Stranger Sewers (Unchecked Limitations)

Stranger Sewers is the fourth main-story nightmare of Dark Deception: Unchecked Limitations. It is a buffed version of the original Stranger Sewers from the original Dark Deception.

Introduction
Stranger Sewers starts off exactly the same, but in Doom Ducky's introduction, Doom Ducky will attempt to grab the player again 3 seconds after they open the door, and they must move backward to dodge, as this grab is an instant kill.

Zone 1
Zone 1's difficulty remains mostly the same, except there are more elevators, and some of them lead to a lower floor. Like Deadly Decadence, the tablet will only display the current floor the player is on. Due to this, the amount of soul shards in Zone 1 is almost doubled. 12 hostile Dread Duckies will be among the non-aggressive Dread Duckies, 6 on each floor. Along with this, there are 3 additional Dread Duckies that are immediately active, 1 on the first floor and 2 on the second floor. It is advised to use telepathy to keep track of these active Dread Duckies along with the disguised ones. Apart from this, the player may also notice a black Ducky with glowing white eyes and an anglerfish lure on its head peeking around the corner, but it does not make any important appearances until later on in the level. It is named 'Destruction Ducky', and if the player approaches it while it is peeking it will disappear behind the corner without a trace.

Since the sewer water will greatly hinder the player's movement speed for some time, allowing most enemies to catch up with them in a chase, the player may counter this effect by collecting a speed shard. It appears to be a pair of red sneakers that will grant the player a temporary speed boost for 12 seconds. Some soul shards will be clumped together into one and upon picked up, every collected soul shards sill worth double, therefore increasing the amount of bonus shards collected throughout the nightmare.

Some corridors and rooms throughout the sewers may have sewer grates on the walls, expelling a strong water flow. These water flows serve as the most common environmental hazard within the whole level, as it generally pushes the player, enemies, and everything else, except for soul shards, in one specific direction, usually towards the wall opposing the grates. The river will hamper your movement if you try to push against the current, and accelerate your speed if you go with the flow. There are also septic pipes protruding across the walls, which periodically cough out either a burst of radioactive liquid that will melt the player when stepped through, wood planks and scrap metal, or a slippery puddle of tar.

On higher difficulties, some of the red barriers will randomly be replaced by their more dangerous counterparts, which are the stun barriers. These are like speed barriers, but will also stun the player when broken, leaving them vulnerable to enemy attacks. They are yellow in color.

Post-Act 1
The room with the Ring Piece is changed drastically, it is many times bigger, with an additional valve in front of each tunnel and the middle of the arena is a giant pool of sewer water, with a non-water cross through it that the middle valve is located on. Just like before, Doom Ducky roars and causes some rumbling behind the giant gate, which Bierce dismisses immediately.

Act 2
Zone 2 also has a 2nd floor that can be accessed through additional elevators, which are filled with a green, slimy, and silky substance. The walls are made out of bricks.

There are 22 hostile Dread Duckies and an additional 4 Dread Duckies wandering around instead of camouflaging like the rest. Doom Ducky and Destruction Ducky will both spy on the player. There are numerous other traps such as glass shards, creaking floorboards, and shotgun-rigged tripwires. There's also Voltage Jason himself, who happens to be a bald, green-skinned, zombie-like humanoid with hollow eye sockets, who only wears ripped dark blue jeans. He possesses a broken electricity pole that is impaled through his chest and a red electric power box protruding from his body, decorated with a warning sign and a lightning symbol, both of which seem to presumably enable Jason to control electricity. He also has a lead pipe stuck on his right arm and a conductor coil pole that makes up his left leg. Voltage Jason will shamble around the underground sewer system while constantly convulsing and emitting arcs of electricity. He is essentially a walking trap as he can conduct sources of electricity when in contact with the sewer water, enabling him to generate a powerful electrostatic field that would stun and electrocute anything within his radius, as well as disabling the player's available abilities and tablet screen for a few seconds. Voltage Jason can also summon and electrically charge nearby Dread Duckies for around eight seconds, allowing them to disable electricity such as the player's tablet and ceiling lights for the duration of their charge.

