Crystallized Catastrophe

Crystallized Catastrophe is the second nightmare of Chapter 3 of Dark Deception: Journey of the Girl in Red. Like Deserted Dungeons it presumably takes place underground, but in a beautiful crystal-filled cave.

Introduction
Platini starts off in an underground cave system dominated by large purple crystals mainly protruding from the ceiling and floor, before proceeding through a long tunnel into a large room.The floor of the biome possesses a network of trenches and a few deep fissures containing several other valuable minerals. As they walk through, they notice something white in the air. Snow.

Wallace: "Hey, did you notice how the weather abruptly became much cooler than usual?"

Platini: "Nope."

Wallace: "You're a statue, I know. You can't feel the cold."

Platini: "Even so, it's kinda obvious because of the ice that covers the caverns."

Orindalf suddenly sees an icicle flying towards them.

Orindalf: "Oh, crap! Get down!"

The two of them jump toward a nearby machine, dodging the icicle.

Platini: "Where the hell did that come from?!"

Wallace glances up from the machine, pointing at a young girl stepping away from a Crystalline Canine. He notices she's frightened and struggling to breathe. The Crystalline Canine lunges for the girl but then becomes immobilized. The girl summons a gigantic crystal block above the Crystalline Canine employing her crystal magic. The wolf is terrified as it crashes on him and crushes him. The girl approaches the lifeless body and collapses on her knees. She starts weeping. Platini emerges from the wreckage and begins approaching her.

Wallace: “The hell are you doing?”

Platini: “Well, obviously I wanna help her.”

Pete: “What are you crazy!? She just killed that wolf!”

Orindalf: “She’s literally crying! We’re not just gonna stand here and do nothing.”

Platini walks over to the girl. She notices, wiping her tears, and points her right hand at Platini.

Girl: I... *sob* I don’t wanna hurt you. Don’t come any closer.

Platini: I don’t wanna hurt you either.

Platini attempts to pull her up but she launches a small energy beam at Platini, knocking her out. The girl gets up.

Girl: I told you to leave!

Mid-Boss 1
The group gets ready with their weapons and begins a confrontation with her. The boss battle starts when the girl, Silvia, who actually turned out to be a crystalline statue, appears. After being vanquished apart, she gets knocked back into the caverns' wall. Pete starts to sprint in her direction. She shuts her eyes, preparing for her impending demise. Then suddenly, Orindalf seizes Pete's coat. Pete stops looking at the girl after realizing what he is doing and puts his claws away. She is the recipient of his hand. Pete lifts her up by taking a clutch of her hand.

Girl: Why are you helping me, I wonder? We're expected to... murder one another.

Platini: Well, it's very evident that you didn't like killing that wolf earlier. I was worried about you. You were sobbing, you know.

Girl: I'm aware. I detest using my abilities in that way.

The group exchanged glances.

Orindalf: So, what do we do?

Platini: We can’t just leave her here. She obviously wants to leave.

Wallace: I only came with you because I wanted to kill Raksasa! We’re not gonna change our plans and help this girl we just met, who almost killed you!

Platini: Well, it looks like you’ll have to deal with it.

Wallace: *sigh* fine.

Platini looks back at the girl.

Platini: Hey, what’s your name?

Silvia: Um ... S ... Silvia.

Platini: You wanna come with us, Silvia? We’ll help you out.

Silvia: S...sure. I'll come with you guys.

Silvia: "Hh-huh? Who are you?"

Platini: "I'm Platini, the Princess of the Watchers, I've lost my way and found myself in these nightmares that are unfamiliar to me, so I'm trying to find a way to go home."

Silvia: "Platini... I have something to ask you"

Platini: "Yes?"

Silvia: "I need help, I live in this realm among the crystals and the Crystalline Canines. But recently, they've begun to get a bit more aggressive, and I've been driven out of my home by them. I seek to solve this problem and make peace with them again."

Platini: "No problem, we'll help"

Act 1
Silvia joins the party and Platini then enters a large room (that is remarkably similar to the ring altar room in Bearly Buried from the original Dark Deception, with three different caves). Two of them are blocked off, and Platini must enter the first one. This leads to Zone 1, which is a seemingly infinite dark cave system that stretches out like a labyrinth in all directions, complete with crystals and ore deposits abundant throughout every hallway. It consists of several rooms and a large predetermined room that leads down to a second layer, which contains extensive tunnels throughout the mountain which were used to mine its crystals. The crystals are present across the entire area, with some tunnels having crystals lining the top and bottom of the cavern. Conveyor belts can be found in many rooms which transport the crystal shards.

