Deserted Dungeons

Deserted Dungeons is the first nightmare of Chapter 3 of Dark Deception: Journey of the Girl in Red. It takes place in an underground dungeon and is mainly themed around classic fantasy Dungeons and Dragons.

Introduction
The level starts with Platini in the first room of the dungeon. The place is lit up by bright torches, and there are barred cells lining the hallways. Platini proceeds forwards into the first room, where she will see Pete and Wallace locked in one of the cells.

Platini: "What happened here?"

Pete: "Well you see kid since we were unsuccessful in beating you, the boss decided to lock us up and have us beaten up as punishment"

Platini: "That's harsh, not even my lord Malak would do that. Say, you wanna help me beat your boss?"

Wallace: "But he'd kill us if we turn on him..."

Platini: "Don't worry, if we team up we'll have better chances"

Pete: "Well, count us in, I'm tired of his shit anyway!"

Orindalf: "So, you're planning on betraying Raksasa?"

Platini: "Who are you?"

Orindalf: "I'm Orindalf, and I would like to join you"

Platini: "Well you know what they say, the more the merrier"

From here, Platini gains the charge attack ability and destroys the bars using it, freeing Wallace and Pete, then Pete, Wallace, and Orindalf will join the party. Platini then proceeds into the first zone, which is a forgotten dungeon filled with brick corridors, gladiatorial arenas, large chambers and magical barriers that force Platini to defeat multiple enemies in order to progress. This level also introduces rooms that will block all entrances/exits with forcefields, which also force Platini to kill enemies with red lines connected to them.

Act 1
In the first zone, the primary enemies are Grunt Goblins and Terror Trolls. Throughout the zone, spike traps are abundant, as well as breakable gates that must be destroyed by a charge attack. There are also mushroom bombs, arrow-shooting traps, boulder mechanisms, lava pitfalls, and cobwebs, which are numerous at this level. Pressure plates may appear on the ground, and when the player steps on one of them, it will trigger various traps depending on which tile type they originally stepped on.

The level also introduces a new gimmick known as the Monster Spawners, which are ornate, ancient-looking pedestals with eerie, glowing symbols etched into them. They emit an otherworldly, ominous aura. When players approach a Monster Spawner, it activates and begins summoning waves of dungeon monsters, as well also locking down all doors within the room. Players can temporarily deactivate Monster Spawners by damaging or destroying them. However, they may reactivate after a certain cooldown period. Monster Spawners are usually found in Arena Rooms, which are large, enclosed spaces within the dungeon where players face waves of challenging enemies or powerful boss battles. Completing Arena Rooms often rewards players with valuable loot or progression items. Another new gimmick introduced in this level are the Skull Keys, which are unique key items that players need to progress deeper into the dungeon or unlock special doors. To open locked gates or doors blocking their path, players must find and collect these Skull Keys, while some puzzles may require players to locate and use specific Skull Keys to proceed.

Scattered throughout the dungeon, you'll find suits of Knight's Armor standing on display. When the player interacts with a knight's armor, they temporarily don the armor, gaining increased durability and strength. While wearing the Knight's Armor, players can deal more damage to enemies, take reduced damage from traps, and break through certain obstacles that would be otherwise impassable. However, wearing the armor also slows the player's movement speed (unless sliding down slopes) and has limited durability, which will gradually degrade as the player takes damage. Once its durability is depleted, the armor breaks and is removed. This gimmick encourages players to strategically plan when to activate the knight's armor to tackle challenging areas or defeat tougher enemies. Once all soul shards are collected, the doors out of Zone 1 will open and Platini can progress further into the dungeon.

Mid-Boss 1
However, her path is blocked by an Ominous Ogre, initiating the first boss battle of the level. Throughout the fight, Grunt Goblins and Terror Trolls will frequently spawn to aid the Ogre in battle, although defeating the Ogre should be prioritized.Once the Ominous Ogre is defeated, Platini leaves Zone 1 and enters Zone 2.

Act 2
Zone 2 is similar in appearance to Zone 1, but once Platini enters the maze, a Terror Troll will appear but is snatched up and eaten by a Winged Death. Zone 2 is WAY more open than Zone 1 and is twice the size, due to this Winged Deaths fly through the halls. There are 5 types of Winged Death distinguished by color, and around 3 of each type in the zone. Instead of spike traps, there are stationary dragon statues that breathe fire horizontally and vertically. Some floor tiles are visibly cracked or weakened. When players step on these tiles, they begin to collapse. Players must quickly navigate across the collapsing floor, making split-second decisions to avoid falling into deadly pits or hazards. In some instances, players may need to strategically activate switches or pressure plates to temporarily stabilize the floor, adding a puzzle-solving element to the mechanic.

