Trapt FAQ/Walkthrough
Version 1.0
November 10, 2005
By Brian Nii (bnii at hawaii dot edu)
Table of Contents
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1. Version History
2. About the Deception Series
3. Basic Traps 101
4. Trap List
5. Enemies
6. Areas
7. Story Mode
8. Side Stories
9. Dark Illusions
10. Endings and Secrets
11. Acknowledgements
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| 1. Version History |
O--------------------O
Version 1.0 (November 10, 2005) – First completed version of the FAQ.
Version 0.2 (November 9, 2005) – Added information on pushing and delaying
enemies in the basic traps section. Updated the trap list, story mode, and side
stories sections.
Version 0.1 (November 8, 2005) - First version of FAQ.
O-------------------------------O
| 2. About the Deception Series |
O-------------------------------O
Tecmo's Deception (1996)
The story revolves around the young prince of Zemekia, who is falsely accused
of killing his father the king by his own brother Yurias. During his execution
he curses the people for their fickleness and cries out for someone, anyone, to
grant him the power to get revenge against everyone. Magically the prince is
saved from death and whisked away to the castle of the dammed. Here he meets a
mysterious being named Astarte who, after he kills the former master of the
castle, grants him powers to use traps and summon monsters to kill his enemies.
When enough people have been sacrificed, Satan himself will resurrect and the
real fun begins. Various intruders enter the castle, some out of greed, others
looking to kill the prince. Eventually a showdown ensues between Yurias and his
brother. Yurias is killed, but it turns out the royal magician Zamur is behind
everything. Once he's taken care off, the prince makes a fateful decision to
either resurrect Satan, or seal him away forever.
This obscure PlayStation game actually featured a warning on the case about
satanic elements in the game. The game is played in a first person view and
introduces the Deception concept of using traps to kill people invading your
castle. It features some interesting concepts that were removed from later
games, such as the ability to use items, create and summon monsters, and expand
your castle by building customized rooms. Unfortunately, it also required
practically an entire memory card to play. The trap system was also a bit
annoying compared to later games, since traps were one shot deals, and you had
to run all the way back to special rooms in order to set more of them.
Kagero: Deception 2 (1998)
This storyline involves the conflict between a blue skinned/blooded immortal
race called Timenoids and humans. For years the Timenoids have ruled over the
humans, but recently dissent has begun by those who fear the Timenoids power.
The rebel group Red Blood rises up against the Timenoids causing them to panic.
The Timenoid king Ecylpse orders his vassal Yocal to begin the Marionette
Project, where human beings are raised to be living weapons for the Timenoids.
Yocal uses a young human girl, Millenia, that she kidnapped long ago for the
project. She is taught how to use traps to destroy intruders. During the
conflict the Red Blood leader Keith discovers that his long lost sister
Millenia is still alive. Millenia must make a decision whether or not to
destroy all of the Timenoids enemies, or to try to recover what humanity she
has left.
This game is my personal favorite of the Deception series, and is the prequel
to Trapt. I ended up buying this for no particular reason, but was pleasantly
surprised by how good it was. The story is much darker than the first game, the
trap system is completely revamped, and the action is much faster. The game now
takes place in a third person view and the rooms are now three dimensional with
various features (such as stairs and ledges) that can affect your traps. You
can now use only three traps at a time (ceiling, wall, floor), but you no
longer need to reset them as they automatically recharge themselves. You can
also upgrade traps along a development tree, making them stronger and more
powerful.
Deception III: Dark Delusion (2000)
Slave traders from a foreign country kidnap a young girl Reina along with her
mother and brother. The cruel ruler of the country King Frederick mercilessly
orders Reina's mother and brother to be killed on a whim. Reina manages to
escape the dungeon by using the power of traps, but discovers that doing so
will shorten her lifespan drastically. She fights against the king's forces
along with resistance leader Albert and his brother Marco. They become involved
in a plot by the evil Queen Margareta to find the Legendary Stones, which have
the power to send people back in time. With the stones Reina could possibly go
back in time to prevent the tragedy from ever happening.
The third game in the series, Dark Delusion uses the same game mechanics as the
previous game. This time the heroine now has an evasive move that she can use.
In addition, the trap creation system has been revamped. You can now customize
traps by adding emblems that change the basic trap type (fire emblem for fire
traps, thunder emblem for electric traps, etc.), rings that add different
properties (such as increasing damage), and orbs that increase power.
Trapt (2005)
Trapt is known in Japan as Kagero II: Dark Illusion, and is actually the sequel
to the second game in the Deception series. The game mechanics are the same in
the original, except now you have analog control when moving the heroine. You
can also set traps in different rooms ahead of time without actually being in
them via the menu. While Trapt is much more linear than the previous games,
there are side stories available in each chapter that can be accessed.
The key to basic trap combos begins with what I like to call the basic three
hit combo: Immobilization, Strike, and Finish. Immobilization, as the name
implies, is the step that involves holding the enemy in place so that
additional traps can be activated. The most common method of doing this is with
a floor trap, such as a bear trap, spark rod, or vacuum floor. Next comes the
strike, which basically means hitting the enemy with another trap while he or
she is immobilized. A common choice is a projectile wall trap, such as an arrow
slit. And finally comes the finish, which ends the trap combo. This usually
involves a slow charging, heavy damage trap. Heavy ceiling traps, such as a
mega rock or pendulum, are good choices. Here's an example of the basic three
hit combo:
1. Immobilize the enemy with a bear trap.
2. Strike the enemy with an arrow slit.
3. Blow the enemy away with a pendulum.
There can be of course variations to this combo. For example, you could use a
push wall to push an enemy onto the bear trap, and then knock them away with
the pendulum. Or you could knock them against a wall with the pendulum, and use
a push wall to push them over a blast bomb on the floor. As you gain more
advanced traps you can swap them as needed for even more powerful combos. As
they saying goes, you're limited only by your imagination.
[Basic Four Hit Combo]
This is the same as the basic three hit combo, except that the finish is aimed
in a way to knock the enemy onto a room trap, such as an electric chair. Take
advantage of the traps already present in the room to add additional damage to
your combos.
[Activating Switches]
There are many room traps that are activated by running into a switch. While
you can wait until the enemy approaches the trap while you wait near the
switch, it is much easier to activate the switch from a distance. This can be
accomplished by hitting the switch with a trap. The easiest way to do this is
to use a push wall, although you can use projectile traps and ceiling traps as
well.
[Setting Traps in Advance]
Using the trap selection in the start menu allows you to set up traps in other
rooms other than the one you are already in. The advantage in doing so is to
set up traps in rooms that you are en route to, so you can immediately spring
them when the enemies enter the room. Note that traps set in other rooms charge
in real time regardless of whether or not you are in them.
[Nullifying Defense]
Just because an enemy has a defense against a certain type of trap doesn't mean
you can't use it on him. Whenever an enemy is immobilized, on the ground, or
hit by a trap, they lose their defenses against traps. For example, knights are
unaffected by projectile traps such as arrows due to their armor. However, if
you immobilize them with a trap (such as a vacuum floor) they become vulnerable
to projectiles. Maulers can resist being pushed by wall traps, but again if you
immobilize them first they can be pushed normally.
[Enemy Movement]
99% of the enemies in the game follow predicable patterns. Melee enemies such
as warriors, thieves, knights, etc. make a beeline for your character in the
shortest route possible. This of course makes them easy to bait and trap them.
Enemies with projectile weapons such as archers and bow knights tend to stop a
distance away from you and open fire. To bait them you must move further away
so that they approach closer. The same goes for the mage type enemies. Enemies
with projectiles will only fire if they can move in the same direction as their
missiles. For example, an archer cannot fire from a balcony to the floor below
even if there is a clear line of sight (they can't move in a straight line to
you). However, they could fire from the top of a staircase, since they can move
from the stairs directly to you. Note that when enemies fire at you, they do
not take into account cover, so it's possible to dodge their attack by moving
behind an obstacle or wall. It's important to note that anything that impairs
movement can be used as cover, even if it's "open air" such as the edge of an
upper floor.
[Getting Warl]
Warl is the "currency" of the game, and is obtained when you strike enemies
with your traps. The higher your trap combo, the more Ark you earn, and the
more Warl the enemies drop. The Warl that enemies drop disappears after a short
period of time, so try to pick it up before it does. You can earn additional
Ark by doing special things, such as hitting two enemies at once, hitting them
while in mid air, hitting them at long range, or getting a clean solid hit.
[Pushing and Delaying Enemies]
Most people don't know about this trick, but it comes in very handy in the
game. Allura can actually push enemies by running into them. By giving them a
"nudge" you can actually push them into trap markers that you've set, or into
traps that you just activated. For example, if you activate a press wall to
fall on an enemy but they get out of the way, you can run into them so that
they are pushed back into the falling wall. If an enemy recovers quickly and
your immobilization trap hasn't recharged yet, you can do what I like to call
the "dance of death" and move in a tight circle around the enemy. Amazingly,
most enemies will spin around trying to follow you like a dog chasing after its
tail. Use this to buy time and catch the enemy in the same trap over and over
again.
O--------------O
| 4. Trap List |
O--------------O
Traps are created using the Warl you earn during each mission. As you purchase
more traps in each category, additional traps become available for purchase.
You can only set one trap of each type in a room, and can equip up to three of
each type during a mission.
Name: Name of the trap.
Cost: Cost in Warl to build the trap.
Charge: # of seconds to fully charge the trap when set.
Damage: Base damage of the trap.
Ark: Multiplier used to determine the amount of Ark earned during a trap combo.
Description: A short description of the trap.
Comments: My comments on the trap, if any.
[CEILING TRAPS]
Name: Mega Rock
Cost: Default Trap
Charge: 8
Damage: 60
Ark: 1.0
Description: Giant falling rock.
Comments: Nothing fancy here. It's just a plain huge rock to drop on people. It
can be hard to link into combos since you can't place a floor trap underneath
it, but you can get creative and roll it down stairs, or use a push wall to
roll it at enemies.
Name: Iron Ball
Cost: 2,000
Charge: 10
Damage: 65
Ark: 1.2
Description: Giant iron ball.
