You’re finally at the Lotusville of Hell-A, or at least that’s what the Serling Hotel in Ocean Avenue wants you to think. It’s fancy. It’s got clean sheets. It also has a basement that smells like a wet dog and a clogged drain. Completing Plumbing the Depths Dead Island 2 isn't just about moving the story forward; it's about navigating one of the most claustrophobic, gear-shifting moments in the entire game. Honestly, after running through the bright, sun-drenched streets of Venice Beach, hitting the Ocean Avenue safe zone feels like a relief. Then, Bob goes missing.
Bob is the guy you need. Without him, the plumbing stays broken, the hotel stays a mess, and you’re stuck. This quest is a mid-to-late game Main Quest (Quest 18, to be exact) that serves as a massive reality check. If you’ve been coasting by on low-level gear, the basement of the Serling is where the zombies—and the environment—start biting back hard.
Getting the Plumbing the Depths Dead Island 2 Quest Started
You can't miss this one. It triggers automatically after you've had your first real sit-down with Dr. Reed and the survivors in the Serling Hotel. The vibe is tense. Everyone is trying to maintain some semblance of high-society life while the world literally rots outside the front door. Denise, the woman running security, is stressed. She needs the water back on.
Go talk to her. She'll point you toward the basement. It sounds simple. It never is.
The Serling Hotel is a labyrinth. To find the stairs, you’re heading toward the back of the lobby area, past the concierge desk. Look for the "Staff Only" signs. They’re usually a good indicator that you’re about to have a very bad time. Once you crack that door open, the luxury of the hotel vanishes. You're trading marble floors for damp concrete and flickering fluorescent lights.
Finding Bob (and the First Real Hurdle)
The basement isn't just a straight shot. It's a series of maintenance corridors designed to make you feel lost. Your first objective is finding Bob. He’s the plumber, or at least the guy who knows how to turn a wrench. As you descend, you’ll notice the environmental storytelling is top-notch here. Dead Island 2 loves showing you the exact moment things went south for the staff.
You'll find a note or two—check the "Bob’s To-Do List" journal entry if you’re a lore hunter. It paints a grim picture. Eventually, you’ll reach a locked door that requires a keycard. This is where the game stops holding your hand. You have to backtrack slightly to a side office.
Inside that office, you’ll find the Janitor’s Keycard.
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Snag it.
The moment you grab that card, the game usually throws a couple of walkers or a runner at you. It’s a jump scare, sure, but it’s also a reminder: keep your back to a wall. The tight corners in this basement are a nightmare for players who rely on wide-swinging heavy weapons like the Claymore. If you have a fast-acting machete or a tactical knife, now is the time to equip it.
The Boiler Room Nightmare
Once you use the keycard, you’ll enter the boiler room area. It’s hot. It’s loud. And Bob is there. Sort of.
Bob has turned.
He’s a Runner now, and he’s not alone. This encounter is tricky because of the pipes. Steam leaks everywhere. If you touch the steam, you lose chunks of health. If the zombies push you into it, you’re toast. Use the environment. If you see a leaking pipe, try to lure the zombies through it. It’s free damage.
Kill Bob. It’s sad, but necessary. Pick up the Pipe Lever he drops. This is the "Plumbing the Depths Dead Island 2" MacGuffin you actually came for.
Turning the Water Back On: The Pressure Puzzle
This is the part that actually trips people up. It’s not the combat; it’s the plumbing. You have to restore water pressure to the hotel, and there are three valves you need to interact with.
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The game doesn't give you a clear 1-2-3 guide on the screen. You have to look at the pipes.
- The First Valve: This one is right near the main console. Turn it. You’ll see the pressure gauge move slightly.
- The Second Valve: Follow the pipes along the wall to the left. You’ll have to crouch under some leaking steam. There’s a valve tucked behind a pile of crates. Smash the crates, turn the valve.
- The Third Valve: This is the annoying one. It’s usually located on the far side of the room, often guarded by a Slobber or a couple of Spiky Walkers. You’ll need to fit the Pipe Lever you took from Bob onto the headless valve stem.
Once all three are set, head back to the main control panel. If you did it right, the lights on the panel will turn green. Pull the big lever.
The water is back. But you aren't done.
The Gauntlet Run Back to the Lobby
The game loves a "reward" that involves a fight. The moment the water starts flowing, the noise attracts a small horde. You’ve got to get back to Denise.
The path you came in is now partially blocked by electrified water or fire—Dead Island 2 is obsessed with these hazards. Look for the "Shut-Off" valves nearby. You can use the newly restored water to put out fires, but be extremely careful about standing in puddles if there are sparking wires nearby.
Pro tip: use your Curveballs here. A Chem Bomb is great for neutralizing fire, and an Electric Star can clear out a group of walkers standing in the water you just sprayed everywhere.
When you get back to the lobby, talk to Denise. She’s grateful, but the mood is still heavy. You’ve finished the quest, but the realization that "safe zones" are just temporary illusions starts to sink in.
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Why This Quest Matters for Your Build
By the time you hit "Plumbing the Depths," you should be around level 18-20. If you’re lower than that, you’re going to struggle with the damage sponges in the basement.
This quest teaches you two vital things:
- Environmental Awareness: The basement is a death trap of steam, fire, and electricity. If you aren't looking at the floor and the ceiling, you're dying.
- Inventory Management: You need a mix of blunt and slashing weapons. The armored zombies in the halls laugh at knives, but a sledgehammer to the helmet fixes that real quick.
I've seen players try to speedrun this section. Don't. There are several lockboxes and safes in the maintenance area that require keys you'll find later. Mark them on your map. You'll want to come back when you're level 25+ to grab the high-end loot inside.
Common Mistakes to Avoid
Most people die in the basement because they get cornered. The hallways are thin. If a Crusher spawns—and one often does near the end of the sequence—you cannot dodge sideways. You have to dodge backward or use a well-timed block.
Also, don't ignore the "Leaking Pipe" mechanic. You can actually turn those valves to spray steam at the zombies. It’s a great way to crowd control without wasting ammo or weapon durability.
One last thing: check the bins. The Serling Hotel basement is weirdly full of high-quality scrap and chemicals. You’re going to need them for the weapon mods you unlock right after this quest.
Actionable Steps for Success
- Upgrade your weapons at the Serling workbench before heading down. Add "Puncturing" or "Impact" mods.
- Equip the "Ground Pound" skill. In those tight hallways, knocking everyone down gives you the 3 seconds of breathing room you need to heal.
- Focus on Bob’s feet. Since he’s a Runner, he’s fast. Take out his legs, and he becomes a crawling target that’s much easier to manage.
- Look for the "Maintenance Key" on the desk near the first valve puzzle. It opens a shortcut that makes the exit much faster.
- Don't waste your Fury mode on the way down. Save it for the fight in the boiler room after you turn the water on. That's when the "Butcher" variants start sniffing around, and you’ll want the extra damage.
Completing this quest unlocks the "Blood Drive" mission, which is widely considered one of the best (and grossest) parts of the game. Get through the plumbing, get your XP, and get ready for the real chaos to begin in the Santa Monica Pier area.
The game shifts gears after this. The stakes get higher. You're no longer just a survivor; you're the person everyone relies on to keep the lights on and the water running. It’s a dirty job, but in Hell-A, someone’s got to do it.
Check your map for any missed side quests in the Serling before you leave for the next main objective. Often, new NPCs will appear in the mall area once the water is back, offering specialized gear or unique blueprints that are essential for the endgame. Take the time to talk to everyone. The rewards are usually worth the extra five minutes of walking.