0-2: The Meatgrinder

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PRELUDE /// SECOND
THE MEATGRINDER
0-2: THE MEATGRINDER
0-2: The Meatgrinder
General
Layer & Part PRELUDE /// SECOND
Challenge Beat the secret encounter.
Music Unstoppable Force
Tip of the Day
The Revolver deals locational damage.

A headshot deals 2x damage and a limbshot deals 1.5x damage.
Collectables
Soul Orb 4 Soul Orbs
Blood Orb 1 Blood Orb
Core Eject Shotgun Core Eject Shotgun
Enemies
Filth 31 Filth
Stray 22 Strays
Swordsmachine 1 Swordsmachine
Rank Requirements
Rank Time Kills Style
S 02:00 53 6,000
A 03:00 50 4,250
B 04:00 40 3,000
C 05:00 20 1,750
Levels
Previous Next
0-1 0-3
Secret Level.webp 0-S
0-1, 0-2, 0-3, 0-4, 0-5
Secret Level.webp 0-S, Encore Level.webp 0-E

0-2: THE MEATGRINDER is the second level of Prelude.

Overview

0-2 is set in a section of the Prelude facility flooded with vast quantities of gore, with rivers of blood and viscera being pumped and flown through the facility. Crushers and fans are strewn throughout the level, posing as deadly obstacles to be avoided.

The level itself sticks to a fairly linear structure with its arenas, but spreads out more with various branching pathways, leading to mainly secrets or serving as visual set pieces, prominently with various instances of Swordsmachine Swordsmachine intercepting the player on its parallel path through the level.

0-2 introduces the Elevator Entrance, Terminals, deadly environmental hazards and Blood Orb Blood Orbs. 0-2 also includes the first instance of Skull Key Skull Keys as part of a secret, and the Swordsmachine Swordsmachine as a setpiece and secret boss. The Core Eject Shotgun Core Eject Shotgun can be obtained early by fighting the secret Swordsmachine Swordsmachine encounter, before it is properly introduced in 0-3: DOUBLE DOWN.

0-2 houses the entrance to 0-S: SOMETHING WICKED.

Elevator Entrance

0-2 introduces the Elevator Entrance, a small red and yellow hub that serves as the start to each level. Each Elevator Entrance houses a Shop Terminal, where the player can spend points to buy and select weapons, check weapon and enemy entries, and access the Cyber Grind and Sandbox.

First entering the Elevator Entrance starts a tutorial sequence to get the player to use the Terminal, locking the entrance door with a barrier until the player approaches it.

Use your POINTS at the SHOP at the start of each level
for new equipment.

The tutorial then instructs the player to purchase a Revolver Revolver variant with the points they have emassed.

Cycle through EQUIPPED weapons with 'E'.

The tutorial and barrier will not appear again on subsequent replays or on new save files.

Areas

FIRST ROOM
A tall room with a Cerberus Cerberus statue prominently featured in front of the entrance elevator.


VISCERA HALL
A hallway with a window view of flowing meat.

WAVES:


GRINDER WALKWAY
A long glass walkway situated over a pit of grinders. A pipe along the ceiling streams meat down into the grinders below.

WAVES:


SWORDSMACHINE GLIMPSE
An arena featuring rivers of gore flowing across the arena into a pit of grinders. Initially dark until the player enters into the arena, where a Swordsmachine Swordsmachine can be spotted running across the hallway on the opposite end of the room until the door closes in front of the player.

WAVES:


BREAK ROOM
A hidden room accessed through the right fan pipe in the Glimpse Arena, with the main door being locked prior to backtracking from a later point in the level. Composed of a long hallway featuring four tables and a large nondescript appliance. The room itself is normally inaccessible, with it being mainly observed behind a narrow passageway that connects to the second Soul Orb Soul Orb. Entering through the passageway triggers the Swordsmachine Swordsmachine to enter the room and start to tear through multiple hordes of enemies which spawn into the arena.

INTERSECTING PATH
A long track of hallways and minor rooms which intersect with the main arena path of the level. The path first starts with a room inbetween the Swordsmachine Glimpse arena and the first Crusher Arena. The path then connects through the closed off Break Room, a hallway down to the Pedestal Room, through Crossroads into the Blocked Off Hallway, the inaccessible portion of Parallel Arenas, and eventually ending at the secret Boss Arena. The Swordsmachine Swordsmachine present in various minor encounters takes this path through the level, and areas that it is currently in are blocked off to the player.

