5-1: In the Wake of Poseidon

From ULTRAKILL Wiki
(Redirected from 5-1)
Jump to navigation Jump to search
WRATH /// FIRST
IN THE WAKE OF POSEIDON
5-1: IN THE WAKE OF POSEIDON
5-1: In the Wake of Poseidon
General
Layer & Part WRATH /// FIRST
Challenge Don't touch any water.
Music Deep Blue
Tip of the Day
Falling underwater is slow, but a ground slam allows for a quick return to the ground.
Collectables
Soul Orb 4 Soul Orbs
Blood Orb 1 Blood Orb
Enemies
Filth 8 Filth
Stray 14 Strays
Schism 1 Schism
Soldier 12 Soldiers
Drone 3 Drones
Streetcleaner 8 Streetcleaners
Mindflayer 1 Mindflayer
Sentries 8 Sentries
Malicious Face 5 Malicious Faces
Cerberi 4 Cerberi
Virtue 5 Virtues
Rank Requirements
Rank Time Kills Style
S 06:00 67 20,000
A 06:40 60 17,500
B 08:00 50 10,000
C 10:00 35 4,500
Levels
Previous Next
4-4 5-2
Secret Level.png 5-S
5-1, 5-2, 5-3, 5-4
Secret Level.png 5-S

5-1: IN THE WAKE OF POSEIDON is the first level of Wrath, introducing the Sentry Sentry and Blue Hookpoints Blue Hookpoints as the testing ground for the Whiplash Whiplash, with its negated hard damage while underwater. 5-1 also holds the entrance to Wrath's secret level: 5-S: I ONLY SAY MORNING.

The music used in this level is Deep Blue.

Level

Start

The starting cavern.

5-1 starts off in a tall, dimly lit cavern, with pools of water, dripping stalactites, and large pillars of metal and machinery strewn against the walls.

Moving forward through the cave, a Green Hookpoint Green Hookpoint is located next to a small opening inside the cavern, which upon hooking it with the Whiplash Whiplash will send the player into a small passageway.

The passageway leads to a tall shaft within the cavern with a Blue Hookpoint Blue Hookpoint placed above the player, with a prompt appearing detailing their behavior.

BLUE HOOKPOINTS act as slingshots

Hooking onto it will send the player flying up to the next opening, where they find a long tunnel with another Blue Hookpoint Blue Hookpoint above a massive pit. Making it over will lead to a tight winding tunnel which eventually leads to a small square-shaped hole, leading to a long, sharp drop into the underwater cavern below.

Inside the main hub area.

Main Cave

The player drops down into a large submerged cavern, with the remains of sunken buildings and ruins throughout. In the distance, three circular, mechanical doors can be seen, each with a Green Hookpoint Green Hookpoint and an electronic display of a blue skull above them. Behind where the player drops down is a locked gate and three blue pedestals, requiring the player to collect three Blue Skull Keys Blue Skull Keys found behind each door's arena to open the gate.

Continuing forward then causes the doors to lock and spawn in a wave of two Stray Strays, two Drone Drones, four Soldier Soldiers, and a Virtue Virtue. Killing them unlocks the three doors.

The first's skull location.
The third skull's location.
The second skull's location.


Room A

Entering the door to the left will lead to a large vertical room submerged in water, with a set of platforms by the entrance and the far side of the room, and one lower down in the center, each with a set of hookpoints to traverse across with. At the far end of the room lies the first blue skull.

Making it to the middle platform will spawn a wave of two Stray Strays, two Soldier Soldiers, a Virtue Virtue, and a Malicious Face Malicious Face, with the Soldiers in the middle platform and the rest on the far side of the room. Killing the Virtue or Malicious Face will spawn the same amount of enemies as the first wave, but on the room's opposing side. Killing all the enemies unlocks the blue skull for the player to collect.

Room B

Moving through the middle room will lead to a large, cavernous area, with a pool of water and a blue Hookpoint above. A path winding around the room will lead to the second blue skull, placed upon a stone platform. Upon entering this room, a prompt informing the player about the Whiplash’s interaction with hard damage appears:

WHIPLASH: Builds up HARD DAMAGE when used on ENEMIES.
CANNOT REDUCE HP, but risky to use at low health.

Approaching the Skull Key will spawn in a wave of two Malicious Face Malicious Faces, two Streetcleaner Streetcleaners, and four Filth Filth. Killing all the enemies will spawn in another wave, consisting of four Stray Strays, two Streetcleaner Streetcleaners, a Virtue Virtue, and a Mindflayer Mindflayer. Killing all the enemies unlocks the blue skull for the player to collect.

Upon leaving this room, another prompt appears, detailing the Whiplash Whiplash's hard damage reduction while underwater:

WHIPLASH: Does NOT build HARD DAMAGE while UNDERWATER.

Room C

Going through the door to the right will lead to a small underwater room, with a central platform with the Skull Key surrounded by 4 pillars of orange light, connected to a set of moving tracks along the walls. Moving forward will cause two Cerberi Cerberi to awake from their positions by the left and right wall, with a Malicious Face Malicious Face spawning at the far end of the room. Killing all the enemies will unlock the final blue skull to open the door.

