7-2: Light Up the Night

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VIOLENCE /// SECOND
LIGHT UP THE NIGHT
7-2: LIGHT UP THE NIGHT
7-2: Light Up the Night
General
Layer & Part VIOLENCE /// SECOND
Challenge Don't kill any enemies.
Music Do Robots Dream of Eternal Sleep?

Hear! The Siren Song Call of Death

Tip of the Day
Mannequins can be hard to hit due to their speed, but they lose air control when launched or shot down from a surface, making them unable to move for a short moment.
Collectables
Soul Orb 4 Soul Orbs
Blood Orb 1 Blood Orb
Alternate Shotguns Alternate Shotguns
Enemies
Soldier 4 Soldiers
Stalker 1 Stalker
Sisyphean Insurrectionist 1 Sisyphean Insurrectionist
Swordsmachine 1 Swordsmachine
Sentry 1 Sentry
Guttermen 12 Guttermen
Guttertank 7 Guttertanks
Cerberi 2 Cerberi
Mannequin 8 Mannequins
Rank Requirements
Rank Time Kills Style
S 07:15 35 18,500
A 08:20 32 16,000
B 11:00 29 12,000
C 16:40 20 7,500
Levels
Previous Next
7-1 7-3
7-1, 7-2, 7-3, 7-4
Secret Level.webp 7-S

7-2: LIGHT UP THE NIGHT is the second level of Violence, taking place within the first circle of the layer, and introducing Yellow Hookpoints Yellow Hookpoints, Landmine Landmines, Guttermen Guttermen, and Guttertank Guttertanks. 7-2 also contains the Impact Hammer Impact Hammer, unlocked by activating hidden slabs accessible via completing each timer-based Hookpoint section within a strict time limit throughout the level.

The music used in this level is Do Robots Dream of Eternal Sleep? for the starting area, and Hear! The Siren Song Call of Death for the level's remainder once the player heads into the outdoors.

Level

Start

The level begins in a white room with a single door and four inactive Mannequins Mannequins standing in each corner. Heading through the door leads to a small hallway with a bottomless pit and a set of hookpoints at the far end of the room, which the player is prompted to hook across.

After crossing the first section, the player will be introduced to Yellow Hookpoints Yellow Hookpoints, which act as timers for doors and objects. Using the Whiplash Whiplash on a Yellow Hookpoint will temporarily activate an object the hookpoint is attached to and give the player a slight midair boost upwards. Until the hookpoint's timer has run out (indicated by a ticking sound), an activated Yellow Hookpoint will be grayed-out and unhookable.

Activating the first Yellow Hookpoint will open a door leading to a winding corridor with a bottomless pit, followed by another hookpoint course, at the end, a Yellow Hookpoint is needed to open the door, where the player lands in a small room with a checkpoint.

A Gutterman breaking and entering.

Heading through the doors leads to a tall hallway with two pillars, each with a pair of inactive Mannequins holding a light source on top. Approaching the door at the room's end will start the player's first encounter with a Gutterman Gutterman, who barges into the room by crashing through the doors. Being an introduction to the enemy, a health bar appears to show the difference in damage between aiming at the Gutterman's body and shield.

Guttermen Guttermen are large, bulky, and fairly tanky machines that wield a rapid-fire rotary cannon and a shield that provides them with a great deal of damage resistance. The longer the player stays within the Gutterman's line of sight, the more accurate its rotary cannon will become. If the player approaches the Gutterman, it stops firing to bash them with its shield. Although it cannot ordinarily be parried, the player can break its shield with melee weapons like the Knuckleblaster Knuckleblaster or the Impact Hammer Impact Hammer's primary fire, briefly stunning the Gutterman. Without its shield, the Gutterman will resort to punching the player, which can then be parried normally.

Outdoors

The chaotic battlefield that greets the player outside of 7-2.

Emerging from the doors, the player will be met by a dark, war-torn battlefield, spotlights and anti-aircraft fire lighting up the sky, with the silhouettes of three Earthmovers Earthmovers visible in the distance, occasionally lit up by bolts of lightning. The surrounding area is dotted with various buildings and structures situated nearby the Phlegethon; a massive river made up of boiling blood, while the ground is made up of corpses of the dead. Most notably, a clock tower looms over the landscape.

A Terminal stands nearby the entrance, cut off from the rest of the level by the River Phlegethon which flows before it. On the opposing side, a large foundation with a domed pavilion can be spotted. Using a chained platform suspended above the River Phlegethon as a bridge to cross it, a prompt appears to inform the player of a method to break the Gutterman's Gutterman's shield:

The GUTTERMAN SHIELD can be BROKEN with the
KNUCKLEBLASTER. Swap arms with 'G'.

