Mascot Mayhem (Unchecked Limitations)

Mascot Mayhem is the seventh main-story nightmare of Dark Deception: Unchecked Limitations. It is a buffed version of the original Mascot Mayhem from the original Dark Deception.

Introduction
Mascot Mayhem's first difference from the original is the fact it is taking place during the night surrounded by a starry sky. Not much is different apart from this, but some of the houses in the 'street' can be entered, which contain secrets. You can also see a lot of stalls, carousels, roller coasters, etc throughout the village as well.

One of the biggest differences compared to the original is that the Joy Joy Gang were now introduced in a show stage. In Lucky's and Penny's introduction, another member of the Joy Joy gang is introduced: Sid the Sheep, an animatronic sheep with a short stature and fake wool. All three animatronics will do a remixed version of Joy Joy Ditty song before Lucky proceeds to throw a smoke bomb, causing all three of the animatronics to disappear into the smoke screen and allowing the player to access Zone 1 of the level.

Act 1
Zone 1 is significantly larger and less tighter than before, but there are now 3 Lucky Clones throwing bombs and more security cameras scattered at every corner. Some of the Lucky Clones will also be situated in rooftops, throwing bombs at the player.

Lucky's AI has been buffed so that he will randomly speed boost far more frequently, and he now can also use Primal Fear, creating a blast around himself to stun the player. His Speed Boost is significantly much faster in terms of velocity and can easily outrun the player's max level Speed Boost, as well as granting him immunity against the player's Primal Fear and Blow Dart. However, he can only run in a straight line when activating his Speed Boost ability and if he crashes onto a wall, he will immediately stun himself for a brief period of time. Although Lucky the Rabbit begins wandering slowly, if he is made aware of the player's presence, he will begin walking quicker. He has an exceptional sense of hearing. If any sound is generated throughout the level, whether from the player's footsteps, collecting soul shards, activating powers from the tablet, or opening doors, Lucky will become aware of the exact location of the sound and dash towards it.

Penny's AI has been buffed so that she will not dance right after stunning the player with her eggs and she will now move at an average speed. Her eggs would also explode if it doesn't hit the player. She could also fly above most traps and be immune to any stuns when she flies, while her flight speed is greatly increased. Her speed will be in between Lucky and Hangry's speed and have the best eyesight, meaning she has the highest likelihood of detecting the player's location from afar. Since Penny is very infatuated for Lucky, and admires him greatly, she may stay in close proximity to him, or follow him everywhere he goes instead of patrolling randomly. Sid has similar AI to the other animatronics, but his special ability is a telepathic ability that lets him know the player's exact location, as well as being unaffected by the player's Vanish ability. Sid however moves at the same speed of the Murder Monkeys.

Post-Act 1
In the escape sequence out of Zone 1 and to Zone 2, the animatronic army will be much faster and be capable of outrunning the player's sprinting speed, forcing the use of a speed boost and teleport to escape. In the security control centre, power will be offline and the player must restore power in Zone 2 to access Zone 3. Another door to Zone 4 will also be present, but requires power to be restored in Zone 3. In Hangry's introduction, we are also introduced to Karen the Cow, a female cow animatronic that loves veggies, and that both are real big eaters, one likes meat and the other likes fruit and vegetables.

Act 2
Zone 2 has been buffed exponentially, as laser traps, steam pipelines, and spikes will now be present all over the map. Lucky retains his previous AI, but will also throw bombs that explode, destroying any breakable walls in the blast radius, and and will be able to hear our footsteps around the map. Hangry's AI is slightly retweaked, where he's smartest of all the Joy Joy Gang animatronics but he has poor vision, meaning he will only spot the player if they’re within a short distance away from him. He can sniff the player's position and is attracted to them if they accidentally trigger a trap that spills food or drink or being hit with Penny the Chicken's egg projectiles, alongside with him are two clones. Karen's AI functions similar to Hangry's AI, being capable of destroying walls and doors, but she will also periodically release cow poop onto the floor. The dung is actually just a landmine disguised as a turd, and stepping on them will cause a massive explosion. Using Primal Fear will also blow up these landmines, and the landmines will also blow up automatically after 10 seconds. She also can throw bottles of a non-milk substance to douse the player, temporarily obscuring their view and make Hangry smell the player throughout the maze when soaked. Zone 2 is now 3 times its original size, complete with 3 floors in total, and the warehouse area contains 3 Lifter Leviathans.

