6-1: Cry for the Weeper

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6-1: CRY FOR THE WEEPER
6-1: Cry for the Weeper
General
Layer & Part HERESY /// ACT II CRESCENDO
Challenge Beat the secret encounter.
Music Chord of the Crooked Saints
Altars of Apostasy (incl. "Hall of Sacreligious Remains")
Tip of the Day
The space of a large arena can be used to one's advantage.

Using the environment to break line-of-sight with enemies allows for some breathing room and time to consider target prioritization.
Collectables
Soul Orb 3 Soul Orbs
Blood Orb 1 Blood Orb
Dual Wield Orb 1 Dual Wield Orb
Enemies
Filth 20 Filth
Stray 16 Strays
Schism 10 Schisms
Soldier 18 Soldiers
Swordsmachine 4 Swordsmachines
Streetcleaner 4 Streetcleaners
Mindflayer 1 Mindflayer
Sentries 5 Sentries
Malicious Face 7 Malicious Faces
Cerberi 3 Cerberi
Hideous Mass 2 Hideous Masses
Idol 1 Idol
Virtue 4 Virtues
Insurrectionist "Angry" Insurrectionist "Angry"
Insurrectionist "Rude" Insurrectionist "Rude"
Rank Requirements
Rank Time Kills Style
S 06:20 91 27,500
A 07:00 87 22,500
B 09:10 70 12,000
C 13:10 40 5,000

6-1: CRY FOR THE WEEPER is the first level in Heresy and the penultimate level of Act II, testing the player on their knowledge on the new mechanics and enemies of Act II, along with introducing the Swordsmachine Swordsmachine as a common enemy and the second instance of the Hideous Mass Hideous Mass after its debut in 1-3: Halls of Sacred Remains. 6-1 also houses a secret encounter with Insurrectionist "Angry" Insurrectionist "Angry" and Insurrectionist "Rude" Insurrectionist "Rude".

The song used in the beginning is Chord of the Crooked Saints, and Altars of Apostasy for the second half, with Halls of Sacrilegious Remains appearing in the final arena.

Level

Start

The first arena of 6-1

The start of 6-1 is a long hallway of black stone, lit up with a sanguine glow from the windows. Moving forward, the player enters a large room with a set of 4 chains within the center, with a blood like substance running behind the walls.

Heading towards the door forward will cause a spawn wave of 2 Malicious Face Malicious Faces and a Swordsmachine Swordsmachine now introduced as a common enemy after its main debut all the way back in 0-3: Double Down.

Crossroads

After killing all the enemies, the player ends up into a dimly lit room with a massive headless skeleton, with blood and gore dripping down from the ceiling. To the left and right of the room lie each a locked door, with the left door housing a Red Skull Key behind it, and the right door proceeding down into a passage, with the only unlocked door at the far end of the entrance.

The crossroads, featuring a large headless skeleton .

Harvesting Chamber

Inside the harvesting chamber.

Moving along from the door forward, the player enters a dimly lit hallway, where 2 Filth Filth appear out of the shadows to attack the player.

At the end of the hallway, the player jumps down into a large room with various sets of pillars, which upon entering the room light up into sets of churning pillars of blood, healing the player 20 HP upon breaking.

Lighting up the arena will cause a wave of 6 Filth Filth and 4 Soldier Soldiers to appear. Killing all the enemies will then spawn another wave of 4 Schism Schisms and a Swordsmachine Swordsmachine, with either killing the Schisms or weakening the Swordsmachine to its second phase causing 4 Stray Strays to spawn in. Once all the enemies are killed, the doors will unlock to progress further.

Lava Chasm

The lava chasm.

Afterwards, the player makes it to a long room with a set of two platforms above a large pit of lava. Moving to the platform by the middle of the room will cause 1 Malicious Face Malicious Face, 2 Virtue Virtues, and a Sentry Sentry to spawn in, with the Sentry and Malicious Face on the platform where the player stands, and the Virtues by the entrance and exit.

Jump in.

The player can then make it to a small room with the Red Skull Key, which then opens up the door looping back to the crossroads.

Sheer Drop

With the Red Skull in hand, the player heads to the door in front of the gate with the Red Skull Key, leading to a dark winding corridor. The player eventually makes it to the Red Pedestal for the skull, next to a small pillar which rises out to reveal a hole in the bottom of the floor.

Dropping down will lead outside to a blood red hellish sky, with large pillars and towers looming in the distance. In front of the player lies a long walkway leading to a platform in the distance.

City Skyline

The arena connected to one of the many chapels in the City of Dis.

Making it over the walkway, the player will reach a large stone structure next to a building, with a tunnel in the middle leading to an underneath portion of the structure, bounce pads at the bottom of the structure, and a Green Hookpoints Green Hookpoints within the center.

Walking towards the door will cause it to lock shut, and a wave of 8 Filth Filth, a Swordsmachine Swordsmachine, a Cerberus Cerberus, and 2 Sentries Sentries will spawn in, with the Swordsmachine and Cerberus on the center roof of the tunnel behind the door, and the Sentries and Filth on the side edges. Another wave will spawn in after all the enemies are killed, consisting of 4 Stray Strays, 2 Schism Schisms, 2 Soldier Soldiers, 2 Malicious Face Malicious Faces, a Virtue Virtue, 2 Streetcleaner Streetcleaners and another Sentry Sentry. The door ahead will unlock once the final wave is killed.

