Crazy Carnevil (Unchecked Limitations)

Crazy Carnevil is the fifth main-story nightmare of Dark Deception: Unchecked Limitations. It is a buffed version of the original Crazy Carnevil from the original Dark Deception.

Introduction
Crazy Carnevil in the overworld is roughly the same but the carnival is decorated with flashy lights.

Act 1
Zone 1 has 3 floors now and each floor is slightly larger. and there are almost five times as many soul shards. There are now four clown cars per floor, each one now will spawn 10 Clown Gremlins at once when it gets close enough to the player. These Clown Gremlins also have a new additional change to their AI: If the player attempts to destroy the Clown Gremlins through either Primal Fear or Pyrokinesis when there are currently only one or three of them left, they'll have a chance to explode into several miniature versions of themselves, mimicking the Clown Patrol ultimate from Monsters & Mortals. They also come in three different sizes: small, medium, and large. A larger one splits into two medium ones, and a medium one splits into 3 smaller ones. It's highly recommended to knock down these smaller Clown Gremlins with the Blow Dart ability from a great distance.

The trap-disabling soul shard and the healing crystal returns from Deadly Decadence. Several new shards are introduced, a green icosahedron shard that immediately gives the player an extra life, a blue cube soul shard that halves the cooldowns of abilities for a minute, and a yellow pyramid soul shard that automatically gives the player 50 shards. In addition to the four Clown Cars, there will be one clown on a motorcycle per floor. They move at roughly the same speed as the carts in Zone 2 and are immune to primal fear. They will always follow a set route that changes from time to time and can be easily dodged by sticking to the sides of the pathways. The swirling entrances with Clown Gremlin-like faces will have guillotine blades installed in the doorway. These guillotines will move back and forth, which will slice the player in half if they touch it.

Upon collecting 25% of all the shards, some of the jack-in-the-box traps will despawn and be replaced by a new enemy known as the Jumping Jacks. They will normally appear as a small, innocuous-looking box and hop toward the player until it's within range to attack. While unwinding, the "Pop Goes the Weasel" tune can be heard, serving as a timer. Upon finishing, the box will quickly release, and a Jumping Jack will lunge out and kill whatever is in front of it. The first attack will have a short delay before launching a mechanical boxing glove in four cardinal directions; while the other attack will have them popping open and swinging back and then forward with a giant mallet all around and above themselves. Their attack radius will be telegraphed by either a red glowing circle or a straight line in front of them. After attacking, the Jumping Jack will immediately return to its box, where the song will play again.

Upon collecting 50% of all the shards, the Hovering Horrors will spawn in the maze. These are large spherical, blue-skinned clown ghosts with huge brains and tentacles protruding from beneath their necks, that float slowly through the air. They have an ice cream cone above their head, and a pair of red eyes over a largemouth covered in blood, which is persistently twisted into an evil grin showing a series of nasty teeth and a red interior. The Hovering Horrors possess the ability to fire a concentrated beam of microwave from a longer distance. The microwave beam it shoots can temporarily impair the eyesight of the player for a brief period of time, allowing it to get close enough to bite the player. Their secondary attack is a tongue snare that can be utilized for ambushing the player from a long range. While fairly slow in the air, the Hovering Horror can 'sprint' towards the player in order to better target them. When close enough, the Hovering Horror will bite the player, dealing incredible damage. Firing at the Hovering Horrors through the Blow Dart ability from a distance is the best way to defeat it while also avoiding its powerful close-range attack. In higher difficulties, the Hovering Horrors will produce a number of glowing clown skulls that act as homing projectiles. The Hovering Horrors can also release several clown skulls at once, launching them at the player while simultaneously serving as a defensive barrier to protect the Hovering Horror itself.

Upon collecting 75% of all the shards, the Clown Cars will start spawning Catastrophic Blitzers. They appear to be Clown Gremlins wearing purple uniforms similar to cheerleaders and marching bands and are equipped with an accordion instrument. They are support-type enemies that are always encountered on all three floors, rallying nearby Clown Gremlins by constantly playing their annoying music and spouting out rhyming cheers. The Catastrophic Blitzers will always keep their distance from the player while providing their comrades with protective shields, making them more aggressive and completely invulnerable against the player’s abilities for a short period of time. Should the player attempt to approach them closely, then the Catastrophic Blitzers will instantaneously pull out a fire extinguisher to push the player away and disable the cooldown of their powers for a few seconds.

Collecting all the soul shards will open up a portal located on the middle floor that leads to the tent, but all Clown Gremlins will disappear and the Clown Spiders will spawn, retaining their AI from Monsters and Mortals.

Post Act 1
The tent sequence is the same, trying to collect the ring piece will yield the message 'not yet', and the player must go to Zone 2 through the roller coaster ride. The ride is changed drastically, as the neon tunnel is a dead end, in which the player will suddenly be dropped down and the ride will accelerate to an insane speed. The patterns and lights now move faster. In the end, they are greeted by the funhouse and can enter it.

