7-4: ...Like Antennas to Heaven

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VIOLENCE /// CLIMAX
...LIKE ANTENNAS TO HEAVEN
7-4: ...LIKE ANTENNAS TO HEAVEN
7-4: ...Like Antennas to Heaven
General
Layer & Part VIOLENCE /// CLIMAX
Challenge Don't fight the security system.
Music War Without Reason
Tip of the Day
A direct hit from the Knuckleblaster has extremely powerful knockback, making it extremely powerful for launching enemies into pits and other environmental hazards.
Enemies
Filth 6 Filth
Stray 4 Strays
Schism 2 Schisms
Soldier 4 Soldiers
Streetcleaner 2 Streetcleaners
Sentries 3 Sentries
Gutterman 1 Gutterman
Guttertank 5 Guttertanks
Malicious Face 1 Malicious Face
Idol 6 Idols
Mannequin 2 Mannequins
1000-THR Defence System 1000-THR Defence System
1000-THR "Earthmover" 1000-THR "Earthmover"
Rank Requirements
Rank Time Kills Style
S 05:30 32 16,500
A 06:00 28 15,000
B 08:00 18 9,000
C 12:40 6 3,500
Levels
Previous Next
7-3 8-1
7-1, 7-2, 7-3, 7-4
Secret Level.webp 7-S

This article covers a simplified account of the boss fight for the 1000-THR "Earthmover". For more detail on the boss, see 1000-THR "Earthmover".

7-4: ...LIKE ANTENNAS TO HEAVEN is the fourth and final level of Violence, featuring the boss fight against the 1000-THR "Earthmover" 1000-THR "Earthmover" within the scorching third circle. The player emerges from an underground bunker, faced with the towering machine that must be scaled and killed from the inside, acting as the level itself.

The music used in this level is War Without Reason.

Level


A grounded view of the Earthmover looking down on V1.

Start

The player starts off in what appears to be an underground bunker, which they must slide underneath a gap and scale a small flight of stairs to exit. Upon exiting they will be greeted by a looming Earthmover, who prepares to fire upon them before being struck by another of its kind that it was battling across the pale sands and raining fire of the third ring of Violence. The Earthmover remains pinned to the ground by massive red tree roots, likely those from 7-3: NO SOUND, NO MEMORY.

Earthmover's Leg

Hookpoints Hookpoints are generated throughout to aid the player in navigating the level. A Blue Hookpoint Blue Hookpoint allows the player to cross the gap between the bunker and the Earthmover Earthmover's leg, and two Green Hookpoints Green Hookpoints and another Blue Hookpoint Blue Hookpoint allow the player to ascend it. On a thin walkway, two Streetcleaner Streetcleaners will spawn. Past them, two vents act as jump pads that take the player to the base of the torso, inside one of the legs, containing a checkpoint. Once the player has climbed onto the Earthmover, if they fall off it at any point, they will take 50 damage (until health is reduced to 1) and be teleported back to the nearest location where they fell. Enemies that are knocked off the Earthmover will be killed instantly and awards the + Long Way Down style bonus.

The first phase of War Without Reason plays during this section.

Earthmover's Torso

Grappling the Yellow Hookpoint Yellow Hookpoint will temporarily activate a set of three platforms for the player to jump across, and at the end of them, lies a narrow catwalk where a Sentry Sentry will spawn, followed by a Guttertank Guttertank. Beyond them and ascending a small platform to the back of the Earthmover are two red-hot pipes that deal 10 damage to the player upon contact, and a gap with another vent jump pad.

The second phase of War Without Reason plays during this section.

Across the gap is a balcony where two Soldier Soldiers spawn, followed by a checkpoint and another Sentry Sentry once the player steps onto the balcony. Once the player crosses the far edge of the balcony where the Sentry spawned, a Gutterman Gutterman will spawn at the other end behind them. Jumping onto the circular platform on the Earthmover's right hind leg afterwards causes two Guttertank Guttertanks to spawn onto the arena from falling drop pods.

The third phase of War Without Reason plays during this section.

On the next ledge, there is a window displaying the fleshy interior of the Earthmover Earthmover, and next to it is a small illuminated two-story building with a staircase leading up to an open window on the second floor, where a Malicious Face Malicious Face and two Mannequin Mannequins spawn.

