Crush All Enemies!
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INTRUDER - Titan +4 (Aias > Elektra > Seneca > Zog > Godwin)
CASTLE - Dark Ruin
CHAMBER - All Chambers
TIME LMT - 5:00
Divided evenly, that's about 1:15 per Titan, which shouldn't be that hard as
long as the mighty power of the Bound Rock is used.
TITAN #1: (Entrance) He starts straight across from Reina, and can be smashed
with the Godgate, flipped with a springfloor, and finished with a
Bound Rock. Simply get to the other side of the Godgate afterwards
and repeat the springfloor -> Bound Rock combo
TITAN #2: (Big Pillar Room) Elektra starts a little ways away, so I recommend
a Foot Cutter -> Pitfall -> Bound Rock -> Buzzsaw combo. The way
I've set it up, as soon as she climbs out of the pifall and is hit
by the Bound Rock, she flies over the pitfall and can be knocked in
again by the buzzsaw -- pretty ingenious!
TITAN #3: (Tomb Rock Room) Seneca makes her second appearance in the game. As
a ninja, she has 3 healthbars and can avoid pesky springfloors...
but not the Foot Cutter, as we've seen previously! Chain one to a
Bound Rock and repeat, bypassing this fool. She can really do a
number on Reina at close range so avoid her like the plague. Oh,
and since she can teleport like a Sage upon damage, make sure to
do quick chains, or she may avoid subsequent hits during self-
-removal.
TITAN #4: (Arkship Stairway) Zog starts on the stairway nearest Reina, so
lead him away and do another springfloor/Bound Rock combo. He's
immune to fire so the more satisfying Big Cerby combo isn't
applicable.
There are only four "titans" to defeat, or so says the overview. In actuality
Reina has to fight a 4-healthbar Hellknight (Godwin) in the castle's final
chamber. His 2-hit combo can do over half of Reina's health, so staying near
him at mid-range is out of the question. However, he can be easily baited and
avoided at close-range, just like most other simple fighters. His portion'll
need about 100-120 seconds, so make sure to end Zog's turn with that much at
least.
</pre><pre id="faqspan-5">
So, the gameplan for him is to setup one good trap combo -- a springfloor,
boundrock, and pushwall -- and just reuse it over and over. Trying to harness
the mad pillars and whatnot wastes time; keep Godwin on the local combo and
he can be directed easier. He won't use his dash attack at close range,
remember! A few other tips:
1) If you put a springfloor between Reina and Godwin, it can be triggered and
catch the hellknight during the dashattack! Miss, however, and Reina will
be killed; he's probably got around 300 ATK or so.
2) There's a health refill in the room for a reason. Use it!
3) Reina runs away faster than she backs up, so if you're baiting someone on
a tile, use the quick about-face move to avoid unnecessary damage
4) A Bound Rock is powerful but hazardous; however, placing the trap setup
above in a corner can make it more viable.
I actually did this with the following:
- D Bound Rock 4
- C Vampire Wall 3
- C Smash Floor 4
The Smash Floor throws Godwin three spaces into the corner, where a Bound
Rock strikes; Godwin isn't throw anywhere since it's the corner, though. The
Vampire Wall pushes Godwin back onto the Smash Floor, and it's repeatin'
time! The only variable is the invincibility status Godwin gets sometimes,
and it can be annoying; try to work around it, though, and keep the chains
going. If you started with about 120 seconds, you can take 2-3 invincible
cycles. Don't let the chain interrupt, though!
Not that different from a previous mission, where we chained the tumbleprops
to hit the enemy...only this time we can do it and have more fun! Should be
very easy by now -- just chain a Bound Rock, yadda yadda yadda, etc.
#82: Earn Ark 5000+ and Crush the Enemy!
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INTRUDER - Whitemagic (Dana)
CASTLE - Castle Hades
CHAMBER - Machine Room
TIME LMT - 0:40
First things first: we need to get Dana to a reliable spot. Not moving at all
at the start, the Whitemagic eventually goes near the barrel corner to setup
her attack. The pendulumax' participation, plus some vaces, can really make
this an easy way to make cash. Here's my setup, from said corner:
1) Smash Wall -> to corner by door
2) Smash Floor -> to corner by gears
3) Slave Mask -> starts walking into wall
4) Vampire Wall -> pushes onto tile row aligned with pendulumax
5) Foot Cutter -> throws Dana under pendulumax
6) New vase/crane hits Dana
7) Pendulumax kills her
The Clockgear has a better arkrate but is hard to use in a combo except as a
finisher, so I don't recommend it, really.
