Devil's Dare

Devil's Dare

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Everything Devil's Dare Guide!
Bởi Wiesler
This guide will (hopefully) contain everything you need to know: achievements to earn, tricks to help, bugs to avoid, characters to master, and more!
   
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Changelog and updates
Feel free to offer suggestions, I am far from an expert on this game (I am nowhere near the leaderboards), or I might have missed something.

April 29th, 2016- Updated some wording/grammar issues. Included info and credit to Mootusernae. Enemies, characters and upgrades section were updated.

May 7th, 2016- Split character sections for each character and updated with pictures and links. Plan to include updated boss section
What is Devil's Dare?
Essentially, Devil's Dare is a brawler (or beat 'em up) and the spiritual successor to Bitejacker (which is available for free and online). There is a focus on getting money in the game, mostly by performing fatalities with combos and pickups being minor contributors, in order to buy upgrades and revive on death.

Basic attacks and strategy
The basic commands or controls are as follows (default, keyboard/Xbox):

z / (X) - basic attack. Pressing repeatedly will perform a combo. You can press attack after a dodge in order to perform a running attack. From Mootusernae: " there's no point in going over 40 hits because the game gives you the same money bonus for a "Berserk" combo string (+$50)."

x / (A) - fatalities (your special attack). Unlike basic attacks, your fatalities require a chunk of your special bar. These come in three flavors depending on if you press forward or backward, up or down, or press the fatality button by itself. When prompted to, you can press fatality with basic attack to escape from enemies, but it comes at the cost of setting your special bar on cool down, leaving you without fatalities for a while. These can be a bit tricky to pull of and I recommend trying out different keys, or switching between controller and keyboard in order to get this just right. Killing an enemy with a fatality grants you extra cash and if manage to kill 3 or more enemies with a fatality (called a "massacre in game) you will receive a health pick up. There is a slight delay in massacre, so if you kill 2 enemies with a fatality & then manage to kill another within a short period, it will count as a massacre.

Space / (RB) - Dodge/run. Pressing this will make your character dodge while holding will make your character run after their dodge.

I recommend checking out the in game tutorial level and move list for more information regarding these details.

So, given these simple commands, here is what you need to succeed in Devil's Dare: herd and win.

- Herd - just like it sounds, the basic idea here is to try to get enemies to group together so that you can attack them at once. This requires you to know enemy attacks and characteristics (enemies that leap/shoot or that are hard to knockdown) as well as your character (see Enemies and Characters further down). Herding your enemies allows you to build up your combo count higher (granting a bit of extra cash), keep you from getting hit, but more importantly allows you to cause massacres. When building a combo you will want to control when you knock back and Mootusernae found that the blood splatter fading out is a visual cue for when to attack without knockdown. This is all about controlling your crowd and using your special bar efficiently.

To make things easier on yourself, just try to move in a large box formation, hit enemies into a herd when possible (this will knock down your herd and cause some damage), knock them against a wall when possible (this will send them bouncing back and forth, open to attack), and then be ready to unleash a fatality when you see they are low on health.

- Avoid breakout by using defense special Your breakout move is the same as your special move, but drains your bar and can send your special bar into cooldown. Your defense special is meant to keep you save (explosions, knockback backs etc. Basically, if you see yourself getting in a bad situation, try to use your defense special before you are forced to use a breakout.


- Notice how hitboxes and targeting work Some specials, even though they seem to be meant for one enemy, can affect many in close proximity (if you 3 enemies one side but relatively close together for example), and vice versa. Knowing this will help you decide which special to use. Also notice how caution circles (pictured below) actually affect a larger area than the circle.
Brief character note
*All special upgrades cost $1,000, but I will include this as a reminder in the table below.

