5-1: In the Wake of Poseidon
IN THE WAKE OF POSEIDON
5-1: IN THE WAKE OF POSEIDON | |||
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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.
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Collectables | |||
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Enemies | |||
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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 | ||
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5-1, 5-2, 5-3, 5-4![]() |
5-1: IN THE WAKE OF POSEIDON is the first level of Wrath, introducing the Sentry and
Blue Hookpoints as the testing ground for the
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
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 is located next to a small opening inside the cavern, which upon hooking it with the
Whiplash will send the player into a small passageway.
The passageway leads to a tall shaft within the cavern with a Blue Hookpoint placed above the player, with a prompt appearing detailing their behavior.
Hooking onto it will send the player flying up to the next opening, where they find a long tunnel with another 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.
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 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 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 Strays, two
Drones, four
Soldiers, and a
Virtue. Killing them unlocks the three doors.
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 Strays, two
Soldiers, a
Virtue, and a
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:
CANNOT REDUCE HP, but risky to use at low health.
Approaching the Skull Key will spawn in a wave of two Malicious Faces, two
Streetcleaners, and four
Filth. Killing all the enemies will spawn in another wave, consisting of four
Strays, two
Streetcleaners, a
Virtue, and a
Mindflayer. Killing all the enemies unlocks the blue skull for the player to collect.
Upon leaving this room, another prompt appears, detailing the Whiplash's hard damage reduction 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 to awake from their positions by the left and right wall, with a
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
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 Streetcleaners and a
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 Soldiers and a
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, spawning two in front of the door to the next hallway.
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, a prompt will appear to the player, detailing how to interrupt their attacks.
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 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 Streetcleaners, two
Soldiers, and another two
Sentries at the far end of the room. Killing the wave will then spawn in another wave of four
Filth, four
Strays, a
Virtue, and an additional two
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.
Challenge
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.
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
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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.
Then, follow the same path to reach the fifth 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.
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.