The fourth phase of War Without Reason plays during this section.

Defence System

The defence system in a plaza before the interior.

Passing the following checkpoint will activate a miniboss encounter with the 1000-THR Defence System. Once activated, the player is locked into the arena by a cyan barrier, and is first faced with two wall-mounted rocket launchers and an invulnerable laser tower that fires a large tracking beam similar to that of a Mindflayer Mindflayer. As the player destroys the rocket launchers, two mortar launchers that rise from the floor take their place, which will be joined by two rods that fire HellOrbBlue.png Hell Seekers. The weapons can damage each other.

Once all other weapons have been destroyed, the laser tower will become vulnerable and speed up substantially. When defeated, the laser tower explodes as the barrier shuts down, unlocking an elevator that will be available to ride upwards and unlock the door leading to the Earthmover's interior.

The fifth phase of War Without Reason plays during the fight against the 1000-THR Defence System.

In an alley blocked off and beside the arena, there is a book.


THIS IS THE ONLY WAY IT COULD HAVE ENDED.

WAR NO LONGER NEEDED ITS ULTIMATE PRACTICIONER. IT HAD BECOME A SELF-SUSTAINING SYSTEM. MAN WAS CRUSHED UNDER THE WHEELS OF A MACHINE CREATED TO CREATE THE MACHINE CREATED TO CRUSH THE MACHINE. SAMSARA OF CUT SINEW AND CRUSHED BONE. DEATH WITHOUT LIFE. NULL OUROBOROS. ALL THAT REMAINED IS WAR WITHOUT REASON.

A MAGNUM OPUS. A COLD TOWER OF STEEL. A MACHINE BUILT TO END WAR IS ALWAYS A MACHINE BUILT TO CONTINUE WAR. YOU WERE BEAUTIFUL, OUTSTRETCHED LIKE ANTENNAS TO HEAVEN. YOU WERE BEYOND YOUR CREATORS. YOU REACHED FOR GOD, AND YOU FELL. NONE WERE LEFT TO SPEAK YOUR EULOGY. NO FINAL WORDS, NO CONCLUDING STATEMENT. NO POINT. PERFECT CLOSURE.

T H I S  I S  T H E  O N L Y  W A Y  I T  S H O U L D  H A V E  E N D E D .

The pages of the book are blank.

The insides of the Earthmover, covered in pulsating flesh and protected by Idols.
The brain defending against V1.

Earthmover's Interior

Once the player enters the Earthmover Earthmover, inside a large blood chamber lined with pulsating, bio-mechanical flesh, the player will be greeted with a message from its security system:

WARNING: INTRUDER DETECTED
-- FLUSHING INTERIOR --

Inside the large blood chamber, six Idol Idols are placed on a set of platforms that are powering a barrier in the ceiling, and must be destroyed as boiling blood rises from the floor. If the player falls into the blood, they will take 25 damage and be knocked back upwards. Once all of the Idols are destroyed, a vent jump pad close to the location of the former topmost Idol activates, giving the player a boost to the top of the Earthmover's neck. An additional Green Hookpoint Green Hookpoint allows them to alternatively grapple upwards, followed by a jump pad to the entrance of the Earthmover Earthmover's head.

The sixth phase of War Without Reason plays during this section.

Earthmover's Head

From within the base of the head, the player receives the following message:

MAGENTA attacks CANNOT be dashed through WITHOUT TAKING DAMAGE.

The player must then complete a brief platforming section, consisting of three hallways containing magenta lasers that deal damage even when dashed through, and glowing, red-hot floors on the upper two platforms that deal 10 damage and bounce the player upward, the first one of which contains another jump pad.

Three Blue Hookpoints Blue Hookpoints are placed throughout the hallways leading up to a small room with a checkpoint, a Terminal, and another jump pad up to the Earthmover Earthmover's control room, where its actual boss fight takes place.

The seventh phase of War Without Reason plays during this section.

