0-S: Something Wicked
| 0-S: SOMETHING WICKED | |||
|---|---|---|---|
| General | |||
| Layer & Part | PRELUDE /// SECRET | ||
| Enemies | |||
| Levels | |||
| Previous | Next | ||
| 0-2 | 0-3 | ||
| 0-1, 0-2, 0-3, 0-4, 0-5 | |||
0-S: SOMETHING WICKED is Prelude's secret level, accessed through a secret exit in 0-2: THE MEATGRINDER. Based on mechanics from horror games, 0-S revolves around the player being chased by the titular
Something Wicked, using the light from
Skull Keys in order to navigate a pitch black labyrinth.
Overview
The level takes place in an abandoned section of Prelude's facility with its lights and electricity completely shut off, casting the level in complete darkness. The only lights available to the player until the level is finished are the
Red and
Blue Skull Keys found present in the level.
The secret level itself is centered on the ever-present
Something Wicked, an invincible, incredibly dangerous enemy that chases the player throughout the level. The player must use the light from the Skull Keys in order to navigate through the level while Something Wicked hunts the player down. The player only has access to the
Feedbacker and
Piercer Revolver.
The general path starts with the Blue Skull found at the start of the level, before locating its pedestal next to unlock the Red Skull Key, then reaching the exit elevator to place the Red Skull onto its pedestal to finish the level. Placing the Red Skull causes Something Wicked to disappear, removing its threat. Activating the pedestal also turns on the lights, allowing the player to fully explore it once finished.
This secret level houses the first Testament Log found in the Exit Elevator room. Completing the level sends the player to 0-3: DOUBLE DOWN.
Something Wicked
Something Wicked cannot be killed by any means, and instantly kills the player upon contact, requiring them to restart the level due to the lack of checkpoints. Attacking it only causes it to teleport away to the furthest out of a set of "patrol points", located in the Cerberus statue room and the end room. These patrol points also dictate Something Wicked's navigation, as Something Wicked will move towards these points until spotting the player. If spotted, Something Wicked chases the player until attacked or when losing line of sight, indicated by a sharp hissing sound.
When in the presence of Something Wicked, the player's screen is covered with a static effect which grows in intensity the closer Something Wicked is to the player. An audible droning noise can also be heard in proximity to Something Wicked.
Something Wicked first spawns once the player picks up the
Blue Skull Key found at the start of the level, and deactivates if the skull is placed back on its pedestal. After picking up the
Red Skull Key, Something Wicked unconditionally chases the player without needing to spot them. Placing the Red Skull Key onto its pedestal causes Something Wicked to deactivate and disappear. Picking it back up reactivates Something Wicked.
Tips
- Punching while holding a Skull Key briefly increases its luminosity before fading to its default brightness, making it easier to see through the dark.
- Utilizing the small tunnels and low ceiling regions can ensure the ability to avoid Something Wicked, as it cannot reach the player within small spaces due to its height.
- If eventually closed in by Something Wicked, moving to a dead end with a single opening can help ensure Something Wicked does not try to flank the player for a clean shot. Staying above Something Wicked within larger rooms can also help avoid it.
- Keeping an eye out for
Something Wicked's visual static effect and listening out for its continuous droning noise can help the player know if it is nearby and estimate how close it is.
Areas
START
A small room featuring a
Blue Skull Key directly in front of the entrance to the level. A hall to the right connects the starting area to the rest of the level, with a caved and blocked off passageway to the left.
Picking up the Blue Skull Key present causes Something Wicked to spawn into the level, accompanied by a rasped hiss and an ominous message.
RINGED HALLWAY
A minor set of halls that stand out for their ring-shaped linings of panels. The hall connects to the start of the level and the main intersection.
INTERSECTION
A network of central hallways that connect to various areas of interest in the level, with a main 4 way hall found connecting to the Lobby on its east, Skull Hub to the north, and Pillar Hall to the west. The southern room which connects to the starting hallway has a space that the player can occupy that Something Wicked cannot due to its height, making it a good spot to go to if the player gets cornered by Something Wicked.
TUNNELS
A set of tunnels which the player can slide through. These tunnels are too small for Something Wicked to enter, making them good safe zones for the player to situate in. The larger set of tunnels connects to the starting hallway and the Lobby, and the small set of tunnels connects to the Lobby tunnel exit and the Cerberus Cage room. The first entrance to the tunnels near the starting room is blocked inside by a grate.
CERBERUS CAGE
A small room that connects to the Skull Hub, featuring a caged
Cerberus with its energy orb missing. This room houses one of the two patrol points Something Wicked is attached to.
LOBBY
A large room featuring various rows of seats that connects to the tunnel network and the main intersection.
SKULL HUB
A large room which houses the Blue Skull Pedestal and the Red Skull Key to the northeast of the room. The Red Skull Key is locked behind a large door activated by the Blue Skull Key. Notable features of the room includes an inset fan and a large stairway.
POOL
A small pool of water adjacent to the Skull Hub. It sits nearby a tall ledge leading to the Pillar Hall.
PILLAR HALL
A large hall ordained with support pillars. At the end of the hall lies the Red Skull Pedestal and the Exit Elevator. This room houses one of the two patrol points Something Wicked is attached to. Something Wicked also spawns in this room after first picking up the Blue Skull Key.
Testament Log
MANKIND IS A FAILURE.
FREE WILL IS A FLAW.
LET THE EVIL OF THEIR OWN LIPS CONSUME THEM.
Gallery
- The
Blue Skull Key featured prominently in the starting room. - The
Cerberus cage room. - The background static present when
Something Wicked is nearby.
Trivia
- "Something wicked this way comes." is originally a line from the 1606 play Macbeth by William Shakespeare. It has been referenced numerous times in pop culture. The title of the level may be a reference to either the base material or to one of the works referencing it.
- By spawning any enemy via the
Spawner Arm, the soundtrack The Fire is Gone (For Music Box) will play, and is meant to serve as the level's "Combat Loop". Killing the enemies spawned will revert back to the "Calm Loop". - Like other secret levels, 0-S doesn't have a challenge. However, in the game's files, the challenge is listed as "Not shitting yourself", which is also incompletable.
- The third line in the Testament is a reference to the album Let the Evil of His Own Lips Cover Him by Lingua Ignota.