##### / ## ### ###### / ##### ### /# / / ##### ### # / / ## # ## ## ## / ### # ## ## ## ## # ## /## ######## ## ## # ## / ### ######## ## ## # ## / ### ## ## ## # ## ## ### ## ## ## # ## ######## ## ## ## # ## ####### ## ## # # / ## ## ### /## / #### / ## #######/ #######/ ######/ ## #### #### ##### ## ============================== 1...Introduction...(1TI) ============================== 1. Introduction............(1TI) 2. Controls................(2CT) 3. The Basics..............(3BA) 4. The Guide...............(4GD) A. Chinatown Rundown..(CRZ) B. Vehicular Carnage..(VCZ) C. Boneyard Workout...(BWZ) D. You Dirty Rat......(DRZ) E. Everybody Runs.....(ERZ) F. Falling for Kafka..(FKZ) G. Uninvited Guest....(UGZ) H. Breaking the Ice...(BIZ) I. Opera House........(OHZ) J. Shock Therapy......(STZ) K. Road Rage..........(RRZ) L. Head to Head.......(HHZ) M. Finale.............(FNZ) 5. Closing.................(5CL) ==================== Introduction ==================== Hello, and welcome to my guide for Wet. The purpose of this guide is to provide strategies for how to complete the main game, as well as tips and general strategies for play. The guide is organized in to five sections: you're in the introduction, the controls section lists the game’s controls, The Basics section provides tips for general combat and how stuff works, and the main guide is the way through the game. The introduction and the closing section have contact information as well as some other information about the guide. If you have any questions, you can contact me at wcrobars@hotmail.com ============================== 2...Controls...(2CT) ============================== Xbox/PS3.........Function Left Stick.......Move Right Stick......Aim A/X..............Jump/Pull up X/Square.........Sword Attack Y/Triangle.......Interact B/Circle.........Slide D-pad............Change Guns L.Bumper/L1......Wall Run/Rubi Vision R.Bumper/R1......Shoot ============================= 3...The Basics...(3BA) ============================= This section details some of the game's basics. If you don't know how to do what you're supposed to do then this is the place to come. A. Acrobatic Moves ----- The Key to combat in Wet is proper use of acrobatic moves. Acrobatic moves are basically anything that you do involving the environment: sliding along the ground, swinging from a pole, jumping through the air or anything else you can think of. Shooting while performing any one of these actions will cause Rubi to fire her guns in slow motion, which let's you aim at one target while Rubi automatically targets another. Acrobatic moves are key to doing well in the game, so make use of them whenever you can. B. Health ----- Your health in the game is represented by a series of yellow rectangles in the upper left corner of the screen. Your health will obviously go down when you get, either by bullet or blade, but there are two ways to regenerate. The easy way is to find some liquid pain killer (alcohol) in the level and drink it, which will fully heal you. The other method is get a multiplier going in combat, which will restore your health gradually based on how high of multiplier you have going at the time. C. Rubi Vision ----- Occasionally you will enter Rubi vision when your face get's splattered with blood. This will cause the screen to go into a weird, cel-shaded version of the regular world. The only real difference between this mode and normal mode, other than a visual one, is that your score is calculated by how many enemies you can kill in a row. The more you kill without letting the count drop to zero, the higher your score. D. Arena Fights ----- The other common sequence you'll run into are arena fights. Arena fights trap you in a room full of continually spawning enemies. To get out of them you need to destroy the spawn points where the enemies are entering the arena, marked by a skull and crossbones. One you destroy them you have to kill the remaining enemies to finish up. Afterwords you're rated on three things: how many acrobatic kills you got, how fast you were, and your average multiplier. Arena fights are designed for intense combat, and they contain a lot of items to use for acrobatic kills. E. Platforming ----- Rubi can jump and run with the best of them, and you'll be using that ability throughout the game in order to traverse the game's areas. Rubi can Wallrun, leap from hanging poles, leap between buildings, hang from ledges, and plenty of other things as the situation requires it. Press L1/L. Bumper to see what areas Rubi can interact with. F. Guns ----- During the game Rubi can acquire four different guns, each with their own strengths and weaknesses. Guns have limited ammo that you need to collect from crates and the game's environments, so make sure you use them intelligently. In the order you get them they are: Pistols: Your main weapon and standby, the only gun with infinite ammo. Pistols are great, and really