================================================================================ |--------------Hydrophobia Prophecy Full Walkthrough/FAQ 1.0-------------------| |* Intro-----------------------------------------------------------------[WT01]| |* What is Hydrophobia Prophecy?-----------------------------------------[WIHP]| |* Controls (PC)---------------------------------------------------------[WT03]| |* Swimming Controls-----------------------------------------------------[WTCT]| |* Mavi------------------------------------------------------------------[WT04]| |* Hacking---------------------------------------------------------------[WT08]| |* Enemies---------------------------------------------------------------[WT05]| |* Environmental Hazards-------------------------------------------------[WT06]| |* Character Profiles----------------------------------------------------[WT07]| |* Act 1-----------------------------------------------------------------[WTA1]| |** Kate’s Room----------------------------------------------------------[WTKR]| |** Getting off A-Deck---------------------------------------------------[WTAD]| |** Saving the Chief-----------------------------------------------------[WTSC]| |* Act 2-----------------------------------------------------------------[WTA2]| |** First Enemies--------------------------------------------------------[WTFE]| |** Cycloconverters------------------------------------------------------[WTCC]| |** The Loading Area-----------------------------------------------------[WTLA]| |** Kate to the Rescue---------------------------------------------------[WTKR]| |* Act 3-----------------------------------------------------------------[WTA3]| |** Pills Here!----------------------------------------------------------[WTPH]| |** Triangles of Death---------------------------------------------------[WTTD]| |** Revisiting-----------------------------------------------------------[WTRV]| |** Shuttle Plaza--------------------------------------------------------[WTSP]| |** The End--------------------------------------------------------------[WTTE]| |* Malthusian Orders-----------------------------------------------------[MTOD]| |* A Word from the Maker-------------------------------------------------[WFTM]| ================================================================================ ================================================================================ -------------------------------Intro [WT01]------------------------------------- ================================================================================ Hello and welcome to my third full walkthrough in as many years, yeah I’m not what you would call prolific. I actually bought this game at release, having played the original ‘Hydrophobia’ on XBLA I was looking forward to seeing the improvements made to the game…such as adding an ending, I feel it’s important for games to have an ending; don’t you? At any rate I bought it only to find my ancient PC not up to the task of rendering the water, which if know anything about the game, is a rather big issue. So I left in languish in my Steam library for two years until I got a new computer, which I did this year and so here we are. Oddly enough the original Hydrophobia was the game that made me write my first walkthrough in years, it was short and nobody had bothered so I took it upon myself to do it. I’m still the only person to make a written walkthrough for that game (as flawed as it is) and now I’m the only person to bother to make a written walkthrough for its remake/sequel. On a related note I also kicked of the works page of tvtropes and I think I still have a Mavi as my object on my Xbox Live Avatar, so I could argue that I’m actually the biggest fan Hydrophobia (and by extension the now defunct Dark Energy Digital) has, which is extremely sad because I don’t think either are particularly good games; average at best I’m afraid. So if you want to contend for the title of “Biggest Hydrophobia fan” (and I’m not talking about fear of swallowing liquids here) then by all means, be my guest. ================================================================================ ---------------------What is Hydrophobia Prophecy? [WIHP]----------------------- ================================================================================ So what is Hydrophobia Prophecy you may be asking, well thankfully I’ve made a section just for this and it’s handily called “What is Hydrophobia Prophecy?” What do you mean you’re already reading it, and that endlessly repeating the title over and over again isn’t particularly helpful? Fine! Hydrophobia Prophecy, what is it? Well it’s a remake/sequel to the original Hydrophobia released on the Xbox Live Arcade back in late 2010. The original title was planned to be released in episodes however it wasn’t very good so Dark Energy Digital (DED) released a free patch to improve upon the game and later lowered the price. However this wasn’t enough, the bad press had ruined any chances of the game making any serious money and all follow up episodes where cancelled. DED decided to re-release the game as Hydrophobia Prophecy in 2011 on the PC and PS3. They changed more things, fixing many of the problems and also finally adding an actual ending. The game is a lot like ‘The Evil Dead 2’ (if you ever watched that movie), in that it retells the exact same story of the original up to a set point, also adding elements of what would have presumably been in episode 2 of the planned episodic trilogy. This version garnered better reviews than the original (still not amazing, but definitely an improvement) but it just didn’t sell. DED have only released Hydrophobia and Hydrophobia Prophecy and that’s all they’re ever going to make; as the studio is no longer with us, even sadder is that nobody seemed to mind. This guide is being written on a second play-though on hard. Do note that this guide isn’t a 100% completion guide, I have tried to point out collectables but I know I’m missing some. Hopefully if you care this guide will help you find a few you missed but otherwise you’re out of luck…as I this is the only written guide available at the moment, try youtube for video walkthroughs if you’re really desperate. ================================================================================ ----------------------------Controls (PC) [WT03]-------------------------------- ================================================================================ Standard WASD keys, ie; W=Forward, A=Left, S=Backwards & D=Right. Space = Jump/Climb. Shift = Forward Roll. E = Use (contextual). Q = Drop down when climbing. R = Ammo inventory and selection. C = Enter cover. F = Flashlight Tab = Map T = Tools menu. G = Activate Gel ammo (rather than waiting for the timer to run down) 1 = Mavi. Mouse movement controls the camera. Left Mouse Button = Fire. Right Mouse Button = Aim and zoom. Middle Mouse Button = Reset Camera ================================================================================ ----------------------------Swimming Controls [WTCT]---------------------------- ================================================================================ Same movement keys; WASD. Moving your mouse will control your direction. Shift = Dive. Space = Surface. Crtl = Swim faster. E = Grab objects. ================================================================================ --------------------------------Mavi [WT04]------------------------------------- ================================================================================ The Mavi is basically an augmented reality computer tablet, you hold it over Kate’s face and it gives you information on the area. Not a lot of information granted but it’s something. It tells you what doors you can open; the level of water behind the doors, and it also highlights any cameras in the area. Later in the game you’ll be able to hack into cameras and use them to look around. You’ll also be using the Mavi to hack into consoles. In addition to this the Mavi will also reveal any hidden messages the Malthusians, which includes quotes from Thomas Malthus himself. You’ll also use this method to discover the ciphers that’ll allow you to unlock encrypted doors. ================================================================================ --------------------------------Hacking [WT08]---------------------------------- ================================================================================ Hacking is pretty easy in this game (and I found it a lot easier on a mouse than a controller) simply match your frequency wave with the one that’s being displayed. Move your mouse up and down to control the amplitude (the height) and left and right to control the wavelength (the length). The first hack in the game is extremely simple but later ones become more difficult. Also note that there is a medal that requires you to successfully hack every console in the game. ================================================================================ -------------------------------Enemies [WT05]----------------------------------- ================================================================================ The Malthusians are a simple bunch, they come in two flavours vanilla and armoured. Enemies are generally weak and one single charged shot of your sonic rounds is normally enough to kill them (at least in normal). There are also a number of environmental hazards scattered around the place which you can use to take them out. Once you’re spotted they’ll normally take cover and shoot at you from a distance. Hide or run away without shooting back and they’ll generally head towards you…slowly. Vanilla: they’re armed with shotguns, bald and no additional protection. Armoured: as