“ | Every piece Bierce gets makes her more powerful. Don't you get that, meat sack? What do you think is going to happen when she doesn't need you anymore? | ” |
– Malak |
Chapter 3: Retribution (Or simply Chapter 3) is the third chapter of Dark Deception.
Contents
- 1 Official summary
- 2 Enemies
- 3 Levels
- 4 Plot
- 4.1 Introduction
- 4.2 Stranger Sewers
- 4.3 In-between"Stranger Sewers"and"Crazy Carnevil"
- 4.4 Crazy Carnevil
- 4.5 Outro
- 5 Trivia
- 6 Gallery
- 6.1 Miscellaneous
- 7 Navigation
Official summary[]
Dark Deception Chapter 3 is the next chapter in the Dark Deception story. Face off against 2 new nightmares - Dread Duckies and the GremClowns. Dark Deception mixes the fast-paced style of classic arcade games with fun horror game design. Trapped in a dark world full of nightmarish mazes and ridiculous monsters, the only way out is to face the darkness and find a way to survive.
Enemies[]
- Dread Duckies
- Doom Ducky
- Clown Gremlins
- Clown Cars
- Goliath Clowns
- Malak
Levels[]
Plot[]
Introduction[]
The chapter continues where the previous chapter left off, with Bierce reminding Doug in her ballroom on how many ring pieces he has left to collect, and proceeds to unlock the portal to the next level.
Upon entering, Bierce notes the wall that Malak has placed in Doug's path, blocking off the entrance to the nightmare. After instructing Doug to return to the ballroom's altar, she gifts him a power that makes every enemy visible for brief periods of time. This power not only allows Doug to see the locations of every monster while it's in effect, but also allows him to spot the real Dread Duckies. Doug tests this ability by scaring the Murder Monkey that was keeping the wall shut, opening it. Doug then proceeds down the hallway and through the entrance, entering the Sewer.
Stranger Sewers[]
The level begins in a long, water-filled sewer corridor, in which Bierce remarks the sewer water in the area. After heading far enough inside, Bierce speaks about urban legends of various things that get flushed into the sewers. As if on cue, a set of lights trigger as Bierce mentions duckies, revealing large plastic ducks entering a pipe behind bars. As Doug progresses onward, Bierce remarks about "Watch out for the big one" being written on a wall. Then, the Doom Ducky's eyes will appear through a hole in the wall and grab him with the hand in its mouth. Doug is then introduced to a new stun mechanic that he must free himself from by mashing the F key. Doom Ducky then releases its grip on Doug, allowing him to continue. After stepping on dry land, Doug begins hunting for soul shards throughout the first zone.
Doug then comes across a large number of duck floats, floating in various areas across the water-filled hallways. Bierce explains that among them are living Dread Duckies, which will pursue and stun him if provoked. Doug must hunt for 119 shards in zone 1, relying on his Telepathy power to identify the real Dread Duckies. As he does so, Doom Ducky stalks Doug through sewage pipes, with its eyes visible through bars.
Doug then proceeds to zone 2, traveling through a large room containing the ring altar. As he passes through, Doom Ducky roars behind a large doorway, which Bierce merely shoves aside. Upon entering zone 2, Bierce informs Doug that the Dread Duckies are shrouding themselves in darkness in an attempt to ambush Doug. Doug must then collect the remaining 191 shards in the more expansive zone 2, all the while adjusting to his new techniques. After collecting all the soul shards, Malak appears and begins pursuing Doug, taunting him about how the water hinders his speed. Doug then manages to escape Malak and reach the ring altar, collecting his fourth ring piece.
Malak appears before Doug, comparing his obedience to Bierce with the Doom Ducky's loyalty to him as his pet. After speaking to Bierce through Doug's eyes, Malak disappears, leaving Doom Ducky to fight him. Doom Ducky traps Doug in the room, forcing him to survive the ordeal while turning the valves to escape. After the battle, Doug manages to escape Doom Ducky, returning to zone 1 to escape through the portal.
Malak then taunts Doug once again during his escape, and Doom Ducky begins chasing him through the corridors. As all the Dread duckies in the zone are alive, they block off various entrances, forcing him to follow a set path. In the end, Doug manages to escape Doom Ducky, returning to dry land. He then makes one final dash to the portal, avoiding the frenzied Dread Ducky in the middle of the corridor, as well as the Doom Ducky after it tries to bite him after breaking its head through the wall. After reaching the portal, Doug escapes the sewers.
