Deception IV - Trap List (for PS3/Vita)
Version 1.02 (Last update on 10/22/2014)
Created by Garamoth
Contact:
[email protected]
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= (01) Table of contents =
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(01) Table of content
(02) Introduction/Updates
(03) General Info
(04) Ceiling Traps
(05) Wall Traps
(06) Floor Traps
(07) Scoring
(08) Strategies/tips
(09) Contributions/Legal Terms
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= (02) Introduction/Updates =
===============================================================================
---------------------------
Version update
---------------------------
Version 1.02 - 10/22/2014
-- Finally got around to completing all the missions (I've been busy
elsewhere). I've added the basics of scoring in a new section and a few other
additions.
Version 1.01 - 08/28/2014
-- Quick update because some characters turned out wrong during file
conversion. A few other corrections and a few new tips for traps.
Version 1.00 - 08/06/2014
-- First full version. I'm still missing info on the five DLC traps (2 Japan-
only, 3 pre-order)none of which I have. Anyone feel like giving me a code?
---------------------------
Introduction
---------------------------
This guide is for Deception IV: Blood Ties (a.k.a Kagero: Dark Side Princess)
on PS3 and Vita.
I've decided to write this guide because many of the traps have hidden
qualities/drawbacks that the game doesn't make clear. This includes some of
life's greatest questions: "can this trap actually hit an enemy on the floor?"
and "which way will my target face after this trap?"
Well, after a lot of testing in Free Battle mode on Anna the archer (God bless
her soul), I have answers.
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= (03) General info =
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Just in case you don't know the terminology of the Deception series, here are
the basics:
Ark - Basically, your score. A function of damage dealt and
trap multipliers. Also used for some challenges.
Warl - Basically, money. Awarded according to Ark.
TYPE points - Determines the ELABORATE/SADISTIC/HUMILIATING value of a combo.
Also used for some challenges.
TYPE Exp. - Determines which ELABORATE/SADISTIC/HUMILIATING traps you
can buy. Awarded according to TYPE points.
Here are the three trap types. Each trap belongs to one of the three types:
- ELABORATE traps are usually blunt and do low to medium damage. Contains lots
of good traps for moving targets around.
- SADISTIC traps use spikes and blades and have high damage. Good for finishing
off targets quickly.
- HUMILIATING traps are usually worthy of Wile E. Coyote's gag arsenal. They
also usually have low damage.
***
To better understand the following list, here is an example of trap data:
-----------------------------------------
Trap name
-----------------------------------------
Type - Determines if enemy will be resistant/weak to this
trap (if "None", no one is immune)
Damage - By how much the trap reduces enemy Hp
Charge - How many seconds after setup the trap can be sprung
Ark multiplier - Adds how much to the Ark multiplier. Can be increased
on some traps
TYPE points - How many base ELABORATE/SADISTIC/HUMILIATING points
the trap is worth
Effects: Which special effects the trap has.
Upgrade: Which special effect this trap will have after upgrade.
Description: Official in-game description.
Notes: My tips and tricks for this trap.
***
The different possible trap effects are:
Trap effect Description
-------------------------------------------------------------------------------
Binds for x sec. - Keeps target on the spot for x sec.
-------------------------------------------------------------------------------
Draws Victim In - Pulls target to grid square the trap is on (or against
the wall for wall traps).
-------------------------------------------------------------------------------
Electric - Target moves a bit more slowly.
-------------------------------------------------------------------------------
Enraging - Target temporarily loses "Resistant" attributes
and will only run at you and use melee attacks for
a few seconds.
-------------------------------------------------------------------------------
Enveloping - Boulder carries target with it to its destination.
-------------------------------------------------------------------------------
Fire - Can be used after Oil to set target on fire.
-------------------------------------------------------------------------------
Flammable - Can be set on fire by another trap.
-------------------------------------------------------------------------------
Ice - Freezes target in the position it is currently in.
-------------------------------------------------------------------------------
Ignores Defenses - This trap always does full damage (Enemy Defense = 0).
-------------------------------------------------------------------------------
Knocks into the Wall - Knocks target into the opposing wall, no matter
the distance.
-------------------------------------------------------------------------------
Moves Along the Floor - Follows the elevation of the floor (not necessarily
on the ground).
-------------------------------------------------------------------------------
Oil - Target will start burning if hit with a Fire trap
and take extra damage gradually.
-------------------------------------------------------------------------------
Piercing - Can go through targets and hit more than one.
-------------------------------------------------------------------------------
Push x squares - Moves target x squares. Direction and exact
results depend on trap.
-------------------------------------------------------------------------------
Slow - Slows down target considerably.
-------------------------------------------------------------------------------
x sec. of Suction - Sucks target against trap for x sec.
-------------------------------------------------------------------------------
x Stage Hit - Hits x times as a part of its normal operation.
-------------------------------------------------------------------------------
yx Reflex(es) - Can bounce off walls up to y times.
-------------------------------------------------------------------------------
These effects only appear on stage traps:
-------------------------------------------------------------------------------
Cannot be reused - Trap only activates once.
-------------------------------------------------------------------------------
Capture - Enemy with 0 Hp or red Hp bar is captured alive.
-------------------------------------------------------------------------------
Proximity Sensor - Trap activates itself when a target enters its
radius.
-------------------------------------------------------------------------------
Recovery - Heals your wounds. Only works on the player.
-------------------------------------------------------------------------------
Special Movement - Trap works in some other unique way.
-------------------------------------------------------------------------------
Switch-activated - Activated by touching a crystal personally or with
another trap.
-------------------------------------------------------------------------------
Upgrading a trap adds one of these effects:
-------------------------------------------------------------------------------
Bonus Ark - Flat 0.2 bonus to the trap's Ark multiplier.
-------------------------------------------------------------------------------
+ Aerial Hit bonus - Extra bonus when achieving an "Aerial Hit" with
this trap.
-------------------------------------------------------------------------------
+ Death by Tombstone bonus - Extra bonus for killing a target (Hp becomes 0)
with the Tombstone.
