P-1: Soul Survivor

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PRIME /// FIRST
SOUL SURVIVOR
P-1: SOUL SURVIVOR
P-1: SOUL SURVIVOR
General
Layer & Part PRIME /// FIRST
Music The Spinal Staircase
CHAOS
ORDER
Tip of the Day
Parries can be used as a powerful healing tool.

Parrying any enemy projectile or melee attack will fully replenish your health up to the hard damage limit.
Enemies
Flesh Prison Flesh Prison
Minos Prime Minos Prime
Rank Requirements
Rank Time Kills Style
S 03:33 2 7,500
A 04:00 1 5,000
B 06:00 1 2,500
C 10:00 1 500
Levels
Previous Next
3-1 3-2
File:Prime Sanctum.webp P-1, File:Prime Sanctum.webp P-2, File:Prime Sanctum.webp P-3

This article covers a simplified account of the boss fights for the Flesh Prison and Minos Prime. For more detail on both bosses, see Flesh Prison and Minos Prime. For more information on Minos' lore, see King Minos. For the location of P-1's entrance, see 3-1: BELLY OF THE BEAST.

P-1: SOUL SURVIVOR is the first Prime Sanctum in ULTRAKILL, and is only unlocked after obtaining a P Rank in every level of the Prelude and Act I. The level is separated into two main sections: the intro's Spinal Staircase, and the main boss arena, where the player fights the two main bosses: the Flesh Prison Flesh Prison, and Minos Prime Minos Prime.

The music used in this level is The Spinal Staircase for the intro, CHAOS for the Flesh Prison fight, and ORDER for the Minos Prime fight.

Spinal Staircase

The start of the Spinal Staircase.

Starting the level, the player reaches a small ledge holding a pedestal with a Torch, which is required for the player to pick up to progress. Behind it is a long, narrow, winding spine connected to the platform, which the player descends while using the Torch to light up the way. If the player does not pick up the Torch and walks onto the spine, the following message appears:

WARNING: INSUFFICIENT LIGHT.
RECOMMENDATION: Return and take the torch.

If the player falls into the darkness surrounding the spine for an extended amount of time, they will take 50 damage (until health is reduced to 1 HP), and be teleported to their previous location before they fell.

As the player continues down, the level's track, "Sourire d'Avril"[1] will start to distort as wind-like white noise grows, before eventually turning into incoherent noise. At the end of the staircase lies a mouth-like door found in other areas of Gluttony that the player must enter.

Below lies another pedestal and a large stone door preceding the boss arena, where the player needs to place the Torch in order to open the door. Behind it lies a checkpoint and a Terminal before a narrow entrance leading into the unlit arena.

Boss Arena

Entering inside will turn on the lights inside the arena, starting the boss fight with the first boss of the level: the Flesh Prison Flesh Prison. The Flesh Prison will spin idly for a few moments before summoning a horde of eyeball minions to start the fight.

The first boss of P-1, the Flesh Prison.

Flesh Prison

The Flesh Prison Flesh Prison is a large, octahedron-shaped organism that sits within the center of the arena. During the fight, it will summon a circle of ten FleshPrisonEye.png eyeball minions that float around the Flesh Prison and shoot beams at the player. If the player does not kill all the eyeballs in time or damages the Flesh Prison too much, it will use any remaining minions to heal back lost health, indicted by a small green bar underneath its health bar that serves as a timer, which decreases faster depending on its remaining eyeball minions and the damage the Flesh Prison takes. It will then summon another set of eyes once the timer resets.

The Flesh Prison itself has three main attacks, each determined by a colored flash: white, purple, and cyan.

