1-E: ...Then Fell the Ashes
...THEN FELL THE ASHES
| 1-E: ...THEN FELL THE ASHES | |||
|---|---|---|---|
| General | |||
| Layer & Part | LIMBO /// ENCORE | ||
| Music | An Absence A Part Falling | ||
| Tip of the Day | |||
ENEMY STEP: Jump while in
mid-air near an enemy to jump off the enemy. This resets the amount of available walljumps without needing to land. | |||
| Enemies | |||
| Rank Requirements | |||
| Rank | Time | Kills | Style |
| S | 07:40 | 61 | 40,000 |
| A | 08:20 | 57 | 37,500 |
| B | 10:00 | 45 | 30,000 |
| C | 12:30 | 25 | 20,000 |
| Levels | |||
| Previous | Next | ||
| 0-E | NaN | ||
| 1-1, 1-2, 1-3, 1-4 | |||
1-E: ...THEN FELL THE ASHES is the Encore level of Limbo. This level is made up almost entirely of rooms near-identical to those found in the original Limbo and Prelude levels, but with a distinct dark and ruined theme, and the level layout heavily restructured. This level features Radiant enemies, similar to 0-E: THIS HEAT, AN EVIL HEAT and The Cyber Grind, as well as several challenging platforming sections.
The music in this level is An Absence during the first half, and A Part Falling during the second.
Level
The level opens up in the first room of 1-1, except the environment is entirely gray. The trees do not project holograms of leaves, the fountain does not have any water, the Cerberus is gone from its pedestal, all colors have been stripped away from the level, and the walls project a gray landscape.
The door on the right leads to the room from 1-3 where the soap was located, with a red pedestal at the end.
The Garden
The door forward leads to an L-shaped "exterior" room with pillars, towers, and trees, as well as a pathway going through the room. Midway through the room, an enemy encounter triggers, starting with one
Swordsmachine in front of the player and two
Guttertanks behind the player on each side. After any one of these enemies is killed, a radiant
Swordsmachine will spawn under the first tower. When either the radiant Swordsmachine is killed or it is the only enemy left, one
Malicious Face will spawn near the start of the room and two
Earthmover Mortar Launchers will spawn on top of high pillars.
Following the path into the next room, the player enters a long room with "exterior" decor as well as a mound along the right wall. A gap is present at the base of the mound, showing a tunnel covered by a grate. Further in the room is a circular checkpoint, and behind it are stairs leading up to a door.
Beyond the door is the bridge room of 1-4, and walking across it activates an enemy encounter, with a
Guttertank appearing in front of the player and two
Streetcleaners spawing underneath the bridge.
The next room is a mirrored version of the entrance room of 1-2, entered from the red skull door, with the differences being that the center tower is replaced by a buried
Hideous Mass, the top door has been removed, and what was originally the level entrance now leads to a blue pedestal.
The Waterfall
Going through the door on the left leads to the 1-1 room with a stream running down the middle, and a checkpoint is placed at the top of the stairs. Two
Earthmover Rocket Launchers are already positioned at the back of the room and are invincible and inactive before walking to the midway bridge and activating the enemy encounter. Doing this spawns a
Malicious Face at the base of the stairs and a
Gutterman behind the player.
Up the stairs and past the door, the player enters the entrance room of 1-3 from the blue skull path, although the red skull path and the Split Color door are absent. Walking to the middle of the graves triggers an enemy encounter, with two
Schisms on either side of the player, a normal
Sentry in front of the next door and two radiant
Sentries on either side of where the Split Color door used to be.
The next room is the 1-2 red skull room, with the wall already broken where the Streetcleaners originally spawned in. A Prelude-style door can be seen in the tunnels.
Going through this door leads to the first corridor of 0-1, and after the second turn, two radiant
Streetcleaners spawn around the next. At the end of the corridor is a checkpoint.
The Blender
After the corridor, the player arrives in a large empty cylindrical room, the door leading high above the floor and the next across the player at floor level. Entering it, an enemy encounter starts, with a
Mindflayer spawning in front of the door and two
Virtues on either side of the player. The floor also starts being removed, splitting down the middle and gradually going into the walls, revealing a large spinning fan at the bottom which kills the player instantly. After either the Mindflayer or the two Virtues are defeated, four
Drones appear in the room. Ending the encounter spawns a
Green Hookpoint in front of the exit door.
Leaving this arena leads to a short corridor before arriving in a room with a red skull on a caged pedestal. Picking up the skull makes the pedestal go away, as well as opening up a grate to the right of the player, closing the entrance, and triggering a soft alarm, a panel on the wall showing the following message.