-------------------------------------------------------------------------------
+ Exact Damage bonus - Extra bonus when achieving "Exact Damage" with
this trap.
-------------------------------------------------------------------------------
+ Long Range Hit bonus - Extra bonus when achieving "Long Range Hit"
with this trap.
-------------------------------------------------------------------------------
+ Perfect Aim bonus - Extra bonus when achieving "Perfect Aim" with
this trap.
-------------------------------------------------------------------------------
+ Rapid Fire bonus - Extra bonus when achieving "Rapid Fire" with
this trap.
-------------------------------------------------------------------------------
(You can only upgrade traps once you've bought all of them.)
===============================================================================
= (04) Ceiling Traps =
===============================================================================
-----------------------------------------
Boulder
-----------------------------------------
Type - Boulder
Damage - 50
Charge - 8 sec.
Ark multiplier - 0.9 -> 1.1
ELABORATE points - 70
Effects: Piercing
Upgrade: Bonus Ark
Description: An enormous rock comes crashing down, crushing the hapless human
underneath.
Notes: The boulder will start rolling on its own if used on a slope. It can
also be manipulated by other traps to change its direction (ex: Springboard,
Wall Nudge). This gives the "Trap Chain" combo bonus.
The Boulder flattens the enemy on the spot, which means you need to know when
it will hit to keep your combo going. Note that some of the early Daemon
Requests want to you use a Boulder trap. They're talking about this trap, not
any trap in the boulder category.
-----------------------------------------
Iron Ball
-----------------------------------------
Type - Boulder
Damage - 60
Charge - 10 sec.
Ark multiplier - 0.8
ELABORATE points - 80
Effects: Piercing, Push 4 squares, 2x Reflexes
Upgrade: + Long Range Hit bonus
Description: An enormous iron ball comes crashing down, crushing the hapless
human underneath.
Notes: Creates a lot of chaos, but very hard to use with precision. Sends
targets flying almost randomly depending on exact hit angle and can bounce a
few times depending on momentum. Enemies seem terrible at dodging the Iron
Ball's bounces and can be hit multiple times.
-----------------------------------------
Flaming Boulder
-----------------------------------------
Type - Fire, Boulder
Damage - 65
Charge - 8 sec.
Ark multiplier - 0.7
ELABORATE points - 75
Effects: Piercing, Fire
Upgrade: + Perfect Aim bonus
Description: A flaming rock comes crashing down, crushing the hapless human
underneath and setting them alight.
Notes: Flattens targets on the spot. Despite description, doesn't actually set
targets on fire.
-----------------------------------------
Snowball
-----------------------------------------
Type - Boulder
Damage - 20
Charge - 9 sec.
Ark multiplier - 1.1 -> 1.3
HUMILIATING points - 55
Effects: Enveloping
Upgrade: Bonus Ark
Description: An enormous snowball comes crashing down, enveloping the hapless
human underneath.
Notes: Enveloping means the Snowball will carry the target with it to its
destination. Target will stay put if the Snowball does not roll.
Despite appearances, is not actually ice-related. Weakest of the boulders. Very
useful for setting up armor breaks without killing the target.
-----------------------------------------
Spiked Ball
-----------------------------------------
Type - Boulder
Damage - 70
Charge - 11 sec.
Ark multiplier - 0.7
SADISTIC points - 90
Effects: Enveloping
Upgrade: + Aerial Hit bonus
Description: A spiked iron ball comes crashing down, impaling the hapless human
underneath.
Notes: Fantastic trap. The most damaging trap, directly anyway. Great for
quickly wiping out enemies. Enveloping makes it easy to combo into something
else, since the target will either stay put if the ball doesn't roll or will
end where the ball stops if it does roll.
-----------------------------------------
Washbin
-----------------------------------------
Type - Enraging
Damage - 7
Charge - 3 sec.
Ark multiplier - 2.4
HUMILIATING points - 90
Effects: Piercing, Fire
Upgrade: + Perfect Aim bonus
Description: A washbin comes crashing down, enraging the human victim.
Notes: Second best Ark multiplier and high Humiliating score, but awkward to
use. Enrages foes. Unlike pots, the Washbin almost always hits an enemy as long
as it's roughly on the grid square. Doesn't make enemy fall down or stop him
much, so window for combo is very small, less than a second.
-----------------------------------------
Vase
-----------------------------------------
Type - Covers Head
Damage - 1
Charge - 3 sec.
Ark multiplier - 1.0
ELABORATE points - 70
Effects: Push 4 squares
Upgrade: + Perfect Aim bonus
Description: A vase falls on top of the victim's head, rendering them unable to
see.
Notes: Fastest charging of the pots, so it can easily be added into an ongoing
combo. Target hit walks around very slowly, so the delay can be used to set up
even more new traps.
Direction of pushing depends on the target's facing when hit, but only in 4
directions. Target will keep walking into a wall if it reaches one. Finicky to
use, as the target must be centered on the grid square and there is a slight
delay for the Vase to fall down.
-----------------------------------------
Oil Bottle
-----------------------------------------
Type - Oil, Covers Head
Damage - 3
Charge - 6 sec.
Ark multiplier - 1.0 -> 1.2
ELABORATE points - 65
Effects: Push 4 squares, Oil
Upgrade: Bonus Ark
Description: An oil bottle renders the victim blind, and covers them in oil.
Notes: Mostly like the Vase, but with a better Ark multiplier once upgraded.
Oil status will be inflicted as soon as pot hits.
Can also be used on empty ground to create an oil spill. The first target to
walk on the spill will slip like on the Banana Peel: half-second stun and push
one square in 8 directions depending on facing. It will also be inflicted the
Oil status.
-----------------------------------------
Pumpkin Mask
-----------------------------------------
Type - Covers Head
Damage - 1
Charge - 7 sec.
Ark multiplier - 1.0
HUMILIATING points - 65
Effects: Push 4 squares
Upgrade: + Perfect Aim bonus
Description: A pumpkin falls on top of the victim's head, rendering them unable
to see.
