5-3: Ship of Fools

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5-3: SHIP OF FOOLS
5-3: Ship of Fools
General
Layer & Part WRATH /// THIRD
Challenge Don't touch any water.
Music Death Odyssey
Death Odyssey Aftermath
Tip of the Day
If an enemy is blessed by an Idol, a direct visible connection is formed between the two, allowing one to easily track down and destroy the protector.
Ow.
Collectables
Soul Orb 5 Soul Orbs
Freezeframe Rocket Launcher Freezeframe Rocket Launcher
Enemies
Filth 31 Filth
Stray 17 Strays
Schism 12 Schisms
Soldier 17 Soldiers
Drone 9 Drones
Streetcleaner 8 Streetcleaners
Mindflayer 2 Mindflayers
Sentries 7 Sentries
Malicious Face 6 Malicious Faces
Cerberi 7 Cerberi
Idol 1 Idol
Virtue 4 Virtues
Rank Requirements
Rank Time Kills Style
S 08:00 120 30,000
A 09:00 105 27,500
B 11:00 85 15,000
C 13:20 50 7,500

5-3: SHIP OF FOOLS is the third level of Wrath, set entirely inside the Ferryman Ferryman's enormous ferry, first seen in 5-2: Waves of the Starless Sea. 5-3 serves as the introduction to the final weapon to the player's arsenal: the Rocket Launcher Rocket Launcher. The songs used for this level are Death Odyssey and Death Odyssey Aftermath.

Level

Start

Entering the level, the player starts off in a small hallway, neatly decorated with wallpaper, small tables and candles. Through the small windows on the side of the wall the player can see outside to the tumultuous Ocean Styx.

The start of the level, taking place in the foyer of the ship.

Afterwards, the player enters a large foyer with a staircase leading up to a walkway, with a blue carpet at the bottom of the stairs. On the wall nearby the entrance lies a large painting, depicting Gabriel Gabriel holding the Ferryman Ferryman in his arms.

Entering the room will spawn in a wave of 2 Streetcleaner Streetcleaners and a Schism Schism at the bottom of the stairs, and 3 Stray Strays at the top.

At the top of the stairs, the player has a choice of either heading left or right, with heading right leading into a corridor with a split color door at the top of the stairs, first seen in 1-3: Halls of Sacred Remains, with 2 Skull Keys found to the left and right hallways.

Blue Skull Path

Heading left, the player makes it down a flight of stairs, with one unlocked door in front. Heading inside will lead to a long hallway with a locked door and a set of 2 Cerberi Cerberi to the right, which get awakened once the player makes it inside. Killing one of the Cerberi will also spawn in a Malicious Face Malicious Face at the far end of the room.

After a turn in a hallway, the player then makes it to a basic square room with a carpet and fireplace, where a Virtue Virtue and 2 Sentries Sentries will spawn in to face the player. Once the Virtue is killed, 2 Schism Schisms will spawn in, and when either one of the Sentries is killed, 2 Soldier Soldiers will spawn in on one side of the room, resulting in a total of 4 Soldiers.

The first starting arena of the Blue Skull route.

Once all the enemies are killed the doors will unlock, where the player can find the Blue Skull in the next room over before looping back around to the hallway, allowing the player to place it on the split door pedestal to proceed forward.

Red Skull Path

Going right instead to the split color door and going down the flight of stairs will lead to a large room with dining lounge and bar, with 2 sets of stairways at the beginning and far end of the room.

The large hall that consists of the Red Skull's arena.

Moving forward towards the stairs will spawn in a wave of 4 Stray Strays and 2 Malicious Face Malicious Faces, with the death of the Strays spawning in 2 Soldier Soldiers and awaking a Cerberus Cerberus, and the death of the Malicious Faces spawning in 8 Filth Filth and awaking another Cerberus. Killing the Husks will spawn in 2 Drone Drones and a Sentry Sentry, and killing the Cerberi will spawn in a Mindflayer Mindflayer.

Once all the enemies are killed, the doors will open up to the Red Skull. As the player walks up through the hallway containing it, they can catch a glimpse of the Leviathan Leviathan swimming alongside the ferry, before quickly disappearing into the waves.