Also, for added info for any character: including overview, general tips etc. feel free to refer to Mootusernae's video here . He has included time stamps for each character in the video description.
Kingston
Kingston



Hp: 65

Basic: His basic combo deals high damage but only has 3 hits. His running attack grabs & holds an enemy (any except screen filling finals) until thrown (knockback enemy after a few seconds). from Mootusernae: he can grab dolls and facehuggers off of himself and " chain his command throw off of his hits or once he's holding them from his dash 'attack' grab. He can quickly decimate grabbable bosses."

Specials: Headbutt charges at an enemy & has high knockback & damage (no pierce, costs 1 block). Lightning attacks nearby enemies on either side causing high damage & knockback. Atomic Buster is a very high damage grab for one enemy (any except screen filling finals). However, unlike his running attack, he does not leap to grab so the enemy has to be right in front of him (tricky to aim). He also can fall through the screen when performing this.

Upgraded specials: Headbutt gets increased range & speed. Lightning gets a moderate range increase. Atomic Buster now causes explosion on landing, hitting nearby enemies for about 1/2 damage.

Tanky & high damage, his Atomic Buster's tricky aim is the only thing holding him back. His low cost Headbutt allows for quick follow ups.
Queenie
Queenie



Hp: 60

Basic: Her 4 hit combo counts as 2 regular hits & her final hit attacks twice with knockback. Her running attack is a delayed blast with knockback.

Specials: Freeze Cracker freezes enemies for a short stun, but causes no damage (costs 1 bar). Drain attacks nearby enemies on all sides & will grant HP based on how many times it hits enemies. Bomb knocks down enemies, then explodes after 3 seconds.

Upgraded specials: Her Freeze beam does minor damage, has increased duration & gets great range. Drain now has increased range; possibly bugged : it should increase the amount of health you drain but it doesn't.The upgraded Bomb now explodes on impact.

Her high health, high damage bomb, health drain & low cost freeze make her a great starting character.
Jackson
Jackson



Hp: 55

Basic: His basic attacks are some sai strikes that end in a knock back. 4th attack is delayed. Running attack is a quick stun.

Specials: Judo Throw has great range, targets the first group of enemies. & thrown enemies can hit others, this move can also work slightly diagonally. Smoke Bomb teleports you to safety & causes some damage & stun. Dive Kick is a quick hit against one enemy, however you will ricochet off of walls if you are too close to them.

Upgraded specials:Judo Throw now dashes through enemies, damaging/stunning them, & slightly increases range. Unfortunately, now targeting can be a bit weird, because there is a grey area where you will only dash through an enemy when you meant to throw them. Smoke Bomb now causes knockback & increased damage. Dive Kick now gets piercing, which makes it a great finisher across a fairly large front area with the added bonus of escaping right.

From Mootusernae: "Jackson's judo throw is high in damage. Once he gets his upgrade he can string 4 consecutively pushing herds into the corner and racking up massacres very quickly."

The range & low cost of specials make him a fast & safe character. The dive kick is quick & safe, while the throw has great range. His upgraded Judo Throw is the only special that might be hit or miss, the other 2 are perfect.
Axel
Axel



Hp: 55

Basic: His first attack actually counts for 2 & totaling at 4. His running attack is a delayed sword strike.

Specials: Shield Charge has him charge forward to the first enemy (no pierce), stunning & knocking back. His Spin ends with a knockback swing in front. You can move a bit during this move, but you are slow so count on mostly using this stationary. His Hook brings an enemy toward him, but then knocks them back. This is counter-intuitive for combos unless you are against a wall, but at the point you should just be herding your enemies to end with a finisher that targets more than one enemy (costs 1 bar).

Upgraded specials: Charge gets increased range, & now causes 2 hits in the charge phase with increased knockback, but it still stops on the first enemy (you will not plow through enemies). The upgraded Spin has increased range, duration & damage, making it a very effective herd finisher. His upgraded Hook will have him hold & carry around an enemy for a few seconds before they just get knocked back on their own, or until you choose to throw the enemy.