have no downside. They're the weakest gun in the game, but they aren't bad by any means. They're the easiest guns to get head shots with and once you've upgraded them a but they can fire almost as fast as the sub-machine gun. Shotguns: The shotguns are beasts at close range, but are all but pointless at long range. They can be a little pointless given you have a sword, but they're good for taking down enemies fast at medium and close range. Sub-Machine guns: These guns are weak, but they fire the fastest out of any of the guns in the game. The best way to use these is to aim for head-shots or simply as a spray and pray weapon. Crossbow: The final gun you unlock is a long range crossbow that fires exploding bolts. It can kill most enemies in a single hit, but it has a pretty limited number of rounds . Use I sparingly in tough situations. G. Upgrades/Score ----- The game keeps track whenever you kill an enemy and how you do it- acrobatic kills and other special actions are taken into account. This all combines to give you a score at the end of the level, which you can use at an upgrade store to buy new abilities for Rubi. You can either buy upgrades for Rubi- like more health or new acrobatic moves- or you can buy upgrades for her guns like the ability to fire faster or hold more rounds. Ultimately your upgrades are up to you, there aren't really any of them that are super necessary. The only ones I'd recommend would be at least 1 level of health and upgrading your pistol fire rate, which gets a LOT better at level 3. ============================== 4...The Guide...(4GD) ============================== ---------- A. Chinatown Rundown...(CRZ) ---------- This starting section is just a tutorial. Follow the onscreen prompts and learn the controls. If you can't cut it here, this game isn't for you. This area is all pretty self explanatory: kill the enemies, do some platforming, etc. The first real test of your combat comes in the first arena of the game. In arenas, enemies will continually spawn until you take out their spawn points in the area. Take out the spawn points and kill all the enemies to complete an arena. In this arena there are three spawn points: one at the north side where you come in and two in the lower area. To get to the one in the north section, run up a stack of boxes against the wall then slide along a zip-line. You can get to the other two by wall running along both of the walls to land on their respective platforms. Afterwords, head through the door to the next area. Follow the tutorial and move from blacony to balcony, shooting enemies as you go. Slide down the ladder and prepare for a short quicktime event, then take out the enemies down here. Head into the ally for some health then run up the chain-link fence into an area with some more enemies. Take them out and head to the next area to see a cutscene. Take out the enemies and head up the stairs on the corner. Slide across the wire and then jump to the hotel balcony. Take out the enemies and head inside. Head up through the hotel, following Simmons and taking out enemies as you go. Open the door at the top and drop down into the new area. Eliminate the enemies as you see fit and head through the gate and up the elevator at the end of the alley. The next area is another arena, this time with four spawn points. All of them are on ground level and they're all out in the open. Take them out, using cars as explosives when necessary. Head through the door at the end to complete the level. ---------- B. Vehicular Carnage...(VCZ) ---------- This level is pretty much one long quicktime event. Enemies will pop out of the black cars to shoot at you, so take them out when you can. It can be difficult to shoot them from the moving vehicle, but it's just as hard for them to shoot you. Be prepared to jump from car to car throughout the level, as well as clashing enemies upon landing. You'll eventually catch up with Simmons and jump on his vehicle, which ends the level. ---------- C. Boneyard Workout (BWZ) ---------- This chapter consists of Rubi doing some challenges in her base, the boneyard. There are three events: the first is an acrobatic shooting challenge, the second is a shooting gallery, and the third is another acrobatic challenge with a new weapon. The game explains each challenge, so I won't go in depth about how each one works. The first and third challenges have you running and gunning through the yard while jumping through hoops. The s is to clear the challenges in a certain time limit, which is easily doable even without the bonus points. To get bonus points, jump through the flaming hoops. This will cause hubcaps to appear. Shoot hubcaps to cause targets to appear for about a second, then shoot the targets to get a couple of seconds taken off your time. The first challenge uses your pistols, and the second uses your shotgun. Both are pretty much the same, except that you don't need to be as accurate with the Shotgun challenge thanks to the spreading effect of the gun. The shooting gallery requires you to get 90 points in three minutes, with each target being worth a certain amount of points. One point board targets will appear on top of and inside the bus, two point target barrels will shoot straight up, and three point hubcaps will be shot out skeet-style. The easiest way to clear the score is to go for the high point items over everything else: they aren't that much harder to hit but they give you a lot more points in return for shooting them. After completing the challenges, watch the cutscene and end the level. ---------- D. You Dirty Rat...