Notes: Pretty much a Humiliating variant of the Vase. Takes more than twice as
long to charge, though, without any apparent advantage to compensate.
-----------------------------------------
Agony Mask
-----------------------------------------
Type - Electric, Covers Head
Damage - 45
Charge - 6 sec.
Ark multiplier - 0.9 -> 1.1
SADISTIC points - 95
Effects: Push 2 squares, Electric
Upgrade: Bonus Ark
Description: A torture mask renders the victim blind, and subjects them to
painful electric shocks.
Notes: Very high Sadistic score, but pushes only 2 squares. Unlike other head
pots, this one hurts a lot.
-----------------------------------------
Swinging Axe
-----------------------------------------
Type - Ceiling
Damage - 45
Charge - 5 sec.
Ark multiplier - 0.9
SADISTIC points - 60
Effects: Push 3 squares
Upgrade: + Aerial Hit bonus
Description: A pendulum-like swinging axe slices through the victim.
Notes: Well-rounded, but also complicated to use. Hits three grid squares, but
cannot hit a target on the ground unless it is on the center square. For the
other two squares, it helps if the target is pinned standing up by another
trap.
The game's prediction of trajectory is only valid if the target is hit on the
activation symbol. Will actually send the target one square further than shown
if it is hit on the last square the axe hits. Likewise, will send the target
one square closer if it is hit by the first square the axe hits.
After the first swing, the axe goes back and forward for a second time, so it
can be set up to hit multiple times, but can also mess up combos. Can also
swing right by the target if not centered correctly. On top of that, it also
has a tendency to fail by being blocked by another trap or the environment.
As one puzzle mission illustrates, the Swinging Axe can also hit beyond the
indicated range if the target is in midair, but that's really more of a stunt
than a practical feature.
-----------------------------------------
Swinging Hammer
-----------------------------------------
Type - Ceiling
Damage - 20
Charge - 3 sec.
Ark multiplier - 0.9 -> 1.1
ELABORATE points - 55
Effects: Push 4 squares
Upgrade: Bonus Ark
Description: A swinging hammer knocks the victim off their feet and sends them
flying.
Notes: Simpler version of the Swinging Axe. Also sends target closer/further
depending on which square it hits on. Swings only once, so creates less chaos.
Can hit targets on the ground on its last square but it's not always foolproof.
-----------------------------------------
Evil Strike
-----------------------------------------
Type - None
Damage - 35
Charge - 8 sec.
Ark multiplier - 0.8 -> 1.0
ELABORATE points - 66
Effects: Knocks into the Wall, Ignores Defenses
Upgrade: Bonus Ark
Description: The Devil's foot kicks the human victim, sending them flying.
Notes: The foolproof version of the Swinging Axe. Has no type, so no enemy is
immune. Knocks target straight into the opposing wall no matter where the
target is hit, so requires no calculations. Can hit on the ground on every
square.
Ignores armor, so always does decent damage. Decent Ark multiplier. Also
excellent as an armor-breaking finisher that sends the enemy flying into the
air. What's not to love? Probably the best trap in the game, so never start a
mission without this one!
Evil Strike and all the devil-themed "Evil" traps give 66 TYPE points...
because it's the devil. 666, get it?
-----------------------------------------
Needle Nasty
-----------------------------------------
Type - Ceiling
Damage - 55
Charge - 10 sec.
Ark multiplier - 1.0
SADISTIC points - 70
Effects: Ignores Defenses
Upgrade: + Perfect Aim bonus
Description: A ceiling studded with needles descends from above, impaling the
hapless human beneath.
Notes: Only hits its square and does nothing special. Good for damaging armored
enemies.
-----------------------------------------
Claw
-----------------------------------------
Type - Ceiling
Damage - 15
Charge - 5 sec.
Ark multiplier - 1.7 -> 1.9
ELABORATE points - 85
Effects: Binds for 3 sec., Push 1 square
Upgrade: Bonus Ark
Description: The victim is picked up by a claw and carried through the air.
Notes: Can't hit a target on the ground and it's finicky about centering the
target on the grid. Good Ark multiplier and Elaborate points. Can be used to
drop down a target over a railing.
-----------------------------------------
Circular Saw
-----------------------------------------
Type - Ceiling
Damage - 10 (x4)
Charge - 5 sec.
Ark multiplier - 0.5
SADISTIC points - 75
Effects: Push 2 squares, 4 Stage Hit
Upgrade: + Perfect Aim bonus
Description: A circular saw descends from above, tearing the victim to shreds.
Notes: Excellent and easy to use. Normally hits 4 times, so great for boosting
the number of hits in a combo and an instant "Multi-hit" bonus. Hits targets on
the ground. Barely does any damage to an armored target, since the damage is
split between the 4 hits.
-----------------------------------------
Tombstone
-----------------------------------------
Type - Boulder
Damage - 44
Charge - 8 sec.
Ark multiplier - 0.9
HUMILIATING points - 60
Effects: None
Upgrade: + Death by Tombstone bonus
Description: A tombstone comes crashing down, squashing the hapless human
underneath.
Notes: Gives the unique combo bonus "Death by Tombstone" if the Tombstone
reduces the target's Hp to 0. Now that's painful irony!
Pretty damaging for a Humiliating trap. Despite being a boulder, cannot roll
and just flattens the target on the spot.
Does 44 damage, a reference to the fact that the number 4 is associated to
death in Asian cultures.
-----------------------------------------
Evil Stomp
-----------------------------------------
Type - None
Damage - 50
Charge - 10 sec.
Ark multiplier - 1.0 -> 1.2
HUMILIATING points - 66
Effects: Ignores Defenses
Upgrade: Bonus Ark
Description: The human victim is squashed by the foot of the Devil himself.
Notes: Excellent, like all the devil traps. Hits two squares, so great for
hitting something on a square grid that already has another trap on it.
Pins the target on the ground for a few seconds. Has a tendency to get in the
way of other traps, so wait for the foot to disappear before activating the
next trap in a combo.