#83: Hit with 4+ Devices & Crush the Enemy!
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INTRUDER - Whitemagic (Dana)
CASTLE - Castle Hades
CHAMBER - Coliseum
TIME LMT - 1:20
The Whitemage has to be hit by all the damaging devices in the room (the
launchers don't count) to finish the level. Since she has to heal herself
to survive, we can't combo her too much. Here's my suggestion:
1) Throw her into the killer wall first thing, which takes off almost one
healthbar
2) Find the nearest floor pike and toss her onto it. She'll be hit and heal,
then be hit again and heal a little more until she can survive another
floor pike. Also, she appears at the edge of the trap so she can't be hit
once again.
3) Repeat step #2 on the other pike
4) Lure her onto a smash floor and wait for the killer saw to be semi-aligned,
then throw her at it. There's some leeway for hitting it, so just make sure
to fire a little before it's properly synched up. To keep her on the panel
just let her wail on Reina.
I did it with 22 seconds to spare, hombre -- so can you! Wahaha...
#84: Make Combo Hit Including 4+ Core Hits!
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INTRUDER - Armor (Orlando)
CASTLE - Castle Hades
CHAMBER - Bell Tower
TIME LMT - 0:30
Heavy Claw -> Vampire Wall -> Mega Yo-Yo -> Vampire Wall
If you time it right, and give the wall enough time to recharge, it should
work like a charm. And as a note, dropping the bell doesn't count as a core
hit.
#85: Earn More Than Ark 2000!
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INTRUDER - Armor (Orlando)
CASTLE - Castle Hades
CHAMBER - Doorway
TIME LMT - 1:00
This should be a cakewalk by now. Just hit the enemy with a wall and floor
trap, then use a high-multiplier vace to string 'em along. Orlando will walk
around the upper part of the stairway and ignore Reina unless she occupies
the same square as him, so that's the only setback, really. My setup was:
Heavy Claw -> Vampire Wall -> Mega Yo-Yo -> Smash Floor -> Gear -> Upper Wall
#86: Avoid All Damages & Crush the Enemy!
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INTRUDER - Whitemagic (Dana)
CASTLE - Home
CHAMBER - Sitting Room
TIME LMT - 0:10
Yeah, you read that right -- ten seconds flat. If you stay at midrange and
just dodge her projectiles, she won't move at all. Luckily the solution is
incredibly simple: use a Heavy Claw to detain her, then hit her with a 4-orb
Chain Needle to score 7 hits! It should eviscerate her easily, and without
much of a hassle.
#87: Avoid Damage & Crush Within 5 Trap Startups!
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INTRUDER - Armor (Orlando)
CASTLE - Home
CHAMBER - Shed
TIME LMT - 1:30
This seems easy...until you learn that the Armor takes 1 damage from most
initial traps, pendulums, and such. He can catch falling rocks and toss 'em
aside harmlessly, but if they bounce (released prematurely), they can connect
with his chin and send him flying for 50-ish damage. I suggest using some
Stealth Rocks, which are invisible and can't be avoided by the guy. There's a
fun trick you may have noticed with falling rocks: the piercing types can be
kept in play as long as they're in motion. So, lure the guy to a stairway,
hit him with a Stealth Rock, and when it rolls down, have a pushwall shove
it back towards the stairway, scoring a 2nd or maybe even a 3rd hit. Very
useful to know, considering the dude's immunities...
#88: Make Combo Hit with Damage 300+!
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INTRUDER - Whitemagic (Dana)
CASTLE - Secret Base
CHAMBER - Strategy Room
TIME LMT - 1:20
Like before, this is a good one to use the 4-orb Chain Needle (7-hit) wall
trap on, as each scores 25 damage at its best. Basically, hit her with a
Heavy Claw, shoot her full of needles, then finish with a Slave Hammer (with
Damage Ring). It's rather simple; just remember that this setup works best
where she starts initially, and you won't even have to use the SH's detach
ability (or can't really, since it hits the wall).
#89: Crush the Enemy Within Ark 200!
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INTRUDER - Whitemagic (Dana)
CASTLE - Secret Base
CHAMBER - Punitive Room
TIME LMT - 0:50
This can be rather annoying, although it's simple in theory. Two things are
needed: a 3-hit Chain Needle and a 7-hit Chain Needle. Since Dana will cure
herself at a given point (about 50-75% HP), there needs to be a low-ark
blitzkreig. So, as she comes down the stairs, point the 3-hitter at her and
score 2 hits (that's what I got). Now, she needs to be in the middle of a
square 1-2 spaces away from the wall for the 7-hit combo to hit her. Since
the arkrate for the Chain Needle is always x0.5, this is about the only way
to go (although a low-damage springfloor can help, but is unnecessary).
