Guide;Chapter 6: Isolation in Split Fiction

Here’s what you need to do to fully complete Isolation, the sixth chapter of Split Fiction. Rader has locked the girls in a prison from which escape seems impossible.

Isolation is the sixth chapter of the Split Fiction story . After two young writers have an unfriendly first encounter and something goes rather wrong with a storytelling technology… well, when things go wrong, they have to be fixed. That’s exactly what Split Fiction will cover , a blend of action, science fiction, and medieval fantasy.

Flying prison

When the sequence ends, advance along the only possible path . It’s a section of platforms, obstacles, and a grappling hook . The grappling hooks will mark the path ; remember to avoid the laser barriers, as they’ll kill you instantly.

Once you reach the two bars behind the rotating platforms , the plate you are standing under will rise and you can continue to the right .

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Jump over the bars and avoid the electricity

Now comes another sidescroller phase with jumps on bars, walls and where you must avoid threats such as electric arcs .

A little further on, you’ll find an area where you must alternately climb the bars . The idea is that touching the areas next to the circuit consoles will deactivate the power on the opposite side. This means you must first climb one, then the other, and so on.

The wall of switches

When you both reach the top, they will return to normal platforms with one exception, a wall with alternating platforms .

Here, the character with the closest platform next to them must jump first . Stepping on it will activate the matching platform on the opposite side and deactivate the one on the other side, so the second player to jump has to quickly use their grappling hook to reach the other platform, step on it, and thus cross to the other side while deploying the platform of the first jumper to reach the next safe area.

Go up the nearby stairs to some consoles that take you up to an elevator .

Useful drones

Now you’ll control the ball drones . Mio’s can be dismounted to navigate through narrow spaces (where you see a pink glow), and Zoe’s can be magnetized (on green surfaces). You’ll soon see that Mio’s can also hover on air currents in swarm mode.

Use the ball drones to advance

As you progress a little further, Mio will hack some fan blades to move the magnetic plates so Zoe can continue. Zoe can break the green plate on the pipe to the right of the console and activate a pressure plate at the end of the tunnel, creating a path for Mio to swarm through, which will activate a trapdoor.

Rocker area

In this next section, the platforms are seesaws that rotate under weight. The first two are fine, but starting with the third, there are points where Zoe must magnetize herself to make them spin .

After that, you’ll have to jump over two more normal seesaws to a chimney through which you can squeeze to reach the next section.

Through the duct

You’ll be at another obvious, uncomplicated point for a while. Simply split up and continue your separate ways.

Harpoon and bridge area

Once you’ve progressed far enough, using your abilities normally, you’ll reach a point where Mio hacks a harpoon gun . Launch it onto each platform on the opposite wall so that Zoe can hook onto it, fall onto the platform, and advance to the other side. There, she can hit two switches that open up a bridge of blue walkways .

Keep in mind that each switch activates a set of plates , and Mio won’t be able to reach them by jumping. The easiest solution is to have Zoe constantly jump from one to the other so Mio can cross in a straight line without any problems. From there, you need to jump to the central platform on the wall Zoe was walking on , where there’s a magnetic plate that reveals a hacking point.

Hydration facility

As Mio rides the air currents a little , she’ll land on a platform, and it will turn into a boat in drone mode when it hits the water. Have Zoe ride the boat up to the magnetic plates, and have Mio continue along the surface until she falls down the waterfall. Down below, Mio must guide Zoe to the magnetic plate of the airlock to open it so they can both continue.

To advance, Zoe must jump onto the windmill’s blades and land back on Mio, avoiding sinking and reaching another magnetic plate past the mechanism. You’ll have to cross another windmill , where this time Mio must find a spot where Zoe can jump.

We’ll need another bigger boat

As soon as you cross the second mill , instead of continuing to the next magnetic coupling, look to the right and you will see some bubbles in the water .

If Mio goes over the bubbles , one thing will happen. When she does, you’ll get the achievement/trophy We’ll need another bigger boat .

