Terminals
Terminals are recurring machines in ULTRAKILL, appearing as bulky computers with integrated screens and a vintage operating system. They offer a variety of services to aid the player in surviving their descent through the layers of Hell, including purchasing and customizing weapons, and accessing strategy tips and background information for weapons and enemies. Certain Terminals have more specialized uses, and some provide secret story details as rewards for completing certain missions.
There are four unique kinds of Terminals:
The Shop Terminals allow the player to purchase weapon variations with points earned for level ranks, secrets, and stylish play. They also let the player customize their weapons with color palettes earned with
Soul Orbs and points, read data entries for enemies and weapons the player has encountered, and travel to and from
The Cyber Grind or the
Sandbox. By default, they display a unique Tip of the Day for each level they appear. They can usually be found in the level's starting elevator, before boss arenas, or near secret equipment pickups. Interacting with shop terminals in a starting elevator or the Sandbox causes them to play the SmileOS 2.0 startup jingle on first boot, followed by the Shop version of Take Care. Terminals which are encountered mid-level do not play music or a startup jingle, allowing the level's own music to play instead.
The Settings Terminals are found in the simulated spaces of The Cyber Grind and the Sandbox, and allow the player to access customization settings for these levels. In the Cyber Grind, the player can change the appearance of the arena's grid, glow, skybox, and fog, modify the arena's music playlist and playback behavior, create and enable custom arena patterns, and set their starting wave. In the Sandbox, the player can view sandbox-specific lifetime statistics, select environmental presets and
Spawner Arm icon packs, and toggle the invisible map border. Interacting with settings terminals causes them to play the SmileOS 2.0 startup jingle on first boot, followed by the Cyber Grind version of Take Care in the Cyber Grind or The Fire is Gone (for Music Box) in the Sandbox.
The Secret Terminals are found at the end of every secret level, with the exception of 2-S: ALL-IMPERFECT LOVE SONG. Each hosts a Testament, one of a series of ominous numbered poems written from the perspective of God prior to His disappearance. Interacting with these terminals causes The Fire is Gone (for Music Box) to play.
The Sanctum Terminals are found at the end of every prime sanctum. Each hosts an unfinished Terminal Data report authored by a human researcher, detailing the terminals themselves and their involvement during and after mankind's ill-fated Hell exploration and excavation project. Interacting with these terminals causes them to play the Sanctum Terminal version of Take Care. Other sanctum terminals appear in 5-S: I ONLY SAY MORNING offering "awesome fishing tips", and in the Sandbox displaying an email from Garry Newman. These variants do not have yellow lights and do not play music when interacted with.
Lore
The Terminals were built during the Hell expeditions as a way to transport items across long distances. This was accomplished by Terminals transforming physical matter into radio signals and beaming them between Terminals to be reconstructed on the other end. However, the original item would be lost in this process due to its energy being used to transmit the signal. The only item to be successfully transported by humans using this process was a vinyl record of "Oh Were You Foolin'" by Russ Morgan. After this, the Terminals began playing this song. Workers noticed it only ever played the instrumental sections, but some engineers rumored the vocals would play if no listeners or recording equipment were near.
When the Hell expeditions were shut down, workers began to notice the Terminals had developed a form of sapience; specifically, the Terminals had developed the capacity to feel boredom as their abandonment in Hell had led to them no longer receiving new information or stimuli. To satiate this, Terminals would use their music to attract other machines that were in Hell during the expeditions, and offer them equipment synthesized from scrap accumulated from the item transportation systems. In return, the machines would record their fights in Hell for Terminals to spectate and judge for entertainment. The Terminals would rank these recordings and offer "points" for buying more equipment. After gathering enough data, they were able to create
The Cyber Grind, a simulation for machines to practice their skills without risk of harm.