-----------------------------------------
Buzzsaw
-----------------------------------------
Type - Ceiling
Damage - 35
Charge - 6 sec.
Ark multiplier - 0.8
SADISTIC points - 50
Effects: Push 2 squares
Upgrade: + Perfect Aim bonus
Description: An enormous circular saw comes crashing down, then continues to
roll along the floor.
Notes: Rolls until it hits an obstacle. Hits target on the ground. It can be
used to set up an easy "Long Range Hit". Pushes 2 square forward, but only from
where the target is hit.
-----------------------------------------
Mega Yo-Yo
-----------------------------------------
Type - None
Damage - 30
Charge - 9 sec.
Ark multiplier - 0.6
HUMILIATING points - 50
Effects: Push 3 squares
Upgrade: + Exact Damage bonus
Description: An enormous yo-yo rolls along the floor.
Notes: A cousin of the Swinging Axe and Swinging Hammer. Useful for its ability
to bypass immunities. Can hit targets on the ground, but it's not foolproof,
especially on the first square.
Like the other swinging traps, the distance pushed depends on which square the
target is hit on. The game's prediction is only valid if the target is hit on
the activation symbol.
===============================================================================
= (05) Wall Traps =
===============================================================================
-----------------------------------------
Arrow Slit
-----------------------------------------
Type - Projectile
Damage - 25
Charge - 2 sec.
Ark multiplier - 2.5 -> 2.7
ELABORATE points - 90
Effects: None
Upgrade: Bonus Ark
Description: An arrow is fired out of a slit in the wall.
Notes: Has the best Ark multiplier in the game. An obvious candidate for a
"Long Range Hit", but it's easy to miss. Travel time and the narrow projectile
have to be taken into account. Can't hit anything on the ground either. It is
one of the fastest traps with its 2 sec. charge time, however.
-----------------------------------------
Frozen Arrow
-----------------------------------------
Type - Ice, Projectile
Damage - 20
Charge - 3 sec.
Ark multiplier - 2.0
ELABORATE points - 75
Effects: Ice
Upgrade: + Perfect Aim bonus
Description: An icy arrow that freezes its human victim is fired out of a slit
in the wall.
Notes: The only ice trap in your arsenal. Freezes the target in its current
position, can be useful to keep a target standing up. After being frozen for a
few seconds, the target will continue doing whatever it was doing (like
wandering around under the effect of a Vice Grip) provided it is not hit by
another trap. Otherwise acts as a regular arrow.
Can be used for a Sadistic Daemon Request on mission 10/11.
-----------------------------------------
Fireball
-----------------------------------------
Type - Fire, Projectile
Damage - 35
Charge - 3 sec.
Ark multiplier - 1.8 -> 2.0
ELABORATE points - 85
Effects: Moves Along the Floor
Upgrade: Bonus Ark
Description: Balls of flame are fired from the wall towards the victim.
Notes: Unlike other arrows, it follows the ground up and down stairs.
It still hovers a few feet above ground, so it doesn't actually hit targets
lying down, even on stairs. Doesn't set targets on fire on its own either.
-----------------------------------------
Lightning Spear
-----------------------------------------
Type - Electric, Projectile
Damage - 45
Charge - 4 sec.
Ark multiplier - 1.4 -> 1.6
ELABORATE points - 95
Effects: Piercing, Electric
Upgrade: Bonus Ark
Description: A spear engulfed in lightning pierces the victim.
Notes: Unlike other arrows, can hit multiple targets. Slows them down a little
bit too.
-----------------------------------------
Gatling Arrows
-----------------------------------------
Type - Projectile
Damage - 12 (x5)
Charge - 5 sec.
Ark multiplier - 1.0
SADISTIC points - 55
Effects: 5 Stage Hit
Upgrade: + Long Range Hit bonus
Description: Countless arrows are fired out of the wall, piercing the victim.
Notes: Shoots five arrows for five hits. Great for increasing the number of
hits in a combo, but like most arrows, it is difficult to aim and chain into
another trap.
-----------------------------------------
Brutal Buzzsaw
-----------------------------------------
Type - Projectile
Damage - 30
Charge - 4 sec.
Ark multiplier - 1.0
SADISTIC points - 65
Effects: Moves Along the Floor, Knocks into the Wall
Upgrade: + Perfect Aim bonus
Description: A circular saw forces the victim towards the wall.
Notes: Knocks target all the way to the opposing wall. Like the Fireball,
travels up and down stairs, but doesn't actually hit anything on the ground.
-----------------------------------------
Sticky Arrow
-----------------------------------------
Type - Projectile
Damage - 3
Charge - 5 sec.
Ark multiplier - 0.7
HUMILIATING points - 70
Effects: Moves Along the Floor, Knocks into the Wall
Upgrade: + Perfect Aim bonus
Description: An arrow fitted with a suction pas draws the victim towards the
wall.
Notes: The anti-Buzzsaw. Drags target back to the point of origin. Doesn't hit
anything on the floor and doesn't move up or down stairs.
-----------------------------------------
Cake in the Face
-----------------------------------------
Type - None
Damage - 1
Charge - 3 sec.
Ark multiplier - 2.0
HUMILIATING points - 95
Effects: Push 3 squares
Upgrade: + Long Range Hit bonus
Description: A cake is launched at the victim's face, rendering them unable to
see.
Notes: If hit from the front or sides, the target will walk blindly (like with
head pots) three squares towards the point of origin. They are not kidding
about the face part: if hit from behind, the target is hurt, but not blinded.
-----------------------------------------
Rolling Bomb
-----------------------------------------
Type - Fire
Damage - 55
Charge - 6 sec.
Ark multiplier - 1.2
ELABORATE points - 100
Effects: Push 2 squares, Fire
Upgrade: + Long Range Hit bonus
Description: A bomb rolls out of the wall. It explodes when it makes contact
with its victim.
Notes: Rolls very slowly. Explodes upon hit, sending target flying away
randomly. Like boulders, it can pick up speed by rolling down stairs. Can't go
up stairs and will instead roll back to its point of origin. Unlike boulders,
it can't be made to change direction with another trap. Can't actually hit
something on the floor on the square next to the wall.