The first room after the Swordsmachine Glimpse arena houses a secret Blue Skull Key Blue Skull Key above a hole in the ceiling, marked by a dislodged tile on the floor. This is used in the Pedestal Room in order to activate the secret entrance to 0-S: SOMETHING WICKED.

Named "Swordsmachine Hallway" in checkpoints.


CRUSHER ARENAS
Two small arenas which introduce Crushers, acting as the first deadly environmental hazard that can instantly kill the player. In the crusher introduction, 2 Filth Filth spawn underneath a crusher to be immediately killed afterwards. In the main arena, a second crusher sits over a flowing river of blood.

WAVES (SECOND ROOM):


CRUSHER HALLWAY
A hallway intersected by two Crushers leading to the Crossroads. A river of blood flows down the hallway emanating behind a deadly fan.

WAVES:


CROSSROADS
A small area nearby the Crusher Hallway that connects to three rooms: the main path forward into the Parallel Arenas, the Pedestal Room to the left, and a blocked off hall to the right.

Approaching the crossroads spawns in 3 Stray Strays, before the Swordsmachine Swordsmachine found earlier in the level suddenly appears to kill the group of Strays before running off.


PEDESTAL ROOM
A large room found to the left of the crossroads featuring a blue Skull Pedestal in its center. The Skull Key found in the first room of the Intersecting Pathway is used in the Pedestal Room in order to activate the secret entrance to 0-S: SOMETHING WICKED. The entrance is hidden behind a wall to the right of the pedestal.

A breakable vent found next to the activatable wall leads to a small passageway that connects to a Soul Orb Soul Orb, the final arena, and the secret boss arena.


BLOCKED OFF HALL
A section found to the right of the crossroads with the door blocked off by a room lock. A small vent above the door leads behind to the other side. The hall connects to two rooms: a room with a precarious jump of grinders and crushers leading to a Blood Orb Blood Orb, and the inaccessible side of the Parallel Arena. Said room is blocked off if the player has not yet finished its encounter.


PARALLEL ARENAS
Two arenas split with a dividing wall that allows the other side to be visible. Only the left arena is fought in by the player, with the other arena featuring the Swordsmachine Swordsmachine fighting its own horde of enemies as the player fights theirs. Enemies spawning into the arena triggers a lockdown sequence inside with the lights dimming and an alarm blaring until all enemies are killed.

WAVES:


BOSS ARENA
A hidden boss arena for the secret Swordsmachine Swordsmachine encounter, located behind the blocked off right room of the Parallel Arenas. encounter. Accessed by heading into a vent on the right wall of the Pedestal Room, leading to a tunnel housing a Soul Orb Soul Orb and a short passageway that can be slid through. The passageway connects to both a shortcut to the final arena and to the boss arena's entrance. At the end of the passageway, a set of breakable grates sit above leading to the arena's entrance.

The boss arena itself is a tall, cramped room with 4 central pillars supporting a platform above the center of the room. The pillars can be broken by Swordsmachine's attacks or with strong enough weapons, with the platform above being able to fall if all pillars are broken or if the player stands on top of the panel. The platform deals 50 DP to the player when falling and can take out roughly an entire phase of Swordsmachine's healthbar if hit.

The player can obtain the Core Eject Shotgun Core Eject Shotgun after taking out Swordmachine's first phase, letting the player use it before its formal introduction in 0-3: DOUBLE DOWN.

Named "Swordsmachine Arena Hallway" in checkpoints.

WAVES:


FINAL ARENA
A large room with a line of crushers in the middle of the arena, set over a stream of blood flowing into a pit of more crushers. The exit elevator is located here.

WAVES:


Challenge

The level's challenge requires the player to find and kill the Swordsmachine Swordsmachine spotted throughout the level, encountered in the secret boss arena nearby the Parallel Arenas. The entrance into the arena is accessed by heading through a vent to the right wall of the Pedestal Room and sliding through a passageway until reaching a set of breakable grates, where the entrance to the boss arena lies above.

When fighting Swordsmachine, taking advantage of the arena's space is key, as the arena itself is tall in height but cramped in size, making it difficult to dodge Swordsmachine's sweeping attacks if the player sticks to the ground.

4 central pillars inside the arena hold up a dislodgable platform, which can be knocked down by either breaking the pillars with Swordsmachine's own attacks or by jumping onto the platform. The falling platform can take out roughly an entire phase of Swordsmachine's healthbar if hit.