Comments: Does slightly more damage than the regular mega rock, with a longer
charge time. You'll probably want to stick with the regular one since it
charges faster.
Name: Flare Rock
Cost: 4,250
Charge: 8
Damage: 70
Ark: 1.0
Description: Giant flaming rock.
Comments: Just like the mega rock, except it deals more damage and sets people
on fire.
Name: Snowball
Cost: 4,250
Charge: 5
Damage: 20
Ark: 1.2
Description: Snowball envelops foes.
Comments: Cute. Doesn't do too much damage, but there's bound to be some
creative uses for this.
Name: Volt Rock
Cost: 5,750
Charge: 10
Damage: 70
Ark: 1.0
Description: Giant electrified rock.
Comments: The king of rocks. A variation of the flare rock, except this time it
electrocutes people. If dropped in a body of water, everything in the water
gets shocked. The most damaging of the ceiling traps.
Name: Evil Stomp
Cost: 9,000
Charge: 10
Damage: 50
Ark: 1.3
Description: Devil stomps on foes.
Comments: This was originally a secret trap in the original Kagero. What makes
the evil stomp special is that it nullifies defense, meaning that no enemy can
resist getting hit with it. Unlike the original evil stomp this version hits
two squares instead of one, meaning you can overlap it over a floor trap,
making it even easier to work into combos.
Name: Vase
Cost: 1,000
Charge: 2
Damage: 1
Ark: 1.7
Description: Covers head and blinds.
Comments: Useful not for the damage it inflicts, but the fact that it charges
quickly and most enemies have no defense against it. You'll probably want to
use it to buy you more time to charge your other traps, although it's funny to
see enemies run into room traps by themselves with a vase on their head.
Name: Oil Vase
Cost: 4,000
Charge: 5
Damage: 1
Ark: 1.8
Description: Blinds & covers in oil.
Comments: Hitting an "oiled" enemy with a fire based trap sets them running
around ablaze. While funny to watch, it's probably more productive to use
another trap.
Name: Washpan
Cost: Default Trap
Charge: 3
Damage: 10
Ark: 2.0
Description: Infuriating washpan.
Comments: Hitting an enemy with this puts them in the "anger" condition. While
angry the enemy will attempt to attack you directly, which makes them an easy
target for your traps. This can have adverse effects, however. If an enemy
traps you in a corner they can repeatedly hit you over and over again before
you can recover.
Name: Pendulum
Cost: Default Trap
Charge: 5
Damage: 45
Ark: 1.0
Description: Blade on chain.
Comments: This trap was introduced in Deception III, and is quite useful
throughout the game. It hits everything in a three square block, and knocks the
opponent in the direction you set it in. It can also be used to hit switches
and knock over pillars. I'd recommend bringing this trap on most missions, as
it's quite versatile.
Name: Huge Saw
Cost: 3,150
Charge: 6
Damage: 30
Ark: 1.2
Description: Saw cuts into enemies.
Comments: This trap drops a saw blade from the ceiling, which then rolls along
the floor in the direction you set it in. The saw continues to roll until it
hits an object or wall. It combos well with other traps due to its extreme
range.
Name: Guillotine
Cost: 3,400
Charge: 6
Damage: 25
Ark: 1.2
Description: Slices the enemy.
Comments: This trap sends three guillotine blades down from the ceiling.
Name: Punisher
Cost: 4,150
Charge: 5
Damage: 10
Ark: 0.2
Description: Giant saw shreds foes.
Comments: I haven't really used this trap much, but from what I've seen it
doesn't seem to be very effective.
Name: Mega Yo-yo
Cost: 4,400
Charge: 10
Damage: 55
Ark: 1.5
Description: Falling bladed yo-yo.
Comments: Similar to the pendulum. Unlike the pendulum however, the yo-yo
cannot knock over pillars.
Name: Falling Needle
Cost: 6,900
Charge: 10
Damage: 45
Ark: 0.8
Description: Falling spiked ceiling.
Comments: I think this trap can affect enemies with boulder defense, but I
haven't tried it out yet.
Name: Death Hammer
Cost: ???
Charge: 4
Damage: 60
Ark: 1.8
Description: Spiked hammer.
Comments: The death hammer becomes available for purchase by getting the "A"
ending. This obscenely powerful trap hits everything in a 3 x 3 square, and
nullifies defense. When activated a pole drops from the ceiling and swings a
huge hammer (it looks more like an axe to me) around in a circle repeatedly,
mowing down everything in the vicinity. When the trap finishes the hammer
shoots off to the west (in relation to the map screen). Note that if the enemy
falls close enough to the hammer after being struck they can actually be struck
a second time when they get back up.
[WALL TRAPS]
Name: Push Wall
Cost: Default Trap
Charge: 4
Damage: 5
Ark: 1.2
Description: Pushes enemies back.
Comments: Don't let the basic premise fool you. This is one of the best traps
in the game in terms of utility. It's very useful for activating distant
switches, and it's incredibly useful when used in conjunction with one
particularly powerful trap combo in the old castle. Keep this with you at all
times and you'll be amazed at how many applications it has.
Name: Guilty Lance
Cost: 2,750
Charge: 5
Damage: 25
Ark: 1.0
Description: Wall spears spring out.
Comments: A decent trap early on. Think of it as an arrow trap with limited
range. I'm not sure if it counts as a wall or projectile trap though.
Name: Magnet Wall
Cost: Default Trap
Charge: 5
Damage: 1
Ark: 1.0
Description: Draws foes toward it.
Comments: Until you get the vacuum floor, this will be one of the more devious
tools in your arsenal. Only one enemy type can resist the magnet wall, and
that's towards the end of the game. Use this to draw an enemy to an
immobilization floor trap, and then nail them with a strong ceiling trap. Or
just skip the floor trap and squash them with a rock.
Name: Smash Wall
Cost: 3,500
Charge: 5
Damage: 10
Ark: 1.3
Description: Sends enemy flying.
Comments: The push wall on steroids. It's useful for knocking an enemy into a
room trap, or into range of one of your ceiling traps.
Name: Maiden's Hug
Cost: 4,700
Charge: 6
Damage: 50
Ark: 1.0
Description: Iron maiden hugs foes.
Comments: Once a room only trap in Deception III, now you too can give the
enemy a hug. A hug of death that is. An iron maiden opens on the wall and
pushes outward, grabbing any nearby enemies and moving them back to the wall.
The maiden's hug is very slow, but it can actually hit enemies on the way back.
Make sure to set a floor or ceiling trap to nail them on the way back. While
the press wall does more damage and has more range, the maiden's hug charges 2
seconds faster, and that makes all the difference in the world.
Name: Press Wall
Cost: 8,150
Charge: 8
Damage: 60
Ark: 1.5
Description: Big wall crushes foes.
Comments: An expensive trap to be sure, but well worth the Warl. The press wall
has an extremely long charge time for a wall trap, and it takes even longer to
activate, but it does quite a bit of damage and covers a wide area.
Name: Evil Kick
Cost: 9,150
Charge: 5
Damage: 20
Ark: 1.7
Description: Devil punts enemies.
Comments: Another secret trap from Kagero. The evil kick knocks enemies clear
across the room, and like the other evil traps nullifies defense. It's also
useful to knock over hard to reach pillars with.
Name: Arrow Slit
Cost: Default Trap
Charge: 3
Damage: 25
Ark: 1.2
Description: Fires a speedy arrow.
Comments: The default missile trap is useful more for its speedy charge time
rather than damage. While most armored enemies are immune to projectiles, it
can be useful against mage type enemies since hitting them will disrupt any
spell they are currently casting.
Name: Buzzsaw
Cost: 2,800
Charge: 4
Damage: 30
Ark: 1.3
Description: Saw cuts and pushes.
Comments: The combination of a missile and a knockback trap is extremely
useful. Creative people will definitely find uses for this.
Name: Triple Arrow
Cost: 2,550
Charge: 5
Damage: 15
Ark: 1.0
Description: 3 arrows are fired.
Comments: It's not as useful as the standard arrow trap, but it does tack on
two free hits as part of a combo.
Name: Cold Arrow
Cost: 3,050
Charge: 4
Damage: 20
Ark: 1.2
Description: Ice arrow freezes foes.
Comments: A missile and immobilization trap all rolled into one.
Name: Rolling Bomb
Cost: 3,550
Charge: 6
Damage: 55
Ark: 1.1
Description: Floor trap explodes on contact.
Comments: Useful for it's ability to roll down stairs. Don't get too close to
the explosion or you'll get hit as well.
Name: Boomerang
Cost: 4,800
Charge: 4
Damage: 25
Ark: 1.5
Description: Cuts foes and returns.
Comments: The boomerang is unique among projectile traps as it fires a short
distance then returns on another arc.
Name: Fireball
Cost: 5,550
Charge: 4
Damage: 35
Ark: 1.0
Description: Rolls along floor.
Comments: Sets people aflame and ignites flammable traps.
Name: Death Iron
Cost: ???
Charge: 6
Damage: 45
Ark: 1.3
Description: Electrified iron bomb.
Comments: This powerful trap becomes available after getting ending "B".
Basically the death iron is a projectile trap that fires a volt rock as a
missile. The rock also leaves a trail of electricity in its wake, dealing
electric damage in addition to the impact damage. Once you have this in your
arsenal you'll never use any another projectile trap again. Oh, and like the
death hammer, the death iron nullifies defense, making it even more
outrageously powerful.
[FLOOR TRAPS]
Name: Spring Floor
Cost: Default Trap
Charge: 4
Damage: 5
Ark: 1.3
Description: Launches enemies.
Comments: I'd rather immobilize enemies than launch them in the air, but
creative people love using this to send foes into room traps most people never
even touch, like stained glass windows and deer heads.
Name: Smash Floor
Cost: 2,700
Charge: 7
Damage: 15
Ark: 1.3
Description: Launches even further.
Comments: A spring floor on steroids.
Name: Rising Floor
Cost: 5,500
Charge: 7
Damage: 25
Ark: 1.4
Description: Tosses foes upwards.
Comments: Very limited applications, but if you want to send someone into the
slaughter fan there's no better way to do so.
Name: Catapult
Cost: 5,950
Charge: 10
Damage: 20
Ark: 1.3
Description: Fires foe like bullet.