#90: Avoid Damages & Make Combo w/200+ Damage!
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INTRUDER - Armor (Orlando)
CASTLE - Secret Base
CHAMBER - Entrance
TIME LMT - 1:30
Disgustingly easy. We'll need a Bound Rock, Smash Floor, Smash Wall, and a
springfloor
1) Put up springfloor at bottom of stairs, pointing at bound rock
2) Bound rock should throw Orlando against the wall after it's done hitting
3) Change springfloor to smashfloor at tile Smash Wall throws victim
From there, just use the smashfloor to juggle the enemy onto the bound rock
(which is relocated as well right by the smash wall), then use the smash wall
to throw him onto the smash floor. Simplicity.
#91: Earn More than Ark 10000!
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INTRUDER - Titan (Aias)
CASTLE - Training
CHAMBER - Training Chamber
TIME LMT - 1:40
Since there are no initial devices here, we'll have to rely on our own cool
combos. The easiest one is to do a "classic" setup of springfloor -> falling
rock or vase -> push wall -> repeat, switching out the oldest-used trap for a
new one to keep the arkrate rising. Like for Godwin in mission #80, this is
best done in a corner which can let the player work sloppily in terms of
new trap creation. My setup, for reference:
1) Smash Floor
2) Vase Type #1 (Vase)
3) Vampire Wall -> back onto springfloor tile
4) Spring Floor
5) Vase Type #2 (Crane)
6) Upper Wall -> onto relocated springfloor tile, if need be
7) Foot Cutter
8) Smash Wall
9) Vase Type #3 (Slave Mask)
Then repeat as necessary. The above combo got 10663 and took about 50s to do,
so there's ample time to repeat it to clear the quota.
#92: Crush Enemy w/o Using Trap Button & Having Damage!
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INTRUDER - Bomber (Elektra)
CASTLE - Dark Ruin
CHAMBER - God's Gate
TIME LMT - 1:00
Insanely easy, as long as you don't try to bother with the Godgate, which
does weaksauce damage. Only two automated traps are needed: a good spring
floor or bearclaw, and a push wall. There are two warrior statues here; put
the bearclaw between them in the wall, and the pushwall aiming at the
statue. Lure Elektra onto the cool trap blend and it'll quickly take her
health down. Repeat once more and this one's in the books.
#93: Finish with Slash Fan!
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INTRUDER - Assassin (Hawks)
CASTLE - Castle Hue
CHAMBER - Blue Chamber
TIME LMT - 0:30
I'm sure there are plenty of ways to do this, although I took my fave trap
-- the illustrious Buzzsaw -- and put it to good use. Here's my setup:
1) Destroy bridge immediately; Hawks usually falls on same panel
2) Hit with Mega Yo-Yo -> throw towards fan
3) Hit with Buzzsaw -> flies back to Mega Yo-Yo
4) Mega Yo-Yo hits again -> throws near Rising Floor
5) As he crosses Rising Floor, hit with Buzzsaw and throw him upwards
It cuts it pretty close, but it works easily as long as step #1 goes right.
#94: Make Combo Hit Including 4 Room Devices!
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INTRUDER - Miner (Zog)
CASTLE - Dark Ruin
CHAMBER - Guardian Stairs
TIME LMT - 1:20
This is basically an extension of a previous objective in this same location,
which called for usage of 3 devices. Basically, we're trying for a barrel ->
barrel -> arkship -> guillotine like before, except an extra barrel is
tacked on. Zog's immune to Big Cerby, as before, so it has to use these
traps. First, the upper barrel part
1) One space behind barrel aligned with stairs, put a heavy claw
2) Have a 3-panel pushwall primed to throw other barrel at heavy claw space
3) In front of barrel, put a vase
So, lure Zog onto the heavy claw space and hit him with a barrel, pinning
him there. Relocate that 3-panel pushwall to hit both Zog and the aligned
barrel while he's in the heavy claw. Once he hits the 2nd barrel, he should
be on the vase. Trigger it to make him start walking downstairs.
4) When possible, use 3-panel springfloor to flip Zog into arkship's path
5) Relocate a wall trap so that it shoots from upper level to arkship switch;
this must be done prior to #4
So, like a previous mission, as soon as he's flipped onto the "sweet spot"
aligned with the guillotine, the wall projectile hits the switch and pins
him down for a moment.