Secrets

Secret Orb Locations
#1 Soul Orb Soul Orb - In the first room in a high nook to the left, accessed by jumping up a set of pipes at the far wall, or wall jumping. A dimly lit room with pipes and machinery leading up to a Soul Orb.
#2 Soul Orb Soul Orb - In Swordsmachine Glimpse. Found by jumping through the right tunnel on the left wall leading into a narrow hallway. Collecting the orb will trigger the Swordsmachine Swordsmachine in the adjacent room to appear and tear through multiple hordes of enemies before proceeding through a door. A pipe that leads to a Soul Orb.
A hallway with a grate blocking the room to the left with a Soul Orb at the end.
#3 Blood Orb Blood Orb - Accessed through the Blocked Off Hall near Crossroads. Located behind a deadly gauntlet of crushers and grinders, requiring the player to time their jump in order to walljump off of the crushers before they activate. A narrow room filled with spinning grinders and crushers, with a Blood Orb at the end.
#4 Soul Orb Soul Orb - In the Pedestal Room. Accessed through a breakable grate to the right of the room, leading to a a small tunnel with the orb. A small room with a pool of blood and various pipes. A Soul Orb sits in center view.
#5 Soul Orb Soul Orb - In the final arena, behind the waterfall within the pit of crushers near the exit elevator. A view from between two active crushers, where a blood waterfall behind them flows into a shallow pool below.
A small tunnel with a shallow stream of blood and a Soul Orb.

Secret Level Entrance

Found in the Pedestal Room lies a secret entrance to 0-S: Something Wicked, accessed by taking a hidden Blue Skull Key Blue Skull Key and placing it onto the central pedestal in the room. The Skull Key is located in the room between the Swordsmachine Glimpse Arena and the Crushers Arena, found above through a hole in the ceiling.

Gallery

Trivia

  • The Swordsmachine Swordsmachine follows a consistent route through the level, with a course of locked arenas and combat encounters parallel to the player's own.[1] The beginning and end of Swordsmachine's personal level are each related to the mission's biggest secrets.
    • The parallel level encounters, and particularly the side-by-side combat arenas towards the end of the level, are inspired by the Cameo System in Devil May Cry 5.[2]
  • Though vulnerable to damage in all its physical appearances in this level, the Swordsmachine in cutscenes has an inflated health bar to make it difficult to kill in unintended situations. However, the exact health it has and the thresholds at which it will transition into its second phase vary based on the cutscene it is spawned for.
    • For the initial doorway cameo, Swordsmachine has 175 health total, 160 health in its first phase and 15 health in its second phase. Swordsmachine in this scene also spawns directly under the ceiling vent before walking past the door, reinforcing the implication that it enters the level through here.
    • For Swordsmachine's first visible combat arena in Break Room, it has 250 health total, 235 health in its first phase and 15 health in its second phase. This instance of Swordsmachine immediately despawns upon exiting the room, and so it cannot be observed again until the Crusher Hallway.
    • In the Crusher Hallway cutscene, Swordsmachine has 250 health total, 175 health in its first phase and 75 health in its second phase. Before this Swordsmachine despawns, it trails off toward the room with the Red Soul Orb rather than turning to enter the next arena.
    • In the Parallel Arenas, Swordsmachine has 250 health total, 150 health in its first phase and 100 health in its second phase.
  • The blood and gore of enemies killed by Swordsmachine can be found in the rooms where it fights off-screen even if blood and gore has been disabled in settings.
  • The corpses of Schism Schisms can be found in the rooms where Swordsmachine fights off-screen, a full level before their proper first appearance in 0-3: DOUBLE DOWN.
  • If you move fast enough, it is possible to reach the door the Swordsmachine goes through in the crusher hallway while it is still open. Unfortunately, even though the door is open, an invisible wall blocks V1 from following the Swordsmachine through.
  • When Swordsmachine is seen at the end of the Crusher Hallway, it will often miss one or more of the Stray Strays. This usually happens almost exclusively in the Prelude Demo version of the game.
  • The Blind Enemies cheat breaks some elements of this mission, making it unbeatable; for instance, the door at the end of the Grinder Arena becomes impassable, even when it opens.
  • In the Viscera Hallway, it is possible to climb on top of the doorframe the player entered through by jumping while holding the slide button. From there, the player can clip on top of the hallway. Doing this causes the message
    "WHAT'S UPDOOR?"
    T. HAKITA
    to display. 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 a Stray's body is completely destroyed in combat, their torso will appear at the entrance of the start elevator; this is exclusive to 0-2 and 5-S: I ONLY SAY MORNING (with cheats).
  • The Swordsmachine can be parried while it's attacking other enemies. It will become enraged, but it will ignore the player and keep killing enemies.


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