Buried trap that teleports a specific bound guard to its location, harvestable and weaponizable when collected.
The prairie in front of The Madness Castle glitters with thousands of traps, including both monster summons and guard summons. A Summon Guard trap calls one specific, individually bound guard to the trap's location, which makes a still-active trap a dangerous liability for whoever is attached to the other end of it. Justice Light taught Carl a really nasty trick using them, so Carl collects every summon trap he crosses while Imani disarms only the alarm ones.
Examining his haul is informative in itself. One trap is rendered inert because the guard bound to it is already dead, which tells Carl the field was seeded long ago and has not been carefully maintained. A third trap he pockets summons literal fire ants, which he keeps after remembering the ants from the Iron Tangle that ate a conductor.
Twinkling points of light scattered like a tapestry of stars across the dark prairie.
Both an obstacle across the approach and a weapon Carl intends to turn back on the Madness.