Residential Hallway

Through the split color door, the player will make it to a small hallway lined with a set of doors each with a bed and closet behind it. Moving forward to the end of the hallway will cause all the doors, revealing 4 Filth Filth and 2 Soldier Soldiers.

Staircase Column

Afterwards, the player will make it to a large, tall room with a staircase winding around the edge. At the bottom of the floor lies a set of dining tables and a stone statue of Gabriel Gabriel. Moving forward will cause a blessed Virtue Virtue to spawn in, with the Idol Idol at the top of the stairs. Moving up the stairway will cause various waves of enemies to spawn in front of the player, starting off with 2 Streetcleaner Streetcleaners, 3 Schism Schisms, and 2 Soldier Soldiers with a Sentry Sentry.

Gabriel's caring words to the Ferryman, captured and stored within the hologram.

From the stairway, the player will make it to a room with a large hologram of Gabriel Gabriel, with a speaker playing the message he gave to the Ferryman Ferryman after saving them from sinking into the Ocean Styx, an excerpt which can also be found directly from their diary within 5-2: Waves of the Starless Sea:

Be not afraid, sinner
Your devotion to God shows goodness in you
Plentiful indeed
The heart is willing, but the body must rest
Lest you squander one of the Lord's creations

Dual Wield Arena

Following the previous room, the player enters a large, complicated room of stairways, winding tunnels, and walkways, with a Dual Wield Powerup Dual Wield Powerup at top of the stairway. Moving up towards it will trigger a large wave of 8 Filth Filth, 3 Drone Drones, 4 Soldier Soldiers, and 2 Sentries Sentries to spawn in, scattered around the arena, with killing one of the Sentries spawning in a Malicious Face Malicious Face.

After the first wave is killed, another wave will spawn in consisting of 3 Stray Strays, 2 Schism Schisms, an awakened Cerberus Cerberus, 2 Streetcleaner Streetcleaners, a Mindflayer Mindflayer and a Virtue Virtue. Killing the Virtue will spawn in another Virtue and awaken another Cerberus.

Once all of the enemies are killed, the player can then head into the next room to the left of the stairway.

Rocket Launcher Room

The Rocket Launcher and its last owner.

Through the door lies a small hallway, which walking through will inadvertently cause the ship to rumble, with the lights briefly flickering before returning to a quiet foreboding stillness. At the end of the hallway lies a small room with a headless blue skeleton, presumably the last Ferryman Ferryman of the ship. In its left hand lies the Freezeframe Rocket Launcher Freezeframe Rocket Launcher for the player to collect. If the player had grabbed the Blue Skull from earlier and placed it on the skeleton, a message will appear, being a callback to a similar easter egg within 1-4: Clair de Lune:

Nothing happens, but you're sure Hank Jr. and his
Hankcestors would appreciate it... If they weren't dead.

Heading back into the hallway with the Rocket Launcher in hand, the entire ship around the player will start violently shake as it flips overboard, rotating everything upside down as it starts to slowly sink with the player trapped inside.

Sunken Wreckage

Returning to the previous arena will now have it completely upside down, with the bottom floor in a pool of water, and rubble and wreckage from tables and other decoration fallen in as well. As the player makes it up the walkway, various prompts appear to teach about the Rocket Launcher's mechanics:

ROCKET LAUNCHER: DIRECT hits cause EXPLOSIONS.
Indirect hits will launch enemies.
The ship now wrecked and in disarray, slowly sinking.

Heading to the region with the glass window will cause 6 Filth Filth to spawn in front of the player, prompting them to hit the group of enemies with the new weapon. Making it up to the top of the walkway will spawn in 2 Stray Strays and 2 Schism Schisms in front of the door, with another prompt appearing about the Rocket Launcher's unique explosion on airborne opponents:

ROCKET LAUNCHER: Direct hits on FALLING enemies will cause
a STRONGER explosion

Launching one of the enemies up into the air and hitting it while airborne will then cause the proceeding explosion to turn red, with much more power and size.

Return

The stairwell in the ruined state.