Act 2
Zone 2 is the same in size, but there are 10 groups of 10 Clown Gremlins and three floors in total. The outer ring now has three roller coaster carts. The unique soul shards in Zone 1 return. The walls of the mirror maze area are now actual mirrors. Aside from the higher concentration of cannon traps, there are also flamethrower traps, hypnotizing wheels, explosive barrels, and acid pools. The flamethrower traps are found in the hallways throughout the funhouse, and will regularly spray out a stream of confetti and flames in front of the player's path. If the player is sprayed, they are burnt alive. In some rooms, they are trap doors. The hypnotizing wheels will constantly rotate 360 degrees through the walls, which will temporarily impair the player's eyesight and slow down their movement. Most of the multicolored barrels scattered throughout the corridors are now explosive barrels, which will automatically explode when destroyed with the Primal Fear similar to the Trigger Teddies. Their explosions will destroy nearby barrels to cause a massive chain reaction and will also alert nearby Clown Gremlins to the player's location. However, these explosive barrels will also stun Clown Gremlins in close proximity and can be pushed around by the player.

Some of the trapdoors on the ground will open and close on a regular basis, revealing an entrance under which there is a pool of boiling chemicals. When the player gets too close to one of these traps, it will dump them into the acid, burning them alive and causing them to lose one of their remaining lives. The player may, however, avoid these acid pools by teleporting to the edge. The Clown Gremlins can also fall into the acid pool, which instantly kills them, however, they will regenerate somewhere in the funhouse after around 20 seconds. Additionally, there are also fake shards scattered alongside the real ones. These are cardboard cutouts with a soul shard painted on them. It's marked with a purple square on the minimap. It doesn't give anything; all it does is make loud pops during collection. The shard they're looking for is glowing while the fake ones don't glow.

Upon collecting 25% of all the shards, the giant Gold Watcher plushies will despawn and be replaced by actual Gold Watchers. These Gold Watchers are in the Red Coat skin seen in Monsters and Mortals. Their skin will glow a bright yellow in the dark, with the red coat glowing a bright red. The spawning of these Gold Watchers is signaled by the same laugh heard in Deadly Decadence, with Bierce commenting: "Seems like the Clown Gremlins and the Gold Watchers are teaming up for this show". The player's eyesight will gradually grow fuzzy as they stare at these Gold Watchers, making it rather difficult to see where they're going. They will also retain their ability to throw their golden axes from a farther distance from Deadly Decadence.

Upon collecting 50% of all the shards, the giant Dread Ducky plushies will despawn and be replaced by actual Dread Duckies. These Dread Duckies are in the Flamingo skin seen in Monsters and Mortals. Their entire body is coated in pink, which hides the majority of the filth and mud. They likewise have blue bills with a black tip, and their traffic cone headgear is also painted blue and has several pineapples drawn on it. The spawning of these Dread Duckies is signaled by the same quack in Stranger Sewers. The Dread Duckies' mechanical spring attack now spans a greater area, making them more difficult to evade yet slower to launch. If the player gets caught by the Dread Duckies' firing mechanism, it automatically wraps around the player's body and drags them back towards the Dread Duckies, where they begin to bite the player in quick succession.

Upon collecting 75% of all the shards, the Clown Spiders will slowly materialize from the stickers decorating the walls, all while the dark carnival-themed remix of "Eleggtroswing" starts playing in the background. Their AI becomes slightly more complicated than previously before, where they bounce around the funhouse and pounce at the player from a great distance. Clown Spiders will occasionally spew forth destructible Clown Gremlins to increase their numbers and the difficulty of the maze. They can also leave a puddle of a white puddle on the ground, which lingers for a few seconds and can greatly slow the player's movement when stepping through.

Collecting all the soul shards will cause Malak to spawn, but unlike before it will not despawn all other enemies.

Before proceeding into Zone 3, the player must accumulate 3 power shards hidden within the funhouse, which are pyramid-shaped crystals with Malak's face on it. The first shard is hidden inside a small and quite confusing maze on the third floor, where walls are flashing yellow and red sometimes. When the walls are transparent yellow, the player is able to bypass through them, and at some point, in there they snatch that shard. Their next objective is to go all the way back and find the second shard which is inside the rollercoaster section with tons of Fake Shards scattered everywhere. The last shard is hidden inside the secret room with newspaper articles, it's pretty easy to get it.

After finally getting all the 3 power shards, the door to the maze will be opened.

Mid-Boss Act
After exiting Zone 2, the player takes the ring piece, only for it to turn out to be fake, and they must proceed through another portal and enter a strange arena. which introduces Chuckles the Clown, who resembles a yellow version of the Jesters that are seen later in Zone 3.

"Hey boys and girls! It's me, Chuckles the Clown! All the children love Chuckles the Clown! It seems we have a guest, Doug Houser! I have received news of you, comin' in through Lord Malak's little pockets of hell, collectin' the ring pieces holding them together. You're a real troublemaker y'know? You just enter the nightmares and cause the collapse then leave like a child being picked up from School! It's very expensive to repair them so please don't be so inconsiderate, Satan doesn't really like it when mortals are causing trouble to his favorite demons. But I am nothing but a rock slide on the road that is your journey! And so I strike like a hijacked plane onto two unsuspecting towers!" This initiates a boss battle.

Chuckles will teleport to one corner of the arena and spin, creating a tornado that travels to the exact opposite of the arena. Sometimes, in a tornado mode, Chuckles will travel by the adjacent sides to the corner instead. Another variant of this attack is where Chuckles will track the player's position and chase them, forcing the player to use the speed boost in order to outrun him. Chuckles can also teleport in one sport and take out a giant hammer to slam down in front of him. Chuckles can teleport to the front stage in front of the arena and summon Clown Gremlins. The player must dodge these Clown Gremlins. During this sequence, the player can use the cannons located on the two corners opposite the stage and use them to fire on Chuckles, to which will stun him for 1 second before he resumes attacking. Chuckles needs to be hit a total of 4 times before the boss battle ends, in which Chuckles is knocked back by the cannonball and comically is sent through the wall. The hole left reveals an entrance to a portal, which the player can enter.