Voltage Jason is quite slow at sprinting because his left leg is a conductor coil pole, so he must transport himself to keep up with the player by jumping towards one of the nearby electrical power cords that are scattered everywhere on the sewers, latching onto it and draining its power, causing the room to dim. Then, he will quickly transfer himself somewhere to the nearest electrical pole or conductor where the player is, thus allowing for a quick method of transportation. Additionally, he also can send down a bolt of lightning through the floor from a distance, electrocuting the player if they got caught within its radius, rendering them helpless swiftly and effectively. This attack is telegraphed when Voltage Jason lifts his hands and strikes the ground as the electricity charges, alongside the thin blue line in the floor which indicates the projectile's trajectory.

Along with this, a subspecies of Dread Ducky named Despair Duckies will hang on the ceilings and walls. They resemble green Dread Duckies but instead of legs they have intestine-like tentacles hooking them toward the walls and ceiling. Should the player get too close they will shoot an intestine-like grappling hook at the player and grab them, the player must spam F in order to free themselves. It is possible to trick them into grabbing the normal Dread Duckies, which will free itself after 3 seconds.

Post-Act 2
When all the soul shards in Zone 2 are collected, the sewer doors leading to the exit are blocked, and a new sewer door will open on the other side of the map, revealing the entrance to a new area, Zone 3.

Act 3
In Zone 3 the player exits the sewers and finds themselves in a broken, flooded city that is roughly twice as large as both Zone 1 and Zone 2, which is composed basically of the elements that are abandoned or decaying in real life. Everything is being destroyed or is already destroyed, and the major danger of this level is the buildings and not the enemies. The sidewalks, back alleys, and the interior of some of the buildings are not flooded, but water fills all the roads. Bierce comments: "It seems these duckies have managed to extend their territory outside the sewers and into the cities, at this point I'm just impressed at what they've done with the place, looks just as filthy and disgusting as their home sewers. Tread carefully love. While they may be hiding from you, you can use the back alleys and buildings to hide from them". The flooded roads, just like in the sewers, have Dread Duckies floating on them, of which 30 are hostile and 3 aren't camouflaging. If the player is spotted by these Dread Duckies they must retreat and hide in a Back alley or building until they are no longer seen. There's also a secret room in the Ruined City of Stranger Sewers, where there's a non-aggressive Haunted Painting that emits an aura of darkness and feminine whispering. Interacting with the painting will unlock the Melodramatic Museum level.

The newest type of enemies that are introduced and encountered primarily in this zone is the Alarm Duckies. These Alarm Duckies generally resemble the original Dread Duckies, but it has several noticeable differences. For example, they possess an emergency siren installed on their heads instead of the typical traffic cones and wear dark-blue police uniforms with an orange reflective vest and a backpack containing various radio equipment. These Alarm Duckies will actively patrol throughout the flooded city, deploying red scanners coming out of their mouths. If these scanners detect the player’s presence, then the Alarm Duckies will quickly trigger an alarm from their emergency sirens, causing a loud blaring noise that alerts the other enemies to the player’s highlighted location. They would also use their radio equipment to communicate with the other Dread Duckies to the player's location during a chase, effectively coordinating their attacks to flank and/or ambush the player whenever possible. The player must constantly hide in a back alley or building to avoid getting spotted by the Alarm Duckies.

There's also the Decimation Ducky, a Plesiosaur-like creature inhabiting what looks to be a large, cracked Dread Ducky shell, with a small tail, two long pectoral fins, and a long neck. Throughout the level, the Decimation Ducky acts more like an environmental hazard rather than an enemy, as it's perpetually suspended in the air above the flooded city and due to its extremely tall size, the Decimation Ducky can cover up a large space of the map. The Decimation Ducky will be searching the player through the red spotlight from its eyes, and will initially be unaware of their whereabouts. If the player accidentally gets caught by the Decimation Ducky's line of sight, then its spotlight will turn red and the cyborg duck will start firing explosive lasers toward the target. When the player gets close enough to the Decimation Ducky, it will spit forth a blazing fire in front of itself, delivering constant damage to everything that comes into touch with it. Thanks to its long neck, Decimation Ducky will sometimes lunge its head forwards and chomp at the nearest target, swallowing them alive. It can do this in a 360-degree range. The attack is telegraphed by it holding its head back before lunging, giving a brief window of opportunity to quickly move out of the way.

Several traps such as ducky turrets, wire nets, and landmines will be found throughout certain areas of the city. Ducky turrets will activate when near the player and will periodically fire cannonballs at the player at long intervals. Wire nets will slow the player when they go through them, but can be broken using speed boost. Landmines will randomly spawn and explode after one second if the player touches them, if the player survives the explosion an alarm blares, and any active Dread Ducky will immediately be notified of the player's location. The player can disarm these landmines by clicking on them before they explode. Destruction Ducky will appear as a boss once the player gathers 10% of all the shards.