This is the trap that's worth the most elaborate points.
-----------------------------------------
Wall Nudge
-----------------------------------------
Type - Wall
Damage - 5
Charge - 4 sec.
Ark multiplier - 1.2
ELABORATE points - 65
Effects: Push 2 squares
Upgrade: + Perfect Aim bonus
Description: The wall juts out, giving humans standing in front of it a shove.
Notes: Extremely useful placement trap. Good for keeping target alive and good
Ark multiplier as well. Target will fall lying down 3 squares from the wall.
Depending on how it was hit, the target will either face the wall or away from
the wall, but not sideways.
-----------------------------------------
Wall Smash
-----------------------------------------
Type - Wall
Damage - 15
Charge - 6 sec.
Ark multiplier - 1.4
ELABORATE points - 70
Effects: Push 6 squares
Upgrade: + Rapid Fire bonus
Description: The wall itself slams into the victim, sending them flying.
Notes: The more aggressive sibling of the Wall Nudge. Will send the target
flying one square further if it is hit by the tip of the wall.
-----------------------------------------
Evil Smash
-----------------------------------------
Type - None
Damage - 40
Charge - 5 sec.
Ark multiplier - 1.0 -> 1.2
ELABORATE points - 66
Effects: Knocks into the Wall, Ignores Defenses
Upgrade: Bonus Ark
Description: The fist of the Devil himself knocks the victim flying into the
Wall.
Notes: Very useful, like all Devil traps. Hits targets up to 3 squares away,
unlike the previous two wall traps that have a range of 2. Despite what it
might look like, it hits targets on the floor.
-----------------------------------------
Nerve Gas
-----------------------------------------
Type - Slow
Damage - 3
Charge - 8 sec.
Ark multiplier - 0.7 -> 0.9
ELABORATE points - 50
Effects: Slow, Flammable
Upgrade: Bonus Ark
Description: A gas that slows down human movement is released from the wall.
Notes: An odd duck. Slows enemies to a crawl in a huge 3x3 square in front of
the wall. Lingers for a few seconds after activation, so don't step in that
area.
Any Fire trap (ex: Fireball, Hotplate) that enters or is activated in this
radius will create a fabulous explosion sending all targets flying and cause
around 50 damage. Combine with Hellfire for a gigantic explosion worth more
than 120 points of damage.
Setting the gas on fire counts as a "Trap Chain" combo bonus.
-----------------------------------------
Mallet
-----------------------------------------
Type - Wall
Damage - 7
Charge - 5 sec.
Ark multiplier - 1.3 -> 1.5
HUMILIATING points - 70
Effects: Push 1 square
Upgrade: Bonus Ark
Description: The victim is struck with a toy hammer.
Notes: Sends target 1 space left or right. Target will end facing either left
or right of the wall, depending on facing when hit. Can actually hit a target
on the ground. Barely stuns target (less than a second), so make sure you
quickly activate the next trap to maintain your combo.
-----------------------------------------
Reaper's Scythe
-----------------------------------------
Type - Wall
Damage - 50
Charge - 8 sec.
Ark multiplier - 0.9 -> 1.1
SADISTIC points - 70
Effects: Push 2 squares
Upgrade: Bonus Ark
Description: The Grim Reaper's scythe slices through the victim.
Notes: The nastier version of the mallet. Sends target 2 spaces left or right.
Can hit targets on the floor.
-----------------------------------------
Vacuum Wall
-----------------------------------------
Type - Vacuum
Damage - 1
Charge - 5 sec.
Ark multiplier - 0.6
ELABORATE points - 55
Effects: 4 sec. of Suction
Upgrade: + Perfect Aim bonus
Description: A powerful fan sucks the victim towards the wall, and keeps them
stuck there.
Notes: Sucks in a straight line from up to 3 squares away. Target sucked will
stay pinned to the wall until trap ends, then falls to the floor. Useful for
buying time and keeping target alive for something else.
-----------------------------------------
Deadly Fan
-----------------------------------------
Type - Vacuum, Wall
Damage - 45
Charge - 7 sec.
Ark multiplier - 0.4
SADISTIC points - 85
Effects: 4 sec. of Suction
Upgrade: + Exact Damage bonus
Description: A bladed propeller sucks victims towards it before slicing them to
shreds.
Notes: A nastier version of the Vacuum Wall, but only sucks from 2 spaces away.
Has the lowest Ark multiplier.
-----------------------------------------
Lethal Lance
-----------------------------------------
Type - Wall
Damage - 40
Charge - 5 sec.
Ark multiplier - 0.5
SADISTIC points - 55
Effects: Draws Victim In
Upgrade: + Aerial hit bonus
Description: The victim is skewered by a spear and dragged towards the wall.
Notes: Extremely useful trap. Target will get drawn against the wall from up to
2 spaces away, and fall down on the floor. Target will always end up facing
away from the wall. Activates at lightning speed, so it can be used to guard 2
spaces wide areas and set up further traps.
-----------------------------------------
Maiden's Embrace
-----------------------------------------
Type - None
Damage - 60
Charge - 6 sec.
Ark multiplier - 0.8
SADISTIC points - 100
Effects: Binds for 3 sec., Ignores Defenses
Upgrade: + Perfect Aim Bonus
Description: The victim is crushed by a mobile iron maiden.
Notes: One of the nastiest high damage traps. It's also the most sadistic trap,
the one worth the most points. Kind of picky, though. Will "eat" a standing
target from up to 2 spaces away from the wall and will spit it back out 2
spaces away. Target eaten will always exit facing away from the wall. Can
actually eat three targets at once.
Won't eat a target lying down and will just push it 3 squares from the wall.
===============================================================================
= (06) Floor Traps =
===============================================================================
-----------------------------------------
Bear Trap
-----------------------------------------
Type - Clamping
Damage - 15
Charge - 4 sec.
Ark multiplier - 0.8
ELABORATE points - 65
Effects: Binds for 4 sec.