Act 3
Where they will end up in Zone 3, the graveyard. Zone 3 is three times as large as Zone 2 and is a large graveyard. There are 5 floors in total, the top floor: is the surface, the second floor: is the underground, the third floor: is the caverns, the fourth floor: is the mine, and the fifth floor: is the tomb. There are 5 groups of 20 Clown Gremlins per floor, all of which are in the Spooky Scary Skeleclown skins seen in Monsters and Mortals. These Clown Gremlins prefer lurking in the darkness over coordinating themselves in swarms and will randomly ambush the player as they pass by unsuspectingly. They may also choose to telekinetically hurl objects within the environment in any direction with great force and distance.

While most of the special shards return on this zone, there's also a skull-shaped gray orb that will slow down the movement of all enemies when collected. However, there are also corrupted shards that when collected, will raise the player's shard counter on their tablet by 1 instead of deducting it. These shards are identified by their darker shade.

Half of the top floor is a haunted mansion, and half of the second floor is the basement of the said haunted mansion. This zone also introduces several new enemy types:


 * Zombie Clowns: These are a larger, more decayed version of the Clown Gremlins with green skin and red makeup. They spawn on the surface, the underground, and the tomb. There are 3 groups of 5 in total. Most of the Zombie Clowns are always found sleeping inside their coffins and funeral grave until provoked. If the player passes through their graves, they will immediately wake up from their slumber and start chasing the player down. If the Zombie Clowns get stunned by Primal Fear, they will simply disappear into confetti drops and immediately respawn inside their graves. Additionally, the Zombie Clowns will occasionally throw tomato projectiles toward the player from a longer distance. These tomatoes will temporarily obscure the player's screen in red for about 4 seconds and automatically reveal the player's location to the other enemies. The player's movement speed will also be reduced by half upon getting in contact with the Zombie Clowns' tomatoes. Sometimes, the Zombie Clowns will be carrying their explosive jack-in-the-boxes around the level, which serves as an additional hazard throughout the level. These jack-in-the-boxes will immediately detonate after a certain amount of time, and if the player tries to use the Primal Fear ability, it will instead cause the jack-in-the-boxes to explode automatically. Their explosions will instantaneously kill the player as well as stun nearby enemies within the jack-in-the-box's large blast radius, which should be taken as an advantage for the player while collecting soul shards. That being said, the Zombie Clowns walk slightly slower than the Clown Gremlins, but they also constantly make squeaking noises with their boots while running around, which will attract the attention of nearby enemies within their surroundings.
 * Sadistic Strongmen: These formidable foes are massive, muscular circus performers dressed in tattered, bloodstained costumes. They wear leather belts adorned with spikes and chains, giving them a menacing appearance. The Sadistic Strongmen are incredibly strong and agile, being capable of covering large distances quickly and closing in on the player with frightening speed. Their primary method of attack is swinging their sledgehammers with immense force. A single blow from this weapon can result in instant death or significant damage to the player character. When close to the player, they may attempt to grab and lift the player, holding them aloft before brutally slamming them into the ground or nearby objects. These enemies have a remarkable ability to lift and throw heavy objects in the environment, turning the surroundings into deadly projectiles. They often work in pairs or groups, using teamwork to corner and overwhelm the player, forcing them to think strategically and find ways to evade or defeat them. Occasionally, they engage in taunting behavior, such as flexing their muscles, mocking gestures, or performing menacing poses, adding to the psychological horror of the encounter.
 * Ghost Magicians: Weird humanoids with sharp teeth and top hats. They are colored white and spawn in the Underground and the tomb. A total of 6 will spawn. Their behavior is similar to that of Malak in his phantom form, but upon contact with the player, they will take a magic wand and inflict a randomly selected effect from 5. 1: They stun the player like a dread ducky, 2: They alert every other enemy on the floor to the player's location, 3: They will reduce the player's movement speed by 10%, 4: They will increase the cooldown of abilities by 25% and 5: They will just kill the player. They move as fast as Agatha but are also not usually aware of the player's location until they spot them. While getting caught by their negative status effects, the player must find a nearby healing crystal to cure themselves.
 * Illusion Magicians: Female counterparts of the Ghost Magicians, Illusion Magicians possess the uncanny ability to manipulate perception. They can create vivid and disorienting illusions that distort the environment and deceive the player. These illusions may include phantom platforms, false pathways, and shifting gravity, challenging the player's spatial awareness. With a flick of their hands, Illusion Magicians can summon ghostly creatures or shadowy apparitions to attack the player. These spectral entities move unpredictably, making them difficult to evade. Similar to Agatha, they can teleport instantaneously to different locations within the level, making them elusive adversaries. This teleportation is often accompanied by a burst of smoke or an unsettling flicker of their form.
 * Were-Monkeys: Murder Monkeys with werewolf-like features. Their behavior is similar to normal Murder Monkeys but every minute they transition between a normal phase and a true wolf phase. In the true wolf phase, they move at the same speed as the player and will attempt to cut off the player more often. One will spawn in the surface, and two will spawn in the mines.
 * Jesters: Thin humanoids in harlequin outfits. They wear drama masks and are colored primarily blue and black. Every minute, their AI will switch to a random AI from the original Dark Deception. One will spawn on every floor.

