0-1: Into the Fire

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PRELUDE /// FIRST
INTO THE FIRE
0-1: INTO THE FIRE
0-1: Into the Fire
General
Layer & Part PRELUDE /// FIRST
Challenge Get 5 kills with a single glass panel.
Music Into the Fire
Collectables
Soul Orb 5 Soul Orbs
Piercer Revolver Piercer Revolver
Enemies
Filth 66 Filth
Stray 16 Strays
Malicious Face 1 Malicious Face
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
Secret Level.webp 0-S, Encore Level.webp 0-E

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 Filth and Stray Strays as standard enemies, and features the Malicious Face Malicious Face as a boss at the end of the level. The Piercer Revolver Piercer Revolver is obtained at the start of 0-1. Soul Orb 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 )

 ALL SYSTEMS OPERATIONAL
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.


STATUS UPDATE:

MACHINE ID:          V1
LOCATION:            APPROACHING HELL
CURRENT OBJECTIVE:   FIND A WEAPON

MANKIND IS DEAD.
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 Feedbacker, healing off of blood, and Soul Orb 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 Feedbacker in order to get past the blockade.

Press 'F' to PUNCH

SLIDE TUTORIAL
A hallway with a series of two jammed doors, each with a gap underneath for the player to slide through.

Hold 'Left Control' to SLIDE

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.

Press 'Left Shift' to DASH through danger. Consumes STAMINA
Can be performed in air.

HANGING FILTH
A room with 3 helpless Filth 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.

Deal close range damage to douse yourself in FRESH BLOOD.
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.

JUMP while near a WALL to WALL JUMP. (Max. 3 times)

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.

Press 'Left Control' in the air to GROUND SLAM
Hold for SHOCKWAVE. (Consumes STAMINA)

The drop leads to a short hallway housing a Soul Orb Soul Orb right before the exit elevator and the end of the tutorial.

Most levels have secret SOUL ORBS.
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 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 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 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 Piercer Revolver's alternate fire to break through the glass. Named "Glass Intro" in checkpoints.

REVOLVER: Hold RMB to charge a PIERCING
shot.

GRINDER WALKWAY
A corridor housing a glass walkway situated over a hazardous pit of grinders.

WAVES:

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:


PROJECTILE ARENA
A large room with a small walkway encircling its middle segment. The player is first introduced to Stray 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.

PUNCH a PROJECTILE with precise timing to DEFLECT it.

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 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.

Taking damage TEMPORARILY reduces your MAXIMUM HP.
"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.

GROUND SLAM (LeftControl) deals damage on direct hit.

WAVES:


BOSS ARENA
A small room housing the exit elevator, where the player fights the boss version of the Malicious Face 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 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

Secret Orb Locations
#1 Soul Orb Soul Orb - In the first arena. Found above the entrance behind a breakable glass pane. A room with a breakable glass pane above a door leading to the next room, behind the glass pane is a Soul Orb.
#2 Soul Orb Soul Orb - In Turbine Chamber. Accessed by jumping across a series of pipes surrounding the walls leading to a small nook. A tall room with a bottomless pit that has a glass walkway. On the right wall of the room is a Soul Orb.
#3 Soul Orb Soul Orb - In the corner hallway preceeding the Projectile Arena. Found by wall-jumping up to a hidden ledge above the entrance. A dark room with a door a few feet above the rest of the walkable pathway. Above the door is a Soul Orb.
#4 Soul Orb Soul Orb - In the Layered Walkway arena. Found by going behind the wall that the wave of Filth Filth break through and proceeding to a nook found above its entrance. A gray room lit up red. A hole with a Soul Orb inside is past the door and above the room.
#5 Soul Orb Soul Orb - In the Ground Slam Chamber, hidden underneath the entrance behind a breakable grate with a broken ventilation fan.

Collecting the orb and attempting to leave spawns 13 Filth Filth to ambush the player.

A red lit-up room with a bottomless pit that has a platform in the middle, and entrances on both sides. Below the first entrance is a breakable grate with a slow-moving ventilation fan, behind which is a Soul Orb.

Gallery

Trivia

Gameplay

  • In the very first room where you obtain the Piercer Revolver Piercer Revolver, if you have obtained the Knuckleblaster 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"
    T. HAKITA
    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.
    • 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.
  • 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.


Levels
Prelude OVERTURE: The Mouth of Hell
0-1: Into the Fire 0-1: Into the Fire
0-2: The Meatgrinder 0-2: The Meatgrinder*
0-3: Double Down 0-3: Double Down
0-4: A One-Machine Army 0-4: A One-Machine Army
0-5: Cerberus 0-5: Cerberus
0-S: Something Wicked 0-S: Something Wicked
Act I
INFINITE HYPERDEATH
LIMBO LUST GLUTTONY
1-1: Heart of the Sunrise 1-1: Heart of the Sunrise*
1-2: The Burning World 1-2: The Burning World
1-3: Halls of Sacred Remains 1-3: Halls of Sacred Remains
1-4: Clair de Lune 1-4: Clair de Lune
1-S: The Witless 1-S: The Witless
2-1: Bridgeburner 2-1: Bridgeburner
2-2: Death at 20,000 Volts 2-2: Death at 20,000 Volts
2-3: Sheer Heart Attack 2-3: Sheer Heart Attack*
2-4: Court of the Corpse King 2-4: Court of the Corpse King
2-S: All-Imperfect Love Song 2-S: All-Imperfect Love Song
3-1: Belly of the Beast 3-1: Belly of the Beast*
3-2: In the Flesh 3-2: In the Flesh
Act II
IMPERFECT HATRED
GREED WRATH HERESY
4-1: Slaves to Power 4-1: Slaves to Power
4-2: God Damn the Sun 4-2: God Damn the Sun*
4-3: A Shot in the Dark 4-3: A Shot in the Dark
4-4: Clair de Soleil 4-4: Clair de Soleil
4-S: Clash of the Brandicoot 4-S: Clash of the Brandicoot
5-1: In the Wake of Poseidon 5-1: In the Wake of Poseidon*
5-2: Waves of the Starless Sea 5-2: Waves of the Starless Sea
5-3: Ship of Fools 5-3: Ship of Fools
5-4: Leviathan 5-4: Leviathan
5-S: I Only Say Morning 5-S: I Only Say Morning
6-1: Cry for the Weeper 6-1: Cry for the Weeper
6-2: Aesthetics of Hate 6-2: Aesthetics of Hate*
Act III
GODFIST SUICIDE
VIOLENCE FRAUD TREACHERY
7-1: Garden of Forking Paths 7-1: Garden of Forking Paths
7-2: Light Up the Night 7-2: Light Up the Night
7-3: No Sound, No Memory 7-3: No Sound, No Memory*
7-4: ...Like Antennas to Heaven 7-4: ...Like Antennas to Heaven
7-S: Hell Bath No Fury 7-S: Hell Bath No Fury
8-1: ???
8-2: ???
8-3: ???
8-4: ???
8-S: ???
9-1: ???
9-2: ???
Other Encore Prime Sanctums Miscellaneous
0-E: This Heat, An Evil Heat 0-E: This Heat, An Evil Heat
1-E: ...Then Fell the Ashes 1-E: ...Then Fell the Ashes
2-E: ???
3-E: ???
4-E: ???
5-E: ???
6-E: ???
7-E: ???
8-E: ???
9-E: ???
P-1: Soul Survivor P-1: Soul Survivor
P-2: Wait of the World P-2: Wait of the World
P-3: ???
The Cyber Grind The Cyber Grind
Sandbox Sandbox
Developer Museum Developer Museum