Reach the end of the sewers

After this, things get relatively simple . Zoe activates the next magnetic point to raise the water, Mio takes her to a waterwheel on the left side and runs to the right side to collect her before she sinks, and from there it’s all pretty straightforward . Be careful when you spin some pieces with Mio so that Zoe passes by magnetizing herself, there are some that will periodically glow indicating that you shouldn’t touch them.

There’s now a “maze” of areas that destroy Zoe if she touches them, nothing complicated if you take it easy. Once on the other side, get Zoe onto the Myo-boat and activate the final airlock.

Prison yard

Back outside, it won’t be long before you see a stream for Mio-swarm . This will allow you to reach a console to hack a turret that will allow you to destroy another mounted weapon that will fire at Zoe if she tries to advance.

Turrets and drones

Every time you see a blue light, it’s a turret or drone that Mio-Turret must shoot at . Note that Mio-Turret moves on a rail to follow Zoe. When you reach the magnetic block, Mio-Turret must shoot the yellow dot above Zoe to get her to the other side, being careful of the drone in the “center of the bridge.”

Snaaaaaaaaaake

As soon as you cross the bridge, Zoe can jump into a box before the steps to reach the next drone. If you shoot the box with Mio while Zoe is inside, you’ll get the Snaaaaaaaaaake achievement/trophy .

Leave the surveillance zone

Now continue to the end of the path following the same mechanics of neutralizing surveillance drones until Zoe can pass through a wall (ignore the magnetic switch, it is only to shoot targets for Mio, you will not get anything for doing so).

A little further on is another crane with yellow buttons . Zoe-ball must climb on first, then Mio-turret must shoot at the left target to rotate the crane, and at the center target to move it and continue.

A little further ahead you will see three yellow switches . Shooting one blocks the surveillance drone’s view behind it. Zoe-ball must cross while Mio-turret activates them in succession to avoid being destroyed. Right after, Zoe-ball has to stick to the box under another switch so Mio-turret can shoot the button. Avoid the turrets on the right, and Mio-turret must shoot the drone so Zoe-ball can climb onto the box you moved .

Bring her back to the other side with Mio-turret and have Zoe-ball reach the end of the path.

Pinball lock

This whole section is a pinball game : Mio hacks the machinery to control the flippers and the launcher , and Zoe must stand on the launching pieces to complete it. It’s easy, really. The only thing to keep in mind is that Zoe-ball can move around in the air to make sure it hits the bounce points, lands on the flippers , or lands facing the right way.

Final ball

Once you’ve progressed far enough, the Final Ball boss will appear . You won’t attack him directly; instead, you’ll have to move with Zoe while Mio-pinball propels you with the flippers . If you stop, the boss will destroy the floor and you’ll return to the last checkpoint.

There comes a point where you’ll have to use Zoe-ball and magnetism against the ball , throwing it against some green bouncers and then use the flippers to smash the ball against the saw above . After an impact you’ll have to go up while destroying platforms . When you reach the top there will be another damage phase : this time you have to push the ball directly into the flippers so that Mio-pinball throws it against the saw.

When a tube appears after destroying the saw , Mio-pinball must throw Zoe-ball into it. You’ll soon reach the last damage zone : move the ball to the flippers , throw it to one of the upper platforms, and then throw Zoe-ball at the target so that when it hits, it slams into the saw.

Execution arena

Dodge the attacks . You can’t do anything else. Rocket punches, saws, use trampolines to get over the flames, jump off the platforms she puts her hand under to try to incinerate you… you can’t hurt her until after the sequence . At that point, use Zoe’s magnetism a few times to make her hand fall off, then hack with Mio to play “Why Do You Hit Yourself?”

When he loses his arm , he’ll try to crush you . The attack progresses slowly, so you can see it coming. He’ll also throw projectiles , ending with another attack that allows you to use magnetism and hacking . In the third phase, he’ll try to set you on fire by standing on platforms and overloading your boosters, then use a laser sweep at ground level. After that, you can use hacking to make him lose his mind, and magnetism to finish things off.