Sword Spin & Dash specials have a delayed final hit, so watch out for enemies that need a knockdown (like fat zombies). His first basic hit can be spammed to get a high combo. His Spin is the best upgrade it has a lot range & damage. The biggest weaknesses with Charge is that it doesn't pierce, has no mobility, & it only works on one side, so you are exposed on one side. The Hook fails because it causes knockback (no combo potential without wall) on one enemy.
Secret Character #1
Jon Rivera
Unlocked by beating the 10 nights, bad ending is acceptable



Hp:55

Basic: his regular attack is a shotgun blast that causes knockback. He has 4 shots before he has to reload (ammo is displayed just above your hp in the right corner). His running attack is a knife swipe, which can fill in the gap caused by reloading.

Specials: His Flamethrower has a him shoot out a ring of fire that pierces. His Roll drops a bomb that explodes after 3 seconds, & his Bomb knocks enemies down & then explodes on 3 seconds. The flamethrower is recommended until you upgrade because there is no delay in damage. However, if you can time it right, the defense special is quite powerful & offers great safety in one direction.

Upgraded specials: His Flamethrower does more damage & last longer, the latter point making it both a good & bad thing depending on what you are up against.The Roll upgrade will now cause him to drop a mine that explodes on contact & it is extremely powerful. His Bomb now explodes on contact.

Probably the most overpowered character in the game, despite the lack of a cheap special, especially when you get the Roll upgrade. His basic attack knocks down nearly every enemy (except screen filling bosses). If you plan on 100%ing the game solo & hassle free, this is your best bet.
Secret Character #2
Anthony Carboni
Unlocked by earning $10,000 (I unlocked him after earning the bad ending with $10,000)



Hp:60

Basic: A machine gun with 10 shots (ammo is displayed just above your hp in the right corner). This machine gun will not hit downed enemies & has a max range of almost an entire screen. Holding down the attack button is not as quick as pressing rapidly. His running attack causes him to do a quick uppercut combo that knocks enemies back.

Specials: His cat jump has him leap forward as a cheetah (?, cost 1 bar).His defense special is a tornado kick that damages & knocks down surround enemies. His fireball is very powerful &can pierce enemies but has a slow wind up with a somewhat tricky hitbox.

Upgraded specials: His cat leap turns into a Commander Video rainbow kick with increased range & damage. His tornado kick causes knockback immediately & knocks back further.The fireball becomes a beam that tears through enemies across the screen, but still has a slow start.

He is a tough solo character. His range & moderate attack speed give him ok safe attacks. However, his shots do not pierce & his herding is quite low unless you mix in running attacks. Use a cat leap followed with a fireball for best results. His fireball is very powerful but the slow start up make it almost useless against most bosses.
Upgrades
Upgrade
Cost
Description
Treasure
Free
Bugged it is supposed to give you $250 gold but it currently gives you nothing.
Pirates
Free
Bugged it is supposed to give you free upgrades for the rest of the game in exchange for half your total health, but right now it just halves health.
Happy Meal
$500
increases the amount of health you get from food pickups
Magick Rock
$750
Reduces cost of performing breakout by 1 special bar
Blue Skull
$750
Regen special faster when "in danger"
Red Skull
$750
Automatically recover some HP when "in danger"
Heart Capsule
$750
Increases max health by 15 points. This can be bought multiple times.
Soul Capsule
$750
Increases special regen speed
Combo Onion
$750
Extends combo & increases damage of basic attack. The combo increase can actually be a bad thing since enemies like Fat Zombies need a quick knock down.
Shield
$750
gives a chance to knockdown nearby enemies when hit
Roc Feather
$750
Increases walking/running speed (will need to confirm with tests)
Strength Seed
$750
Increases the damage of your basic attack.
Defense Seed
$750
Bugged should increase defense, does nothing
Running Shoes
$750
Sprinting will now knockdown most enemies & deal 1 point of damage to them, this makes it ideal for racking up combos. Queenie: "Running Shoes allows Queenie to move her lvl 1 bombs."
Pendant
$1,000
Gives you nothing, but you need to buy 10 of these (across multiple playthroughs) for the TROLOLOL achievement
Black Flag
$1,000
Chance to instantly kill an enemy when attacking (this is actually not a good thing)
Soul Token
$1,000
These tokens let you restart a night once you gameover. This can be bought multiple times.
Bottle Fairy
$1,000
This upgrade allows you to revive with 10hp on death. Not sure what the cool down/limit is.
Character Special Upgrades
$1,000
These are different for each character, & there are 3 per character. Be sure to read the descriptions in game (or further up) before buying.
Enemies
*Elite mode notes will be included if there is something special I come across, otherwise just accept that they will be faster, stronger, & with higher health

