Torment Therapy (Unchecked Limitations)

Torment Therapy is the sixth main-story nightmare of Dark Deception: Unchecked Limitations. It is a buffed version of the original Torment Therapy from the original Dark Deception.

Introduction
The beginning is similar to the original, but it is night-time. In one of the desks the Gold Watchers are sitting at, Platini is also sitting playing on what looks like a Nintendo Switch. Interacting her will cause her to notice the player and greet them.

Platini: "Hi there mortal! Long time no see eh? Don't worry, I'm not bothering to kill you right now, that time will come when we next duel. As for now, be wary of the fat nurse, she's really mean!"

Act 1
Everything is the same until Zone 1. There are now 5 nurses about and the laser traps activate more often. Collecting enough soul shards will cause some of the elevators to open and additional nurses will come out from them. The Reaper Nurses' AI has been completely reworked. They will only accelerate their speed when spotting the player and they frequently switch between various medical equipment throughout the hospital, such as an oversized syringe they normally carry, a smaller syringe (for ranged attacks), defibrillator pads, throwable pills, and an X-ray to see through one wall at a time. They also can change up between medicines, each gives the player a myriad of different status effects (Blindness, Hallucination, Slowness, Confusion, Power-Up Deficiency, etc.) If the Reaper Nurses run out of medication, they may become invisible and race to a nearby refueling station to replenish their syringes before continuing the pursuit.

While Reaper Nurses are some of the game's quickest opponents, their drawback is that the player may bend corners to slow their speed or even cause them to collide with other Reaper Nurses. Collect all the soul shards to proceed out of Zone 1.

Post-Act 1
The doors are now opened so the player does not have to teleport, but they also must be chased by the Reaper Nurses and quickly escape to the ambulance. In Matron's room, there are now two more doors leading to Zone 3 and Zone 4. The player must use their abilities to sneak past the Matron and enter Zone 2.

Act 2
In Zone 2, the buzzsaw traps are now constantly active on the lower floor but there are no buzzsaw traps on the upper floor. The map is several times larger and 6 Reaper Nurses will be present. Since the Reaper Nurses are under the Nightmare Mode state, they will frequently rely on their acrobatic skills and skating proficiency to launch each other to the player, catching them off-guard. The Matron now has a more active role as the hospital's administrator, as she can control some traps, can alert the player's whereabouts to the Reaper Nurses, and can also randomly give the player status effects like the Reaper Nurses.

While running around, the player may come across purple magnetic shards that will telekinetically pull nearby soul shards towards the player's location, which include those that may inflict negative effects as well. It is identified by their This shard does not attract special shards such as the Red Shards and Stun Orbs. There's also a stronger version of the healing crystals that will remove all negative status effects from the player, aside from replenishing all of their maximum health at once. A new enemy known as the Panicked Paramedic will debut. The Panicked Paramedic is a Reaper Nurse dressed in a paramedic suit, carrying a first aid kit and a paramedic symbol on her chest. It is a support adversary rather than an aggressive enemy. She will patrol the region and will always be aware of the whereabouts of the enemy. When an adversary is stunned, Panicked Paramedic will go directly at them and remove the stun and give them stun immunity for 5 minutes. The Panicked Paramedic, like the Reaper Nurses, has the power to make herself invisible, which she will frequently utilize when she is near you. Additionally, she will also be completely immune to stun effects.

There are also the Painful Painkillers, which are eerie, sentient pills and syringes that have become twisted and malevolent within the unsettling confines of the hospital itself. They have malevolent faces etched onto their surfaces and sinister, glowing eyes. These eerie pharmaceuticals move with an unsettling, jittery motion. The Painkillers come in three different varieties: Placebos, Droppers, and Bombers. All three of the Painful Painkillers' variants do something different from one another: While collecting the soul shards, the player should also be wary of the “Corrupted” power-ups, which look essentially the same as their normal counterparts but work against the player. For example, the corrupted orange orbs will instead stun the player for a moment, while the corrupted reveal shards will cause all enemies on the level to know the player's location instantly, and slightly boost their speed.
 * Painkiller Placebos: Placebos will usually masquerade themselves as sleeping pills laying about, which the player should avoid at all costs. Collecting them will result in unpleasant side effects such as dramatically extending the cooldown of the player's skills and slowing down their movement speed. When approached, the Placebos will have a short windup followed by repeated bites in front of themselves, with each bite becoming larger and more damaging. They prefer close-quarters combat thanks to their rapid and unpredictable teleportation ability. Their attacks will normally inflict the “Poisoned” status effect, which causes the player to periodically lose a fraction of their HP every second.
 * Painkiller Droppers: The Droppers will constantly levitate above the player. Their attacks will periodically release 3-9 explosive spiked balls every 6 seconds, which linger periodically on contact with both the player, walls, or floor, and sprout spike pits where they collide. They also can perform rapid, lunging strikes with their syringe appendages, attempting to impale the player. This attack has a wide area of effect and is difficult to evade.
 * Painkiller Bombers: The Bombers will frequently shoot a slowly moving projectile a set distance towards the player before fizzling out completely. Has increased movement speed, and attacking speed, and they may occasionally jump from a great distance. They create a large spherical aura around themselves that grants increased damage to all nearby enemies while simultaneously protecting them from getting stunned.