Comments: Can be useful, but the charge time is way too long for a floor trap.
Name: Delta Horse
Cost: 5,650
Charge: 6
Damage: 45
Ark: 1.8
Description: Hits from below.
Comments: This was a secret trap from Deception III. Immobilizes the enemy if
it hits.
Name: Devil Upper
Cost: 8,750
Charge: 6
Damage: 20
Ark: 1.4
Description: Devil uppercuts enemy.
Comments: Like the previous devil traps, this was also a secret trap in the
original Kagero. Acts like a powerful spring floor that nullifies defense. This
trap is extremely useful for one optional, but incredibly difficult, boss
fight.
Name: Bear Trap
Cost: Default Trap
Charge: 4
Damage: 20
Ark: 1.3
Description: Immobilizes the enemy.
Comments: Until you get the spark rod or vacuum floor, this will be your
immobilization trap of choice. It doesn't work on knights (they're too heavy)
or thieves and assassins (they're too fast), but on vanilla foes there's no
easier way to start a combo.
Name: Spark Rod
Cost: 2,550
Charge: 5
Damage: 35
Ark: 1.0
Description: Electrifies floor.
Comments: Unlike the bear trap, the spark rod works on just about any enemy
that doesn't have electric immunity. It also does a good job on electrifying
bodies of water, and comes in handy for activating a few dark illusions.
Name: Vacuum Floor
Cost: 5,550
Charge: 4
Damage: 1
Ark: 1.0
Description: Sucks the enemy in.
Comments: Hands down the best floor immobilization trap in the game. Very few
enemies can resist magnetism, and the vacuum floor sucks up enemies in a one
square radius. While certain agile enemies can run fast enough to resist
getting sucked to the center, if they're running towards or on top of the trap
when it's activated, it's a guaranteed hit. On top of that, this trap has an
amazingly short charge time. Once you get your hands on this baby, you'll never
go back to a bear trap or spark rod again.
Name: Thunder Jail
Cost: 5,800
Charge: 6
Damage: 30
Ark: 1.0
Description: Electrified cage.
Comments: A throwback to the original Deception, but this time the cage comes
out of the ground instead of the ceiling.
Name: Hanging Chain
Cost: 8,550
Charge: 5
Damage: 15
Ark: 1.7
Description: Constricting chain.
Comments: An unusual trap that knocks enemies to the ground, then lifts them up
into the air. It's useful for holding enemies in place to hit them with a room
trap (such as a cart).
Name: Hellfire
Cost: 6,550
Charge: 7
Damage: 55
Ark: 1.0
Description: Launches foes airborne.
Comments: This classic Deception bomb blows away anyone within a one-block
radius. Useful for dislodging certain objects from the ceiling.
Name: Banana Peel
Cost: 7,150
Charge: 1
Damage: 1
Ark: 2.0
Description: Cruelly trips foes.
Comments: A secret trap from Deception III.
Name: Death Pillar
Cost: ???
Charge: 7
Damage: 35
Ark: 1.0
Description: Devil's pillar appears.
Comments: Ugh. For a secret trap this one is kind of crappy. You can unlock
this trap by getting the "C" ending. Basically it makes a pillar shoot out of
the ground. Whoopie.
[ITEMS]
Name: Name of the item.
Cost: Cost in Warl to purchase.
Available: When the item is first available.
What it does: What the item does.
Comments: Comments on the item.
Name: Belfry Key
Cost: 5,100
Available: Initially Available
What it does: Unlocks the belfry room in the mansion.
Comments: The belfry is home to an easy dark illusion, so it's well worth the
investment.
Name: Room of Bridges Key
Cost: 1,000
Available: After purchasing the Belfry Key.
What it does: Unlocks the crossing room in the mansion.
Comments: The room doesn't have anything particularly special in it, but the
key is fairly cheap, so you might as well get it for completion's sake.
Name: Torture Chamber Key
Cost: 1,200
Available: Initially available.
What it does: Unlocks the torture chamber room in the mansion.
Comments: It's a fun room to play in, and fairly cheap to boot.
Name: Gallery Key
Cost: 9,000
Available: Initially available.
What it does: Unlocks the gallery room in the mansion.
Comments: Forget about it. Purchase this only after getting all the other
traps, or if you have Warl burning a hole in your pocket.
Name: Hall of Chains Key
Cost: 10,000
Available: After purchasing the Gallery Key.
What it does: Unlocks the hall of chains room in the mansion.
Comments: With a name like the hall of chains you would think it would be a
cool room. It's not. Save your Warl and buy more traps instead. Get this only
if you have everything else purchased.
Name: Private Chambers Key
Cost: 2,500
Available: Chapter 7
What it does: Unlocks the king's chambers room in the palace.
Comments: The king's chamber's isn't anything special, though it is kind of
creepy. If you get this and the clock hall key you can complete a circuit
around the palace rooms.
Name: Great Clock Hall Key
Cost: 5,000
Available: Chapter 7
What it does: Unlocks the clock hall room in the palace.
Comments: The clock hall has a dark illusion in it, so you'll want to unlock it
sooner or later.
Name: Dungeon Key
Cost: 2,000
Available: Chapter 9
What it does: Unlocks the dungeon room in the old palace.
Comments: The dungeon isn't anything spectacular, but getting it does complete
a circuit around the old palace.
Name: Workshop Key
Cost: 3,000
Available: Chapter 9
What it does: Unlocks the workshop room in the old castle.
Comments: The workshop is fun to play in, but you can safely ignore it until
your trap collection is complete.
Name: Reina's Clothes
Cost: 100,000
Available: After accumulating 100,000 Ark
What it does: Allows you to play as Reina from Deception III.
Comments: Reina has a pretty cute outfit, but it's going to take a very long
time to get 100,000 Ark and Warl.
Name: Millenia's Clothes
Cost: 200,000
Available: After accumulating 300,000 Ark.
What it does: Allows you to play as Millenia from Deception II.
Comments: Playing as the original femme fatale of the Deception series is
pretty cool, although getting 300,000 Ark and 200,000 Warl will be quite an
accomplishment.
O------------O
| 5. Enemies |
O------------O
The enemies in Trapt all have four primary statistics: Strength, Defense,
Agility, and Attack.
Strength is basically their HP or health, which determines how much damage they
can take before dying. One health bar onscreen is equal to 100 units of
strength. When an enemies' health gets low they begin to walk very slowly and
will usually attempt to flee the area.
Defense is a measure of how much damage they can resist from a trap. Enemies
with high defense will take less damage than the base damage of the trap.
Certain enemies have immunity to certain types of damage. For example, fire
mages are immune to fire damage, ice mages to ice damage, etc.
Agility is a measure of how fast an enemy can move. Enemies with high agility
may be able to avoid certain traps when activated since they might move out of
the way faster than most foes.
Attack is a measure of how much damage the enemy can deal to Allura in a single
attack. All enemies have a close range melee attack, but some have missile
attacks, and others have magical attacks.
Some enemies can defend themselves against certain trap types. They can also
have immunity to a certain type of damage.
Defense Against:
Vase Traps – Vase
Pincer Devices – Bear Trap
Boulders – Mega Rock, Iron Ball, Flare Rock, Snowball, Volt Rock
Ceiling Attacks – Pendulum, Huge Saw, Guillotine, Punisher, Mega Yo-yo, Falling
Needle
Wall Attacks – Push Wall, Smash Wall, Press Wall
Floor Attacks – Spring Floor, Smash Floor, Rising Floor, Catapult, Delta Horse
Projectiles – Arrow Slit, Buzzsaw, Triple Arrow, Cold Arrow, Javelin
Immune To:
Fire Damage – Fireball, cannot be set on fire
Electrical Damage – Spark Rod, electrified water
Ice Damage – Cannot be frozen
Earthquake Damage – Earthquake Bomb
"Oil" Status – Oil Vase
"Anger" Status - Washpan
Defense Against Magnetism – Magnet Wall, Vacuum Floor
[WARRIOR]
Defense: None
Immunities: None
Special: None
Warriors are the most straightforward enemies in the game. They will move
towards Allura directly and attempt to hit her with their weapons at close
range. Since they don't have any defenses, immunities, or special attacks, they
are easy to deal with as long as you don't get overconfident.
[ARCHER]
Defense: None
Immunities: None
Special: None
Archers are similar to warriors, except once they get close enough to Allura
they will fire at her with their bows instead of closing in on her. While the
arrows they fire are easy to dodge, archers often attack in conjunction with
other enemies who can distract you so that they can get an easy shot in.
[PEASANT]
Defense: None
Immunities: None
Special: None
Peasants are the weakest enemies in the game. They can throw rocks at you from
a distance, but other than that they are easily taken out with basic traps.
[MAULER]
Defense: Wall
Immunities: Earthquake
Special: Causes earthquakes.
Maulers have a powerful melee attack and high strength, but move very slowly
and are very easy to bait into traps. They can stun you by hitting their mauls
into the ground, but chances are you can easily pull off a trap combo before
they can even do so.
[THIEF]
Defense: Pincer, Floor
Immunities: Earthquake
Special: None
Thieves are very fast enemies and can catch you off guard with their speed. If
they get close enough they can use a powerful stab attack on Allura.
[KNIGHT]
Defense: Pincer, Projectiles
Immunities: None
Special: None
Knights are basically warriors with armor. This gives them a tougher defense
and protection against bear traps and projectiles. They can use a fast dash
attack from a distance that deals significant damage to Allura.
[FIRE MAGE]
Defense: None
Immunities: Fire, Oil
Special: Sets fire to enemies.
As the name implies, fire mages attack with fire. Getting hit with a fireball
sets you on fire, causing Allura to run around and take additional fire damage
over time. They are immune to fire attacks.
[ICE MAGE]
Defense: None
Immunities: Ice
Special: Freezes enemies.
Perhaps the most dangerous of the mage type enemies, ice mages fire an icicle
that if it hits freezes Allura on the spot. If she's unlucky the ice mage will
repeatedly freeze Allura over and over again before she can even recover. Not
surprisingly, ice mages cannot be frozen and are immune to ice attacks.
