7-3: No Sound, No Memory

From ULTRAKILL Wiki
Jump to navigation Jump to search
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
Streetcleaner 2 Streetcleaners
Mindflayer 1 Mindflayer
Swordsmachine 3 Swordsmachine
Sentries 3 Sentries
Guttermen 3 Guttermen
Guttertank 7 Guttertanks
Malicious Face 3 Malicious Face
Cerberi 3 Cerberi
Mannequin 11 Mannequins
Hideous Mass 1 Hideous Mass
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

7-3: NO SOUND, NO MEMORY is the third level of Violence, taking place in a dark forest referencing the Wood of the Suicides as Violence's second ring in Dante's Inferno and in this game. The level features the Puppet Puppet as a means to feed the trees in order to progress through certain parts. The level begins with only the forest ambience 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 as the enemy spawns are triggered in 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. 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 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 you 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 hallway that is bombed as the player walks through it, opening them up to attack from enemies in the surrounding clearing.

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 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 second 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.

The first wave of enemies are 2 Swordsmachine Swordsmachines, 2 Guttertank Guttertanks, 2 Guttermen Guttermen, 2 Sentries Sentries, 2 Cerberi Cerberi, and 1 Virtue Virtue. Soon, 8 Filth Filth, 4 Stray Strays and 6 Soldier Soldiers will spawn while other enemies are still alive. Finally, 2 more Guttermen Guttermen and 2 Guttertank Guttertanks will drop in through the ceiling.

Once the tree is fed, the water will turn red. After all enemies are defeated, the exit door will open.

Challenge

Above the long hallway wherein the player is bombed, a pedestal with a red gem sits. On it, a screen displays a prompt:

BECOME MARKED FOR DEATH?

Y E S

Selecting yes will break the gem and mark 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 you to be covered in a red light, slightly lighting up the area around you in red, and cause all enemies that would otherwise attack each other to prioritize killing you instead.

This must be done before the bomb hits the hallway, as once the bomb hits, the pedestal disappears permanently (or until you reload 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 this 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. To reach it, climb above the surrounding walls and find the broken stairway near the right side.
#4 Soul Orb Soul Orb - After the Circular Garden arena, on top of the flooded hallway where two Streetcleaner Streetcleaners are found. Exiting through the broken wall and climbing above reveals the orb on the roof.
#5 Soul Orb Soul Orb - At the bottom of the spiral staircase following the Circular Garden, where two Mannequin Mannequins are encountered. Under the staircase a small nook can be slid through to obtain 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 7-1 Secret Boss Encounter. 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 like the fire created by the Firestarter cannot open the entrance. Streetcleaners spawn in the circular garden encounter, and can be whiplashed 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 get automatically filled when approached. Additionally, in a case similar to 7-2, the left hallway doesn't activate a spawn trigger, and as a result won't be destroyed.
  • The crystal that marks one for death is a reference to the game Dusk, more specifically it's Crystal of Madness. Instead of working like how it does in Dusk, however, it causes all enemies to lock on to you rather than infight.
  • 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 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