  • A purple flash will cause the Flesh Prison to summon a BlackHole.png Black Hole, which will slowly move towards the player and deal 99 Hard Damage on contact, reducing the player to 1 HP until the hard damage cap eventually wears off. The black hole disappears only if the player is hit or the Flesh Prison is killed.
  • A white flash will cause the Flesh Prison to summon two large light beams, similar to those of a Virtue Virtue, though much larger, indicated by a spinning white insignia appearing on the player before stopping a moment before being cast.
  • A cyan flash will cause the Flesh Prison to spin while firing a massive volley of homing HellOrbBlue.png Hell Seekers in a spiral formation. These Hell Seekers can be parried back into the Flesh Prison for considerable damage.

In order to kill the eyes fast enough, the player can use large explosives such as Core Nukes from the Malicious Railcannon Malicious Railcannon to wipe out the eyes shortly after they spawn in, with the Marksman Revolver Marksman Revolver being useful to kill remaining eyes. Shotgun Shotgun Swapping along with the Knuckleblaster Knuckleblaster up close, Sawblade Sawblade traps and parrying the orbs during the Cyan phase can deal significant damage to the Flesh Prison, if not kill it outright with enough damage and speed. Slide jumping around Flesh Prison can also help dodge its attacks, as the Black Hole is slow and the Virtue beams have a wind-up before firing.

Once the player defeats the Flesh Prison Flesh Prison, it will start to violently shake before it is destroyed in an explosion of blood. A translucent blue orb will appear where it stood, before slowly descending to the ground and shattering as the arena goes dark.

The newly released glimmering orb, freed after destroying the Prison.

Minos Prime

Kneeling where the orb shattered, lies Minos Prime Minos Prime, freed from the Flesh Prison. As he gets up, Minos swears vengeance against his killer, Gabriel Gabriel, for the desecration of the civilization of Lust he had tirelessly worked to rebuild. While initially praising the machine standing before him for freeing him from his imprisonment, he holds V1 and its kind responsible for the extinction of humanity, a crime he deems punishable by death.

Ahh...
Free at last
O Gabriel
Now dawns thy reckoning
and thy gore shall glisten before the temples of man
Creature of steel...
My gratitude upon thee for my freedom
but the crimes thy kind have commited against humanity
are NOT forgotten
And thy punishment...
is DEATH

Free at last, Minos Prime emerges.

Minos Prime Minos Prime is an incredibly tough foe, and is the hardest challenge the player will face within Act I. Minos Prime is able to almost immediately kill any unfocused player in a matter of seconds if they do not pay attention to his moves and cues.

Minos Prime has a total of five main attacks cued by voicelines, with other non-cued moves which are usually performed between his main attacks. His main set of moves cued by voicelines are:

  • "Die!", which has Minos Prime quickly jump into the air, and then dive at the player's position, creating a grounded shockwave upon impact. To dodge the attack, slide away after Minos cues the voiceline, then jump over the shockwave.
  • "Crush!", a faster version of "Die!" performed when Minos Prime is directly above the player, and causes him to ground pound directly downwards and make a large shockwave upon hitting the floor. Dash jumping backwards or performing the same maneuvers to avoid "Die!" can help dodge the attack.
  • "Thy end is now!" prompts Minos Prime to perform a four-hit combo as he dashes towards the player three times, before finishing with a parriable fourth hit that leaves his fist wedged into the ground, allowing the player a moment to attack him. To dodge the attack, it is recommended for the player to either walk or slide away from Minos for the initial swings, then dash out of the way or parry the finisher.
  • "Prepare thyself!" is a three-hit combo, where Minos Prime dashes to the player twice, before firing off a homing snake projectile. Walk or slide away from Minos to avoid the initial hits, then slide backwards away from Minos as he readies up the snake throw. To deal with the snake projectile, parry it or move closer to the walls so that it hits them instead.
  • "Judgement!", which has Minos Prime crouch before quickly teleporting to the player's position and performing a dropkick, causing a large explosion. This attack can be either parried or dodged by dashing with the right timing.

Other moves which are not preceded by a voice line include:

  • Snake Throw, which has Minos summon a homing snake projectile which can be parried back into him to deal damage.
  • Uppercut, an unparriable fast attack that launches the player into the air.
  • Overhead, another unparriable fast attack by Minos that acts like the opposite of Uppercut, sending the player into the ground with an overhead strike.

