Melodramatic Museum

Melodramatic Museum is the first of the third chapter's hidden nightmares. It is a museum that is home to Night Gazers, Vampiric Maids and Haunted Paintings, and even more hidden secrets.

Introduction
At the beginning of the level, the player is given a night vision camera, which has a flashbulb attached to it. This item is primarily used to illuminate the player's surroundings and immobilize nearby enemies momentarily by taking a picture of them, allowing the player to quickly walk away. After expending one of the camera flashes, the player enters a relatively short cooldown before being permitted to use the camera. Using the night vision camera for extended periods will substantially drain its battery life, and pulling the camera down will automatically recharge it.

The level starts at the entrance to the museum, glancing at other ways looks fruitless as the entire museum looks to be protected by a giant red forcefield, though broken buildings can be seen beyond the forcefield. Between the player and the entrance are several spinning pillars representing important characters in the Dark Deception universe. The banners hanging from the museum are stylistic drawings of the 3 monsters you will be facing soon. The entrance looks like it was broken in, alongside a torn sign reading that the museum is closed indefinitely due to disastrous complications.

Entering the museum entrance automatically triggers a broken automated intercom. The intercom welcomes the player and recommends which exhibits to visit. Halfway through the introduction, the intercom turns quiet, leaving the player in complete silence. It is stormy outside and mist fills the rooms. Dead paintings, statues, and relics can be found everywhere. There’s also a sculpture of the Marbelous Man from Unchecked Limitations: Apotheosis, displayed on a platform. Bierce comments: "Hands off the display, that is unless the display lays hands on you first, I always enjoyed Museums, I appreciated the beauty of the arts I watched, and as a little girl, I wanted that beauty as well...". Proceeding through several rooms will find the player in a room with a diamond statue. Looking away from it will cause it to disappear, as Bierce says: "Here we go again with this living statue trope. Be wary, however, these ones are worse than those watchers."

Act 1
The player can now enter Zone 1, filled with ancient relics, historical artifacts, statues, and paintings. There's also one section that consists of a children's museum, with wacky architecture (i.e. walls randomly placed around, with holes meant for looking at the other side) and "fake" buildings. These buildings are usually small buildings representing the type of building, (i.e. supermarket) containing the main feature of the building (i.e. aisles and cash register). The floors of the buildings are the same as the rest of the level, with low chances of it being carpeted. Many of these buildings are placed next to each other, giving a feeling that they are meant to resemble a city. The decoration of the buildings seems to try to appeal to kids, with simplified designs sometimes including objects with it, and seemingly "flowing" areas of ceiling extended downwards from it, as well as neon lights in many colorful colors.

Zone 1 is similar in size to Crazy Carnevil's Zone 2. The player will be chased by a variety of enemies. The first and foremost, also the most numerous, are Night Gazers, diamond states in British suits. They behave similarly to the Gold Watchers but are much more aggressive and they can also teleport. They also can perform a ranged stun attack at range with their staffs. They will stand completely still with their staff for a cooldown before they prepare to attack again. As such, the player must use the camera to stun the Night Gazers. 10 of them will spawn.

There are also the Vicious Vultures, grotesque humanoid creatures dressed in tattered, ragged security guard uniforms, and they wear bird-like masks reminiscent of vultures. They come in two different variants (taser and flashlight). The former patrol specific areas of the museum, and can be lured away from their paths using distractions or by making noise. If the player does accidentally makes some noise (for example: use powers, break a board, collecting soul shards, etc.), they will start investigating the source of that noise. When they spot the player, they will charge up their tasers and release a bolt of electricity in the player's direction. This attack can temporarily stun the player, leaving them vulnerable to other enemies. Their taser attack has a cooldown period after each use, so players can time their movements to avoid the attack and strike when they're vulnerable. They start out moving slowly in a chase, but will gradually move faster than the player and if they are near the player or bursting through a door, they fly at high speed at the player, attempting to catch and kill them. They aren't always aware of the player's position and may stop chasing if they can't see them anymore. Meanwhile, the latter use powerful flashlights to search for the player. When they spot the player, they will shine their flashlights on them, blinding the player temporarily and revealing their location to other enemies. Their flashlights have limited battery life. Once their batteries run out, they become vulnerable for a short time, allowing the player to attack or evade them more easily. 6 of them (3 of both variants) will spawn.