(DRZ) ---------- Head forward and jump off the ramp to the bars, ignoring the enemies below. Duck under the cap, then head down the ladder an shoot the enemies. Head around the corner and up the stairs for an arena fight. There are three spawn points in this arena fight. Each one is located slightly above the rest of the areas in the level in the pattern or a triangle with one at each point. You'll need to wall run up to where they are to take them out. After they're all destroyed, enemies will drop down into the area with a ladder. Kill them and then climb the ladder to get to the next area. It's now time for your first “Rubi vision” segment. These segments ditch the scoring of the regular game to focus on chain killing- killing lots of enemies in a row without stopping is the only thing that determine. The area for this one is pretty self explanatory: from your staring position you need to move left out of the walkway and onto a ledge. From that point, make your way clockwise around the area while continually heading upwards. Kill anything you meet along the way and try to rack up a nice kill count. You'll eventually come to a long ladder, jump on it and ride it down to the ground to find some enemies. Defeat them and head through the door to the next area and you'll get your score for this one. Time for another arena fight! There are four spawn points this time, two on each side. Head forward and jump up to the platform to find the first one, then drop down to the lower area to find the second. Head back to the start and jump across the path of the Gatling gunner. Aim next to him to blow up a red barrel and kill him, then head to the back on the right to find the third spawn point. Near there is a chain link fence: run up it and then move across the ledge to the final spawn point. Head through the door to the next area. Head up the long passage by jumping between the wooden platforms. You'll soon find yourself in a cage match against some enemies, but they shouldn't pose a threat to your sword. Afterwords you'll take control of a Gatling gun. Destroy the enemies across from you and to the sides and Rubi will automatically take the elevator to the next area, where you'll fight a boss: Rat Boy --- Ray Boy is a piece of cake. He has a lot of cronies helping him out in this fight, but they shouldn't be your target. Focus all of your attention on Rat Boy. He'll always stay in the center of the area so it's pretty easy to find. There really isn't any strategy here: just pump him full of lead and dodge his gunfire. His gun fires extremely slow, so it shouldn't really be a challenge to avoid it. When the game prompts you to, run over to him and press the button to end the fight. ---------- E. Everybody Runs...(ERZ) ---------- This mission starts off with an arena fight. It's a simple one, one spawn point in each of the four corners. After you take care of the enemies, a guy will bust in with a Gatling gun. Take him out like you did with Rat Boy, they're pretty much the same. You'll need to do a quicktime event to kill him. After he's dead, head through the door in front of him. Kill the enemies, the wall run up the chain-link fence in front of you. Jump off and grab a pole a swing to a nearby ledge, then take the ladder up to a flight of stairs. Head to the top and open the door, then move down the stairs outside. Climb up to where the man was, then advance up the building inside. Jump to the window on the other side to see a cutscene. Head down the ladder and shoot the enemies at the bottom, then follow the man to the left and jump over the gap to a pipe. Move to the right and then up to a higher pipe, then jump backwards off the building to another pipe before swinging onto a ledge. Continue to follow the man he goes through the roof tops by wall running up a few obstacles before finally taking a zipling and meeting him face to face. He sends some enemies into the room, kill them and continue forward into an elevator. At the top you're in for another Rubi vision sequence, only this time in an arena. With eight spawn points, you can do a lot of killing here. Six of the spawn points are scattered around the street level and two of them are up on platforms. To get to them, wall run up the bus and jump to the first, then wall run from that one to the second higher one. After the bloodshed Rubi will head through the next door automatically, ending the level. ---------- F. Falling for Kafka...