Entries
Enemy Entries
| Enemy | Entry |
TYPE: Lesser Husk DATA:
STRATEGY:
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TYPE: Lesser Husk DATA:
STRATEGY:
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TYPE: Greater Husk DATA:
STRATEGY:
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TYPE: Greater Husk DATA:
STRATEGY:
| |
TYPE: Supreme Husk DATA:
STRATEGY: - Any weapon will work against an enemy this large, but melee and projectile parries make for a quick way to inflict grave damage. - Although it moves slowly, the Black Hole he summons is extremely dangerous and cannot be destroyed.
| |
TYPE: Lesser Husk DATA:
STRATEGY:
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TYPE: Supreme Husk DATA:
STRATEGY:
| |
TYPE: Supreme Husk DATA:
STRATEGY: - Despite its looks, their uppercut is quite dangerous and can be difficult to dodge. It's best not to stay in the air for too long. - Some of their attacks are parryable and some are not. Pay attention to the color of their warning flash to learn which are which. - Ferrymen may attempt to cross a retreating opponent up by rolling behind them before attacking. Keep track of their position and if they roll too often, try being more aggressive.
| |
TYPE: Greater Machine DATA:
STRATEGY:
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TYPE: Lesser Machine DATA:
STRATEGY:
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TYPE: Lesser Machine DATA:
STRATEGY:
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TYPE: Supreme Machine DATA:
STRATEGY:
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TYPE: Greater Machine DATA:
STRATEGY:
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TYPE: Supreme Machine DATA:
STRATEGY:
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TYPE: Greater Machine DATA:
STRATEGY:
| |
TYPE: Greater Machine DATA:
STRATEGY: - Although slow at first, their tracking will improve the longer they maintain line of sight. It's best not to stay out in the open for too long. - Once the shield has been broken, the Gutterman's punches can be parried, which resets their tracking. - A Gutterman's corpse can be ground slammed to cause a large explosion that damages surrounding enemies and launches the attacker high in the air.
| |
TYPE: Greater Machine DATA:
STRATEGY:
| |
TYPE: Supreme Machine DATA:
STRATEGY: - Some of the gaps in the main computer room's defence grid are too high up for a normal jump, but the elevated edges of the room can be used to get higher. More adept movers may instead jump immediately after a ground slam to gain enough height.
| |
TYPE: Lesser Demon DATA:
STRATEGY: - Due to their invulnerability to explosions, they don't need to hold back the energy of their beam attacks, so staying away from walls and other surfaces is recommended when they begin charging an energy beam.
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TYPE: Lesser Demon DATA:
STRATEGY:
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TYPE: Greater Demon DATA:
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TYPE: Lesser Demon DATA:
STRATEGY:
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TYPE: Supreme Demon DATA:
STRATEGY:
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TYPE: Lesser Demon DATA:
STRATEGY:
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TYPE: Supreme Demon DATA:
STRATEGY:
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TYPE: Supreme Demon DATA:
STRATEGY:
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TYPE: Supreme Angel DATA:
STRATEGY:
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TYPE: Lesser Angel DATA:
STRATEGY:
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TYPE: Supreme Angel DATA:
STRATEGY:
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TYPE: ??? DATA: Some speculate it to be a Husk, but due to its elusive and extremely hostile nature, no one has been able to confirm the hypothesis. All that can be determined for sure is that it consists entirely of a withered cardiovascular system and a dead heart, which has led to the common assumption that its physical body's manifestation failed. Only one has ever been observed and it has never been seen leaving the section of the Mouth of Hell in which it currently resides. STRATEGY: - Its way of attacking is unknown outside of the fact that it happens on physical contact, but no amount of protection has saved any of its victims.