The final installation of Drixot-2000, which serves as a dentist, will appear once half of all the soul shards are collected. This version is immune to the effects of Primal Fear and moves way more quicker. This time, the player cannot fight back at the miniboss, and instead must avoid it at all costs. Drixot-2000 will also smash through the brick walls and use the drills to tunnel through the ground. A hole left by it can be found which contains a secret. If the player pays attention to the cells, scrapped monsters like the cockroach, minotaur, and zombie are locked inside them. The player even gets a secret file from Penny the Panda, who was locked in there for being too nice.

Post-Act 2
Collecting all the soul shards will force the player back into the Matron's room but the Matron is still at her desk, the player must quickly sneak behind her and enter the door to Zone 3, which is another ambulance road that the player must board the ambulance on and move to Zone 3.

Act 3
Zone 3 is the dental hospital home to the Harvester Dentists, which are Reaper Nurses that specialize in dental procedures. The Dentists have dark green tints to them. It is similar to Zone 1, being polished and organized, but has posters saying 'Brush your teeth!', 'Remember to floss!' and 'Eat healthily!' are typical of normal dentist hospitals. The Zone is as large as Zone 2 and a total of 10 Harvesters will be present. The Harvesters behave similarly to normal Reaper Nurses, but they can throw bombs of sticky toothpaste than can impede player movement. A green version of the lasers is found here.

The new trap that is introduced on this zone are smoke machines that will periodically spray out poisonous gas from the nearest wall. Another trap is a closing door with clean human teeth that periodically closes similar to the door traps in Crazy Carnevil right before the Goliath Clown boss fight. There are also green barriers, which are like speed barriers but will cast the “Poisoned” status effect onto the player when broken. The player must find and collect a nearby antidote or one of those healing crystals to cure themselves from this effect.

Collecting 25% of the shards will have Drixot-2000 spawn again and chase the player.

Collecting 45% of the shards will summon the Frankenstein Nurses, who are essentially the smaller counterparts of The Matron, wearing blue and white uniforms. However, their skin appears to be decaying, complete with a lighter shade of dirty green, and numerous stitches across their limbs. They are always seen carrying oversized needles containing a dubious substance similar to their Reaper Nurse brethren. The Frankenstein Nurses are entirely blind, and therefore must rely on a rudimentary kind of echolocation to sense nearby vibrations while aggressively seeking the player. This is proved by the fact that if the player provokes them by fleeing for a lengthy time, collecting soul shards, opening or closing doors, or using any of their preset abilities, the Frankenstein Nurses will quickly begin approaching the source. Sometimes, the Frankenstein Nurses may perform a deafening screech, unleashing a sonic attack that quickly grows until it touches into contact with the player. Being touched by this soundwave will always leave behind a transparent reflection at the spot the player was originally standing, which the Frankenstein Nurses will quickly rush over to.

Additionally, the Frankenstein Nurses will attempt to inject the player with their needle and inflict them with one of five different status effects:
 * Short Sight: The player’s eyesight is mildly disoriented and wobbly.
 * Paralysis: Prevents the player from producing any movement for about 5 seconds.
 * Long Sight: Increases the player’s FOV (field of view), allowing them to be able to see the environmental objects around at a longer distance much clearer.
 * Power-Up Deficiency: Increases the cooldown speed and the consumption rate of all of the player’s abilities simultaneously by 30%. This also slightly decreases the duration of the special shards collected by the player.
 * Hallucination: The player will frequently start seeing a few more Reaper Nurses and other traps within the environment that disappear/reappear randomly or until the player approaches them. Unlike the real Reaper Nurses, the Hallucination Nurses cannot use the Vanish ability and won’t kill the player on contact.

With the exception of the Paralysis status effect, most of these negative status effects don’t expire and therefore last significantly longer. Unlike the Ghost Magicians, the Frankenstein Nurses won’t disappear upon injecting the player and will always continue to roam around. The player must collect several First Aid Pills that are scattered throughout the hospital in different locations that will clear these debuffs immediately, which will also reward the player with a temporary passive boost to their abilities. However, there are also Sleeping Pills that the player should avoid whatever they do, as these traps will inflict the player with terrible side effects upon consumption such as greatly increasing the cooldown of their abilities and slowing down their movement speed.

Collecting 65% of the soul shards will summon an emergency cleaning squad sent by Malak, which consists of 5 Hazmat Liquidators. The Hazmat Liquidators are humanoids wearing all-encompassing, yellow/green futuristic-themed hazmat suits with black boots and rubber gloves that are predominantly designed after a combination of an Explosive Ordnance Disposal (EOD) suit, an underwater diving suit, and a NASA astronaut’s spacesuit. They are also equipped with a bulletproof padded vest outfitted with tear gas grenades, a walkie-talkie, and a shoulder-mounted searchlight. The Hazmat Liquidators react aggressively against light, sound, movement, and the player's vision within their surroundings. If the player maintains eye contact with the Hazmat Liquidators, then they will hesitate and stop moving, although this effect doesn't last long after 35 seconds. Immediately after the player turns their back away, the Hazmat Liquidators break into a shambling sprint, making them difficult to evade upon triggering. From a distance, he Hazmat Liquidators will frequently throw tear gas grenades at the player, releasing a purple cloud of sleeping gas that causes the player to receive damage over time if they stay in it for too long.

