7-3: No Sound, No Memory
NO SOUND, NO MEMORY
7-3: NO SOUND, NO MEMORY | |||
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General | |||
Layer & Part | VIOLENCE /// THIRD | ||
Challenge | Become marked for death. | ||
Music | Suffering Leaves Suffering Leaves | ||
Tip of the Day | |||
The Knuckleblaster's blast wave is also capable of breaking a Gutterman's shield, and is much easier to land in a chaotic scenario.
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Collectables | |||
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Enemies | |||
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Rank Requirements | |||
Rank | Time | Kills | Style |
S | 07:15 | 60 | 13,000 |
A | 08:20 | 56 | 11,000 |
B | 11:00 | 42 | 7,500 |
C | 16:40 | 25 | 3,500 |
Levels | |||
Previous | Next | ||
7-2 | 7-4 | ||
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7-1, 7-2, 7-3, 7-4![]() |
7-3: NO SOUND, NO MEMORY is the third level of Violence, taking place within the black jungle of shrieks that is its second circle. The level features the Puppet as a means to feed the trees in order to progress through certain parts. 7-3 also contains the entrance to Violence's secret level, 7-S: HELL BATH NO FURY.
The level initially begins without music, with only the forest ambiance playing until the player finishes feeding the first tree in the central plaza, where Suffering Leaves Suffering Leaves begins to play after a few seconds, with Danse Macabre playing after the player walks into the left passageway before the third tree.
Level
Start
The player is faced with a wooded area so dark that V1 turns on a flashlight. The trees take the form of twisted humanoid figures that constantly emit a quiet screaming noise; this is the Wood of the Suicides, and all of these trees are people who tried or successfully took their own lives, now possessing bodies that do not belong to them. At the end of the path is a building with a large tombstone at its entrance. A Greek passage is engraved on it which is covered by the words "FEED US, WE WILL GROW" written in blood, with a crudely drawn Earthmover punctuating the last word. Past a winding hall is a plaza with a barren tree at the center.
Central Plaza
Upon entering the plaza, the player will receive a prompt:
Puppets will begin to spawn around the tree in their standard form. Ominous droning ambience plays over the forest ambience as a heartbeat emanates from the tree, speeding up as it is fed. When enough of them are killed to completely coat the tree in blood, they will all die and the tree will grow a full canopy of red leaves as some blood rains down from it. The rest of the room will be illuminated and the rest of the level will appear, revealing multiple paths and a locked door with three skulls above it. One of the skulls starts to glow red after the tree had been watered, playing Suffering Leaves Suffering Leaves as it finishes lighting up.
The left gate remains locked as the right opens, the goat skull gaining white eyes as it does so. Behind the player are two doors to a path beneath the bridge they entered on. The plaza itself is open-air, so the player can take paths out of order if they please. However, both paths are necessary to progress.
Right Passageway
The path leads to another section of forest. Two Mannequins attack the player in the darkness. Past them is a room with a pool of water in it where four
Soldiers and two
Schisms spawn, soon joined by a
Sentry.
Once defeated, the door to the left of the entrance and up the stairs will open, but the door on the right remains locked.
Walled Garden
Up a flight of stairs is a second tree, in an enclosed, rectangular room with pillars and iron-wrought windows. Puppets in their Filth form spawn at this tree. Two
Malicious Faces and two
Virtues spawn alongside them.
Once fed, the tree will behave the same as the first, and the player can return the way they came. When they enter the previous room, the sky will light up with a flash of red, and a boom can be heard. The stars are now red and an Earthmover looms over the central plaza. The entrance door is locked, and the door to its right is open.
This path will take the player back to the Central Plaza. Next to the curved staircase is a planter with two trees, and an opening to the forest section of the Right Passageway.
Left Passageway
The stairway leads up and around the Central Plaza to another curved staircase adjacent to the plaza's entrance. It leads to a long narrow hallway, which is suddenly bombed as the player walks halfway through it, opening them up to an assault from the enemies in the surrounding clearing. The music suddenly changes to Danse Macabre.
A group of demons and machines will already be fighting each other, consisting of a Swordsmachine,
Gutterman,
Guttertank,
Malicious Face,
Cerberus, and three
Mannequins.
Once all enemies are dead, the doors leading out of the hallway are unlocked.
Circular Garden
The hallway opens into a large, circular garden with many trees surrounding the central one. Puppets in their Stray form spawn around this tree.
The enemies in this arena also fight each other. There are four Soldiers, two
Guttertanks, a
Mindflayer, and four
Mannequins.
Once cleared, the door to the right of the entrance will open. In the hallway, two Streetcleaners spawn around a corner. Past them is another hallway that reveals a small outdoor area. Said hallway leads into a room with a winding staircase and two
Mannequins. Going down the stairs leads back to the Central Plaza, where the large door will now open.
Grand Hall
The final, largest tree is in the center of the Grand Hall. It sits in a pool of water and is surrounded by a two-story platform. Mannequin Puppets spawn around it. Many staircases and arches make up the room, and there are two
Blue Hookpoints at opposite ends of the room. There is also a Dual Wield Orb that lasts for a minute at the front of the upper level.
Entering the arena triggers a massive enemy encounter, beginning with two Swordsmachines,
Guttertanks,
Guttermen,
Sentries,
Cerberi, and one
Virtue. Soon after, eight
Filth, four
Strays, and six
Soldiers will spawn while the other enemies are still alive. Finally, two more
Guttermen and another two
Guttertanks will spawn in from the ceiling through falling drop pods.
Once the tree is fed, the water will turn red. After all enemies are defeated, the exit gate at the far end of the arena will open, allowing the player to finish the level.
Challenge
Above the long hallway wherein the player is bombed sits a pedestal containing a red gem, with a screen in front of it. Approaching the screen displays a prompt:
Y E S
Selecting "Yes" will break the gem, marking the player for death, and change the text on the screen to a different message:
Being "marked for death" causes the player to become covered in a red light, slightly lighting up the area around them in red, and causes all enemies that would otherwise attack each other to prioritize killing them instead.
This must be done before the bomb hits the hallway, as once the bomb hits, the pedestal disappears permanently (or until the player reloads a checkpoint from before the bomb dropped).
Secrets
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Secret Level Entrance
The secret level of Violence, 7-S: HELL BATH NO FURY, is accessed via the door covered in foliage to the right of the tombstone found at the start of the level. A hint to opening this door is given in a tablet found after defeating the secret boss encounter in 7-1. To access the secret level, the player needs to lure a Streetcleaner or a
Virtue to the tombstone and have it burn the leaves away. Other forms of fire, such as fire created by the
Firestarter, cannot open the entrance. Streetcleaners spawn in the hallway following the circular garden encounter and can be pulled with the
Whiplash to help guide them back to the start of the level.
Trivia
- The title of the level is a reference to "I'm Coming to the Garden..... No Sound, No Memory" from the album Dharma by Merzbow.
- The Earthmover in the background does not appear if the "Disable Enemy Spawns" cheat is enabled, and since enemies cannot spawn with this cheat on, blood trees will be filled automatically when approached. Additionally, in a case similar to 7-2: LIGHT UP THE NIGHT, the left hallway does not activate a spawn trigger, and as a result, will not be destroyed.
- The crystal that marks one for death is a reference to the 2018 first-person shooter game DUSK, more specifically the Crystal of Madness. Instead of working like how it does in DUSK, however, it causes all enemies to target the player rather than in-fight.
- The Greek passage on the tombstone seems to be of Revelation 9:6. The English translation in the King James Version of the Bible is as follows: "And in those days shall men seek death, and shall not find it; and shall desire to die, and death shall flee from them."