[PRIESTESS]
Defense: None
Immunities: Anger
Special: Heals allies
The priestess is annoying due to her penchant for healing other enemies while
you're trying desperately to kill them. Fortunately, they tend to have very low
health, so one decent trap combo is usually enough to take them out.
[DARK MAGE]
Defense: None
Immunities: None
Special: Blinds enemies.
Dark mages are fairly weak enemies, but their magic attack is difficult to
avoid. They fire a large ball of darkness that follows you indefinitely. The
only way to avoid it is to have it hit an obstacle or wall. If it does hit you,
your vision will be severely impaired for a limited time. This makes it
difficult to see where your enemies are coming from or if they're near traps.
[AXE KNIGHT]
Defense: Pincer, Boulders, Projectiles
Immunities: None
Special: None
Axe knights are larger, slower versions of regular knights that have defense
against boulder traps. They make a lot of noise when they move so you can hear
them coming a mile away. While they're powerful enemies, they are also very
slow and can easily be led into traps.
[BOW KNIGHT]
Defense: Pincer, Floor, Projectiles
Immunities: None
Special: None
Bow knights are basically a combination of an archer and knight. You can treat
them in the same way as archers, except they have more health and can avoid
floor traps.
[SPEAR KNIGHT]
Defense: Pincer, Projectiles
Immunities: Earthquake
Special: None
Spear knights are much more durable than regular knights, and behave similarly
to axe knights. They have a powerful thrusting attack they can use at close
range.
[THUNDER MAGE]
Defense: None
Immunities: Electrical
Special: Electrifies enemies.
Thunder mages fire lightning orbs at a distance, which can home in on your
position. At close range they can swing their staff around causing an
electrical discharge. Naturally they are immune to electric damage.
[ASSASSIN]
Defense: Pincer, Floor
Immunities: Earthquake
Special: None
Assassins are basically faster versions of thieves. They have a powerful multi-
hit attack they can use at close range.
[WIZARD]
Defense: None
Immunities: Fire, Ice, Oil
Special: None
Wizards are the strongest mage type enemies in the game. They have prodigious
amounts of health, and fire a large powerful projectile. Up close they can
create a magical burst around them, which can freeze you solid.
[LEGIONNAIRE]
Defense: Boulders, Wall
Immunities: All Except Ice
Special: None
Reminiscent of the hellknights in Deception III, these undead demons are the
strongest regular enemies in the game. Thankfully they are rare and only appear
near the end of the game. What makes legionnaires particularly special is that
they are the only normal enemy that can resist magnetic traps. Since they're
immune to just about everything, you might want to keep an ice trap (such as
ice arrow) on hand, or use the evil/devil series of traps since they have no
defense against them.
O----------O
| 6. Areas |
O----------O
[MANSION]
You begin the story in the mansion. According to legend, this is where the
legendary braves sealed the fiend long ago. It could possibly be the same
mansion that appeared in the original Kagero.
Location: Hall
Traps: Falling Pillar x2, Chandelier, Candle stand x2
Dark Illusion: The Man-eating Music Box
Comments: There isn't anything particularly special about this room. It's easy
to avoid enemies here since you can simply run around in circles up and down
the stairs while your traps charge. It is worthy to note that the first dark
illusion is in this room, and it's very easy to activate.
Location: Crossing Room
Traps: Collapsing Bridge x2, Fixed Chandelier, Projecting Spikes x2, Decorative
Pillar, Iron Maiden, Crucifixion Stand
Comments: A small room with an upper and lower level. The walkways are narrow,
so there's not much room for trap placement.
Location: Chapel
Traps: Stake Launcher, Black Torch x2, Obelisk, Stained Glass
Comments: The stake launcher automatically combos with the obelisk, and does a
good amount of damage to boot. Simply set an immobilization trap in front of
the stake launcher and a wall trap (like push wall) next to the trigger switch
near the door. Trap them in front of the launcher and activate the switch. The
stake launcher will send them flying into the obelisk, which then drops on top
of them. If you're really good it's possible to send both enemies into the
obelisk at once.
Location: Belfry
Traps: Bladed Pillar x2, Big Bell, Oil Barrel, Powder Chest, Iron Ball & Chain,
Lamp Sculpture
Dark Illusion: Heaven's Judgment
Comments: Noteworthy for the easy to use dark illusion.
Location: Torture Chamber
Traps: Red-hot Binder, Rotating Pillar, Sinner's Table, Pendulum, Electric
Chair x3, Crucifixion Stand
Comments: There are a lot of fun traps here. The easiest to use would probably
be the electric chairs.
Location: Basement Stairs
Traps: Killer Cart, Devil's Head, Devil's Body, Falling Pillar x2
Dark Illusion: Cry of the Fallen One
Comments: The dark illusion is this room is tricky to pull off. Getting someone
into the target area is trickier still.
Location: Hall of Chains
Traps: Oven, Falling Pillar, Projecting Spikes, Slaughter Fan, Electric Chair,
Suspended Pillar x2
Comments: Noteworthy for the ominous slaughter fan, which was great fun in the
original Kagero, and is great fun here.
Location: Gallery
Traps: Falling Pillar, Rotating Fan, Roller, Spiked Room
Comments: The roller automatically combos with the spiked room. Just set an
immobilization trap and push wall in front of the roller and you're all set.
[PALACE]
You only spend about two chapters in the royal palace. Don't worry about it
since the next palace is so much better trap-wise.
Location: Basement
Traps: Falling Sandbag, Iron Gate Bridge, Pulverizer, Waterspout
Comments: You can have some fun with electricity here since the enemies need to
cross a body of water across the room. The iron gate bridge requires a lot of
set up to use, but the pulverizer is quick, easy, and fun.
Location: Entrance
Traps: Draw Bridge, Falling Lattice, Oil Barrel, Waterspout
Comments: The draw bridge is loads of fun to play with. Simply set a wall trap
near the switch and wait till the enemy is on the bridge. Depending on how far
they are along it they'll either be knocked into the water below (where you can
zap them with a spark rod), or they'll slide down the bridge and get skewered
by the falling lattice. Either way it's loads of fun for the whole family.
Location: Royal Tomb
Traps: Falling Pillar x3, Ornament x2, Queens Casket
Comments: This is the tomb where the opening scene took place. You can fight
here if you want, but I guess you would feel a bit guilty desecrating the dead.
Location: King's Chamber
Traps: Goddess Statue x2, Death Axe, Glass Dome, Bed, Prancing Carousel, Solar
Disc
Comments: After looking at Olaf's chamber I'd have to say that he's one creepy
guy. The solar disc alone is enough to send shivers down my spine.
Location: Clock Hall
Traps: Clock Pendulum, Long Hands, Cuckoo, Clock Gears
Dark Illusion: The Fated Shredding
Comments: The dark illusion in this room requires a bit of setup. Hitting
people with the cuckoo is good for a laugh.
Location: Throne Room
Traps: Crush Statue, Chandelier, Falling Pillar x2, Holy Anger, Throne, Dragon
Statue
Comments: It wouldn't be a Kagero game without the ominous throne room.
[OLD CASTLE]
The old castle is home to a whopping three dark illusions. The war room
features one of the best, if not the best, death traps in the game.
Location: Entry Hall
Traps: Flame Spout x4, Black Torch, Powder Chest, Knight Statue x2, Electric
Pillars, Wall Spikes
Dark Illusion: The Devil's Trapeze
Comments: This hall is similar to the one in the mansion. The dark illusion in
the room is much harder to set up though.
Location: Dungeon
Traps: Hanging Ceiling, Electric Chair x2, Powder Magazine, Iron Maiden
Comments:
Location: Guardroom
Traps: Waterwheel, Standing Spear, Falling Pillar x2, Blast Furnace, Murder
Roller
Dark Illusion: Feast for the Beast
Comments: The dark illusion here is tricky to pull off, but it's really cool.
Location: War Room
Traps: Cannon, Gear, Trophy Deerhead, Powder Keg x2, Grated Oven
Dark Illusion: The Human Cannonball
Comments: This room features a trap combo that is not only ridiculously easy to
pull off, but deals loads of damage and looks cool to boot. Simply set an
immobilization floor trap on the stairs adjacent to the cannon (I recommend
vacuum floor). Next set a push wall adjacent to the floor trap aligned with the
cannon. Finally set a powerful ceiling trap (I recommend volt rock) on the
black square closest to the oven (about one square away from it to be precise)
aligned with the cannon. Lure the enemy to the floor trap (easily done since
the stairs is the only way to get to the upper and lower levels). Immobilize
them and use the push wall to push them into the cannon. The cannon will blow
them into the oven, where they'll simultaneously be pierced by the grating and
burned by the oven, and set on fire to boot. The victim will then be tossed out
of the oven (still on fire) and land conveniently on the spot where you have
your volt rock set up. Drop the rock on them even if they're already dead and
watch the Warl fly (make sure to wait near the oven to collect it during the
combo). I've tested this combo on all the enemies in the old castle stages, and
it is guaranteed to kill everyone. In fact most enemies die when shot into the
oven. The ones that don't require just a little bit more work, but that's where
the volt rock comes in.
Location: Ritual Hall
Traps: Aquarius Statue x2, Icicle, Hydra Statue, Falling Pillar x2, Oil Barrel
Comments: This room is similar to the holy Timenoid shrine that was in the
original Kagero.
Location: Workshop
Traps: Hanging Timber, Automatic Cart, Resting Cart, Elevated Cart x2, Powder
Chest
Comments: Be sure to watch out for the automatic cart in this room. It has a
disturbing tendency to hit you if you're not careful.
[SEALED ROOM]
This is the room where the fiend was sealed long ago. You can only access this
room in chapters 14 and 15.
Traps: Devil's Claws x2, Minion Statue x2, Seal Stone, Spiked Pillar x2,
Falling Pillar x2
Dark Illusion: The Seal of Eternity
Comments: The most prominent feature of this room is the seal stone hanging
prominently at the top of the stairs. It deals damage to anyone that gets
knocked into it, which turns out to be very useful for dealing with certain
enemies.
O---------------O
| 7. Story Mode |
O---------------O
[CHAPTER 1: Unravelled]--------------------------------------------------------
Area: Mansion
Intruders: Alan (Warrior), Ralph (Warrior)
Description: Soldiers Alan and Ralph come to the mansion in search for Allura.
