0-3: Double Down

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PRELUDE /// THIRD
DOUBLE DOWN
0-3: DOUBLE DOWN
0-3: Double Down
General
Layer & Part PRELUDE /// THIRD
Challenge Kill only 1 enemy.
Music Into the Fire
Tip of the Day
Dash: Fully invincible, costs stamina

Slide: Greater distance, no invincibility

Jump: Quickly out of melee range, less control
Collectables
Soul Orb 4 Soul Orbs

Blood Orb 1 Blood Orbs


Core Eject Shotgun Core Eject Shotgun
Enemies
Filth 24 Filth
Stray 18 Strays
Schism 6 Schisms
Swordsmachine 1 Swordsmachine
Rank Requirements
Rank Time Kills Style
S 03:30 49 7,000
A 05:00 45 5,000
B 10:00 25 3,000
C 15:00 10 1,000
Levels
Previous Next
0-2 0-4
0-1, 0-2, 0-3, 0-4, 0-5
Secret Level.webp 0-S, Encore Level.webp 0-E

0-3: DOUBLE DOWN is the third level of Prelude.

Overview

0-3 is primarily themed around high energy, with the level bathed in an iridescent yellow from its spotlights and neon lighting. The level features large chasms of live wires and giant hazardous energy beams as primary set pieces.

The level is primarily focused around tutorializing the Core Eject Shotgun Core Eject Shotgun, focusing its capabilities of single target damage against tanky enemies such as the Schism Schism and the boss Swordsmachine Swordsmachine, utilizing its explosive crowd control against large hordes of fodder Husks in large arenas, and introducing strong breakable terrain as progression for unlocking the Shotgun.

0-3 introduces the Schism Schism, the Swordsmachine Swordsmachine as the level's boss, and the Shotgun Shotgun.

Areas

FIRST ROOM
A tall chamber with a glass ceiling, featuring four tall pillars of light that activate as the player enters the arena. A hidden chamber underneath the floor leads to a secret Blood Orb Blood Orb and an encounter with 9 Stray Strays

WAVES:


FOUR STRAY ARENA
A hall with the floor raised up along its sides.

WAVES:


SCHISM INTRODUCTION
An arena featuring large overhead ceiling lights and a glass drop ceiling. Schism Schisms are introduced here.

WAVES:


SPIRAL STAIRWAY
A tall chamber lined with a spiral staircase, connecting to the first Boss Arena and the Menacing Hallway. The top entrance is blocked by destructible rubble, requiring the player to obtain the Core Eject Shotgun Core Eject Shotgun from the first Swordsmachine Swordsmachine encounter in order to proceed.

If the player attempts to break the rubble without obtaining a strong enough weapon to damage it, a prompt appears to instruct the player to find something that can.

INSUFFICIENT FIREPOWER

FIRST BOSS ARENA
The arena housing the first Swordsmachine Swordsmachine encounter, connecting to the Spiral Stairway room via a downwards staircase.

The arena itself consists of a large square room with raised corners and a large central fan shaft. Decorative destructible Cerberus Cerberus props are stationed in the corners of the room.

When entering the arena, a cracked tile slides in front of the door behind the player to prevent them from leaving unless if they already have access to a strong enough weapon. Activating the boss encounter causes the Swordsmachine Swordsmachine to drop in from the shaft above, landing on its sword before pulling it out of the ground and commencing the boss fight.

When Swordsmachine Swordsmachine's first phase is depleted, the Swordsmachine drops its Core Eject Shotgun Core Eject Shotgun for the player to collect before teleporting out of the arena.

Once the player picks up the shotgun, a tutorial prompt appears for utilizing its core eject, instructing the player to use it to break the barrier blocking the door.

The boss arena is named "FIRST ENCOUNTER" in checkpoints.

SHOTGUN: Press 'RMB' to fire an explosive. Hold to charge distance.

MENACING ROOM
A series of arenas designed for usage with the shotgun, focusing on combat with large hordes of enemies. Comprised of a large central room, a narrow corridor, and a enclosed passage that intersects with the main room.

Entering into the first room causes a tutorial prompt to appear about the shotgun's primary fire.

SHOTGUN: Primary fire pierces weaker enemies

WAVES (FIRST ROOM):

WAVES (SECOND ROOM):

WAVES (THIRD ROOM):


WIND TUNNEL
A long tunnel blocked off by deadly fans, adjacent to a chasm of wires and cables. A giant laser emitter sits in the divide between the main room and the passage behind the fan. The laser deals 50 environmental DP.

WAVES:


UPPER START
A tall chamber with a glass floor and a walkway, making up the rest of the chamber above the starting room. The light pillars that continue from the first room activate when the player enters the room.