Zone 2 also introduces Throwable Bombs, which are explosive items that players can pick up and use to their advantage. When thrown, these bombs explode upon impact, causing significant damage to enemies caught within the blast radius. Bombs are limited in supply, so players must use them judiciously, saving them for tough encounters or situations where crowd control is necessary. Players can also use bombs strategically to destroy obstacles, open hidden passages, or solve puzzles within the dungeon.

Once all soul shards are collected, a large roar is heard coming from the exit of Zone 2.

Orindalf: "That's Draggir Ursondas, the grand-daddy of all Winged Deaths. He's going to be a tough one to beat, but it is not him that scares me in these dungeons"

Platini: "So what does?"

Orindalf: "I prefer to not talk about it"

Mid-Boss 2
Platini enters the boss room and Draggir Ursondas flies in, roaring before the second boss battle is initiated. The fight is divided into two subphases, the first subphase Draggir Ursondas will be flying and shooting projectiles at the party in which ranged attacks will need to be used. The second subphase is when Draggir Ursondas lands and begins to use more physical attacks. Draggir will alternate between his flying phase and his ground phase every 30 seconds. Once Draggir Ursondas is defeated, it will let out a final roar before retreating, and the gates to the next zone will open.

Pete: "I am astonished honestly kid, never thought I'd ever be able to brag to my drinking buddies about helping you defeat a giant dragon!"

Wallace: "Let's save celebrations for later"

Platini enters Zone 3, and at the starting point of Zone 3 is the key alter.

Platini: "Well we've located the key alter, now we just need to collect the rest of the soul shards without being killed by Goblins or Dragons"

Orindalf: "Actually, there are no Goblins or Dragons in this part of the dungeon, this place is haunted by something worse"

Pete: "Like what?"

Through a hole in the wall, an entity named Spectron appears, looks around, and then goes back in.

Orindalf: "That, it's the reason why there are no dragons in this part, it drove them out. I believe it is the spirit of a fallen warrior who met his end in these dungeons and resurrected as a horrid beast."

Platini: "Maybe it's time we put the soul to rest"

Orindalf: "Agreed"

Act 3
Zone 3 is larger than both Zone 2 and Zone 1 combined, but the only enemy is Spectron. The Zone appears to be large fortress-like complexes, that are supported by massive pillars that tower high above the lava oceans. The fortress has two areas, an exterior area of open bridges and an interior area of enclosed corridors. Both the bridges and corridors can end in a "broken" structure or may simply end without elaboration. Fortresses can tunnel through the caverns, giving the "exterior" areas an appearance of underground tunnels. At broken sections the terrain is not cleared, which may create a tunnel that leads straight into a mineshaft. There are more tight hallways but also a lot of open rooms in which there are multiple halls in them, which Spectron creeps through the hallways.

Spike traps return and so do flamethrowers in a new variant where the flame is a ghostly blue. Spectron is unique as a boss given that Platini fights it while collecting the soul shards, but it will only attack Platini for certain periods at a time, as once 10% of its health is depleted, it will retreat and heal itself.

Boss Act
Once all soul shards are collected, they will no longer retreat and then can be defeated, but they will also be more aggressive. Spectron must be defeated for Platini to collect the key piece.

Escape Act
However, when Platini exits Zone 3 and Zone 2, Draggir Ursondas appears behind her and chases her. Platini must escape Draggir while avoiding the frenzied Grunt Goblins and Terror Trolls. Raksasa's voice can be heard once again, saying "Foolish child, your attempt at escaping are futile!"

Enemy List
TBA

Trivia

 * If Negligent Neighborhood isn't unlocked in the playthrough, then this can be considered the level that introduces party mechanics.
 * The creator considers this nightmare the start of the 'main plotline' of Journey of the Girl in Red.
 * This is one of the medieval/fantasy-themed levels on the Dark Deception Fanon Wiki, alongside Medieval Madness (from Wiki Deception 2: Hell Rises) and Medieval Meddling (from Dark Deception: Resurrection).