Comments: The first time you play this mission you won't have any control over
your trap placement. Simply activate the floor trap, wall trap, and ceiling
trap in that order (the basic three hit combo) to kill poor Alan. The second
time you play this mission you get full control over trap placement. You can
try using the dark illusion (see the section on dark illusions) on him, but you
might want to save it for Ralph who shows up right after you kill Alan. They're
both pretty much cannon fodder and serve as good warm up practice.
[CHAPTER 2: The Soul's Price]--------------------------------------------------
Area: Mansion
Intruders: Marcus (Warrior), Ellen (Archer)
Description: Two more soldiers come looking for Allura in the mansion.
Comments: You'll encounter an archer for the first time here. They require a
bit more baiting distance since they have a ranged attack, but you should have
no problem dealing with her. The stake launcher/obelisk combo in the chapel is
a great way to take them out Don't forget about the dark illusion in the
hall either.
[CHAPTER 3: The Sinful]--------------------------------------------------------
Area: Mansion
Intruders:
First Round - Bolide (Peasant), Douglas (Mauler), Aladdin (Thief), Hannah
(Peasant)
Second Round – Elvin (Warrior), Justin (Knight), Sharon (Archer), Vaglumo (Fire
Mage), Philip (Thief)
Description: A large group of bounty hunters enter the mansion looking for
Allura.
Comments: Yikes. It's only the third mission and we're already fighting no less
than 9 enemies. Fortunately, they're not very tough or very bright. You'll
encounter a mauler, thieves, and a knight for the first time. Just keep in mind
that wall traps can't push the mauler, the thieves avoid floor traps (but not
bear traps), and the knight is immune to bear traps and projectiles. And be
sure to watch out of the fire mage here. Make good use of the stake launcher in
the chapel, and feel free to use the dark illusion in the hall on any
particularly difficult enemy.
[CHAPTER 4: The Shackles of Fate]----------------------------------------------
Area: Mansion
Intruders: Veronica (Archer), Blizzardo (Ice Mage), Dudley (Mauler), Louis
(Thief), Elmer (Warrior)
Description: The elite Black Knights regiment arrives at the mansion to hunt
for Allura.
Comments: Watch out for Blizzardo's freezing ice attacks. Other than that,
there isn't anything particularly worrisome about this mission.
[CHAPTER 5: The Martyr]--------------------------------------------------------
Area: Mansion
Intruders: Alvin (Knight), Schtormo (Ice Mage), Eric (Peasant), Geoff (Peasant)
Description: A group of fiend worshipers arrive at the mansion to kill Allura.
Comments: Nothing here that you haven't seen before. The peasants here move
surprisingly fast, so don't let them catch you off guard with their speed.
[CHAPTER 6: The Remaining Path]------------------------------------------------
Area: Mansion
Intruders: Gordon (Warrior), Eleanor (Priestess), Myra (Archer), Gerald
(Knight), Fiona (Dark Mage)
Description: Finnegan's minions enter the mansion looking for Allura.
Comments: You meet a priestess and dark mage here for the first time. The
priestess can heal other enemies, so taking her out is a priority. The dark
mage fires a projectile that pretty much chases you forever unless you make it
hit an obstacle or wall. Gerald the knight has quite a bit of health, so you
might want to whittle him down to around half health, and then finish him off
with a dark illusion.
[CHAPTER 7: Respective Thoughts]-----------------------------------------------
Area: Palace
Intruders:
First Round – Morris (Warrior), Cesar (Axe Knight), Lavinia (Bow Knight)
Second Round – Lloyd (Mauler), Julia (Archer), Edward (Warrior)
Third Round – Rick (Knight), Conrad (Knight), Friska (Ice Mage), Erika
(Archer), Frosta (Ice Mage)
Description: Allura enters her former home to confront the forces conspiring
against her.
Comments: Now this is one heck of a reception. The axe knight and bow knight
make their appearances here. They both have immunity to bear traps and
projectiles like regular knights. The axe knight can deflect boulders and the
bow knight can avoid floor traps like a thief. The basement you begin in is a
great place to hold up. Set your traps in the water area next to the pulverizer
and knock them into it. If you have a spark rod you can use it to electrify
your enemies as they attempt to cross the water.
[CHAPTER 8: Pale Inheritance]--------------------------------------------------
Area: Palace
Intruders:
First Round - Johnny (Warrior), Bernhardt (Spear Knight), Trident (Thunder
Mage), Miranda (Archer), Aaron (assassin)
Second Round – Finnegan (Swordsman), Angela (Priestess)
Description: Allura and Finnegan's forces meet for one final conflict.
Comments: The spear knight, thunder mage, and assassin make their first
appearances here. The spear knight is pretty much a larger, stronger version of
his normal brethren, the thunder mage has a homing electric projectile, and the
assassin is pretty much the same as a thief, except they can also avoid bear
traps. You can use the drawbridge in the initial area as your primary trap.
Just remember to set a spark rod in the water below in case they fall down
there. Otherwise you can set house down in the lower water area below right
before the stairs. If you're not too comfortable with the area, head for the
basement and use the same setup you used in the previous fight. Once Aaron
bites the dust, the boss fight against Finnegan will begin.
Boss: Finnegan (Swordsman)
Defense: Pincer, Projectiles
Immunities: None
Special: None
Finnegan has a powerful and quick dash attack that can easily catch you off
guard. He always shouts "Matte!" ("Wait!" in Japanese) before he uses it. Keep
moving to avoid getting hit by it. Baiting him can be a problem since he can
quickly attack from a distance. To make matters worse, a few moments into the
fight a priestess shows up (Angela) to assist him. Even if you reduce his
health to zero she can still revive him. The easiest place I've found to trap
him is in the lower area of the entrance room near the base of the stairs
leading into the water area. Set a vacuum floor near the base of the stairs
along with a combo of your choice (preferably something with a short charge
time, about 5-7 seconds each). The vacuum floor has a very short charge time of
four seconds, so try to time your trap activation so that you have as much time
as possible to recharge it. Hopefully by the time he gets back up the vacuum
floor will be fully charged and you can cheese him to death by doing the same
combo over and over again.
[CHAPTER 9: The Road to Destruction]-------------------------------------------
Area: Old Castle
Intruders:
Round One - Glenn (Warrior), Celena (Fire Mage), Helena (Archer), Brigette (Bow
Knight)
Round Two – Adolphus (Knight), Irene (Priestess), Illuminado (Thunder Mage),
Valentine (Assassin), Raymond (Warrior)
Round Three – Oliver (Assassin), Damninda (Warrior), Hamilton (Knight), Albert
(Mauler)
Description: Allura heads for the old castle to confront Catalina's forces.
Comments: The sheer number of enemies in the mission might seem intimidating,
but they're no match for the ultimate trap combo of doom (tm). Refer to the war
room description in the area section of this FAQ for more details on this
devilishly fiendish trap.
[CHAPTER 10: Those Who Seek Power]---------------------------------------------
Area: Old Castle
Intruders: Lilly (Bow Knight), Colonia (Axe Knight), Alder (Thunder Mage),
Rufus (Assassin), Jais (Knight)*
* optional ending
Description: Allura confronts Hertzog in the old castle, who tells her to leave
the country for the sake of the people.
Comments: After the cut scene you'll have a choice to either flee the country
or stay. If you choose to stay you'll fight against a few enemies and the game
will continue. If you choose to leave, you'll have to fight Jais instead.
Killing Jais gives you a short ending (which is unlisted in the save data) and
adds Jais to the enemy encyclopedia. Unfortunately, you don't unlock any new
traps for your trouble.
Boss: Jais (Knight)
Defense: All Except Vase
Immunities: Magnet
Special: None
Jais isn't your ordinary run of the mill knight. As you can see, he can resist
just about every single type of trap (including magnet types). The only trap
that he doesn't have a defense against is the vase. If you plan to take Jais
on, be sure to bring one along. Jais fights in a manner similar to Finnegan,
except he's much more stronger.
[CHAPTER 11: Mother]-----------------------------------------------------------
Area: Old Castle (Entry Hall Only)
Intruders: Vulcano (Warrior), Arthur (Knight), Lionel (Axe Knight), Moses
(Assassin), Diabolo (Wizard), Catalina (Queen)
Description: Allura confronts her stepmother in a fight to the death.
Comments: Normally fighting in the old castle isn't a problem since you can
access the super cheesy cannon trap combo in the war room. Unfortunately, you
begin this mission in the entry hall and all the other doors are locked. You
encounter a wizard here for the first time. Wizards are the strongest of the
mage type enemies, and have a powerful magic attack. When only one enemy
remains, Catalina herself will enter the battle.
Boss: Catalina (Queen)
Defense: None
Immunities: None
Special: Resets Traps
Catalina only has a short-range melee attack so it's easy to avoid getting hit
by her. She doesn't have any defenses or immunities so you don't have to worry
about that. The only problem is actually hitting her with a trap. She has the
ability to actually reset a nearby trap by laughing. The trap that gets reset
seems to be at random, so try to set up a cluster of traps so that you can nail
her with at least one of them regardless of which trap she resets. You may have
to do this while still trying to take out the remaining enemy, which can be
very annoying with all of the trap resetting.
[CHAPTER 12: The Ties That Bind]-----------------------------------------------
Area: Mansion
Intruders:
Round One - Andrew (Warrior), Francis (Spear Knight), Vulcannon (Thunder Mage),
Alma (Archer), Jeremiah (Warrior), Eileen (Bow Knight), Gabriel (Axe Knight)
Round Two – Alfons (Knight), Steve (Spear Knight), Ursula (Bow Knight),
Meteorito (Wizard), Louisa (Dark Mage), Roger (Warrior), Frida (Ice Mage)
Description: Allura returns to the mansion to confront the remainder of
Hertzog's forces.
Comments: From this point on the enemies are much stronger than the ones you
encountered in previous missions. Hopefully you've been keeping up with your
trap upgrades and have a few tricks of your own up your sleeves. Watch out for
the wizard/dark mage combo at the end of the second wave.