Many new traps are now introduced in this zone. The first traps are the firework launchers, which are found scattered across the rooftops of the haunted mansion attraction, located on the top floor. These traps essentially act similar to the Titan Watchers, as they will constantly launch up to 6 firework rockets simultaneously into the maze. Upon reaching the ground, the firework will create a medium-sized explosion that could kill the player instantly within its splash radius.

The second traps are the swinging chainsaws, which are found in some rooms on the second and third floors of the zone in various formations. These act like a combination of the pendulum traps and the swinging hammers from the first zone, except that it moves significantly faster, making it harder for the player to dodge. The third traps are the giant bowling balls, which are found in corridors of the fourth and fifth floors. These traps, when triggered by a pressure plate across the floor, fall and begin to roll away like boulders. Giant bowling balls will roll across flat surfaces and down slopes but will break and disappear in contact with an obstacle.

The fourth traps are the Prize Grabber machines, which appear to be massive glass orbs (shaped somewhat like a gumball machine) with a Clown Gremlin-like face and store random objects such as a boom-box, a spatula, a soccer ball, a toaster, a hockey stick, and many other items contained inside there. These traps are found commonly throughout each floor and dispense various dangerous items to attack the player, such as mechanical boxing gloves (top floor), explosive chattering teeth (second floor), gumball projectiles (third floor), laughing gas (fourth floor) and sawblades (fifth floor).

The fifth and final traps are the electric fence hallways, which are found exclusively on the mansion's interior of the top floor. If the player approaches the Tesla coil within a detectable boundary of the electric fence (usually about a quarter way through the room), it will automatically trigger and proceed to enter an active state, as indicated by a quiet electric hum and a small red light located under the metallic overpass on the top of the gate, which will blink at a regulated interval. If the player gets close enough a sensor will trigger (indicated by a charging-up sound), causing the red light to flash at an increasing pace before a deadly field of electricity is fired from the coil, which can kill the player on contact. After firing the coil takes approximately half a second to cool down before being ready to fire again.

Upon collecting all soul shards (which may take almost an entire hour), the player will be chased by Malak back to the portal and to the tent, where the real ring piece can be collected.

Boss Act
Everything else remains the same until the Goliath Clown boss fights, which have been buffed. It takes 3 hits to take out each one instead, there is less time between the indicators and their punches, and several new attacks are introduced. The Goliath Clowns may take out a cannon and hold it like a pistol, and they will shoot it at the player. The Goliath Clowns can also extend their necks like the jack-in-boxes from Zone 1 to snatch up the player from anywhere in the arena. The indicator for this attack is red instead of blue. The Goliath Clowns can throw roller coaster carts at the player which can stun them, similar to how Doom Ducky throws empty Dread Ducky bodies. Upon the defeat of one clown, the cages containing Murder Monkeys will be opened and the player will be forced to avoid them. Upon the defeat of a second clown, the Dread Ducky cages will be opened. Upon the defeat of the third clown, a Jester will spawn. Once the final clown is defeated, every enemy will vanish and Malak will appear.

Escape Act
The escape sequence has been buffed, as two additional Goliath Clowns will appear behind the portal which will throw roller coaster carts and extend their necks, and the player must avoid Clown Gremlins blocking the way while Malak chases the player. Chuckles the Clown reappears in front of the portal and charges at the player while in the tornado spin, the player must quickly move out of the way and use Primal Fear to take care of the other Clown Gremlins.

Alternative Route
There’s an alternative route that the player may take. To do this, the player should skip the green portal leading to the normal Zone 2 (The Funhouse), which will immediately spin towards the left afterward and a few other empty dead-ends before opening up the next portal. Proceed through the third one, which is another green portal leading to the second zone, and access the alternate version of Crazy Carnevil Zone 2, which is the fairgrounds.

