Cyclone Trap



When selected, the Cyclone Trap Plasmid manifests itself as an air pocket that Jack carefully maintains by twirling his fingers.

Cyclone Trap is an active Plasmid that instantly creates a static, swirling, trap that is visible only to the player. It is triggered when stepped on by Splicers (it does not affect Security Bots, Turrets, Big Daddies, or Little Sisters). When triggered, it violently throws the target into the air and deals physical damage while briefly stunning when the target crashes to the ground. You may set a maximum of five active traps at any one time. Casting Cyclone Trap any subsequent number of times will remove and replace the active traps with new ones. Each trap expires after being triggered once.

Casting Cost:

Cyclone Trap 1: Approximately 95 EVE

Cyclone Trap 2: Approximately 120 EVE

Damage Done:

Cyclone Trap 1: Approximately 135 Physical

Cyclone Trap 2: Approximately 350-650 Physical

Note: Damage potential for Cyclone Trap 2 is based on the distance and velocity at which the target hits the ceiling or ground.

Combat Tips
This Plasmid can also be used offensively by targeting the floor directly beneath a Splicer.

You can do massive amounts of damage with this plasmid with some careful planning. If the ceilings are low enough that a Cyclone Trap will cause an enemy to hit them, place Proximity Mines on the ceiling above the trap to cause heavy physical damage. You can instead set up a Trap Bolt above head level to cause heavy electrical damage to an enemy.

Game Caption
''Teach your enemies a lesson they'll never forget with Cyclone Trap from Ryan Industries. (Ryan Industries is not liable for damage done to ceiling fans, chandeliers, or other ceiling fixture.)''

Location Aquired
First available for purchase from Gatherer's Garden in Arcadia and all subsequent levels.