the name suggests they have armour, this means they can take slightly more damage. They appear to be armed with assault rifles which can quickly kill you if you’re caught out in the open. ================================================================================ ------------------------Environmental Hazards [WT06]---------------------------- ================================================================================ * Exploding Barrels: ah the old videogame favourite, red barrels inexplicably placed throughout levels, and equally bafflingly, filled with an explosive. Use a normal round of your sonic ammo to move the barrel around into position safely and then once you’ve got it in the desired spot use a charged round to make it go boom. Naturally other ammo types will make it explode and shouldn’t be used for positioning purposes. * Gas tanks: these are round tanks on the walls of the game; they’re normally already leaking creating refraction (waviness) in the surrounding air. One charged shot and the area will explode and fire will remain blocking the path for a few seconds. * Electrical Wires: the Electric Religion believes that the bodies of electrons should be dispersed as high as possible, so they can be reborn as lighting. Gravity however is a cruel mistress and doesn’t like electricity and so is constantly sucking it down to the ground; hence the term “grounding” in electrical systems, as those wires are simulating gravity. In game there are wires, filled with electricity, and because they’re hanging down gravity is pulling all the electricity out. Water, who respects the electric belief system (but doesn’t believe it, that would be silly) tries to help any electricity it finds by carrying it around and ultimately attempting to get it to go up into the air again. When a human enters the water the electricity will jump into the body and rush to the head before jumping up and out in their last dying moments (Note: this isn’t healthy for the participating human). To avoid this shoot wires touching the water short or take advantage of this and shoot hanging wires so they’ll make contact with enemies/water. * Electrical Conduits: these look like medium sized boxes mounted on walls. A charged shot will cause the unit to overcharge killing anybody in the immediate area. Larger ones will be found in act three (always underwater) and you can spot these because they occasionally glow red. * Breakable Windows: breakable windows tend to appear in the corridors of the ship and start to appear in Act 2. As far as I can tell the only practically reason to keep water stored in such a fashion is if it’s acting as ballast or that is actually drinking water. Why you would keep such things in a series of small rooms behind fragile glass I have no idea. At any rate when an enemy is near one of these windows you can destroy them with a charged shot, the water will then sweep them off their feet allowing you to link up combos and what-not. * Breakable Walls: breakable walls turn up late in the game and work in the same way as breakable windows. You can tell what walls are breakable because water will be leaking through and they’ll flash red every now and again. Use the explosive gel ammo to destroy a section allowing water to rush in. You’re required to do this to progress in the game and destroying optional walls at one point will net you the medal [Vandal]. ================================================================================ --------------------------Character Profiles [WT07]----------------------------- ================================================================================ In-game character profiles. Chief Scoot Mcgraw Occupation: Systems Engineering Chief Commonly known as Scoot, Chief Scoot Mcgraw heads up the systems engineering team on board the Queen of the World, which reports to the wider security service. Scoot’s team are responsible for maintaining the internal network infrastructure and protecting it from external threats. The count the constant targeting of the Queen of the World by smugglers looking to hack the citizenship identification sub-systems, the systems engineering service and recently become and official branch of the Security service, reporting directly on suspected hackers or smugglers. Commander Jake Garland Occupation: Security Commander Commander Garland is the most senior security officer on-board the Queen of the World, and is personally responsible for the safety of each citizen. His long and distinguished military career has established him as one of the most respected military commanders in the world. Chief Chris Billingham Occupation: Security Chief Assigned directly by Commander Garland, Chief Billingham has a reputation for no-nonsense policing. His fiery temperament often lands him in trouble, but his record is among the finest in the service and he’s not afraid to follow his gut, even when it leads him away from official regulations. ================================================================================ --------------------------------Act 1 [WTA1]------------------------------------ ================================================================================ ================================================================================ ------------------------------Kate’s Room [WTKR]-------------------------------- ================================================================================ Hello and welcome to the game. Your first task is to collect your Mavi; turn around and head over to the desk where it should be marked by a yellow diamond. Cue the next cutscene…yeah I don’t know why they bothered with split it either. You can now either head straight out the door or you can explore Kate’s new apartment and gain a medal (well it’s new to me alright; it’s a lot nicer than her original one). Assuming you want to explore; first head over to the balcony for a nice view of the fireworks. Go back inside and look on the table in front of the main TV, you’ll find your first object [Sleeping Pills]. Turning around again look for the single seat just to the right of where you picked up your Mavi to get the document [Classical Engineering]. Go left and up the stairs. Follow it around to the left to find [Weighted Wrist Bands] on a chair. Straight on from that you’ll find [Hand Grips] on the sofa and just to the right of that you’ll find the document [Just Checking In]. Right of that you’ll see a bookcase that’ll have two viewable pictures and a [Roy The Donkey] doll. Finally head back to the stairs and see the dining table (who designed this place, having the kitchen downstairs but the dining table as far away as possible, upstairs?) to find the object [Swimming Certificate] and the document [Sponsorship]. Head out the door but before you do look to your left on the wall to see a viewable picture and then go into the kitchen to the right and see the last viewable item. You should then net the medal [Introspective]. With all that meandering around done, head out the door to trigger a cut scene. When you take control of Kate quickly jump up on the series of railings right in front of you and follow them up as high as you can go. Once at the top head left , press Q to drop down to the lower level and pull yourself up to safely. Once out head to your left and try to open the door at the end of the corridor to get the document [Malfunctioning Door]. With that bit of foreshadowing complete turn around and follow the corridor down and out the door into the stairway. One Wilhelm scream later follow the stairway up a level to trigger another cutscene showing the door is locked. With that done keep going up the stairs and enter the room at the top. ================================================================================ -------------------------Getting off A-Deck [WTAD]------------------------------ ================================================================================ My God, he’s dead! Of what nobody knows. Before you download the hack program turn around and examine the desks either side of the entrance; behind the right one on the floor is a document [Review], while the left one houses the object [Queen of the World Replica], then behind the desk and once again on the floor is another document [Vision of the Future 1/2]. Head back up to the terminal but once again don’t access it yet, go right and pick up the document [Briefing]. Now pick up the hacking module and head out the door, revealing.... Yes revealing Kate is a complete moron. Listen people if you ever find yourself in a terrorist/bomb threat situation and you hear mysterious beeping go away from the noise NOT TOO IT! Anyway Kate may be an idiot but she’s not a coward; head back to the terminal where you got the hack module from, look to the left and see that the window is broken. Jump out the window onto the metal beam. Before heading down the beam look straight ahead and notice a red bar; you can grab hold of that, so jump towards it and make your way along it. Once at the end of the bar swing and jump to the next beam, then follow it to the midway point and pick up the object [Queen of the World Anniversary]. Well there is nothing else out here so head back to the first beam you jumped on and go towards the highlighted panel. Jump off and perform your first hack. Hacking is pretty easy in this game (and I found it a lot easier on a mouse than a controller) simply match your frequency wave with the one that’s being displayed. Move your mouse up and down to control the amplitude (the height) and left and right to control the wavelength (the length). The first hack in the game is extremely simple but later ones become more difficult. Also note that there is a medal that requires you to successfully