Collecting 85% of the soul shards will cause the Heartless Despairs to break out of their containment chambers. The Heartless Despairs are grotesque, mutated versions of human hearts with spider-like legs. They are crimson red, oversized, and pulsate ominously. Veins and arteries protrude from their surface, twitching with malevolence. They possess a large jaw filled with sharp fangs and a snake-like tongue, alongside an adrenaline pump that happens to be jabbed into the back of their body. The Heartless Despairs will patrol designated areas within the hospital, where they move by crawling around like a spider all while contracting and expanding themselves, resembling the way a heart beats. When they spot the player, their eyes glow brighter, and they start emitting a dreadful heartbeat sound. Occasionally, they will puff up and slightly decrease its chasing speed. When puffed up, whenever it gets knocked out by Primal Fear or touches a nearby surface, it will fire streams of pressurized, toxic blood at the player from a distance. These projectiles move quickly and can inflict significant damage. They can also use their artery tentacles to perform lunging attacks, attempting to impale the player. This attack covers a wide area and requires quick reflexes to dodge.

Post-Act 4
The player must exit the dentist area and back to the Matron's room, where they can now access Zone 4 through a decommissioned elevator.

Act 4
Zone 4 is the medical and virus research area, which seemingly takes place inside of an ancient and indescribably gigantic organism living underneath the hospital. There are also several containers filled with certain viruses, amoeba, and bacteria. The entrance is 3 decontamination rooms and then an elevator that leads to a basement. The player must enter another decontamination room but then be ambushed by reaper nurses outside. The player must use Primal Fear to stun the nurses, but doing so will accidentally cause a malfunction in the hospital system, and the player gets trapped in the decontamination room for a minute. This malfunction releases a large bacterium-like species from one of the containers. The bacteria make contact with the stunned Nurses and absorb them, growing to a large size while doing so, killing the Nurses. The bacteria mutates and spreads throughout the entire Zone 4 while the player is in decontamination, and when the infection finishes its takeover, the player is released from the decontamination into the infected hallways of Zone 4, composed almost entirely of flesh, viscera, and bodily fluids, the implication being that some kind of abomination had essentially eaten the hospital and made it its body. The architecture is covered in the gore of human victims, fresh carcasses often piled up in visceral piles and forming pools of blood. There are numerous pools of blood, deadly digestive organs, deadly bone spikes, and bloody, pulsating hearts, while the floors, ceilings, and furniture are apparently made of purple, squishy meat, with fleshy tendons hanging from the ceiling and bone columns on the ground. Blood leaking from the ceiling is also a common sight in this quarantined territory. Mysteriously, everything tends to be relatively spacious, well-lit, and full of breathable air. It seems to lack any sort of symmetry or even an overall body plan, and it's noted that the deeper one travels inside it, the less like terrestrial biology it becomes.

In Zone 4, the Bacteriums will completely replace the Reaper Nurses as the primary enemies. This conglomerate of various infectious diseases and viruses are actually the descendants of countless animals that managed to survive for millions of years by living as parasites deep in the hospital, evolving to adapt to their unearthly environment, or perhaps being shaped by it, for better or worse. Because The Zone is double the size of all previous zones put together, with the soul shard count entering the thousands. If the player can find a local researcher's notes, specifically on the Bacteria, then the Experimental Extinction level will be unlocked. The Hazmat Liquidators will also return to this zone. This time, they are accompanied by three additional new enemies: Small specimens of the bacteria are present at first, known as the Bacteri, the Bacteri will float in the air and not actively chase the player, slowly wandering through the hallways. Contact with them causes the player to be absorbed by the small Bacteri, which will increase in size before shrinking once the player is fully digested. Their primary attack is that they will do a short charging animation followed by shooting 4 electrified projectiles in diagonal directions away from themselves. When left alone, Bacteri will try to absorb numerous objects in their paths, such as vehicles, medical equipment, furniture, and containers, allowing them to swiftly grow much bigger and stronger than they were before. The jump distance and stun resistance of Bacteri are likewise dependent on their current size; a Bacteri jumps a distance slightly greater than its length.
 * Blood Bubbles: The Blood Bubbles are meatball-shaped tumorous growths made out of coagulated blood, rotting flesh, and decomposing human carcasses fused together, which are first encountered in Zone 4. They will slowly float around the environment and randomly bounce off the walls until the player approaches them, where they will start relentlessly chasing the player everywhere they go. It’s also significantly harder for the player to lose sight of the Blood Bubbles during a chase when compared to other enemies. However, each time the player collects several of the remaining soul shards continuously, then the Blood Bubbles will start swelling up immediately, increasing their size until blood comes out of their mouths. Blood Bubbles swell up a total of about six times, becoming slower the more swollen it is. Afterward, the Blood Bubbles will spontaneously explode upon getting touched by the player, forcibly pushing the player away from themselves, buffing nearby enemies by increasing their resistance to the stun effect and dispersing a large cloud of damaging chemicals that will reduce the player’s movement speed and reverse their controls for 15 seconds. The Blood Bubbles will recover 45 seconds later after their death explosion.
 * Pestilence Pharmacists: Pestilence Pharmacists appear to be anthropomorphic crows wearing all-encompassing, pink trench coats with yellow stripes that were modified to hold multiple vials of strength-enhancement drugs on their torso, which provided them with a larger supply. They also wear green matching rubber gloves, a pair of dark blue leather boots, and Plague Doctor-style masks with glowing yellow lenses. The Pestilence Pharmacists will patrol the environment around them, searching for the player. If one of the Pestilence Pharmacists sees the player from a distance, rather than chasing them, it will begin squawking loudly to summon other enemies of the player's location for backup reinforcements. If the player uses their Primal Fear ability against the Pestilence Pharmacists, then one of their crows will immediately come down from their shoulders and begin following the player to notify the viewpoint of the player’s current location, so that the latter would warn the other enemies regarding the player's location. The Pestilence Pharmacists will also boost the other subspecies of The Bacteria with their vials of strength-enhancement drugs within their proximity, by granting them a temporary buff that substantially expands their size, and their likelihood of splitting up more frequently during their evolution, therefore increasing their numbers and the difficulty, as well as higher resistance against the Stun Orbs and the player's Primal Fear ability.
 * Covibeast: The Covibeast is a monstrous creature reminiscent of giant bacteria that bears a striking resemblance to the virus responsible for the current pandemic. However, it lacks the distinct features typically found on the virus's exterior. Instead, the Covibeast sports a ghastly visage with a long, serrated mouth filled with sharp teeth. Its single circular eye lacks a pupil and occupies the right side of its face, while a sinister 'X' mark adorns the left. It possesses two stubby hands, each equipped with three bony fingers. In the game, Covibeasts serve as relentless patrollers of the area. When they detect the player's presence, they will immediately increase their speed and begin a relentless chase. These creatures are twice as fast as the Malignant Monkeys encountered earlier in the game. What makes them particularly menacing is their ability to gain even more speed the closer they get to the player, potentially becoming three times as fast as Agatha, the main character. Furthermore, when a Covibeast comes within a meter and a half of the player, it emits a toxic gas cloud. This gas has a detrimental effect on the player, temporarily reducing their movement speed and inverting their controls. Additionally, it alerts the Covibeast to the player's exact location. The gas's effects persist for 15 seconds, except for revealing the player's location, which takes 45 seconds to dissipate.
 * The African Worm: The African Worm is a grotesque creature that bears an uncanny resemblance to the Ebola virus, albeit with some terrifying modifications. It boasts a sickly blue hue and is equipped with spindly, spider-like legs, a cavernous mouth adorned with an elongated, sinewy tongue, and tiny, beady eyes situated near its gaping maw. In the game, African Worms serve as relentless patrollers as well, scouring the area for any signs of the player's presence. Once they lock onto the player, they commence a relentless pursuit. However, they are only half as fast as the gold watchers encountered earlier, making them slightly slower but no less menacing. When in close proximity to the player, the African Worm deploys its elongated tongue with lightning speed, attempting to ensnare and stun its prey. Escaping from this entangling tongue proves to be a formidable challenge, requiring more effort than breaking free from other enemies' stuns. An additional threat posed by African Worms is their ability to infiltrate the hospital's ventilation ducts, lying in wait for unsuspecting players to pass beneath. If another enemy is concurrently pursuing the player, the African Worm deviates from chasing and opts to encircle the player, effectively trapping them and leading to a grim demise.