Aside from that, some of the red barriers are replaced by the white barriers. These are like speed barriers, but will cast the Hacked status effect onto the player when broken, therefore disabling all powers on the tablet for 15 seconds. Receiving this effect while using powers will cancel it mid-usage. There are also white shards, which does the exactly same thing as the former by inflicting the player with Hacked once collected. Much like in Deadly Decadence, some hallways will have a lever that must be flipped in order to proceed to the next room. It is quite hard to find the switch as the lights in these hallways are dimmed and there is also a gate blocking that door. The switch can appear randomly around the level, sometimes in nooks and crannies, and other times out in the open.

There are posters depicting the mascots from Atrocious Animatronics, such as Salmon the Cat and Owly the Owl, as well as One Night at Flumpty's characters including Flumpty Bumpty and The Redman. On the cafeteria, there's an easter egg involving Birthday Boy Blam from One Night at Flumpty's sitting on a bench, with a worried expression on his face. Comforting him will reveal a dialogue warning the player about a puppeteer and his evil minions, possibly foreshadowing the upcoming Hidden Nightmare for Mascot Mayhem. Since the Hidden Nightmare is unfinished at the moment, interacting with Birthday Boy Blam will only warrant an achievement instead. Additionally, there's also a secret easter egg referencing someone's Dark Deception OC that is primarily encountered in this zone, which is when Elizabeth the Lizard, hidding room, jumpscares the player by dancing to “California Gurls” by Katy Perry alongside the other animatronics.

The player must collect all the soul shards to restore power to the security centre which electrocutes the 5 joy joy gang members and then proceed to Zone 3.

Act 3
Zone 3 is four times its original size, and all 5 animatronics will be in their frenzy mode and be chasing the player. The sickening smell of rust wafts through the entire level and distant sounds of clanging metal and dripping pipes can always be heard in the background.

Alongside this, several traps are now present. Gas leaks will spill and stun the player if the player enters them. Spike traps and laser traps frequently activate, and cameras now return. There are also conveyor belts, which serve as an environmental hazard for the whole factory. These conveyor belts will push the player and everything else including enemies, except for soul shards, in a specific direction. It will always slow the player's movement down significantly in the opposite direction and accelerate the player's speed up if you go with the flow, which would also be an advantage for the Joy Joy Gang members. Most animatronics all have their abilities buffed significantly, making them exponentially stronger and difficult to deal with. For example, Penny acquires a supportive ability by buffing the other animatronics' respective abilities with strength-enhancing eggs when she approaches them, increasing their speed. Additionally, Jocelyn, the artificial intelligence overseeing the factory, who turned out to be an anthropomorphic fox, deploys a single group of Joy Joy Gang clones every 1 minute, therefore increasing their numbers and difficulty of the level.

Additionally, the Stun Orbs and the trap-disabling shards are all completely replaced by the EMP Shard from “Fear Factory”. This shard is basically the Stun Orb and EMP Blast from Wiki Deception 2 combined, stunning all Joy Joy Gang members and can also disable most traps. This is because the animatronics are now completely immune to the player's Primal Fear due to their inherently mechanical nature, rendering it useless if the player doesn't have the respective Heavenly Upgrade unlocked, which enables Primal Fear to stun nearby traps on its surroundings. However, the player can still use the Nullification power to disable the animatronics' abilities for a moment.

There is now an upper and lower floor which can be accessed via ladders (that the animatronics can also use). The upper floor takes the appearance of an abandoned toy store in a derelict state with randomly placed assembly lines stocked with many animatronic parts (heads, limbs etc.), alongside some tight, claustrophobic corridors of massive, out-of-date supercomputers. Faint, childish giggling can be heard accompanied by small, rapid footsteps.