[CHAPTER 13: Protector]--------------------------------------------------------
Area: Mansion
Intruders: Barbara (Fire Mage), Smerald (Wizard), Purateno (Thunder Mage),
Tenebro (Dark Mage), Bertran (Great Wizard)
Description: The powerful warlock Bertran, who sealed the fiend long ago,
confronts Allura.
Comments: You'll be fighting nothing but mages in this mission, so try setting
up a kill zone around a corner or near stairs and fire away before they can let
off a spell. Once only one enemy remains, Bertran will join the fray.
Boss: Bertran (Great Wizard)
Defense: None
Immunities: Fire, Ice, Oil
Special: None
Bertran has a lot of health, and can fire the same projectiles as a wizard,
except his version has unlimited range. He also has a close range area attack
that can freeze you solid. He tends to fire at quite a distance, so you need to
keep your distance as well. The L shaped stairway in the basement stairs room
(where the devil dark illusion is) is a great place to set an ambush. Set a
vacuum trap on the corner between the two stairs, along with a fast charging
combo of your choice. Wait around the corner where the wall will block his
projectiles. Once he comes around the bend let him have it. If your trap setup
is fast enough, by the time he gets back up the vacuum floor will have
recharged itself and you can hit him with the same trap over and over again.
[CHAPTER 14: Acceptance]-------------------------------------------------------
Area: Sealed Room
Intruders:
Note: The intruders that appear in this stage may be different from the ones
listed. The order they appear in may also be different.
Round One - Basil (Axe Knight), Julia (Archer), Lavango (Ice Mage), Isaac
(Spear Knight), Hertzog (Commander)
Round Two – Age (Legionnaire), Frosta (Ice Mage), Aaron (Assassin), Albert
(Mauler), Benedict (Wizard), Hercule (Legionnaire)
Round Three – Nocto (Dark Mage), Brenda (Peasant), Michelle (Bow Knight),
Diabolo (Wizard), Elmer (Warrior)
Round Four * – Rachel (Handmaid), Nocto (Dark Mage)
* Ending A Battle
Description: Within the very room the fiend was sealed in long ago, Allura
confronts Hertzog and the fiend's minions in a decisive battle.
Comments: Let's get ready to rumble! The enemies you'll encounter here will be
different depending on whom you killed in the previous missions. Nevertheless,
you'll have just about everything thrown at you, including the kitchen sink.
Once only one enemy remains in the first round, Hertzog himself will challenge
you.
Boss: Hertzog (Commander)
Defense: Pincer, Projectiles
Immunities: None
Special: None
Hertzog is a tough opponent, and his spear attacks can do some damage in a
hurry. He does have a weakness you can take advantage of though. He has a
special attack where he leaps into the air and tries to land on you with his
spear. How do you take advantage of this you ask? At the top of the room there
is a very prominent stone being suspended from the ceiling by a chain. This is
the sealing stone, and it deals damage to any enemy that is thrown into it. Get
the idea? Whenever Hertzog jumps try to place the stone between the two of you.
More often than not, Hertzog will end up jumping into the stone and damaging
himself. This is a great way to damage him while you're waiting for your more
conventional traps to charge.
After Hertzog is killed, a legionnaire will appear for the first time. These
are tough opponents, and unlike most enemies they are immune to magnet traps.
They can also move very quickly, so they can catch you off guard if you're not
careful. They are immune to most elemental attacks with the exception of ice.
You might want to bring an ice arrow along just to deal with legionnaires,
although it comes in handy for the rest of the battle as well. Later in the
battle a second legionnaire will appear, along with another wizard.
Once you've taken care of the opposition, Rachel will try to kill you for the
final sacrifice to release the fiend. If you choose to fight her a second boss
battle ensues. If you refuse to fight her, the mission ends and you move on to
chapter 15.
Boss: Rachel (Handmaid)
Defense: None
Immunities: None
Special: Activates Traps
This is a tough battle. Rachel can activate traps just like you can, so try to
avoid getting in the way of your own traps, as she will activate them the
moment you get within range. Avoid projectile traps and set up a floor or
ceiling trap combo that you can easily avoid getting hit with. The only problem
is that a dark mage will also be attacking you during the battle, and until you
can get rid of her your lack of vision will be a severe handicap in the battle.
Killing Rachel and Nocto gets you the A ending, adds both of them to the
character encyclopedia, and unlocks the death hammer in the trap creation
screen.
[CHAPTER 15: The Broken Throne]------------------------------------------------
Area: Sealed Room
Intruders: Malphas (???)
Description: Allura battles the fiend in an attempt to free herself from its
curse.
Comments: See below.
Boss: Malphas (???)
Defense: All
Immunities: All
Special: If a certain attack connects...
At the start of the battle Malphas is completely immune to all damage. The only
way to damage him is to remove this immunity somehow. The way to do so is to
activate the final dark illusion in the room: the seal of eternity (see the
dark illusion section below for details). Once he gets hit with it he can be
damaged as normal. If you have evil/death traps now is the time you use it.
Note that Malphas cannot be stunned with traps, only hit with them. He also
floats over immobilization traps, so you'll need to rely on direct damage
traps. Before the dark illusion Malphas has only one attack. He'll create a
large red energy field around him. If you're caught within the blast you'll
take heavy damage, so don't get too close to him. After the dark illusion hits
him he'll use a second attack. He'll signal this by curling into a ball and
glowing. After a few seconds several energy bursts will erupt from the floor.
Keep moving to avoid this attack. If you're killed in this battle you'll end up
getting the B ending and unlock the death iron. If you manage to defeat Malphas
you'll get the C ending instead, add him to the character encyclopedia, and
unlock the death pillar.
O-----------------O
| 8. Side Stories |
O-----------------O
Side stories can be accessed once during each chapter. They are basically short
episodes that may or may not have any relevance to the plot, but are a good way
to earn additional Warl between missions. Enemies that you kill in the side
stories do not appear in the museum. In addition, any dark illusions you
activate in a side story will not appear in the museum. During your first time
through the game you will have access to the "Set A" side stories. The second
time you will have access to the "Set B" side stories. Thereafter, the side
stories will alternate between the "A" and "B" sets during your third and
subsequent plays.
[SET A]
Chapter 1
Note: This side story is not available initially during your first time through
the game. It becomes available on the third play through and every alternate
play through thereafter.
Area: Mansion
Intruders: Gecen (Peasant), Shubissey (Peasant), Rayden (Peasant)
Description: A group of villagers decide to raid the mansion for treasure.
Comments: After the mission another villager outside will enquire as to the
status of the villagers you just killed. If you tell him (her?) to go on ahead
they'll be on their merry way none the wiser. If you tell them they're all
dead, you'll get an earful from the villager scolding you for killing them.
Chapter 2
Area: Mansion
Intruders: Aesman (Knight), Akusto (Axe Knight), Lanzent (Spear Knight)
Description: Viscount Lanzent appears at the mansion and tells Allura that
he'll try to plead her innocence to the Queen.
Comments: You have a choice of either thanking him or telling him not to do
anything. If you choose to thank him, he'll end up getting killed by his own
men, and you'll have to fight his two flunkies Aesman and Akusto. If you tell
him to do nothing, his two henchmen will leave, and Lanzent will depart as
well. Note that if you choose the second option it is impossible to kill the
two knights, but it is possible (although extremely difficult) to kill Lanzent
as he leaves. You probably won't have the traps available to do this the first
time around. The moment the load screen ends enter the trap set screen and
place a quick charging immobilization floor trap in front of the door (vacuum
floor is highly recommended), along with the most powerful traps you have
(death traps are highly recommended). The two knights will leave. Next Lanzent
will appear and start to leave. Quickly get in his face and try to delay him
while the floor trap charges. Once he gets caught hit him with everything you
have. Hopefully you'll do enough damage to kill him outright. If not, try to
distract him long enough so that the floor trap can recharge and you can try
again. It might take several tries, so be sure to save before you attempt this,
as you can't retry a side story once it ends.
Chapter 3
Area: Mansion
Intruders: Drake (Warrior), Allen (Warrior)
Description: Two soldiers search the mansion for hidden treasure when they come
across Allura.
Comments: Nothing special here. It's just two warriors begging to get killed.
Chapter 4
Area: Mansion
Intruders: Amelie (Archer)
Description: An archer blames Allura for stealing Jais away from her.
Comments: She's just begging to get hit with a dark illusion. Feel free to
oblige her.
Chapter 5
Area: Mansion
Intruders: Dragun (Warrior), Larva (Fire Mage)
Description: Two more people arrive for the bounty on Allura's head.
Comments: Nothing special here.
Chapter 6
Area: Mansion
Intruders: Geld (Mauler), Munze (Peasant), Barmgen (Peasant)
Description: Three kidnappers attempt to kidnap Allura for a ransom.
Comments: The look on Allura's face during this scene is priceless.
Chapter 7
Area: Palace
Intruders: Ludiotte (Priestess), Nall (Priestess)
Description: Two palace priestesses attempt to convince Allura to reconcile
with Queen Catalina.
Comments: Just say no. They're both so weak that you can easily take both of
them out with one trap combo.
Chapter 8
Area: Palace
Intruders: Fersten (Archer)
Description: An arms dealer mistakes Allura for her contact.
Comments: Kindness really is the password. Even if you get it correct, Fersten
will suspect something's not quite right. While she's a lot tougher than the
average archer, she shouldn't be too much of a problem to defeat.
Chapter 9
Area: Old Castle
Intruders:
Round One - Vultaria (Axe Knight), Wylder (Knight), Anglif (Knight)
Round Two – Fleugel (Axe Knight), Lector (Axe Knight), Franke (Axe Knight)
Description: Hertzog's knights attempt to destroy Allura once and for all.
Comments: This is an unusual side story in that it actually has two rounds of
combat. Not that it matters, since you can easily obliterate all of them using
the cannon combo in the war room that I mentioned previously in the area
section of this FAQ.
Chapter 10
Area: Old Castle
Intruders: Ahim (Axe Knight)
Description: Prince Ahim, a prince from a far away land, appears at the old
castle to release Allura from her curse.
Comments: The good old cannon combo kills him instantly. Just for kicks you
might want to use the dark illusion on him instead.
Chapter 11
Area: Old Castle
Intruders: Festerton (Thief), Skelchet (Thief)
Description: Two thieves raid the old castle for treasure.
