Dark Deception Wiki
Stay Dry. Sewer water slows everything.

– Inscription on the wall in Stranger Sewers

Environmental Hazards are an environmental feature in Dark Deception, serving as obstacles that won't kill Doug like most of the traps (except some hazards that can kill you), but will hinder Doug throughout the game's nightmares.

Boards[]

Hotel Boards

Boards are the first environmental hazards introduced in game. They appear in "Monkey Business", "Stranger Sewers", "Mascot Mayhem" and "Bearly Buried". They are scattered throughout the room with the ring altar, near the secret room at the west of the ring altar in the hotel, inside the first secret room in the sewer, beside the castle entrance in the theme park, blocking an upstairs room in the cabin, and near the ring altar intersection in the cave.

Boards can be broken by Doug and all the enemies.

Doors[]

School Doors[]

School Doors

School Doors appear in "Elementary Evil". They are prevalent in both zone 1 and zone 2 of the school.

Whenever Doug opens a door, Agatha will head straight to the door's location. These doors are interactable, hence it can be useful as a way to block off Agatha's pursuit for a little bit. However, Agatha is able to teleport through the doors, so it's recommended to just keep moving and only do this as a last resort. Unlike the doors and gates from "Deadly Decadence", they don't pose any threat nor act as a gameplay mechanism during the shard collecting.

Sewer Doors[]

Sewer Doors

Sewer Doors appear in "Stranger Sewers" and are scattered throughout the maze of the Sewer. Unlike Deadly Decadence and Crazy Carnevil, the sewer map doesn't offer a lot of traps other than the Short Spikes. Therefore this map offers more environmental hazards, sewer doors being one of them.

Unlike many of the other doors, sewer doors are only interactable once and are not able to be shut back down. These doors pose as obstacles because of the long duration upon opening one door, so this may lead to Dread Duckies (or Doom Ducky) having chances to kill Doug. However, once the door is opened, it will stay open even if Doug loses one life (except in the Doom Ducky Chase because the doors shut themselves down).

Hospital doors[]

Hospital Doors appear in "Torment Therapy".

Single doors[]

Locked

Locked

Unlocked

Unlocked

The Single Doors are only used in the introduction of Torment Therapy. There is a light above the door that shows if the door is unlocked or locked. Some require the F button to be mashed to exit.

Double doors[]

DoubleDoorsHospital

The Double Doors appear in Torment Therapy. They can be used to detect the Reaper Nurses since they open them when near. Unlike "Elementary Evil", these doors don't need to be interacted with to open, simpily going near them will open them, although they will still alert the Reaper Nurses to your location if you do. They only appear in Zone 1.

Office doors[]

Office Doors

The second zone of "Mascot Mayhem" has doors. All members of the Joy Joy Gang will open these doors while active. However, Hangry will break down any doors in his path if he spots Doug, and broken doors will only respawn after Doug dies.

Sewer water[]

Doomduckychase

Found only in "Stranger Sewers", Sewer Water acts as an environmental hazard all throughout the sewer waterways. If Doug either slows down or stops entirely in it, the water will hinder his speed for some time, allowing enemies to catch up with him. This likely forces Doug to keep moving to avoid losing momentum.

Speed Boost may not be useful to counter sewer water, but Teleportation can be used mostly to deal with the sewer water slowing down Doug's running speed.

Shortcut fake walls[]

Hidden pathway behind the walls

Hidden pathway behind the walls

Found only in Zone 2 and Zone 3 of "Mascot Mayhem". Hangry is slow, hence he need to rely on shortcuts to pursuit you. There are multiple walls that he could break through and it reveals a secret pathway that connect to various space in zone 2 and zone 3. Neither Doug or Lucky can access these areas unless Hangry breaks into it.

Molten steel[]

Molten Metal

Molten Steel is an environmental hazard found only in Zone 3 of "Mascot Mayhem". Doug can fall in to it and die due to carelessness or getting push of by traps such as conveyor clamps and piston.

Pool of waste[]

This hazard is found only in Zone 2 and Mama Bear's Boss Fight of "Bearly Buried". It will kill Doug if he accidentally falls into the pool. Mama Bear also has the ability to mutate herself by going into the waste pools, as seen during her boss fights.

Cliffs and Hole[]

Cliffs of Zone 3

Cliffs of Zone 3

Found only in Zone 3 of "Bearly Buried" are numerous holes in the ground and cliffs on the side of paths. Doug can either fall through these openings or hang off of them, forcing him to be mindful of where to go constantly.

Trivia[]

  • Currently, "Mascot Mayhem" has the most environmental hazards in the level so far.
  • In "Stranger Sewers", opening all sewer doors will unlock the Open Door Policy achievement.
  • The doors in "Stranger Sewers" resemble heavy Bulkhead Doors, which can be used for security, found on ships for watertight purposes etc, thus the reason they open/close so slow.


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Characters
Main Characters
Doug HouserBierceMalak
Enemies
MalakMurder MonkeysAgathaGold WatchersDread DuckiesClown GremlinsReaper Nurses
Lucky the RabbitHangry the PigPenny the ChickenJocelynTrigger TeddiesMama Bear
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