Deception III: Dark Delusion FAQ V0.3
Written by Z-Force (

Table of Contents

I.	Introduction, thanks, and disclaimer
II. Version History
III. Places to Get this FAQ
IV. Modes of Gameplay
V. Trap Making
VI. Walkthrough
VII. Trap License Mode
VIII. Expert Mode
IX. Special Traps, Combos and other cool stuff


This is a FAQ for the latest in Tecmo's Deception series.  For those who don't 
know, Deception is a game where you must kill people by utilizing traps.  It's 
an awesome series, and this latest one is the best yet!  I'd like to thank Tecmo 
for making this awesome and original series.  I'd also like to thank those who 
have sent me questions and submissions for my other FAQ's.  Also, this document 
is copyrighted by me Z-Force.  I don't mind if you want to use it, but please 
let me know, so I can add your site to my list.  Also, any submissions such as 
trap combinations, etc. will be greatly appreciated.  One of the nice things 
about Deception is that the game is very different for each person who plays it, 
as many different playing styles can be used.  Please refrain from sending 
story/walkthrough bits unless they are for chapters I've already covered.  I'll 
be writing this FAQ as I play through the game, so I don't want the story 

Version History

V0.1  (3-1-00)  The very first version.
V0.2  (3-1-00)  Added walkthrough for levels 6 and 7.  Added Trap Licenses up 
through C.  Added a really shocking combo to the combos section.
V0.3  (3-2-00)  Added 2 places with this FAQ.  Added walkthroughs for Chapters 
8, 9, and 10, as well as Grade B in Trap License.  Started the trap guide 
section, which lists traps you can make from each of the emblems.

Places to get this FAQ (My home page)

Modes of Gameplay

Story Mode:  The main mode of the game.  You follow the storyline, which I 
assume leads to several different endings (if for no other reason than the fact 
that the back of the box says there are multiple endings)

Trap License Mode:  A training mode.  More on this later.  I'm guessing you may 
be able to unlock hidden traps or something by completing it, but I don't know 

Free Training Mode:  Lets you practice free style with a training dummy, using 
any traps you have acquired.  Also lets you practice and invent new combos.

Expert Mode:  You can try puzzle missions with the traps you have so far.  I 
have yet to dabble in this mode. 

Trap Making

For those who have played Deception 2, you know that to get the really good 
traps, you had to work your way through the junky ones first and then proceed 
through the evolution tree.  Unless you were REALLY good at racking up combo 
points (or you used Gameshark, you little cheater you) by the time you had 
access to the most powerful stuff, the game was almost over, so you didn't have 
the chance to enjoy them.  In Deception 3, the trap building system is totally 
revamped.  You can take a base trap, add stuff to it and build almost any trap 
you want, provided you have the Dreak to do so.  You gain Dreak by doing good 
combos and such.  Actually you gain Ark, which I believe translates to Dreak 
somehow, or at least that's what the instruction book says.  Know this, the more 
combos and powerful hits you can do, the more resources you'll get to build 
better traps.  Now you may think that you can just build super big traps and 
breeze through the game now.  Well wait up.  The game counteracts nicely by 
awarding trap components at the end of certain levels.  There are 4 basic trap 

Base Circle:  This is the base trap.  There are 3 different categories:  
Ceiling, Wall and Floor.  These categories are broken into further categories as 

Ceiling Traps

Rock:  Rocks in general, drop down and crush people.  When dropped onto a 
staircase, they roll downward, crushing any unfortunate dolt standing in its 
path... including you, so watch out.

Pendulum:  A new type of trap, pendulums come out and slice anything in their 
path.  Useful in combos when there aren't any staircases to roll a rock down.  
Also, they charge faster than rocks.

Vase:  Vases drop from the ceiling onto an enemy's head.  I haven't gotten them 
yet in Deception 3, but in 2, they could be very dangerous on the high end of 
the building tree, but almost useless on the low ends.

Wall Traps

Push Wall:  A wall which comes out and pushes the enemy a distance.  Useful for 
throwing enemies into other traps or hazards.

Magnet Wall:  These suck in anyone who has metal and will hold them while you 
think of other ways to torment them.  Very useful against knights or other guys 
with armor or metal weapons.

Arrows:  Arrows come out of a wall and shoot chumps.  Generally are very fast to 
charge and are useful in combos and such.  Also, they're fast and can be 
upgraded with a wide ability of things.

Floor Traps

Spring Floor:  These spring out and throw the enemy a certain distance.  They 
are useful for starting combos or throwing your enemies into other stuff.

Vacuum Floor:  These are the same as magnet walls but are placed on the floor.  
Sometimes you'll wanna use a magnet, sometimes you'll wanna use a magnet floor, 
depending on your situation.

