They proceed, and the dungeon is, indeed: a pain. It's organised in a very simple basic pattern lots of new dungeons tend to follow before they grow and specialise and get smarter, of a number of different "rooms" connected by short hallways. Some rooms look like the should've been visible through the fog from other rooms, but of course they weren't because that's not how any of this works. Some of the hallways are hidden by fog, like Chris feared. Chris, Elisabel, and Tom are not aquatic reptiles or amphibians, which means that the terrain is working in favour of their enemy.
Their enemy uses this fact to its advantage.
They're attacked by frogs and alligators and snakes, harrassed by giant fireflies and mosquitoes, and this is even one of the dungeons that has the occasional group of hostile fairies (although those are more annoying and inconvenient with small irritating spells than properly dangerous on their own). As Chris predicted, they don't get a lot of time to collect monster parts from any specific wave of monsters. The dungeon seems to favour crowd control strategies, trying to either split the three of them up or conversely box them in and pin them down.
The loot compensates for it a little bit. Tom finds some enchanted cartridges in one of the loot chests that don't fit his current pistols but he has a bunch at home, and this isn't one of the dungeons that's gotten the Good News Of Fiat Currency yet so they find a few golden coins of the peculiar currency new dungeons occasionally reward people with.
(Why do dungeons reward people with loot chests at the same time as they relentlessly try to kill them? Add it to the pile of mysteries.)