Basic zombie- nothing too bad here, his basic attacks stun you and he will knock you down.

Pregnant zombie- has a ranged attack with a small windup then launches her baby. The baby can be hit out of the air by certain attacks.

Zombie dog- leaps at player to attack. Does not attach like Evil Doll or Facehugger.

Evil doll- leaps at player & attaches to their face. Can be attacked when attached, but needs to be knocked back to keep them from draining health. *Kingston dash grab can also remove them instantly.

Facehugger alien-leaps at player & attaches to their face. Can be attacked when attached, but needs to be knocked back to keep them from draining health. If left on they will explode after a few seconds. *Kingston dash grab can also remove them instantly.

Fat Zombie- has a delayed counterblast that hurts surrounding players (like bosses)

Little Blob- will dodge attacks that don't cause knock down, but after knock down he is unable to attack until his blob skin comes back. He will heal when he gets his skin back.

Tank- This guy will roar when he is about to rush towards the player for a heavy hit. He also has a counterblast (like bosses & Fat Zombies)

Biting Zombie- This arm-less guy will try to leap behind players and then reach out & bite.

Golf Girl- She excels at dodging the players attacks & her golf club hit is both devastating & long range.

Ghost- This guy will teleport behind players & scare them. This causes knockback & knocks out some special bar from the player.
Bosses (in Progress)
Mad Science- Appears in Sewers night 1, 3, 4, 8

He appears behind the player to kick them, if you get too far from him he will shoot a projectile. At half health he will speed up, appear faster, move faster and and he will start shooting two shots.

Portal- Appears in Sewers night 6
This boss spawns a regular Mad Science (with buster gun) and 2 mini Mad Sciences (just melee). As the Portal's health gets lower, the Mad Science bosses all get increased speed.


Lord of the Flies- Appears in Sewers night 10:

He is planted on the right side of screen. He will slam a fist down to drop 1-2 boxes twice (totaling 3 boxes, but it is possible to interrupt his attacks to get him to drop more), and then will slam the ground with both fists twice to create a shockwave that you can dodge, or use the boxes to absorb the shock. He speeds up at 1/2 health.

Queenies upgraded bombs seem to not affect him.

Mama's Boy- Appears in Train night 1, 3, 4, 8

His main attack is a quick machete slam that punishes players, but he plants himself after the slam leaving him vulnerable to attack. You will want to use a running attack or dodge behind. Another option would be to approach him diagonally (from below or above him) and quickly attack before he has time to draw his machete. He has counter blast like other melee Bosses that hurt players that gang up on him too much without knocking him down.

Big Brother- Appears in Train night 6
He has a hard hitting charge attack. Not sure why, but I always end up knocking him through the breakable wall.

Mom- Appears in Train night 10

She has 3 attacks: a foot stomp (has a caution sign), an arm reach from 1 of four doors ( in the center of each wall, has a caution sign), and an eyeball that appears in one of the four doors shoots a wave of 5 projectiles (no caution sign).