Blast Bombs:  These explode and throw your victim away.  They can also be used 
to set off other traps such as pillars.  Not too useful as a combo starter, 
since they are too unpredictable.

Bear Traps:  These are very useful.  They hold the foe in place while you 
deliver more punishment.  Great to place at the bottom of staircases, so you can 
roll a rock on them. 

The next element is the power orb.  When developing a trap, putting more of 
these on make the trap more powerful.  Generally, this will increase the damage 
done.  Also for some traps such as bear claws, they will raise other stats such 
as length of time for restraining the victim.  You can put up to 4 orbs on a 
trap, but it will cost you Dreak for each one.  I believe it costs 1500 Dreak 
for each orb you put on a trap.

Emblem:  Emblems are special crests that can be put on traps to give them 
special properties.  You can put one emblem on each trap.  Also, once you have 
gained an emblem, you have unlimited uses of it (in other words, you can put 
that particular emblem on as many traps as you want) but it will cost you Dreak 
to do so.

List of Emblems

Fire Emblem:  Gives the property of Fire to your trap  Adds 750 to the cost of 
the trap.

Thunder Emblem:  Gives the property of Lightning to your trap.  Adds 750 to the 
cost of the trap.

Impact Emblem:  Give Impact attribute to a trap.  Adds 1500 to the cost of the 

Cold Emblem:  Gives Cold attribute to a trap.  Very useful for containment traps 
such as Bear Claws.  Adds 1750 to the cost of the trap.

Chaos Emblem:  Heteromorphic trap is born.  Adds 1250 to the cost of the trap.

For example, if you put a Thunder Emblem on a Rock, you will get a Volt Rock.  
Experiment to find plenty of various traps.

Rings:  Putting a ring on a trap gives it special properties.  There are 6 types 
of rings listed below

Charge Ring:  Reduces charge time by 20%.  Adds 300 to the cost of the trap.  
Good for putting on rocks and such.

Timer Ring:  When trap is activated, it becomes an auto trap which goes off when 
the enemy is in range.  It will also go off by itself after a certain period.

Summon Ring:  After a trap is activated, the ring summons all foes within 4 
blocks.  This effect expires after a time..

Auto Ring:  A trap will automatically be activated when an enemy is in range, 
but cannot be activated otherwise.

Damage Ring:  Increases damage done by 1.2

??? Ring:  Who knows.  The book rambles on about the mysterious effects of this 

You can combine the 4 elements as you like to create an almost limitless variety 
of traps.  If you come up with any cool ones, send em' in!


Chapter 1

Oh no!  Our lovely heroine is trapped in a dungeon and is about to be 
slaughtered by an evil bad guy!  Whatever shall we do?  Fortunately, a kid comes 
to help her by giving her the power of traps.  You can easily kill the guy who 
comes in by comboing the 3 traps that are set.  Once you kill him, another 
jobber will come after you.  I recommend leaving the room by ditching him, then 
ditching him again and going back into the cell.  This gives you the time to set 
up a combo.  I recommend using a Spring floor to throw him into the iron maiden, 
then hit him with an arrow or pendulum when he bumbles out.  This should kill 
him, and you get a lot of points for using the iron maiden in a combo.

Chapter 2

2 peasants have come to try to capture you and get the reward money.  (fat 
chance)  You will be introduced to switches here, which set off various built in 
traps in each room.  The two peasants here are really easy, and you'll have no 
trouble disposing of them.  (If you do have trouble here, I suggest taking up a 
different hobby)

Chapter 3

The two enemies here are a little tougher, so be on your guard.  The lady thief 
in particular is dangerous due to her speed.  Get used to this castle's layout.  
Several of the rooms have fun built in traps to dink around with.  Once you get 
past this level, you get the Fire and Thunder Emblems and can now make your own 
traps.  I suggest taking a couple of your favorite types of traps (I'm 
personally fond of Bear Claws and Rocks) and making a better one.

Chapter 4

Here you meet your first major villain, Christina (watch out for her ranged 
attack!)  Once you hit her once, she'll run away (so she can annoy you another 
day) and leave you to deal with her beefy sidekick.  This guy's slow as 
molasses, but don't let him hit you.  He also causes the ground to shake when he 
attacks, stunning you briefly.  Deal with him as fast as possible, but beware of 
his high HP count.  Upon clearing this level, you get the Blast Bomb.