(FKZ) ---------- This chapter is a lot like the car hopping level, but it takes a while to get into. Watch all of the cutscenes and prepare for a quicktime event. After a series of strange and awesome events you'll find yourself hurtling through the air. This mission is split up into two parts. The first has you taking down the crew members from the plane as the fall. You can't move, so taking them out before they can damage you is critical. The easiest way to do this is to aim your camera so you're looking slightly up, which will allow you to see them as they fall into view. The second part of the level has you falling towards a parachute. You'll need to avoid the objects as they fly towards you: one hit and you're dead. Once you reach the chute be prepared for one final quicktime event before the level ends. (After this mission you'll unlock the sub-machine guns. You'll have to complete a trial for them, but its just like the last two). ---------- G. Uninvited Guest...(UGZ) ---------- The start of this level is a long acrobatic portion over a mine field. Head forward and jump to the boat. Swing off the pole onto the rock, then wall run on the wall and jump off onto another rock. Jump to the next rock in front of you then move up the tiered steps. At the top grab the ledge on the left side and shimmy around until you can jump to the right side. Go up from here and climb the rim of the lighthouse all the way around, then jump off and land on another ledge. Pull yourself up then jump to the higher ledge in front of you. Drop down the next couple ledges, then jump to the large standing rock. From here jump to the broken bridge on the wall. Dodge the barrel by going far left, then head up to the next large part of the bridge. Wait for a barrel to come on the right side and then move to the left, which will trigger a barrel to dodge on that side.. Wait for the first to fall before moving to the right side to dodge the second one. Head up to the final large wooden slat and quickly move up and to the right to dodge the final barrel. Jump up on top, then kill the enemy and drop down. Head through the door, then slide and shoot both chains at once to get under the gate. Do the same in the next room, then shoot the red barrel to get through the next gate. Kill the enemies in the next area, then blow up the barrel on the left side and wall run up the wall behind the enemy. Swing across the bars to the other side and drop down, but be careful of the rolling barrels when you fall. Take out the enemies, then wall run up the wall to get into the rafters. Take the rafters to the next room over and kill the enemies there. Slash the barrel to reveal a wall run spot, then jump up and across to the platform on the opposite side and head through the door on the other side. Time for another Arena fight. There are only three spawn points this time: one to the right when you start, one on the far wall, and one on the upper level. After you take out two of them a Gatling gunner will appear, but he shouldn't give you much trouble with those fancy new guns of yours. After they're all dead two more enemies will blunder into the area. Kill them and head through the door they came from. Open the door like you did the other ones, then go through and destroy the boxes to reveal a red barrel shoot it to get through the gate, but hurry: you will have started a fire. Run through the area and jump on the ladder at the end, head up to the exit. Head along the rims of the building, watching for enemies as you go. Jump from ledge to ledge and pole to pole until you can pull yourself up on the building on the other side of the area. Kill the enemies, then jump up on the ledge and move to the other side of the platform. After the rest of the enemies are dead, drop down and circle around this die of the house until you reach an open window. Head inside and kill the enemies, then enter the doorway at the end of the hall. Kill the enemies next to you, then take out the ones at the far end. Wall run up the middle section of the far wall, which will trigger a cutscene. Afterwords, jump to the pole and simultaneously shoot the chandeliers as you cross to take out the enemies below and progress along the top. Once on the other side, take out the remaining enemies both below and on the side you just came from. After all that, wallrun up the chimney to get out of the building and into anew area, but prepare for a quicktime event. After the scene you'll be in another arena fight, this time with four spawn points. They circle the room on the second level, so they're pretty easy to get to. After you've dealt with two spawn points a Gatling gunner appears to cause trouble for you, take him out like all the others. After you beat this, the level is over. ---------- H. Breaking the Ice...