Chapter 2 Guide: Curse of the Spiders, Spider Form, Cocoons and Antidotes
By the Trap Devil Fury team | Published: 31 October 2026 | Reading time: 6 min
Chapter 2 of Trap Devil Fury, Curse of the Spiders, changes the rules: you will be turned into a spider, you will want to be one, and then you will want to be human again. This guide explains how it works so that the levels feel clever instead of unfair.
How the spider form works
- Slower: a spider crawls at roughly two thirds of your normal speed.
- Lower jump: the jump is weaker, so gaps that a human clears easily may be impossible as a spider.
- Tiny: a spider fits through low tunnels that a human cannot enter. That is the whole point of the form.
- No protection: spikes, fire and blades still kill you instantly.
What turns you into a spider?
Three things: touching a cocoon, getting bitten by a hanging spider that drops from the ceiling, or being hit by a curse orb from a sniper spider above. A level often forces one of these on purpose, because the next section is a tunnel only a spider can pass. If a sniper is shooting at you and a low tunnel is ahead, being hit is usually the plan.
Getting your human body back
An antidote (the green drop) cures the curse. If a low ceiling is above you, the cure waits until the full-size body fits, so you will not get stuck inside a wall. Plan your cure for a spot where you have room, such as the end of the tunnel.
Tips for tunnels
- You cannot jump inside a low tunnel, so fire jets there are about timing: wait for the flames to switch off, then walk through.
- Conveyor belts in tunnels move against you. Keep walking, and do not wait in the middle of the belt.
- Look for pockets with a higher ceiling. That is where you are expected to jump over spikes.
New tricks in the later levels
The last levels of the chapter add mechanics you will not see in Chapter 1:
- Ghost platforms blink in and out. Learn the rhythm and cross during the solid phase.
- Vanishing stones disappear shortly after you land on them and come back later.
- Conveyor belts carry you along or push you back.
- Wind gusts push you sideways in the air. Hold your direction and correct your jump.
- Blackouts hide everything except a small circle around you. Move slowly and listen for the fire.
- Rising hellfire chases you up a staircase of platforms. Do not stop, and do not trust the closest door.
- Ceiling doors: when gravity flips, the real exit may be on the ceiling.
Quick survival rules
Look before you jump, watch what changes when you cross a new area, and remember that the obvious door is rarely the real one. If you are new to the genre, start with our trap-spotting tips. Then open Chapter 2 from the level select and see how far you get.
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