hack every console in the game so if you care about in-game medals and you mess up now, reset and try again. Well hack successfully done and the door now unlocked head back the way you came. Well there is another explosion blocking off the stairs, so jump over the banister, left of the door you just came through, down to the lower level. Follow the stairs down a level to reveal the ship is not only on fire but also flooding. Go through the door at the far end (the one we examined earlier) to enter yet another corridor. Only thing is, this corridor is flooding rapidly, so rush to the end (don’t worry about Scoot shouting “run”, there is no run command) to get through the door before it closes, you may have to press Shift to perform a roll to get through the door. Do this and you’ll gain the medal [Panther], fail and you’ll have to hit a button in the middle of the corridor before the room fills with water and drowns you. Either way you get through the door you’ll now find yourself in some sort of storage area. Follow the room around and notice the ladder on the far wall, to the left. Head up and find the object [Queen of the World Anniversary Globe] at the end of the raised catwalk. No exits up there so head back down, facing the ladder head right around the corridor and into a new room. This cues Scoot to tell you how lucky you are while a guy frantically smashed a window on the TV screen, nothing of interest in this room so carry on to the highlighted objective. Which turns out to be another evaluator shaft, groan! Grab hold of the ladder and go up as far as you can, which isn’t far I know. Now lean left and jump to the series of pipes, climb up the pipes and then follow them around the shaft, going up before ending up on the ladder again. Only now the burning elevator above you is about to crash; so quickly climb up the ladder to reveal yet another break in the rungs, lean left again and jump on some more pipes. Don’t go up the pipes but simply follow them around until you see a door, press E to open the door and then quickly pull yourself up. And wouldn’t you know it? You did it just in the nick of time as the elevator crashes just as you got through the door…who could have predicted that happening eh? ================================================================================ -------------------------Saving the Chief [WTSC]-------------------------------- ================================================================================ Meanwhile Scorpio is busy bashing the window still not getting anywhere. Turns out he’s Chief Billingham and he’s about to die, this pleases Scoot. Once you gain control turn around and inspect the body that is glowing green (green bodies indicate they have items on their person) to receive the document [1798: Malthus Opens the Debate]. Once that’s done ignore the chief and go right down the corridor to see the purple door, this will net you another medal [Systems Engineer 2]. With the door inspected head back to the elevator shaft where you came through and jump on the pipes to the left (don’t fall, you’ll die). Go up the pipes, head left to reach the remaining ladder and go up that until you reach more pipes to the right. Lean and jump over to those pipes and follow them around to reach another door. Drop down a few rungs, open the door and then go inside. Inside this little room is a dead body with the document [Death or Glory]. With that collected head back down, you can jump straight over to the ladder on the opposite side of the shaft to save some time. Well as the Chief will either suffocate or burn to death I guess we better get started on saving him, head back to where he is banging the window and notice the ladder to the left. Go up it and watch the cinematic where the walkway explodes for no good reason. Jump over the new gap and reach the glass wall, jump to the pipe hanging over the glass wall and follow it around to the next balcony. Be careful not to be hit by the stream of steam that exits the pipe periodically, shouldn’t be too difficult. Drop down using the Q button to reach the lower platform, from now on I’m assuming you know how to drop down to lower levels. Enter the door and drop down to the lower level, pick up the document [Mila Krass] on the counter and the other document [Interrogation] found on the floor just behind the counter. Both objects collected go up the ladder and enter the marked room above the Chief. More fire will go off but don’t worry about it. Just to the right of the entrance there is the object [10th Anniversary Commemorative Coin] and in the middle of the room is a dead man glowing orange (orange glowing bodies means that they have frequency keys). Well with that frequency key you’ll be able to see hidden messages on your Mavi, so bring up the Mavi by pressing 1 to see the room full of crazy. Notice that there are a series of yellow arrows which you should follow. Well actually you don’t need to follow them anymore, see in the original you had to follow them but in this game it automatically adds the location to your map. Whatever, you’ll need to head over to the purple door (purple means encrypted if you haven’t figured that out already), use the Mavi again and you’ll see a large purple logo that is actually the encryption key. Once targeted with the Mavi press the Left Mouse Button and you’ll be able to get through the door like it was unlocked. Again this is a change from the original where you had to use the Mavi to unlock the door. Once through the door you’ll notice a gaping hole with a lot of fire around it, yeah don’t think about jumping it. Instead look to the left wall and jump up to the red pipe. Now you should inch along the wall being careful not to be barbequed by the flames that switch on and off…for some reason. Go through the next door and then down the stairs to reach yet another door. Once through that door you’ll trigger a cutscene where two Malthusians shoot a person and then wonder off, oohh the tension! Keep following the corridor and go through the purple door with a large glass window to the side of it. DON’T touch the terminal, instead bring up Mavi (press 1) and look to the right, do you notice a purple logo? That is a portrait of Thomas Malthus and if you scan it you’ll gain a little snippet from one of his Publications. I will refer to these as [Malthus Logos] throughout this guide. Right that done, now activate the terminal to gain the S.I.T.E Module, this allows you to open doors from a distance with the Mavi. Now that you’ve got the S.I.T.E scan suddenly the game remembers that being stuck in a burning room isn’t good for you, so you have 60 seconds to make it back to Billingham or its game over. So quickly head back the way you came, don’t worry about the water pouring in. Run up the stairs and use the pipe again to cross the gap and trigger a little cutscene when you reach Billingham. After that bring up Mavi (press 1, from now on I’m assuming you know how to bring up Mavi) and target the green door behind Billingham, press the Left Mouse Button to open the door and let in the water behind it; which extinguishes the flames. With the Chief saved the lower door to the holding cells are now bizarrely open, so go inside to get the praise you deserve. Yeah, we should have let him die. Well before you hack the system to the left of the door on the first desk there is the object [Character Profile: Chief Billingham], on the next desk by where Billingham is standing there is the document [Honesty Corner] and finally on a overturned cabinet there is the object [Commanders Cut]. Now you can hack the system and once done Billingham once again proves why people don’t like him. Once you’ve regained control go back through the door you came through to get a video from Mila. Mila wasn’t in the original game so it’s nice to see an actual villain in this one, no matter how stupid she actually looks/sounds. Go back to the area where you picked up the S.I.T.E scan. On the way you’ll notice that the fierily pit has died down a bit and a beam now lies across it, balance on the beam and walk across. Once down the stairs and into the corridor the door at the end will burst open under the pressure of the water. You would think they would have built this ship to be a tad more waterproof but anyway, swim through the door and you’ll find yourself in one of the rooms you went through to get to the security office/cells/type place. Key thing to remember when swimming is that the Shift Button makes you dive, the Space Button makes you surface and the Ctrl Button makes you swim faster. This is the first room where you really get a chance to safely practice the controls so you may want to take advantage of that. Once you’re ready head through the only door that is working to enter the room with the ladder and follow it around to the room you originally came in. Another flooded corridor and the water is rising, hold down CTRL to swim quicker and go through two corridors and then surface in the stairwell. Yes all that work and you’re back at the entrance of the Shuttle Plaza. Go through the door to trigger a cutscene. And of course they’ve encrypted the elevator so you’ll have to backtrack yet again. To make matters worse the water outside this room is now a lot higher. Before you open it however bring up Mavi and look to the right of the elevator door to reveal a [Malthus Logo]. Now open the door and dive down one level and go back the way you came. The elevator shaft you came out of at the start of the game is now flooded and you’ll have to swim up to the top of it; hold down the Space Button to swim upwards quicker. Now apparently this is where you gain the hidden medal [Deep Breath] but I’ve never got it to trigger correctly. When you’re