6) Relocate 3-panel-throw springfloor under Zog to flip him on guillotine
Depending on how much time is bought with the arkship laser, this should be
in the bag. The combo overall gives 'bout 23000 Ark, which is a testament to
its greatness!
#95: Finish with Fire Breath!
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INTRUDER - Fighter (Nash)
CASTLE - Dark Ruin
CHAMBER - Hidden Grave
TIME LMT - 1:20
Nash will avoid Reina and instead walk along the door near the stream, so
we'll have to find some good ways to get him up there. Take note of his
path first, though -- he walks to a corner, past the door one space, and
then starts back. He also avoids normal springfloors and stops walls -- eesh.
My favorite way goes like this, based off that one wall tile past the door:
1) Buzzsaw in Nash's walking route, so it fires up stairs to corner
2) Bound Rock
3) On way back, set Smash Floor so it aligns with Fire Breath tile
4) Hit with Buzzsaw and as he flies back, trigger Smash Floor
5) When Nash tries to walk back down, trigger Fire Breath
Unlike other enemies who have a sixth sense, Nash's stupidity will make him
walk right over the Fire Breath tile, so even if you overshoot it, as long
as it's in the shortest route downwards, no bait's needed!
#96: Make Combo Hit Including 2 Bonfires!
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INTRUDER - Swordsman (Gildas)
CASTLE - Dark Ruin
CHAMBER - Darkness Worship
TIME LMT - 1:20
Hitting the enemy with the bonfire is simple -- when they're adjacent to the
mad pillar, use an Upper Wall2 and they hit it 100% of the time -- but it's
chaining with a repeat that's hard. The reason there's so much time is so
the player can do little chains of springfloor -> vase -> wall trap -> etc.
to nudge them in the right direction. There's limitless ways to go about it
in that way, so as long as you're using vases (a charge ring gives it a count
of 1!) this won't be that hard.
#97: Make Combo Hit Including 2 Devices!
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INTRUDER - Armor
CASTLE - Castle Hades
CHAMBER - Dungeon
TIME LMT - 1:40
This is annoying, considering there are only two devices -- the iron maiden
casket and spiked ceiling in the execution jail -- are in two different rooms.
However, there is a simple solution: chain short-charge vases and spring
floors! Since different rooms are involved, vases and springfloors can be
set ahead of time for an easier time. Naturally Charge Rings are good for this
sort of thing. Just remember to have the enemy walk through the doors himself
or it may pose a problem when trying to get the traps off.
#98: Make 4 Topple-Props Hit & Crush the Enemy!
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INTRUDER - Whitemagic (Dana)
CASTLE - Castle Hue
CHAMBER - White Chamber
TIME LMT - 1:20
This is actually really easy, as long as you know that the topple-props don't
hit one another if they fold over the central staircase. It's really not that
different from a previous one, although Dana has hardly any life so she'll be
at 0 HP about halfway through this. Here's my take:
- from Dana's initial position, use a springfloor to throw her betwixt the
two pillars atop the staircase. Knock both over, and Dana should survive,
albeit barely. Let her heal herself while the pendulum/wall are setup at
the other two pillars as well.
Now, to use the other two pillars, which are harder since they don't both
work as the other two did. There's a whole rigamarole for this, but I have
a better way:
- Have the pendulum/wall trap setup to knock over the two pillars. In-between
them have a Smash Floor pointed at the pillar you'll trigger lastly. Lure
Dana onto that springfloor, and let her wail on Reina to keep her there.
Hit her with the 3rd pillar and kill her, and trigger the 4th pillar a li'l
after. Use the Smash Floor to eject her towards it, and score the 4th hit
in midair.
Dana always comes down the stairs along the same side, so it's easy to lure
her onto the spot, most of the time.
#99: Crush the Enemy Within 5 Trap Startups!
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INTRUDER - Darkwitch (Slami)
CASTLE - Castle Hades
CHAMBER - Audience Room
TIME LMT - 0:20
If Reina doesn't move at the start, Slami will start casting the darkness
spell five tiles in front of her, on the red carpet. This is kind of a stupid
objective since there won't be time for 5 startups anyway. So, as it goes...
1) Put a Heavy Claw five spaces from Reina
2) Put a Slave Hammer on red carpet, aiming at thrones
3) On wall between thrones, aiming at heavy claw, put a buzzsaw
Here's the lowdown, and it'll probably take all 20 seconds. Hit her with the
Heavy Claw first, then the Buzzsaw when she's confined; it just does damage
and doesn't knock her anywhere. Now for the slightly hard part: hit her with
the slave hammer and detach it immediately after, so its ball is rolling
toward the throne stair and starts rolling back down. At this point, hit
Slami with the buzzsaw and she'll fly toward the rolling ball, dying in the
process. Whew!
