0-1: Into the Fire
INTO THE FIRE
0-1: INTO THE FIRE | |||
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General | |||
Layer & Part | PRELUDE /// FIRST | ||
Challenge | Get 5 kills with a single glass panel. | ||
Music | Into the Fire | ||
Collectables | |||
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Enemies | |||
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Rank Requirements | |||
Rank | Time | Kills | Style |
S | 02:30 | 71 | 7,000 |
A | 03:05 | 66 | 5,000 |
B | 05:00 | 55 | 3,000 |
C | 08:00 | 40 | 1,000 |
Levels | |||
Previous | Next | ||
NaN | 0-2 | ||
0-1, 0-2, 0-3, 0-4, 0-5![]() ![]() |
0-1: INTO THE FIRE is the first level of Prelude and the very first level in ULTRAKILL, serving as the game's introduction and as a major tutorial level. 0-1 is split between the Tutorial; which introduces the game's basic mechanics, and the main level; which familiarizes enemy combat, shooting, and movement.
Overview
0-1 is set in an underground industrial facility as with the general theming of Prelude, strewn with large sets of heavy machinery such as fans, shredders, and transport pipes. 0-1 follows a mainly linear structure, comprised of simple enemy arenas with weak fodder enemies, sprinkled in with tutorial segments for the player to get accustomed to the game.
0-1 introduces Filth and
Strays as standard enemies, and features the
Malicious Face as a boss at the end of the level. The
Piercer Revolver is obtained at the start of 0-1.
Soul Orbs are also introduced in the Tutorial.
0-1 houses the game's intro sequence, comprising of a settings calibration and the tutorial. This intro is forcefully entered on a first playthrough or on a new save. On subsequent replays the option to skip the intro is available, which directly sends the player into 0-1 without having to play through the full sequence.
Intro
The intro sequence serves as an initial settings calibration, presented as a boot-up sequence for the player character V1 set in a black empty screen featuring only text. In the intro sequence, the player selects their desired audio, graphics preset (PC or PSX), and Difficulty. If a controller is detected, auto-aim can be adjusted as well.
BOOT UP SEQUENCE READY
FIRMWARE
LATEST VERSION (2112.08.06)
CALIBRATION
EXPIRED
NEW CALIBRATION REQUIRED
BEGINNING CALIBRATION
AUDIO OK
VIDEO OK
MECHANICS OK
CALIBRATION COMPLETE
PRIMARY SETTINGS UPDATED
( ASSIST OPTIONS AVAILABLE IN PAUSE MENU )
LOADING STATUS UPDATE...
After finishing the selection, the screen then transitions to a status update detailing V1's machine id, location, and objective, along with a segment of red text which spells out the background of the game's story.
MACHINE ID: V1
LOCATION: APPROACHING HELL
CURRENT OBJECTIVE: FIND A WEAPON
BLOOD IS FUEL.
HELL IS FULL.
Subsequent replays grants the settings calibration to be optional through selecting a Y/N prompt and allows the intro sequence to be skipped by pausing/pressing escape.
Tutorial
The tutorial is a short stretch of rooms which introduce basic mechanics such as movement, punching and attacking with the Feedbacker, healing off of blood, and
Soul Orbs. In the tutorial, the player's health is set to 10 HP, and has no access to weapons except for any obtained Arms. After the tutorial is completed, the player is sent into the main level.
Tutorial Areas
FIRST ROOM
The first room that the player is dropped into when entering the tutorial. Comprised of a small room with the passage forward blocked by boarded up planks, along with a sign reading "KEEP OUT!". The player is instructed about punching with the Feedbacker in order to get past the blockade.
SLIDE TUTORIAL
A hallway with a series of two jammed doors, each with a gap underneath for the player to slide through.
DASH TUTORIAL
A room with the exit door separated by a gap left by a collapsed walkway. An electric field caused by a broken light panel blocks the doorway and bounces off the player when coming into contact. The player is instructed to use the dash in order to get across the gap and to dodge past the electricity with its brief window of invincibility.
Can be performed in air.
HANGING FILTH
A room with 3 helpless Filth hanging upside down by their feet with ropes. This room houses the introduction to blood healing, instructing the player to kill the Filth in order to regain their missing health. The Filth are unable to attack or harm the player.
THIS IS THE ONLY WAY TO REGAIN HEALTH.
WALL JUMP TUTORIAL
A tall ledge attached a broken ladder. The player is instructed about wall jumping here in order to climb up onto the higher platform.
SLAM DROP
A shaft blocked by a floor of destructible planks found after the wall jump segment. The player is instructed to use a ground slam mid air to break and drop through the planks.
Hold for SHOCKWAVE. (Consumes STAMINA)
The drop leads to a short hallway housing a Soul Orb right before the exit elevator and the end of the tutorial.
Touch them to get a POINT BONUS.
Level Areas
INTRO
A small room connected to a winding narrow passageway. Progressing through this room causes the opening credits to appear as the player advances towards the first arena housing the Piercer Revolver.