swimming up the elevator shaft look for the second door, you can open it and swim inside. At the end of the corridor is a green body with two documents [Review] & [Settling In]. To get the medal you’re supposed to swim all the way from the stairway, into the corridor and then surface in the elevator in one breath, only I did that and didn’t get anything. Although the medal makes it sound like you’re supposed to reach the surface of the elevator and then go get the documents but again I did that and didn’t get the medal. Finally I heard that if you triggered the cutscene where you get your gun and then went back to collect the documents you got the medal; again I tried it, and got nothing. So I honestly don’t know what you’re supposed to do but I’m guessing you don’t care too much anyhow. Well once you get out of the elevator shaft and walk a few paces into the corridor you’ll pick up your gun, hell yeah. Only thing is the gun doesn’t shoot bullets but sonic’s. Which are not blue hedgehogs, but instead concussive blasts of sound. You can still kill enemies with the sonic ammo but it’ll either take a few shots for them to go down or one charged shot to the head; as you’ve just now gathered you can pick up different ammo as the game progresses. Well it’s a good thing you have a gun because there are electrical cables hanging down which will electrocute you if you go near them. Aim (hold down the Right Mouse Button) at the top of the wires and shoot (press the Left Mouse Button) them short. Two hits should sever the cable but you can also charge your shot by holding down the fire button. Just to the left of the cables is a glass window with a lot of water behind it, these are dotted throughout the ship and a charged shot will destroy the glass letting out a torrent of water. There are also explosive barrels scattered around the area; a normal shot will just knock the barrels around whereas a charged shot will cause them to explode. Keep a few around through because you may need them later, hint, hint. Well at any rate go through the door to complete Act 1, yay you! ================================================================================ -------------------------------Act 2 [WTA2]------------------------------------- ================================================================================ ================================================================================ --------------------------First Enemies [WTFE]---------------------------------- ================================================================================ Before you do anything else go forward a bit, turn around and look up. There you’ll find a [Malthus Logo] above the door, high up. It’s possible to get later in the game as you will revisit this area, oh yeah backtracking is very much the name of this particular game. Also I just noticed if you walk around this area Kate will grunt bizarrely…erm moving on from unclean thoughts head through the double door at the far end of the room. It’s the generator room, or a generator room at any rate. The floor is covered with water and electricity is running through it. So go forward and up the ladder to reach the catwalks above. Once up there you’ll see a beam connecting the platform you’re currently on to the other side of the room; Kate, for some reason, decides now is the time to worry about falling to her death but ignore her and balance your way across the beam. Turn right and pick up the semi-auto rounds for your gun. These work like normal bullets but I would advise rationing them for future use. Now go the other direction and attempt to jump across the gap. Yeah I know it looks like you won’t reach it but hidden just out of camera view is a sign that Kate will grab hold of; swing and then jump to the next section of the platform. Once across you’ll see another beam, balance your way along then to get to the opposite side of the room. To your left there is another dead guy with more semi-auto rounds, you can jump over and fetch them but it isn’t necessary, now head right and fall down to the ground below. In front of Kate there should be a wall of fire, position yourself so you can see the door behind it, use your Mavi and open the door to unleash the water and extinguish the flames. Now enter the room and pick up the frequency key from the dead guy. Follow the arrows in the room to find the next frequency key. On the wall furthest away from the entrance to this room are four transformers (maybe), use a charged shot on each of them to shut down the generator and allow you to wade through the water and back to the entrance. Only now two Malthusians will appear, take cover by pressing C on a wall or chest-high-wall. You might be able to shoot the explosive barrels with a charged shot as they enter the room and end the fight extremely quickly, if not don’t worry about it. Use charged sonic rounds and aim either at their heads or explosive barrels as they go past. It only takes one charged shot to down a Malthusian on normal difficulty, two charged shots max on hard difficulty. You can also switch ammo by pressing R to switch to semi-auto rounds but it really isn’t needed at the moment. Once you reach the door get a charged shot ready and open it, there should be another two Malthusians in the area so take them down and go back to the encrypted door, the one you found just before the start of this act. Once in the corridor there should be another Malthusian, hopefully he’s standing next to an exploding barrel so take aim and let sonic destroy the badniks…or just shoot him, whatever. Decrypt the door at the end of the corridor. Once through the door you’ll see another enemy strolling around, take cover and shoot him in the head or use the exploding barrels to take him out. Be careful as there is another enemy around but this is the corridor of death! Lining the walls are electricity conduits and gas-lines with exploding barrels so you should be able to have some fun with the environmental damage. Word of warning though, be careful not to get too close to these before shooting them with a charged shot…for obvious reasons. There are also windows you can break that will sweep the enemies off their feet if they get close enough. At the end of the corridor this is a massive “vent” on the wall to the left. Scoot will tell you about it too and then go on to make a Die Hard reference, ugh. Even without your annoying fake Scottish accent I still don’t like you Scoot. Don’t follow the directional marker and instead head left out of the vent. Now go right and look at the wall away from the vent with your Mavi to find another [Malthus Logo]. Now go back into the vent and continue down the passage until you come to a red-laser-gird-type-thing. No idea what purpose this thing is meant to have but it will kill you if you touch it. Simply wait for it to move and follow it until you reach a fork in the vent, duck into the vent and then wait for the laser grid to pass you the other way before rushing out to follow the remainder of the short passage. ================================================================================ --------------------------Cycloconverters [WTCC]-------------------------------- ================================================================================ Once out of the vent head forward to see the door overload, or something, trapping you in the room. See this is why not every room needs to be electrical doors, or for that matter doors shouldn’t have the ability to kill you. If a door overloads there should be a fuse switch that shuts the down the link to the main grid, not something that lets the excess electricity spill out killing anybody that tries to open the bloody door. The Malthusians don’t need to kill these people; frankly it’s a miracle the boat has lasted 10 years in the first place. But at any rate Scoot isn’t worried about the safety regs at the moment and instructs you to download the CCTV Hijack Module for your Mavi from the console. Once done bring up your Mavi; look up and to your right to see camera (looks like half a yellow orb). Once found press the Left Mouse Button to see from its point of view, now cycle between the cameras on that network by pressing Q/E. You’ll now see a cutscene where a Malthusian is killing people, look for the door to the left and open it to let in the water. This will kill the Malthusians and allow that random person to escape. It will also overload the Cycloconverters setting off a chain reaction of explosions that’ll cut the power surge (but not all electricity) in the area. You see what I mean when I say this ship isn’t safe? Adding water to your generator isn’t great granted but I’m assuming the energy production of the ship has something to do with water and that the thing should have a fail-safe system that means it doesn’t explode when a foot of water floods the room. Anyway with that rant out of the way, go back to the malfunctioning door and left into the door just to the side, on the desk there is a document [The Cycloconverters Operational Overview]. After that exciting read bring up the Mavi and look behind the desk on the wall to find a [Malthus Logo]. After that shoot the window out (to the right of the desk) and head down the stairs. More enemies will enter the room. To quickly dispatch of them look at the wires hanging above the water where they enter from; charge a shot and shoot the wire as close to the far left wall as possible to have the wire drop down into the water and electrocute them. That should kill one, if not both of them. If you missed them then there are plenty of gas bottles and other electrical wires around the room to use and of course if all else fails you can just shoot them. However you deal with the two intruders