Comments: Nothing in particular.
Chapter 12
Area: Mansion
Intruders: Gilbert (Wizard), Pan (Assassin)
Description: An evil wizard and his henchman attempt diabolic experiments on
people.
Comments: Use the stake launcher in the chapel on Pan, and then lure Gilbert
into it afterwards.
Chapter 13
Area: Mansion
Intruders: Kahma (Knight)
Description: An immortal knight resurrected by dark magic seeks Allura to set
his soul free.
Comments: Kahma isn't very tough, even for an immortal knight.
Chapter 14
Area: Sealed Room
Intruders: Nockhen (Legionnaire), Lem (Legionnaire)
Description: Two undead minions of the fiend attempt to destroy Allura.
Comments: Yikes. Fighting one legionnaire is bad enough. Fighting two at once
is a nightmare. Bring an ice arrow and get ready to party.
Chapter 15
Area: Sealed Room
Intruders: Millenia (???)
Description: Allura fights against a very familiar looking woman...
Comments: See below.
Boss: Millenia
Defense: Boulders, Wall, Projectiles
Immunities: All Except Earthquake
Special: Activates Traps
Millenia is arguably the toughest boss in the game, even more so than the final
boss. She can activate traps just like you can, and can see the traps you've
set as well, so she almost never intentionally walks over one. If you try to
run around your traps she'll just run around them with you. The key to trapping
her is to walk. If you're walking she'll stop running and start walking as
well. You'll need to get very close to her to lure her onto a trap.
Unfortunately, this puts you within range of her powerful melee attack that can
freeze you solid (where did she learn that?) and, if you're unlucky, she can
hit you with it over and over again before you can recover. I recommend setting
up a devil upper in front of the seal stone and aim it towards the stone. Move
slowly near it (but not on it) and hopefully she'll move across it. Knock her
upwards into the stone and repeat the process. Don't get too greedy trying to
lure her in. If she gets too close she can kill you quite easily. If this
happens back off and try to lure her in again.
[SET B]
Chapter 1
Area: Mansion
Intruders: Auguste (Ice Mage)
Description: A powerful ice mage enters the mansion to kill Allura.
Comments: Auguste is much stronger than your typical ice mage, but since this
is a one on one fight you shouldn't have any problems dodging his attacks.
Chapter 2
Area: Mansion
Intruders: Heckle (Thief), Dora (Archer), Tilia (Priestess)
Description: Allura encounters two kidnappers in the mansion.
Comments: If you want to kill everyone I recommend saving before you try this
mission. After you kill the two kidnappers their victim Tilia will attempt to
flee the mansion after a cut scene. She's very fast and doesn't waste time
attacking you. You need to set up a fast charging trap combo to immobilize and
kill her before she gets away. You can get right in front of her to delay her
at bit if you need more time to charge your traps. Fortunately, she has very
little in the way of health so a standard three hit combo will do her in
nicely.
Chapter 3
Area: Mansion
Intruders: Dryfus (Ice Mage)
Description: An ice mage arrives at the mansion looking for a missing girl.
Comments: Dryfus is looking for Tilia, the girl you may or may not have killed
in the previous side story. He'll ask you if you've seen her. If you tell him
she's already gone home, Dryfus will leave the mansion and the mission
immediately ends. If you tell him you've never heard of her, he'll get
suspicious and attack you.
Chapter 4
Area: Mansion
Intruders: Alteste (Thunder Mage), Flege (Thief), Kinde (Mauler)
Description: The 3 champions arrive at the mansion to capture Allura.
Comments: The so-called "3 champions" aren't any harder to kill than your
standard intruders.
Chapter 5
Area: Mansion
Intruders: Hettie (Peasant)
Description: An arms dealing peasant gets lost and arrives at the mansion.
Comments: Just use the dark illusion in the room to kill her with one hit.
Chapter 6
Area: Mansion
Intruders: Mertz (Peasant), Orfsen (Mauler)
Description: A mother-son pair of con artists arrives at the mansion to rob
Allura.
Comments: Whatever you do, don't accept the drink. As you might have guessed,
this woman has less than honorable intentions. Once you refuse the drink, the
woman and her son will attack you. Soften up Orfsen a bit before you toss him
into the dark illusion conveniently nearby.
Chapter 7
Area: Palace
Intruders: Johannes (Ice Mage)
Description: Queen Catalina kills Father Johannes, one of Allura's mentors, and
his spirit comes back from the dead.
Comments: Johannes has quite a bit of stamina for an ice mage, but since this
is a one-on-one fight it shouldn't be too hard to win.
Chapter 8
Area: Palace
Intruders: Benhait (Knight), Thane (Knight)
Description: At the palace Queen Catalina tells Allura a disturbing story.
Comments: The "queen" will tell Allura what is obviously a bunch of lies and
ask her to join forces with her to kill general Graines. If you refuse, you get
some interesting cut scenes and the mission ends. If you accept, two knights
loyal to Graines appear and you'll have a chance to kill them as they withdraw
from the castle.
Chapter 9
Area: Old Castle
Intruders: Groll (Thunder Mage)
Description: The spirit of a powerful mage has a grudge against Allura.
Comments: Groll is stronger than the average thunder mage, but since this is a
one-on-one fight you shouldn't have any problems.
Chapter 10
Area: Old Castle
Intruders: Ramone (Mauler), Juzo (Assassin), Locke (Archer)
Description: Three hunters attempt to capture Allura.
Comments: Nothing special.
Chapter 11
Area: Old Castle
Intruders: Quijano (Hero), Panza (Wise)
Description: Allura encounters two heroes within the old castle.
Comments: This is a tough mission, so I highly recommend saving before
attempting it if you want to kill both of them. Despite their unique classes
Quijano is pretty much a knight, and Panza is pretty much a priestess. Both of
them will immediately attempt to flee the old castle via the guardroom to exit
in the entry hall. They're both quite fast, so you'll need to do some serious
planning in the rooms to get them both before they escape. It might take you
several tries to do so, so don't get too discouraged.
Chapter 12
Area: Mansion
Intruders: Silvoff (Axe Knight)
Description: One of the greatest knights in the kingdom attempts to kill
Allura.
Comments: Silvoff will ask you if you've seen the princess in the mansion. You
might as well be honest and tell him he's looking at her. Silvoff will reward
your honesty by trying to kill you. The crossing room is a bit too crowded for
most ceiling traps, so stick with either floor or wall traps, or just move to
another room.
Chapter 13
Area: Mansion
Intruders: Ritto (Dark Mage), Jagged (Knight)
Description: Two of Hertzog's minions attempt to kill one of Catalina's
servants.
Comments: You'll have a choice in the beginning whether or not to save Fulchet,
one of Catalina's former mages. You might as well do so, since you'll get a lot
of exposition afterwards. Don't forget to use the dark illusion in the room to
score bonus Warl.
Chapter 14
Area: Mansion
Intruders: Mayte (Wizard)
Description: Mayte confronts Allura in the mansion.
Comments: Mayte is pretty much a standard wizard with quite a bit of health.
How you take her out is up to you, but don't forget about the hall and belfry
dark illusions. Isn't Bertran supposed to be dead?
Chapter 15
Area: Sealed Room
Intruders:
Round One – Ada (Thief)
Round Two – Finnegan (Swordsman)
Round Three – Kendal (???)
Description: A mysterious young man confronts Allura with visions of the past.
Comments: Ada is quite strong for a thief, but you've dealt with thieves before
and she's no different. Finnegan is the same as he was the first time around,
except this time he has a lot more health. Kendal is surprisingly weak. He only
has a fireball attack, and no defenses to speak of. By the way, didn't we kill
Silvoff back in chapter 12?
O-------------------O
| 9. Dark Illusions |
O-------------------O
Dark illusions are powerful traps that can be activated once per stage (if the
mission involves multiple "rounds" the dark illusion can be used each round).
Dark illusions that you've activated in story mode are recorded in the museum.
Note that you can be the target of certain dark illusions as well, so be
careful when you activate them.
[THE MAN-EATING MUSIC BOX]
Location: Mansion – Hall
How to Activate: This is probably the easiest dark illusion to activate in the
game, and you can do so right at the very beginning of the game. First off you
will need to light the candles on the right side of the hall using a trap. Any
trap will do, but you'll probably find it easiest with a projectile wall trap.
Once the candles are lit, lure the enemy into the bloodstained area in between
the candle stands. Conversely, you can wait until the enemy enters the target
area and then light the candles. Either way, the dark illusion will activate.
Be careful not to stand on the target area or you will end up the victim
yourself.
Description: The panels on the wall behind the bloodstained floor open up,
revealing rotating gears. A spiked manacle shoots out from the gears and drags
the victim into the gears. The panel closes and music begins to play from the
music box. The victim is dragged through the internal gears as the music plays,
splattering their blood crushing their bones. Finally the victim is deposited
out of the top of the music box and drops to the floor.
[HEAVEN'S JUDGEMENT]
Location: Mansion – Belfry
How to Activate: Another easy dark illusion to trigger. In the belfry there is
a ball and chain that drops from the ceiling in regular intervals. When the
ball and chain drops to the floor use a powerful trap (such as a smash wall) to
swing the ball and chain into the bell, which will destroy it. This arms the
dark illusion. To trigger it, simply lure an enemy into the circular
indentation on the ground where the bell was (make sure you don't enter the
area yourself).
Description: The ceiling above where the bell used to be opens up revealing a
tower outside on the roof. Hooked chains shoot from the bell support pillars
and grab the victim. The victim is then pulled upward by the chains at high
speed up the tower. At the peak of the tower the chains release the victim into
the air, whereupon a powerful bolt of lightning strikes them. The victim then
falls back down to the floor with incredible force.
