User:Cosmoman/sandbox
LEVEL REVISION
0-1: INTO THE FIRE | |||
---|---|---|---|
General | |||
Layer & Part | PRELUDE /// FIRST | ||
Challenge | Get 5 kills with a single glass panel. | ||
Music | Into the Fire | ||
Collectables | |||
5 Soul Orbs Piercer Revolver | |||
Enemies | |||
66 Filth 16 Strays 1 Malicious Face | |||
Rank Requirements | |||
Rank | Time | Kills | Style |
S | 02:30 | 71 | 7,000 |
A | 03:05 | 66 | 5,000 |
B | 05:00 | 55 | 3,000 |
C | 08:00 | 40 | 1,000 |
Levels | |||
Previous | Next | ||
NaN | 0-2 | ||
0-1, 0-2, 0-3, 0-4, 0-5 0-S |
0-1: INTO THE FIRE is the first level in ULTRAKILL, serving as the introduction to the game and it's mechanics. 0-1 includes the Tutorial and the main level. The Tutorial introduces the basic mechanics of the game such as movement, punching with the Feedbacker, and healing with blood. The main level adds more mechanics, such as firing with the Revolver, parrying, hard damage, and introducing simple combat arenas. This level introduces the Revolver, Filth Stray and Malicious Face.
Bootup
Starting the game on a new save file or through replaying the level's tutorial after completion begins with a boot up sequence, housing a calibration screen for the player to select their desired settings. The boot up sequence also mentions Assist Settings after calibration is fully complete.
- Audio Calibration: Volume sliders for Master, Sound Effects and Music. All audio settings will be set to 0 on first calibration.
- Video Calibration: Two options for "PC" and "PSX" video settings. PC is a smoother and easier to read video quality while PSX is a rougher pixelated look reminiscent of early PS1 era graphics. Enabling PSX will apply various graphics filters such as dithering, texture warping, vertex warping, and color compression.
- Mechanics: The difficulty selection. 5 difficulty options can be chosen ranging from Harmless, Lenient, Standard, Violent, Brutal, and the unreleased Ultrakill Must Die. For more info on the difficulties and their changes, see Difficulties.
BOOT UP SEQUENCE READY
FIRMWARE
LATEST VERSION (2112.08.06)
CALIBRATION
EXPIRED
NEW CALIBRATION REQUIRED
BEGINNING CALIBRATION
AUDIO OK
VIDEO OK
MECHANICS OK
CALIBRATION COMPLETE
PRIMARY SETTINGS UPDATED
( ASSIST OPTIONS AVAILABLE IN PAUSE MENU )
LOADING STATUS UPDATE...
After the calibration sequence a status update is presented, serving as a small introductory sequence for the plot. The status update mentions V1, their location, and an objective to find a weapon, before a segment of red text appears displaying the main tagline of the game: Mankind is Dead, Blood is Fuel, Hell is Full.
MACHINE ID: V1
LOCATION: APPROACHING HELL
CURRENT OBJECTIVE: FIND A WEAPON
BLOOD IS FUEL.
HELL IS FULL.
The bootup sequence can be skipped by either pressing the escape key or pressing N on a replay's re-calibration prompt to skip to the status update.
BOOT UP SEQUENCE READY
FIRMWARE
LATEST VERSION (2112.08.06)
CALIBRATION
RECENTLY UPDATED
PERFORM RECALIBRATION?
Tutorial
The Tutorial teaches the basic mechanics of the game through a series of short rooms, each with a set of obstacles for the player to overcome using the given mechanics. The tutorial instructs on these mechanics through various prompts which appear on screen. These mechanics are:
- Punching with the Feedbacker
- Basic Movement
- Sliding
- Dashing
- Healing
- Ground Slamming
- Soul Orbs/Secrets
When entering the tutorial the player will have 10 HP, no weapons, and any arm that the player has equipped. On the first playthrough, the player only has access to the Feedbacker. The tutorial and bootup sequence is not present if the player selects "NO" on the Full Intro prompt on subsequent replays, instead sending the player directly to the start of the main level.