go down the stairs. Directly opposite the end of the stairs is a raised platform with two streams of gas that are currently on fire, you can’t do anything at the moment but remember that location because there is a document under the flames. Now head to the marked door to enter another series of corridors which should be clear of enemies. Through the corridors you’ll now enter Cycloconverter B, which is a mirrored image of the room you were just in. This room has three enemies in it so crouch down using the Ctrl button. You can also hack into the camera’s looking over the area to see the location of the guys with guns. There are a series of hazards scattered around the area; gas tanks and electrical wires, so make use of those to take out the enemies and remember to use cover. Once the three are defeated head upstairs and shoot out the window…isn’t 100% necessary but shooting out the window now means you won’t be heard when you open the door later. Once you enter the room bring up Mavi and view the wall on the far side for the next [Malthus Logo], now hack the console to turn off the cycloconverter. Once you’ve hacked the console more enemies will spawn. If you’re on hard difficulty one will spawn in the same room as you. Or at least I assume it’s only on hard because I first played it on normal and it didn’t happen. Either way enemies will spawn near you so crouch and make use of the gas tanks and electrical equipment on the walls to take out enemies when they head to your location. Remember enemies won’t close the gap on you while they have cover and you’re shooting at them. I count a total of six enemies in the room, take them out and one will have a frequency key. The cipher will be on the wall of the room you used to come in, on the lowest level of the room. The way you need to go is on the opposite side of the room to the cipher; but before you enter the next corridor head right (facing the door) and find the raised platform; bring up Mavi and on the green lockers will be a [Malthus logo]. Now go through the marked room, down the corridor, decrypt the door and use the terminal to shut off the gas. A quick Zelda tune later head back the way you came. Don’t rush into the cycloconverter B room however, because there are two Malthusian’s patrolling the lower area. Simply charge some shots and shoot them from the doorway, entering the room will probably lead to you being attacked from two sides which isn’t recommended. Go through the series of corridors but watch out, after the second door there will be two guards patrolling the corridor; there are breakable windows and explosive barrels if you need some help taking them down. In the Cycloconverter A room yet another Malthusian has spawned but he’s all by his lonesome and should be easy to pick off with a well-placed charged headshot. Remember the raised platform with the jets of heated gas I mentioned? No, well on the far left side from the door you entered there is a document [Anxiety] behind some lockers. Before you go through the marked door instead head through the door where you let the water out of to save the hostage in CCTV mode. Go down the corridor and enter the encrypted room, turn around and find a [Malthus Logo] above the door. Now go to the marked door. Once though you’ll notice that there are more streams of heated gas…what gives ,I thought we turned off the gas? Well anyway timing is key; make your way through the stream picking up object [Anxiety No More] halfway. Once through the door you’ll come across a gap in the floor and a lot of fire, Scoot will ask you to find a water source. Bring up Mavi and hack into the CCTV on the ceiling straight in front of you; pan to the left and open the door using S.I.T.E scan. Jump down the hole into the now flooded corridor and swim forward to find a dead body with a frequency key on him. By the body there should be a ladder, climb up it and out of the water. Directly in front of the ladder will be the cipher, so bring up Mavi and scan it. You can now open the mesh door just to the left of your current position. Go out through the door and follow the corridor around to the left, open the door and a lot more water will pour out. Inside of that room will be a [Malthus Logo]. Nothing else is in this room so go back to the room where you had to run between ruptured gas lines by jumping over the gap in the floor. Once past the gas (again!) open the mesh door to the right. Jump down to the lower level and turn the override valve. After that the room will predictably flood. For some reason this will also cause the door at the top to lock... because the developers were lazy. At any rate it’s not a long swim back to the ladder where you found the last cipher, just swim under the collapsed walkway and you should know where you are. Once up the ladder look to your right, just around the corner (where there was heated gas before) is a [Malthus Logo]. With that collected go out into the corridor and follow it around to the right and enter another vent. Go down the vent, being careful to avoid the jets of gas (again, we’ve turned it off twice now!), at the end of it you’ll find new ammo for your gun Gel rounds. These are explosive round that detonate 10 seconds after hitting their target. You can also press the G button after firing to detonate a round immediately. Outside of the vent you’ll find a dead body with the document [Resistance]. By the way this room isn’t a corridor but a rather large room with one angry Malthusian in it; Scoot will tell you to use your Gel rounds to take him out “quietly”. How explosive rounds are quieter than your virtually silent sonic rounds is beyond me; but whatever use them if you wanna. Scoot will also tell you to hack into the cameras…don’t because almost immediately two guards will enter the room, position yourself so you’ve got some cover and make use of the explosive barrels in the area. Killing these guys should be second nature by now so I don’t think you’ll have too big a problem. On the opposite side of the room from where you entered there should be a small maintenance room; enter it and bring up your Mavi to scan the [Malthus Logo] on the wall just above the gel ammo on the floor…which you should pick up obviously. By the gel ammo there is also a document [VFD overview] on the floor. now hack the marked terminal in the room. Once you’ve done that two enemies will enter from the direction of where you came in, take cover and make use of any remaining barrels to take them out. Don’t be too smug because once you do a door will burst open and the room will flood and just to make things interesting another Malthusian will spawn from the area you entered the room. Kill him and enter the room that just burst open (should be right from the direction of the vent where you entered from), bring up your Mavi and scan the wall to find a [Malthus Logo]. Now swim to the marked location on the other side of the room, surface and you’ll find yourself at the exact height of the catwalks above the room, well wasn’t that convenient? On the catwalk will be another dead body with another frequency key, once you’ve got the frequency walk down the catwalk and find the cipher on the wall just beyond the bend. Head back to where the dead body is and open the purple door. Doh! The door won’t open so instead bring up Mavi and hack into the camera beyond the door, cycle through the different cameras until you end up in a corridor, use S.I.T.E scan to open the door and drain the water from the room. Head to the marked door ,yet another purple encrypted door, and go through. You’ll end up in another corridor like room and there will be a Malthusian in it. Take him out but pay close attention to the walls, this is the first area where you can destroy walls which will let in a torrent of water. With the guy dead head to the right of the encrypted elevator to the loading bay and up the ladder. Once at the top of the ladder bring out the Mavi and scan the area directing in front of you for a [Malthus Logo]. Just around the corner from that logo is a series of red pipes, climb up them and go around to the right. Drop down and enter the room picking up the document [Miracle] from the desk. If you don’t normally read documents you might want to read this one, it’s written by that guy we saved earlier; hey this is the only thing that indicates any of our actions matter in any way, so you might as well attempt to enjoy it! Now jump out of the room and grab hold of the red scaffolding, shimmy around until you’re opposite the vent and backwards jump at it. Open it up and then enter it following it around to the right. Before you drop down take aim with your pistol and shoot out the wires electrifying the water. Be sure to cut them short too because the water will be rising in a minute. With all the cords cut, drop down and loot the frequency key from the dead body. Just to the right of the console you have to hack is another [Malthus Logo]. Now hack the marked console which causes the VFDs, that are right next to you, to explode; stupid on several levels but never mind we’re about to do something stupider. We are now trapped because we can’t reach the vent, turnaround from the terminal you just hacked and look at the wall. It should be leaking water and glowing red, charge up a shot and shoot the wall causing the ship to flood even more; thus allowing you access to the vent. I don’t care if we do stop the Malthusians this ship is either going to sink soon after or be impossible to repair. Go back down the vent and jump over to the small room where you found the “Miracle” document. Once inside you’ll hear a radio message about how horrible life is, everybody is going to die, SAVE US SUPERMAN! Or something, bring up your Mavi and scan the