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