Alternate Act 2
The Fairgrounds is quite similar to the one seen in the introduction. It is twice the size of the original Crazy Carnevil Zone 2. There are many twisting roads that may lead one to the various attractions the festival has. The Fairgrounds is divided into four different sub-zones, which mostly consist of chunks of hangouts or trading posts: Traps from earlier locations, such as cannons, flamethrowers, and firework launchers, are also returning in the fairgrounds, including other contraptions such as boxing gloves and mechanical chattering teeth bombs. The main objective of this zone is for the player to go up to the fairground games and collect some soul shards. There’s a large number of minigames the player can get on or play. These are: There will also be a carousel, a Ferris wheel, and some flying chairs but those are just minor extra games. If the player discovers a cage containing a sleeping Fallen Gladiator, then the Gory Greece level will automatically be unlocked. In this zone, there will always be 5 groups of Clown Gremlins and 2 Jesters. Unlike in Zone 4, the Jesters no longer replicate other enemies' abilities and will float over the carnival in quest of the player. When they spot the player, they will launch a homing, indestructible smoke projectile and follow it around for a limited period of time. After 10 seconds, these missiles transform into destructible crystal balls that may be smashed into bits by utilizing the Marksmanship ability against them. They won't create another projectile if the one they originally produced is still alive.
 * The Sanctuary is located in the fairgrounds' east region. The Sanctuary is a suburb consisting of fully equipped log cabins that are continually expanding. This is also where the majority of the nighttime fireworks displays take place. A few rivers wind their way through the refuge. Near the streets, a few broken-down washing machines may be spotted. There are a few shops in the town center.
 * The Concessions Stands are a collection of traveling merchant stalls located in the festival's northern section. Characters from other Dark Deception Fanon Wiki fangames, which include those originating from the Wiki Deception franchise and Dark Deception: Resurrection, have set up kiosks here to sell various merchandise. Tickets, which may be earned by winning games from the Arcade Lounge, are used to purchase these items.
 * The Arcade Lounge is a large building set up on the south side of the fairgrounds. The interior of the building looks like a stereotypical arcade from the 90s, with a bunch of games to play. There is a pool on top of the building and a group of 5 gaming setups. There are a few sports courts and a locker room at the back of the arcade.
 * The Carnival is the west side of the fairgrounds. This is where the majority of the main attractions of the fairgrounds are. There are also food stands set up near most attractions.
 * The Roller Coaster: In this roller coaster it will not only be to enjoy the show, here the player will have to shoot the enemies that frequently appear throughout this ride with a water gun before they hurt the player or leave. The enemies that appear are the Clown Gremlins, Were-Monkeys, Zombie Clowns, Ghost Magicians and in the end, the player must face the cardboard cutout of Chuckles the Clown. There's also an achievement that can be unlocked here.
 * Shooting Gallery: There will be several balloons depending on the color of the balloon. The game ends when the player successfully pops all the balloons by throwing the 10 darts that the player is given upon starting the game. Each of the balloons does something different:
 * Red Balloon: Will either completely relapse or lower the cooldown time of the player's powers.
 * Yellow Balloon: Will stun and reveal all enemies within the player's surroundings.
 * Green Balloon: Will grant the player an extra life and heal their max health.
 * Blue Balloon: Will temporarily disable all traps.
 * Purple Balloon: Will give the player 10 soul shards.
 * Roulette Wheel: This game is pure luck, a Clown Gremlin will spin a roulette wheel and they can several things that are: Obtaining all soul shards, recover all of the player's remaining lives, snatching all the soul shards that the player collected from the fairgrounds, stunning all the enemies for one minute and acquire the ring piece (fake).
 * Bumper Cars: Here, the player should knock away all the Clown Gremlins that are riding the bumper cars into the pitfall where they will immediately fall into the void, but that will not be easy since they can also push the player away, forcing them to start the game again from the beginning.
 * Fishing: Here, the player should collect all the live Dread Duckies with the fishing hook. To understand which one is real, the player must pay attention by hearing a squawk when touching the duck with the hook. However, when the player fishes a lifeless Dread Ducky the player will have to restart the game.

The Fairgrounds also introduces a number of new enemies as well: Upon collecting all the soul shards from the fair, everything will go its normal course. A single Clown Gremlin carrying the key to the labyrinth will spawn and the player has to locate and steal his key. Afterward, the player will reach the alternative third zone, which is a Backrooms-style labyrinth located in the northeast corner of the Fairgrounds, made up of various types of interior playgrounds conjoined into one giant megastructure. Upon entering the labyrinth, Bierce will remark: "Don't you think this is starting to get a little bit strange, love? Everything is now an illusion, created by the Jester himself."
 * Limiting Mimes: They are short, anthropomorphic green penguins with somewhat bony wings and legs, complete with a white face with black cheeks, and possessing Pac-Man-style pupils. They wear long black and white jackets, classic gloves in their flippers and have a black beret on their head. The Limiting Mimes will patrol the fairground to constantly search for the player; they can invoke invisible barriers to block nearby corridors for a short period of time. The only way to evade those barriers is by using the Teleportation ability or stunning the mime with Blow Dart, as they're non-confrontational compared to other enemies within this zone. They could also use an invisible rope to strangle the player and drag them towards the Limiting Mime and can throw an invisible bomb from a long distance that will be the same as the bombs that Lucky the Rabbit throws.
 * Bloated Pranksters: They appear to be morbidly obese, eight-foot-tall Clown Gremlins wielding a pair of bloodied cleavers. Because of their long-range projectile strikes, the Bloated Pranksters serve as a distraction in the presence of other adversaries. They'll normally stand back and toss many water balloons toward the player in rapid succession, spontaneously dealing a moderate amount of damage. The Bloated Pranksters would also have an area-denial support ability in which they would occasionally place jack-in-the-boxes that would automatically detonate into a thick cloud of laughing gas anytime the player got too close. The laughing gas will briefly interfere with the player's tablet screen, causing uncontrollable laughter until it wears off, allowing the Bloated Pranksters to hunt for their location more efficiently.
 * Mr. Stabby: These sinister circus performers wear tuxedos adorned with crimson bowties and top hats. Their cold, calculating eyes give them an unsettling aura. Mr. Stabbies are masters of precision and speed when it comes to throwing knives. They can launch a barrage of sharp blades at the player with pinpoint accuracy, making it a challenging task to evade their attacks. These enemies are surprisingly agile. When the player retaliates or tries to close in, Knife Throwers can execute nimble acrobatic dodges, evading incoming attacks with graceful flips and spins.
 * Trapeze Twins: These eerie enemies are identical twins with porcelain doll-like faces, wild, tangled hair and unsettling, unblinking eyes. They wear sequined leotards and perform acrobatic moves with disturbing fluidity. The The Trapeze Twins are often encountered in areas with high ceilings or open spaces, where they can showcase their aerial abilities. They work together with uncanny coordination, swinging back and forth on their trapeze ropes in perfect harmony.  When the player comes within their range, they descend swiftly, gliding gracefully through the air with their knives in hand. They coordinate their attacks with precision, often trying to flank the player or create a pincer attack by striking from opposite directions. Their movements are synchronized, adding to the eerie and unsettling atmosphere. The Twins communicate only through eerie, synchronized laughter that echoes through the level, adding to the sense of dread and unease. They are relentless pursuers, often retreating back to their trapeze ropes to regroup and plan their next attack.