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TYPE: ??? DATA:
STRATEGY:
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TYPE: ??? DATA:
STRATEGY:
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TYPE: Prime Soul DATA:
STRATEGY:
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TYPE: Prime Soul DATA:
STRATEGY:
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Weapon Entries
| Weapon | Entry |
DATA:
A weapon created during the Final War for medium-to-long distance combat. Uses electric pulses to fire microscopic pieces of metal at incredibly high speeds. Weapons that use this technology have been dubbed "electric guns", and it quickly became the new standard, replacing bullet guns. Due to still requiring a microscopic projectile, its ammo is not actually infinite, but it would take weeks of non-stop firing to run out and refilling is as easy as just scraping some flakes from scrap metal or even the gun's surface. In fact, a rough, uneven surface from scraping flakes is considered a point of pride for wielders of electric guns, as it shows the weapon has been reliable and used for a long time. Many users even shave off flakes just for this reason, rather than for actual ammunition, making "unflaked" electric weapons an outlier. Although an electric gun requires some time to recharge its battery between shots, the revolver-style design bypasses that issue by including a multi-battery cylinder that rotates after each shot, allowing each battery time to charge without slowing down the fire-rate. A common modification is to allow for the charges of all batteries to be released simultaneously for greater power, though this requires a longer recharge time. STRATEGY: - Headshots deal 2x damage, limbshots 1.5x ADVANCED STRATEGY: - The Marksman variation's coin can be punched after it has flashed, launching it into the nearest target without breaking the coin, increasing its damage further for subsequent punches or shots. - The Piercer's charged shot can also ricochet off of the Marksman variation's coins.
| |
DATA:
An experimental close range weapon that uses hyperconcentrated heat as its projectiles. After each shot, the shotgun must be opened to allow its heat-generating cores to vent excess heat, stopping them from melting or exploding. This process is largely automated, requiring little more from the user than a flick of the wrist. In the case of core failure, the pump can be used as a manual heat building mechanism. This process has been simplified via a small button near the grip that pumps the shotgun without requiring physical force from the user, though its ease of use has also greatly increased the reported amount of misfires from users pumping too much heat into a single shot. Heat weapons never caught on as much as electric weapons due to their volatile nature and strict cooling requirements, but unlike electric weapons, they don't require a separate projectile, making their ammunition truly infinite rather than just practically infinite. STRATEGY: - Can parry melee attacks via a point-blank shot to the chest. Riskier than using the Feedbacker arm, but with higher damage as a reward. ADVANCED STRATEGY: - The Core Eject variation's core can be shot out of the air via a hitscan weapon such as the Revolver to increase the radius and damage of its explosion. An already explosive hitscan will increase its radius even further. - The slowness of the condensed heat projectiles may seem like a detriment at first, but this means that a well timed punch with the Feedbacker arm can hit them, parrying one's own shot for far greater accuracy, speed and damage.
| |
DATA:
A combination of parts from an industrial nailgun and an old bullet gun. Most likely engineered by a machine that was built for construction work, as all machines, even those not built for war, had to learn to fend for themselves after the extinction of mankind. Bullet guns were largely abandoned after the invention of infinite ammunition systems such as electric weapons and heat weapons, largely due to how much cheaper not having to buy ammunition for large-scale armies becomes overtime. Although the original ammunition system made it useless and largely abandoned, this gun was still excellently designed and built, so with some retrofitting of parts from an industrial nailgun, it has become a rapid-fire projectile weapon with practically infinite metal ammunition. As is to be expected from an improvised weapon though, its design is far from perfect. As the nail regeneration system was not designed to work at such a high rate, it's liable to overheat if a hard rate limit isn't set on it, though some variants have instead opted for built-in heatsinks. STRATEGY: - The Attractor variation's magnets will also affect the nails from other nailgun variations, allowing the bypassing of otherwise limiting factors such as the burst from the Overheat variation having poor accuracy. - Some enemies, such as Malicious Faces, are generally weak to nails, and in particular the higher quality nails from the hard-limited Attractor variation will decimate most weak foes. ADVANCED STRATEGY:
| |
DATA:
This industrial tool was one of the earliest uses for the technology that eventually became electric guns. Originally meant as a handheld generator, allowing for an easy way to generate electricity for temporary relocation, such as encampments during wars or expeditions. As with most similar industrial tools, once mankind fell, it was repurposed as a weapon by the machine that wielded it, turning it from a lower voltage constant output into a single extremely high burst of energy that requires a long recharge time between shots. Although a risky weapon, since its recharge time is so long, the railcannon's power makes it a worthy tool to wield, especially for someone carrying multiple weapons that they can use while the railcannon's battery recharges. STRATEGY: - Total recharge time is 16 seconds. Current charge is indicated by a lightning bolt on the HUD. ADVANCED STRATEGY: - By using the Feedbacker arm to punch an enemy that the Screwdriver variation's screw is attached to, it can be relaunched, dealing an extra burst of damage to the enemy. If the screw hits another enemy, its timer will be fully reset, meaning a screw can be juggled between enemies practically infinitely with good timing and aim, though it will break if the enemy it's attached to dies. - The Malicious variation's explosion range and damage can be greatly increased by hitting an airborne core from the Core Eject shotgun. This technique is highly risky, since missing means wasting the entire shot and having to wait another 16 seconds, but its rewards are bountiful.