Furthermore, one of the new mechanics added to this level is teleporters, which work near-identically to the green portals from Crazy Carnevil but with some differences. Walking on a teleporter sends the player to the one with the matching symbol. If there are more than two teleporters with the same symbol in the same room, the player will teleport to a random one of them. Teleporters can be active (glowing) or inactive (not glowing). If there are two or more teleporters of matching symbols, one of which is active and the other is not, it acts as a one-way teleporter, with the inactive pad(s) serving as the exit point. One of the most dangerous traps in the entire museum is the security checkpoints dotted along the museum's long corridors. These checkpoints are always on and off, as indicated by the red light on the chime and door alarm. Players must strategically time these checkpoints to access them to complete the level. Otherwise, if you time the checkpoint incorrectly, the door will crush you apart, resulting in the death and loss of one of your lives. All rooms and corridors are connected by arched doors, but some rooms contain a series of traps made up of tall spikes. They regularly move forward from the doorway floor, and if they don't look at their feet, they can easily kill an unprepared player. However, to make life easier for the player, there is a slap tone cue that plays a second before the spikes rise.

After collecting 20% of the shards, Haunted Paintings will also begin spawning. These paintings occupy the walls and hide amongst normal paintings. The player can reveal them with Telepathy. If the player gets too close, the paintings will jump from the walls and attempt to grab the player. When this happens, the player must quickly flash them with the camera, this will make them stop before rubbing their eyes, giving the player some time to escape from them. If the player doesn't escape, the paintings will perform a non-lethal jumpscare on him. Looking at the paintings for too long will cause the player to be afflicted with the Feared status effect, where all the paintings begin to move and their eyesight is impaired. With a strong fear, the player's movement speed and reaction will dramatically increase by 40%, but if the paintings continue to scare the player, the player will die of fear. With a strong fear, the player's movement speed and reaction will dramatically increase by 40%, but if the paintings continue to scare the player, the player will die of fear. Aside from that, there are now painting puzzles where the player will have to swap paintings around to match each painting's canvas shape highlighted with a purple border on the walls. Said canvas shapes are horizontally and vertically rectangular, square, and oval. Once all painting canvases are matching, it will unlock the door to the surrounding area. Some of the Haunted Paintings will also be disguised as those paintings.

The artwork of the paintings generally depicts characters and scenes inDark Deception: Unchecked Limitations and different fangames in the Dark Deception Fanon Wiki (together with Dark Deception: Resurrection, the Wiki Deception franchise, Center of Hell's Power, etc). However, the artwork may also include the main characters and scenarios that reference Aaahh!!! Real Monsters, The Ren & Stimpy Show, Courage the Cowardly Dog, Invader Zim, The Grim Adventures of Billy & Mandy, The Marvelous Misadventures of Flapjack, Gravity Falls, Over the Garden Wall, Coraline, ParaNorman, The Nightmare Before Christmas, Happy Tree Friends, Popee the Performer, Gregory's Horror Show, Salad Fingers, and Don't Hug Me I'm Scared. These paintings will cautiously observe the player anywhere they may be going, in addition to now and again laughing creepily or muttering random phrases from the shows they reference, like "What's your favorite idea? Mine is being creative!", "Remember: reality is an illusion, the universe is a hologram, buy gold, BYEEEEEEEE!!!", "They say even the proudest spirit can be broken love", and "Return the slab, or suffer my curse..." There's a 0.05% chance that one of these aforementioned paintings will be replaced by a picture of Peter Griffin from Family Guy. Clicking on this painting will play an AI-generated voiceline where Peter says: "This is even worse than that time when my soul got sucked into a painting!"