room for the cipher. Cipher in hand drop down to the lower level and exit through the door. ================================================================================ ------------------------The Loading Area [WTLA]--------------------------------- ================================================================================ Through the door you’ll get a pop-up telling you to disable to gas jets. There will be a column to your right and but that will be a vending machine, climb onto the vending machine and jump up to the red pipes. Don’t enter the vent but instead go to the left and up more pipes and the broken glass sign…Kate’s hands are impervious to glass don’t you know? Keep following it around to the left, drop down on the catwalk and then use the valve at the end to stop the gas, again! With that done jump down, shoot out the glass to the separating wall. Walk down the corridor and find the three weakened walls, shoot them to get them to break and let in more water. This should gain you the medal [Vandal]. With that bit of sacking done turn around and head to the marked door. Right now in the next section don’t panic; Scoot makes it sound like it’s urgent but you can always surface to catch your breath. Dive straight down into the water and head to your left when you reach the bottom and head towards the valve, and then turn it. Remember to hold down CTRL to speed up your swimming. Now turn around and swim around the corridor around to the left, left again and then right at the fork. The second valve is behind glass so aim and charge a shot before shooting it out and turning that valve. With the water receded you’re not going anywhere just yet, instead dive down again and enter the room in the middle of area, bring up Mavi and scan a [Malthus Logo] just by the grate you opened in the cutscene. With that done surface close to the second valve and head up the red pipes. Follow them around and up and you should reach a piper where you can swing and jump onto the next platform. Exit the room and enter the stairwell but don’t go through the next door, instead go down a level and submerge. Bring up Mavi and scan the wall for a [Malthus Logo]. Now go back up a level and open the door. After the short cutscene telling you to clear the elevator hit Ctrl to crouch down and enter sneaking mode, back out the door you just came in and then bring up Mavi. Look to your left and hack into the camera system. Right now a cutscene will play out and Gollum will waffle something about nanobots destroying the world, you can see him via the camera if you cycle through once. If you cycle through the feeds three times you should see the lowest area in the room with a door just below the corridor the corridor Kate is almost in. Use the camera to open the door and that’ll flood the area gaining you the medal [Maelstrom]. Now you can either start killing the guys in the area or you can sneak down to the right and hack the terminal just after the corridor (you shouldn’t find any enemies going this way). Behind the newly hacked door you’ll find a dead body with a frequency key, some rapid-fire rounds behind the desk and a [Malthus Logo] just to the right of the door you came in. There is also a completely pointless camera in this room... With all the mysteries of the room solved it’s time to move out. If you didn’t decide to kill the Malthusians beforehand there should be one patrolling the corridors now so you’re more than likely to get into a fight. There are plenty of explosive barrels, electrical boxes and gas mains to destroy so shouldn’t be too hard to defeat these guys by now. I count four on the higher level and two on the lower, if you flooded the area to get the medal these will be swimming around and so you might miss them. With the enemies dealt with for the time being go back to the entrance of this area and look for the cipher just but the first door on the right. With the cipher gained another Malthusian should spawn behind the mesh fence in the large open room. Either kill him now or just ignore him as he only has a clear shot at you if you stay up the top…which you’re not going to be doing. Head down to the lowest level of the area and head left to find the bottom of the elevator shaft, shoot the glowing red wall behind the stacked yellow boxes to flood the room some more and to allow the lift to fall to the bottom of its shaft. Now swim up to top level and swim through where the red-lift was blocking the way to get to the highlighted door. Do note that another Malthusian will spawn in the area and combat while swimming can be a bit disorientating at first. ================================================================================ ----------------------Kate to the Rescue [WTKR] -------------------------------- ================================================================================ Once through the door you’ll come to large room with a gap between you and a security guard desperately banging on the window…with his gun? Listen I’m by no means the smartest guy in the world but if I was going to burn to death/ was suffocating to death I would shoot out the window and jump. Well seeing as Kate is the only person on the ship that isn’t a complete idiot it’s time for you to save the day once again. Head over to the gap in the railing, bring up Mavi and look down to see a door behind the flames, open it and water will flood the lower area. With the lower area filled with water jump down, dive underwater and look for the yellow barrels. Swim up to one and press E, this will make Kate grab onto it, drift down to the bottom by pressing Shift and place the yellow barrel into the blue storage container blocking the marked door. Yes you guessed right you’ll going to make a metal storage container float, perfectly balanced by the way, by placing 4/5 barrels in it. Barrels that provide so little buoyancy that Kate can grab them and submerge them with no visible effort. Carbon-fibre containers obviously, or maybe they’re made of the same stuff the Ark was made of in ‘Brink’? Anyway with your levitation trick complete swim under the container and enter the door. Swim forward and then left, Scoot will start talking but ignore him (as normal) and pay attention to the Malthusian swimming in the corridor, shoot him quickly. Take note of an air pocket at the end of the corridor if you’re running out of breath. Before you go through the marked door look to your right and notice the window, shoot it and then bring up your Mavi to find a [Malthus Logo]. Once through the door you’ll enter another corridor with another Malthusian in it, there is another air hole in the roof just to the right of the entrance. With the Malthusian dead and Kate’s lungs filled with oxygen quickly swim down the corridor that has hot streams of water spurting out of the side, try to avoid the streams but don’t worry too much about them as they barely hurt you. Turn right and enter the stairway and surface. Go up the stairs and hear Kate plead in the blandest way possible for Scoot to get away from the Malthusians that are closing in on his position...you know what? I don’t think Kate likes him either and is just using him. Ignore the marked door and go up more for level to find a dead body with some ammo and a [Malthus Logo]. Now go back down and through the door.It’s time for another fire-fight. You’ll be in a room split in two with a large gap in the middle of it, there will be one Malthusian on your side and two more on the opposite. The area is covered with explosives and other deadly hazards so you should be able to make short work of them. Once they’re dead look up and shoot short the live cables that hang from the middle of the room; once safe hop on the moving platform and make your way to the other side of the room and search the bodies for the frequency key. Enter the room on the far left, pick up the Energy rounds on the floor (I really recommend you stock up on this ammo, final boss can only be beaten with this particular ammo type). Now scan the wall for to find the cipher. Once done enjoy the best cutscene in the game. Well it seems that we’re leaving that guy burn to death and we’re going to make a run for it. Go out the door and more Malthusians will have spawned, one on your side of the room and another two on the opposite. Once dealt with jump on the now stationary platform and oops! End of Act 2 people, home stretch in sight! ================================================================================ -------------------------------Act 3 [WTA3]------------------------------------- ================================================================================ ================================================================================ ----------------------------Pills here! [WTPH]---------------------------------- ================================================================================ Well now enter into the part of the game where things are more obviously different from the original XBLA version, in that one there was no nanobot subplot and the Malthusian plan was completely vague…sure it was probably planned to be revealed in the second episode but that didn’t work out so well, did it? Anyhoo Kate will die soon if you don’t get some pills so slowly stagger over to the glowing green body to pick up your first dose of meds. Screaming “Grabin’ pills” optional, but encouraged. This won’t save Kate however; it’ll only postpone her death until she gets the real “cure”, so you’ll be picking up more pills as you progress through the game now. Funny thing is that the description for this medication says that all personal involved with the nanobots should carry a full dose of these pills, which means the other dead guy in the hazmat suit