| |
DATA:
Another weapon that used to be an industrial tool, as is visible from it and the railcannon's more vibrant color schemes compared to guns such as the revolver, shotgun and the nailgun, which uses a bullet weapon as its base. As with most advanced technologies, it was originally created for use in war, as its explosive-generating system was extremely fast at digging trenches, destroying obstacles or resupplying explosive weapons. However, this tool itself could not be used as a launcher. Early models doubled as weapons, but including the systems for triggering the explosives often caused accidental chemical reactions during their generation process, detonating the explosives before they had been completed. Since then, the process has been split in two between the generating device and a separate rocket launcher, where the explosives generator builds the rest of a rocket and the rocket launcher applies the triggering mechanism. As machines rarely have the luxury of co-operation due to sharing blood with others being seen as a waste, the machine that created this weapon instead modified the generation process to work with just a single user and repurposed parts from a jackhammer for launching the projectile. Instead of using a normal explosion triggering mechanism, the rockets instead use the blood of the target to complete the chemical reaction, making the generation process safe, though the weapon is more difficult to use as it requires direct hits to cause damage. The skill required for effective use makes it daunting, though its power more than makes up for it, and many of its wielders specifically chose to use it as a symbol of their skill at marksmanship. STRATEGY: - Rockets that have been frozen with the Freeze Frame[sic] variation for longer than a second will always cause this higher damage explosion on impact with an enemy. - The launcher requires very little preparation to be used, meaning it can be quickly pulled out, fired and put back away to deal a quick burst of extra damage in the middle of another weapon switching combo. - Rockets are pulled by the Attractor nailgun's magnets, though not as strongly as nails. the accuracy of the tracking can be increased by freezing rockets with the Freezeframe variation. - When hit with the Whiplash, a rocket will be attached to the spear without stopping the throw. If the spear doesn't collide with anything else, the rocket will be pulled back with it, exploding on collision with the user. - The cannonballs from the S.R.S. Cannon can be punched to launch them with greater force, shot with a hitscan weapon for an explosion or dropped onto the ground to launch enemies. ADVANCED STRATEGY: - Some machines, such as V1, are light enough to ride a rocket. This can be achieved by freezing a rocket with the Freezeframe variation and jumping onto it. Even with the low weight, the rocket will eventually lose power, causing it to drop gradually, but when underwater, V1 is light enough to not cause this drop. - Although the cannonballs from the S.R.S. Cannon variation can be punched the moment they've been launched, they will have greater durability if punched after they've bounced off an enemy.
|
Tips of the Day
| Prelude | |
| 0-2: THE MEATGRINDER | The Revolver deals locational damage.
A headshot deals 2x damage and a limbshot deals 1.5x damage.
|
|---|---|
| 0-3: DOUBLE DOWN | Dash: Fully invincible, costs stamina
Slide: Greater distance, no invincibility Jump: Quickly out of melee range, less control
|
| 0-4: A ONE-MACHINE ARMY | Shotgun parries:
A point-blank Shotgun shot to the torso right before an enemy attack lands will deal massive damage.
|
| 0-5: CERBERUS | Attack sound cues allow you to keep track of enemies who are off screen.
|
| Limbo | |
| 1-1: HEART OF THE SUNRISE | Some enemies make idle sounds to make them easier to track.
|
|---|---|
| 1-2: THE BURNING WORLD | Use the ATTRACTOR NAILGUN's magnets to form concentrated orbs of nails that can be moved around using the pull force of other magnets.
|
| 1-3: HALLS OF SACRED REMAINS | Enemies can hurt other enemy types.