The lower floor is almost completely submerged underwater, said water is cold, murky and as black as night with large quantities of moss and algae floating on the surface of the water and growing from the rusted metal walls and machines that have long ceased to function. Throughout these floors, there's a loading bay full of endoskeletons in their inactive state, and an endless maze of workbenches, performing stages, scattered parts, rubber masks, and half-finished, corpse-like animatronics, which are Joy Joy Gang animatronics that were scrapped during production, consisting of a squirrel, a lynx, a fox, a weasel, a kangaroo, a raccoon, a porcupine, a badger, a skunk, and a moose. According to Bierce, the corridors reeks of the stench of mold and rotten pizza, disjointed music box and electronic music can be heard everywhere you go with no visible source. There's also a withered goose animatronic peeking behind a door, who will frequently stretch his neck to inspect his surroundings, though strangely enough, he's very docile.

Post-Act 3
Collect all the soul shards and Malak will join the animatronics in hunting down the player, to which the player must go back and activate the crusher, destroying the Joy Joy gang. However, Malak will activate salvage mode and causes the construction of Joy Kill, initiating the boss battle. Sid and Karen now also are in the fusion, with their heads on two long metal arms on the machine's back.

Boss Act 1
Joy Kill is now immune to the effects of Primal Fear, and charges up the triple laser beam attack far more quickly. Joy Kill now has additional attacks such as chasing the player using a speed boost, throwing bombs, launching missiles at the player, rapidly firing laser darts, using Primal Fear, lunging forward while punching and laying out landmines. The arena is now twice as large and eight levers will need to be pulled, although the player pulls them more quickly. Activating all the levers will allow the player to use a piston to launch Joy Kill into the lava and ending the boss battle. Unlike before self destruct sequence does not initiate and the player can now go back to the security control room, in which they can access Zone 4, the sister location.

Post-Act 3
Through the door to Zone 4 is an abandoned railway with several roller coaster carts on it. The player must board one and go to the sister location. The silver metallic of Joy Joy security will turn into a neon pink tunnel as the player will come to a stop. They must enter a door leading to a place known as 'Giggle Giggle World'. The player must enter Giggle Giggle World's underground system, which turns out is a party place. Through a window in the door the player is introduced to Calico the Cat and Daniel the Dog. Calico states its been forever since someone went to their theme park, as everyone came to see the Joy Joy gang, and they see that the player is trying to steal the ring piece of the nightmare, to which both taunt the player before the player must begin collecting soul shards. Upon their reawakening, the Giggle Giggle Duo undergoes an anime transformation sequence, where they've been upgraded with new cybernetic enhancements to accelerate their strength, durability, and intelligence.

Act 4
Zone 4 seems to be in mass disrepair, with the neon pink lights flickering and stains seen on the wall. Bierce will often remark how the Giggle Giggle World ironically looks like a furry convention or a strip club due to the atmosphere and the soundtrack, despite seemingly being a part of a children's entertainment industry. There are three floors to Zone 4, each of which is the same size as Zone 1. Calico and Daniel will chase the player. They will periodically malfunction, causing their speed multiplier to randomly change between 0.5x to 2.5x. Their base speed is the same as the normal player, and they are not usually aware of the player's location. Using Primal Fear will cause Calico and Daniel to enter overdrive in which their speed multiplier ramps up to 5x for 5 seconds after which they will enter a cooldown state with a 0.1x speed multiplier for another 5 seconds.