Boss Encounter

Once the player enters the center of the head, the entrance from where they arrived seals itself off, as a steel barricade surrounding the pillar in the center of the room reveals the Earthmover Earthmover's brain, in a cylindrical chamber surrounded by a raised platform along the walls. It defends itself against the player with a series of four horizontal, rotating magenta laser walls, which deal 20 damage to the player upon contact, while it intermittently emits a cyan flash before firing a large HellOrbBlue.png Hell Seeker that can be parried back at it. The brain is contained within an electrified barrier that is not bulletproof but will damage and knock the player back if they touch it, dealing 10 damage.

After enough time passes, indicated by a blue bar below its health bar, it will spawn two Idol Idols in cases that are open from the back, while the lasers start spinning faster. It can spawn these indefinitely, and it can also be killed before it spawns any.

The eighth phase of War Without Reason plays during the fight against the Earthmover's brain.

Escape Sequence

The same floor hazards faced on the way inside.

Once defeated, the brain will start exploding, and the player will be warned with a countdown signifying the Earthmover's self-destruct sequence:

CRITICAL FAILURE
70.00

The timer length depends on the difficulty:

Harmless - 100 seconds

Lenient - 80 seconds

Standard - 70 seconds

Violent - 60 seconds

Brutal - 50 seconds

If the timer reaches 0, the Earthmover will explode and the player will instantly die. They must go back down the neck the same way they came in.

The ninth phase of War Without Reason plays during the descent from the Earthmover's head, followed by the tenth and last phase during the last combat arena.

Once the player enters the large blood chamber again, they are faced with a final wave of enemies, including a Sentry Sentry, six Filth Filth, four Stray Strays, two Schism Schisms, and two Soldier Soldiers. Once six of these enemies are killed, two Guttertank Guttertanks will spawn as well.

After all the enemies are killed, the door leading out of the blood chamber will open, revealing a jump pad that launches the player away from the Earthmover Earthmover as it explodes into countless pieces. Its hot, glowing debris is left scattered across the ashen wastes, and its unfathomable volumes of blood rain from the sky. The player automatically lands on an island containing the exit gate to finish the level.

The Earthmover's explosive death.

Challenge

They'll need a crane.

In order to complete the level's challenge, the player must find a way to avoid the battle with the Earthmover's Defense System and enter the interior using a hidden path. Near the entrance to the Defense System's arena stands a tall crane carrying a bomb, indicated by a yellow glow from an above platform.

The gash in the Earthmover's leg left behind by the blast.

At the top of the crane, the player can find a pair of electrical coils powering it, and using the Electric Railcannon Electric Railcannon or the cable cable produced by the Jumpstart Nailgun Jumpstart Nailgun or Jumpstart Sawblade Launcher Jumpstart Sawblade Launcher's alternate fire on the coils causes the crane to move and blow a hole inside the Earthmover's left hind leg, revealing a new entrance into the blood chamber indicated by orange flames left in the aftermath of the blast.

Easter Eggs

  • A plush of lead 3D artist Victoria Holland can be found at a control panel when no-clipping inside the Earthmover's brain.
    • The control panel reads "GORP LIGHT: ON", switching to "GORP LIGHT: OFF" once the Earthmover starts dying.
  • A large plush of concept artist BigRockBMP can be found seated on the second Earthmover, which uses its old model.
  • A few buildings on the Earthmover's side make up the "loss" meme.
  • A tiny top hat can be found on both of the Earthmovers' heads.
  • A potted sunflower can be found when no-clipping through a door located within a building near the Security System boss fight, alongside a warning sign written in Japanese, the text translates to "Generator Siphon Plant Plant", being a play on words.
  • The final door the player exits from is labeled "Quake door", as the design is nearly identical to one of the idBase door textures from Quake.

Trivia

  • The level title is named after the album Lift Your Skinny Fists Like Antennas To Heaven and its last track, Like Antennas To Heaven..., by Godspeed You! Black Emperor.
  • As the Earthmover itself is counted as an enemy, disabling enemies using cheats will spawn in a jump pad to ensure the exit door is reachable, currently making 7-4 the only level where additional objects appear when enemies are disabled.
  • It is possible to unload a part of the level by hitting the checkpoint while in the flooding room with the six Idol Idols, then proceeding to fall off the map. Doing so will cause V1 to spawn in the flushing room without starting the flushing sequence and will also prevent the interior of the Earthmover's neck from loading in.
  • The roots keeping the Earthmover down are from the trees in the prior level.


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