POWER DISCONNECTED
SYSTEMS FAILING
Leaving through the open vent shaft, the player arrives at a breakable wall, which turns out after being broken to be a wall panel from the room with a Circular Checkpoint.
Malfunctioning Limbo
Entering the room triggers the walls to start glitching between different times of day, and the music changes to A Part Falling. A wall panel breaks off above the mound, revealing the path forward into Prelude tunnels, with a checkpoint before a panel opens up to the L-shaped room.
This room is now partially flooded with lava, covering the ground and forcing the player to find footing on the various pillars, tower and trees of the room. Entering triggers an enemy encounter, starting with two
Guttermen on the two towers. Killing any of these spawns two
Sentries spread out in the room, and killing another enemy spawns two
Malicious Faces. Finishing the encounter opens up a wall panel to continue.
The opening leads to a tunnel with a small platforming challenge where the player needs to avoid fans that damage them. At the end of it is the top part of the room with the red pedestal. Going down through the holes in the ceiling, the player can place the red skull and see that the entrance room is partially flooded with lava as well.
The Fusion room
Going through the red skull door, the player gets a checkpoint in a fused room : the first part is the gentle staircase room in 1-3, and at the bottom is the 1-2 room past the red skull door. Four
Mannequins are placed at the top and bottom of the stairs, and wake up after starting to walk down along with a radiant
Gutterman spawning in the second part of the room. Killing either the Gutterman or three of the Mannequins both wakes up a radiant
Cerberus at the bottom of the stairs and spawns a
Virtue in the second part of the room. The way out of the room is through the passages where the Blood Orb was located in 1-2.
Walking through sewer tunnels leads to the 0-2 room with glass panel floor, and walking through spawns two
Cerberi on the ledges at either end of the room. The Cerberi will not walk on the glass panels, but they can destroy them.
Entering the next room presents the player with the blue skull, and picking it up opens a passage above the pedestal connecting to the gap under the mound of the Circular Checkpoint room, which has respawned. Going up the stairs and through the 1-4 room, the player enters the third to last arena.
The First Hideous Mass
Walking into the room while carrying the blue skull triggers the
Hideous Mass to wake up, displaying a boss health bar, as well as two
Cerberi on either side of the entrance, with the way to the blue pedestal being blocked.
Making the Hideous Mass lose one third of its health will spawn an
Idol above the blue pedestal after a 1 second delay, protecting the Mass, and two
Virtues, one in front of the blue pedestal and one on the balcony above the entrance, far away from each other.
Dropping the Hideous Mass to a third of its health will enrage it and spawn another
Idol after a 1 second delay, located on the balcony where the second Virtue spawned, as well as three
Mannequins, one where the first Virtue spawned and the other two on either side of the room. Breaking this final Idol spawns a
Mindflayer where the first Idol spawned. Rapidly dealing a lot of damage to the Hideous Mass can allow the player to activate both Idols at once, or even kill the Hideous Mass before they spawn.
Placing the skull on the pedestal, the player is given a checkpoint in the next room, a modified version of the circular staircase room of 1-3, with the center lava being fully covered in a pile of dirt, in which an encounter starts. Two
Malicious Faces spawn in the center area, and three
Stalkers are dotted along the staircase, with a radiant
Swordsmachine spawning at the very top of the staircase. The Swordsmachine will immediately chase down and kill one of the Stalkers in order to become sanded.
Up the stairs, the next room is the entrance room of 1-4, free of enemies, with a yellow terminal next to the door of the final encounter.
The Second Hideous Mass
The last arena is the 1-3 Hideous Mass arena, and it once again has a Hideous Mass in its center. At the back of the arena is a caged radiant
Idol protecting the Hideous Mass, and upon entering,
Swordsmachine "Agony" and
Swordsmachine "Tundra" will spawn to right and the left of the arena respectively, all enemies except the Idol having boss health bars. Killing both Swordsmachines opens the Idol cage, allowing the player to break it then attack the Hideous Mass. Killing the Hideous Mass finishes the level and opens the exit.
Trivia
- The level's name is likely a reference to TwinSisterMoon's album "Then Fell The Ashes".
- In the final arena, it is technically possible to open the exit door without killing the Swordsmachines, as only the Hideous Mass is required to be killed. However, this is only possible through breaking the Idol protecting the Hideous Mass prematurely, by using noclip to clip through the cage.
- In the Garden area, there is a malfunctioning speaker that lists orders of 1s and 0s. If the 1s and 0s are converted into Morse code, the message from the speaker reads as "ENOUGHISNEVER" continuously repeated. The message is intended to be read cyclically.
- The name of the music that plays in the second half of the level, A Part Falling, can be re-arranged to spell out "Falling Apart", a reference to how the level itself is falling apart. The track's name also appears to be falling apart.