If the player does not have the Knuckleblaster equipped, the prompt instead reads:

The GUTTERMAN SHIELD can be BROKEN with the
KNUCKLEBLASTER. You should probably re-equip it.

Entering the pavilion will spawn a Swordsmachine Swordsmachine and a Gutterman Gutterman, who emerge from fallen drop pods. Killing either enemy will drop a second Gutterman Gutterman on the platform.

Clock Tower

What remains of the clock tower after having been destroyed by the two bombs.

Upon killing all three enemies, two bombs will land on the top and bottom of the clock tower, causing it to collapse. Passing through the fallen building, the player faces off with two Mannequin Mannequins who drop down from the ceiling above. Continuing onto the next section, two more Mannequin Mannequins and three Soldier Soldiers spawn in. Further down the staircase, at the clock tower's foundation, a Gutterman Gutterman and a Sentry Sentry spawn in from falling drop pods.

Tram Station

The oddly pristine tram station.

Following the encounter at the bottom of the clock tower, a hallway leads the player to a tram station, where a locked gate separates the player from the tram needed to progress further. When the player enters the following room, an open space with two glass walls, a Gutterman Gutterman, a Stalker Stalker, four Mannequin Mannequins, and two Cerberi Cerberi spawn in. Killing all the enemies allows the player to continue to a second, brief parkour segment which incorporates Yellow Hookpoints Yellow Hookpoints tucked within large indents in the walls.

Gate Control

Reaching a control panel, the player can open the previously locked gates and move along the tracks on the tram. The level exit, marked by text written on the wall in blood, points towards a large pile of rubble made up of trams, which cannot be destroyed with ordinary weapons. A prompt appears when approaching the rubble:

WE'RE GONNA NEED A BIGGER BOOM.
Two Guttermen blocking the tram stop.

Progressing further by boarding the tram and going in the opposite direction, the tram will follow the tracks until it is stopped by a closing barrier gate at a tram station. When attempting to reopen the gate, two Guttermen Guttermen break out of their drop pods already present at the station. While opening the gate does not require killing the Guttermen Guttermen, they can cause a hindrance during the return trip.

The minefield holding the Red Skull.

Red Skull Arena

Following the tracks, the tram stops inside a large, two-story tram station. The player can spot a bomb hanging above the tracks, but as denoted by a red pedestal, requires a Red Skull Key Red Skull Key to open the door to access it. The Red Skull can be acquired from an area across the River Phlegethon to the side of the depot. Leaving the tram station via a door, the player follows a ruined bridge and a trench riddled with Landmine Landmines, where they encounter another Gutterman Gutterman. Proceeding to the next area, there is a partially flooded ditch in the ground covered in landmines Landmines. The Red Skull Key Red Skull Key can then be found in an enclosed pedestal opposing the entrance.

Upon approaching the Red Skull's cage, a Guttertank Guttertank spawns in from a drop pod that lands to the left of the cage, with two more appearing on the other end of the arena after the first one is killed.

Guttertank Guttertanks are similar to Guttermen in that they are large machines with a fairly large health pool. However, they are much more dangerous than Guttermen, as they carry a rocket launcher that fires powerful rockets, occasionally place landmines Landmines, and have an incredibly fast, unparriable punch if the player gets too close. While they can seem intimidating at first, they can be taken down fairly easily from long-range. Additionally, if the Guttertank attempts to punch the player and misses, they will slip on the floor and can be easily parried. Dodging or sliding out of the way can allow the player to fight them at close-range with the right timing. Their rockets can also be frozen with the Freezeframe Rocket Launcher Freezeframe Rocket Launcher, which can be used to damage other enemies, or if the player rides the frozen rocket, can be redirected to hit the Guttertank and kill it instantly. When activated, landmines Landmines can also be parried to recover the player's health and stamina.

Killing all the Guttertank Guttertanks lowers the Red Skull's casing and allows the player to collect the Red Skull Key.

Bomb Station

After placing the Red Skull Key on the pedestal inside the station, the player will then need to traverse a third and final Yellow Hookpoint Yellow Hookpoint parkour course. The first obstacle; consisting of three Yellow Hookpoints and two gates, requires the player to quickly open the gate and grapple onto the next hookpoint without falling, followed by a Blue Hookpoint Blue Hookpoint zipping the player up to the second obstacle, a tall room with an endless pit and four Yellow Hookpoints in each corner, with three blocked by gates. This second course requires the player to keep themselves suspended in midair while grappling hookpoints until they hit the Yellow Hookpoint that opens the gate to the second floor, with a Green Hookpoint Green Hookpoint behind it to help the player get across.