Punching
A small room housing a barricade of wooden planks and a sign reading "KEEP OUT!". The player is instructed to punch and break the wooden planks to progress.
Sliding
A hallway with a series of two jammed doors, each with a gap underneath for the player to slide through.
Dashing
A room with the exit door separated by a gap left by a broken walkway. The player is instructed to jump and dash in the air to get to the ledge.
Can be performed in air.
Healing
A room housing three stationary Filth for the player to kill to regain their missing health. The Filth are stationary and will not attack the player.
THIS IS THE ONLY WAY TO REGAIN HEALTH.
Wall Jumping
A tall ledge which the player is guided to wall-jump up to get across.
Slamming
A drop boarded up by wooden planks. The player is instructed to ground slam through the planks to get to the bottom.
Hold for SHOCKWAVE. (Consumes STAMINA)
Soul Orbs
A Soul Orb awaits in front of the player to be collected, which act as collectible secrets.
Touch them to get a POINT BONUS.
The Tutorial then shortly ends after the player has passed through the tutorial sections, as an exit elevator shaft awaits to send the player to the main level.
Intro
The intro is a short segment of 0-1 which acts as the opening to the game, the preliminary credits, and as a build up to the player getting the first weapon, the Revolver. After dropping into the main level from the tutorial, a winding narrow passageway blocked with breakable planks awaits the player. Progressing through the passage causes the opening credits to appear, presenting the game's publisher: New Blood, and the lead developer, Arsi Patala (commonly referred to as Hakita). At the end of the hallway lies the Revolver, upheld on a pedestal. Picking up the Revolver flashes the logo of ULTRAKILL onto the screen as the lights flash on and a music sting plays. The opening then shortly transitions into gameplay with the level's first combat encounter.
If the player had selected the No Intro option before entering the level, then the hallway is shortened to directly lead to the Revolver.
Level
0-1: Into the Fire serves to introduce and develop the player's skills in basic combat through simple arenas and weak fodder enemies. The level also introduces breakable glass tiles, and features several deadly hazards such as grinders and turbine fans, acting as death pits.
First Room
A small square room that serves as the first combat arena of the game, along with housing the Revolver during the intro sequence. The player is first introduced to Filth here. WAVES:
Pipes Hallway
A winding hallway leading after the first room. Just named "Hallway" in checkpoints. WAVES:
Glass Floor
A small room with a glass floor housing a door underneath. The player is instructed to use the Revolver's alternate fire to break through the glass. Named "Glass Intro" in checkpoints.
shot.
Grinder Walkway
A corridor housing a glass walkway situated over a dangerous set of grinders. WAVES:
- 6 Filth.
Turbine Chamber
A tall chamber with a large turbine fan at it's bottom, with a glass walkway suspended above. The room is initially dark until the player enters the area, where the lights will turn on in response. WAVES:
- 9 Filth.
Projectile Arena
A large room with a small walkway encircling it's middle segment. The player is first introduced to Strays here. WAVES:
Combo Hallway
A hallway with glass panelings routing (presumably) blood along the sides of the walls. The player is taught how to parry projectiles using two Strays found at the end of the hallway.
WAVES:
Hard Damage Introduction
A large room split by a floor of glass panels separating a lower hallway from the upper walkway. A glass wall can be broken to be able to wall jump up to the upper floor. Hard Damage is introduced to the player here. Named "Projectile Zombies Room" in checkpoints.
"HARD DAMAGE" recovers faster when playing STYLISHLY.
WAVES:
Ground Slam Chamber
A dimly lit, large room with a turbine fan, a piece of walkway in the middle of the chamber, and a ledge of pipes connected to the right wall. The player is taught about the Ground Slam's damage capabilities here. A hidden area lies underneath the entrance behind a breakable grate, leading to a Soul Orb along with an ambush of Filth.