should have a full dose too…but that would ruin the pacing and indicate that these people aren’t complete idiots. You don’t have time to think about it though as water will start to flood the area and two Malthusians will rush in, jump up on the collapsed walk way and shoot out the enemies now before the water rises, mainly because it’s a tad more difficult to shoot guys from the surface of the water while they have cover. Don’t rest on your laurels yet because another enemy will spawn on the other side of the gap and another enemy will somehow appear in the water in the centre of the room. Once everything is safe you should swim over the railings and enter the marked door that has just opened. Once in the corridor Scoot will say he has to go and Kate actually reacts with emotion this time, yeah she’s definitely doesn’t like him and was just using him the entire time. Well you’re on your own now (apart from this guide that you’re reading) so carry on down the corridor and pick up the rapid fire rounds. Go through the first door but don’t rush ahead, there is actually a fork in this corridor and two Malthusians will emerge from it, so take cover and be ready to fire. The corridor will start to flood but it won’t completely fill the room so don’t worry about time. Once the coast is clear keep heading forwards. Once in the room you’ll notice electric cables hanging down blocking the exit, you know what to do, shoot them short and proceed. You’ll be in yet another copy-pasted corridor, a Malthusian will enter from the left so be ready for him, another two will shortly follow him so don’t relax just yet. The corridor is lined with windows with water behind them and a few have some goodies behind them; going down the right fork in the corridor the first left room will be some ammo and in the right room will be a [Malthus Logo]. With that collected go back the way you came and take the left route. Smashing the marked window, pick up the ammo on the floor to the left and going through a door. To your left you’ll see another window and behind that you’ll find some more ammo. Quickly keep going (because there are no air pockets in here) through the next door. Before doing anything else immediately turn to your right and shoot the Malthusian who is waiting for you to come through the other door. ================================================================================ -------------------------Triangles of Death [WTTD]------------------------------ ================================================================================ Now this is rather a tough fight, there area will have several Malthusians in the water with you; so dive and take them out best you can, but it’ll also have enemies on dry land shooting at you from above. Take cover behind the triangle pillar-things best you can move over to the right side of the area, look for the stairs leading up and shoot out the electrical wires blocking your way. You may want to take out a few guards from the water before proceeding but it can be tricky to get to them and judge their distance from the hazards, it’s at this point in the game that I recommend you switch to more deadly ammo because the game will now be swarming with enemies and armoured Malthusians will start appearing more often. Once you’re ready quickly swim to the stairs, go up them and take cover. You should then be able to take out the remaining guards with ease. Once done head over to the marked terminal and begin a hack, it’ll stop the power surge just below. Immediately after you’ve hacked the terminal two guards will spawn near you, run to the wall directly opposite to the hacked terminal and shoot the explosive barrel next to the newly spawned enemies to make short work of them. If you’ve already used the explosive barrel in the area crouch down (Ctrl) to avoid being heard to give yourself time to aim at their heads to quickly take them down. Of course this isn’t the end of them; two more enemies have spawned in the water and are waiting for you to enter unawares. Kill them and enter the marked door. Once in the flooded corridor head to your left to find an air pocket and a checkpoint. Go through the next door and down the next corridor (ammo to your left), behind the next door there should be another few Malthusians swimming around (don’t these guys breathe? At any rate there are some air pockets in the rooms to the side. Through the next door is almost a mirror image of the one with three triangle pillars. There should be three guys swimming in the water at first and a group shoot at you from one of the sides of the room. The key difference this time is that the triangles are sloping upwards towards the attackers so you can climb on them and look over their cover to kill them quickly. Don’t rest too long on the triangles because another goon will appear on the opposite side of the gap, so quickly swim over there and take them out. Once you walk towards the marked exit the door will overload and kill a mook, only another two enemies will spawn behind you so watch out. It’s possible to crouch and to get a drop on them however. Once the coast is clear run up the triangular pillar closest to the stairs and jump off the top, you’ll grab hold of a bar that will allow you to swing down to a broken part of the catwalk, now shoot out the glass doors and hack the terminal in the room. There is also Energy Gel ammo in this room and I strongly recommend you save it for later. ================================================================================ ----------------------------Revisiting [WTRV]----------------------------------- ================================================================================ Once hacked the usual happens, the enemies respawn, two in the water and two on the land. Annoyingly there is a tough enemy guarding the top of the stairs so I would recommend being quick or using deadly ammo on him at least. Kill the enemies or just ignore them (the ones in the water pose no threat once you’re out) and go through the door to see yet another corridor. The first stretch of the corridor is free of enemies but just around the corner there are two Malthusians. Go through the next door and Kate will start begging for more pills, kill the Malthusian and hurry forwards and you now have a time-limit... a generous time-limit but let’s not tempt fate here. Through the next door you’ll find yet another flooded room and the pills are right in front of you, so swim over and pop ‘em down. Look around though and you might actually recognise this room from back in early Act 2, swim down and find a route through the debris but under the fire on the surface of the water. Once through you can surface but two Malthusians will be there to fill you with lead, and while you can kill them there is nothing up top that you need, so head left aim at the barrels blocking the door; shoot, and then go through. You may want to quickly surface and catch you breathe, while doing this bring up your Mavi and look for a [Malthus Logo] just above the surface of the water on the wall…you may have already got this earlier in the game. Now it’s time to grab hold of some yellow barrels and to place them in the object that is blocking the way, if the barrels don’t seem to be doing anything shoot them to loosen them up and to get the buoyancy working correctly. Swim through the door, along the familiar corridor and enter the elevator shaft. You should know where we’re going by now’ submerge quickly, enter the marked door, swim along the corridor and surface in the stairwell. Those observant enough (and those making a walkthrough) will notice that the water level has actually dropped in this area, as opposed to everywhere else on the ship, and that vending machines are apparently highly flammable. With this noted go through the door and if you missed it the first time collect the [Malthus logo] to the right, now finally open the encrypted door to the Shuttle Plaza. ================================================================================ --------------------------Shuttle Plaza [WTSP]---------------------------------- ================================================================================ After the cutscene open the door and prepare for the biggest fight in the game, if you’re like me you have plenty of lethal ammo left; this is the time to use it. Kate will start to need more pills at this point so kill the first three enemies that are just around this corner. There is a dead body with some pills just jump the stairs to the left. After picking up the pills two Malthusians will spawn close to you and others will appear beyond the electric wires. Kill the two near you, shoot the wires and carefully make your way to the right away from the central plaza. Remember to make good use of cover; those shotguns are very accurate, even at long distances. Once you’ve reached the area away from the plaza go around the billboards and bring up Mavi to find a [Malthus Logo]. Head back to the main area and work your way along the right side of the plaza, shoot the live wires and keep going to trigger a checkpoint. It is very important to shoot the wires before you hit the checkpoint, if you don’t you may end up restarting and getting electrified to death a second later. At any rate more enemies will spawn so take cover again and take them out, slowly working your way forwards. There is nothing off the next area to the right so don’t bother heading down there. Keep going until the reach the final pathway off the main plaza and get into cover; as a group of heavily armed men will spawn there. With all the enemies dead shoot out the live electric wire and head up to the marked ladder. For those that played the original you may remember that there