When the player has depleted half of Minos Prime's health, he will enter the second phase of the fight, indicated by him saying "WEAK", and emitting blue flames around his body. Minos Prime's attacks become a lot more relentless, and he will more often summon snake projectiles in between his moves.

WEAK

To fight against Minos Prime Minos Prime effectively, the player needs to react accordingly to these moves, take advantage of parry windows and short gaps in between moves, and maintain their stamina for quick dodges and to avoid getting comboed. Keeping to the ground is also crucial as the fight will become much harder in the air due to Minos canceling his attacks to juggle the player. Marksman Revolver Marksman Revolver ricoshots and Sawblades Sawblades are great for throughout the fight, and Railcoins Railcoins along with Shotgun Shotgun Swapping can be used to rack up lots of damage between waiting times.

End

Failed to save his people, once again.

After the player successfully defeats Minos Prime Minos Prime, the arena will go dark again. Minos, in his final moments, laments to himself for failing to save humanity once again, before slowly rising as his soul shatters apart in a flash of light.

Forgive me my children
for I have failed to bring you salvation
from this cold, dark world

The exit gate will light up and open after Minos vanishes, revealing a special Prime Terminal at the edge of the elevator drop, housing special lore about the Terminals themselves:




TERMINAL DATA 01 [ENCRYPTED]

INTRODUCTION TO TERMINALS
(DRAFT! DO NOT SEND!! // todo: ADD PICTURES SO THOSE FUCKING SUITS DON'T FALL ASLEEP LIKE LAST TIME)

The elevator room terminals are an advanced interconnected network built for the purpose of transferring materials and tools between different areas. They are capable of transferring physical material as information across a radio signal, which other terminals can receive and use to reconstruct the sent object. The original item is lost, as it is transformed into the energy that is used to transmit the material information, and the process is quite slow due to the amount of information that physical matter holds.

An early test of a matter transfer's accuracy was a mint condition 78rpm vinyl record, which was sent from the lab to all connected terminals. The vinyl was a single of Russ Morgan Orchestra's recording of the piece Were You Foolin' (a favorite of the CRO), though the label was removed to reduce the amount of matter to be transferred.

[note: fuck you tom im[sic] so fucking tired of this stupid song and having to listen to it every morning over your garbage intercom]

Soon after, the Hell exploration and excavation project was abandoned and this vinyl record remained the only matter to have been succesfully[sic] transferred before connection between the surface and the terminals was lost.

The terminals now use the record to lure machines into a symbiotic relationship (For further information, see TERMINAL DATA 02: LINK REMOVED). However, the terminals only play short instrumental sections of the original record for undetermined reasons.

Some researchers have joked that perhaps the terminals are simply "too shy to sing", though rumors have been spreading of mechanics who, after fixing a faulty or broken terminal, said to have heard the terminal play a vocal section when only the mechanic is present with no recording equipment, making this an unverifiable claim.

END OF DATA 01. For more information, see [LINK REMOVED] and [LINK REMOVED].




Upon completing the level, the player will be sent to 3-2: IN THE FLESH.

Trivia

  • Unlike the names of most of the levels in ULTRAKILL, "Soul Survivor" is not a reference to any real-life song or album name. Hakita has stated that the name is simply intended to be a pun.
  • P-1 takes place physically inside The Corpse of King Minos, according to Minos Prime's terminal entry.
    • The other levels in Gluttony do not take place inside Minos, only entered through his mouth into a separate layer of Hell.
  • Once Minos Prime disappears after his defeat, the boss arena becomes shrouded in a dense blue fog. This reflects how defeating Minos' Prime Soul has now ceased the bodily functions of King Minos' corpse, permanently killing him.


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
  1. Samples from "Sourire d'Avril" composed by Maurice Depret
    (https://heavenpierceher.bandcamp.com/album/ultrakill-chaos-order)