0-1: Into the Fire

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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

0-1: INTO THE FIRE is the first level in ULTRAKILL, serving as the tutorial and introduction to the game. The Tutorial introduces the most basic mechanics of the game: punching with the Feedbacker Feedbacker, sliding, dashing, healing with blood, wall jumping and ground slamming. The main level meanwhile introduces more mechanics to the player, most notably the Revolver Revolver's fire modes, simple combat arenas, environmental traps, parrying, and the first enemies: the Filth Filth Stray Stray and Malicious Face Malicious Face.

The song used in the level is Into the Fire.

Tutorial

Starting off with a new game, the player is faced with a calibration screen that they must configure. In this section, they are made to calibrate their audio levels, their graphic options and their preferred difficulty option:


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...


Once all of the settings are configured, a short status update will appear, presenting the main player character: V1, their location, and their next objective, along with the main tagline of the game in red, detailing the status of mankind and V1's motive for survival:


STATUS UPDATE:

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

MANKIND IS DEAD.
BLOOD IS FUEL.
HELL IS FULL.

A gray room with a hallway in the middle. The hallway is boarded up with wooden planks, with a sign reading "KEEP OUT!" posted onto the wooden planks.
The "KEEP OUT!" sign, ignored by V1.

After this status update, the player will be dropped into a greyed, factory-esque room to start off the Tutorial. The player will only have the Feedbacker Feedbacker, all their stamina and 10 health. In front of the player lies a boarded up entrance with a sign labeled "KEEP OUT!" The player will be then prompted to punch the planks with the Feedbacker in order to proceed to the next room:

Press 'F' to PUNCH

A series of locked doors will then await in front of the player, with a small gap under each of the doors. The player is then required to slide underneath the doors to progress, with a prompt appearing on how to slide:

Hold 'LeftControl' to SLIDE

Afterwards, the player will encounter a room with a broken bridge in the center. The player will need to jump and dash in the air in order to reach the other end of the room. Should the player fail to do so, it is possible for them to climb back up to the starting ledge with two sets of stairs on the sides of the room.

A gray room, lit with yellow lighting, with three armless corpse-like enemies known as Filth in the middle. Besides the Filth are two statues doing a pondering pose, holding a yellow orb known as Cerberi; they are inactive. Below the Filth, in the GUI, is a prompt that reads: "Deal close range damage to douse yourself in FRESH BLOOD. THIS IS THE ONLY WAY TO REGAIN HEALTH."
...It is not actually the only way to heal. Parrying restores health and stamina, and Blood Orbs set your maximum health to 200, fully healing you to the new maximum.
Press 'LeftShift' to DASH (Consumes STAMINA)
Can be performed in air.

Following is a room inhabited by three stationary Filth Filth, and two inactive Cerberi Cerberi statues on their sides. The player will be prompted to attack the Filth with the Feedbacker in order to regain their missing health. The Filth are immobile and will not be hostile to the player even when attacked. The player can also choose to ignore the Filth and continue forward.

Deal close range damage to douse yourself in FRESH BLOOD.
THIS IS THE ONLY WAY TO REGAIN HEALTH.

Afterwards, the player will encounter a a tall wall that is unable to be walked or jumped over. The player will be prompted to perform a wall-jump over this wall in order to continue to the next part of the room, in which they will encounter a small pit that has its bottom blocked by a wooden surface.

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

They will be prompted to ground slam on the piece of wood and break through it in order to proceed to the final room.

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

Inside lies a Soul Orb Soul Orb that the player is prompted to collect, granting extra style points on contact.

Most levels have secret SOUL ORBS.
Touch them to get a POINT BONUS.

The player will then make it to the end of the tutorial, where an elevator awaits to transport the player to the main section of the level.

Level

Another gray room. In the center is the logo of ULTRAKILL, with V1's fist holding the Piercer revolver in the center below it, with a prompt that says, "Press ESC to skip"
The "ULTRAKILL" title screen.
A room with an infinite pit. Above the pit is a glass walkway, in which 9 Filth are running on each behind the other.
Filth chasing after the player on the glass walkway.

Start

Starting off the level, the player will drop into a dim room with a tight hallway ahead of the player, blocked by a set of breakable planks. The player will then wind through the narrow hallway as the opening credits appear, presenting the game's publisher: New Blood, and the lead developer, Arsi Patala (commonly referred to as Hakita).

At the end of the hallway lies a dark room with a pedestal within the center, holding the Piercer Revolver Piercer Revolver. Upon picking it up, the logo of ULTRAKILL is overlaid onto the screen as the lights flash on and a music sting plays.

If the player had chosen to not replay the tutorial section, the vent section will be much shorter and will lead directly to the Revolver.

The first room of 0-1 is a large square room with a singular door and two inactive Cerberi Cerberi statues in the corners nearby. Upon the introductory sequence ending, 3 Filth Filth will appear to attack the player, acting as armless fodder enemies that swarm the player and lunge at them with their large bite. 8 more Filth will be summoned after the initial three are killed before the player can move on.