Waste deposit

Back on solid ground (more like dirt, and not exactly solid), hack the Roomba with Mio to get under the obstacles. Whoever is carrying Zoe must follow the underwater cable

Use hacking and magnetism to advance

This area is pretty simple and straightforward , once again. If Mio can’t move forward, Zoe must magnetize , and vice versa with hacking. When you see that there’s no way forward for Zoe, look down : you’ll see that you can magnetize the platforms below to help Mio move forward . It’s a good example of what we were talking about.

After activating the switch with Mio, you can both continue. Mio along some columns, and Zoe along a rail with a magnetic plate that she must move so Mio can jump onto it. When Zoe releases her grip, Mio can wall dash and hack onto a floating platform . Continue with Zoe, climb onto the platform, and you’ll see a wall with a magnetic surface .

A little further on (after the scare) you will see a green plate that sinks and comes out again and on the other side a gap where the platform would pass through … but without Zoe.

The idea is for Zoe to jump and use magnetism to catapult the platform over the rubble while Mio-platform goes under the gap to pick her up on the other side before she falls into the pool of… battery acid, I guess.

The fifth bank

Just after that, you’ll be able to climb a slope at the bottom of the pool. Cancel the hack with Mio to climb up. You’ll reach a sort of transport ship . If you look to the right, you’ll see the fifth bank in the game (only one more to go).

Now, hack the machine and you’ll lift the “garbage ship”? Let’s call it that. If you open the hatches, Zoe can use magnetism to propel herself through the gap and fall in when Mio closes them.

Cell blocks

The first step is to hack the door with Mio. Meanwhile, Zoe must repel the ceiling using the magnetism on the green plates before it crushes you.

Advance through the wagon area

Once outside, jump onto the prisoner-carrying wagons to advance, watching out for grapple points. After that, advance along some blades of a windmill-like structure until you emerge onto a terrace.

After climbing the ladder, wall-run to the roof of a train car . This will allow you to use a grappling point over the barrier and then use some cranes to climb to some consoles that activate the guard post door.

Eliminate the mechs

In this section, Mio can hack drones, and Zoe can repel mechs with magnetism . You’ll need to find the spots where mechs emerge, where you’ll see a large ball . Magnetism opens them so Mio can destroy them.

By destroying the three cores, the robots will stop coming out and you will be able to advance.

Cell area

The next section is a simple power-up zone , with each character advancing using their own powers independently of the other. Zoe “levitates” and uses magnetic platforms as a catapult, while Mio hacks robots with a cable and cancels the hack once she reaches the next platform. After that, Mio hacks the cell controls to make “steps” appear for Zoe to continue on.

Mio has to move them around to open enough space for Zoe to turn around and use magnetism to release a robot for Mio to use to cross. After this, Mio will hack a movable magnetic panel . The idea is for Zoe to use magnetism between the movable and fixed panels and move forward at the same time so that Zoe reaches the other side, drops down, and reactivates her power until she reaches the next platform. With Mio, all she has to do is reach the other side and cancel the hack to go down the stairs.

Cross the magnetic wall

Going down you will see a wall running area , but there is a problem: magnetic plates come out from the right that will crush you if you try to cross.

Zoe must cross first, activating magnetism to repel the walls. Mio must jump right behind her so they can both pass.

Tased and sunk

As soon as you get on, look to the right and you’ll see a machine Mio can hack . It’s a “taserbot.”

Mio can extend a beam that Zoe can use to reach her. But before continuing, extend the beam and knock Mio down to earn the Tased and Sunk achievement/trophy .

Complete the taserbot zone

Now notice that on the back of the robot there is a magnetic plate . What you have to do is have Zoe throw Mio-robot to the next platform, and from there, she extends the bar so Zoe returns. Now you move forward in the same way, you throw Mio-robot to the next platform and she extends the bar .

When you reach the door, there’s a trick . Extend the bar to one side and lift Zoe up . If you put it on the end, Mio-robot can swing the bar through the gap under the door and drop Zoe on the other side.

From the other side, Zoe can open the door with magnetism, quickly return, launch Mio-robot, and have her extend and rotate the bar again to reunite them. Now you have to repeat the trick of rotating the bar across horizontal gaps so that Zoe crosses into an adjacent corridor. At the end, there is a magnetic trampoline, and to the left, as soon as you land, a gondola will rotate and return after a few seconds. Take Mio-robot with it so that she extends the bar to the yellow dot under the drums on the flying platform.