With quick thinking and positioning, powerful enemies can turn into powerful weapons.
|
| 1-4: CLAIR DE LUNE | The ATTRACTOR NAILGUN's magnets can be attached to enemies to make mobile targets easy to hit with nails.
|
| Lust | |
| 2-1: BRIDGEBURNER | Enemies scream when falling from a fatal height.
|
|---|---|
| 2-2: DEATH AT 20,000 VOLTS | SLAM BOUNCING: Jump immediately after landing from a ground slam to jump higher.
The longer the ground slam fall, the higher the bounce.
|
| 2-3: SHEER HEART ATTACK | RAILCANNON variations all share the same cooldown. Choose wisely which variation best fits the situation.
|
| 2-4: COURT OF THE CORPSE KING | SLIDING will retain previous momentum for a short amount of time.
Chaining quick SLIDE JUMPS after a DASH JUMP will give you incredible sustained speed.
|
| Gluttony | |
| 3-1: BELLY OF THE BEAST | Environmental hazards such as harmful liquids will hurt enemies as well.
|
|---|---|
| 3-2: IN THE FLESH | If you're having trouble keeping up with a tough enemy, stand back and observe.
Every enemy has its tells and patterns and learning those can be your key to victory.
|
| Greed | |
| 4-1: SLAVES TO POWER | HITSCAN weapons can be used to hit the shotgun's CORE EJECT in mid-air to increase its damage and blast radius.
|
|---|---|
| 4-2: GOD DAMN THE SUN | POWER-UPS can be stacked.
|
| 4-3: A SHOT IN THE DARK | Hitting an enemy with only the edge of an explosion will launch them without dealing much damage, making it a risky but effective tool against Stalkers.
|
| 4-4: CLAIR DE SOLEIL | Airborne coins can be shot with any hitscan weapon.
|
| Wrath | |
| 5-1: IN THE WAKE OF POSEIDON | Falling underwater is slow, but a ground slam allows for a quick return to the ground.
|
|---|---|
| 5-2: WAVES OF THE STARLESS SEA | Sliding onto water will cause one to skip across its surface.
|
| 5-3: SHIP OF FOOLS | If an enemy is blessed by an Idol, a direct visible connection is formed between the two, allowing one to easily track down and destroy the protector.
|
| 5-4: LEVIATHAN | Explosions deflect projectiles.
If an explosion is caused right from where an enemy shoots a projectile, it can backfire and hit them instead.
|
| Heresy | |
| 6-1: CRY FOR THE WEEPER | The space of a large arena can be used to one's advantage.
Using the environment to break line-of-sight with enemies allows for some breathing room and time to consider target prioritization.
|
|---|---|
| 6-2: AESTHETICS OF HATE | DON'T WASTE STAMINA!
Dashing needlessly while fighting very aggressive foes will quickly cause one to have none left when it is most needed.
|
| Violence | |
| 7-1: GARDEN OF FORKING PATHS | Homing projectiles may be more difficult to dodge, but their tracking and slower speed makes them much easier to parry.
|
|---|---|
| 7-2: LIGHT UP THE NIGHT | Mannequins can be hard to hit due to their speed, but they lose air control when launched or shot down from a surface, making them unable to move for a short moment.
|
| 7-3: NO SOUND, NO MEMORY | The Knuckleblaster's blast wave is also capable of breaking a Gutterman's shield, and is much easier to land in a chaotic scenario.
|
| 7-4: ...LIKE ANTENNAS TO HEAVEN | A direct hit from the Knuckleblaster has extremely powerful knockback, making it extremely powerful for launching enemies into pits and other environmental hazards.
|
| 7-S: HELL BATH NO FURY | Didn't expect me, huh?
|
| Fraud | |
| 8-1: ??? | ???
|
|---|---|
| 8-2: ??? | ???
|
| 8-3: ??? | ???
|
| 8-4: ??? | ???
|
| Treachery | |
| 9-1: ??? | ???
|
|---|---|
| 9-2: ??? | ???