Chapter 5 

Enemies:  Silvia (amazoness), Resphena (whitemagic user), Raditz (Hunter), Ares 

Silvia and Resphena will face you first.  Run from them and set up a combo in 
the next room.  Try to kill Silvia first so her boneheaded friend Resphena can't 
heal her.  (Priests in Deception have an annoying tendency to heal their 
allies.)  Deal with Resphena as you see fit, but watch out for her ranged 
attack.  She is cold resistant, but you don't have any cold traps at this point 
anyway.  Next, you'll face Ares and Raditz.  Ares is very fast and dangerous.  
He can leap a long distance to kick you.  Raditz isn't much to speak of, though 
he does have a long range attack.  At the end of this level, you get the Impact 

Chapter 6

Enemies:  Garcia (Knight), Osborne (Sorcerer), Garnet (Thief), Sirado (Soldier)

You start off in a room alone, though Garcia and Osborne will be headed your 
way.  Set up a nice welcoming committee for them.  Garcia will get to your area 
first.  Zap him and then run past him into the next room, so that you aren't 
surrounded.  If you run past Garcia, you can set it up to whip fools into the 
Blade Pillars of Fun that are in the next room.  (Use a spring floor for this)  
Garnet enters the fray after Garcia goes down.  Osborne has a dangerous 
lightning attack, but little stamina.  Watch out for Garnet, she's fast and can 
do some damage if you don't watch out.  Finally, you must face Sirado.  Give the 
dope a quick hit and he leaves.  You get the Timer Ring for clearing this 

Chapter 7

Enemies:  Raven (Soldier), Liza (Ranger), Judeka (Darkwitch), Lorenz (Bruiser), 
Igor (Flame User)

Raven and Liza surround you at the start, so get the hell out of there.  Liza 
can get the drop on you if you're on a lower level, but a couple of solid hits 
takes her out of the picture.  Judeka will be her replacement.  Judeka has a 
fireball attack that you should be aware of.  She can also put you in a state of 
darkness, which is a pain.  Raven is mean up close, but is nothing special 
otherwise.  Once he has been sent to the land of Nevermore, Lorenz will come 
out. Judeka has high HP, but pretty weak stamina.  Igor is the last guy you'll 
face.  He has a lot of HP, and is immune to fire.  He is however quite 
susceptible to lightning, so if you have developed any lightning based traps, 
this would be a good time to use them.  (See FUN COMBO #1 in the combos section 
below for a real shocker)  Upon clearing this level, you get the vase.

Chapter 8

Enemies:  Sid (Assassin), Valletta (Bomber)

Start by going forward to the large room with the two waterfalls.  Then set up a 
nice trap for the two idiots coming after you.  Sid is an assassin so he has 
some tricky stealth moves, but little or no stamina.  Kill him quickly before he 
can be a threat.  Valletta can blow herself up, but she's pretty slow and can 
probably be taken out with the same trap you set up for Sid.  This is a quick 
and easy level.  You get the Cold Emblem after this board.  I'd recommend making 
a Bear Trap with it.

Chapter 9

Enemies:  Miguel (Brute), Balboa (Torturer), Ortega (Swordsman), Cupido (Elites)

Run from Miguel as he has a powerful gun.  Set up a trap in the next room.  
After one hit, he leaves.  Ortega takes his place.  He and Balboa are nothing to 
worry about as long as you keep your distance.  Finally, Cupido appears.  He 
leaves after one hit.  You get the Magnet Wall after this board.  Rejoice!  You 
also get the Summon Ring.

Chapter 10

Enemies:  Gemini (Ninja), Dustin (Miner), Rutger (Soldier), Heisling (Alchemist)

Gemini and Dustin are your first opponents.  They are pretty dangerous.  Gemini 
uses cheap ninja tricks. She's fast and has two attacks.  The throwing stars are 
really weak, but her claw does lots of damage if you're up close.  Dustin stays 
back and throws bombs at you.  Rutger is the 3rd guy to come out.  Other than 
his decent speed, he's pretty much a run of the mill soldier.  Heisling throws 
junk at you, but can be dealt with fairly easily.  You'll get the Chaos Emblem 
upon beating this board.

Trap License Walkthrough

Grade F

These lessons are really easy.    They just teach you the basics of setting off 

Lesson 1:  Just press the button that they tell you to do.

Lesson 2:  Wait for the schmuck to be slightly before the trap area, then set it 
off.  This allows time for it to explode.

Lesson 3:  Just wait for the arrow to charge up, then let him have it when he 
walks in front of it.

Lesson 4:  Be sure to allow some time for the rock to drop, as it takes a couple 
of seconds.

Exam:  Just combine the hints from the previous 3 lessons.  You have plenty of 
time, so this should be easy to clear

Grade E

These are lessons in luring intruders

Lesson 1:  Just lure the guy over to the blast bomb site and blast him with it.

Lesson 2:  The same as lesson 1, only this time the guy can attack you.

Lesson 3:  Same as lesson 2, except this time you must lure him into an arrow 

Lesson 4:  Same as 2 and 3, but you use a Mega Rock.  Give him the runaround to 
give the rock time to charge.  Then wait for him to get by the rock and drop it.  
Remember to allow time for the rock to drop.  Don't be afraid to take a hit if 
you can't get the timing down.

