Trap List Guide - Guide for Deception IV: Blood Ties
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Deception IV - Trap List (for PS3/Vita) Version 1.00 (Last update on 08/06/2014) Created by Garamoth Contact: [email protected] =============================================================================== = (01) Table of contents = =============================================================================== (01) Table of content (02) Introduction/Updates (03) General Info (04) Ceiling Traps (05) Wall Traps (06) Floor Traps (07) Strategies/tips (08) Contributions/Legal Terms =============================================================================== = (02) Introduction/Updates = =============================================================================== --------------------------- Version update --------------------------- 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. =============================================================================== = (03) General info = =============================================================================== 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 a trap: ----------------------------------------- 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 you have to wait before it can be used 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 gives Effects: Which special effects the trap has. Upgrade: Which upgrade effect this trap can have. Description: Official in-game description. Notes: Tips and tricks for this trap. *** The different possible trap effects are: Trap effects: ------------------------------------------------------------------------------- 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. ------------------------------------------------------------------------------- Upgrade 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. ----------------------------------------- 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. ----------------------------------------- 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. ----------------------------------------- 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) 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. The following will work for most targets, however: 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 =================================================================== = (08) 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