2-1: Bridgeburner

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LUST /// FIRST
BRIDGEBURNER
2-1: BRIDGEBURNER
2-1: Bridgeburner
General
Layer & Part LUST /// FIRST
Challenge Don't open any normal doors.
Music Cold Winds
Tip of the Day
Enemies scream when falling from a fatal height.
Collectables
Soul Orb 4 Soul Orbs
Blood Orb 1 Blood Orb
Enemies
Filth 25 Filth
Stray 12 Strays
Schism 14 Schisms
Drone 11 Drones
Streetcleaner 5 Streetcleaners
Malicious Face 1 Malicious Face
Cerberus 1 Cerberus
Rank Requirements
Rank Time Kills Style
S 03:30 69 11,000
A 04:00 60 10,000
B 05:00 45 7,500
C 08:00 20 3,500
Levels
Previous Next
1-4 2-2
2-1, 2-2, 2-3, 2-4
Secret Level.webp 2-S

2-1: BRIDGEBURNER is the first level of the Lust layer, and the fifth level of Act I. It serves as a tutorial for the Knuckleblaster Knuckleblaster and dash jumping, and is the first level to introduce bounce pads.

The music used in this level is Cold Winds.

Overview

2-1: BRIDGEBURNER takes place high above the city of Lust, on three tall, parallel towers with a bridge connecting them and The Corpse of King Minos The Corpse of King Minos visible in the distance. The bridge is under-construction, as seen by the various cranes and materials surrounding it. The first section of the level takes place within the first tower, while the main portion of the level takes place on the bridge. The third and final major section takes place within the second tower, before exiting back outside.

This level introduces open-air arenas and platforming, serving as a tutorialization for the Knuckleblaster Knuckleblaster's high knockback against enemies. It also introduces dash jumping and bounce pads for platforming sections.

Level

Start

The level opens in a series of maintenance tunnels with dim lighting and small pools of water. At the end of the first hall to the right, there is an open vent that leads to the next hallway down a set of broken pipes.

The first hallway.

Approaching the door at the end of the second hallway triggers a prompt introducing how the Knuckleblaster functions:

KNUCKLE BLASTER: HOLD 'F' to create a SHOCKWAVE that knocks enemies back.

First Tower

Walking through the door leads to the interior of the first tower, consisting of metal trellis and platforms, several lantern poles, and a bottomless pit.

View of the first tower's interior, from below.

Jumping on the lowest platform starts the first encounter. This arena allows the player to utilize the Knuckleblaster to forcefully shove the enemies into the abyss below. Waves:

Jumping on the platform with the Strays and wall-jumping up leads to another platform directly above it with the following encounter. Waves:

To the right of this small platform is a short tunnel along the corner of the wall. Wall-jumping across it leads to a platform framed by several arches, where the next encounter begins. Waves:

Ahead of the arched platform is the final platform of the tower, where the final encounter takes place. Waves:

The four Schisms spawn on each of the four corners on the final platform. Behind the door on the platform is the first bounce pad, which launches the player out of the tower and into the next section of the level.

The tower interior, from above.

Broken Bridge

The bridge over the cityscape.

After being launched by the bounce pad, the player is sent to the outside of the tower; a large set of under-construction walkways, bridges, and platforms, situated over a spanning cityscape. Various bounce pads are present under the bridge to allow the player to save themself from falling.

The first encounter takes place on the second platform of the bridge, which features four breakable glass panes in the middle with a raised wall to the right. Walking forward triggers a two-waved encounter. Waves:

On this section of the bridge is a small panel which controls the movement of two elevators on the right wall. It serves no gameplay purpose and is purely cosmetic.

The first arena on the bridge.

The third section of the bridge has two stacked sets of walkways. The middle platform of the top walkway is held up by a crane and falls once the player walks onto it. Falling through the bridge begins an encounter. Waves:

The Cerberus is situated on the left side of the far end of the bridge, and awakens once either the weak platform is broken or when the player approaches it. At the end of the third part of the bridge is a platform with a checkpoint.

The third section of the bridge.

Approaching the checkpoint will prompt another popup, which is a tutorial on how to dash jump:

JUMP during a DASH for a long-distance DASH JUMP. Cannot be performed in air.