Aside from their ability to randomly malfunction, both animatronics possess their own signature abilities as well:


 * Calico is equipped with a purple lightsaber that he would use to occasionally throw at the player from a long distance before telekinetically recalling the lightsaber towards his location. The player can avoid getting hurt by moving out of the way of Calico's lightsaber. Additionally, Calico can automatically charge his lightsaber battery for a short period of time to perform a 360-degrees spin attack, which will damage anything within his surroundings. It also reflects the player’s Primal Fear blast, which will immediately stun the player upon getting caught within the blast. This ability also has a cooldown of 8 seconds.
 * Daniel’s movement speed is slightly slower than Calico, but to compensate for this disadvantage he possesses the ability to continuously shoot purple laser beam projectiles from his fully-automatic energy rifle every 3 seconds, which can bounce off walls very quickly, and will instantaneously force the player to switch places with Daniel upon getting caught by the laser beam. However, Daniel has to reload his energy rifle after 30 shots by ejecting the magazine of his rifle to change the battery. Sometimes, Daniel will also throw an unconventional gravity grenade that attaches into the player’s body or the surrounding environment, before creating a very powerful gravitational field that pulls the player (and other animatronics) within the field and holds them in mid-air until it dissipates after 3 seconds, making the player easy target for other animatronics or crushing them against a low ceiling. When the player is trapped inside the explosion radius of the grenade, their movement is immobilized and all of their abilities are temporarily disabled. Daniel can also teleport short distances while pursuing the player throughout the level.

Several traps are now present: Laser turrets, cameras, hydraulic presses, spikes, trapdoors and gas leaks. Collecting all shards will give the player access to the power grid, in which they can redirect power to the floor, but a malfunction will also redirect power to the salvage mode, causing Calico and Daniel to vanish.

Mid-Boss Act
The player must board the ride back to Joy Joy land, but the tunnel turns into a trippy illusion of a city as the Gigglenator, a freakish fuse between Calico and Daniel, flies infront of the player. The Gigglenator will get mad at the player due to them wanting to leave their theme park in disrepair and powerless. The player will enter a boss battle against Gigglenator on a group of 20 large roller coaster platforms that the player can teleport on. The player can grab a laser rifle, to which Bierce comments: "Huh, playing a game of laser tag?". Gigglenator will fly between shooting at the player through their arm cannon, firing plasma blasts and laser beams. They will also charge at the player and jump from platform to platform. The player must shoot the Gigglenator's laser receptor with the laser rifle to fight back and use teleportation to avoid attacks. A total of 100 (200 in Infernal Mode, 150 in Hard Mode and 500 in Lunatic Mode) shots must hit Gigglenator in order to beat the boss battle, after which Gigglenator will malfunction and explode. The player must now collect the ring piece, after which self destruct sequence initiates and Joy Kill comes back for his second battle.

Boss Act 2
In Joy Kill's second battle, the player must survive for 4 minutes. Joy Kill will use all previous attacks, but will also destroy the centre platform to create an even ground. Survive for 4 minutes and Bierce opens the door.

Escape Act
The 'escape' sequence is longer, as the player must go through the first two zones all while the screen shows the self-destruct timer and the cutscene at the end involves all 5 members of the Joy Joy gang beating up the player. That being said, everything else remains the same (with the exception of Lucky saying "Yeet the garbage" instead of "Take out the garbage")

Alternative Route
An Alternate Route in Mascot Mayhem exists, but it does not change the ending of the level in any way. To enter this route, the player must find a secret room in Zone 1's maze which contains a long hallway that is lit up by yellow, and a glowing button is on the end of it. If the player presses it a loud horn sound is heard and some distant clattering. Once the button is pressed the player is locked in the alternate route and cannot go the normal route.

Act 2
Instead of going down into the security control and the factory, the player must proceed even deeper into the amusement park. Zone 2 is now the main huge part consisting of several sectors with a certain theme to them.

