4-4: Clair de Soleil
4-4: CLAIR DE SOLEIL | |||
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General | |||
Layer & Part | GREED /// CLIMAX | ||
Challenge | Reach the boss gate in under 18 seconds. | ||
Music | Duel (Versus Reprise) | ||
Tip of the Day | |||
Airborne coins can be shot with any hitscan weapon.
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Collectables | |||
Whiplash Alternate Nailguns | |||
Enemies | |||
V2 2 Filth 1 Schism 1 Malicious Face | |||
Rank Requirements | |||
Rank | Time | Kills | Style |
S | 02:45 | 4 | 2,500 |
A | 03:30 | 2 | 1,950 |
B | 04:20 | 1 | 1,200 |
C | 05:30 | 1 | 500 |
4-4: CLAIR DE SOLEIL is the fourth and final level of Greed, starring a rematch against V2, who holds the Whiplash. 4-4 also contains the Alternate Nailgun, unlocked by finding the hint to access the room where it is held in 4-3: A Shot in the Dark. This level also brings the introduction of Green Hookpoints. The music used for V2's boss fight is Duel (Versus Reprise).
Level
Start
The start of 4-4 is a small dim lit hallway, lined with green flamed torches, and closer to the door, lines of kneeling skeletons within pockets of the wall. Leading forward lies a bounce pad, sending the player to a small intersection with 3 doors. The left door opens to the main path. The door in front is shut. And the door to the right is slightly open, leading into a room behind with a Blue Skull Key in front of the door.
Obstacle Course
Returning to the main intersection, if the player takes the left path, it will lead to a cluttered hallway filled up with piles of golden sand and various broken structures leaking into the room. Touching the sand will damage the player, as the rays of Greed's Sun come into contact and heat up the piles of sand, forcing the player to traverse past through the narrow hallways.
Afterwards, the player then finds another bounce pad, launching into a small room with a broken walkway, entering into a long corridor, lit up by golden beams of sunlight. At the far end of the room lies the gate to the boss arena, with a checkpoint and Terminal before the arena.
Boss Arena
The arena itself is a large octagonal room with a set of torches within the corners of the room. Within the centre of the room is V2, sitting upon a throne waiting for the player. Upon entering the arena, V2 will get up from its seat, with the torches rising up from pillars within the floor, then crack its knuckles, before the fight begins.
V2 is now a lot more mobile and agile from its last fight, with a selection of more weapons to fight with: including the Marksman Revolver and the Overheat Nailgun along with its weapons from the previous fight: the Piercer Revolver and Core Eject Shotgun, making it a much more threatening enemy.
Along with it's new weapons, V2 can also shoot tossed Coins to redirect them back to the player, appearing as a red flash before striking the player. If shot before the flash dissipates it will redirect back at V2, granting the +COUNTERRICOSHOT style bonus. The player can also hit V2 with the Knuckleblaster: which temporary Enrages it, causing it to become more aggressive and increasing speed but unable to toss or shoot coins.
Pyramid Descent
Once V2’s first health-bar is depleted, it will drop to the floor screaming in pain, before regaining itself and breaking through the arena's left wall, attempting to escape from the player once again. Prompted to follow, the player jumps through the opening, not letting it escape again:
The player is then sent continually sliding down the side of the pyramid where the level took place in, chasing down V2 until its last moments. When the player depletes all of V2’s health, it will careen into an uncontrollable dive, with the player then landing onto a set of platforms at the end of the pyramid. V2 will then drop in front of the player and crash into the ground below in an evisceration of blood, finally dead for good.
Within the bloody crater that its impact left lies the Whiplash: a winch that the player can drag themselves through the air with through grappling onto enemies or hookpoints.
Upon obtaining the arm for the first time, a set of pillars will rise out of the sand, each with a Hookpoint for the player to latch onto, sending themselves forward. Once the player makes it to the last pillar, a platform will be nearby to teach about the Whiplash’s behaviour with enemies, with another prompt appearing:
heavy enemies.
To demonstrate, 2 Filth and a Schism will spawn on the platform nearby, who can be dragged to the player’s vicinity. Once all enemies are killed, a Malicious Face will spawn, whiplashing onto it sends the player towards it.
After the Malicious face is killed, a level exit on a platform and Hookpoint will rise from of the sand, alongside the level's last prompt informing the player about the Whiplash’s interaction with hard damage:
CANNOT REDUCE HP, but risky to use at low health.
Challenge
For the level’s challenge, the player must have completed the level to obtain the Whiplash. Then, the player must sprint to the intersection with the 3 doors, where they must look through the small crack in the right door and collect the skull from the room behind, leading to the Chamber of the Feline and Rodent.
In the far end of the room lies a bouncepad, which sends the player to a small room with a Blue Pedestal, where the player can place the skull and enter the room proceeding the boss arena. Make it fast enough and the player can complete the challenge.
Secrets
Chamber of the Feline and the Rodent
If the player has the Whiplash from completing the level already, it can be used to pick up the skull from the narrow crack, opening the doors to enter the room.
The room itself is a square room with a shallow pool of water around the central skull platform. On either side of the room lies 2 murals depicting a cat and a hamster, being a reference to the Dreamed Cat and Florp, both in-jokes within the ULTRAKILL community. Florp also appears as an unlockable item within the Sandbox and within 5-2: Waves of the Starless Sea.
At the far side of the room lies a bounce pad, which acts a shortcut to get to the boss arena faster than the normal path, requiring the player to take the Blue Skull to progress through. This room serves as the way to unlock the Alternate Nailgun, as the method on how to access it is hinted at through a stone tablet within 4-3: A Shot in the Dark, where the player needed to defeat the level's secret boss: Mysterious Druid Knight (& Owl) in order to access it:
Within the PYRAMID lies the chamber of THE FELINE and THE RODENT.
Within the CHAMBER lies a pool of clear WATER.
Within the WATER lies a SECRET...
But only those who wield the ELECTRIC magic of the Druids may find it.
By following the hint and firing at the water with the Electric Railcannon, it will cause the previously locked door from the hallway to open, with a set of electric coils now filled with electricity.
The new passage opens up to a stairway that leads down into a large open room within a dark void, with the Alternate Nailgun sitting within the middle. At the bottom of the steps rests a Terminal to the left. At the end of the room lies a painting of Sisyphus, who led the Greed Insurrection to rebel against Heaven and its forces, only to be slain by Gabriel with a swift beheading, now with his corpse placed inside the pyramid, where the player can see it looming within the distance.
Obtaining the Alternate Nailgun, also known as the Sawblade Launcher, will trigger a short prompt about alternate Variants:
They can be equipped at the SHOP.
Moving away from the area afterwards will trigger another prompt about the Alternate Nailgun itself:
Projectiles ricochet off surfaces.