Alternate Act 3
The Labyrinth is full of bright, psychedelic imagery, and is primarily known for its distinguished nature and non-Euclidean architecture that bend the laws of physics, as most of the wandering souls who visit this level say that they had never seen something like that. It is divided into layers, with each layer varying in properties, difficulties, inhabitants, and looks. The environment of this building can either be a labyrinth of claustrophobically small winding tubes and rubber-padded chain-link halls, giant castle structures that stretch towards the height of 50 feet tall, or seemingly endless ball pits with an unknown limit to their depths. There are multiple tubes within the labyrinth, and their entrances are usually round circular entrances that the player can crawl through. The windows within these tubes are completely whited out and glowing, providing natural light within the Labyrinth.

It has a total of 8 floors available not counting the entrance, where they all have the same dirty, shabby and messy appearance as the reception but some have something different: There will be 4 groups of 5 Clown Gremlins patrolling each of the 8 floors. These Clown Gremlins are in the McGremlin skin seen in Monsters and Mortals, where their appearances have an identical look to the fast food mascot, Ronald McDonald (except the logo for the fast food chain which is replaced with a "G" instead of an "M", likely for "Gremlin"). Their behavior is upgraded with two additional abilities for this location. Their first new skill is that when the player gets too close, they will start leaping across large distances extremely rapidly to attack the player, making them significantly more unpredictable and difficult to avoid. Their second new ability is that they could launch projectiles consisting of whipped cream pies that temporarily obstruct the player's vision from a limited distance. They're also accompanied by the Ghost Magicians and the Were-Monkeys, who make their appearance here. There will be three Ghost Magicians on all floors, whereas there will be one Were-Monkey on the first floor and two Were-Monkeys on the second floor. The Labyrinth also introduces three different types of enemies, which weren't encountered in the normal Crazy Carnevil route: The player should avoid the mechanical chattering teeth, which are one of the newest traps introduced primarily in this alternate zone. These mechanical chattering teeth will create a comical honking noise upon approaching the player, which will alert all enemies towards the player’s location and can detonate themselves when touched or destroyed, stunning the player temporarily. There are also giant candy machines that constantly launch jawbreakers or candy canes toward the player, which are found just about everywhere in the Labyrinth. After collecting all of the soul shards, the player must return to the portal where they come through. However, upon escaping the Labyrinth, the player is suddenly teleported into a giant roller coaster attraction, floating in the middle of nowhere. This area is largely unknown due to its extremely large size, and its lack of any important detail. The walls appear to show a "park" with two trees, and a cartoonish figure in the middle. This area has seating around, which is abnormally comfortable. Chuckles will immediately shows up, accompanied by two Psychotic Strangers, and initiate a cutscene:
 * The first floor appears to be an interconnected network of massive circus tents (there are 16 in total) separated by corridors of oversized Clown Gremlin faces, which can only be described as a mess. It is unknown what this floor is supposed to be, with it having a red-yellow circus-style carpet with patterns of clowns and blue stars. The rooms that encompass this floor are filled with a messy heap of cotton candy, expired medicines, and posters of former circus performers that are capable of moving their eyes. Distorted circus music has been heard through the walls, but it can't be determined what is playing. The walls are painted sporadically with some an ugly blue & green color coated in blood, others more yellow-brownish. The messy walls are covered with boarded-up triangle-shaped windows that appear to have been placed haphazardly with no design sense.
 * The second floor is an infinite array of modular indoor playground cubes decorated with posters showcasing the circus performances, squelching green chemicals oozing out of the ground, seizure-inducing strobe lights of various colors, and glowing neon blacklight. There are numerous staircases and doors across the ceilings, concrete walls adorned with a plethora of Salvador Dali paintings, checkerboard floors almost completely covered in confetti, dozens of city skyscrapers made of cardboard boxes stacked together, rooms full of lifeless mannequins dressed up as clowns, and hallways stretching for miles on the floor.
 * The third floor is vast seemingly endless ball pits that go on seemingly infinitely, with countless speakers, rainbow-colored furniture, and alcoholic drinks scattered everywhere. Inside this section of the labyrinth, a fog is present that limits the visibility of the player when entering, and can be seen off into the distance approximately 50 feet away. The balls act like quicksand, the more you move around the more you sink into the pit. Once the player reaches a certain point, the weight of the balls on top of them becomes too great, and the weight crushes them underneath. Outside of the ball pits, the hallways are very plain, with an autumn-themed carpet with a dark blue and indigo background in all of it, the yellow wallpaper, similar to the one found on Level 0, modern wall lights, and a beige ceiling. The main hallway and the smaller ones are like this.
 * The fourth floor is a never-ending circus with huts up to 6 meters high and carnival music playing in the background. By following the route where the player relocates, cyan-green lights illuminate the level. The floor is structured like a maze, with dead ends as you round a corner. (about 45% of the time) The huts can be anything from run-down to well-kept; the more damaged the huts are, the more you will be from the center, which is where you want to be. The better the huts are kept, the closer you will be to the center, where you will be able to exit. It is also chock-full of dangerous traps, and other hazards.
 * The fifth floor is rubber-coated, chain-link fence mazes with edges padded in colorful foam. Within these labyrinths, the player can find multiple types of children's playground assets, such as teeter-totters, swings, merry-go-rounds, hopscotch boards, small slides, monkey bars, and swing sets. Some of the walls of the labyrinths are constructed of solid plastic and are ornamented with bizarre architecture. The doors and windows on the solid plastic walls are hilariously sized. Within the labyrinth, sightings of purple fizzy liquid being spilled out of a porcelain clown's mouth have been reported. The liquid smells and looks like grape soda poured into a multi-colored plastic container. This purple bubbly liquid has been documented to be very acidic.