A good portion of Zone 2 consists of a fairly small road with different stores and parks scattered about and is separated into two floors composed of a variety of different eating establishments, each specializing in a particular area of food or culinary type. All of which share the same 1980s architecture and aesthetics, which seems to be the “core” and spawn location of this particular room as all the other restaurants seem to get their supplies from its storage room. There are many restaurants here, usually being various fast food establishments. These places serve various foodstuffs and various carbonated drinks that are dispensed on vending machines, such as Crap Cola. According to the menu, it has shown that the meat items are made of the tissues of various animals. While the tissues are typically from mammals such as cattle, deer, rabbits, horses and even armadillos, the genetics of the meat can vary wildly, with human meat, tuna cuts, alligator ribs, poultry legs, escargot, cricket burgers and even partygoer flesh being reported, although a lot of posters proclaiming the local food has "100% BEEF!". Notes are spread around talking about an employee's strange work experience at the restaurant.

There are rides, minigames and even stands containing secrets, all of which take the theme of the sector they are in. The sectors include a food court area with several rides in them, multicolored children exploration tunnels, a wild-west inspired section, an adventure inspired section with a roller coaster in it and a sci-fi futurisms inspired place.

In the entrance the player is once again introduced to several new animatronics:


 * Cheeky the Rat: A mischievous but sophisticated Rat animatronic who seems to be the jokester of the Gang. He is relatively the same height as Doug. He resembles a mouse animatronic with a cheese suit, cheese hat and a monocle. Speaking in a British accent he often makes smartass remarks at the expense of others and sees everything else as 'savages' and 'brutes'. He has a phobia of Cats and appears to love Cheddar. He calmly and slowly walks through the Zone, occasionally placing mouse traps for the player, creating yellow barriers to obstruct movement and moving soul shards to different locations. If he spots the player he will begin chasing them, but instead of running he just walks faster.
 * Speedy the Horse: Sporty Horse animatronic with an ego bigger than Lucky's. He is the tallest animatronic and has to crouch down to fit under doors. He also seems to be a Sheriff, sporting a light blue cowboy outfit. He appears to be a quick thinker and even speaks rather fast. For punctuation he produces a distorted Horse neigh mixed with a shrill scream. He will run around the map and onsight he will get on all fours and gallop to the player at high speeds. There is a chance instead however he will pull out his pistol and have an old-fashioned street rodio style showdown. The player MUST hit him with the blow dart or he will shoot them will a bullet.
 * Gary the Goat: A really really REALLY short-tempered Goat animatronic. He wears a black shirt, a red and green checker pattern jacket, a cap, and brown pants. He speaks in a Scottish accent. Unlike other enemies, Gary will often tread along higher grounds the player cannot access such as Balconies, the top of stands and even some of the rides. When he spots the player he will leap and punch the ground, creating a shockwave that stuns before running after the player.
 * Tiny the Beetle: A small ladybug animatronic. She is about 3/4 the size of Agatha. She is the most murderous of the four new animatronics. She will fly around the map with a weapon in her hand, upon spotting the player she will chase them at high speeds and attack them with the weapon. The player must stun her with Primal Fear to which she leaves, the next time she appears she will wield a different weapon. The Weapons she uses are randomised from
 * A greatsword
 * A rocket launcher
 * A mace
 * A battle-axe
 * A spear
 * A hammer
 * A sniper rifle
 * A trident
 * A scythe

The player must gather all the soul shards while 9 Joy Joy gang mascots attack them. After collecting all the shards they must find the exit to which they will be chased by Lucky and his clone army similar to the Post Zone 1 act in the normal route. It plays out similarly with the player entering the Security control center, but the normal Zone 2 is skipped and the player will then access the elevator to Zone 3.

Act 3
Zone 3 is relatively the same apart from the fact Lucky, Hangry, Penny, Sid, Karen, Cheeky, Speedy, Gary and Tiny are all in their frenzy modes and are chasing the player. Zone 3 also has several doors leading to more parts of the factory such as the mining facility where the materials used for animatronic building are gathered, the transportation where resources are transferred through portals to other nightmares and various other things. The most important thing here however is Jocelyn, who now plays a much more active role than before. Jocelyn will rearrange and reposition the hallways constantly, changing the layout of certain portions of the map every minute. Jocelyn will also deploy laser bars to block the player, release sawblade traps and even use flamethrowers. If any of these hit an animatronic, the animatronic will be stunned for 10 seconds.