The following enemies introduced in this level are: Some crystals will shoot lasers periodically, serving as the Zone's main hazard. Additional traps and environment hazards are also present, such as falling stalactites, swinging pickaxes, and geysers that sends the player flying into the sky. In certain sections, players must navigate platforms with growing crystals. These crystals continuously expand, retract, or shift, creating a dynamic and time-sensitive platforming challenge. Players need to time their movements accurately to avoid falling or getting crushed by the crystals.
 * Crystalline Canines: The Crystalline Canines are a formidable and magical breed of wolves that have been infused with crystalline elements, giving rise to three distinct gemstone variants: Diamond Wolves, Amethyst Wolves, and Ruby Wolves. These creatures are fierce and relentless guardians, fiercely protecting their territory from intruders and posing a significant challenge for anyone who dares to cross their path.
 * Diamond Wolves: Diamond Wolves are characterized by their sparkling diamond-like crystal formations that adorn their bodies. They exude an aura of elegance and toughness, reflecting the strength of their gemstone essence. With 1500 HP, Diamond Wolves are sturdy and can withstand a considerable amount of damage. They attack by launching themselves towards their prey with incredible speed, inflicting heavy damage upon impact. When approached, Diamond Wolves can fire sharp and deadly arcs of crystal projectiles at their target. They emit a bright red glow to telegraph this attack, giving the player a chance to dodge. These wolves generate a continuous electromagnetic field around them, damaging anything that ventures too close. This force compels Platini to engage them from a distance, adding an element of strategy to the fight. Additionally, they also have the unique ability to summon and electrically charge nearby crystals. Once charged, these crystals become hazardous, electrifying anyone who comes into contact with them for a limited time. Unlike their Amethyst and Ruby counterparts, Diamond Wolves rely on strategic movements and their electromagnetic field to control the battlefield. They do not pounce or lunge at the player but instead slowly advance, positioning themselves to unleash their devastating attacks from a distance.
 * Amethyst Wolves: Amethyst Wolves boast a regal and mysterious aura, thanks to their deep purple crystalline formations. With 1600 HP, Amethyst Wolves are slightly more durable than Diamond Wolves and prefer engaging in close-quarters combat. They possess a remarkable teleportation ability, enabling them to rapidly move around the battlefield with unpredictability. This makes them difficult to target and adds an element of surprise to their attacks. When teleporting, Amethyst Wolves often pounce in front of their target, dealing significant damage upon landing. Similar to Diamond Wolves, Amethyst Wolves can also shoot crystal projectiles. However, these projectiles lack the electrifying effect. During intense battles, Amethyst Wolves may split into two doppelgangers, creating illusions that confuse their enemies and make them harder to track. As such, the Amethyst Wolves are agile and elusive, preferring close-quarters combat due to their teleportation ability. They strike quickly and retreat, making them a constant challenge for players to pin down.
 * Ruby Wolves: Ruby Wolves are easily recognizable by their fiery-red crystal growths that radiate intense heat. Their presence is accompanied by an aura of scorching power. They attack by conjuring a blazing aura of fire around themselves, dealing continuous damage to anything in proximity. These wolves can summon columns of fire beneath their targets, causing devastating eruptions that deal significant damage. Similar to the Diamond Wolves, the Ruby Wolves can temporarily charge nearby crystals with thermal energy, setting them ablaze. The flames linger for a limited time, inflicting fire damage and causing afterburn effects to foes. They strategically position themselves to maximize the effects of their superthermal auras and columns of fire.
 * Crystalline Floaters: Crystalline Floaters are peculiar airborne enemies that resemble floating jellyfish-like creatures encased in shimmering crystalline shells. They drift through the air with an ethereal grace, emitting a soft, pulsating light that illuminates their surroundings. They possess 800 HP and move gracefully through the air, gliding in unpredictable patterns. This makes them challenging targets for players to hit with ranged attacks. When approached by the player, Crystalline Floaters release a burst of sharp crystal shards in all directions. This attack discourages melee combat and forces players to strategize their approach carefully. When threatened, Crystalline Floaters can swiftly dodge incoming attacks by phasing in and out of visibility. This makes them challenging to hit and requires precise timing to land a successful strike.
 * Crystalline Servants: Crystalline Servants are humanoid creatures bound to the will of a mysterious force. They appear as tall, gaunt figures wrapped in tattered, crystalline-encrusted robes, concealing their faces in shadow. They possess 1200 HP and are capable of casting spells that summon crystal shards to rain down upon their targets from above. These shards explode upon impact, dealing area-of-effect damage. When engaged in close combat, Crystalline Servants can create crystal spikes from the ground to ensnare and immobilize their foes temporarily. When their health drops below a certain threshold, Crystalline Servants will also summon a protective barrier of energy-infused gemstones around themselves. This barrier mitigates incoming damage and grants them brief invulnerability as they regenerate health. Dealing with Crystalline Servants requires a mix of crowd control and careful timing. Players should keep their distance when facing the rain of crystal shards and be prepared to dodge or interrupt the spellcasting.
 * Crystalline Golems: Crystalline Golems are towering, rock-like constructs infused with magical crystals, brought to life by a powerful source. They have a rough, imposing appearance, with glowing gemstones embedded in their stony bodies. The Golems possess a whopping 2200 HP and can unleash a ground-shaking stomp that causes shockwaves to radiate outward, damaging and temporarily stunning nearby players. This ability is triggered when players get too close or when the golems are enraged.  The Golems can also release a barrage of sharp crystal shards from their bodies, firing them in multiple directions. These crystal shards inflict piercing damage and are challenging to avoid. They possess a high level of resilience due to their stony exterior, making them partially immune to certain attacks. Players must identify their weak points to deal effective damage.
 * Crystalline Turrets: Crystalline Turrets are stationary, mechanical structures that guard specific areas. They resemble crystalline spires with rotating crystal lenses at the top, scanning the surroundings for intruders. They possess 350 HP and fire concentrated beams of energy at any detected threats, dealing continuous damage to those caught in their line of sight. Once a target is detected, Crystalline Turrets can lock onto them, making it challenging for players to evade the incoming crystal beam. Additionally, the Crystalline Turrets can erect a temporary defensive barrier, making them immune to damage for a short duration. Players must approach Crystalline Turrets with caution and utilize cover effectively to avoid their deadly Crystal Beam. Timing attacks to coincide with the turret's barrier downtime is crucial to dealing damage without wasting resources.
 * Crystalline Arachnids: Crystalline Arachnids are nightmarish spider-like creatures covered in jagged crystals. They skitter along the ground with unsettling speed, and their multiple eyes glow with an eerie, malevolent light. The Arachnids possess 450 HP and attack with their sharp crystal-covered mandibles, delivering a swift and painful bite to their targets. They can occasionally infuse their mandibles and webbing with elemental magic, causing additional effects such as frostbite, electrification, or burning. From a distance, these creatures will shoot a long-ranged sticky crystal webs from their abdomen to immobilize and trap their prey, leaving them vulnerable to further attacks. They are nimble and cunning, ambushing players from hidden locations. They attack in packs, coordinating their Crystal Bite assaults to overwhelm their prey. Players must be cautious and utilize mobility to evade the Crystal Webs and strike back effectively.
 * Crystalline Shells: Crystalline Shells are seemingly harmless crystal formations scattered throughout the Crystallized Catastrophe level. They are spherical in shape and blend into the environment, making them difficult to spot. When the player come into close proximity or make contact with Crystalline Shells, they trigger a crystal explosion. The explosion deals significant damage in a small area around the shell. Crystalline Shells have a natural ability to regenerate over time. Destroying them temporarily prevents future crystal explosions, but they will eventually reform if not dealt with permanently.