#100: Crush All Enemies!
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INTRUDER - Darkwitch+4 (Slami -> Nash/Orlando -> Seneca -> Godwin -> Aragon)
CASTLE - Castle Hue
CHAMBER - All Chambers
TIME LMT - 5:00
The final mission appears only when #91-99 have been completed, and is in the
same vein as others that pit Reina against the clock as she slays a squad of
intruders.
ROOM #1: (Tumbleprop Stairway) Slami is fought first in the stairway with
pillars around it. Setup a good combo on the mini-stair near Reina
and lure her there, which also avoids being hit with a darkness
spell.
ROOM #2: (Minecart Room) There's limitless ways to attack Nash here, and
the easiest ones involve hitting him with the minecart near the
slope he starts by. Remember that he avoids springtraps and can
block walls, so hit him with a Foot Cutter first.
Sometimes instead of getting access to this room, Reina is sent to
the Guillotine Room to fight Orlando (Armor). He can be subject to
a Foot Cutter -> Bound Rock -> Vampire Wall -> Repeat technique as
well. He blocks blasts, arrows, and the usual things his class can
do.
I think in regards to which battle is fought secondly, whichever door Reina
is closest to is the one that _doesn't_ open. Orlando's is easier but he
takes less damage, so try to aim for Nash's one to save about 10 seconds.
ROOM #3: (Waterwheel Room) Seneca appears here with her three healthbars,
so it helps to chain with the waterwheel a few times. Like before,
she can teleport like a sage, ricochet-hit with her knives, blocks
walls, can jump over ledges, and avoids springfloors (not foot cutter
though). Clearly a genteel lady, haha. Make sure to heal up after
this battle.
ROOM #4: (Throneroom) This area is to Godwin's advantage, since it's flat and
little place to hide. He's got four healthbars like before, and can
still kill Reina if his dash-attack combo hits. The best way to go
is using a looping combo in the corner nearest the door, such as the
one used in Mission #80.
In the final room is the only sage in Expert Mode, Aragon. There are two
tumbleprops that can be used, although given his teleportation skills, it's
much better to use them as obstacles to block his annoying homing bomblets.
Try to get him into a looping combo like Godwin, because his defense isn't
as good even if he also has 4 healthbars. Just remember he's immune to some
traps inherently, like magnets and push walls and springfloors, so leadoff
with a good Foot Cutter [etc.] to start the juggling. Did I mention that he
can recoup health (about a bar) when he's almost dead? He's quite formidable
overall.
One good tip is that when he teleports, he always appears behind Reina...so
if Reina stands on a tile she wants Aragon to go on, he'll appear there after
a few ticks.
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V. FREQUENTLY ASKED QUESTIONS [FAQZ]
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[Q] - How do I get the Banana Peel/Delta Horse/Teleporter/Barracuda?
[A] - Play each ending. For instance, doing the first one will always give
a Hell Emblem, but doing the 2nd will give a Killer Top and Banana
Peel. Sampling each will round out the trap book.
[Q] - Do I get the Ark I earn in Expert Mode?
[A] - No, it's just for mission-finish prerequisites.
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VI. UPDATES & LEGALITY [UPDT]
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12-12-08 -----------------+ Started Walkthrough
01-02-08 -----------------+ Added to GameFAQs
01-15-08 -----------------+ Error corrections
THANKS TO...
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• Sailor/Ceej, for putting up with my crap (and putting up my crap, ha!)
• The reader -- hopefully will be plural at some point!
• The manual, from which I completely riffed the story portion
• The cool cats at the Contributor boards, 'cause I wuv you. Yes, wuv.
• chevreetiquette on Youtube, for insight into Expert Mode trials
NOTES TO SELF
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• Ellena's speed
• Rutger's immunities
• Holvain's information
• Zero Ring stat info
• Spring Floor base price
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VII. LEGALITY [LGLT]
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This document is intended for private home use ONLY, and may not be reproduced
through electronic or commercial means without the expressed consent of the
author (Patrick Summers). It cannot be hosted, edited, or distributed for
profit, and may not be given away as an add-in/gift to bought items. All rights
are reserved to respective parties, even those not explicitly stated herein.
Those who find thos document on sites not listed below should e-mail the
author (Shotgunnova). Thanks for reading, and thanks for respectin' FAQers.