 * The sixth floor appears to be a vast complex with varying rooms, filled with bouncy mazes of indeterminate size. Many rooms seem to be denoted by different color combinations. The level has a constant supply of cold air, but it is unknown how this is achieved, as no vents, openings, or windows are visible. The walls are mainly either white, a dark pastel color, or a very bright color, usually yellow or blue. The floors can range from arcade-like carpets to solid blue marble floors, or even grey cube carpet patterns. The ceilings are low, with bounce houses usually touching the roof. The main property of this level is the abundance of bounce houses, which are connected together by tubes that are completely able to be roamed through to another bounce house. The colors of the bounce houses are bright colors, such as green or yellow. The interiors of these bounce houses seem to expand beyond the exterior appearance, and some even extend to other rooms. Many bounce houses seem to be based on many themes, most of which are foreshadowing the later levels.
 * The seventh floor are giant constructs that reach a maximum recorded height of fifty feet tall. Multiple rooms are housed in these hilariously designed multi-colored multi-story stacked structures, which are lit by odd multi-colored light bulbs. These fortresses' entrances and exits are enormous, functioning high gates that can be raised or lowered by pressing a circular plastic red button on the inside of the stronghold. Some fortress gates are impenetrable because they are locked from the inside.
 * The eighth floor consists of a big outdoor maze. The floor is made out of concrete, covered by leaves from somewhere, and the walls are blue, with a poorly made linear pattern. There is no ceiling present, and the natural lighting present from the "Sun" will help you move through the labyrinth. The architecture of the maze is very different from regular ones, as the rooms are circular and intersected with each other, creating some rooms that are very narrow and other main ones that are very big, with little to no obstructions.
 * Psychotic Strangers: The Psychotic Strangers appear to be humanoid clown-like monsters with puffy red hair and green eyes, who are significantly taller and slimmer than the other enemies since they possess a towering height of over 10 feet tall. They generally wear colorful outfits consisting of a yellow and magenta baggy striped suit, complete with green pom poms and a white ruffled collar with red stripes, a dark blue, seemingly-glittery leather vest, a white party hat covered in confetti, and black leather boots. The Psychotic Strangers are a group of formidable enemies with a multitude of dangerous attacks, essentially making them the primary minibosses of this stage. For example, attempting to approach one of the Psychotic Strangers will cause them to extend their extremely long, noodle-like arms to reach the player from a great distance. This attack also has a short cooldown afterward and will immediately put the Psychotic Strangers into a stationary state briefly, therefore allowing the player to escape from them more quickly. If a Psychotic Stranger slaps a wall, it will immediately start gushing out a stream of short-ranged damaging blood from its arms. The Psychotic Strangers can also screech to intimidate, which is their psychic attack that will temporarily disorient the player's vision for a moderate period of time by causing the screen to start wobbling rapidly, as well as conjuring a number of transparent illusions of themselves to distract the player. They are indistinguishable from normal enemies and will fade away on contact. Approaching these illusions will reveal the player's location to the surrounding enemies inside the Labyrinth. There is a high-pitched audio cue before the psychic attack actually happens and avoiding visual contact with the Psychotic Strangers can prevent that from happening. The Psychotic Strangers may occasionally throw bright, glowing spiked bombs that adhere to almost any surface but bounce off the player, enemies, and certain map entities such as soul shards and traps. Sticky bombs won't explode on contact, but instead can be detonated manually with their telepathic ability approximately 0.7 seconds after being deployed. The bombs will not only create a thick mist on detonation that will fog up the player's eyesight for a short while but also knock them backward, leaving them open to attacks from other monsters. The player should use the Shockwave ability to make these bombs disappear immediately. Finally, the Psychotic Strangers can set up highly-damaging traps via the balloons they hold by tying them into strange and unexpected places, and set them to detonate into several flechette darts automatically if the player happens to cross paths against them. They also possess greater eyesight than other enemies, making it harder for the player to hide from them. There's always a single Psychotic Stranger wandering each of the Labyrinth's floors.
 * Bowlerheads: The Bowlerheads are a species of muscular, medium-sized clowns wearing dark blue festive clothing with orange, pink, cyan, or red polka dots, and white cartoon gloves. Their heads are actually giant bowling balls with clown makeup painted on them, which resembles the Clown Gremlins but with glowing cyan eyes. Upon seeing the player, the Bowlerheads will decapitate themselves and start rolling their heads toward the player. This allows them to use their disembodied heads as a projectile to chase the player for a little bit of time, and also makes them completely invulnerable to stuns like Primal Fear or Cryokinesis. Despite the Bowlerheads' slow movement speed, their bowling ball heads can also accelerate their speed in a straight line but will be crashing down immediately upon contact with either a wall or nearby enemies within their surroundings. Afterward, a new bowling ball will grow out of the Bowlerheads' headless torso.
 * Telekinetic Poppers: Telekinetic Poppers are ghostly apparitions of deformed Clown Gremlins that are levitating mid-air, sporting larger heads covered in thick veins, depressed-looking faces with glowing lime green eyes and mouths, and are surrounded by an aura of yellowish-green electricity. Initially, they are completely invincible and fly in one place at all times, requiring the player to strategize further and locate their source in order to defeat them. Using abilities such as Primal Fear, Marksmanship, Cryokinesis, or Thunderclap against a Telekinetic Popper will always be absorbed by their defensive barrier. Green exclamation marks follow the player and bounce off the ground as they assault. If the player approaches too near, they will instead shoot a hazardous substance that temporarily incapacitates them. Eventually, the Telekinetic Popper will begin channeling an area-of-effect attack that, if the player is presently standing in the zone when it activates, summons a thunderstorm that momentarily blinds the player by enclosing their vision with a shadowy border. After the blinding attack, Telekinetic Popper is accessible to the player's Telepathy ability for 20 seconds. In their debilitated state, the player can use Telepathy to find and disclose the Telekinetic Popper's source. By destroying the source, the heart within will be freed and reunited with the Telekinetic Popper, permanently neutralizing it.