The bigger boom.

Once on the second floor, the player will be met by a large claw holding onto a large bomb and a screen before it:

PAYLOAD

LOWER

Pressing the "Lower" button lowers the bomb onto the tram, which then must be driven all the way back to the first station. If the tram is not present, the screen will present an error message:

PAYLOAD

ERROR


PAYLOAD
REQUIRES
TRAM

When the bomb is placed, the screen will change to a grim prompt similar to the one from approaching the rubble:

PAYLOAD

GIVE EM'
H E L L ,
KID
A Gutterman and Guttertank greeting V1's return to the tram station.

Ruined Exit

Upon riding the tram cart back to the other station, the player will be ambushed by a Guttertank Guttertank and a Gutterman Gutterman, along with numerous Landmines Landmines set up in the station. Once dealt with, the rubble blocking the tunnel can be destroyed using the bomb, allowing access to the archive.

One wrong step, and you're dead meat.

Forgotten Archive

Diving into the newly opened floor, the player enters a library with towering bookcases. Across the room is the open exit gate, but attempting to leave without paying attention to the taken path closes the gate and spawns in three Guttertank Guttertanks, with each kill lowering bookcases until none are left. When fully cleared out, two Guttermen Guttermen will drop into the archive, with a third following soon after. Killing all the remaining enemies will re-open the exit gate and allow the player to clear the level.

Challenge

To complete the challenge, the player has to finish the level without killing any enemies, utilizing different methods to complete each of the objectives. The player can skip the first Gutterman Gutterman encounter by running past it and heading directly outside, where the player then needs to skip the first outdoor encounter and the clock tower. Outside of the clock tower lies a small cross, which leads to a secret passage leading to the tram cart. After opening the gates and heading along the railway, the player can either rush to the gate control button in the arena with the dual Guttermen Guttermen, or jump off of the tram before activating it and let it sail past the gate, then go around and reactivate it for a much safer method.

The secret entrance to the tram station.

After reaching the building with the Red Pedestal and bomb carrier, the player then needs to head back outside, skip the bridge, and go to the outskirts of the Red Skull arena, making sure not to activate any enemies by stepping inside. The top of the Red Skull's case can be broken with explosives and then grabbed with the Whiplash to skip the encounter. The player should then head back into the building with the Red Pedestal and place the Skull onto it to continue through the normal path: going through the hookpoint section and placing the bomb onto the tram cart to head backwards to blow up the blocking carts, making sure to avoid the fire of the two remaining Guttermen Guttermen.

Once the player reaches the end room with the forgotten archives, the player then needs to travel through the room in a certain way to avoid activating the enemy encounter. A hint can be found earlier in the level for this section, located by the Gate Control station in a hidden room behind the gates, which can be accessed by leaving gate "C" closed and heading around the tunnel through the other side to lead to an open door. Entering inside leads to a small passageway with a book to read:


Something has happened. It has been days since our reconaissance has seen a single angel. We know not the cause, but we recognize the chance. We have hid underground from the chaos up above for far too long. Without the watchful eyes of the angels, we will brave the labyrinth and find a way out of this place.

If you are one who seeks shelter, take heed: The archive is trapped. A single misstep and reprogrammed protectors will activate. Write these instructions down and follow them carefully if you wish to take refuge on the other side:

> < < > < < > > < > > < >

To cross the archive, the player needs to interpret the directions as turn signals, starting at the first square at the entrance and heading to the next square with each direction. > is turn right, and < is turn left.

If the player successfully crosses the path without triggering enemies, the exit gate should remain open and allow them to finish the level.

Route for completing final room.
The path.

Secrets

Secret Orb Locations
#1 Soul Orb Soul Orb - Inside the second Yellow Hookpoint Yellow Hookpoint parkour section at the Gate Control station, in a crevice to the left behind the indent in the wall where the second Yellow Hookpoint is located.
#2 Soul Orb Soul Orb - Located by entering the tunnel that leads out of the Gate Control station, then entering the first door on the left. However, the door will lock if the player opens the tram gates. The orb is found above a book which offers a hint for completing the level's challenge.
#3 Blood Orb Blood Orb - In a small gazebo-like building at the far right corner of the outside battlefield, past the tram tunnel. Collecting the orb spawns a Sisyphean Insurrectionist Sisyphean Insurrectionist.
#4 Soul Orb Soul Orb - In the Tram Station building, by reaching the top of the roof and dropping through a hole in the right side of the ceiling created by an empty drop pod.
#5 Soul Orb Soul Orb - Located in a small cavity before the River Phlegethon beneath the tram rails leading into the Bomb Station.