WAVES:


FINAL ARENA
The room housing the second Swordsmachine Swordsmachine encounter and the exit elevator, connecting to the Upper Start by an upwards stairway. The arena is notably smaller than the first encounter's arena, making it more difficult for the player to avoid Swordsmachine's attacks.

If the player had fought the first Swordsmachine encounter, Swordsmachine will be at its phase 2 at the amount of health it had prior to teleporting out of the first arena. If skipped, Swordsmachine will have both of its phases.


Challenge

For this level's challenge, the player is required to kill the Swordsmachine Swordsmachine at the end of the level without killing any other enemy. Breaking through the glass ceiling in the first arena leads to the preceding room to the final boss arena, requiring the glass to be first broken along with an explosive boost or Slam Storage to reach the top. Overpumping with the Pump Charge Shotgun Pump Charge Shotgun is the most consistent method of reaching the room above, however the player must take care to prevent accidentally killing nearby enemies with the explosion.

Secrets

Secret Orb Locations
#1 Blood Orb Blood Orb - In the very first room, under a grate on the floor. Accessed by sliding behind the two front pillars. Entry will spawn 9 Stray Strays. A circular room with two sloped pipes leading to an exit with a Blood Orb in a small indent in the floor.
#2 Soul Orb Soul Orb - In the Schism Introduction. Found within a small pocket above the entrance, accessed by jumping above the glass panels that cover the ceiling. A room with a glass floor revealing a lower chamber below. Ahead lies a Soul Orb.
#3 Soul Orb Soul Orb - In the Menacing Hallway above the enclosed walkway. Slam jump above the tunnel where a small nook can be found by the right side of the wall. A view looking down from above the suspended hallway. A Soul Orb is visible in the corner.
#4 Soul Orb Soul Orb - In a nook in the large room filled with wires next to the Wind Tunnel. Break the glass panel and hop onto one of the outcroppings to facilitate access to the Soul Orb. A large shaft with wires running electricity upwards, on the side of the shaft there is an open vent with a Soul Orb inside.
#5 Soul Orb Soul Orb - In Upper Start. A cracked piece of tile lies on the wall opposite the arena entrance, which can be blown up with an explosive to access the Soul Orb. A room with bright orange beams on each of its four corners, ahead lies a small hole in the wall containing a Soul Orb.

Gallery

Trivia

  • The four Cerberus statues in the First Boss Encounter are the only destructible ones in the game.
  • Because the rock blocking the Menacing Hallway used to be destructible using the Piercer Revolver Piercer Revolver, it was possible to skip the Lower Arena, and the Core Eject Shotgun Core Eject Shotgun altogether (Though skipping to the top of the tower at the start can also allow the player to skip the Shotgun).
  • During the first Swordsmachine Swordsmachine encounter it is possible to kill it (adding +1 to your kill count.) Despite already killing the Swordsmachine Swordsmachine, in its second encounter, it will spawn with full health.
  • Destroying the rock blocking the exit to the First Boss Encounter will allow the player to leave the arena. however the Swordsmachine can follow, but will have a broken nav mesh when attempting to walk up the stairs, in the demo, this cannot happen, the Swordsmachine will remain stuck, but the second boss fight will have full health instead of just half health.
  • It is possible to break the level by collecting checkpoints in an unintended order. To trigger this glitch, first reach the last checkpoint in the level right outside the Upper Arena, then backtrack to collect the checkpoint outside the First Boss Encounter, then return to the Second Boss Encounter, activate the second Swordsmachine fight, and then die. The player then respawns outside the Lower Arena, but the boss health bar for the second Swordsmachine fight will still be present at the top of the screen. Additionally, the entire level other than the staircase down to the Lower Arena and the arena itself will be permanently unloaded even if you go through the door to the stairwell.
    • Activating the first Swordsmachine fight while this glitch is active will cause a second boss health bar to appear. This is not normally possible, since exiting the first Swordsmachine fight and continuing through the level causes the first health bar to disappear, and it is not possible to exit the second Swordsmachine fight to return to the rest of the level.
    • By going into the unloaded stairwell, the player can see that a normally inaccessible fan is present underneath the stairway down to the Lower Arena. This indicates that the level might have originally allowed the user to jump or fall off the sides of the stairway, unlike the current version of the level where the pitch-black boundaries at the sides of the stairway serve as walls keeping the player on the stairs.
  • The level's name is a reference to the 2005 Neil Breen film Double Down.[1]
  • If the player skips the First Boss Encounter and gets the Swordsmachine to its second phase in the Second Boss Encounter while not owning the shotgun, they will obtain it after dying, respawning, and reentering the arena.
  • If the player skips the First Boss Encounter and does not collect the Shotgun, in the Second Boss Encounter, the Swordsmachine will drop the Shotgun upon hitting half health.


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