In-between"Stranger Sewers"and"Crazy Carnevil"[]
Upon Doug's return, Bierce comments on his victory and then prepares him for another nightmare. At the entrance to the next level, Bierce comments on the monster there, and gifts Doug the Primal Fear ability.
Crazy Carnevil[]
Doug begins in a small entrance area, decorated with wall posters. In front of him is a door, which opens into a walkway of carnival cars. Soon after, Doug comes across a large, open area, with many booths and a merry-go-round in the center. After entering, a Clown Car drifts past Doug, quickly speeding past him into the next region. Continuing further, Doug is "invited", (as stated by Bierce) by the clown car, into a circus tent. Once inside, Doug has to approach and pick up a hammer, to which a scripted event makes him hit a strength tester, leading to a cage landing on top of him. Soon after, a Clown Car starts drifting around the cage, it proceeds to spawn Clown Gremlins, who begin attacking the cage. Doug must use his Primal Fear power to destroy the Clown Gremlins, and proceed to the next area through the maw of the giant clown cutout.
Doug is put into a room that is seemingly in the middle of nowhere, described as "surreal" by Bierce. Doug walks forward and heads down a slide, where Malak can be heard laughing in the process. After landing, Zone 1 officially begins. There are several green portals that teleport Doug between the first and second floors. The shards are relatively spaced out, with 29 on the first floor and 31 on the second. The mechanic of this Zone is that there are two Clown Cars per floor. The Clown Cars relentlessly chase after Doug and will spawn several Clown Gremlins if they get close enough. They can be stunned by Primal Fear. This zone has two kinds of traps, the swinging hammer traps, and the jack-in-the-box traps. Both go off at periodic intervals, albeit the former is more frequent. There will also be many swirling entrances, with some showing visages of the Clown Gremlins. (These, however, are not traps).
Once all 60 shards have been collected, the barrier is unlocked. When Doug goes through it, he is placed in a purple tent that contains the ring altar.
Upon exiting Zone 1, Doug is put into a purple tent that contains the ring altar. The room will begin to spin, and a Clown Gremlin will spawn, beginning to chase Doug. The room will spin past the third secret, as well as a few empty dead-ends before opening up to the next portal, where the Clown Gremlin will despawn.
After exiting the purple spinning tent that contains the ring altar, Doug is put in a room with several roller coaster carts, one of which is on the tracks. Doug enters the cart and heads forward through a set of doors. The walls appear to be swirling, making Doug feel trippy. The cart moves downwards, before heading through another set of doors. Doug moves forward through a large room, where the Goliath Clowns are first introduced, where they laugh and wave at Doug. Doug continues through a few more turns, before entering a room where the walls are a spiraling optical illusion. After a few more twists and turns, Doug stops and gets off the cart at the entrance to the Funhouse.
The Funhouse is the second zone in "Crazy Carnevil", containing the remaining 220 shards. Unlike the first zone, the Funhouse does not have Clown Cars. Rather, there are 5 groups of 5 Clown Gremlins. The now frenzied Clown Gremlins wander around the area. When one spots Doug, all other Clown Gremlins of that group of 5 will be aware of Doug’s presence as said by a tip, will pursue Doug. It's wise to use Primal Fear when surrounded, as it can get Doug out of tricky situations. The Funhouse contains a long, outer ring with more rollercoaster tracks (though Doug has to be careful when collecting shards in the outer ring, as a roller-coaster cart with a Clown Gremlin will move along the tracks faster than Doug can boost and will kill Doug upon crashing into him), two ball pits, several rooms with cannon traps, a large mirror maze-like area (without the mirrors), and green portals that lead up to a smaller, second floor. When all the shards have been collected, the Clown Gremlins will despawn, and Malak will begin to pursue Doug. Once Doug reaches the Funhouse's exit portal, he is sent back to the spinning purple tent, where he can now obtain the fifth ring piece.
After escaping the Funhouse, Doug is put back in the tent with the ring altar. Doug can collect the ring piece. After it is collected, the tent will spin once again, with more dead-end rooms and two Clown Gremlins spawning this time around. Once the exit portal is revealed, they will once again despawn.