After collecting 40% of the shards, several traps will become active. Additional haunted paintings will spawn, some of the sarcophaguses on display can spawn Zunbis, axe traps and spike traps will now activate, some paintings will breathe fire, and some medieval knight armors will periodically stab their sword in front of them. An orchestral song with weird lyrics in an unknown language sung by the haunted pairings will play during this period of time. The Frightened Spirits will also spawn alongside the Zunbis. These ghostly entities appear as translucent, ethereal figures in tattered and old-fashioned clothing. Their faces are contorted in fear, and they emit an eerie, pale blue glow. They move slowly, aimlessly drifting through the level and don't actively chase the player, but can phase through walls and obstacles, making them difficult to escape. Being in close proximity to a Spirit of the Frightened causes the player's vision to distort and darken, making navigation more challenging. This effect intensifies the longer the player remains near them. The Frightened Spirits possess a unique ability that can immobilize players who avert their gaze for an extended period, a subtle effect represented by tendrils of purple creeping into the player's peripheral vision. This temporary paralysis lasts for approximately 2 seconds and can prove lethal if it occurs thrice within a 10-second timeframe. Moreover, they can disrupt specific electrical systems as they pass by (details below).

After collecting 60% of the shards, Vampire Maids will spawn. They can turn into bats and fly around the museum, and upon spotting the player will turn into their humanoid form and chase them. They can also turn themselves into a red mist to sneak up on the player, and they are immune to the effects of Primal Fear. They can also create bony spikes from the ground and can shoot red laser beams from their fingers as a long-range attack. About 3 will spawn. At this point, the orchestral song will be replaced by a slowed and reverb version of Perfect Nothing by GHOST.

After collecting 80% of the shards, Dramatic Actors will spawn. They are a long man in a purple gala suit, who has a pipe, a bowtie instead of a tie, white gloves, pale skin, and a yellowish-orange theatrical mask. He will patrol the area, and every minute he will change his personality:

Collect all the shards and proceed out of Zone 1.
 * Happy: He will walk happily through the area, and when he sees you, he will chase you and he grabs you, instead of killing you, he will hug you, you will have to repeatedly press the F key if you do nothing he will break your spine (you will die).
 * Sad: Go sadly walking around the area, he will completely ignore you. If he sees you, he will only be aggressive if you stun him or make a lot of noise.
 * Angry: he will be the most dangerous personality. He will walk around the area irritated if he sees you, he will run quickly toward you, he will be immune to stun, and will increase his speed every 10 seconds.
 * Scared: It will be the most harmless personality. He will walk scared by the area, when he sees an enemy or when you see you, he will slowly back away from him, when using a power that stuns him, he will run away in terror.

Mid Boss Act
Before the player can access the entrance to Zone 2, they will be forced to fight a vampire maid. This vampire maid seems to go by the name 'Venessa'. Venessa has several attacks, spitting out fireballs from her mouth, transforming into a cloud of red mist to go behind the player, teleporting, lunging at the player, charging at them at high speeds, creating bone spikes, and summoning other vampire maids. To fight back, the player must grab a silver knife on one of the displays and stab her, but she is only vulnerable when using the bone spike attack or charging. She must be stabbed 5 times before the battle ends, which she disperses into a red mist and disappears.

Act 2
Zone 2 is the 'Modern Art Gallery'. None of the enemies from earlier return, except for the Haunted Paintings. Instead, a gang of creatures named 'The Moderns' will hunt the player all while accompanied by their commander, Peter Painterson. Despite their varying appearance, they all function similarly to each other with only a few differences. Peter Painterson can access another dimension by dissipating himself into the haunted paintings. This is primarily used to randomly ambush players while they are collecting soul shards very quickly. He can also create a living imitation of the first five Dark Deception monsters (Murder Monkey, Agatha, Gold Watcher, Dread Ducky, Clown Gremlin) by painting a blank canvas scattered around the environment. These replicas always come back to life instantly, not only imitating the abilities of the monsters they are based on but also relentlessly attacking the player throughout the level unless they pay attention to where their energy source is.

