![]() ![]() 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. ![]() Continuing further, Doug is "invited", (as stated by Bierce) by the clown car, into a circus tent. After entering, a Clown Car drifts past Doug, quickly speeding past him into the next region. Soon after, Doug comes across a large, open area, with many booths and a merry-go-round in the center. In front of him is a door, which opens into a walkway of carnival cars. At the entrance to the next level, Bierce comments on the monster there, and gifts Doug the Primal Fear ability.ĭoug begins in a small entrance area, decorated with wall posters. Upon Doug's return, Bierce comments on his victory and then prepares him for another nightmare. In-between "Stranger Sewers" and "Crazy Carnevil" After reaching the portal, Doug escapes the sewers. 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. In the end, Doug manages to escape Doom Ducky, returning to dry land. As all the Dread duckies in the zone are alive, they block off various entrances, forcing him to follow a set path. Malak then taunts Doug once again during his escape, and Doom Ducky begins chasing him through the corridors. After the battle, Doug manages to escape Doom Ducky, returning to zone 1 to escape through the portal. Doom Ducky traps Doug in the room, forcing him to survive the ordeal while turning the valves to escape. After speaking to Bierce through Doug's eyes, Malak disappears, leaving Doom Ducky to fight him. Malak appears before Doug, comparing his obedience to Bierce with the Doom Ducky's loyalty to him as his pet. Doug then manages to escape Malak and reach the ring altar, collecting his fourth ring piece. After collecting all the soul shards, Malak appears and begins pursuing Doug, taunting him about how the water hinders his speed. Doug must then collect the remaining 191 shards in the more expansive zone 2, all the while adjusting to his new techniques. Upon entering zone 2, Bierce informs Doug that the Dread Duckies are shrouding themselves in darkness in an attempt to ambush Doug. As he passes through, Doom Ducky roars behind a large doorway, which Bierce merely shoves aside. As he does so, Doom Ducky stalks Doug through sewage pipes, with its eyes visible through bars.ĭoug then proceeds to zone 2, traveling through a large room containing the ring altar. Doug must hunt for 119 shards in zone 1, relying on his Telepathy power to identify the real Dread Duckies. Bierce explains that among them are living Dread Duckies, which will pursue and stun him if provoked. After stepping on dry land, Doug begins hunting for soul shards throughout the first zone.ĭoug then comes across a large number of duck floats, floating in various areas across the water-filled hallways. ![]() Doom Ducky then releases its grip on Doug, allowing him to continue. Doug is then introduced to a new stun mechanic that he must free himself from by mashing the F key. Then, the Doom Ducky's eyes will appear through a hole in the wall and grab him with the hand in its mouth. ![]() As Doug progresses onward, Bierce remarks about "Watch out for the big one" being written on a wall. As if on cue, a set of lights trigger as Bierce mentions duckies, revealing large plastic ducks entering a pipe behind bars. After heading far enough inside, Bierce speaks about urban legends of various things that get flushed into the sewers. The level begins in a long, water-filled sewer corridor, in which Bierce remarks the sewer water in the area. Doug then proceeds down the hallway and through the entrance, entering the Sewer. Doug tests this ability by scaring the Murder Monkey that was keeping the wall shut, opening it. 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. 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. Upon entering, Bierce notes the wall that Malak has placed in Doug's path, blocking off the entrance to the nightmare. 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. 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. Dark Deception mixes the fast-paced style of classic arcade games with fun horror game design. Face off against 2 new nightmares - Dread Duckies and the GremClowns. 4.3 In-between "Stranger Sewers" and "Crazy Carnevil"ĭark Deception Chapter 3 is the next chapter in the Dark Deception story. ![]()
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