Chapel Entrance

Inside the chapel.

Moving along through the door within the previous arena, the player will make it into a large room with various raised platforms above a pool of smouldering blood-like substance. Heading through the room will cause a wave of 4 Stray Strays. 2 Schism Schisms, 2 Soldier Soldiers and a Malicious Face Malicious Face to spawn in, with the Schisms and Malicious Face at the topmost platform, and the Soldiers and Schisms on the various platforms.

The platforms.

The player will then make it back outside to a long stretch of platforms leading to the next building, with bounce-pads near the bottom. Moving across each platform will cause a group of enemies to spawn on each one, starting off with 2 Streetcleaner Streetcleaners in front of the player, 2 Soldier Soldiers on the next platform and a blessed Virtue Virtue with its Idol Idol at the far end. Farther along will spawn in a group of 4 Filth Filth and 2 Schism Schisms on the next platform, and a final group of 4 Soldier Soldiers will spawn in before the player makes it to the Virtue.

At the end of the platform section lies a long tunnel with a door, where the player can head through to the next arena.

Halls of Sacrilegious Remains

Entering through the earlier door, the player walks along the stretch of hallway, where the voice of Gabriel Gabriel presents itself to the player, awaiting them as the player heads further through Heresy:

Machine, I know you're here
I can smell the insolent stench of your bloodstained hands
I await you down below...
The final arena of the level lit up.

Making it to the end of the hallway, the player reaches to a large, dimly lit arena, with various arching platforms, stairways, and pools of lava on either sides of the room. Heading into the room will cause Gabriel to chime in again, before the real fight begins:

COME TO ME

The lights will suddenly light up, revealing 2 Hideous Mass Hideous Masses at the top of the stairs, calling back to 1-3: Halls of Sacred Remains. Killing the Hideous Masses will each spawn in an enemy wave, with the right Mass spawning in 4 Soldier Soldiers and a Swordsmachine Swordsmachine, and the left spawning in 4 Stray Strays and 2 Cerberi Cerberi. Once all the enemies are killed, the elevator will open at the end of the room to allow the player to head on through.

Challenge

To complete the level's challenge, the player needs to take the Red Skull found next to the entrance to the outdoor skyline, and jump through the hole before the hole closes up. If quick enough, the player can then make it outside with the skull in hand. The player then needs to head above to the large building by the first arena, where a Red Pedestal awaits within the middle. Placing the Skull onto the pedestal will then cause a secret encounter with the special Insurrectionist Insurrectionists: Insurrectionist "Angry" Insurrectionist "Angry" and Insurrectionist "Rude" Insurrectionist "Rude".

Similar to the previous encounter in 1-3: Halls of Sacred Remains, Angry and Rude have a unique health system: where if one of the bosses are killed without the other, they will remain downed where after a short period they will regain a portion of their health back, corresponding to the other partner's health. However, unlike the secret encounter in that level, Angry and Rude do not share any extra weaknesses outside of the ones that apply to the normal Insurrectionist.

To fight against them, it is highly recommended to collect the Dual Wield Orb Dual Wield Orb underneath the platform of the first outdoor arena, as the extra damage can shred through the bosses.

Sawblade Launcher Sawblade Launcher traps, the Overheat Nailgun Overheat Nailgun, Railcoins from the Electric Railcannon Electric Railcannon, and the S.R.S Cannon S.R.S Cannon are especially useful to fight against, with saw-traps allowing the potential for serious damage, the Overheat Nailgun or Sawblade variant for added fire damage, and the S.R.S Cannon able to temporarily stun the Insurrectionists. Any other methods of fire damage, such as explosives from the Shotgun Shotgun and rocket Rockets are also beneficial, as weapons deal extra damage while the Insurrectionist is on fire. Added along with the Dual Wield Orb, the fight and challenge can be easily finished with these methods.

Secrets

Secret Orb Locations
#1 Soul Orb Soul Orb - In the Lava Chasm arena, on a lower platform to the right of the exit gate.
#2 Soul Orb Soul Orb - Along the dark winding corridor to the Red Skull Key pedestal, in a small nook on the right wall.
#3 Dual Wield Orb Dual Wield Orb - On a lower platform beneath the first arena in the City Skyline section. The orb's effect has a 30 second duration.
#4 Blood Orb Blood Orb - On top of the corridor leading to the final arena, at the very back of the roof. Collecting this orb spawns a Malicious Face Malicious Face and Mindflayer Mindflayer nearby, as well as a Sentry Sentry at the very opposite end of the roof.
#5 Soul Orb Soul Orb - Found in a small balcony directly above the entrance to the final arena.

Armboy

If the player decides to go above the pillar where they dropped down from after placing the Red Skull, and make it to the roof, they will find a purple creature with a white face and muscular large arms, spinning around in a pedestal. Getting close to it will show a message at the bottom, revealing the name of the creature to be 'Armboy':

6-1 secret armboy.png
A R M B O Y ! ! !

Trivia

  • The title of the level is a reference to "Cry for the Weeper" from the album Black One by Sunn O))).
    • It may also be a reference to John 11:57, translated as "Jesus Wept" in both the King James and Standard English versions of the Bible, though this may be entirely coincidental.
    • Like Black One, Chord of the Crooked Saints is Drone Metal.


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