After collecting 25% of the soul shards, a second mutation happens and Bacteruses spawn. The Bacterus are larger specimens will two eyes, gaping mouths, and two tendrils serving as legs. They will patrol the area in search of the player, and on sight, they will reel back slightly and dash forward after a moment. The Bacteruses move at the same speed as Murder Monkeys. They would also use their tentacle-like appendages to steal a maximum of five to eight soul shards at a time from afar and move them all over the map. When a soul shard is consumed, it creates a clone of itself in the process. To make them regurgitate the soul shards inside of them, the player must use Primal Fear or Thunderclap, although collecting these soul shards will immobilize the player's movement down. They can pass through walls and leave an oozing pool of toxic gas behind them, similar to those seen across the entire zone; however, most of these can be easily avoided or muted using Pyrokinesis. They would also transform into these puddles and resurface in a different position each time.

After collecting 50% of the soul shards, the bacteria mutate and the Bacterogs spawn. They are larger and have many tendrils sprouting from them, eight of which act like arms. They are not usually aware of the player's location, but will automatically know the player's location as long as the player is within a certain radius from them. The Bacterogs move at the same speed as the player. When attacking, the Bacterogs will briefly go into a low-ready stance before lobbing a tar projectile up into the air in an arc toward the player. They are, however, subject to the Pyrokinesis ability, which causes them to start burning away into oblivion.

After collecting 75% of the soul shards, a fourth mutation happens, and Bacterumus spawn. These specimens are giant and do not have any tendrils save for their ends. They will slide along the ground like snails. They always know the player's location (except if the player uses the vanish ability) and are faster than them, forcing the use of a speed boost. If they get within a specific radius of the player, an amorphous puddle of flaming tar appears beneath them, and an overpowering pack of other bacterias (perhaps from nearby) reaches out and tries to draw them down into it. During this sequence, the player can shake them off by continuously pressing the spacebar button. The Bacterumus also has a special ability, too, where it will have a short delay before shooting a slimy blob into the air that turns into either a Bacteri or a Bacterius when it touches the ground. However, the Bacterumus cannot turn around, so players can troll these monsters by teleporting through them. What's more, all Bacteria types are immune to Primal Fear, Thunderclap, Pyrokinesis, and the Blow Dart. In fact, using any of these abilities will immediately alert ALL bacteria to the player's location, which forces the use of telepathy and speed boost instead.

After collecting 100% of the shards, a fifth and final mutation happens, causing the bacteria to go into frenzy mode.