Alternate Shotgun

Slabs

Found by each of the timer hookpoint sections lies a hidden button slab, with three in total for each hookpoint section. These slabs are attached to the Impact Hammer Impact Hammer, the alternate form of the Shotgun Shotgun, and can be found at the following locations:

  1. The first hookpoint section during the beginning of the level.
  2. The second hookpoint section at the tram station, found before gaining access to the gate control button and the tram.
  3. The third hookpoint section accessed after placing the Red Skull at the Bomb Station.

To access the slabs, the player needs to speed through the Yellow Hookpoint Yellow Hookpoint sections as fast as possible, as each one is locked behind a grate tied to the timer of the first Hookpoint of each section. Speeding through will lead to a hidden passageway at the end of each section, which reveals the corresponding slab along with a nearby Hookpoint to exit the passageway.

Failing the first timer section will require the player to restart the level due to the door closing behind the player, however, the other two hookpoint sections can be redone after the player crosses the exit by backtracking. The first hookpoint is active for around 7 seconds before closing, the second one takes around 5 seconds, and the third one takes around 9 seconds.

The third timer challenge can be avoided by completing the challenge normally, and then reactivating the first hookpoint and quickly rushing up through the doors leading to the second floor.

Tram Station

Alternate Shotgun location.
The location of the Impact Hammer.

After activating all three slabs, the player can then head to the large building found next to the Gate Control section.
Heading to the roof of the building, the player can find a small hole near the right side of the roof leading to a small room with a Soul Orb Soul Orb, an empty drop pod, and a Gutterman Gutterman's coffin.

If the coffin is broken open, a skeleton with a crushed head can be found inside, as well as a book. The book reads as follows:


Mother, mother... Mother of me,

I know I know I should not miss you so, but mother of me, I do. Your pained breaths that rasp'd and reverberated in your rusted iron tomb... The blood of your breast that nourish'd me and warmed me in its caress, when corpse and cruelty were all I witnessed...

Mother, mother... Mother of me,

I know I know you would hate me so, and mother of me, I do too. But I would not feel, not think, not dream, were it not for you in my rusted iron womb... Your tortured love brought me to this war, that I could take the heart of another, and need you no more.

Mother, mother... Mother of me,

I know I know your thoughts had left you long ago, and mother of me, I will never truly know. But I hope it redeems my life even a slight, when I cried... And crushed your skull that final night.

The hidden entrance now opened with all three slabs activated.

Following the entrance to the foyer, a generic coffin can be found at the back of the room below a cross, and three indicators which light up based on the slabs that were activated.

If all slabs have been activated, the coffin will open, revealing a hole in the wall behind it. Upon entering the hole, the player can find a small crevice on the floor leading into a tunnel.

What remains of the Excavator with the salvageable Impact Hammer, awaiting a new owner.

Inside the tunnel, the remains of an unknown, ruined machine called an Excavator seeped in a pool of blood can be found wielding the Impact Hammer Impact Hammer which the player can now collect.

Picking up the Impact Hammer will trigger a short prompt about Alternate Weapon Variants:

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

Exiting the doors outside of the tunnel will trigger another prompt about the Alternate Shotgun itself:

ALTERNATE SHOTGUN: Melee only.
Move fast to deal more damage.

After collecting the weapon, the player can return to the foyer and exit through the main doors, next to which a Terminal can be found.

Easter Eggs

  • The drop pod models were directly taken from a custom Tundra level made by Vvizard, creator of the Developer Museum.
  • The clock tower and clock gears correspond to the player's system time.
  • Found inside the clock tower after skipping the first outdoor encounter and making it to the top, a lone Filth Filth can be found sleeping on a bench.
    • The "Z" icons were directly taken from the 2015 indie role-playing-game Undertale.
    • The Filth's cartoon snoring sound effect was recorded by lead developer Hakita.
  • Using cheats to no-clip into the bomb loaded onto the tram, a hidden Hakita plushie can be found watching an animation play on a screen, titled "Fuckin Finland" made by Frej.
    • Within the animation itself, a reference to the comic "Loss" can be found.
  • The Gutterman Gutterman that appears during the ambush after returning the bomb to the tram station does not have a coffin. This coffin can be found in the ceiling alcove in the Gate Control station where the Impact Hammer is unlocked.

Trivia


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