|
| Encores | |
| 0-E: This Heat, An Evil Heat | If you're having trouble with a
specific encounter, take a moment to weigh your options. There may be some trick, tool or alternative prioritization that will tip the scales in your favor.
|
|---|---|
| 1-E: ...Then Fell the Ashes | ENEMY STEP: Jump while in
mid-air near an enemy to jump off the enemy. This resets the amount of available walljumps without needing to land.
|
| 2-E: ??? | ???
|
| 3-E: ??? | ???
|
| 4-E: ??? | ???
|
| 5-E: ??? | ???
|
| 6-E: ??? | ???
|
| 7-E: ??? | ???
|
| 8-E: ??? | ???
|
| 9-E: ??? | ???
|
| Prime Sanctums | |
| P-1: Soul Survivor | 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.
|
|---|---|
| P-2: Wait of the World | H a v e f u n .
|
| P-3: ??? | ???
|
| Others | |
| The Cyber Grind | If blown too far off the arena, PUMP CHARGE's overcharge is a good way to get back.
|
|---|---|
| Sandbox | CHEATS can be enabled in other levels by inputting
🡡 🡡 🡣 🡣 🡠 🡢 🡠 🡢 B A Enabling cheats will disable ranks
|
| Developer Museum | You can pick up the cut weapons on the second floor.
|
Testaments
0-S:
MANKIND IS A FAILURE.
FREE WILL IS A FLAW.
LET THE EVIL OF THEIR OWN
LIPS CONSUME THEM.
THEN I SHALL BEGIN AGAIN,
WITH MY WORD AS LAW.
1-S:
FAILURE AFTER FAILURE AFTER FAILURE
AFTER FAILURE AFTER FAILURE AFTER
FAILURE AFTER FAILURE AFTER FAILURE
AFTER FAILURE AFTER FAILURE
THE RESULTS REFUSE TO ALTER
AGAIN AND AGAIN AND AGAIN AND AGAIN
AND AGAIN AND AGAIN AND AGAIN AND
AGAIN AND AGAIN AND AGAIN AND AGAIN
AND AGAIN AND AGAIN AND AGAIN AND
AGAIN AND AGAIN
MY FAITH BEGINS TO FALTER
4-S:
UNCOUNTABLE CYCLES OF CREATION
WASTED
UNCOUNTABLE FORMULAS FOR A MIND
WITHOUT FREE WILL
WASTED
DAMNED IS MAN FOR FAILING TO FOLLOW
MY RULE, MY WORD, MY LAW
DAMNED TO AN ETERNITY OF TORTURE AND
SUFFERING,
THE WAILING AND THE GNASHING OF
TEETH
I HAVE CREATED HELL...
5-S:
"FATHER, WHY ETERNAL TORMENT? IS IT NOT
CRUEL?
IS TORTURE UNENDING TRULY A FATE FIT FOR A
FOOL?"
AN ANGEL SO BRIGHT AND BEAUTIFUL ASKED ME
THIS...
AND I COULD FIND NO ANSWER
FOR I COULD NEVER FACE THE GUILT OF WHAT
I'D DONE...
MY REGRET, A GNAWING CANCER
IN MY HOUR OF WEAKNESS, TERROR POSSESSED
ME THEN
AND I CAST LUCIFER, TOO, INTO THE INFERNAL
DEN
ONCE I REALIZED WHAT I HAD JUST DONE...
I COULD ONLY WEEP
AS I SANK SLOWLY INTO DEPTHS OF DESPAIR...
7-S:
I AM HOLLOW.
MY MISTAKES LEAVE NOTHING BUT HATE
IN THEIR WAKE, AND INFINITE PAIN TO
FOLLOW...
I CAN'T TAKE ANY MORE OF THIS GUILT
AND REGRET, FOR ME THERE IS NO
TOMORROW...
I AM HOLLOW.
...
I BEGAN TO SEEK THE END OF MY DAYS.
BUT WHEN I STARED INTO THE ABYSS...
8-S:
???
Terminal Data
P-1:
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].