Mid-Boss Act
Destruction Ducky walks on four spider-like legs and has an anglerfish lure. Its AI is much more advanced than a regular Dread Ducky. It will spawn somewhere on the map. If the player does not activate it and goes too far away, Destruction Ducky will respawn in a much closer location until it is activated. Destruction Ducky will chase after the player at a slightly quicker speed than the other Dread Duckies, but will also stop to pull off several attacks. In its first attack, it can open its mouth to reveal a cannon that shoots a cannonball. This will immediately kill the player and the projectile itself travels very fast but is relatively easy to dodge. Its second one is similar to the mouth contraption of the other Dread Duckies, but instead of a small duck, it's a boxing glove. It also stuns the player. The third one is a grenade launcher, it will shoot out five grenades one at a time, turning towards the player each time it fires. One of the grenades will not explode immediately upon contact with the player or the walls and can be picked up by the player. The player can use this to throw the grenade back at the Destruction Ducky, which stuns it for a bit before it resumes attacking. If hit 5 times with these grenades, Destruction Ducky will release a smoke bomb from its underside and vanish along with the other four duckies. Destruction Ducky will respawn once the player collects 90% of all the shards, which will be accompanied by four Dread Duckies. Activating one of the 5 will immediately awaken the rest. Destruction Ducky's grenades can also be used to stun the Dread Duckies to reduce the pressure during the boss battle.

Post-Act 3
After collecting all the shards, Malak will chase the player back into the sewers where the player must find their way back to the ring piece. Upon collecting it, the cutscene is initiated as Doom Ducky is introduced. The arena is bigger to make up for Doom Ducky's harder boss battle.

Boss Act
Doom Ducky retains all their previous attacks, but will also be able to use new ones. Doom Ducky can open its mouth to reveal a cannon, in which it will fire 10 cannon balls consecutively from one side or the other. The player can use the pillars to take cover. Doom Ducky can also fire a net at the player that immobilizes them, requiring the use of a speed boost to break the net, which looks similar to the red barriers. The middle valve has to be turned four times, twice for each valve, and doing so will initiate phase 2. In phase two, all the Dread Duckies in the arena will activate and dance, getting too close to them will have them use their stun attacks. Doom Ducky will get up from its spot and reveal two long reptilian legs. It will stand in the middle of the arena and use all previous attacks. The player must turn the four valves on the outer parts of the arena to complete the boss battle. Getting too close to Doom Ducky will cause it to stomp on the player or eat them. Completing the boss battle will cause the lights to go off and come back on as the alarms blare, with the Duckies nowhere to be seen.

Escape Act
The escape sequence is heavily changed, the doors are closed in a different order, forcing the player to have to navigate Zone 1 in a zig-zag pattern as Doom Ducky gives chase. Additional Dread Duckies will spawn on the escape route, forcing the player to move around them. Doom Ducky will also fire a glove from its mouth to grab the player in a similar fashion to how it did at the start of the level. It will not move when doing this, but the player must escape the grab due to the other Dread Duckies. Some of the doors will also have Despair Duckies on them, which will force the player to move away from them. There is only one door that can be opened at the end, so during the entire chase the player must keep as much distance from Doom Ducky as possible to get enough time to open it. The door will slam on Doom Ducky as the player makes their way to the starting area. Destruction Ducky will shoot a landmine through the hole at the beginning, the player must wait for it to explode before proceeding. All three Dread Duckies behind the bars will block the way out, the player must move around them and dodge Doom Ducky who bursts from the wall.

Alternative Route
There’s an alternative route that the player may take. To do this, the player should open the hidden entrance right near the ring altar inside the central chamber. Doing so will immediately reveal a boarded long corridor leading to a secret interrogation room, which has a sewer grate above the ground. Enter the sewer grate to access the alternate version of Stranger Sewers Zone 2, which is an abandoned subway system.

