0-5: Cerberus

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PRELUDE /// CLIMAX
CERBERUS
0-5: CERBERUS
0-5: Cerberus
General
Layer & Part PRELUDE /// CLIMAX
Challenge Don't inflict fatal damage to any enemy.
Music Cerberus
Tip of the Day
Attack sound cues allow you to keep track of enemies who are off screen.
Enemies
Cerberi 2 Cerberi
Rank Requirements
Rank Time Kills Style
S 02:00 2 3,200
A 03:00 2 2,500
B 05:00 1 1,250
C 10:00 1 500
Levels
Previous Next
0-4 1-1
0-1, 0-2, 0-3, 0-4, 0-5
Secret Level.webp 0-S, Encore Level.webp 0-E

This article covers a simplified account of the boss fight for the Cerberus. For more detail on the enemy, see Cerberus.

0-5: CERBERUS is the fifth and final level of the Prelude, starring the titular Cerberus Cerberus as the boss of the level. This level also houses the first instance of lava hazards.

The music used in this level is Cerberus.

Level

Start

Starting off the level with a short corridor, the player enters into a long chasm with a stream of flowing lava, with a door at the far end of the room. Nearby lies a walkway connecting to an opening within the wall, which acts as the main path forward around the lava. However, this path can be skipped by wall-jumping off of the sides of the chasm and dashing to the end of the door, or by using explosions to launch the player to the other end such as by over-pumping and firing the Pump Charge Shotgun Pump Charge Shotgun.

Entering into the corridor leads to a small tunnel that the player has to slide through. The tunnel then connects to a small room where the path is blocked by a set of three Crushers, requiring the player to time their slide to avoid getting killed. After the presses, the player then makes it to a ledge next to a pit of grinders, requiring them to wall jump carefully around the corner and dash to make it to the ledge. On the other side lies the door into the boss arena which the player can then enter.

Boss Arena

Inside lies a small corridor brightly lit with lava surrounding the walls. A checkpoint and Terminal are stationed near the entrance to the arena. As the player moves forward towards the boss arena the music playing slowly creeps higher as they cross into the arena.

Inside lies a large, square room bathed in orange light. Metal grates line the floor and walls with lava behind them. At the end of the room lie two massive statues sat next to a large door, which serve as the Gates of Hell. Inscribed on the gates lie the words: "Abandon hope, all ye who enter here".

Moving forward will cause the music to then stop, before one of the statues begins to move, breaking out of its seat and stepping into the arena to halt the player.

Boss Encounter

The Cerberus Cerberus, or Cerberi, are large statue-like humanoid demons that serve as a test of the player's movement and evasiveness, requiring them to be able to quickly dodge its attacks in a confined arena.

The Cerberus Cerberus has a set of three main moves: a dash which causes the Cerberus to ram into the player, causing a severe amount of knockback; a stomp which creates a shockwave that the player has to jump over to avoid; and an energy orb which it quickly hurls towards the player, creating a large explosion on impact. This orb can be parried, but due to its incredibly high speed, it is extremely difficult to actually perform.

Even though they are quite slow when not attacking, their large area of effect shockwaves and ranged energy orb, coupled with the tight arena it is fought in, makes it crucial for the player to be able to dodge around its attacks. Constantly moving and jumping around can make it difficult for the Cerberus to hit the player, and avoiding staying close to the walls for too long is good for avoiding the explosions from its energy orbs. Staying close to the Cerberus will also cause it to not throw its energy orb to avoid hurting itself, but moving towards it while enacting a throw will still cause it to throw its orb.

Weapons such as the Core Eject Core Eject and Pump Charge Shotgun Pump Charge Shotgun, along with the Marksman Marksman and Sharpshooter Sharpshooter Revolvers are useful for the fight, with the Shotgun Shotguns being excellent for healing with point-blank shots coupled with Shotgun Swapping and with explosives such as Core Grenades, Overpumps, and Projectile Boosts being good sources of damage. The Marksman Revolver Marksman Revolver is a reliable tool with its headshot damage and its numerous techniques, and the Sharpshooter Revolver Sharpshooter Revolver can dish lots of damage due to the tight arena space favoring its richochets.

Once the health bar of the first Cerberus is depleted below half, the other Cerberus left dormant will awaken and fight the player as well (but with only half of the health of the first Cerberus), making the fight considerably harder with less space to breathe. Killing one of the Cerberi will then cause the other to enrage, causing its movement and attack speed to become a lot faster.

End

After both Cerberi Cerberi are defeated, the Gates of Hell start to slowly open, revealing a long staircase lined with even more Cerberi than previously before. At the bottom of the stairs lies the exit gate, allowing the player to end the level.

Challenge

For this level's challenge, the player needs to cause the Cerberi Cerberi to damage themselves as the final blow, instead of normally shooting them. The player can damage them, but cannot kill them themselves, instead, the player needs to make the Cerberi toss their energy orb into or near them and have the resulting explosion damage them. Cerberi will only throw the orb when the player is far away, but once initiated they cannot stop the attack. Initiating the attack and then getting close to them before it is thrown will cause them to throw the orb close to them, taking damage in the process. For taking off some of their health down as low as possible, the Revolver Revolver's primary fire is useful for whittling their health close to death.

Gallery

Trivia

  • In this level, the Cerberi are shown guarding the entrance to Hell. This is in reference to the portrayal of Cerberus in Greek Mythos, where Cerberus guards the gates of Hades to prevent the dead from escaping.
    • Only two Cerberi are fought despite the Cerberus famously being a three-headed dog. There were supposed to be three, but two Cerberi were already too hard for the Prelude, thus why the second Cerberus in the final version of the fight joins halfway through and at half-health.[1]
  • The entrance to Hell is a large gate with the writing "Abandon hope all ye who enter here". This sentence is drawn from Reverend H. F. Cary's translation of Dante Alighieri's Divine Comedy, where this is the last of nine verses inscribed on the door to Hell.
  • This is the only fifth level in a layer, not counting secret levels.
  • This is the only boss level in the game that has two of the same boss.


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