Mid-Boss Act
Additional Bacteruses and Bacterogs will spawn and chase the player into a large open room filled with Bacterumus on the walls. These Bacterumus will begin to jump at each other and merge until they form a large heavily mutated specimen titled 'Bactereus the Massive' which serves as a boss. It is a massive specimen with multiple heads connected to a center head. The boss has several attacks, shooting laser beams from its eyes, rolling into a large ball to crush the player, turning into a ball except bouncing all over the arena, rapidly shooting laser darts, creating a large shockwave that is essentially its own version of Primal Fear (the player must find hiding spots in the arena and take cover) and spawning Bacteris. The player must survive for 5 minutes until Bierce opens the doors. Bierce will notify the player "What a disgusting monster. I would be lying if I said you couldn't beat this infection with ANOTHER infection, quick, pull the levers and release the virus!". Bactereus will chase the player along with all other Bacteria types, sliding through the hallways one head at a time while the player must locate four levers on each quarter of the map. Bactereus will use its laser attack, so the player must not stay in the hallway for too long or they will be fried due to the limited space to dodge, instead, they must corner to dodge. After pulling all four levers the player must return to the boss arena and press a button, in which the Bacteria will corner the player and almost kill them, but a large special container in the middle of the ceiling will open and release a virus termed the 'Teraphage'. A specimen of the virus will latch onto Bactereus with its legs and use its specialized injector to fill the Bactereus with its own genetic material, causing the monster to explode as Teraphages come out to attack the rest of the Bacteria.

The Teraphage that killed Bactereus will thank the player for freeing its kin and wish them luck against the Matron before the viruses leave the nightmare. The player can now safely return back to obtain the ring piece, where the Matron is now missing. The player must now proceed onto an ambulance and enter the Matron's boss battle.

Boss Act
Aside from wearing red uniform much like the Reaper Nurses' Frenzy Mode, the Matron's boss battle is significantly harder. The player now constantly carries a needle and the teleport recharges instantly, but the Matron must be hit 10 times and will move faster. The Matron will use the charging attack way more often, and also gains a pill throw attack, where she will throw an exploding pill that can destroy ambulances. She may also summon a massive chainsaw blade from the floor that travels across the tunnel. The Reaper Nurses will be far more active, jumping and attacking at a way faster rate. Some ambulances will have sawblade traps and the Nurse will also use their pill attack. Defeat the Matron to cause her to trip and explode behind the ambulance.

Escape Act
In the escape sequence, 10 Reaper Nurses, 10 Harvester Dentists, and Drixot-2000 will be present in the lobby. The player must use Primal Fear to stun the enemies and escape.

Alternative Route
There’s an alternative route that the player may take. To do this, the player should pull a lever at the receptionist’s area right while escaping the Reaper Nurses after collecting all of the soul shards in Zone 1. Pulling the lever will immediately reveal a locked doorway leading to the northwest section of the parking lot. This is where there will be a second ambulance waiting for the player. Accessing this ambulance locks the player in the alternative route and must now proceed to the alternative version of Torment Therapy Zone 2, which is the Asylum.

After reaching the security checkpoint near the maintenance roadblock, the player will be standing at the edge of a street, with the large gates of the cemetery looming over them. When the player approaches the cemetery entrance, the gates eerily swing open before getting startled by a clamorous thunderstorm in the darkish purple sky. Afterward, a harsh, unforgiving downpour starts to happen while the player continuously walks down the cobblestone pathway. The cemetery appears to be a courtyard-like environment that exudes the atmosphere of total dread and mourning, surrounded by a large expanse of tombstones and open graves, alongside an assortment of discarded debris such as wheelchairs, bed frames, mattresses, and broken plumbing. None of the graves have names, if one sees names it is possible it's an illusion.

The sign at the entrance reads: "Welcome to the Ravenhurst Mental Institution for the Criminally Insane, a place where people with no brains go! Okay here's the real definition! It's a bigger treatment center that could be bigger and more secure, and way more staffed than "Behavioral Hospitals" in institutions like this! You could become a patient here if you were committed to being insane or NSFNT (Not Suitable for Non-Treatment)! And people in these institutions often have a case of bipolar disorder, autism, schizophrenia, dementia, psychopathy, clinical depression, ASPD, OCD, PTSD, ADHD, and other wacky mental illnesses! Also, most institutions can also hold female patients and male patients in the same rooms and activities! ''People have also been committed in this hospital for homicide, cereal killing, rape, cannibalism, arson, delusional stories that are totally true facts, and terrorist attacks. This asylum also has psychotherapy or shock treatment and had straitjackets and padded rooms! As a matter of fact, restraints are beyond scary here they put you in arm belts and give you shots! Plus once you're committed here you might get doped up from Dr. SMARTASS Prescriptions! So there you have it! Oh and you might learn something new today!''"

It is not advised to stay here owing to the possibility of insanity and sadness caused by the environment. The cemetery features dying trees that have lost their leaves and it is quite chilly; the fog makes it difficult to detect whether there are any beings around. It is possible to hear painful noises in the distance, although it is unknown what causes these sounds. There are also rivers overflowing with blood and medical equipment such as syringes and scalpels that have been ruined. Apart from a few lamp poles that barely managed to illuminate tiny areas of chambers, there is absolutely no light source throughout this cemetery. The player may notice several shadows of other seemingly abandoned and decrepit structures in construction, which are probably non-operational mental facilities, from afar. The cemetery section is located adjacent to a nearby abandoned asylum building, protected by fortifications made out of gray bricks with dark-purple windows positioned on each side of the wall and the roof of the wall is wrapped with jumbled strings of barbed wires. The abandoned asylum is completely twisted and warped - showing the architecture is breaking down and was responsible for facilitating specifically both the psychiatric hospital/infirmary, the madhouse, and the research laboratory for illegal experiments.

