[Click here to start from the first progress log]
I’m finally starting to become comfortable with the layout of the amusement park (though there have been a few times where I’ve entered the wrong room because a connecting room looks the same in both directions), enough so that I killed a few people in different rooms. Eventually harder—*cough* cheap *cough*—enemies showed up and necessitated running back to a more familiar and advantageous location, but an effort was made to switch things up a bit for this massacre.
As far as Trap preparations go, I bought a flaming boulder, a “rodeo horse jet,” and a “deadly fan.” The flaming boulder got equipped immediately because it’s obviously relevant to my interests, while the Rodeo Horse Jet was only equipped out of curiosity. Making room for it required getting rid of the normal springboard trap, but the way this thing damages enemies and shoots them into a wall sounded perfect for extending trap combos. The fan remained unequipped and was mostly a “in case I need it later for a weirdly specific and hugely important armor break” purchase.
Lae starts the chapter all groggy, and the fruit salad explains that the reason for this has to do with something that happened while dealing with the twins the mysterious “her” sent at the end of the last chapter. This chapter is a playable flashback, then.
The twins are named Alma and Telma Mueller, and the mysterious figure who sent them ostensibly did so in response to Zeno Shin’s report, though she clearly has her own reasons for becoming involved. Also, the game misspells “unforeseen” here.
The first group of victims consists of an armored guy and two regular people who pose no real threat, so I decided to take the opportunity to test armor breaking and see if the pinkish-purple icons on the bottom-left of character bios really do indicate their weaknesses. If that were the case, his weaknesses would be a ceiling trap followed by fire, and that indeed seemed to work as both attacks caused a “weak point” popup, but the combination didn’t actually armor break him. Very unintuitive. The reason for this (which I only know because I just looked it up) is that weaknesses have to be hit upon and then followed up with a trap that launches the enemy in question into the air. Why does armor only break in the air? I don’t know.
The starting room here is a weird funhouse, and just running past a painting was enough to get hit by a stage trap. This isn’t something that the other games are any less guilty of (I can’t even count the number of times I set up and then walked into my own dark illusion in Trapt), but still, a little advance warning would be nice.
Chapter 8 is the second chapter to have two segments back-to-back without any dialogue between them. It’s pretty uneventful, though you can start to see how surprisingly useful the rodeo horse jet is despite its inherent ridiculousness. I also realized that the room with the merry-go-round has moving platforms that make trap chains more difficult (though it’s also possible that the fleeing character I was trying to finish off was hit too early, flinging her farther than intended). Another thing that became clear was that starting trap combos with a boulder was inconsistent because of how many enemies can either dodge them or shrug off the impact.
Alma and Telma finally show up, and like Vale, they know that they’re dealing with daemons. Vanilla asks about their employer, to which they respond that the daemons “have more important things to worry about.” It’s also revealed that the twins are descendants of the saints and so-called guardians of the verses, though being siblings means that they probably only have one piece of the Holy Verses.
The amusement park is a weird place. All of the places that look open have enough obstacles to make it difficult to avoid bumping into enemies, while the tighter spaces tend to have more options for keeping distance despite the relative lack of space. It didn’t take long to realize that the first few locations I tried weren’t working out, so I set up some traps near the merry-go-round and started knocking people onto it. That didn’t cut it when Alma and Telma showed up, though; Telma is an archer, while Alma wields a hammer that she often slams into the ground to stun you. Obviously that’s a dangerous combination, and the hammer can be plenty dangerous on its own. You can see this at 14:34 when Alma stunlocks me with three ground slams before following it up with a hard attack. That’s not what you want to have happen when your health is already low and you’re trying to reach the healing circle.
Still, they didn’t stand a chance. Since enemies can’t appear to dodge the rodeo horse jet, I set up a combo that started with it and then expanded to include electrocution and that bouncing iron boulder thing (which starts on a slope and ends up hitting several times because of it) for a comical amount of damage.
Oh, and before I forget, Telma finally named “her” in her introduction dialogue. It turns out that the mysterious figure who’s been pulling the strings is named Lady Freise. Her silhouette looked to include a crown, so I’m banking on her being a princess or queen. Deception royals never cease to be devil-obsessed jerks.
With the flashback over, the fruit salad assures Lae that she must have passed out because of relief that the fight was over, and she goes along with this like it isn’t a transparent, nonsensical lie. Allura may have been the consummate damsel, but Lae’s apparent inability to think for herself is very possibly worse than that.
After leaving Lae to rest, the fruit salad convenes for another diabolical, superfluous whisperfest designed to again highlight the fact that they know more than they’re telling Lae. Whatever their plans are, her passing out apparently factors into them.
The maximum number of traps that can be used increases again at the end of the chapter, which means that ridiculous trap combo that I killed the twins with can be made even more devastating. That should be interesting to experiment with.
[Click here to go to Deception IV log #7]
The post Deception IV – The Nightmare Princess: Progress Log #8 appeared first on Killa Penguin.