WET | Ep. 3 – The Walls Are Just Extra Footpaths
Rubi Malone returns for another evening of spectacularly unnecessary acrobatics, cinematic gunfights, slow-motion action, and further proof that floors are apparently optional.
We started the night trapped inside a death loop that had already battered us during the previous stream. We ended it watching the credits roll. Between those two points? Exploding crossbow bolts, cursed time trials, missing enemies, Gary’s questionable singing, forgotten wall-runs, an emergency reboot and 32 death loops.
🎬 About WET
WET is a stylish 2009 action shooter following mercenary Rubi Malone, a woman who approaches dangerous jobs with pistols, a sword and seemingly no concern whatsoever for conventional health and safety.
Gunplay blends with slow-motion dives, slides and wall-runs, while its grindhouse presentation turns every encounter into an over-the-top action sequence. It’s scruffy, chaotic and occasionally temperamental — which makes it almost perfectly engineered for livestreaming.
⚠️ Where We Are in the Journey
Episode 3 began exactly where the previous stream abandoned us: halfway through Chapter Eight, inside an arena responsible for an impressive collection of death loops.
I genuinely wasn’t sure whether we’d finish WET tonight. Somehow, though, the arena that had destroyed us last time only took a handful of attempts. It reminded me of our ancient Assassin’s Creed nightmare, where we once death-looped for an entire stream, left the game for roughly eighteen months, then returned and casually beat the troublesome section first time.
Apparently fear is an effective strategy.
🔥 What Happens in This Episode
We started the night still trapped inside the Chapter Eight arena that had absolutely battered us during the previous stream. I was fully expecting the death-loop counter to start climbing immediately, especially after taking a moment to remember which buttons actually made Rubi jump, enter slow motion and perform the ever-reliable “slicey slicy.” Chat quickly became an unofficial tactical department, with DrewXRubi suggesting different orders for tackling the doors and GaryDSteel offering the slightly more direct strategy of attacking the doors and ignoring everybody.
Unfortunately, “everybody” had machine guns, swords and very strong opinions about Rubi reaching those doors. We had to close the doors while enemies continued pouring into the arena, with health disappearing remarkably quickly whenever one of the heavily armed opponents got involved. There were wrong turns, unfortunate button presses and several more visits to #Deathloop, keeping JD’s Death Loop empire comfortably in business.
Somehow, though, the arena that had defeated us over and over again last time only took a handful of death loops this time. It reminded me of our ancient Assassin’s Creed nightmare, where we once death-looped on a combat section near the end of the game for an entire stream, put the game aside for roughly eighteen months, then eventually returned expecting another disaster. I had even considered recording myself getting through it beforehand and playing the footage back while chatting live. Naturally, when we finally returned, we beat it first time and carried on to complete the game without incident. Apparently WET had decided to follow the same pattern.
Once the doors were finally closed and the surviving machine-gunner had been dealt with, we could spend some accumulated upgrade points. Whenever the opportunity appeared during the rest of the stream, we more or less threw points into abilities because we knew any one of those moments could be our final chance to spend them. Shotgun effectiveness and sword abilities suited the way we were actually playing, while we also picked up the ability to slide into a stab and another move involving jumping, sliding and coming in to land. Whether I would remember all of these moves five minutes later was another matter entirely.
Escaping the opening death loop delivered another cursed time trial. We mostly ignored everything and jogged Rubi towards the finish because bronze, silver or gold means absolutely nothing to me when the alternative is spending longer inside a time trial. We did fire a few random crossbow shots along the way and discovered that the bolts explode on impact, which became considerably more useful once the proper fighting resumed. A few explosive rounds thrown into later encounters certainly didn’t hurt.
From there, progress became surprisingly steady as we pushed deeper into the Old Royal Opera House, although if that building was supposed to be an opera house, it was certainly in quite a state of disrepair. Fire, collapsing architecture and awkward traversal kept getting in the way, while gravity naturally became Gary’s fault whenever Rubi missed a jump or unexpectedly disappeared into the abyss. #BlameGary was doing excellent work by this point.
Chat had plenty happening away from Rubi’s problems as well. A Hunger Games broke out in which I promptly became one of the casualties and Jade_EC took the victory, while Gary and Mr. V seemed quite content to watch the Raven fall with their metaphorical popcorn. EntertainJD also managed to complete a Pokémon hunting contract using an Elven Longbow. Somehow tea, biscuits, dysentery, cheese and harmonicas were all perfectly normal conversation alongside the ongoing grindhouse bloodbath.
There were plenty of pop-culture diversions too, with conversations wandering through Buffy the Vampire Slayer, Star Trek and Mutant Chronicles. Rubi started drawing comparisons to Faith from Buffy, which became increasingly difficult to unsee once you combined the attitude, sword swinging and acrobatics. “Everybody’s dead, Dave” also became useful whenever an arena finally appeared empty, although WET had a habit of hearing that declaration and immediately producing several more people for Rubi to murder.
One of the larger Opera House fights, along with the music playing over it, gave me serious Kill Bill and Crazy 88 vibes. Somewhere amid the carnage, an in-game singer was also identified as Gary demonstrating his tremendous “singing” abilities, which quickly became accepted stream canon regardless of what the developers might have intended.
The arenas themselves remained brutal. Machine-gun enemies were repeatedly promoted to priority targets, doors had to be closed while under pressure and explosive barrels were not always as helpful as you might hope. DrewXRubi continued supplying useful advice about which enemies to remove early and reminding me that Rubi could drink during combat to give herself a valuable second wind. I continued refining the slightly less sophisticated approach of shotgun blasts, sword attacks and the occasional spectacular plumshot.
