7-3: No Sound, No Memory

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VIOLENCE /// THIRD
NO SOUND, NO MEMORY
7-3: NO SOUND, NO MEMORY
7-3: No Sound, No Memory
General
Layer & Part VIOLENCE /// THIRD
Challenge Become marked for death.
Music Suffering Leaves Suffering Leaves

Danse Macabre

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.
Collectables
Soul Orb 4 Soul Orbs
Blood Orb 1 Blood Orb
Enemies
Filth 8 Filth
Stray 4 Strays
Schism 2 Schisms
Soldier 14 Soldiers
Swordsmachine 3 Swordsmachines
Streetcleaner 2 Streetcleaners
Mindflayer 1 Mindflayer
Sentries 3 Sentries
Guttermen 5 Guttermen
Guttertank 7 Guttertanks
Malicious Face 3 Malicious Face
Cerberi 3 Cerberi
Hideous Mass 1 Hideous Mass
Mannequin 11 Mannequins
Virtue 3 Virtues
Puppet Puppets
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
Secret Level.webp 7-S
7-1, 7-2, 7-3, 7-4
Secret Level.webp 7-S

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 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

The forest the level as a whole takes place in, illuminated only by a flashlight.

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 Earthmover punctuating the last word. Past a winding hall is a plaza with a barren tree at the center.

The fully grown tree bathing the plaza in red light.
The walled garden, containing an unfortunate tree.
The lone Earthmover towering above the level.

Central Plaza

Upon entering the plaza, the player will receive a prompt:

F E E D  I T .

Puppet 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 Mannequin Mannequins attack the player in the darkness. Past them is a room with a pool of water in it where four Soldier Soldiers and two Schism Schisms spawn, soon joined by a Sentry 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. Puppet Puppets in their Filth form spawn at this tree. Two Malicious Face Malicious Faces and two Virtue 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 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

A Gutterman firing at a Malicious Face in the distance.
Enemies fighting in the final room, while the central tree remains unsated.

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 Swordsmachine, Gutterman Gutterman, Guttertank Guttertank, Malicious Face Malicious Face, Cerberus Cerberus, and three Mannequin 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. Puppet Puppets in their Stray form spawn around this tree.

The enemies in this arena also fight each other. There are four Soldier Soldiers, two Guttertank Guttertanks, a Mindflayer Mindflayer, and four Mannequin Mannequins.

Once cleared, the door to the right of the entrance will open. In the hallway, two Streetcleaner 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 Mannequin 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 Puppet Puppets spawn around it. Many staircases and arches make up the room, and there are two Blue Hookpoints 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 Swordsmachine Swordsmachines, Guttertank Guttertanks, Guttermen Guttermen, Sentries Sentries, Cerberi Cerberi, and one Virtue Virtue. Soon after, eight Filth Filth, four Stray Strays, and six Soldier Soldiers will spawn while the other enemies are still alive. Finally, two more Guttermen Guttermen and another two Guttertank 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

The key to becoming marked for death.

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:

BECOME MARKED FOR DEATH?

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:

YOU'RE THE STAR OF THE SHOW NOW, BABY!

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

Secret Orb Locations
#1 Soul Orb Soul Orb - Under the curved stairway leading from the Walled Garden to the Left Passageway, in a small sewer tunnel.
#2 Blood Orb Blood Orb - Beside the wall of the Right Passageway arena, within a crevice between the wall and the surrounding forest. Collecting the orb spawns a Hideous Mass Hideous Mass in the arena beside it.
#3 Soul Orb Soul Orb - On the right side gate after leaving the starting area, just before the Central Plaza. The orb can accessed by climbing onto the roof of the maze where the player had first entered the Central Plaza and locating the broken stairway near the right side.
#4 Soul Orb Soul Orb - After the Circular Garden arena, on top of the roof of the flooded hallway where two Streetcleaner Streetcleaners are encountered. Exiting through the broken wall and climbing above reveals the orb on the roof.
#5 Soul Orb Soul Orb - Inside a nook near the base of the spiral staircase following the Circular Garden, where two Mannequin Mannequins are encountered. Underneath the staircase is a small hole where the player can slide inside to locate the orb.

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 Streetcleaner or a Virtue Virtue to the tombstone and have it burn the leaves away. Other forms of fire, such as fire created by the Firestarter Firestarter, cannot open the entrance. Streetcleaners spawn in the hallway following the circular garden encounter and can be pulled with the Whiplash Whiplash to help guide them back to the start of the level.

Trivia

The tombstone in question.
  • 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."


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