After using the grappling hook that appears, Mio must hack… the cage’s toilet. Once you cancel, you’ll be inside, able to open the gate , and Zoe can use the magnetic trampoline to bring them together inside the cell.

Maximum security

Progress is again pretty straightforward : platforms, grappling hooks, and avoiding lasers . Nothing remarkable.

Locked up

After crossing the path with the moving lasers, you’ll see a cage on the left as you go up some steps.

It can be opened using the console next to it . Put one of the girls inside and have the other close it to get the Locked In achievement/trophy . Go ahead, get your partner out of there and continue.

Cross the laser mesh

To continue, Zoe must levitate above the laser grid floor to the platform above. Mio must hack the machine to control a bar that will rotate along the bars : if you push the piece into the gap, the bar will rotate; if you let go, the bar will stop.

What you need to do is have Mio-Laser bring the bar closer to Zoe, and she’ll move around , stopping the bar when she needs to reposition herself. It’s basically the Taserbot, but with lasers. Zoe must hover over the center piece to give Mio-Laser time to rotate the bar so Zoe can reach some deployable magnetic bridges to join Mio and continue. After hacking a floor to make some tiles move so Zoe can cross, she must activate the magnetic floor , and you’ll have to dodge lasers on a slope.

Deploy the magnetic bridges and hack the devices

During the next part (in addition to the typical platforms) you will have to open a path with Zoe, deploying magnetic bridges for Mio like the one a moment ago, while dodging the lasers .

For her part, Mio has to hack some things , a rat and some stairs so that Zoe can advance.

Room of invisible lasers

A little further on, there’s a room with invisible lasers : Mio can hack a flashlight that will make them visible if she’s near them. Go slowly to avoid scares. You must go left or right to find a gap in the barrier… with moving beams.

As you pass through, you should turn toward the bottom, to a grappling hook in the abyss. But be careful, because there are beams in the air and along the edge, on the other side, and on that side of the room. Use the magnetic plate to float with Zoe and go to the left , where there will be a corridor between the lasers. Luckily, there is only one path and no moving beams until the exit, where there is another mesh with a gap . Step on the center of the elevator after the slope to start it.

Now run down the walkway , have Zoe deploy the bridge and hack the cutter with Mio.

The laser cutter

In this final part, Mio-Laser must cut the entire edge of the platform while Zoe repels repair robots and mechs that paralyze the cutter. With Zoe, you have to lift the magnetic locks so Mio-Laser can reach those bars and cut the repaired areas again.

Laser descent

Now Mio-robot controls the height, and Zoe moves left and right . It’s easier than it seems; the beams aren’t invisible now. After using some magnetic panels to clear a path, it won’t be long before you descend to the switch that opens the cell . When the sequence ends, you’ll be taken to the Cap… ah. Wow.

The prisoner

To fight this boss, first dodge all of his attacks , which are basically ground damage and shock waves . When he throws a ball, Mio must hack it to reveal a magnetic core . Zoe must use her power to throw it back to Mioscura, but keep in mind that it doesn’t have much follow-up: the ball must be between Mioscura and Zoe to hit.

After a few hits, you’ll have to use magnetism to free Mio and continue the fight. After another hit, you’ll see a sequence and the fight will advance. You have to chase her using the level’s mechanics . It’s frenetic, but it would take longer to explain than it will take you to overcome it: hack with Mio when the icon appears, deploy metal bridges and use trampolines with Zoe… When you finally reach her, watch out for the green ball: you have to repel it more than once to damage her.

At this point, Mio must hack Darkmike to enter her. When her body turns green, use magnetism to open weak points in the brain that Mio must latch onto to advance. After breaking two weak points, hack the center of the brain . This will allow you to throw a green ball at Zoe , which she will throw back at Darkmike and take damage.

Now all that’s left to do is repeat the process , but lose platforms in the brain area and bounce the ball several times . Now, with this confrontation completed, you’ll move on to Chapter 7: The Void .

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