There was also the cutscene with Rubi tied up above the bath, which immediately had the feeling of, “What could possibly go wrong?” The scene became rather distracting thanks to Rubi’s little thong and, briefly, it appeared we might get an entire level with a particularly generous camera angle. Sadly, she got redressed, bringing that particular dream to an abrupt end.
As the level continued, I genuinely started wondering whether we should wrap things up or keep going. We had already been playing for a while, but there were only two chapters left and one of them wasn’t particularly long. After years of wanting to bring WET back onto the stream, and with how much I had been enjoying finally playing through it again, leaving the ending for another night just didn’t feel right.
After clearing Shock Therapy, that turned the evening into a proper completion attempt. Road Rage brought another of WET’s stylised action sequences, with gunfire, quick-time events, dwindling ammunition and Rubi’s health getting worryingly low. There was still somehow time for jukebox distractions while dealing with the latest collection of “upset customers,” before we finally reached Head to Head and the last proper level.
That decision to carry on nearly backfired when one of the final arenas appeared to soft-lock. We had taken out the enemies and closed the doors, yet the game clearly believed somebody was still alive. Grenades kept mysteriously exploding around us, but there was nobody to shoot. I started throwing Rubi through random slow-motion jumps and dives, firing around the arena in the hope that the little red target indicator would reveal whoever was hiding.
Nothing.
We kept searching, jumping and shooting, but there still didn’t appear to be anybody there. Eventually, the missing enemy made the mistake of using the machine-gun turret.
Found him.
If he had started firing the thing earlier, we probably could have saved ourselves quite a lot of confusion.
With the arena finally cleared, the last major obstacle shifted away from gunmen and towards WET’s other great enemy: platforming. The final parkour section involved flames, wall-runs, awkward rebounds and repeated attempts to work out exactly where the game expected Rubi to go. As has been the case throughout this entire playthrough, the main complication was that I kept forgetting wall-running exists.
The final stretch became a process of making it through one section, dying, learning where we were supposed to go next and then reaching slightly farther on the next attempt. The death-loop counter crept past 30 while one particularly awkward sequence required wall-running in one direction and then effectively repeating the trick from the opposite side because of video game logic. Eventually, though, we learned the route and reached the final jump.
And Rubi just died.
Worse, the game never reloaded.
That caused a slight panic because there was no way of knowing exactly where our last checkpoint had been. We eventually had no choice but to shut the game down completely and switch it back on again, desperately hoping we weren’t about to lose a large chunk of progress.
Thankfully, the checkpoint placed us immediately before that final parkour stage.
This time, we aced it.
Rubi wall-ran through the final section, reached the second-to-last cutscene and entered the last quick-time-event confrontation. After all the arenas, wrong turns, machine-gunners, forgotten wall-runs, gravity-related incidents and death loops, Rubi was victorious. WET was complete.
As the credits rolled, we finally checked the evening’s statistics. The final count stood at 32 death loops, which was impressive enough on its own, but our sword had also delivered four plumshots to some particularly unfortunate machine-gun enthusiasts. Whether those should be allowed to subtract from the death-loop total remains open to debate.
Challenge Mode unlocked, the menu returned and that was it. After three streams, years of wanting to bring WET onto the schedule and a playthrough that somehow became cursed by cancellations, illness and rearranged sessions, we had finally finished it. The entire journey is now timestamped chapter by chapter in the YouTube playlist as well, so anyone watching back can jump straight to whichever part of Rubi’s adventure they want to revisit.
I’ve wanted to play WET on stream for such a long time after originally playing it when it came out, and I genuinely hope everyone has enjoyed this playthrough as much as I’ve enjoyed returning to it. There won’t be a fourth stream required after all.
The night finally ended with us raiding into NitemarePhoenix, closing the book on Rubi’s gloriously chaotic adventure and leaving JD’s Death Loop empire looking towards its next potential customer.
📺 Watch the Episode
If you want to see the death loops, disappearing gunmen, catastrophic parkour and the moment WET finally went down, you can watch Episode 3 on YouTube.
The complete WET playlist has the chapters broken down and timestamped, so you can jump straight to whichever part of Rubi’s adventure you want to revisit.
You can also visit the Dr Ravenholm YouTube channel. If you enjoy the chaos, leave a like, tell me your favourite moment in the comments and subscribe for more gameplay.
🔴 Join the Adventure Live
The credits may have rolled on WET, but there is always another dangerous doorway waiting to be kicked open.
Come aboard live on Twitch or join us on YouTube. The streams are where the death loops become legends, chat develops increasingly questionable tactical doctrines and raids like our visit to NitemarePhoenix carry the adventure onwards.
Next up, we’re attempting the original Sniper Elite — complete with keyboard-only controls and absolutely no guarantee that JD’s Death Loop empire won’t immediately find another profitable market.
🌐 Community & Links
The WET operation may be finished, but the crew isn’t disbanding. There are plenty of places to regroup before the next mission.
When the next stream goes live, find me on Twitch and YouTube.
For the community headquarters, join us over on Discord.
To follow the signal across the wider network, you can find me on TikTok, Bluesky, Instagram, Facebook, Threads and X.
If you want some music between firefights, my tracks are waiting on Spotify and Apple Music.
If you’d like to support the continuing chaos, visit the Dr Ravenholm shop, browse Teespring, or leave a Streamlabs tip.
And beyond the gaming bunker, you can explore the Business Centre, download the service brochure, learn more about me or venture into the blog.
🌙 Until the Next Death Loop
After years of wanting WET back on the schedule, Rubi’s adventure is finally complete — and I’ve loved revisiting this gloriously ridiculous game with all of you.
Thirty-two death loops, four plumshots and one final reminder: the walls are just extra footpaths.
Until next time.
— Dr Ravenholm
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