Upgrade: + Rapid Fire bonus
Description: The victim's legs are caught in a giant bear trap.
Notes: Simple and easy to use, but outclassed by the Vice Grip. Unlike the Vice
Grip or the Rake, the Bear Trap has to be sprung at exactly the right moment.
-----------------------------------------
Bloody Scissors
-----------------------------------------
Type - Clamping
Damage - 50
Charge - 7 sec.
Ark multiplier - 0.6
SADISTIC points - 80
Effects: Binds for 1 sec.
Upgrade: + Exact Damage bonus
Description: Enormous scissors emerge from the floor to slice through the
victim.
Notes: The sadistic version of the Bear Trap. This trap can be rotated.
Has the unique property of sending target half a square in the chosen
direction. The target will then fall down, sprawled between two squares.
-----------------------------------------
Hanging Chains
-----------------------------------------
Type - Clamping
Damage - 15
Charge - 8 sec.
Ark multiplier - 0.7
ELABORATE points - 60
Effects: Binds for 6 sec.
Upgrade: + Rapid Fire bonus
Description: The victim is bound in chains and hung upside down.
Notes: Keeps target hanging in the air for a long time. Hitting the hanging
target counts as an "Aerial hit". Can be a good setup for an arrow slit.
-----------------------------------------
Vice Grip
-----------------------------------------
Type - Clamping
Damage - 10
Charge - 8 sec.
Ark multiplier - 0.9 -> 1.1
HUMILIATING points - 65
Effects: Binds target for 3 sec., Push 1 square
Upgrade: Bonus Ark
Description: The victim's feet are held in place while they are spun around
quickly and made to feel dizzy.
Notes: One of the best binding/setup traps. Will not hit targets on the corners
of the grid square, but the timing is pretty generous. After spinning for a few
seconds, target will walk very slowly one square forward and fall down one
square to the left. It's easy to hit an enemy with a trap that needs a standing
target while it is walking slowly. It's also an excellent way to decide which
direction the target will be facing for future traps. Affects targets for an
extremely long time (more than the 3 sec. stated above), enough to recreate a
whole new trap setup before they recover.
It's a shame many targets are immune to it.
-----------------------------------------
Springboard
-----------------------------------------
Type - Floor
Damage - 5
Charge - 4 sec.
Ark multiplier - 0.7
ELABORATE points - 50
Effects: Push 3 squares
Upgrade: + Rapid Fire bonus
Description: Sends victim flying in a direction of your choice.
Notes: Another classic setup trap. Covers the entire grid square, so very easy
to aim. Despite the description, this trap cannot break armor "by sending the
victim flying".
-----------------------------------------
Super Springboard
-----------------------------------------
Type - Floor
Damage - 10
Charge - 6 sec.
Ark multiplier - 0.8 -> 1.0
ELABORATE points - 55
Effects: Push 6 squares
Upgrade: Bonus Ark
Description: Sends the victim flying even further.
Notes: Pretty much a souped-up Springboard. The extra Ark multiplier can make a
difference, though.
-----------------------------------------
Human Cannon
-----------------------------------------
Type - Floor
Damage - 30
Charge - 7 sec.
Ark multiplier - 0.7 -> 0.9
HUMILIATING points - 80
Effects: Knocks into the Wall
Upgrade: Bonus Ark
Description: The victim is stuffed into an enormous cannon and fired into the
air.
Notes: Unique in that it shoots the target diagonally up. Can be used to hit
higher stage traps or bypass low walls.
-----------------------------------------
Blast Bomb
-----------------------------------------
Type - Fire
Damage - 50
Charge - 3 sec.
Ark multiplier - 1.2
ELABORATE points - 90
Effects: Push 2 squares, Fire
Upgrade: + Rapid Fire bonus
Description: The ground explodes, sending the victim flying.
Notes: Very fast charge for a 50 damage trap. However, it hits only one square
and sends the target flying in an unpredictable pattern. Doesn't actually set
the target on fire.
-----------------------------------------
Spark Rod
-----------------------------------------
Type - Electric
Damage - 35
Charge - 5 sec.
Ark multiplier - 0.6 -> 0.8
ELABORATE points - 60
Effects: Binds for 3 sec., Electric
Upgrade: Bonus Ark
Description: An electrical charge surrounds this trap, giving the victim a
nasty shock.
Notes: An excellent way to start a combo, as very few enemies are immune to
electricity. Also keeps target standing up. It can hit multiple targets at
once, unlike another good combo starter, the Delta Horse. However, unlike the
Delta Horse, it doesn't center the targets on the grid.
-----------------------------------------
Launchpad
-----------------------------------------
Type - Floor
Damage - 25
Charge - 4 sec.
Ark multiplier - 1.1
ELABORATE points - 80
Effects: 2 Stage Hit
Upgrade: + Perfect Aim bonus
Description: A spring-loaded floor launches the victim high into the air.
Notes: Target will fly straight up, hit the ceiling and come back down on the
same spot. An instant 2-hit combo. Falling down will also cause damage, but is
not considered a hit. Almost always gives a "High Fall" combo bonus.
-----------------------------------------
Hellfire
-----------------------------------------
Type - Fire
Damage - 65
Charge - 7 sec.
Ark multiplier - 1.0
SADISTIC points - 75
Effects: Push 3 squares, Fire
Upgrade: + Aerial Hit bonus
Description: A column of fire sends the victim high into the air.
Notes: Oh yes. The strongest damage trap. Burns everyone in a huge 3x3 square
and sends them flying. Unlike every other fire trap, actually sets targets on
fire on its own (and also adds "Burning Up" combo bonus). This means the trap
does more than the 65 damage listed. Burning targets will also run around
harmlessly for a few seconds.
If this trap has one drawback, it's that it's almost impossible to predict
where targets will land.
A must for killing multiple enemies quickly.
-----------------------------------------
Evil Punch
-----------------------------------------
Type - None
Damage - 20
Charge - 6 sec.
