Hookpoint

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HOOKPOINTS
Appearances
4-4
5-1, 5-2, 5-4
6-1, 6-2
7-1, 7-2, 7-3, 7-4, 7-S
P-2

Hookpoints are a common interactable object used most often for movement or occasionally as triggers. They are first introduced in 4-4: Clair de Soleil in the form of Green Hookpoints which resemble a green, transparent orb glowing brightly that is surrounded by many metallic rings chaotically rotating around it.

Hookpoints are exclusively interactable with the Whiplash Whiplash, and they do not collide with anything but the Whiplash.


Using the Whiplash on a Green Hookpoints will pull the player towards the Hookpoint just like as if it was a heavy Enemy. A notable difference is that the player will not accumulate Hard Damage during this action, unlike when pulling towards and enemy. When reaching the Green Hookpoint, the player will lose all momentum and be very lightly pushed upwards.

First introduced in 5-1: In the Wake of Poseidon, Blue Hookpoints act similarly to Green Hookpoints, but instead of lightly bouncing the player in place and removing all momentum when reached, it will instead apply a strong force forward on the player, similarly to a slingshot. The direction in which the player is launched is the opposite of which the player came from, meaning the player will continue their trajectory in the direction they were already heading by pulling into the Hookpoint.

Yellow Hookpoints are first seen in 7-2: Light Up the Night and act much more differently than other Hookpoints. When using the Whiplash on them, the player will lose all momentum and be very lightly pushed upwards, just like if they had reached a Green Hookpoint. After this, the Yellow Hookpoint may trigger a various range of events, most commonly opening closed gates that are only able to be opened this way. Other cases, such as in 7-4, may instead let platforms appear for the player to cross a gap.
After being hooked, the Yellow Hookpoint's orb will become gray and stop emitting light, meanwhile the rings around it will stop in place and the Hookpoint will not be able to be interacted with anymore. While activated, a timer will tick down. When this timer reaches 0, the Yellow Hookpoint will become hookable again and it will regain it glow and yellow tint while its rings continue moving again. This will cause any action triggered by the Hookpoint to stop and/or close, such as gates lowering back into their original spot or platforms retracting again.