Zone 2 is surreal and the rooms are all white and filled with 'art', being an artistic representation of an unknown museum. Despite this, it is rare to find any artifacts in the museum, and on the rare occasion that you do, they will be shattered beyond recognition. The main point of this location is the fact that it and everything inside of it is made to match the style of the zone itself, that being an unfinished drawing appearing as only sketch lines. There are long hallways of paintings with occasional doorways that lead into rooms with more paintings. These paintings are 3D, meaning if you look at them from a different perspective, it will be like they're actually there. If you touch a painting, you will get teleported inside it. To exit the painting, enter a giant canvas that appeared when you entered the painting, and you will be put back in the museum. The inside of a painting looks just like the painting from inside the museum, but it has been expanded beyond what you could see from inside the museum.

Each painting gets older and scrambled like a crayon, distorting the artwork. In some places, fresh paint is thrown on the floor, slowing down the player. Meanwhile, the traps are not colorless. Two new types of traps have been introduced into the area. The first is the motion sensors, which activate if the player moves within the detection radius of their scanner and can disintegrate their bodies on contact, and the second is guillotine doors which can cut the player off if they move through the trap itself. The Zone is three times larger than Crazy Carnevil's Zone 2.

As of the latest update, two (later four) enemies from Wiki Deception 2's "Bad & Bizonal" level were added to this zone. The following enemies are:


 * Corrupted B.B: Like Agatha, B.B doesn't know the player's location; ironically, his searching speed is faster than his chasing speed. When B.B spots the player, he will begin to chase the player. If the player is far enough, B.B will extend his arms with the sound cue of an accordion. The player will always be grabbed in that situation, in this instance, B.B will retract his arms extremely slowly, possibly due to instinct fear, and hopelessness in the player. To be let loose from B.B, the player must use the camera to stun B.B. Sometimes, B.B will need more than one camera flash to fully stun him, which is why you always need to frequently recharge the camera by pulling it down. If the player is grabbed while the camera is recharging at the moment, they can also mash the space bar button, but that takes more time compared to a camera flash.
 * Corrupted Blopy: Blopy will randomly drop down from the ceiling, but the player can already telegraph when Blopy is right on top of them, thanks to the loud clicking sound Blopy's legs give. The player will need to quickly use their camera to stun Blopy the moment he drops down, failure to do so will result in death. Running away isn't an option, as Blopy's running speed is faster than the player's. Unlike B.B, Blopy only requires one camera flash to fully stun him. Blopy will also frequently generate stationary egg sacks everywhere he goes, which can abruptly burst out when the player approaches from a specific distance (or if they set one off with one of their abilities). These egg sacs may develop on the walls, ceilings, and floors of corridors. It can be startling when such structures materialize or vanish as quickly as it takes the player to enter and exit a room. The player should go through Zone 2 with caution as it contains static-generated egg sacs (or egg sacs that never despawn).
 * Corrupted Miss B: Corrupted Miss B is a nightmarish version of Miss B. Her once-cute appearance is distorted into a grotesque, spider-like form with elongated, segmented limbs ending in sharp, barbed points. Her extendable ankles have transformed into grotesque, sharp appendages, and her once colorful and cute appearance is now dark and menacing. Her eyes glow with an unsettling, malevolent light. She can extend her ankle tendrils to incredible lengths, allowing her to lunge at the player from a distance. Additionally, Corrupted Miss B can transform into various objects and even other characters or enemies within the museum, making her extremely difficult to identify. To counter Corrupted Miss B, players must use their observational skills to spot irregularities in the environment, revealing her true form. Once identified, she becomes vulnerable to attacks from the player's arsenal.
 * Corrupted WW: Corrupted WW is a grotesque version of the once-friendly mad scientist, WW. He is disfigured, with mutated limbs and a mechanical body filled with grotesque, biomechanical enhancements. His once-benevolent smile is now a sinister, toothy grin. Corrupted WW uses his enhanced mechanical limbs to move swiftly and silently. He can create traps and deploy a variety of deadly gadgets, such as electrified floors, proximity mines, and explosive drones to hinder the player's progress. He relentlessly pursues the player, using his genius-level intellect to predict their movements and set traps accordingly. Corrupted WW taunts the player with sinister laughter and taunts, making his presence even more unsettling.