Ark multiplier - 1.0 -> 1.2
ELABORATE points - 66
Effects: 2 Stage Hit, Ignores Defenses
Upgrade: Bonus Ark
Description: The Devil's fist knocks the victim high into the air.
Notes: Another excellent devil trap. A better version of the Launchpad. Will
actually send the target flying 2 squares forward. Despite appearances, can be
rotated during setup. Can be used to reach cages high up.
Almost guarantees multiple combo bonuses: "Long Range Hit", "Aerial Hit",
"Multi-Hit" and "High Fall".
-----------------------------------------
Shark Blade
-----------------------------------------
Type - Floor
Damage - 25
Charge - 8 sec.
Ark multiplier - 1.0
SADISTIC points - 50
Effects: 1x Reflex
Upgrade: + Long Range Hit bonus
Description: A protruding blade darts across the floor, before turning around
and returning to its starting point.
Notes: Basically hits the wall it is facing, turns around and stops after
hitting the opposite wall. Can easily be set up to hit twice. Can also move
up/down stairs.
-----------------------------------------
Banana Peel
-----------------------------------------
Type - Floor
Damage - 5
Charge - 1 sec.
Ark multiplier - 1.3 -> 1.5
HUMILIATING points - 100
Effects: Push 1 square
Upgrade: Bonus Ark
Description: The hapless victim slips on a banana peel.
Notes: The fastest charging trap, but hard to use. The target can slip in any
direction and gets back up instantly. The highest-scoring humiliating trap, for
obvious reasons.
-----------------------------------------
Iron Rake
-----------------------------------------
Type - Enraging
Damage - 10
Charge - 6 sec.
Ark multiplier - 0.7
HUMILIATING points - 75
Effects: Push 1 square, Enraging
Upgrade: + Perfect Aim bonus
Description: The victim steps on a rake, smacking themselves in the face with
the handle.
Notes: Another classic prank trap. Easy to use, as it lingers for a little
while after activation. Target will fall down after moving 1 square, either
facing the direction it came from or facing away from it, depending on facing
when hit.
-----------------------------------------
Delta Horse
-----------------------------------------
Type - None
Damage - 30
Charge - 6 sec.
Ark multiplier - 0.6
HUMILIATING points - 85
Effects: Binds for 3 sec., Ignores Defenses
Upgrade: + Exact Damage bonus
Description: A wooden horse that rises up to attack from underneath the victim.
Notes: An excellent combo starter. Hits from anywhere in the square and places
the target dead center of that square. It's even better that no enemy can
resist the Delta Horse. Can only hit one target at a time, though.
Also, some traps are stopped by the horse (especially the head). This is made
even worse by the fact that the orientation of the horse is random each time
it's activated. The target does stay stunned for a few seconds even after the
horse disappears, so that's the best time to hit.
-----------------------------------------
Hotplate
-----------------------------------------
Type - Fire, Floor
Damage - 40
Charge - 7 sec.
Ark multiplier - 0.7
HUMILIATING points - 85
Effects: Binds for 3 sec., Push 2 squares, Fire
Upgrade: + Rapid Fire bonus
Description: The floor turns into a hotplate, scorching the victim's feet.
Notes: Target will jump 2 squares away in one of 4 directions, the one it was
facing when hit. Good for being both a fire and a floor trap at the same time.
Also good damage for a humiliating trap.
-----------------------------------------
Vacuum Floor
-----------------------------------------
Type - Vacuum
Damage - 1
Charge - 6 sec.
Ark multiplier - 0.5
ELABORATE points - 50
Effects: 4 sec. of Suction
Upgrade: + Perfect Aim bonus
Description: A suction vent appears in the floor, sucking the victim towards
it.
Notes: Sucks in a huge 3x3 square to the center square. Good if you don't want
to harm the target (yet) and are not sure where it will land after being sent
flying by another trap.
-----------------------------------------
Black Hole
-----------------------------------------
Type - Vacuum, Floor
Damage - 50
Charge - 8 sec.
Ark multiplier - 0.4 -> 0.6
HUMILIATING points - 50
Effects: 4 sec. of Suction
Upgrade: Bonus Ark
Description: The victim is swallowed by a black hole, the spit out from the
ceiling.
Notes: Meaner version of the Vacuum Floor, also in a 3x3 grid. Excellent damage
for a humiliating trap. Drops target dead center of the square.
Keeps multiple targets for a very, very long time, so you can set up new traps
before it spits targets back out. Also excellent for killing targets even when
you don't know where they will land, like after a Hellfire trap.
===============================================================================
= (07) Scoring =
===============================================================================
Figuring out how the scoring system works is not an easy task, but it is
necessary to complete some of the game's hardest objectives.
The first thing to understand is the trap multiplier. Each trap has this
number, which multiplies the basic number of points a trap is worth. Those trap
multipliers are added together (they don't multiply each other) for each new
trap in a combo.
Another multiplier is the bonus multiplier. Those are also given when using
traps in specific ways. They also increase the overall multiplier, although the
game does not bother to tell you by how much. On top of that, those bonuses are
increased when using some upgraded traps (what those values are is not
specified either).
Anyway, here is a complete list of the combo bonuses:
Bonus name Description
-------------------------------------------------------------------------------
Aerial Hit - Target is hit in midair.
-------------------------------------------------------------------------------
Armor Break - Break target's armor.
-------------------------------------------------------------------------------
Burning Up - Target is set on fire.
-------------------------------------------------------------------------------
Death by Trapmobile - Target was finished off by a Trapmobile. Sometimes </pre><pre id="faqspan-2">
requires passing a Quick Time Event.
-------------------------------------------------------------------------------
Death by Tombstone - The Tombstone trap reduced the target's Hp to 0.
-------------------------------------------------------------------------------
Exact Damage - Trap reduces target Hp to 0 and deals no more
than 2 "unnecessary" points of damage.
-------------------------------------------------------------------------------
High Fall - Target took damage from falling down.
-------------------------------------------------------------------------------
Long Haul Transit - Target was hit 10 tiles away from the first trap in the
combo. Only happens once per combo.
