0-3: Double Down
DOUBLE DOWN
0-3: DOUBLE DOWN | |||
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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 | |||
Collectables | |||
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Enemies | |||
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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![]() ![]() |
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, focusing its capabilities of single target damage against tanky enemies such as the
Schism and the boss
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, the
Swordsmachine as the level's boss, and the
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 and an encounter with 9
Strays
WAVES:
FOUR STRAY ARENA
A hall with the floor raised up along its sides.
WAVES:
- 4
Strays
SCHISM INTRODUCTION
An arena featuring large overhead ceiling lights and a glass drop ceiling. 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 from the first
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.
FIRST BOSS ARENA
The arena housing the first 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 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 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's first phase is depleted, the Swordsmachine drops its
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.
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.
WAVES (FIRST ROOM):
WAVES (SECOND ROOM):
- 4
Filth
WAVES (THIRD ROOM):
- 1
Stray
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:
- 2
Strays
FINAL ARENA
The room housing the second 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 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 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
#1 | ![]() ![]() |
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#2 | ![]() |
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#3 | ![]() |
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#4 | ![]() |
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#5 | ![]() |
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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, it was possible to skip the Lower Arena, and the
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 encounter it is possible to kill it (adding +1 to your kill count.) Despite already killing the
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.