By utilizing this technique, the player can then launch themselves to the entrance to the second tower and the final portion of the level. Various bounce pads are present surrounding the bridge to allow the player to save themself.

Second Tower

After leaping off the end of the bridge, the player reaches a platform leading to the second tower, consisting of several ascending platforms and bounce pads. There are 2 elevators on the left and right side each which the player can use to ascend the tower.

The second tower's interior from below.

Upon entering the tower, an encounter begins on the elevated platform. Waves:

The Filth will spawn once the player steps onto the elevated platform via the bounce pad below or by wall-jumping up. Taking either of the two bounce pads on the sides of this platform lead to a small ledge with another bounce pad and a single Stray Stray. Using that bounce pad on the end of the ledge will send towards a higher platform, where a small encounter begins. Waves:

Heightened view from a platform.

On the platform where the Schisms and Drones spawn there are two pillars against the wall, which the player can wall-jump between to reach a ledge above. On the ledge is a set of bounce pads which fling the player to a thin platform, summoning an ambush encounter. Waves:

By wall-jumping on either of the two sets of beams against the walls, the player reaches the top of the tower where the final encounter begins by the final set of walkways. Waves:

The player can then proceed to the door and exit the tower.

The top floor, leading to the final bridge.

End

The last bridge leading to the exit gate.

After the tall drop from the tower lies a thin series of bridges partially supported by a crane, leading to the end of the level. In the background, The Corpse of King Minos The Corpse of King Minos is looming predominantly visible, his spotlight eyes scanning the city below. Proceeding leads to the exit elevator.

Challenge

For this level's challenge, the player must break a cracked pipe in the second maintenance hallway at the start via an explosive or strong weapon, and crawl through the pipe leading to a small platform to the outside. The player can then skip to the outdoor bridge section, removing the need to open the doors from the first tower. It is recommended to use strong aerial tools such as the Freezeframe Rocket Launcher Freezeframe Rocket Launcher or explosive boosting to cross this large gap. When arriving to the tutorial for the dash jump, the player can go around the second tower via the same methods and reach a platform on the building's side, which can then drop down to the exit elevator. Some players may also opt to use techniques such as an ultraboost to complete this challenge and potentially even go straight to the end without stopping between each tower.

Secrets

Secret Orb Locations
#1 Soul Orb Soul Orb - In the maintenance hallways at the start, there is a cracked pipe in the second room which the player can break open with an explosive. Crawling through the pipe to the outside leads to a short stairwell where the secret can be found at the top. 2-1 Secret One Pipe.jpg
2-1 Secret One.jpg
#2 Soul Orb Soul Orb - Placed on a bounce pad hidden directly under the first platform of the bridge. 2-1 Secret Two.jpg
#3 Blood Orb Blood Orb - Far off to the right side of the bridge, on a lone platform with a bounce pad. The platform can be reached via use of the large crane between it and the bridge. To reach the crane, the player can dash onto one of the bounce pads on the right side of the bridge, land on the crane's cargo, and activate the Crane Control panel. They can then jump off the crane once it reaches the orb and then use the bounce pad to jump back to the main level. 2-1 Crane Control.jpg
2-1 Secret Three.jpg
#4 Soul Orb Soul Orb - Under the platform where the Cerberus Cerberus wakes up at the far end of the bridge. 2-1 Secret Four.jpg
#5 Soul Orb Soul Orb - At the top of the final tower at the end of the level, on a thin balcony accessed by shattering the left window next to the exit door and walking across to the side of the tower. 2-1 Secret Five.jpg

Trivia

  • Originally, the level's name was going to be "In the Air Tonight". Its thumbnail is referred to as such in the game's files.
  • The title of the level is a reference to "Bridgeburner" from the album Bleeder by Mutoid Man.
  • The cityscape of Lust, particularly prominent in this level, was originally a flat pixelated overhead view of Manhattan in New York City. In the ULTRA_REVAMP update (Patch 16a), it was reworked into a three-dimensional rendered city model with unique buildings and neighborhoods. For more insight into its development, see Victoria Holland's ArtStation page on the Lust City.


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