(BIZ) ---------- Slide down the ladder, then proceed through the hallway, killing enemies as you go. Open the door at the end and prepare to run from a wave of fire as an enemy sets off a trap. In the room after that wall run in the spot next to the generator, then circle around the room and hop up to the upper platform. Open the door and slide down the zipline. Hop across the platforms until you reach the building above you, then run to the other end and wall run up to the roof. Run to the other end on top for a zipline down to the Gatling gun. Time for another Gatling gun sequence, only this one's even easier then the last. After you've slaughtered your foes, wall run to the next platform from the left side of this area. Move to the back end and hop up some more ledges to get on top of the building, then run back in the other direction to get to the Gatling gun building's roof, which has a zipline on it. Take it down and kill the enemies, then move up the nearby wall using the ledges. When you try to cross the bridge, a trap tirggers and it begins to collapse. Jump across the bridge as fast as you can. On the other side drop down into the small area and then take the stairs down to the lower level. Kill the enemies and enter the door on the other side of the walkway. Wallrun to avoid the flames and take the enemies on the other side. Step into the cargo elevator and go the the next area. In this area, there is a new enemy who uses a sword. You need to get a head-shot to kill these guys; nothing else does the trick. Head through the next door for an arena fight with four spawn points, two on the upper level and two on the bottom level. This arena match can be hectic: it's the first that has sword enemies and Gatling gunner shows up part of the way through. Focus on the Sword enemies first, as they can do a lot of damage. In the next area kill the enemies and then head up the long shaft by jumping from ledge to ledge. At the top you'll go through another Rubi Vision sequence, but this one's pretty short. The exit to the room is on the other side of the gap around a wall. Exit through the door and ride the zipline down into the next area. After the scene head forward and slide under the railing. Shimmy around the building and drop down onto the ledge, then slide down the stairs to the main dock. Advance all the way to the end to be faced with a huge wave of melee enemies. Take them out and their Gatling gunner buddy that shows up to complete the level. ---------- I. The Opera House...(OHZ) ---------- Head down the zipline, then wall run across the wooden slats to the other side and kill the enemies. Wall run up the pipe inn the corner and jump backwards to a couple pipes which will land you on a ledge. Enter the door and wall run over the first while shooting the enemies, then repeat that a couple times until you're outside again. Hop across the pipes and then up the sign until you get to a ledge, then kill the enemies inside. Slide under the gap in the wall, then move to the back of the room up to the ledge and shimmy around to the front. Go through the rafters so you're outside again, then hop across a couple more pipes and up another sign to the next platform. Jump across to the dragon head and move to the front. When it isn't belching fire, jump to the nose and run along it's head to jump inside of the main building. Head down the stairs and run along a couple of walls to clear the gaps in the floors. After a few you'll come to an area where you need to jump across a gap and shoot out a window, then wallrun down to a lower area and do the same with some wooden planks so you can slide under an open window. Head to the right around the ledges and you'll eventually get to the other side of the room. Take the zipline down to a room full of enemies. Kill them and move through the door that opens, then drop over the ledge and move to a door that will take you to the next area. This area is an arena match. There are four spawn points, three on the upper level and one on the bottom. After you kill all of the regular enemies you have to fight the band. The do this, shoot all of their instruments and speakers to cause explosions, which will kill them. Head through the back of the band area and run up the left wall to find the door to the next area. Slide down the ladder and shoot the enemies. Go through the door for another Arena match with four spawn points, two on each level. Finish up and move on through the gate. ---------- J. Shock Therapy...