Afterwards, the player will then make it to the room with the previous Gabriel Gabriel hologram, now damaged with the hologram occasionally appearing and flickering. Moving to the door will spawn in a wave of 2 Stray Strays, 2 Schism Schisms, and a Sentry Sentry, with a Malicious Face Malicious Face and 4 Drone Drones appearing once the player has killed the previous wave.

The player will then make it back to the staircase, with 5 Filth Filth appearing in front of the player. Making it to the end of the stairway will give one final prompt, detailing the Rocket Launcher's combo on Soldier Soldiers with their unique explosive weakness within the air:

Soldiers CANNOT block explosions while in the AIR.
Shoot a rocket NEAR them to launch them.

3 Soldier Soldiers will then spawn on the platforms in front of the player for them to test out performing the combo.

Once the player has made up to the end of the stairway, they will make it to the hallway with the living quarters, with it partially flooded and the furniture in each of the rooms knocked over and in need of repair, where a Cerberus Cerberus will spawn at the end of the hallway.

The dormrooms in the ruined state.

The player will then make it to the stairway with the split color gate, now with the skulls removed from their podiums. Heading to the top of the stairs will cause 2 Streetcleaner Streetcleaners to appear in front of the player within the tight space. Heading to the exit door will suddenly cause the room to fill with a rushing flow of water, which can kill the Streetcleaners if they walk directly into the water.

Back at the start of the level, the foyer is now almost completely submerged in water with a broken window rushing the water through into the ship. Moving forward will cause 3 Stray Strays and a Malicious Face Malicious Face to spawn in.

The player then makes it back to the start of the level, with the starting hub now serving as the exit. The Terminal that was inside the hub has also been knocked over, with the Tip of the Day now just showing "Ow."


Challenge

For this level's challenge, the player is required to collect both skulls and place them on the pedestals at the split-color door. This will cause one of the walls in the hallway leading to the door to lower into the floor, revealing a secret passage containing a Soul Orb that loops back to the entrance of the level. Most of the regions with water are easy to dash across over, with the hallway after the staircase being the most challenging to traverse. To get across, the player needs to dash into each of the dorm rooms until they have reached the furthest set away from the entrance. The player then needs to dash to the end of the hallway with all 3 dashes. The player can then head into the secret passage and take the shortcut to the end of the level, skipping past the water.

Secrets

Secret Orb Locations
#1 Soul Orb Soul Orb - Found after placing the Blue Skull Key on the pedestal for the split-color door, then returning to the Blue Skull Path to find a blue door in the first arena has now opened, revealing the orb.
#2 Soul Orb Soul Orb - Located in a secret room next to the pedestal that the Red Skull Key is collected from. After grabbing the skull, look directly above to find a small button attached to the ceiling, which can be broken to open the door behind the pedestal where the orb is found.
#3 Soul Orb Soul Orb - If the player places down both Skulls on their respective pedestals of the split-color door, a passageway will open by the stairway which contains the third soul orb. This passageway is the same one used to complete the level challenge.
#4 Soul Orb Soul Orb - In the now-flipped Dual Wield Arena, the orb can be found in a hole on the rampway on the left side of the room.
#5 Soul Orb Soul Orb - In the now-flipped Residential Hallway where a lone Cerberus Cerberus can be encountered, the second door on the left has a fallen closet that reveals the orb hanging in the ceiling.

Trivia

  • The title of the level is a reference to "Ship of Fools (Stone of Exile)" from the album Book M by Secret Chiefs 3.
  • This level contains the most Cerberi Cerberi, totaling to a whopping 7. Usually, a level containing the most of one enemy is their introduction, however this is one of the few exceptions, as the player is already well acquainted with Cerberi by this point.
  • The level was slightly changed in an earlier update and used to have four Stray Strays instead of two Schism Schisms and two Stray Strays after getting the rocket launcher. This change was made to allow the enemies to better demonstrate the Rocket Launcher's airborne shot mechanics.


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 Prime Sanctums Miscellaneous
P-1: Soul Survivor P-1: Soul Survivor
P-2: Wait of the World P-2: Wait of the World
P-3: ???
Developer Museum Developer Museum
The Cyber Grind The Cyber Grind
Sandbox Sandbox