-------------------------------------------------------------------------------
Long Range Hit - Target was hit by a trap 5 tiles or more from the
trap's point of origin (usually by a projectile).
-------------------------------------------------------------------------------
Multi-hit - One trap hits the target multiple times. Some traps
normally do this (ex: Buzzsaw), some can also do it if
placed just right (ex: Iron Ball).
-------------------------------------------------------------------------------
Perfect Aim - Target is hit in the middle of a tile or hit in the
middle by a projectile.
-------------------------------------------------------------------------------
Rapid Fire - Activate traps in rapid succession. It seems that it's
the timing of the activation and not when the target is
hit that counts.
-------------------------------------------------------------------------------
Trap Chain - Modify one trap's effect with another one. Mostly given
for changing the trajectory of boulders or setting fire
to Nerve Gas.
-------------------------------------------------------------------------------
Weak Point - Target is hit by a trap his/her armor is weak to.
-------------------------------------------------------------------------------
With that said, there are two types of score: Ark and
ELABORATE/SADISTIC/HUMILIATING points.
***Ark***
The Combo Ark score is the sum of the Ark score of every hit in the combo.
With that said, the formula for each hit is:
Hit Ark = Cumulative Hp damage dealt at the time of hit * (sum of trap
multipliers at the time of hit + sum of bonus multipliers at the time of hit)
There are other things to take into account:
- Damage dealt is "real" damage: it is affected by armor (Trap damage - Enemy
Armor) and stops increasing when the enemy reaches 0 Hp.
- Hitting an enemy with 0 Hp *will* still increase Ark, because while it will
deal no damage, it will increase the multiplier and the previous damage is
carried on. This also means that the later hits in the combo are worth more
than the previous ones.
- Score will stop increasing if the enemy is hit with the same trap twice (two
different stage traps with the same name are okay).
- Score will stop increasing at the 15th hit (and not the 15th trap). Multi-hit
traps are a liability in that regard, since they count as more than one hit but
apply bonuses only once.
***TYPE points***
The ELABORATE/SADISTIC/HUMILIATING point score is similar to Ark, but more
complicated to calculate.
There is no simple formula, but here are some pointers:
- TYPE score use each trap's TYPE points as the raw value instead of HP damage
(for example, the Washbin is worth 90 HUMILIATING points). Like damage for Ark,
this value is also cumulative for each type of trap.
- TYPE score is also affected by the multipliers at the moment the trap is used
(i.e. traps later in the combo are more valuable).
- Here's the tricky part: the amount of points of each type in a combo is
cumulative, but you only get those points once you use another trap of the same
type. In practical terms, this means you get a bonus depending on the length of
the interval between using two traps of the same type (i.e. using sadistic
traps as the first and last trap of a combo will still give an excellent
SADISTIC score, despite being used only twice - good to keep in mind for
sadistic traps, which deal a lot of damage).
- Unlike Ark, TYPE score will stop increasing completely once enemy HP hits 0.
- The 15 hit/double trap use limits are the same.
===============================================================================
= (08) Strategies/tips =
===============================================================================
--Using Walls--
Having problems figuring out a trap's trajectory with the Swinging Axe,
Swinging Hammer, Mega Yo-Yo, etc.? Use the walls!
Targets don't go through walls, so at least you can be sure what square they
will end on. It also prevents targets from falling in an awkward spot between
two squares. It also sets up the target for a wall trap.
This is even better in a corner, where you can use three different traps on the
same grid square (one floor/ceiling & two wall traps).
--Door Cheapness--
Enemies sometimes avoid walking on your traps, but must always step on the grid
square right in front of a door. Especially useful with doors 1 square wide.
Put an easy trap to aim that is hard to resist on that spot, like the Delta
Horse or the Spark Rod as the first step in a larger combo.
--Stage Traps--
Stage traps are sometimes difficult to use, but almost always have high Ark
multipliers, often higher than any trap you can place. The best example is the
Event Stage, with the three Exploders worth a whopping 21x.
--Trap Renewal--
There's nothing stopping you from erasing traps that have been used mid-combo
to set up new ones further down the line. In fact, it is essential to achieve a
very high score.
Note that you can't remove a trap until it is completely gone. It helps a lot
to change traps while the target is affected by a trap that lasts a very long
time, like the Vice Grip, the Black Hole or most of the pots. You'll also need
a moment to find your bearings on your trap order, which will have changed.
--Cycle of Doom--
It's cheap and not really good for score, but you can easily set up a combo
that will pin a target indefinitely between 2-3 traps. It is, however, useful
to rack up a very high number of hits in a combo.
Easier to do with fast-charging traps.
Ex: Vacuum Wall -> Vice Grip -> Circular Saw
--Quick Death--
Sometimes you just want it done quickly. An Evil Kick, followed by the Spiked
Ball, Hellfire and a Black Hole, will finish almost anything instantly and
requires very little precision.
Ex: Evil Punch -> Lethal Lance -> Evil Kick -> Spiked Ball -> Hellfire -> Black
Hole
--Foolproof Armor Break--
It's not too hard to set up a combo that will hit (almost) every possible
weakness.
An enemy's weakness is never part of his Invulnerabilities, which he is
completely invincible to as long as he has armor.
There are roughly three types of armored targets: Knights (immune to clamps and
projectiles), Soldiers (immune to Head Covering pots and one element, which
differs) and bosses (mostly like Knights, but usually with extra
invulnerabilities). Soldiers and some bosses have elemental (Ice, Fire,
Electric) resistances and weaknesses which defy hard-and-fast setups.
With that said, the following will work for most targets :
For Knights: Spark Rod/Hotplate -> Swinging Hammer -> Lethal Lance ->
Springboard -> Vase -> Snowball -> Evil Kick
For Soldiers: Vice Grip -> Swinging Hammer -> Lethal Lance -> Springboard ->
Snowball -> Evil Kick
===============================================================================
= (09) Contributions/Legal Terms =
===============================================================================
This guide may not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
Copyright (c) 2014 Paul Chenevert