Boss Act 1
The rest plays out the same, with Joy Kill's boss battle, except Cheeky, Speedy, Gary and Tiny also tag along. After knocking Joy Kill in the molten steel pool, the player must now go to Zone 4.

Act 4
Zone 4 will be completely dark, forcing the player to use a flashlight to move around. In the room behind glass where Calico and Daniel are supposed to be introduced are the two animatronics completely lifeless. None of the traps are active and music does not play, creating an eerie ambiance of echoing sounds. The player must collect all the soul shards in the pitch-black maze while being followed by the Ignored Guards. The Ignored Guard are white androids with a security camera for a head (similar to the Cam. Kil-ler V1 s from Wiki Deception 2), wearing a security guard uniform. They will patrol the sister location, being attracted by any noise the player makes. During a chase, they can outrun Speed Boost, immune to Primal Fear, and can see through your invisiblity. However, teleporting into a spot awkward for them (especially behind them) will confuse them, giving you time to run into a spot where they can't see you so they return to patrol mode. It is also worth knowing that their increased stats only apply when they are obsessed with you. The Ignored Guards are not always aware of the position of the player and will return to their patrolling mode if they lose sight of him.

Once all the soul shards are taken, the player can go to the roller coaster cart and onto the tracks back to the security control centre, however, they are stopped suddenly and Chuckles the Clown teleports infront of the player.

"HAHAHAHAHAHO it seems the mortal has discovered the old amusement park eh? I was called and reminded of that the old playground needed to shut down due to disrepair and faulty animatronics! That place better off being left to be turned into a crazy strip club for some mischief makin' teenagers! And it just so happens I already knew the person who pressed the button was YOU. You were going to come here to collect the remaining shards, but I made preparations to turn Joy into CHAOS, and shut down the park to get you right here! AND NOW BOYS AND GIRLS IS TIME FOR THE LONG AWAITED CONTINUATION OF THE SHOW!"

The tracks will vanish and the player will be grabbed by Chuckles, who will throw them down a neon yellow tunnel until they land on a large circular arena in the middle of a black space. The player oddly survives the fall, to which Chuckles says "What a surprise! You mortals don't usually survive dropping ten kilometers at the speed of sound! If you can endure that then let's see if you can endure my attacks! AND THIS I'M GOING ALL OUT!" Four Zombie Goliath Clowns with glowing yellow makeup and black skin will emerges surrounding the arena and Chuckles will announce "LADIES AND GENTLEMEN LET THE GAMES BEGIN!!!" and a boss battle is initiated.

Boss Act 2 (Fake)
In the boss battle, the four Zombie Goliaths will spit out Clown Gremlins with yellow makeup onto the arena while Chuckles will attack the player with a variety of new attacks. Chuckles can cartwheel at an insane speed and circle the player, gradually getting closer as the attack continues. Chuckles can chase the player in tornado form, in which he will move quickly and must be outran with speed boost. Chuckles can take out his hammer and run towards the player before stopping and slamming the hammer down. Chuckles can also jump up into the air and levitate, creating three cannons above him which rapidly fire projectiles independently timed of each other. Where the projectiles will hit are telegraphed by yellow circles on the ground. This attack will generally aim at the player but the shots always slightly off in the aim, creating a chaotic mess of telegraphs. Chuckles can jump up in the air and dive back down, pushing his body up with his arms and spreading his legs, in which he will spin around before jumping again and landing rightside up. Chuckles can teleport in the centre of the arena and fire a giant death ray from a laser turret, in which he will circle around a full 360 degrees faster than the player's speed boost, forcing the use of teleportation. Chuckles can also use a variant of his rapid cannon fire attack, in which he will instead summon cannons above the player that shoot downwards one by one before disappearing. This attack is easier to dodge than most of his other attacks. Chuckles can rapidly teleport and dash multiple times, his paths are highlighted by yellow.