Collect all the shards in Zone 2 to exit and enter a grand hallway with the ring alter. After escaping Zone 2, Peter angrily berates the player for messing with him, and will soon seek revenge for destroying all of his precious masterpieces, only to be crushed by a chandelier. Bierce comments: "Just one more zone to go love and then we will get out of here".

Act 3
Zone 3 is the most chaotic of all the zones, it is the same size as Zone 2 and contains the most amount of enemies. It is the 'Paleoscope', and fossils are found all over the place, such as dinosaurs, Murder Monkeys, Mammoths, Trilobites, Ammonites, and even prehistoric sea-pens. The Night Gazers and Vampire Maids return, with there being 9 Night Gazers, 5 Vampire Maids, and new enemies:


 * Ectoraptors. The Ectoraptors are re-animated velociraptor bones that move at fast speeds. They will always run around and patrol the maze, should the player get in range, they will stop patrolling and chase the player. These Ectoraptors will hunt in groups of 5, similar to the Clown Gremlins, and if one Ectoraptor spots the player, the others in the group will also join in. Unlike the Clown Gremlins, the Ectoraptors are extremely fast, therefore it is required to use a speed boost to outrun them. Instead of just having a stun animation, the Ectoraptors will always break into piles of inactive bones after being temporarily stunned by the player's Primal Fear skill, before being instantly revived by a nearby Protozoan Necrotic. There would be a total of 60 or more Ectoraptors in the zone where the player is, however, only 5 or 10 of them would be active roaming. The rest would appear to be dead and inactive. (Leaning on the wall, lying on the floor, or just frozen while standing with their head down limply.) The Ectoraptors can switch and move to the body of another Ectoraptor instantly, which they do randomly, but not often. The range is also unlimited. Some of the bodies are static and would always be there when the player enters the area. The Ectoraptors will sometimes see through the eyes of one of the inactive bodies, acting as impromptu security cameras. This ability also has a cooldown.
 * Protozoan Necrotics: They appear to be very tall, emaciated-looking skeletons who are surrounded by a glowing rainbow aura. Their faces are completely covered by a dragon's skull with piercing cyan eyes and shown wearing an old-fashioned priest’s uniform consisting of a charcoal-black and purple robe with golden lines filled with numerous runic symbols, and a crimson necklace with an inverted cross. Most of the time, the Protozoan Necrotics always appear to be holding the Necronomicon, an unsettling book of unspeakable horrors made primarily out of leather-like human skin, alongside a wooden scepter. The Protozoan Necrotics are necromancer-type enemies who are tasked with commanding a pack of Ectoraptors (perhaps their undead creations). Initially, they are completely indestructible due to being protected from concrete shards held together by telekinesis, and will continuously summon an attack with explosive projectiles, which look like monsters. sea ​​urchin, against the player. If one or more Ectoraptors shatter into slumbering piles of bone fractures, the Protozoan Necrotics will eventually abandon their behavior of protecting themselves and start resurrecting the destroyed Ectoraptors back to life by repeatedly chanting through the Necronomicon. Additionally, the Protozoan Necrotics will attempt to actively puppeteer one of the Ectoraptors, which is indicated by strings attached to their bodies and glowing purple eyes. These possessed Ectoraptors can throw a burst of multiple bone projectiles to stun the player and can breathe out a dangerous purple flame for about 4 seconds. They are completely invulnerable as long as the other members of the pack are still standing.
 * Omegaraptor: These are a giant Ectoraptor with larger claws and gray feathers on their head and neck, in their Frenzy mode their eyes glow purple and red. This is like the leader of the Ectoraptors, making the latter know your location when he sees you, it is also like an improved version of the Ectoraptors, resisting the primal fear 3 times before being destroyed, its bone will chase you for a few seconds, it will give a lash with his tail that will make you fall to the ground (it will usually do this when accompanied by Ectoraptors) and it will launch a volcanic ball that will cause a big explosion when it hits the ground.
 * Carnosher: These are a skeleton of a Carnotaurus, in its frenzy mode its bones are broken and its eyes glow orange. This will be like a bull, this one when you see you, it will try to ambush you, it will be immune to primal fear when it is ambushing, it will stop charging when it stops seeing you or when it hits a wall (which by the way will be stunned when hitting a wall).
 * Cannibal Pig: The Cannibal Pig is the skeleton of an Entelodon with glowing red eyes and blood spilling from its mouth. He will patrol the paleoscope, he will be completely aggressive with other enemies, attacking them when he sees them. It will be quite fast so you must use a speed boost to run away from him, he will be able to sniff you, which means that the Vanish power will not work on him. Lastly, instead of having a stun animation, he will go into a "raging mode" where he will increase his speed, become louder, and spit out a mass of ground meat that will stun you on contact.
 * Alfrisuchus: The Alfrisuchus is the bluish-green skeleton of a Postosuchus with algae on top. He will patrol through the paleoscope, he has a good auditory sense, making that when collecting soul shards he detects you and goes towards you, he can also immerse himself in ponds that are through the paleoscope that when approaching the pond, the Alfrisuchus will salty from the pond and it will haunt you. Like the fossil enemies (except for the Cannibal Pig) it will be destroyed by using primal fear on it, although, it can get up and start walking on two legs, Being in that state it becomes faster and is immune to stun.