The level features a complex network of minecart tracks that wind through the underground crystal mines. Minecarts serve as a means of transportation for the player throughout certain sections of the stage. Players can hop into a minecart to ride along a designated track. Players can control the speed of the minecart using game controls, allowing them to go faster or slower as needed. As players ride the minecart, they must dodge obstacles and hazards on the track, such as falling rocks, gaps, and enemy attacks. Some minecart sections may include soul shards that players can grab while riding, adding an element of challenge and reward. There are also bomb dispensers are placed strategically throughout the stage. They dispense timed explosives that players can pick up and use to destroy obstacles or clear blocked paths: Some puzzles in the stage require players to use these explosives to trigger chain reactions, open hidden passages, or create pathways to advance. Players have a limited supply of explosives, so they must use them wisely and strategically to progress and overcome challenges.

Collect all the soul shards and Platini can then leave Zone 1 and enter Zone 2.

Act 2
Zone 2 has even more crystals than Zone 1, to the point where the walls are practically MADE of them, suggesting that they're now inside an underground castle. The Crystalline Canines return, and there are way more of them. There are also breakable walls that lead into secret passageways. Zone 2 also has multiple floors, with some tunnels going above and under each other. The second floor of Zone 2 also leads to the level’s Hidden Nightmare, with 8 uses of the bridge between the two areas being required for the portal between these levels to become available. Large clear pools can be found in dead ends of the cave, these pools are highly dangerous as anything that enters them gets torn apart and dragged down by humanoid tar-black hands. Certain areas of the cave have what is presumed to be almond water dripping from the stalactites on the ceiling.

Throughout the level, the player may encounter pathways with crystalline tiles that shift or change their layout as players step on them. Players must plan their movement carefully to avoid getting trapped or falling into chasms. As with the previous zone, more exercise should be cautioned. There also are pitch-black sections of the zone, where visibility is almost non-existent. The players can only see a short distance around them, forcing them to rely on sound cues and environmental clues. To navigate these dark areas, players can find and use temporary light sources such as lanterns, glowing crystal shards, or glowsticks, which they must manage carefully. Dark rooms are a haven for stealthy enemies, and players must proceed cautiously to avoid ambushes.