"HAHAHAHAHAHAHAHAHAHAHAHAHA, HELLO AGAIN,MY FEAR !!! Do you remember who I am? It's me, Chuckles the Clown! The world's funniest prankster and children all around the world love me! You know, it's been a very long time since you started collecting all of the soul shards throughout this coulrophobia-inducing nightmare and escaping from my traps several times! For the last time, I gasped when I finally realized that you'd just discovered an alternate route outside of the carnival, leading to the Labyrinth which is where you successfully avoided my confrontation and explored that place without my consent! Anyways, we've finally convinced our grand prizefighter with an invitation for the party, who are genetically engineered using the Riddle of Heaven's magic and bred for the ultimate tournament of destiny. These are... the BEAST JOKESTERS! This is not just an annoying prank bro! YOU SHOULD ENJOY THE GREATEST SHOW UNEARTHED, RIGHT NOW WITH THE TICKET!!!"

Afterward, Chuckles will disappear and the boss battle against a duo of Beast Jokesters, who are the commanding officers of the Clown Gremlin army, begins on the roller coaster tracks. Both of the Beast Jokesters, Rufus, and Brutus, possess their own distinctive appearance and abilities: To defeat Beast Jokesters, the player must search and activate the roller coaster carts rigged with dynamites found throughout the tracks, simply to run them over. Each of the Beast Jokester can only be defeated three times (six times in Infernal Mode) before exploding into confetti. When one of the Beast Jokesters gets destroyed by these roller coasters, another will immediately become "Enraged", making them even more aggressive and faster than before. During the second phase, the player must lure the Enraged Beast Jokester to one of the surrounding electric fences, where they will take significant damage from electrocution. The player must repeat this process 3 times until they get defeated permanently.
 * Rufus is a giant anthropomorphic clown demon with glowing blue skin suited in a magenta straitjacket with restraining belts, dark red sneakers, fingerless gloves, a carnival-themed powered armor with a spiked electronic collar around his neck, and the phrase "MORTAL EXTERMINATION UNIT XIII" written on the torso, multiple barbed wires wrapped around his extremely long arms, and a dual-filter gas mask with clown makeup, a pair of goat-like horns, and turquoise eyepieces stylized like shutter shades. Rufus's fighting style focuses on long-distance combat with firearms, which is demonstrated by the fact that his weapons consist of a paintball sniper rifle outfitted with a laser attachment and highly explosive rounds, a shoulder-mounted flamethrower cannon, a riot shield with a Clown Gremlin face painted on it, and even a leaf blower that sprays out a noxious sludge-like substance.
 * Brutus is a giant anthropomorphic jester demon who has dark-green skin and crimson hair styled into a Mohawk, sporting an orange prisoner jumpsuit with a purple armband (which has a black insignia modeled after Malak) under a SWAT bulletproof vest with a yellow crossing sign wrapped in yellow and black duct tapes, black boots, red rubber gloves, a power generator strapped on his back to power all of his equipment, and a single filter gas mask with yellow eyes and a clown makeup painted on the face attached to his face through a series of 4 belts. The lenses look like angrily glaring eyes. Rufus's fighting style focuses on close-quarters combat, which is demonstrated by the fact that his weapons consist of electrified brass knuckles (which can shoot lightning blasts), shoulder-mounted saw blades, and a giant electrified harpoon launcher.

Trivia

 * The Zombie Clowns in Crazy Carnevil are a reference to Tricky the Clown from the Madness Combat series. Tricky himself was originally going to appear as a boss, but was cut as the creator did not see how Doug Houser would be able to defeat Tricky without giving him ridiculous plot armour, so the idea was changed to the Zombie Clowns which have similar colours to Tricky.
 * Chuckles the Clown and the Jesters are heavily inspired by Fizzarolli from Hazbin Hotel/Helluva Boss.
 * Chuckles' last name is Norris, which is a play on the name 'Chuck Norris' with the term 'Chuckles'.
 * Chuckles' theme song is literally just a remix of 'The World Revolving' from Deltarune
 * Being near the Gold Watchers in the Funhouse will play a Crazy Carnevil-styled remix of 'Mind Your Manors'