Act 2
The Subway is extremely large and three times significantly bigger than the original Zone 2. It is in a complete state of disrepair, where it was almost flooded with dirty water overflowing from the underground sewer system and is crowded with heavily damaged subway trains scattered throughout the maintenance tunnels. These subway trains are not flooded but contain a rather high number of soul shards that the player should collect while attempting to progress through the Stranger Sewers level. There are numerous flashing lights throughout the ceilings, as well as several television sets with screens full of static, and other discarded objects such as clothes and briefcases are scattered around the metro station, while the damaged concrete walls may randomly have graffiti or metallic pipes pumping brown sewage onto the floor. Despite no light source is visible, the player will be provided with a dim light that follows them wherever they go and allows them to see the many pictures sprayed on the walls of this maintenance tunnel. The entire subway reeks of dried blood, as it is littered on the walls, floor, and ceiling, and is incorporated in much of the graffitis. Through the level, you may hear vicious roars, groans, and other sounds of being in pain.

The majority of the flooded maintenance tunnels, just like in the sewers, have Dread Duckies floating on them, of which 12 are hostile and 3 aren't camouflaging. In the alternative route, the Alarm Duckies will make their appearance much earlier than Zone 3, where they will be patrolling the Subway and searching for the player, while the Despair Duckies return here as secondary enemies. The newest type of enemies are: The Subway is also split into two different separate floors, in which the player can access each floor through the (somehow) working escalators or staircases. Many new traps are introduced in this alternate zone: After collecting all of the soul shards in the Subway, the player must progress into the next zone of the alternate route by entering one of the working trains somewhere around the maintenance tunnels, which transports them into the alternate third zone of Stranger Sewers, which appears to be an overgrown, toxic underground swamp filled with trees located inside a tremendously large, cave-like fortress inhabited by countless Dread Duckies and sewer alligators. When the player enters the underground swamp, Bierce will remark: “An underground swamp inside a giant cave, pretty interesting stuff. Could there be an ogre somewhere around here, since I think I’ve just felt the overwhelming stench of onions inside this swamp, or a family of homicidal rednecks and their army of mold creatures?”
 * Bone Duckies: They resemble a larger version of the Dread Duckies, except that their traffic cone is now a single black hue and they are completely white with three black lines across their torso as if they were ribcages. They are will spawn somewhere on the map in their camouflaged forms. When the Bone Duckies are triggered, they will follow after the player at a little slower pace than the other Dread Duckies, but they will also pause to perform three different attacks. Their first attack is a harpoon launcher that has a long windup before shooting and will immediately kill the player. The player must hide behind walls and other objects to avoid this projectile, which travels at a great velocity and is rather accurate, yet remarkably simple to dodge. Their second attack is a fully automated flechette cannon that is capable of targeting the player from extreme ranges and can deal extensive damage in a short period of time. From medium to close distances, they may also use their grenade launchers, firing bouncing orbs of energy that explode after a brief time.
 * Decay Duckies: They are bizarre creatures appearing to be a hybrid of an axolotl, a duck, and a spider, inhabiting inside of the lifeless Dread Duckies. If the player touches one of the lifeless Dread Duckies that they hide inside or provokes them by making a loud noise within their surroundings, the Decay Duckies will immediately burst out of the Dread Duckies’ head and start crawling toward the player. The Decay Duckies attack the player by spitting out a ball of an acidic projectile which, upon hitting the ground, spreads out into a large pool. The player standing within the pool of acid will have their speed reduced and will die if they stay in it for over 5 seconds.
 * Ravenous Rats: They are giant irradiated rats mutated after eating radioactive waste disposal bags, that possess purplish-blue skin, reddish-orange eyes, and technology patterns throughout their bodies, sharp red teeth, and red crystals sticking out of its back. It also has a green liquid dripping from their mouths, which are filled with crooked yellow teeth, ribcages protruding from their backs, and three claws on each foot. The Ravenous Rats attack the player by spitting out incendiary light bulbs from their mouths from a longer distance, which will immediately explode upon hitting the surface and create a flame particle on impact for 3 seconds. After spitting out more than 12 light bulbs, the Ravenous Rats can go into "Enraged State" where they will be surrounded by a glowing crimson aura, allowing them to either charge at the player or whip the player at close range with their tail if in proximity, causing them to slip to the ground. They can potentially change trajectory very rapidly to ambush the player. Additionally, some of the incendiary light bulbs will have a chance to not be incandescent, meaning the player can pick it up and throw it toward the other enemies to stun them temporarily.
 * Egg Sacks: These are pustule-like growths that appear throughout the maintenance tunnels and the empty cars. Although harmless in and of themselves, they have a chance to "trigger" when the player comes near them, causing them to burst out a highly-corrosive web that will immobilize the player momentarily and will immediately kill them if they don't mash the "F" keyboard button to get it off. The web will also leave a status effect that will make the player's screen blurry and slow them down temporarily. Curiously, this means that they are only dangerous from afar, but are effectively inert if the player manages to get close to them without them triggering.
 * Falling Debris/Pipes: These will randomly fall across the ceilings to crush anything within their path, which is telegraphed by a flickering red circle on the ground. The player can avoid getting crushed by standing inside the interiors of empty subway cars.
 * Guillotine Doors: These would be a special type of metallic door that periodically closes on and off, indicated by a beeping noise and the red light from the doors' alarm. The player must strategically time these doors correctly in order to access these doors to progress through the level, otherwise, failure in timing these doors in the wrong order will cause these doors to crush the player to death, losing one of their lives.