After Doug collects the fifth ring piece, he exits the purple tent and is put back outside. After passing two traps, Doug will return to the central area with the carousel. When Doug attempts to head back to the portal, a barrier appears and a cutscene with Malak initiates. Afterward, the four Goliath Clowns seen earlier in Act I begin to attack Doug. Doug is armed with a mallet. The Goliath Clowns will spawn Clown Gremlins, which can be destroyed with the mallet. However, it's advised not to go on a rampage with the mallet, as said by game tips. When Doug is near a Goliath Clown, it will punch the ground in an attempt to kill Doug. If Doug avoids the attack, he can hit the Goliath Clown's fist and hurt it. When a Goliath Clown is hit twice, it will explode into a cloud of blue. As Goliath Clowns are destroyed, the remaining ones will begin to spawn in more Clown Gremlins. After all four have been defeated, any Clown Gremlins in the zone will despawn and Malak will begin to chase Doug, and the barrier will disappear. Doug can then escape back to the portal.
Outro[]
Malak continues to taunt both Bierce and Doug, saying that Bierce is only delaying the inevitable, and eventually he will be able to enter the Ballroom. He also warns Doug that he will regret giving Bierce the ring piece. Bierce dismisses Malak's words as "lies and empty threats", and mocks him by asking if he really expects Doug to trust him after he's been trying to kill him in every stage. Malak simply tells Bierce to enjoy her moment, and that it won't last. Bierce just questions what difference it makes, and tells Doug to bring her the ring piece.
Upon entering Torment Therapy's portal, the silhouette of the Matron can be seen standing on a segway, with sounds of her breathing and heart beating being heard. Chapter 3 ends here.
Trivia[]
- Originally, Chapter 3 was supposed to be released on May 31st, but was later changed to June 7th, then to June 24th.
- The developers explained that the reason behind the delay (besides bugs) was to expand the design and gameplay of Crazy Carnevil. As a result, the studio received backlash from many people, but they announced that it was essential to making the game smooth and less bug-filled.
- Ironically, when Chapter 3 was finally released, a big bug in Crazy Carnevil caused many players to skip Zone 2, which is the greatest part of the level, and made it impossible to S-Rank the level. This was fixed later.
- So far, this is the only chapter to not feature Doug Houser speaking through text.
Gallery[]
Note: the images below are outdated and show the old version of the game (before the changes of Dark Deception Enhanced).
Miscellaneous[]
Dark Deception Chapter 3 Trailer
Original trailer (before Enhanced)
Navigation[]
v · e · d |
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Characters |
Main Characters |
Doug Houser • Bierce • Malak |
Enemies |
Malak • Murder Monkeys • Agatha • Gold Watchers • Dread Duckies • Clown Gremlins • Reaper Nurses Lucky the Rabbit • Hangry the Pig • Penny the Chicken • Jocelyn • Trigger Teddies • Mama Bear Red Stalkers • Dark Star • Unknown Monster 2 • Unknown Monster 4 • Unknown Monster 3 • Unknown Monster Mecha Monkey |
Bosses |
Chef Monkeys • Agatha • Titan Watchers • Doom Ducky • Goliath Clowns • The Matron • Joy Kill • Mama Bear Puppet King • Dark Star |
Other Characters |
Tammy Houser • Elise Houser • Victor • Edgar • Doug's Mother • Mistress • Minor Characters |
Locations |
Bierce's Ballroom • The Hotel • The School • The Manor • The Sewer • The Circus • The Hospital Joy Joy Land • McKees Rocks Bridge • The Cave • The Mall • The Prison • Dark Dimension • Minor Locations |
Items |
Portals • Interactive Items • Tablet • Soul Shards • Secret Files • Ring Altar • The Riddle of Heaven Malak's Relic • Barriers • Traps • Secret Notes • Clown Cars • Mallet • The Mark of Malak • Syringes • Boulders |
Levels |
Monkey Business • Elementary Evil • Deadly Decadence • Stranger Sewers • Crazy Carnevil Torment Therapy • Mascot Mayhem • Bearly Buried • 9th Level |
Chapters |
Chapter 1: No Way Back • Chapter 2: Into Madness • Chapter 3: Retribution Chapter 4: Mortal Ramifications • Chapter 5: Fated Conclusion |
Mechanics |
Environmental Hazards • Powers • Level • Death Tips • Steam Achievements |
Music |
OST • Dark Deception: Chapters 1-3 (Original Soundtrack) • Dark Deception: Chapter 4 (Original Soundtrack) Bad Rabbit • The Notorious Pig • Always Near • I'm Dead |
Games & Versions |
Dark Deception (2014 Alpha) • Dark Deception Enhanced • Super Dark Deception • Dark Deception 2 |
Books |
Malak Archives: House of Mischief • Malak Archives: The Gamblers Misfortune |
Other |
Timeline • Bierce's Diaries • Art Gallery • Scrapped Content • Makeship Plushies • Teespring Merch • Threadless Merch • Youtooz Figures |