Mister X Appears in Hallway night 1, 3, 4, 8

He will slide around launching explosives that have a fairly large area of effect. At half health he will switch to using a large beam with a long range, to dodge this you will actually need to stay very close to him or below him. He also has a counter blast like other melee bosses to punish ganging up on him without knockdowns. Exploit: if you run from the edge of the area up to the little elevator area, he cannot reach you, which gives you time to farm enemies for health or money.

RoboX- appears in Hallway night 6

He starts with some machine guns, a counterblast and Mister X's laser cannon to begin with. At about half health his counter blast will begin launching rockets that then fall on the ground and he will use this move even when you are not attacking him. He is vulnerable to his own falling rockets.

Gaijin Appears in The Road night 1, 3, 4, 6, 8

He has a punch, a flying roll & a counter blast. His fast walk speed make his punch really annoying and his roll covers a pretty large distance. Night 6 has you fight 2 at once (the Gaijin Bros)

Ivan, the Good Ending final boss.

He basically has 3 stages of attack, but keep in mind that he continues to summon monsters throughout his fight, just like other bosses.

1.His first stage involves him appearing behind you and then winding up for a slow charging attack that will knock you down. After this he will shoot out a pair of fairs that can easily be dodged.

2. His second stage begins at about half health. During this time he will appear behind you and attack instantly with a shower of red lightning (much like in his intro). You will have to ready to knock him down an attack quick (for some characters that means a running attack). After this he will shoot 3 sets of fairies with a small gap between them.

3. His final stage occurs at around a quarter of health. He will continue his patterns from the second stage, but now he will also Have lightning cast over areas of the stage (appearing as exclamation points in circles around the map, like hazards), You will have to either rush towards the center or either edge of the area depending on where the lightning is striking. Area lightning is much weaker than his fairy shots or the lightning he uses to surround himself, but the area lightning still knocks you down and sets you up to be attacked easily.

If possible try to keep one enemy alive for as long as possible (preferably not the pregnant one as she has a ranged attack), so that you don't have to worry about him summoning anymore enemies.
Levels and Endings
Devil's Dare's levels are interesting because it is the order you select stages in (of the four you see on the screens) that determine their length, and the bosses you face.


Stage name
Night 1
Night 2-3
Night 4-6
Night 7-10
The Sewers
The Sewers
The Sewers, The TV Station
The Sewers, The TV Station, Elevator
The Sewers, The TV Station, Elevator, The Big Apple
The Train
The Ghost Train
The Ghost Train, The Train Station
The Ghost Train, The Train Station, The Woods Cabin
The Ghost Train, The Train Station, The Woods Cabin, The Dungeon
The Hallway
Hallway
Hallway, The Elevator
Hallway, The Elevator, The Dark Hall
Hallway, The Elevator, The Dark Hall, The Boss Office
The Road
The Road
The Road, The School Bus
The Road, The School Bus, The Moses Island
The Road, The School Bus, The Moses Island, The Laboratory


The Bad Ending has you beat the final boss on Night 10

Night 11 is always To The Moon and it pits the players on a an eagle with waves of enemies appearing. Night 12 is always Floating Island


The Good Ending makes you pay $6,666 after beating Night 10 and that point you will unlock 2 more stages: 1 with just some more hordes, and a final boss fight.
Achievements
Level related achievements

A I D S These achievements require you to beat the 4 different Stages of The Sewer.


Mama, just killed a man/Didn't mean to make you cry/I sometimes wish I'd never been born at all/Carry on, Carry on These require you to beat the 4 different stages of Ghost Train.


May Not Injure A HumanMust Obey Orders, Must Protect Its Own Existence, Isaac Asimov These require you to beat the different 4 different stages of The Hallway .


Ash, Bishop, Annalee, David 8 These require you to beat teh 4 different stages of The Road.


Carry On beat the game with the Bad ending Don't pay $6,666


Jon Rivera This requires you to beat all 10 nights. The Bad ending counts towards this.