Elevator

The tunnel network leading to the final arenas.

Placing all the Skulls on the pedestals in the main room will unlock the door forward, leading to a series of pressured tunnels. Within the first tunnel lies a bounce pad at the far end of the room. Walking up to it will cause two Streetcleaner Streetcleaners and a Schism Schism to appear in front of the player.

At the end of the room lies the bounce pad, leading up through a tall elevator shaft with a green Hookpoint above. On the sides of the walls are small ledges that the player can also use to jump across.

Continuing from the bounce pad and up the shaft, the player will make it to a second tunnel, where two Soldier Soldiers and a Drone Drone will spawn in front of the player.

Water Processing Chamber

Making it forwards will lead to a set of hallways, strewn with metal pillars, beams, and advanced machinery. The first hallway has a set of two pillars within the middle, and a set of windows on the sides of the room. Moving forward will begin the first introduction to the Sentries Sentries, spawning two in front of the door to the next hallway.

Sentries Sentries are durable, medium-weight machines that will position themselves at a distance away from the player, attacking with an unparryable kick if they get too close. Once they have a suitable enough distance, they will plant their feet into the ground, rendering them immovable to most attacks, and charge up before firing a very powerful hitscan shot if they are within line-of-sight of the player, telegraphed by a thin, blinking pink beam connecting the Sentry and the player.

Upon killing both of the Sentries Sentries, a prompt will appear to the player, detailing how to interrupt their attacks.

INTERRUPTING SENTRIES:
Knuckleblaster (Red arm) // Railcannon // Ground slam
shockwave // Revolver to the antenna

Making it into the next room will lead to a second hallway, with one pillar in the middle and the floor raised at the far end of the room. Two more Sentries Sentries will spawn in front of the player, before the door opens into the final hallway when both of them are killed.

Opening the door will spawn in a wave of two Streetcleaner Streetcleaners, two Soldier Soldiers, and another two Sentries Sentries at the far end of the room. Killing the wave will then spawn in another wave of four Filth Filth, four Stray Strays, a Virtue Virtue, and an additional two Sentries Sentries, with one Sentry near the exit gate with the four Strays, and the other Sentry within the previous room, along with the Virtue behind the pillar and the Filth.

Once all the enemies are killed, the exit gate will open and allow the player to finish the level.

The final stretch of arenas within 5-1.

Challenge

One of the valves hidden away within the cavern.

To complete the level challenge, the player needs to find a set of three valves hidden within the first part of the level and break them before entering the submerged cavern in order to drain the water from it.

  • The first valve is hidden behind the large metal pillar to the left of the level entrance.
  • The second valve can be found after passing the first pool of water, hidden inside a small hole in the stone wall to the right.
  • The third valve is located to the right of the second pool within a cavity above a wall of large stalagmites.

After destroying all three valves, a message notifies the player about the drained water.

The water has been drained

It is important to note that not all of the water is drained. The water in the starting cavern will remain, and large bodies of water will still be found throughout the entire level, as well as shallower bodies of water towards the end of the level.

Secrets

Secret Orb Locations
#1 Soul Orb Soul Orb - In the long tunnel at the starting section where the player uses a Blue Hookpoint Blue Hookpoint to cross a gap. The orb is tucked inside a small alcove directly underneath where the player first enters the tunnel.
#2 Soul Orb Soul Orb - Inside a ruined building in the Main Cave, collapsed below the entrance to Room B.
#3 Blood Orb Blood Orb - Above the water's surface inside Room A, on a suspended platform on the ceiling. Collecting the orb locks the walls and spawns two Cerberi Cerberi which must be defeated to make the walls retract.
#4 Soul Orb Soul Orb - Underneath the stone path along the water in Room B, in a small crevasse.
#5 Soul Orb Soul Orb - Inside the first bounce pad shaft of the Elevator section. To the left wall on the first set of ledges lies a small breakable grate that can be slid through to reveal the orb. This is also the location of the secret level entrance.

Secret Level Entrance

To enter 5-S: I ONLY SAY MORNING, the player must first drain the water in the level, and then ring the large bell between the two towers. Ringing this bell reveals a prompt notifying the player that the door has been unlocked.

A door opens.

Then, follow the same path to reach the fifth Soul Orb Soul Orb. Once the player has reached the bounce pad in the Elevator section, find a small breakable grate to the left wall on the first set of ledges to reveal the orb and the secret elevator.

The secret exit to 5-S.

Gallery

Trivia

  • The title of the level is a reference to In the Wake of Poseidon, an album by King Crimson.
  • In the Water Processing Chamber, text can be found on the wall confirming that it was built by the Lust layer.

ATTENTION

THE LUST LAYER IS A PEACEFUL CITY. THIS PLANT SIPHONS INFRASTRUCTURE-VITAL WATER TO US. IF YOU HAVE ESCAPED THE OCEAN STYX, USE THESE PIPES TO SEND US A MESSAGE. WE WILL RESCUE YOU.


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