Operation: Hot Water

> When's the last time you wore a wetsuit?
>
> The Handler, right before the mission is sent in

**Operation:** **Hot Water** is the fourth mission in *I Expect You To Die 3*.

Maybe she won't see you.

## Synopsis

The Handler's briefing is as follows:

> We'll need some time to find the location of Dr. Prism's factory from that robot. In the meantime, you don't get to rest. I looked into your blackout in the mines, and we actually had an agent experience a similar blackout a couple months ago during a deep-sea mission off the coast of New Zealand. I scouted the location and found an underwater lab nearby. Your mission is to infiltrate that lab and see if kinesium is being used. And if it is, well, you know what we do to places with kinesium.
>
>

The mission begins with a player in an underwater lab. The player's goal is to figure out what the lab is doing and see if Kinesium is being used there.

## Walkthrough

The first thing you will have to do once you enter the level is turn on the power. There is a generator to your left that you can turn on by pulling the lever away from you. Doing this however will not only restore the lab's power, but will also eject poison gas from the generator. You can protect yourself from the gas using the oxygen mask behind the large door on your left, on top of the lockers.

Once the gas subsides, you are able to take the mask off - or you can keep it on for the entirety of the level, your choice! You will then find three envelopes in the lab that you will need, each corresponding to different experiments; one envelope is directly to the left of you on the counter, one is in the rightmost locker behind the leftmost doors (you may have to open the doors more using the red button above the generator), and one is on top of the destabilizer (the big red machine to the left of the vending machine) on your right. All envelopes, except for the one directly beside you, have punch cards that you can put into their accompanying slots, which are in front of you. Once you put a punch card into these slots, the other one will not open until the first experiment is complete.

The first two experiments that you will have to conduct are called BURN and BRIM; the order in which you do these experiments does not matter. You'll know which experiment you're conducting as it will display the name upon putting the punch card in.

To do the BURN experiment, type the code 'BURN' into the keypad on the radio directly to your right, and press the green button to get the materials for it; the materials will be in the briefcase. Once you have the materials, follow the instructions on the blueprint, which are as follows: Set the temperature on the destabilizer (using the top slider) to 950°C, the time (using the bottom slider) to 2 seconds, and ensure that the second-, third-, and fourth-most pipes on the top of the destabilizer are open; you may need to follow the pipes, as well as move the blackboard, to find and access the valves. If done correctly, a green light will turn on on the destabilizer. Press the red button to destabilize the kinesium inside, grab it, and then eject it by putting the kinesium in the compartment that automatically pops out directly to the right of you, and then pushing the compartment back in.

To do the BRIM experiment, put the briefcase back into the chute if it wasn't already there, type the code 'BRIM' into the radio, and press the green button like last time to again get the materials. Once you get the materials from the briefcase, you will again have to follow the instructions provided. The instructions will tell you to press the topmost button on the vending machine twice, the second button from the top twice, and the third button from the top once. This will push the vending machine back to reveal the shield generator, which is underneath a grating. There is a slot for it to the left of you, which after putting it in, will allow you to use the sliders. Move the sliders until the displays match what is on the instructions. Upon successful completion, a shield will be formed around the lab.

The third experiment does not have a punch card associated with it, so to obtain the materials for it, you will have to send Ollie food from the vending machine using the briefcase. When you first put a coin in the vending machine, a grenade will be dispensed; you can either eject it the same way you ejected the destabilized kinesium from the BURN experiment, or you can open the hatch behind the leftmost doors and throw it down there. Once you bypassed the grenade, put another coin into the vending machine and get a popsicle. Put the popsicle into the briefcase, put the briefcase in the chute, and press the green button to give it to Ollie.

The name for the third experiment can be deduced from the use of various symbols in the lab to be 'KBOOM.' Just like with the other two experiments, type the code 'KBOOM' into the keypad and then press the green button to obtain the punch card. Place the punch card in the middlemost slot in front of you, and press the red button. Doing so will release a large kinesium-filled mine.

You are now able to use the dial on the console, and the three buttons, to place smaller mines; the dial will toggle the pipe that the mines will be placed on (available spots will be lit up red), and the first, second and third buttons will place mines on the leftmost, centremost, and rightmost lit-up areas, respectively. Place the mines in such a way that you create a line-up from the large mine that was initially released, to the lab. Keep in mind that you are only able to place up to five of these small mines at once. Once you have done so, destabilize some more kinesium, and eject it in the same way you ejected it during the BURN experiment. If done correctly, this will cause all the mines you placed, including the primary big one, to blow up.

After some time, you will then encounter the squid. After the initial squid cutscene, it will attempt to destroy the lab by getting in through the leftmost doors. To deter it, press the red button above the generator to slam the doors onto the shackle to break it off. If you were unable to break the shackle off in time, that's fine, as there will be another opportunity to do so later on. Depending on how fast you do this, the squid may or may not hit the generator with its tentacle and start a lab fire; if one *does* occur, you can either use the fire extinguisher between the destabilizer and the vending machine to extinguish the fires, or use the sprinklers by flipping the valve closest to the generator (the only one that isn't connected to the destabilizer). The squid will then move in front of the lab behind a rock, to which then you will have to scare it in the same way you blew up the large kinesium-filled mine, i.e., by lining up smaller mines from the squid to the lab, and then blowing them up using destabilized kinesium from the destabilizer.

If you were unable to break the first shackle off from earlier, the squid will again get in through the leftmost doors, giving you another chance to slam the doors onto it. Once it's broken off, the squid will then come in through the *right* and grab onto the chute pipe. You must then call Ollie by pressing the green button on the radio, which will prompt him to close the chute, and break off the second shackle.

After a while, the squid will attempt to destroy the lab once more by crushing it, ultimately flooding it. Before the lab is fully flooded, grab the oxygen mask that you used to protect yourself from the poison gas at the beginning of the mission, and put it on. Then, rip the panel off of the squid's head, and then pull out the fuse behind it. Once you have done that, the Handler will prompt you to grab the shield generator, ending the mission.

## Souvenirs

### Give Ollie His Favorite Food

Put the vending machine grenade into the porthole in the room to your left and shut the porthole. Place the resulting fish into the kinesium destabilizing machine to cook it, then place it in the briefcase and send to Ollie.

### Get Zor-Bucks From The Vending Machine

Put an object into the slot at the bottom of the vending machine, then move it up. From there, use your object to push the Zor-Bucks down and out.

### Extinguish Fire Without Safety Equipment

Buy a soda from the vending machine, and when the fire comes, use the soda to put out the fire. The soda runs out quickly, so you'll have to be fast.

### Phantom Medal

Type 'NOIR' into the radio. Ollie will send you the medal.

### Robot Trophy

Look up and slightly forward. It's on top of a pipe.

## Debriefing

The Handler's debriefing is as follows:

> It's clear Zor has been working with destabilized kinesium behind Prism's back. But to what end? We'll look into that shield generator you took and see if we can make it work for us. I hope Ollie made it out. And I hope that squid left, never to return. I hope a lot of things.
>
>

The pneumatic tube in the debriefing room contains a waffle in a shape of a squid, topped with cream and many other toppings.

## Trivia

* The Giant Squid was mentioned in the phone messages in the mission Operation: Friendly Skies" from I Expect You To Die.
* When Ollie enters the escape pod, you can hear the AI voice from the Operation: Deep Dive from I Expect You To Die.
* Originally, Operation: Deep Dive was going to have a giant squid boss battle like *Operation: Hot Water*, but was scrapped. In the developer commentary for the level, it was stated that they would maybe do it in the future, hence why it is in IEYTD 3.