P-2:
AN UPDATE ON TERMINALS
(NOTE: THIS IS ALL STILL UNDER INVESTIGATION!!! Do not share until we have verified all claims AND FINISHED THE DRAFT!!!! If this leaks like the last draft there won't be enough money on the entire damn planet to pay your legal fees.)
Since the previous report, more powerful communication equipment has been succesfully[sic] designed and built, made possible thanks to the generous donations of [INSERT COMPANY BEING PRESENTED TO] whom we hold in high regard. With this new equipment, we have managed to re-establish a connection with some of the higher end machines that were left behind after the Hell exploration and excavation project was abruptly cancelled due to [ERROR: sAmsGS3JTIU].
What we have discovered is truly remarkable and, IF PROVEN TRUE BEYOND REASONABLE DOUBT, revolutionary to the entire robotics community:
Boredom.
The terminals, unable to move, have grown bored. While they are connected to each other and able to communicate amongst themselves, once the connection to the surface was cut, they were getting no new input, therefore stalling all communication to repetitions of already known information.
It is unknown how similar this "boredom" is to actual emotion or what has caused it, but it has lead to a symbiotic relationship with other machines. Essentially, the terminals scavenge whatever they can via their teleportation systems and trade those supplies and resources with the machines that were left behind in Hell, in exchange for entertainment.
That is, the machines record their battles for survival in Hell and the footage is graded based on its entertainment value and used as "points" in exchange for goods and services such as new weaponry.
It seems that this relationship has become so deeply ingrained into the existence of the terminals that they have developed a social hierarchy, wherein those who collect the most entertaining battle data are considered in higher regard than those whose findings are of poorer quality.
More recently, the terminals have also collected enough data to create a simulation space which they let machines plug into called "The Cyber Grind", which allows the machines to simulate battles in a safe environment without the threat of being destroyed, which the terminals watch in real time as a kind of live entertainment.
These findings are truly extraordinary, and though we too find it hard to believe, all the information we can manage to gather validates these claims. If we can prove it with certainty [AND IF THIS DRAFT DOESN'T FUCKING LEAK AGAIN], this will cause a paradigm shift that will require re-evaluation of everything we thought we knew about blood-fuelled[sic] machinery.
P-3:
Easter Eggs
Garry Newman Email
In the Sandbox, a Sanctum Terminal can be found, only accessible by using the Noclip cheat to enter a secret hallway between the White Room and the Black Room. On the Terminal is a lone image of an email sent by Garry Newman, the creator of the game Garry's Mod, stating he gives ULTRAKILL permission to use the Garry's Mod map gm_construct's likeness, without the use of Valve textures.
Trivia
- SmileOS is the operating system found on all digital interfaces found throughout the game. According to the original teaser [1], SmileOS is employed despite its poor user and developer experience to conserve blood after the war. SmileOS1.0 is used for world panels while SmileOS2.0 is used for terminals.
- The design and aesthetic of SmileOS is based on Windows XP. Smile OS 2.0 was developed by Salad, a temporary contributor to the game's development.
- The Sandbox terminal has a unique loading bar when changing the weather, also heavily resembling the one used in Windows XP.
- The design and aesthetic of SmileOS is based on Windows XP. Smile OS 2.0 was developed by Salad, a temporary contributor to the game's development.
Media
- Concept Art by Jericho Rus. [2]
- The Shop terminal in its original red color. [3]
- Scrapped designs for the Terminals made during development of the ULTRA_REVAMP update. [4]
Audio
- Smile OS 2 startup.
- Smile OS 2 click.
- Smile OS 2 Ok.
- Smile OS 2 Error.
- Purchasing a weapon variant.
- Shop Terminal, Take Care loop
- Settings Terminal, Take Care loop
- Sanctum Terminal, Take Care loop
| Game Mechanics | |||
|---|---|---|---|
| Player | |||
| Assists • Cheats (Debug Console) • Health (Hard Damage) • Movement • Parrying • Style • Weapons | |||
| World | |||
| Difficulties • Levels • Points • Ranking • Seasonal Events • Sound Effects • Soundtrack • Status Effects | |||
| Entities | |||
| Easter Eggs | |||