Act 3
The whole underground swamp is connected by multiple wooden bridges and walkways. It is a relatively open environment, contrasting the maze-like structure of the previous zones, and prominently features a number of tombstones, where hazardous substances and chemicals continually leaked from the decomposing corpses buried beneath the tombstone, as well as toxic waste containers and a mountainous crapload of other abandoned belongings, such as children's toys piled up together, dumped into the pool from the surface above. There are also rotting corpses of dead construction workers and carcasses scattered around this location, with mushrooms growing out of their bloated remains. The majority of the underground swamp was also wrapped in a thick fog, which serves as an environmental hazard that severely limits the player’s field of distance. The Blighters, a strange lantern plant-like species possessing Dread Duckies’ hollow skulls that are surrounded by green fireflies, grow in abundance here inside the many cave systems, where they act as natural light sources illuminating the majority of the swamp. Somewhere in the middle of the underground swamp is an abandoned wooden shack built around a gigantic tree.

While the Decay Duckies and the Dread Duckies have returning appearances in the underground swamp, this alternate zone also introduces a number of new enemy encounters (and a mid-boss that serves as a replacement for the Destruction Ducky): To defeat the Juggernaut Ducky, the player must try to attract it to the fishing net traps strewn across the subterranean swamp. When the Juggernaut Ducky is immobilized by these fishing nets, the player should go for the kill and incinerate the Juggernaut Ducky alive with their custom-made flamethrower, which can only be acquired at the warehouse's workbench. This technique should be repeated five times until the Juggernaut Ducky is vanquished totally.
 * Anarchic Alligators: These are mutated, oversized reptile-like creatures flushed down into the sewer, according to the urban legends, of course. They possess a bloated stomach, yellow eyes, and dark green scales with bony spikes protruding from their backs, camouflaging in dried leaves and moss. Anarchic Alligators are masters of ambushing their unsuspecting prey by lurking underneath the radioactive pools of the underground swamp, preparing to strike. They attack the player by slowly backing-off, off before lunging towards the player very quickly with their gaping maw to crunch them alive. The player can identify their locations by carefully looking at the bubbles coming from the radioactive pool or by using the Telepathy power to detect them. Getting dragged by the Anarchic Alligators into the pool will immediately force the player to mash the “F” keyboard button multiple times to escape and knock the Anarchic Alligator away from them temporarily. They also can unleash one of their several tongues to latch onto the player and drown them In the water.
 * Mushroom Men: The Mushroom Men are a race of short, anthropomorphic bipedal creatures (who look like the Impostors/Crewmates from Among Us) with dark purple skin made out of mycelium, hippopotamus-like stumps, Villager-like nose, a large cyclopic eye with glowing cyan pupils, and a thing on the back of what appears to be mushroom spores inside. Sometimes they can spawn with one or two mushrooms with glowing blue caps on them. Mushroom Men all possess the ability to disperse a short-ranged powder of mushroom spores from their bodies that pushes back the player if they approach them as well as nearby enemies and soul shards within their surroundings. Enemies that pass through these mushroom spores will have their movement speed greatly increased for a brief period of time. If the player gets accidentally exposed to the negative status effects of the mushroom spores, then they will immediately start hallucinating fake Mushroom Men and Dread Duckies and everything they see starts to become monochromatic. These spores are also highly flammable and therefore will automatically explode if caught within the blast radius of the Juggernaut Ducky's organic bombs. Additionally, they have a support role by shooting a beam of laser from their eyes that will constantly accelerate the growth of nearby fungal growths spreading throughout the underground swamp to deploy more Mushroom Men, therefore strengthening their numbers and the difficulty of the level, as well as creating explosive mushroom traps to stun the player. Thankfully, the Mushroom Men's numbers will always reset to default normally every time the player respawns.