However, after surviving for only 4 minutes, Stephen R. Hamstrong, a giant animatronic hamster who is the self-proclaimed CEO of Joy Joy Land, shows up out of an elevator and proceeds to tell Chuckles to step aside. He provides a speech about his wish to "reclaim the nightmare territories that Malak lost" due to his battle against Raksasa, and that he’s actually the one responsible for creating both the Jocelyn AI and the Joy Joy Land establishment as a way to find people who he could relate to, that is people who are willing to kill as many people as he can, which is how he created a pretty good friendship with Chuckles the Clown from the circus, viewing him as a business partner, and why he wanted Lucky to train to become his worthy successor. After he's finally done with his speech, Hamstrong proceed to kill all of the Zombie Goliath Clowns before pulling out a remote and with the click of a button, transform the whole amusement park into a massive arena tournament with the usage of robotic arms carrying panels and combining them with other panels to form a ceiling, floor, and walls. He gives the player a katana and the “true” boss battle begins.

Boss Act 2 (True)
Throughout the boss fight, Hamstrong will attack the player by slashing them violently and repeatedly, and flinging 5 to 6 flechettes in a horizontal fan formation towards them. Flechettes that miss the player fall to the ground and stick there for 4 seconds before exploding. The ability has a three-second cooldown and Hamstrong may store up to three charges. When approached, Hamstrong will unleash a medium-sized shockwave blast that pushes the player away. He will also launch a barrage of 6 nano missiles in the direction of the player. which explode on impact. The explosion can deal damage and have ability-nullifying properties on nearby targets. They aren't particularly accurate, but they're fired in quick succession. Sometimes, Hamstrong will extend his right arm and spew out highly-damaging nano grenades in an arc across the screen. These grenades will roll across the floor swiftly and attempt to home on the player's location before exploding on impact. These will not only nullify the the player's abilities for a very short time, but also blur their vision, and can cause concussions. To defeat Hamstrong, the player must slice him apart with their katana to fight back and use a combination of speed boost and teleportation to avoid his attacks. A total of 200 (300 in Infernal Mode, 250 in Hard Mode and 600 in Lunatic Mode) slashes must hit Hamstrong in order to beat the boss battle. Although the player attempted to defeat Hamstrong, he ultimately proved to be too powerful, with Hamstrong revealing his nanomachines to be the cause of his nigh invulnerability. Hamstrong then proceeded to savagely beat the player to a pulp with his enhanced strength, with his blows being powerful enough to heavily damage and even destroy the whole arena. However, Bierce saves the player by sending out a package containing Calico's lightsaber.

The player then went on to engage Hamstrong in a grueling confrontation. During this time, Hamstrong will always teleport between attacks, allowing for a 2 second breathing pause in between. When he reaches low health, he will  accelerate his attack frequency in the last minute and execute his next attack immediately after finishing his previous one. This eventually culminated in Hamstrong slamming the player to the ground hard enough to knock their blade away, before grabbing the player by the neck and lifting them up. The player then broke free via a quick-time event where they must press the spacebar button on their keyboard repeatedly and retrieve the tablet lying on the floor. Hamstrong then attempted to charge the player, only for the player to stun him with Primal Fear. If the player fails to stun Hamstrong during this scene, Hamstrong will regain his energy and resume attacking in his overdrive state, forcing the player to continue attacking him until this sequence shows up. After immobilizing him once, the player must slice his chest and then stab him in the abdomen. The stabbing temporarily deterred him, but Hamstrong then let out a feral roar and grappled with the player. By pressing the spacebar button repeatedly, the player eventually overpowered the grapple and headbutted him in the head, stunning Hamstrong and causing the player to remove the sword from Hamstrong's abdomen, and then proceeded to stab his right eye before impaling his chest with their katana.

Upon being defeated, Hamstrong congratulates the player for being worthy of the "ring piece". As he died, Hamstrong nonetheless accepted his defeat and declared that the player should instead take the ring piece, which returns the player to the end of the railway and back to the security control centre, to which the ring piece can be collected and Joy Kill is fought again.