When the player first enters the asylum, they will be greeted by a medium-sized room with yellow walls, blue carpeted flooring, and concrete ceilings that resembles a typical visitation area adorned with Halloween accessories and linked to the jailhouse. A potted plant in the corner, a water fountain, a soda vending machine, a striped white and red couch, a wall award, various files and papers thrown across the tables and the floor, and blood spilled on the ground make up the visitor area. The long corridor through which the player is currently granted access has windows on each side with tables containing computers and pizza boxes, as well as decorations such as hanging sheet ghosts and puppets, colorful balloons near the doors, confetti on the ground, scratched words on the wall reading "Agatha was here," and a bloodied corpse of a guard slumped on the wall. At the far end, a silhouette of a surgeon stood in the darkness, watching the player from afar and wielding what appeared to be a tranquilizer weapon with a sharp end. When you approach the surgeon in the dark for too long, he starts running away and enters a door at the far end of the room, chuckling uncomfortably.

The second area features a randomly blinking right on the door that the player entered through, more inscriptions engraved on the walls such as "You can't run away from your innermost memories," and a projected holographic television showing a video of the level's Ring Altar. The player may change the camera footage of the various locations of the jail by pressing the red buttons. After a few pushes, the player will be startled by a straitjacketed patient, who will chop the television feed into static before literally altering the hologram into another door that the player can enter.

Alternate Act 2
The Administration Block is a terrifying, sinister nightmare moshpit between an abandoned psychiatric hospital and a pharmaceutical lab. It contained a number of holding cells, many offices and lounges for the staff members along the corridors, the Extreme Isolation cells, and a wide arrangement of medical equipment, which are likely made to create highly-addicting drugs and contaminated medicine. The doors are made of steel, and sounds of patients can be heard sometimes banging on the door. There are sights of blood coming out of the door and sounds of human screaming can be heard from the hallways. Every time the player proceeds to explore the area, the area becomes much darker and darker. Unlike in the original zones, there are no Reaper Nurses to be found anywhere in this area. Instead, the Administration Block introduces several new enemies which consist of: The Jumping Jacks and Sweet Tooths from Crazy Carnevil also makes a returning appearance in this zone.
 * Reaper Surgeons: They are the reanimated corpses of doctors and surgeons that possess light-blue skin, mouths covered by a white plague doctor-like mask, and robotic eyes, with the left one colored red and the right one colored green. Their standard uniform is an unusual amalgamation of a yellow lab coat and a straitjacket, complete with a stethoscope and a pair of light-blue rubber gloves. The Head Surgeon, their leader, retains this appearance but is colored differently and appears to be completely alive despite being rather old. The Reaper Surgeons’ mechanic involves switching between different types of medical equipment with different functions to attack the player. For example, they would use a pressurized tranquilizer rifle to propel a stream of syringe projectiles at the player. Rather than attempting to deal direct damage, the Reaper Surgeons’ tranquilizer rifles are primarily used for severely weakening the player’s performance by administering a variety of detrimental side effects from their injectable chemicals with different functions. The Reaper Surgeons’ status effects work differently as these are usually "built up" by their abilities that inflict that effect, with a bar appearing when the player is receiving buildup of the effect constantly. When the bar fills, the corresponding effect from their medicine triggers, and the bar empties at a rate dependent on the individual effect, usually ignoring any further build-up until it has emptied. Unlike the Frankenstein Nurses, the negative status effects inflicted by the Reaper Surgeons will always persist for about 30 seconds before disappearing and consists of:
 * Freezing: The Freezing status effect will temporarily paralyze the player in one location by making them completely encased in ice, therefore stopping them from performing any actions. However, this effect will last significantly longer and the player must repeatedly mash the spacebar keyboard button to free themselves.
 * Intoxicated: The Intoxicated status effect will periodically inflict damage over time, by draining the player's health substantially, with a green cloud blocking the screen in front of the player. On impact, the tranquilizer syringe containing this status effect will immediately explode, creating a cloud that lingers on the ground briefly.
 * Slowness: The Slowness status effect decreases the player’s movement speed to about half of the original speed, similar to sewer water. Speed boosts now boost the player’s speed slightly above their original speed.
 * Marked: The Marked status effect will cause the player to take 30% significantly more damage from the environment and make all enemies across the map always know the player’s location, and slightly boost their speed. Spotlights and cameras across the map may offer this effect if they spot you, causing it to last a full 15 seconds.
 * The Abominations: The Abominations are biologically-engineered, zombie-like creatures that cannibalize anything on sight, even including other enemies. They are skinny and completely naked (though they’re lacking any genitals whatsoever) except for bandages covering half of their mutilated faces and a Pip-Boy 3000 (from the Fallout franchise) on their right arm. They also possess decomposing pink skin, a snake-like tongue that appears to be hanging from their deformed lower jaws, and their arms have been strapped to their torsos with restraining belts in a similar fashion to a straitjacket. Since the Abominations have limited attack options due to their straitjackets, they prefer drop-kicking their opponents with their legs, knocking them to the floor and dizzying them temporarily. After freeing themselves from the straps, the Abominations will attempt to grapple onto the player and rapidly headbutt them. The player must mash the movement keys in order to break free from the Abomination during this situation, otherwise, they’ll get killed immediately. The Abominations can also disperse a gelatinous slime-like substance onto the ground. The slime is limited to a triangle directly in front of the Abomination and temporarily persists on the ground for a short while. While this attack does not hurt the player, it causes the player to occasionally slip and fall to the ground randomly while standing above it, giving the Abominations an opportunity to attack the player.
 * Gargantuan Wanderers: The Gargantuan Wanderer appears to be gigantic, skinless humanoids that are almost entirely encased in an armored, spiked exoskeleton made from organic biomass and calcified skin. They possess reddish-black vestigial arms, a bloated stomach full of chemicals, and extremely large bones extending from their shoulders. Tumors and eyes seemingly grow on their massive backs in an asymmetrical shape, more to one side of the body on the other. The Gargantuan Wanderers have the ability to periodically regurgitate the skeletal remains of the Ravenous Rats to chase down the player constantly. The Gargantuan Wanderers can use their massive physical strength to pry off multiple chunks of concrete debris across the environment and chuck them at the player for an instant kill, and can ground pound onto the floor, sending a blast wave that will pushes back anything, including the player, other enemies, and soul shards, at long range, or kill them at short range. When at a distance, the Gargantuan Wanderers will either enrage and start delivering an uppercut against their targets, staggering anyone that gets in their path, or leaping in the air and slamming into their enemy and anyone near them. Sometimes, the Gargantuan Wanderers will randomly emit a glowing red aura surrounding themselves, which serves as their Frenzy Mode. When this happens, they will constantly lunge at the player from a distance. If they catch the player, they will start pummeling the player with their muscular arms before throwing them away. If there are any mushrooms in the cemetery during this state, then Gargantuan Wanderers instead rush towards the mushroom and eventually eat it. Red mushrooms will be amplifying the Gargantuan Wanderers’ movement speed and damage output, as well as granting them the ability to breathe fire for a short amount of time, allowing them to not only kill the plater at a medium range but also to create fire traps around the maze. However, the green mushrooms will cause the Gargantuan Wanderers to bang their fragile skulls into a nearby wall, where they start bleeding out and puking out cockroaches and worms on the ground.
 * Hazmat Exterminators: The Hazmat Exterminators are humanoids wearing all-encompassing, standard white hazmat suits with yellow Wellington boots and cyan rubber gloves. They are also equipped with a military gas mask with glowing red lenses and a breathing apparatus, alongside an oxygen canister attached to their backs. While they areslower than every other enemy in the Torment Therapy level, Hazmat Exterminators possess a number of deviating abilities that make them unpredictable and confusing to deal with. For example, they attack the player by peppering out indestructible globs of green slime at the player from a fairly long distance with their Bio-Rifles, which will stick to anything and explode into a highly-corrosive liquid that incapacitates the player and makes them vulnerable to their surroundings. They also can launch various chemical flasks containing a strange compound that upon hitting the ground, spreads out into a large pool. The player standing within the pool will not only be momentarily immobilized but will also frequently leave goo-covered footsteps on the ground that the surrounding Hazmat Exterminators can use to their advantage by following and tracking down the footsteps with their scanners, therefore increasing their chances of searching the player efficiently. It is highly recommended to use the Teleport ability far more frequently to create a lesser amount of footsteps for the Hazmat Exterminators to track down.

