0-2: The Meatgrinder

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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

0-2: THE MEATGRINDER is the second level of Prelude, introducing the Terminal and Weapon Variants, various stage hazards, and houses the entrance to Prelude's secret level: 0-S: Something Wicked. 0-2 also introduces the Swordsmachine Swordsmachine as a secret boss, which is fought as a standard boss in 0-3: Double Down. The song that plays in the level is Unstoppable Force.

Level

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 has a tunnel leading to the level and a Terminal to the right. Entering into the level for the first time will have a barrier close off the entrance to the level, which requires the player to interact with the Terminal in order to unlock.

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

Interacting with the Terminal will then open a selection of options with the player incentivized to head to the Weapons tab in order to purchase Variants for the Revolver Revolver, those being either the Marksman Revolver Marksman Revolver or the Sharpshooter Revolver Sharpshooter Revolver. The player can also access the Enemies tab to access useful information and lore, and the Cyber Grind and Sandbox tabs to enter those respective modes.

The player can then access the level once the Terminal has been interacted with, with the player most likely purchasing a variant for the Revolver. A prompt will also appear on how to swap between the variants on a weapon once the player has exited the Terminal menu:

Cycle through EQUIPPED weapons with 'E'.

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

Start

Starting off past a small room with a statue, the player will enter a long hallway of glass panes, situated over a pit of deadly grinders. Walking forward will cause 8 Filth Filth to spawn in with 4 in front of and behind the player.

Moving past into the next room, the player will enter a large dark room with a pit of grinders to the right and single lit door in front of the player. Walking towards it will catch a brief glimpse of a Swordsmachine Swordsmachine running across the hallway before the door closes and the arena is lit up. 6 Filth Filth and 4 Stray Strays will spawn in afterwards.

Crusher Hallways

After the previous arena, the player will enter a short three way hallway, before heading forward into a small room with a Crusher: hazardous presses which activate every few seconds. Making it forward will spawn 2 Filth Filth underneath the Crusher, killing them almost immediately. Moving forward will lead into a small room with another Crusher, where 5 Filth Filth and 2 Stray Strays will spawn in.

Following afterwards lies a long hallway with more crushers and hazards, with a Shredder Fan mounted to the wall next to the door and sets of Crushers down the hallway. Walking forward will spawn 2 Stray Strays which will usually walk into the Crushers and get killed. Making it past the hazards and reaching to the end will cause 3 more Stray Strays to spawn in, only to be immediately killed by the previous Swordsmachine Swordsmachine, before it runs off through a nearby door.

Final Rooms

At the end of the Crusher hallways lies an intersection with the main forward path, a blocked door to the right, and an unlocked door to the left, which houses a Blue Skull Pedestal and a door leading to a long stretch of corridors that loop back to the start of the Crusher Hallways.

Heading through the path forward, the player will enter into a small hallway with a barrier dividing a copy of the hallway. Walking through will cause the Swordsmachine Swordsmachine from earlier to head into the corridor beside the player. Waves of enemies will spawn in both hallways, with the player needing to face 2 Stray Strays, then a set of 4 Filth Filth and 2 more Strays, while the Swordsmachine Swordsmachine slaughters the enemies spawned on it's side of the door. The Swordsmachine Swordsmachine will then head into a door on it's side of the hallway once it has killed all the enemies on it's path.

The final arena afterwards contains a sloping hallway with various crushers and pits lining the middle of the room, with a stream of blood flowing down into a pit of crushers nearby the exit gate. A horde of 6 Filth Filth and 5 Stray Strays will spawn in, with the Filth at the entrance and the Strays lined down the start and middle section of the hallway. Defeating the enemies will unlock the exit elevator.

Challenge

This section covers the secret boss fight for Swordsmachine due to it being the challenge. For Swordsmachine's main boss fight, see 0-3: Double Down. For more detail on the enemy, see Swordsmachine.

For this level's challenge, the player needs to find and kill the Swordsmachine Swordsmachine that has been seen elsewhere throughout the level. It's arena can be found by breaking a hidden grate in the room containing a Blue Skull Pedestal at the end of the Crusher Hallways. Sliding through leads to a series of small tunnels which the player has to slide through to get across. Heading straight ahead will lead to a small gap with a breakable cover, which leads above to the boss arena.

