
Level 5-4
Deep Sea Trench
Descend into the deepest, darkest part of the ocean - a massive trench where sunlight never reaches. Extreme pressure, bioluminescent enemies, and thermal vents create a hostile environment. New mechanic: Oxygen management.
Level Objectives
- Descend to trench bottom (2000m depth)
- Locate 3 oxygen stations
- Survive thermal vent eruptions
- Defeat 100 deep-sea creatures
Video Walkthrough
Step-by-Step Guide
Oxygen System
At this depth, you need an oxygen tank (HUD shows oxygen %). Depletes at 1% per 4 seconds = 400 seconds total. At 0%, you take 5% HP damage per second until death. 3 oxygen stations along the descent refill to 100%. Red flashing indicator at 20% oxygen.
Descent Phases
The level is a vertical descent split into 3 phases: Upper Trench (0-700m), Mid Trench (700-1400m), Lower Trench (1400-2000m). Each phase has distinct enemies and hazards. You can't ascend back up - it's a one-way descent.
Thermal Vents
Orange glowing cracks in the trench walls. Erupt every 20 seconds, shooting superheated water (40% HP damage if hit). Visual warning: Vent glows brighter and shakes for 3 seconds before erupting. Audio cue: Rumbling sound. Position yourself away from vents before eruptions.
Bioluminescence Navigation
It's pitch black except for enemy bioluminescence (they glow). You can see enemies from far away but can't see terrain until close. Move carefully to avoid walls. Some walls are actually creatures - Mimic Walls that attack if touched.
Oxygen Station Timing
Stations at: 500m (oxygen should be ~60%), 1100m (~40%), 1700m (~20%). If you miss a station, you likely won't reach the next. Explore each depth zone quickly but not recklessly. Combat slows you down - pick your fights.
Enemy Guide
Anglerfish
(Basic Enemy)Tips: Glowing lure on head. Swims slowly toward you. Bites for melee damage. Dies in 4 hits. Their light actually helps you see terrain - don't kill all of them immediately.
Gulper Eel
(Mid-tier Enemy)Tips: Long serpentine body. Opens massive mouth and tries to swallow you whole (instant 50% HP damage if caught). Takes 8 hits. Kill from the side, never approach head-on.
Vampire Squid
(Elite Enemy)Tips: Red bioluminescence. Shoots ink clouds that obscure vision (you're blind for 5 seconds in the cloud). Also fires tentacle whips. Takes 10 hits. Appears in Mid and Lower Trench.
Mimic Wall
(Ambush Enemy)Tips: Looks like trench wall until you get close, then lunges. Deals 30% HP damage. Takes 6 hits. Gives subtle visual tells - slight pulsing texture. There are ~10 in the level.
Boss Battle Tips
- •Oxygen priority: Always refill at stations even if you have 80%. The next segment might take longer than expected
- •Thermal vent patterns: In Lower Trench, multiple vents erupt in sequence (left to right). Position center-right and move left as each erupts
- •Enemy management: You need 100 kills for the objective. You'll naturally get this if you fight most enemies. Avoid only when oxygen is critical (under 15%)
- •Bioluminescence trick: Anglerfish can be 'herded' by positioning yourself. Use them as mobile light sources to illuminate dark areas
- •Mimic Walls: Move along trench walls slowly with weapon ready. Fire at suspicious wall sections to reveal Mimics before they lunge
- •Final descent: After the 3rd oxygen station (1700m), the last 300m has no refills. You have 120 seconds of oxygen - the segment takes ~90 seconds if you rush