The passageway is shortened to directly connect to the first arena if the full intro is skipped.
FIRST ARENA
A large chamber that houses the Piercer Revolver in the center on a pedestal. Initially in darkness until the player picks up the Revolver, with picking it up causing the lights to turn on as the ULTRAKILL logo appears on screen with a dramatic sting.
Filth are introduced here.
WAVES:
PIPES HALLWAY
A winding hallway leading after the first arena. Named "Hallway" in checkpoints.
WAVES:
GLASS FLOOR
A small room with a glass floor housing a door underneath. The player is instructed to use the Piercer Revolver's alternate fire to break through the glass. Named "Glass Intro" in checkpoints.
shot.
GRINDER WALKWAY
A corridor housing a glass walkway situated over a hazardous pit of grinders.
WAVES:
- 6
Filth.
TURBINE CHAMBER
A tall chamber with a large turbine fan at its bottom, with a glass walkway suspended above. The room is initially dark until the player enters the area.
WAVES:
- 9
Filth.
PROJECTILE ARENA
A large room with a small walkway encircling its middle segment. The player is first introduced to Strays here.
WAVES:
COMBO HALLWAY
A hallway with glass panels routing blood along the walls. The player is taught how to parry projectiles using two Strays found at the end of the hallway.
WAVES:
LAYERED WALKWAY
A large room split by a floor of glass panels separating the lower hallway from the upper walkway. A glass wall can be broken to be able to wall jump up to the upper floor. The wave of Filth present break through a wall when entering into the arena. Hard Damage is introduced to the player here.
Named "Projectile Zombies Room" in checkpoints.
"HARD DAMAGE" recovers faster when playing STYLISHLY.
WAVES:
GROUND SLAM CHAMBER
A dimly lit, large room with a turbine fan, a piece of walkway in the middle of the chamber, and a ledge of pipes connected to the right wall. The player is taught about the Ground Slam's damage capabilities here.
A hidden area lies underneath the entrance behind a breakable grate, leading to a Soul Orb along with an ambush of Filth.
WAVES:
BOSS ARENA
A small room housing the exit elevator, where the player fights the boss version of the Malicious Face. The boss version has 25 HP compared to a normal Malicious Face's 15 HP.
WAVES:
Challenge
For the level's challenge, the player needs to break a piece of glass in either the Grinder Walkway or the Turbine Chamber and cause 5 Filth to fall into the hazards below. This can be done by either luring the Filth into one spot or blocking off the path to trap them.
Secrets
#1 | ![]() |
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#2 | ![]() |
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#3 | ![]() |
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#4 | ![]() ![]() |
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#5 | ![]() Collecting the orb and attempting to leave spawns 13 |
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Gallery
- Healing Tutorial featuring 3 hanging
Filth
- The Tutorial's
Soul Orb
- The
Piercer Revolver sitting upon a pedestal in the beginning of 0-1
- The boss arena featuring
Malicious Face
Trivia
Gameplay
- In the very first room where you obtain the
Piercer Revolver, if you have obtained the
Knuckleblaster from later in the game, it is possible to use the shockwave blast on the door behind the revolver and activate the combat encounter, skipping having to pick up the Piercer Revolver and allowing for a weaponless run.
- This makes it possible to beat the level without a weapon, however, any weapons that you have equipped will be automatically regained upon reaching the next level or quitting and selecting a different level. However, you can remove all your weapons in subsequent levels by simply de-equipping them all at the Terminal in the starting elevator.
- There is a diagonally placed pipe on the wall inside the Pipes Hallway. Sliding into it will clip V1 out of bounds and let it walk on the map's roof. Additionally, the message "PIPE CLIP LIVES"will appear at the bottom of the screen. This clip is one of several that have been manually preserved for the speedrunning community when the bugs that enabled them were eventually patched out during Early Access.
T. HAKITA- When falling out of the map, the player will be teleported to the start of the hallway, and the message "Whoops, sorry about that."will appear.
- When falling out of the map, the player will be teleported to the start of the hallway, and the message
- If the intro was completed before playing 0-1, the passageway from the entrance to the revolver room is long and winding. Entering 0-1 directly is straight and much shorter. Moreover, when you arrive at the revolver room and look back at the corridor before picking up the revolver, the passage end has glitched graphics if starting the level from the intro.
- This is one of the only two levels in the entire game to not contain any Terminals at all, the other being 2-S: ALL-IMPERFECT LOVE SONG.
- Unlike in other levels, the timer starts after the title drop (or if it is bypassed).
- If you have Clash Mode enabled, a box will appear between the glass room and the projectile arena, making this level beatable in Clash Mode, as the jump is not possible to make otherwise. A box will also appear in the pipe room in the vertical part with no glass panels.
- When you load into the level, the two boards that you would normally break can instead be slid under.
Development
- The ULTRAKILL title drop after picking up a revolver was among the very first things added to the game.