4-4: Clair de Soleil

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GREED /// CLIMAX
CLAIR DE SOLEIL
4-4: CLAIR DE SOLEIL
4-4: Clair de Soleil
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.
Collectables
Whiplash Whiplash
Alternate Nailguns Alternate Nailguns
Enemies
Filth 2 Filth
Schism 1 Schism
Malicious Face 1 Malicious Face
V2 (2nd) V2 (2nd)
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
Levels
Previous Next
4-3 5-1
4-1, 4-2, 4-3, 4-4
link=[[[4-S]] 4-S

This article covers a simplified account of the second boss fight for V2. For more detail on the boss, see V2 (2nd). For V2's first fight in 1-4: CLAIR DE LUNE, see V2.

4-4: CLAIR DE SOLEIL is the fourth and final level of Greed, starring a rematch against V2 V2, who holds the Whiplash Whiplash. 4-4 also contains the Sawblade Launcher Sawblade Launcher, unlocked by finding the hint to access the room where it is held in 4-3: A SHOT IN THE DARK. As 4-4 is the level debuting the Whiplash, it also introduces Green Hookpoints Green Hookpoints.

The music used in this level is Duel (Versus Reprise) for V2's boss fight.

Level

Start

The start of 4-4 is a small dimly lit hallway, lined with green burning 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 three doors. The left door opens to the main path. The door directly in front is shut, and the door to the right is slightly open, with a Blue Skull Key Blue Skull Key visible behind the door.

Obstacle Course

The hallway, where the burning gold sand serves as the main obstacle.

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 deal 10 damage to the player, as the rays of Greed's sun come into contact and heat the piles of sand, forcing the player to traverse past the narrow hallways.

Afterwards, the player then finds another bounce pad, launching into a small room with a broken walkway, and entering into a long corridor, lit up by golden beams of sunlight from outside. 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 V2, sitting upon a throne waiting for the player. Upon entering the arena, V2 will get up from its seat, with green torches rising up from pillars within the floor. Subsequently, V2 then slowly cracks its knuckles, before breaking the throne and starting its second fight.

V2 V2 is now even more mobile and agile compared to its last fight, with a selection of more weapons to fight with: including the Marksman Revolver Marksman Revolver and the Overheat Nailgun Overheat Nailgun along with its weapons from the previous fight: the Piercer Revolver Piercer Revolver and Core Eject Shotgun Core Eject Shotgun, making it a much more threatening enemy.

Due to now being armed with the Marksman, V2 can also shoot tossed Coins Coins to redirect them back to the player, telegraphed with a distinct buzzing sound and a red flash before striking the player. If shot before the flash dissipates, the shot will redirect back at V2, granting the +COUNTERRICOSHOT style bonus. The player can also hit V2 with the Knuckleblaster Knuckleblaster, which temporarily enrages it and causes it to become more aggressive, increasing its speed but also makes it unable to toss or shoot coins.

Now it's personal.

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 and revealing a checkpoint. A dialogue box appears prompting the player to follow and jump through the opening, refusing to let it escape again.

You’re not getting away this time.

The player is then sent continually sliding down the side of the pyramid where the level took place, chasing down V2 in its final, desperate moments. During this time, neither the player nor V2 can jump. When the player depletes all of V2’s health, its wings will shatter and it will careen into an uncontrollable dive, with the player then landing on a set of platforms at the bottom of the pyramid. V2 then falls in front of the player and crashes into the ground below in an evisceration of blood, finally dead for good.

V2 meeting its demise.


Within the bloody crater that its impact left lies the Whiplash Whiplash, a green arm with a winch that the player can drag themselves through the air with by grappling onto enemies or hookpoints.

WHIPLASH: Hold R to throw, release to pull
Hookpoints and sandstone platforms rising out of the sand.

Upon obtaining the arm for the first time, a set of pillars will rise out of the sand, each with a Green Hookpoint Green 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 behavior of the Whiplash Whiplash with enemies, with another prompt appearing:

WHIPLASH: Pull light enemies towards you, pull yourself to
heavy enemies.

To demonstrate, two Filth Filth and a Schism Schism will spawn on the platform nearby and can be dragged to the player’s vicinity. Once this initial wave of enemies is killed, a Malicious Face Malicious Face will spawn, allowing the player to pull themselves towards it.

After the Malicious Face is killed, a platform containing the exit gate and another Green Hookpoint Green Hookpoint above it rises from the sand.

Challenge

For the level’s challenge, the player must have previously completed the level to obtain the Whiplash Whiplash. Then, the player must sprint to the intersection with the three doors, where they must look through the small crack in the right door and collect the Blue Skull Key Blue Skull Key inside the Chamber of the Feline and Rodent.

At 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 hallway proceeding to the boss arena. Completing the challenge solely depends on the player's movement skills to reach the boss gate under the strict 18-second time requirement.

Secrets

Chamber of the Feline and the Rodent

If the player has the Whiplash 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 square-shaped pool of water around the central skull platform. On either side of the room lies two 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.

Inside the Chamber of the Feline and the Rodent.



At the far side of the room lies a bounce pad, which acts as 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 also serves as the way to unlock the Alternate Nailgun 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, the Mysterious Druid Knight (& Owl) 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.



Inside the Alternate Nailgun's chamber, with the giant decaying corpse of King Sisyphus hanging in the background.

By following the hint and firing into the pool of water with the Electric Railcannon 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 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 King Sisyphus, who led the Greed Insurrection to rebel against Heaven and its forces, only to be swiftly beheaded by Gabriel Gabriel. His massive corpse, now shriveled and blackened by decay is now placed inside the pyramid, where the player can see it looming in the distance.

When the player picks up the Alternate Nailgun, also known as the Sawblade Launcher, it will trigger a short prompt about alternate Variants:

ALTERNATE versions will change a weapon's base behavior.
They can be equipped at the
SHOP.

Moving toward the staircase out of the room will another prompt about the Alternate Nailgun itself:

ALTERNATE NAILGUN: Slower firerate.
Projectiles ricochet off surfaces.


Gallery

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