Following after the room lies a tight metal hallway, where 3 more Filth Filth are encountered. Moving forward will then spawn in another group of 6 Filth, before making it into a room with a glass floor and a door below. A prompt appears on how to use the Piercer Revolver Piercer Revolver's alternate fire to break the glass:

REVOLVER: Hold Right Mouse Button to charge a PIERCING
shot.

Glass Walkways

The next room that follows consists of a long hallway with a glass floor, suspended over a deadly Meat Grinder. 6 Filth Filth will spawn in front of the player on the glass, which can be broken in order to drop the Filth into the grinders below.

Exiting out the hallway, the player will make it to a large pit with a stairway of glass, with a Shredder Fan at the bottom. 9 Filth Filth will spawn at the top of the stairway, requiring the player to be careful enough not to break too many glass panes in order to progress. The player will then enter into a corner-type hallway with a Shredder Fan before making it into the next arena.

A hallway corner with two red humanoid creatures that look like the muscular system known as Strays charging up their Hell Energy Orb projectiles. The ceiling is lower above them.
Strays preparing to fire at the player as a part of the parrying tutorial.

Projectile Arenas

Proceeding after a short corner hallway, the player will enter a large arena housing a few ledges, raised platforms, and a walkway over the entrance. Walking far enough will start the introduction to the first projectile enemy, the Stray Stray: tall, skittish humanoids that attack by firing HellOrb.png Hell Energy Orbs at the player. 2 Strays will spawn to the sides of the arena, with 5 Filth Filth and 4 more Strays following afterwards.

The player will then make it to a small hallway, where 2 Stray Stray spawn will spawn in front of the player. A prompt will then appear to teach the player on how to parry their projectiles with the Feedbacker Feedbacker:

PUNCH a PROJECTILE with precise timing to DEFLECT it.

Doing so will cause their HellOrb.png Hell Orbs to redirect back to the Strays, causing a massive explosion for lots of damage. Turning around the corner will spawn in 2 more Strays, and 5 Filth Filth.

Hard Damage Introduction

Exiting out from the previous arena, the player will enter a hallway with a glass ceiling and a floor above. Inside here a prompt will appear about Hard Damage, how it affects them and how to get rid of it:

Taking damage TEMPORARILY reduces your MAXIMUM HP.
"HARD DAMAGE" recovers faster when playing STYLISHLY.

Moving forward will lead to a pit with a breakable glass wall which the player can go through to wall-jump up to the top floor, or break the ceiling and jump up from there. A walkway will then present itself once the player has made it up from the pit. 4 Filth Filth will spawn in front of the player, while 3 Stray Strays will spawn by the opposing side of the walkway, using nearby support pillars for cover.

Ground Slam Chamber

The next room consists of a large, open arena with a narrow disconnected platform in its center and a ledge on the right wall. The player will then receive a final prompt about Ground Slamming and it's ability to deal damage on direct hits:

GROUND SLAM (LeftControl) deals damage on direct hit.

5 Filth Filth will then spawn in on the platform, while 3 Stray Strays await on the far ledge, with the prompt guiding the player to use the Ground Slam to stomp on the Filth below.

A room with a closed red exit elevator in the middle of the back wall. In the center of the room is what appears to be a floating rock statue of a face known as a Malicious Face. Above is a red boss health bar that reads "MALICIOUS FACE".
Introduction to the Malicious Face.

Boss Encounter

After the previous arena, the player will be greeted by a special Boss Door. Inside they will face the first Malicious Face Malicious Face: floating heads that send barrages of HellOrb.png Hell Orbs towards the player, along with a slow charging but deadly explosive beam. The Malicious Face spawned here has a total of 20 HP, unlike the common Malicious Face's 15 HP.

Defeating the boss will then cause the exit elevator to unlock, and allow the player to end the level.


Challenge

For this level's challenge, the player needs to use thePiercer Revolver Piercer Revolver's alternate fire to break a glass pane with a swarm of Filth Filth on top of it, either in the hallway with the Meat Grinder or the Glass Stairway room. However it is important to remember to check if there are more than 4 Filth on the glass pane before breaking it, so as to reduce the chance of accidentally missing a single Filth. The player may also use the Knuckleblaster Knuckleblaster to break the glass if they come back later, but take care not to hit Filth rather than the glass.


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 two Cerberi statues in the corners. In the middle of the room is a door that goes to the next room. Above the door is a Soul Orb.
#2 Soul Orb Soul Orb - In the Glass Stairway arena. 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 Stray Introduction. 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 arena where Hard Damage is introduced. Found above the corner where the Filth spawn in by a hidden ledge. 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 room before the Boss Arena. Found hidden behind a breakable grate underneath the entrance.

Collecting the Soul Orb will spawn in 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 Soul Orb.


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's 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.
  • In a corridor between the piercer room and the first glass room, there's a diagonally placed pipe on the wall. 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 on 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.
  • If the intro was completed before playing 0-1, the passageway from the entrance to the revolver room is long and winding. When entering 0-1 directly, it 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.
  • 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 Prime Sanctums Miscellaneous
P-1: Soul Survivor P-1: Soul Survivor
P-2: Wait of the World P-2: Wait of the World
P-3: ???
Developer Museum Developer Museum
The Cyber Grind The Cyber Grind
Sandbox Sandbox