(STZ) ---------- After the cutscenes kill the enemies on the ground floor and then head to the back left corner and wallrun up the shelf. Head to the wall and shimmy across to the other side, kill the enemies, then take the door. It'll now be time for another Rubi vision sequence. This one is a bit unique, as you'll need to eliminate the six spawn points in a certain order. Taking out the ones on the raised sections of the level will cause the ones on the bottom to appear, and taking out those will cause a ladder to drop that will lead you to the final two. After that you'll be treated to a Rubi Vision Gatling Turret event, which can be made a lot easier by blowing up the tanker car in the middle of the area that the enemies are taking cover behind. After that, this short level is over. ---------- K. Road Rage...(RRZ) ---------- This chapter is played just like the earlier car chase chapter, only this time in Rubi vision for the entire level. For the most part it's just having good enough aim to shoot everything, but you should try to take out the much more damaging motorcycle enemies before any of the others. As the level progresses, don't be afraid to use your alternate guns to take out enemies and always be prepared for one of the level's numerous quicktime events. ---------- L. Head to Head...(HHZ) ---------- when the level begins head forward and swing across the poles to a ledge, then drop down and swing across another gap to get to the platform. Kill the enemies and wall run up the back of the ally, then jump to a couple p[oles that will take you to a ledge. Wall run up this new building and move around the ledge, then drop down on the balcony and go inside. Take out the enemies then jump off the ledge to find a whole bunch of them waiting for you. Shoot the barrel to take some of them down, then advance through the area and finish off the rest. Eventually a Gatling Turret will start to attack, so take out the barrel behind hit. Afterwords you'll advance to the next area. Time for another Gatling segment. There are plenty of exploding barrels if you need to use them. After that's done, jump down to the area where the enemies were to face even more of them. It's best to go to the back of the area so the close range enemies will be forced to come to you. After the first wave is dead, a few more will com out of a door in the back. Kill them and go through. Head down the stairs and jump to the floating buoys, then to the dock. Take out the enemies and wall run up the dock wall, then swing on the poles across the water to another dock. Kill the enemies here, and continue to circle around the ring of docks until you enter a building. Open the door inside to find one of the toughest Arena fights in the game. To get through it, first shoot the enemy directly in front of you, then kill the melee one rushing towards you before destroying the spawn point. Then make a mad dash to the second spawn point under the structure on the opposite side of the area and destroy that before moving up on top of it and killing the Gatling gunner. Head over to the corner and wall run up the structure to find some health a couple more enemies. Right in front of you will be the final two spawn points. Head through the door that opens up to enter another Rubi visions sequence, though this one is pretty short and very linear so just make your way down the hall. Head through the door to some out in front of a zipline. Take it down to the ground floor and kill all of the enemies to spawn some more, then kill them to open a door to another arena fight with three spawn points, all of them right out in the open on the ground level. After that's done head up the stairs and jump across the gap to find a switch that will stop the handing cart things. Head back out and jump across them to the other side of the factory rafters, which will causes enemies to use the elevator to come up. Head back over and kill them, then head up the stairs and open the door. Inside you'll find a lot of fire. This section is mostly a quicktime event, so pay attention for button prompts. After that's done, the level is over. ---------- M. Finale...(FNZ) ---------- The finale for the game is little more than an extended quicktime event. (I'm a little disappointed). Hit the right button prompts and it's all over. Congratulations, you've finished the game. Doing so will unlock some more Boneyard challenges as well as score attack mode, where you have to get a certain score for a level. ============================== 5. Closing...(5CL) ============================== This guide is my property, and you are only being allowed to use it. As such, I must insist that you not use this guide for any personal gain or profit off of it in any way. You are free to use this guide as you see fit as long as it comes within those confines: you may print it, make a hat out of the pages, or create some pleasant origami. I don't care as long as I maintain ownership of this guide. Do not distribute it without my permission, but if you would like it on your website feel free to contact me at wcrobars@hotmail.com and I will more than likely allow it. I hope this guide has been useful, and I thank you for reading it. This guide, like all of my guides, is dedicated to cats. Copyright Woody Crobar, October 11 2009.