In Lunatic Mode, two new enemies were introduced (both of which were based on Smash Ultra's ideas):


 * Fossil Guardians: This skeleton possesses striking cyan eyes, a helmet resembling an eagle's head, a cape crafted from green feathers, and wields either a spear or a bow along with a wooden shield in the other hand. Adorning both arms are gold bracelets, while a loincloth adorns the waist, and sandals complete the ensemble. They diligently patrol the area, possessing two distinct sets of abilities. One can skillfully shoot arrows from their bow, and these arrows are not only swift but also deadly, capable of striking you even if you're using a speed boost. If you're hit by five arrows, your demise is inevitable. Others opt for a spear as their weapon of choice, which is comparatively less perilous, even if you refrain from divulging information. Similar to the ectoraptors, they can be provoked into self-destruction by instilling primal fear within them.
 * The Shapeless Shifter: This entity assumes three distinctive forms:
 * Monkey Form: In this mode, it transforms into a larger and sturdier Murder Monkey, hunching over, adopting the color palette of its frenzy mode, and displaying tattered clothing. It excretes a black substance from its mouth. During its frenzy mode, its colors shift to red, its eyes become blue, and it loses an eye. In this form, it represents an upgraded version of the Murder Monkey, relentlessly pursuing the player while constantly tracking their location. Upon sighting the player, it doubles its speed and emits deafening screams, drawing the attention of other adversaries. When in close proximity, it bestows a knife that is lethal upon contact.
 * Insect Form: In this mode, it takes on the appearance of a Xutep Grunt with grayish hues, a broken gem on its head, and gray-blue eyes. Thorns protrude from its hands, and its cloak is tattered. During its frenzy mode, it elongates, and its gem reflects a red eye. Its mechanics in this form amalgamate aspects of the four Xutep entities, with subtle variations such as emitting gray flashes instead of yellow when disguised as a soul shard and the capability to project a gray beam from its gem.
 * Duck Form: In this mode, it morphs into a Dread Ducky, with a broken wing, white eyes instead of red, skeletonized legs, and, akin to its monkey form, it oozes black liquid from its mouth. During its frenzy mode, it adopts a green hue, and its eyes take on an orange tint. In this form, its mechanics resemble those of the original Dread Duckies, with certain distinctions. It remains immune to primal fear, boasts extended attack range, and can execute a tackle maneuver capable of causing you to stumble. The entity shifts its form every 30 seconds.

