Re: [RJ170963] サクリファイスメイズ~性神の双子姫~
What to do:
Main goal: reach the exit. Find keys, activate stuff, find new key (that didn't exist before), activate new stuff, repeat until reaching the goal.
Secondary goal: activate the pentagrams. You need to fill the jauge (I don't know if it's the points, the combos or the multpliers that does it) above the bar, activate the pentagram (click on it) and walk on it.
How do do it: make the longest chains of trap (the traps activate without a pause) and finish the chain with a monster
The heroine take one turn to advance or turn but doesn't take turn when in a chain.
If the heroine is in a chain, she will activated all the trap on his path (except the delayed, you just remove the delay the first time you go on it).(Example: you go on a move 3 and on the next case is a turn right. You will not skip the turn right, you will move of 1 then turn right)
You can't continue a chain on another screen
Combo: number of trap activated at this point of the chain
Multiplier: most of the traps increases your mutliplier.
Your points at the end of a chain is multiplier *10 + combo *10 + point of the precedent chain.
(I am pretty sure that it's a bug that each new combo has the points of the precedent combos added)
When you reach a monster, 2 number show up: a white one then a green one. The white one is your multiplier, the green one is your combo +1 (I suppose that the +1 is for the monster, but it's not counted in your combo points. Example: you made a 3 traps chains. The green number show 4 but you still only receive 30 points)
Complete trap functions:
1 2 3
4 5 6
7 8 9
- 1 and 3 : turn and move by 1 case, +1 multiplier
- 2 : move by 1 case, +1 multiplier
- 4 : destroy trap, gain half the mana used
- 5 : fuse 2 adjacent traps
IMPORTANT: A trap in the process of fusing can fuse with a trap active. (but not inversely)
- 6: delay the trap (won't be activated the next time the heroine will go on it)
- 7: Stun for 1 turn (can't be part of a chain, it stops the chain) (useful to let time to trap to be active)
- 8: monster (end the chain to get points) (need 0 turn to be ON: i.e.: you can't put it at the end of a chain if the character has stepped on the first trap of the chain (yes you can change things when the heroine has stepped on a trap, there is a little time where the trap doesn't activate yet))
- 9: All the multipliers of your next traps in the chain increase by 2 (cumulable)(this trap is very powerful)
WARNING: it doesn't influence movement, so the previous trap need to move by 2 case or more. Need 2 turn to be ON
(Example: If 3 of these where activated at some point in a chain, a simple move 1 increase the multiplier by 7)
Now comes the fusion:
- 2+2: Move by 2, +4 multiplier, 1 turn to be ON
- (2+2)+2 or (2+2)+(2+2): move by 3, +5 multiplier, 2 turns to be ON
(it's where the fusion while still OFF is useful. You make 1+1 and directly add a 1 to it to make a move 3, without having to wait for the move 2 to be complete)
- 2+7: multiply your multiplier by 5 at the end of the chain. Non cumulable. 3 turns to be ON (very powerful)
WARNING: No movement
Explode at the start of the 8th turn or at the end of a chain, even if there was no monster (even trap like stunning activate it)
- 1 or 3 + 2: Turn then move of 2 cases. + 4 multiplier. Take 1 turn to be ON.
- 1 or 3 + 1 or 3 (no need to be the same or to be one of each) (U-turn): turn around and move by 2 cases, +4 multiplier 1 turn to be ON
WARNING Don't know if it's a bug but if you move to a case next to a wall, the character will turn instead of going forward.
- (U-turn) + 2: Turn around and move by 3 cases, +5 multiplier, 2 turn to ON
- U-turn + U-turn: Teleporter then move of 1 case in the same direction that you entered. You put the exit (only work one way). Only 1 may exist at the same time and disappear if you exit the screen. Multiply by 20 the multiplier. 4 turns to be ON
Powerful but take a lot of times to be ON.
Tip: if you prepare a screen in advance, since the teleporter disappears if you leave, only put 2 U-turn next to each others and only fuse them when you enter the screen for the chain.
- 7+ 1 or 3: Move at random for 3+(Combos/2)(rounded down) turns. Gains Combos*8 multipliers for each turns in which you don't encounter a trap (Can be powerful but the random is too dangerous) (No need for turns to be ON)(9 doesn't inflence it)
- 7+7: Stun for 5 turns (the offical site is wrong, it's 5 turns not 4). Take 1 turn to be ON
- (7+7)+(7+7): skip the next case (even if there is a wall on the next case). Multiply by 5 your multiplier. Take 3 turn to be ON.
If the exit point is on another screen or in a wall, the heroine doesn't move, breaking the chain.
WARNING: the heroine doesn't move when exiting. You need to continue the chain directly on the exit point.
Powerful but cost too much (20 mana in total)
Other things: Sometimes, when a monster is killed, they drop a chest. It will contain either a holy shield (protect from 2 traps, second most frequent), gold (+1000 points, the most frequent), a talisman (star) (decrease the jauge), an anthem (horn) (+100 turns before Game Over), a nectar (potion) (increase jauge). Because of the two bad items (holy shield and talisman) that have pretty bad effects, I recommend to use as little as possible of monsters.
Fixed chest: You can find chest already on the map. The loot is fixed too. You can find a B (lower the bar on the jauge), a P
Blue orbs: You can sometimes see blue orb on a map. If you trash them (4) you get mana (it's said 200 on the site, but I think it's just 100)
Confused heroine: every 101 turns, under certain conditions (seems if she didn't encounter huge chain or monster or if she didn't encounter a key items), she will turn by herself, without the need to do it. It's showed by the question marks above her head.
Basic strategy: The most important thing is to put a dynamite (7+2) either just before the chain or in the chain. In the first half of a chain, put as many curses as possible (9) with move +2 or +3 (2+2 and 2+2+2) and turn +1 (1 or 3 + 2). After that, use basic move and turn (1, 2 and 3) upgrade them one time if you have enough mana. If you have enough time, put a teleporter at the end (even if it's just to move of 1 case).
Another advice: to make the biggest combos possible, prepare a screen with all you mana (even using the pitfall (7+7+7+7)), goes on another screen, recharge your mana, repeat until your are happy. Then start the chain.