WAVES:
Boss Arena
A small room housing the exit elevator, where the player fights the boss version of the Malicious Face. The boss version has 20 HP compared to a normal Malicious Face's 15 HP. WAVES: 1 Malicious Face.
Challenge
For the level's challenge, the player needs to break a piece of glass in either the Grinder Hallway or the Turbine Chamber and cause 5 Filth to fall into the hazards below. This can be done by either luring the Filth into one spot or blocking off the path to trap them.
WEAPON TABS
REVOLVER | ||
---|---|---|
Primary Fire | ||
Damage | 1 (Base) 1.5 (Limb) 2 (Headshot) | |
Cooldown | 0.5 seconds | |
Damage Modifiers | ||
The Corpse of King Minos' Hands: 150% Stalker: 150% V2: 60% V2 (2nd): 60%
| ||
Obtained in | ||
0-1: INTO THE FIRE |
SHOTGUN | ||
---|---|---|
Primary Fire | ||
Damage | 0.25 [x12] (Core Eject and Sawed-On) 0.25 [x10] (Pump Charge) | |
Cooldown | 1.25 seconds (Core Eject and Sawed On) 0.9 seconds (Pump Charge) | |
Damage Modifiers | ||
Shotgun Pellets | ||
Swordsmachine: 150%
| ||
Shotgun Parries | ||
Filth: 200% Stray: 200% Schism: 200% Soldier: 200% The Corpse of King Minos: 650% Ferryman: 150% Swordsmachine: 225% Mindflayer: 150% Sentry: 150% Minos Prime: 150% Sisyphus Prime: 150%
| ||
Obtained in | ||
0-2: THE MEATGRINDER 0-3: DOUBLE DOWN |
NAILGUN | ||
---|---|---|
Primary Fire | ||
Damage | 0.205 (Attractor) 0.185 (Overheat and Jumpstart) | |
Cooldown | 0.04 - 0.08 seconds (Firerate) | |
Damage Modifiers | ||
All Nails | ||
Malicious Face: 150% Virtue: 125% Gabriel, Judge Of Hell: 125% Gabriel, Apostate Of Hate: 125% Mysterious Druid Knight (& Owl): 50% Flesh Prison: 50% Flesh Panopticon: 50% | ||
Silver Nails | ||
Filth: 200% Stray: 200% Schism: 150% Soldier: 150% Stalker: 150%
| ||
Obtained in | ||
1-1: HEART OF THE SUNRISE 1-2: THE BURNING WORLD |
SAWBLADE LAUNCHER | ||
---|---|---|
Primary Fire | ||
Damage | 0.75 x 3 hits (Attractor) 0.6 x 2 or 1 hits (Overheat and Jumpstart) | |
Cooldown | 0.23 seconds (Attractor) 0.25 seconds (Overheat) 0.5 seconds (Jumpstart) | |
Damage Modifiers | ||
All Saws | ||
Flesh Prison: 50% Flesh Panopticon: 50%
| ||
Silver Saws | ||
Filth: 200% Stray: 200% Schism: 150% Soldier: 150% Stalker: 150%
| ||
Obtained in | ||
4-4: CLAIR DE SOLEIL |
RAILCANNON | ||
---|---|---|
Primary Fire | ||
Damage | 8 (Electric) 2 (Malicious Hitscan) 6.25 (Malicious Explosion) 3 + 0.0625 [x116] (over ~7.5s) (Screwdriver) | |
Cooldown | 16 seconds | |
Damage Modifiers | ||
Electricity | ||
Malicious Railcannon (Hitscan) | ||
Swordsmachine "Agony": 175% Virtue: 150% Flesh Prison: 50% Flesh Panopticon: 50% | ||
Obtained in | ||
2-2: DEATH AT 20,000 VOLTS |
ROCKET LAUNCHER | ||
---|---|---|
Primary Fire | ||
Damage | 3.5 7 (Red Explosion) | |
Cooldown | 1 second | |
Damage Modifiers | ||
Cerberus: 150% | ||
Obtained in | ||
5-3: SHIP OF FOOLS |