Located in the crevices of the long, narrow corridors of the paleoscope, some bronze statues are apparently trapped that the player must avoid. They rhythmically lower and raise the crossbows they are holding, with a slight pause between each lower and raise, before shooting flaming arrows at the player if they're standing nearby. Another trap in this area is living skeletons that pretend to lie still in a crevice in the wall of some rooms and hallways. When a player passes the skeleton, it gets up and reaches out to grab the player and stuns them for a short time (makes them press a random button on the keyboard). Their attacks can pass silently or dodge using the Teleportation ability. Collecting all the shards will cause Malak to spawn and chase the player.

Boss Act
Upon collecting the ring piece in a large room, Venessa reappears and the following dialogue will happen:

Bierce: "Back so soon? I thought vampires were weak to silver"

Venessa: "Well actually that's just a myth made by mortals to give them confidence"

Bierce: "Well it worked last time"

Venessa: "Sorry to burst your bubble but I actually kinda enjoyed it, hehe"

Bierce, Malak, a Night Gazer and a Haunted Painting: "YOU WHAT?!!?!?!"

Venessa: "Call me a masochist but it feels good being stabbed."

Malak: *sighs* "Just get to the point"

Venessa: "Yes my lord. Mortal, you are not leaving this place without seeing the main attraction!"

* A giant Giganotosaurus skeleton stomps into the scene and roars*

Venessa: "We call her... Nina..."

A boss fight will be initiated against Nina. Nina will always start the battle by charging at the player, and the player must quickly get out of the way. Nina has several attacks, shooting fireballs from her mouth, shooting lasers from her eyes, lunging at the player, running at them, and spinning around her tail. Venessa also joins in, creating bone spikes and teleporting. The player must pick up a bone spike to fight back. The bone spike can be used to hit Venessa, which can delay her attacks, but most importantly can be used as a baseball bat to hit the fireballs Nina shoots. Doing this will damage Nina. Nina must be damaged 9 times, after which she will collapse and fall to the floor.

Venessa: Fine then... in order to serve Lord Malak, it has come to this. I shall do a maid's duty and go on all out, for I must sweep the floor with you.

Escape Act
Venessa will surround herself in a dark mist and transform into a floating Dunkleosteus and screeches. The escape sequence initiates as Venessa chases the player in Dunkleosteus form, moving at the same speed as the player's Lvl 1 speed boost. The player must navigate Zone 2 AND Zone 1, being chased by frenzied Night Gazers, frenzied Moderns, the Vampire Maids, and Peter Painterson, who has an unexplained recovery after getting killed by a falling chandelier. Some vampire maids will also transform, some will turn into snakes, others into wolves, and some even into squids. Several cartoon characters will emerge from the Haunted Paintings, where they start taking on photo-realistic, grotesque appearances similar to that of MeatCanyon and attempt to swarm the player in high numbers. During this state, these characters become aggressive and attempt to swarm the player. When nearby, the player will experience hallucinations of various red text on the screen. The texts that can be seen are "YOU MURDERER"," HOW COULD YOU", "YOU'LL PAY", and "I LIKE CHEESE". The player must exit the portal and escape.

After completing the level, oddly enough in Bierce's Ballroom, Venessa will come out of the portal to The Art of War in her normal form. She will apologize for her previous behavior and explain she doesn't want to kill the player anymore, but at least wants them to help her repair the collapsed nightmares when they have the time. She admits she even likes the player somewhat. She bows and enters her portal to repair the museum.