Exam:   This is a little tricky.  You must nail the enemy with all 3 traps 
within the time limit.  Again, don't be afraid to take a few hits in order to 
nail the guy.  He has to hit you plenty of times for you to lose, time is a more 
pressing concern.

Grade D

This is another section on trap setup.  Now however, you also learn how to set 
up traps.

Lesson 1:  All you have to do is set a bomb where the guy is standing and 
detonate it.

Lesson 2:  Same as lesson 1, but this time the guy comes after you.

Lesson 3:  Same as lesson 2, but you set up an arrow slit

Lesson 4:  Same as 2 and 3, but you must set up a pendulum

Exam:  You must hit the enemy with all 3 traps within the time limit.  Similar 
to E's exam, but you set the traps.  Actually, you need to reduce his power to 
0, you don't have to use all 3 traps.

Grade C

This section teaches you how to do combinations

Lesson 1:  You must do a basic 2 hit combo with a bear claw and arrow

Lesson 2:  You must do a 2 hit combo with a spring floor and a mega rock.  Lead 
the guy around a bit to let the rock charge up.

Lesson 3:  Here, you have to do a 3 hit combo with the bear claw, arrow, and 

Lesson 4:  You must do a 3 hit combo with the push wall, spring floor and mega 

Exam:  You have to do a 3 hit combo using any of the traps you are given within 
the time limit.  Best bet is a simple bear claw - arrow slit - mega rock or 
pendulum combo

Grade B

These lessons concentrate on using the terrain of the room, and also traps 
within a room.  This is the first lesson that's useful to Deception 2 vets, 
because it shows how the new  in room traps and switches function.

Lesson 1:  Drop a rock so that it roll onto the guy walking.  Wait till he's 
about at the middle of the stairs going either way.  Then you'll have to light 
up a Spark Rod so that the guy gets zapped when he walks in the water.

Lesson 2:  First use a push wall to flip a switch that will make the guy slide 
down the stairs.  Second, run into the switch so that the chandelier falls on 
the guy.  The bear trap is not necessary.

Lesson 3:  Here we shall demonstrate one of my favorite moves.  Use the spring 
floor to throw the poor sap into the fire place.  Second, drop a vase on the 
guy's head, causing him to bumble forward into the pit.  Wait till he's walking 
toward the water and allow a couple seconds for the vase to drop.

Lesson 4:  Use the push wall to drop the pillar onto the guy who is attacking 
you.  Catch him in the bear trap first.

Exam:  Take the guy out of commission using any traps you want, though you must 
use at least one room device.  I recommend using the bear claw to hold him, then 
drop a pillar on him with the push wall.

Expert Mode

Coming Soon!

Special Traps, and Combos

FUN COMBO #1:  (created by me)  In castle agony, in the room with 2 staircases, 
a stream and the statue that electrifies the water when you hit the switch, you 
can do a cool combo by setting up a thunder claw in the stream.  Lure the enemy 
into it, then catch em with the claw.  They'll get quite a charge out of this.  
Then, hit the nearby switch, so that the stream is electrified some more.  If 
you have time, shoot em with an arrow or something.

Trap Guide:  This is a listing of the 106 traps in the game.  Or at least it 
will be once it's done.


Mega Rock
+ Fire = Flare Rock 
+ Thunder = Volt Rock
+ Impact =  Iron Ball:  These are attracted to magnets, so once you get them, 
you can create some fun combos by catching a guy on a magnet, then rolling the 
ball at them.
+ Chaos = 


+ Fire = 
+ Thunder =
+ Impact = 
+ Chaos = 


+ Fire = 
+ Thunder =
+ Impact = 
+ Chaos = 


Push Wall
+ Fire = 
+ Thunder =
+ Impact = 
+ Chaos = 


Magnet Wall
+ Fire = 
+ Thunder = Spark Magnet:  One of my favorites.  It attracts the guy AND damages 
them.  Then, you can roll an iron ball at them.
+ Impact = 
+ Chaos = 


Arrow Slit
+ Fire = 
+ Thunder = Volt Javelin
+ Impact = Buzz Saw:  These carry the foe with them.  Useful to drop them in a 
corner then drop something on their heads once they get there.  
+ Chaos = 


Spring Floor
+ Fire = 
+ Thunder =
+ Impact =  Smash Floor:  Useful since it does some damage and also flings 
people farther.
+ Chaos = 



Blast Bomb
+ Fire = 
+ Thunder =
+ Impact = 
+ Chaos = 


Bear Trap
+ Fire = 
+ Thunder = Thunder Claw:  GREAT to use in the water.  The enemy gets trapped, 
and shocked for big damage by the voltage running through the water.
+ Impact = 
+ Chaos =