[CRY OF THE FALLEN ONE]
Location: Mansion – Basement Stairs
How to Activate: This dark illusion is tricky to activate, and even trickier to
catch an enemy with. It's interesting to note that this dark illusion activates
regardless of whether or not a victim is in the target area. The key to
activating this one is to reunite the Devil's Head with the Devil's Body. First
you will need to set a floor trap underneath the Devil's Head that can dislodge
it from the ceiling. An earthquake bomb works, as does hellfire. Next you will
need to set a push wall on the wall aiming towards the Devil's Body at the
bottom of the first set of stairs near the L junction. Note that if you try to
use a wall trap that uses great force (like a smash wall or evil kick) the trap
will not activate. To activate the trap, first dislodge the Devil's Head with
the floor trap. This will cause the head to roll down the stairs. Activate the
push wall so that it pushes the head towards the next set of stairs as it
passes by (this requires timing). If you timed it correctly the head will roll
down the stairs to the base of the Devil's Body, whereupon the dark illusion
will activate. The target area for the dark illusion is the bottom square at
the base of the stairs underneath the Devil's Body. Note that it is very
difficult to activate the dark illusion and keep an enemy in the target area at
the same time without serious timing.
Description: The Devil's Head is lifted to the Devil's Body by a mysterious
force. The Devil statue then comes to life and crushes the victim repeatedly
with its monstrous fists.
[THE FATED SHREDDING]
Location: Palace – Clock Hall
How to Activate: This dark illusion requires a bit of setup. First off you will
need to activate the pendulum behind the clock. You can do this by either
hitting it with a trap, or knocking an enemy into it. You can also run into it
yourself, but will take some damage doing so. Once the pendulum is activated
the cuckoo will activate and the clock will now be armed. Next you will need to
set an immobilization trap on the yellow square on the bridge. When someone is
on the yellow square, a switch will light up near the bridge. Set a trap (I
recommend the pendulum) near the switch. Now all you need to do is lure an
enemy on the square, immobilize them, and then activate the switch with the
trap.
Description: The victim is lifted into the air by a rising pillar, bringing
them in front of the clock face. A long spear like device launches from the
clock and impales the victim. Hooks on the spear activate and the spear
withdraws into the clock, sending the victim onto the face of the clock. The
hour and minute hands slowly come together, crushing the victim between them.
The victim is then released as birds fly out of the clock face.
[THE HUMAN CANNONBALL]
Location: Old Castle – War Room
How to Activate: If you've read my rave on the cannon combo trap previously,
you pretty much know how to activate this dark illusion. First set an
immobilization floor trap adjacent to the cannon on the stairs next to it. Then
set a push wall adjacent to the cannon and floor trap. Wait next to the
activation switch for the cannon, which is conveniently nearby. Immobilize the
victim with the floor trap. Before you activate the push wall, activate the
switch for the cannon. When the cannon is activated, use the push wall to push
the victim into the cannon and the dark illusion with activate.
Description: As the victim struggles to escape the cannon, the floor panels
open to reveal a stained glass floor. The cannon fires the victim into the roof
of the room. The victim then falls straight down through the glass floor all
the way down into the room below, smashing them into the floor with great force
and showering them with shards of sharp glass.
[FEAST FOR THE BEAST]
Location: Old Castle – Guardroom
How to Activate: This dark illusion is a bit tricky to activate. You basically
need to electrify the water so that the waterwheel activates and begins
spinning quickly, and then throw someone onto the waterwheel spikes before it
slows down again. I recommend using a spark rod to activate the wheel. How you
get the enemy onto the waterwheel spikes is up to you, but remember that when
you activate the spark rod the entire water area becomes electrocuted; going
into the water is not an option.
Description: The waterwheel begins to spin faster and faster with great force.
As it does a hook on a chain descends from the ceiling on the opposite end of
the room. The waterwheel throws the victim onto the hook. The water area
underneath the hook opens up and a large mechanical beast appears from below
and bites the victim on the hook. The beast descends into the water taking the
victim with it. The victim then reappears floating on the surface of the water.
[THE DEVIL'S TRAPEEZE]
Location: Old Castle – Entry Hall
How to Activate: Now this one's a real doozy. First off, you'll need to ignite
all four flame spouts in the room. You can use a flare rock, but it's probably
much easier to use a fireball trap. Once all four flames are activated, set an
immobilization floor trap between the two electric pillars near the entrance.
Then set a trap near the activation switch near the top of the stairs on the
right side of the room. To activate the dark illusion you will need to trap
someone in the electric pillars and reach a pulley at the top of the stairs
near the knight statues while the enemy is still being electrocuted. The key to
this is to not activate the pillars right away. First immobilize the enemy, but
do not activate the pillar trap right away. Move up the stairs. When you're
about halfway up activate the switch using the trap. This is to give you enough
time to reach the pulley before the electric trap wears off. Once you reach the
pulley at the top, and the enemy is still being electrocuted, the dark illusion
will activate.
Description: As the victim is being electrocuted, Allura swings down the pulley
between the fire spouts. As she does so, the wall spikes behind the victim move
down covering the door. Allura then swings into one of the fire spouts setting
her feet on fire (!). She then swings into the victim legs first (wouldn't that
electrocute her as well?), knocking them back with great force into the wall
spikes behind them.
[THE SEAL OF ETERNITY]
Location – Sealed Room
How to Activate: Arming this dark illusion is relatively simple. You need to
knock down all four pillars at the top of the room. As you knock down a pillar
a beam of purple light appears on the ground. When all four pillars have been
knocked down a purple glowing rectangle will form around the circular
pentagram. All you need to do is lure the final boss into the pentagram to
activate the dark illusion. Note that you can enter the purple glowing area,
but avoid the center circle; otherwise you'll end up activating the dark
illusion on yourself and will be killed instantly. The only problem is that the
boss will never willingly enter the pentagram. The key to getting the boss to
activate the dark illusion is to use the vacuum floor. When you use the vacuum
floor near the boss, the boss will quickly move away from the trap. If you can
get the boss between the trap and the pentagram, the boss may end up
inadvertently on top of the target areas as it avoids the vacuum trap. It
doesn't work all the time, but it's the most reliable way I've found so far to
get the boss on the pentagram.
Description: The spirits of the seven braves that sealed the fiend long ago
appear and trap the victim with holy energy. Seven swords fly up and form a
circle, whereupon the victim is bombarded with holy light. The seven swords
then impale the victim simultaneously, causing severe damage.
O-------------------------O
| 10. Endings and Secrets |
O-------------------------O
[ENDING A]
At the end of chapter 14 you will have the option of fighting Rachel. If you
choose to fight her you will fight against her and a dark mage. Once you defeat
both you will get this ending and unlock the Death Hammer. Note that this
unlocks both Rachel and Nocto in the character encyclopedia.
Description: With her dying breath Rachel reveals that she is actually Allura's
half sister. Her mother was abandoned when the King married Allura's mother,
and held a grudge against the royal family. Before she died, Rachel's mother
taught her how to use the power of the fiend, as she was a descendant of the
"Marked". Rachel became a maid to get close to the royal family, and plotted to
release the fiend and get revenge against Olaf and Allura. Allura, fully
possessed by the fiend, kills Rachel and makes her the final sacrifice. The
fiend appears and merges with Allura. Mayte tries to stop Allura, but Allura
kills her with a trap. All those who have opposed the fiend have now been
destroyed...
Note: If the "Marked" refers to Timenoids in the original Kagero, how can
Rachel be a descendant of them? According to the Timenoid King Eclypse
Timenoids are unable to have children. Perhaps she's a descendant of Millenia?
[ENDING B]
At the end of chapter 14 if you choose not to fight Rachel, you can fight
against the fiend in chapter 15. To get this ending, simply lose the fight.
This unlocks the Death Iron, which interestingly enough is better than the trap
you would have unlocked if you won the fight.
Description: Allura is killed in the battle against the fiend. The fiend
possesses her body and leaves the mansion. Jais still believes Allura to still
be alive and follows her out. As she leaves, the possessed Allura smiles and
the mark of the fiend appears on her arm.
[ENDING C]
At the end of chapter 14 if you choose not to fight Rachel, you can fight
against the fiend in chapter 15. In order to get this ending you must win the
fight. In order to do so, you must hit the fiend with the dark illusion in the
room, which makes it vulnerable to damage. Defeating the fiend unlocks him in
the encyclopedia, and allows you to make the death pillar (the weakest secret
trap in my opinion).
Description: The fiend is defeated and sealed once again. Now freed from the
curse, Allura returns to her castle along with Jais. They find the castle void
of all life and infested with legionnaires. Allura sits on her throne alone
surrounded by the bodies of the dead.
[BAD ENDING]
This ending isn't listed on the save file, but it counts as an ending. At the
start of chapter 10, choose to leave the kingdom. Jais will fight you. After
you defeat him you will get this ending. Note that this is the only way to add
Jais to the character encyclopedia, as this is the only chance in the game that
you get to fight him.
Description: Allura kills Jais and flees the kingdom. Hertzog becomes king and
the kingdom knows peace for a time. After a few years, the kingdom falls to
ruin under mysterious circumstances. No one knows why it happened, but some
have said that the fiend was spotted in the ruins of the castle. Allura, now in
a distant country, wonders if she made the right decision.
[Play As Reina]
Once you obtain 100,000 Ark you can purchase Reina's outfit from the make
trap screen for the low price of 100,000 Warl. This allows you to play as
Reina, the heroine from Deception III. You can select the outfit from the
options menu.
[Play As Millenia]
Once you obtain 300,000 Ark you can purchase Millenia's outfit from the make
trap screen for the low price of 200,000 Warl. This allows you to play as
Millenia, the heroine from the original Kagero. You can select the outfit from
the options menu.
[Gallery]
The gallery becomes unlocked in the museum when you obtain all the traps in the
game (100%). Making all the traps in the trap creation screen gets you as high
as 93%. To get the remaining 7% you will need to get all three endings (A, B,
and C) which unlocks the three secret traps (Death Hammer, Death Iron, and
Death Pillar).
[Sound Test]
The sound test is unlocked in the museum when you complete the character
encyclopedia. In order to obtain 100% you must kill all 100 enemies in the
story mode. This requires getting the A and C endings, as well as the "ending"
in chapter 10. Clearing the C ending adds Malphas to the encyclopedia. Clearing
the A ending adds Rachel and Nocto to the encyclopedia. The only way to add
Jais to the encyclopedia is to kill him by fighting him in the chapter 10
ending.
Thanks go to Tecmo for bringing out yet another fine Deception game.
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Copyright 2005 Brian Nii
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