Children of Satan Clear the stage "To The Moon" (night 11, Good ending)


You Had Just Played A Game Clear the Stage "The Floating Island" (night 12, Good ending)


This Is The End beat the game with the Good ending

The Grind


KIller Instinct, Murderous Intent, This Is Madness, Yoga Necklace These achievements just require you to kill the listed number of monsters, fatality doesn't matter (250, 500, 750, 1,000 respectively)


Toasty, Friendship These require you to kill a certain number of enemies with fatalities (250, 500 respectively).


Make Love, Not War These require you to perform the listed number of massacres (100, 200 respectively)


Super Dead Meat This requires you to die & reach the Gameover screen 20 times.


TROLOLOL This requires you to purchase 10 Pendants, which appear randomly among other upgrades at the end of each night

Expert Mode related achievements

Monster Hunter Bugged This should unlock once you have killed the 12 different types of Elite Monsters with fatalities, but mine unlocked despite the in-game achievement saying I had only killed 11/12 with fatalities.


Double Dare This requires you to beat Expert mode with any 4 bets (when you select a stage, do not chicken out).


Devil's Dare This requires you to beat Expert mode with all 4 bets being the largest bets (when selecting levels, the option on the far right worth the most money with the most challenge attached)

Other

Anthony Carboni This requires you to earn $10,000 in the game, unspent. This means that you need to have $10,000 leftover, even after upgrades & continues. I have not confirmed if this unlocks after beating the game, or if a gameover loss will count towards this. Mine unlocked after beating it with good ending, exiting on night 11 & then restarting the game


Dare Devil Bugged This requires you to beat the game with no upgrades.
Thanks!
Thanks to the developers Secret Base, the original bitejacker team & game (found here: bitejacker.secretbase.com.sg).

Special thanks to Mootusernae for all the info. Check out his videos here . The DD related ones are the series of episode 17 videos.

Thanks for reading. I think this is without a doubt my most in-depth guide, and I plan to keep working on it.
4 bình luận
Wiesler  [tác giả] 25 Thg04, 2016 @ 5:37pm 
Thanks so much! I will try to take a look at your video this weekend! I will go ahead and send you a friend request, that will make correspondence easier haha.

I love Brawlers/Beat'em ups, so I will defintely check out your work. Sort of a soft invitation, but maybe I could make you a co-author on this guide, or at the very least include your video and credit you.
Mootusernae 25 Thg04, 2016 @ 3:04pm 
I tried finding a way to contact you but wasn't able to find a way (I'm new). I've recently posted damage data in a post on the discussion board. I just made an addition to a series of beat'em up videos on my channel. It's a beefy 58 minute look at the game sort of like a review but a breakdown of what characters are capable of. I've also left my notes on the gamefaqs discussion board as well. Pretty interesting game but I think most of my questions have been satiated. Here is the link to my video. I hope it's not too boring for people.

https://www.youtube.com/watch?v=p9JPAyY1Cx4

This guide is what started off my looking into the finer details of the game and appears to be the only available guide so it definitely earns itself a thumbs up.
Wiesler  [tác giả] 25 Thg04, 2016 @ 11:12am 
@Mootusernae,

Thanks for the info! I will get around to updating this guide, hopefully sooner than later.
Mootusernae 12 Thg04, 2016 @ 3:04pm 
Very thorough and appreciated. Anyone who spends a lot of time with this game will undoubtedly notice patterns and strategies to apply in completing the game. I thought it would be worth mentioning the facehuggers actually explode if you leave them on too long. Also, the chucky and facehugger type enemies as well as goop from the blobs can be hit away but Kingston can dash grab the facehuggers or chucky dolls off himself. He's also able to chain his command throw off of his hits or once he's holding them from his dash 'attack' grab. He can quickly decimate grabbable bosses.

Jackson's judo throw is high in damage. Once he gets his upgrade he can string 4 consecutively pushing herds into the corner and racking up massacres very quickly.

There's a lot of subtle damage data that goes unappreciated because they're difficult to record.