Aside from the Crystalline Canines, the player should also be wary of the following new enemies: This zone introduces a new gimmick: the Dwarf Miners. These are diminutive, bearded space dwarves that apparently work for the Mitsubishi Energy Corporation. The dwarf miners are scattered throughout the stage, engaging in various mining activities. Some may be digging tunnels, while others are pushing minecarts filled with crystals. While most enemies in the game pose threats, the dwarf mines are friendly NPCs who can assist the player. Interacting with them may trigger helpful actions like clearing nearby paths with an explosive or offering guidance. In certain sections, players may need to protect or guide dwarf miners through hazardous areas, ensuring their safety while advancing the gameplay. Dwarf miners may drop valuable resources or items when helped or protected, providing incentives for players to interact with them.
 * Crystalline Hydras: TBA
 * Crystalline Guardians: TBA
 * Crystalline Levitators: TBA
 * Crystalline Shifters: TBA
 * Crystalline Revenants: TBA
 * Crystalline Burrowers: TBA

Introduced in this zone are the elemental switches powered by crystals, representing fire, ice, and electricity. Activating these switches alters the environment, freezing water bodies, igniting flammable obstacles, or electrifying conductive paths, enabling progression through the level. There are also pathways with crystalline tiles that shift or change their layout as players step on them. Players must plan their movement carefully to avoid getting trapped or falling into chasms. The player should also avoid the Troublesome Trains, which are massive, automated crystal transport trains that roam the underground mines, carrying valuable resources. They add a dynamic and hazardous element to the level. The Troublesome Trains follow set routes along the tracks, but they move at a high speed, making them dangerous obstacles for the player to avoid. Players will receive auditory and visual cues when a train is approaching their location, giving them a chance to plan their movements accordingly. The trains can collide with minecarts, creating destructive chain reactions and blocking paths. Players must strategize and time their movements to avoid these hazards.

Silvia: "Oh no, we've woken it up"

Pete: "Woken what up?"

Silvia: "The Alpha, as much as I regret doing this, we must fight it"

Mid-Boss 2
The Canine Alpha, sleeping in front of Platini, will wake up and a boss fight will initiate. Throughout the fight, crystals on the ceiling will fire lasers onto the arena, and some will fall onto the ground, creating shockwaves that Platini must jump over. The Alpha, despite its size, is rather fast and agile. At 25%, 50%, and 75% of its HP, it will harden its crystal shell, to which it will take only 1 damage per hit. Four crystals fall onto the arena, and they must be destroyed, in which the Alpha will lose its shield and begin taking damage normally again. Once its HP is reduced to zero, it will fall on the floor, causing a hidden breakable wall to collapse, revealing a tunnel going back to the maze.

Raksasa: "Useless wolves, once again my servants have failed me! You have no use to me, so you shall be wiped out at once!"

Wallace: "Looks like a boss is having a fit"

Silvia: "We must stop him!"

Platini: "Got it"

Act 3
Platini must exit Zone 2 and enter Zone 3. Zone 3 appears to be an endless maze of caverns and caves where fleshy inanimate tentacles cover the roof, floor and walls, and the rooms are dotted with alien-looking eggs, at least massive enough to cover columns in the middle of large caverns. A pastel blue fog coats the air. Unlike before, there are no Crystalline Canines, instead, they are replaced by Kerberos Cyberdogs and C.M.D.B Class 1s, which are robots Raksasa has sent to exterminate the Crystalline Canines for their failure. Zone 3 is more open than Zone 1 and 2. Platini must collect all the soul shards AND destroy all the C.M.D.Bs. Here, Platini gains the ability to use her ranged attack, in which she can hit the C.M.D.Bs weak point by throwing her axe.

Boss Act
After all soul shards are collected, Raksasa sends in the D.R.R.T MK4 in, initiating another boss battle. Platini must defeat the tank by first destroying its cannon, then its weak point, destroying it, and saving the Crystalline Canines from their extinction. However, the D.R.R.T MK4 initiates its emergency repair mode and revives itself. Suddenly, the Alpha Crystalline Canine bursts from a wall and destroys it, before looking at Platini. A moment of tension, then it leaves.

Silvia: "Thank you so much! Is there any way I can repay you?"

Platini: "No need, but you can help me find my own way back home"

Silvia: "Granted"

Trivia

 * The scenery of this level is highly inspired by the Crystal Peaks from Hollow Knight and the Crystal Caves from Subnautica: Below Zero.
 * Due to the presence of snow, it can be inferred that this level features a very low average temperature.