was an object hidden on top of one of the shacks, well it’s not any more. Instead look behind the eat Boy shack just after the checkpoint (with the dodgy wiring) and it should be a purple [Official Anniversary Big Boy Hat] just by the fire. You can also gain a medal here for knocking enemies over the side, I didn’t do it so I have no advice other than it’s harder than the original game because your sonic rounds actually hurt the enemy in this version…try explosives? Once at the top of the ladder jump at the girder that has fallen on the roof and climb up it, SLOWLY. After a few rungs an explosion will happen shaking Kate from the girder knocking her down to grab one just before she goes splat. It’s meant to be a nice set piece with no real danger involved but if you’re too eager and are pressing up at the time Kate will slip a bit too far ahead and won’t be able to catch the railing on the way down. Well with the explosion done keep heading up the girder until you reach the top. Line up to the hole in the vent and perform a backwards jump. Pull yourself up and go left and follow the vent around until you drop down into a large room. Cutscene should trigger, showing Mila getting into an elevator and Kate has begun to glow again, we need the cure damnit so get after her! Blocking your way are two normal thugs and inside the actual elevator are two stronger ones, you should know what to do by now. Of course the elevator is encrypted; but before picking up the frequency key look to the left of the elevator to find a [Malthus Logo], now pick up the key. After picking up a key a door will open in the middle of the room and a Malthusian will come out of it. Enter the building and kill the two guards left inside and work your way up to the top floor. Look to the right with the Mavi and gain the final cipher. Yes the end of the game is close at hand, and of course this is where the original game ended. Well exit the building and discover that Kate can now control water, yay? ================================================================================ ----------------------------The End [WTTE]-------------------------------------- ================================================================================ Now the controls get a bit annoying; you can create a pillar of water by holding down the Right Mouse Button and move it by dragging the mouse, if you have an object in the pillar you can throw it by pressing V. Simple enough however it now means you can’t aim and you can’t bring up Mavi (however there is no longer any reason to bring up Mavi as I haven’t found any hidden logos in the next area). To switch back to normal controls press 4 (I don’t know why either, but it’s the button they picked). Well this room is starting to flood and there is a small barricade now blocking the door; create a pillar of water, pick up the objects and throw using by pressing V. Now enter the elevator to start the final stretch. Out of the elevator you should find two Malthusians; use your new found power and sweep them off their feet, pick up an explosive barrel and throw it at the dazed opponents. Through the next door is another enemy, kill him and keep going forward. Well turns out that Mila knows Kate and now considers her a threat, she has a pretty good line to explain this too; “When it’s your policy to kill everybody, you quickly discover who your enemies are. They’re the ones who survive”. Well I like it. Go across the corridor and down the stairs, and through another corridor until you end up in a room with electrified water and no visible way of opening the door or getting across. Look down and see the three boxes, create a pillar of water and move them around creating stepping stones for Kate. Your aim is to get Kate near the opposite catwalk so she can grab it and pull herself up. Once you’ve done that go through the door, kill two Malthusians, and continue forwards to face the final boss. Okay it’s time for random boss battle, what purpose did that thing have? I mean she couldn’t have brought it with her so that means that an armed orb attached to a tiny ceiling track was already installed in the bowels of the ship. Well ignore any questions you have and duck behind one of the pillars on either side of the arena. Bring up the ammo wheel and select Energy Rounds (hope you’ve been saving them like I suggested). When she loses track of you get her to fire again (running in a straight line should always be fast enough to avoid her attacks) and that should make the vents on either side of the orb, er well, vent! Shoot a vent with the Energy round to open her up to damage. You may want to switch to normal mode (press 4) in order to aim again. Once you’ve hit the vent create a pillar of water and grab one of the explosive barrels in the centre of the room and throw it at her using V. This can be a bit fiddly but try to get the barrel just in front of her and high in the pillar before throwing. After the first hit enemies will start to appear from the two sides of the room, remember to switch ammo types if you’re going to shoot them or simply use the water attacks to make short work of them. Remember to keep cover between yourself and Mila’s orb of death. No matter how many enemies you kill more will respawn, this is actually helpful if you don’t have enough ammo because they’ll drop the needed energy rounds. Clear the room of enemies when you can and repeat the pattern of; getting her to attack you, shooting the vents, and then throwing a barrel at the centre of the orb. Do this three times (of course it’s three times!) and you’ve defeated her and won the game. YAY, now you uninstall this and to never play it again. Or maybe you could play the Challenge map that has now unlocked. ================================================================================ ------------------------Malthusian Orders [MTOD]-------------------------------- ================================================================================ Unit A28 – Upper Security Complex We head out need for fear. We are not crippled my misdirected compassion. We see with clarity the coming storm and we are ready to embrace it with our lives. The reprobates will respond with their fear, predictably by now Garland has led his forces into our trap and BIllingham’s attention is consumed buy out brother Wilkson. You will free wWlkson from Billingham’s cell and together you will neutralise him. Kill all that stand in your way and return to the Shuttle Plaza. Unit A1 - Shuttle Plaza Ensure The Shuttle Plaza is secure and all reprobates have been wiped out. Unit A2 will remain and the plaza will be on full lock down until your return from Loading Bay A303 with your cipher. See that all units report in and ensure the Cycloconverters, VFDs and Loading Bays are secure. Unit A26 – Cycloconverters Access One does not blame the virus for breeding and spreading and consuming all in its path. A virus has no sentience it has not been granted the gift of nobility. We need not shed a tear for its extermination. Lesser respect still should be reserved for the reprobate masses of men who disgrace our gift of nobility by emulating its behaviour. Protect the Cycloconverters. Watch for intruders and wipe them out. Unit A25 – Cycloconverters Our brothers are guarding the access routes to the cycloconverters. Should any reprobates slip through their fingers, you will be required to finish the job. The cycloconverters must be protected. Unit A24 – Cycloconverters/VFD Access Those that fear death are not worthy of life. Protect the Cycloconverters and the VFD facility. Watch for survivors and wipe them out. Unit A22 – VFD Facility/Loading Bay Access The Queen of the World was the reprobate’s final refuge; now it be turned to serve Malthus. Protect the VFD Facility and the Loading Bay Access. Watch for survivors and wipe them out. Unit A21 – Loading Bay Access The instruments of the reprobates are destined to fuel the gluttony of man, but in the of Malthus we will turn them to serve his prophecy. The Loading Bay must be secured and protected at all costs. Unit A20 – Loading Bay A301 Secure the Loading Bay and await for our arrival – your glory in the name of Malthus is assured. Unit 18 – Loading Bay A303 All units are now in place. Ensure the loading bays are prepared for arrival of the weapon., there must be no interference. This cipher will enable access to the Shuttle Plaza, return there and await further orders. All reprobates must be wiped out. Unit A0 – ElectroCorp Access The ElectroCorp must be protected. By the time the reprobates have discovered the truth Commander Mila will have already gained access and phase 2 of the prophecy will be underway. Ensure nobody interferes, our prize must be protected. ================================================================================ -------------------------A Word from the Maker [WFTM]--------------------------- ================================================================================ So I have now played through Hydrophobia four times, twice on the original and twice on this version, and am I sad that another game will never be made? Well not really, thing is it was never that interesting; the game had potential but most things do and it was clear that Dark Energy Digital just didn’t have the talent to create a great game. They had the talent to create fantastic looking water but as time has shown, you shouldn’t rest your hopes of other studios wanting to buy your water technology to keep afloat. Well hope you’ve found the guide useful, if you wish to put this guide up on your website (for some bizarre reason) you can; provided it’s unedited and you credit me. Any additional issues contact me at Jallen9000(at)Hotmail.com with a clear e-mail title.