 * Stinger Toads: These appear to be a species of giant, mutated amphibians with glowing orange fungus and veins all around their bluish-green bodies. The Stinger Toads are generally neutral and weren't aggressive against the player unless approaching them closely or provoking them by collecting a number of soul shards in front of them. Thankfully, their eyesight is quite poor, meaning it would take somewhat longer for the Stinger Toad to detect the player's presence. Their form of locomotion is by jumping from great heights, which they could rely on to traverse across the underground swamp very quickly and to randomly ambush the unsuspecting player by surprise. Stinger Toads’ favorite prey are the mosquitoes that are found throughout the swamp, which they will shoot their tongue out at extremely fast speeds to catch. Afterward, the Stinger Toads will begin chomping on the mosquito before spitting it back as a rapid fireball projectile, which will instantaneously kill the player upon immediate contact and has a ¼ chance to spontaneously explode upon hitting a wall or other obstructions, therefore detonating nearby flammable substances released by the Juggernaut Ducky or the Mushroom Men. Sometimes, the Stinger Toads will attempt to slap the player from a long distance with their tongue, stunning the player temporarily. Their long-range tongue attack also covers more distance and is significantly harder to dodge compared to the Dread Duckies.
 * Juggernaut Ducky: Juggernaut Ducky is a gigantic, malformed brute that was conditioned as the fierce “warrior” caste of the Dread Duckies’ hive mind and the alternative mid-boss for the route, serving as the replacement for the Destruction Ducky. It is almost entirely encased in an armored, spiked exoskeleton made from decomposing human flesh and has a pair of muscular arms that rely on locomotion in a gorilla-like fashion. Above its torso, there's a lifeless Dread Ducky sitting atop of the Juggernaut Ducky, and it possesses a set of razor-sharp teeth resembling that of a shark. It also doesn’t have eyes or other facial features whatsoever. Juggernaut Ducky will patrol throughout the level and possesses a multitude of various abilities during their boss battle. For example, the Juggernaut Ducky will attempt to charge and pummel the player with its large, muscular arms and hardened foreheads, all while releasing a volatile cloud of explosive gas surrounding itself. Following that, the Juggernaut Ducky will unleash a long-range attack by launching explosive organic bombs that will automatically ignite any gas clouds they come into contact with, resulting in a catastrophic chain of explosions. It's also impervious to these kinds of explosions. The Juggernaut Ducky may periodically summon Dread Duckies to attack the player, and this assault can be repeated numerous times with a maximum of four Dread Duckies alive at any given moment.

While trying to collect the last remaining soul shards, the player should also avoid approaching the electric wires, as these will momentarily turn on and off through some parts of the underground swamp. These electrical wires will shock the radioactive water and kill the player if they're standing in them, forcing the player to jump onto land portions such as floating cars or the ground regions. There are stationary plant-like creatures that grow wherever all through the underground bog and are concealed under the brambles. Moving toward them will make them rise up out of the shrubs and swallow the player quickly by delivering three long plant-like appendages from its base. While they come up short on vision, they likewise can identify whatever has moved inside their area. From a far distance, they additionally can spit a distorted chunk of their own tissue into the water that releases a toxic gas in the air that serves as a trap. Aside from that, there are also other traps and hazards such as thorny vines (which sometimes block doorways, therefore forcing the player to burn them down by using nearby torches), swinging logs, falling trees, and contaminated rivers full of garbage.

In Lunatic Mode, both Juggernaut Ducky and Destruction Ducky will attack the player at the same time.

Trivia

 * Destruction Ducky was also going to use a machine gun during development, but this was cut to prevent Destruction Ducky from overshadowing Doom Ducky too much.
 * Destruction Ducky also was going to be able to talk, but this was cut
 * Doom Ducky in this version is revealed to have legs like its Dread kin, and is the first boss in the expansion to get a Phase 2.
 * The flooded city in Zone 3 was originally going to have a second floor which was made up of bridges on the upstairs of the city, this was cut due to extending the level far longer than its welcome.
 * Destruction Ducky's theme is the only song in the expansion to be dubstep. It contains Doom Ducky's leitmotif as well.
 * Doom Ducky's theme from Monsters and Mortals: 'Doom and Despair', is reused in the escape sequence of Stranger Sewers.