The boss arena itself is a compact but tall room with a set of breakable pillars and glass panels surrounding the center of the room. Unlit before entering, activating the boss encounter with Swordsmachine Swordsmachine will cause an orange beam of light to appear from the center of the floor, lighting the arena.

Secret Boss Encounter

The Swordsmachine Swordsmachine is a melee-centric chaser, utilizing mostly swings and lunges alongside occasional hits from the Shotgun Shotgun it wields during Phase 1. All of it's melee attacks are parriable and easily cued, allowing the player to deal significant damage along with regaining their health and stamina, with the downside of the Swordsmachine becoming Enraged, making it much faster and more aggressive. Otherwise, staying away from Swordsmachine is crucial for survival, especially with the limited space making dodging it's attacks difficult. Staying on the walls can dodge almost all of Swordsmachine's attacks, with only the Shotgun blast on Phase 1 and Sword Throw on Phase 2 being ranged.

Chip damage from the Piercer Piercer and Marksman Revolver Marksman Revolver variants, along with Shotgun Shotgun usage with Shotgun Swapping and Projectile Boosts being useful for damage. The Shotgun can also parry with a point blank shot for extra damage, making it very useful to utilize against Swordsmachine's attacks.

Reaching Swordsmachine's second phase will cause it to kneel on the ground after losing it's arm and Shotgun, giving the player an opportunity for extra damage. During Phase 2, Swordsmachine will use more ranged attacks along with it's normal set of moves, including throwing it's sword as a projectile towards the player and a horizontal spiralling attack.

Defeating the Swordsmachine will allow the player to return back through the tunnel, and if the player had not collected the Shotgun beforehand, will also grant them the Core Eject Shotgun Core Eject Shotgun early after it is dropped on the first phase.

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 the room with the first glimpse of Swordsmachine. Found by jumping through the right tunnel on the left wall which leads into a narrow hallway. Collecting the Soul Orb will trigger a cutscene with Swordsmachine Swordsmachine rampaging through multiple hordes of enemies before proceeding through a door. A room with a grate viewing a floor covered with enemy corpses on the right, and a Soul Orb in center view.
#3 Blood Orb Blood Orb - At the end of the Crusher hallways. A breakable grate lies above the right blocked door, which can be punched or shot to get in. Proceeding into the next door will lead to a long chasm of grinders and crushers with the Blood Orb at the far end. Jumping after the first crusher activates, wall jumping off, then dashing to the end can lead to the Blood Orb. Dash jump to get back to the entrance. A narrow room filled with spinning grinders and crushers, with a Blood Orb at the end.
#4 Soul Orb Soul Orb - At the end of the Crusher Hallways in the Blue Pedestal room. A breakable grate sits nearby which can be slid through to lead to a small tunnel with the Soul 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 nearby the Exit Elevator. A view downward into an active crusher, where a blood waterfall behind it flows into a shallow pool below.
A room with red lighting emanating from behind view, and a Soul Orb in center view across a short hall.

Secret Level Entrance

To access the Secret level of Prelude: 0-S: Something Wicked, the player needs to find a Blue Skull Key hidden by the three way corridor after the first glimpse of Swordsmachine Swordsmachine, leading into the Crusher Hallways. In the corner of the room lies a displaced tile of the ceiling, which leads to a large hole above. Slam jumping, then wall-jumping up the sides of the shaft will lead to a small dark room with a Blue Skull. After picking it up with punch, the player then needs to head to the end of the Crusher Hallways and head into the left door. Inside lies a Blue Pedestal which the player can activate in order to open a door by a nearby wall. The player can then jump into the revealed secret elevator.

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'll 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, 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.
  • 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 first hallway in the level, it is possible to climb on top of the doorframe you entered through by jumping while holding crouch. 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 show in the entrance of the start elevator; this is exclusive to 0-2 and 5-S: I Only Say Morning (with cheats).
    • This applies to 4-2 as well, though it applies to a Schism insteam of a Stray.


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