The player should always avoid traps that are found everywhere throughout the Administration Block, such as sewer grates that constantly spew out a green cloud of radioactive gas, sleeping pills, swinging chainsaws, and homemade automated turrets that shoot tranquilizer darts. After gathering all the shards inside the Administration Block, the player will be able to gain passage to any elevator lobby on any floor, allowing them to take one of the elevators up to the sanatorium. The elevator quickly arrives on the second floor, allowing the player to travel down a lengthy, blood-soaked corridor. When the player approaches a window on the left side of the corridor, the chamber behind it illuminates to reveal an escapee bursting through, covered in scars. Suddenly, a Brain Surgeon enters the room, pulling his scissors from his belt and slashing the escapee to death. When the surgeon observes the player inside the hallway via the windows, he smiles before crashing through the window and jumping inside. The Brain Surgeon then pursues the player, forcing him to exit the hallway and enter another one in the process.

Alternate Act 3
Either entrance the player will take will lead the player to a separate section of the sanatorium, one where they will find all the soul shards they will need to disable the ring barrier blocking access to the Intensive Treatment Center. The zone is riddled with numerous glass shards, sleeping pills, electrical fences, and landmines that have been fixed to the ground. When the landmines' lights turn bright red, the player must avoid walking through them; however, when the landmines' lights turn green, the player can safely walk through them with enough caution and attention, as well as security mechanisms that, if the device detects any form of using powers on the table, it will strike the player with a blue glowing bolt of electricity. There are also stationary watchtowers along walls that rotate a spotlight around a certain region. When the player enters the tower's lights, the spotlight becomes red, and the watchtower launches explosive bolts at the target while also turning on the loudspeakers to attract nearby enemies. The new enemies introduced in this zone are:


 * Kidnapper Veterinarian: The Kidnapper Veterinarian is a tall, emaciated humanoid with a white and yellow vet outfit, a dog cone and a cannibal mask, pale skin and eyes similar to Ripper Roo's, and he has tied multiple animal leashes (which consists of a Rottweiler, an ocelot, a Ravenous Rat, a buzzard, a rabbit, a lizard, and a barracuda). They will patrol the area and will do nothing more than transporting the pets that accompany them. In fact, it is the latter that have the abilities:
 * The Rottweiler will have a great sense of smell, making it possible for him to detect you even when you are away from him or when you use vanish and he is the most aggressive of pets.
 * The ocelot, when approaching it, it will pounce towards you and begin to scratch you, causing other pets or other enemies to take advantage of it to attack you.
 * The Ravenous Rats will continue to act out their mechanics normally
 * The buzzard will fly around the level, throwing bones that will do the same effect as the bone projectiles of the Ectoraptors.
 * The rabbit can take a big jump that can easily reach you if you don't use speed boost, he can stick out a long tongue that if he grabs you, you will die instantly, his grasp range is very long, so you must use speed boost and teleportation to get away from him.
 * The lizard will disguise itself as a chameleon. The only thing you can do to get a good look is use telepathy. Being close to him will use his tongue to grab you, you must press the F key quickly to escape from his tongue and prevent him from eating you. After letting go, he will start chasing you and take out his ruff lizard things and start to speed up him (max can be three times faster than Mama Bear with his sprint).
 * The barracuda will use his tentacles to grab you, he will also vomit, in large quantities, the liquid that he spills from his mouth. If he touches you that liquid you will have hallucinations and your controls are reversed. As an advantage for you, after vomiting the liquid, the speed of him will be reduced. But, it can make a flash with its flashlight that will blind you and paralyze you for 20 seconds.

The sanatorium is split into three different sub-sectors, which are the Madhouse, the Cathedral, and the Library. There are posters depicting the hospital's unseen inhabitants that the player hasn't encountered anywhere yet, such as a janitor with a cigarette for a head, a sleepwalking patient covered in bandages, and a mechanical contraption strapped to their face, a mutated psychologist that has a disproportionately large brain with stitches, and an anthropomorphic heart with muscular, veiny arms. It resembles a nursing home but has every appliance destroyed or antiquated. There is almost no light in the sanatorium which makes it difficult for the player to navigate. The floors are damp and dangerous as class spreads throughout the hallways and rooms. Some hallways and rooms are not accessible as they are thronged with dilapidated furniture. The walls have supposed portraits of the elderly who are around 70 to 80. However, the portraits are not normal. There are traps such as possessed wheelchairs that can stun the player when collided and automated laser doorways.

After the player collects all the shards in the sanatorium, they are able to unlock the ring barrier to get to the Intensive Treatment Center. A major lobby follows this passageway, with a front desk and many chairs arranged throughout the area. "Take Your Medicine" and "No More Room In Hell" are among the other placards strewn throughout the room. A long, gloomy corridor leads to a tiny office with three branching paths going into the prison behind a set of double doors in the back.

Alternate Act 4
TBA

Alternate Boss Act
As soon as the player enters the next room, a tied-up, comatose hospital staff screams, alerting other neighboring patients, who begin pounding on a door and saying, "The experiment craves flesh and blood. The meat is sacrificed!" They pursue the player through a variety of chambers, but when he reaches a dead end, someone talks to him. A voice tells him over the intercom, "What's going on down there? Isn't it true that you're not one of them? Quick! If you want to live, go in the dumbwaiter!" After listening, the player enters the dumbwaiter. When they reach the top, they are met by the Head Surgeon, who says, "You made the correct decision here, friend," and then beats the player until they're unable to walk. He puts the player onto a wheelchair and wheeled him around the asylum, mockingly showing him an escape and telling him, "Run free." Head Surgeon then leads the player into the elevator, which opens to reveal two Brain Surgeons, who walk out of the elevator and greet the Head Surgeon. They then proceed to activate a Ring Barrier near the entrance doors of the lobby, blocking further passage inside. The Head Surgeon takes them through the penitentiary block and up into an operating room littered with body parts. He delivers a lecture about how, now that God has died, there is a new, more "concrete" faith, before murdering an innocent man, strapped on the table. He then walks away, and the player manages to extricate himself from the chair. Whilst this happens, the player must avoid the Head Surgeon, the main boss of the sanatorium.

During the boss fight, the Head Surgeon relentlessly pursues the player in the asylum corridors after escaping the operating theater. He primarily uses a long-range fumigation tool to spray incapacitating gas, slowing the player's movement and revealing their location. Additionally, he can rev up his bonesaw for a quick charge, throw smoke grenades, shoot with a .357 Magnum revolver, and launch damaging blood projectiles. The player must sneak around to find a keycard near the elevator, unlocking the laboratory chamber with dangerous chemicals. Be cautious of shotgun-rigged traps, electric chairs, and sleeping patients that can alert the Head Surgeon. Use scattered chemicals to stun and harm him, with one room offering many trays for an advantage. After four successful hits, the Head Surgeon enters his second phase.

In the second phase, the Head Surgeon becomes more aggressive and faster. He gains two new abilities:


 * 1) Launching ranged electrical barrages that temporarily paralyze the player.
 * 2) Creating shockwave blasts that temporarily knock down and stun the player.

To defeat the Head Surgeon in his second phase, collect five ingredients to craft a noisemaker at the morgue workbench (electrical tape, wristwatch, mechanical component, 9V battery, and amplifier device). Two are on the ground floor, and three on the second floor. Lure the Head Surgeon to the first-floor decontamination chamber by attaching the noisemaker to a concrete wall, creating a loud beeping noise to attract him. Then, trap him inside by pushing a large cardboard box towards the entrance and activate the showers via a nearby computer terminal. This releases poisonous gas, suffocating and burning the Head Surgeon. Optionally, you can spare him by not pressing the terminal button, earning an achievement.

Trivia

 * As of version 2.0.0.1, the Head Surgeon's boss battle was going to be removed in favor of the new alternative zone, but he was left in due to being too well-thought-out of a character.