User:Cosmoman/sandbox

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LEVEL REVISION

0-1: INTO THE FIRE
0-1: Into the Fire
General
Layer & Part PRELUDE /// FIRST
Challenge Get 5 kills with a single glass panel.
Music Into the Fire
Collectables
Soul Orb 5 Soul Orbs
Piercer Revolver Piercer Revolver
Enemies
Filth 66 Filth
Stray 16 Strays
Malicious Face 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
Secret Level.png 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 Feedbacker, and healing with blood. The main level adds more mechanics, such as firing with the Revolver Revolver, parrying, hard damage, and introducing simple combat arenas. This level introduces the Revolver Revolver, Filth Filth Stray Stray and Malicious Face 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 )

 ALL SYSTEMS OPERATIONAL
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.


STATUS UPDATE:

MACHINE ID:          V1
LOCATION:            APPROACHING HELL
CURRENT OBJECTIVE:   FIND A WEAPON

MANKIND IS DEAD.
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?

Y/N

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 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 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.

Press 'F' to PUNCH

Sliding

A hallway with a series of two jammed doors, each with a gap underneath for the player to slide through.

Hold 'LeftControl' to SLIDE

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.

Press 'LeftShift' to DASH (Consumes STAMINA)
Can be performed in air.

Healing

A room housing three stationary Filth Filth for the player to kill to regain their missing health. The Filth are stationary and will not attack the player.

Deal close range damage to douse yourself in FRESH BLOOD.
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.

JUMP while near a WALL to WALL JUMP. (Max. 3 times)

Slamming

A drop boarded up by wooden planks. The player is instructed to ground slam through the planks to get to the bottom.

Press 'LeftControl' in the air to GROUND SLAM
Hold for SHOCKWAVE. (Consumes STAMINA)

Soul Orbs

A Soul Orb awaits in front of the player to be collected, which act as collectible secrets.

Most levels have secret SOUL ORBS.
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 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 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 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 Revolver during the intro sequence. The player is first introduced to Filth 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.

REVOLVER: Hold Right Mouse Button to charge a PIERCING
shot.

Grinder Walkway

A corridor housing a glass walkway situated over a dangerous set of grinders. WAVES:

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:

Projectile Arena

A large room with a small walkway encircling it's middle segment. The player is first introduced to Stray 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.

PUNCH a PROJECTILE with precise timing to DEFLECT it.

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.

Taking damage TEMPORARILY reduces your MAXIMUM HP.
"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.

GROUND SLAM (LeftControl) deals damage on direct hit.

WAVES:

Boss Arena

A small room housing the exit elevator, where the player fights the boss version of the Malicious Face Malicious Face. The boss version has 20 HP compared to a normal Malicious Face's 15 HP. WAVES: 1 Malicious Face 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 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
Revolver
Revolver HUD
Primary Fire
Damage 1 (Base) Icon revolver.png
1.5 (Limb) Icon revolver.png
2 (Headshot) Icon revolver.png
Cooldown 0.5 seconds
Damage Modifiers
The Corpse of King Minos' Hands The Corpse of King Minos' Hands:
150%

Stalker Stalker:
150%

V2 V2:
60%

V2 (2nd) V2 (2nd):
60%
Obtained in
0-1: INTO THE FIRE
SHOTGUN
Shotgun
Shotgun HUD
Primary Fire
Damage 0.25 [x12] (Core Eject and Sawed-On) Icon shotgun.png
0.25 [x10] (Pump Charge) Icon shotgun.png
Cooldown 1.25 seconds (Core Eject and Sawed On)
0.9 seconds (Pump Charge)
Damage Modifiers
Shotgun Pellets Icon shotgun.png
Swordsmachine Swordsmachine:
150%
Shotgun Parries Icon shotgunparry.png
Filth Filth:
200%

Stray Stray:
200%

Schism Schism:
200%

Soldier Soldier:
200%

The Corpse of King Minos The Corpse of King Minos:
650%

Ferryman Ferryman:
150%

Swordsmachine Swordsmachine:
225%

Mindflayer Mindflayer:
150%

Sentry Sentry:
150%

Minos Prime Minos Prime:
150%

Sisyphus Prime Sisyphus Prime:
150%
Obtained in
0-2: THE MEATGRINDER
0-3: DOUBLE DOWN
NAILGUN
Nailgun
Nailgun HUD
Primary Fire
Damage 0.205 (Attractor) Icon silvernail.png
0.185 (Overheat and Jumpstart) Icon nail.png
Cooldown 0.04 - 0.08 seconds (Firerate)
Damage Modifiers
All Nails Icon nail.png
Malicious Face Malicious Face:
150%

Virtue Virtue:
125%

Gabriel, Judge Of Hell Gabriel, Judge Of Hell:
125%

Gabriel, Apostate Of Hate Gabriel, Apostate Of Hate:
125%

Mysterious Druid Knight (& Owl) Mysterious Druid Knight (& Owl):
50%

Flesh Prison Flesh Prison:
50%

Flesh Panopticon Flesh Panopticon:
50%

Silver Nails Icon silvernail.png
Filth Filth:
200%

Stray Stray:
200%

Schism Schism:
150%

Soldier Soldier:
150%

Stalker Stalker:
150%
Obtained in
1-1: HEART OF THE SUNRISE
1-2: THE BURNING WORLD
SAWBLADE LAUNCHER
Sawblade Launcher
Sawblade Launcher
Primary Fire
Damage 0.75 x 3 hits (Attractor) Icon silversaw.png
0.6 x 2 or 1 hits (Overheat and Jumpstart) Icon saw.png
Cooldown 0.23 seconds (Attractor)
0.25 seconds (Overheat)
0.5 seconds (Jumpstart)
Damage Modifiers
Icon saw.png All Saws
Flesh Prison Flesh Prison:
50%

Flesh Panopticon Flesh Panopticon:
50%
Icon silversaw.png Silver Saws
Filth Filth:
200%

Stray Stray:
200%

Schism Schism:
150%

Soldier Soldier:
150%

Stalker Stalker:
150%
Obtained in
4-4: CLAIR DE SOLEIL
RAILCANNON
Railcannon
Railcannon HUD
Primary Fire
Damage 8 (Electric) Icon electric.png
2 (Malicious Hitscan) Icon explosion.png
6.25 (Malicious Explosion) Icon explosion.png
3 + 0.0625 [x116] (over ~7.5s)
(Screwdriver) Icon drill.png
Cooldown 16 seconds
Damage Modifiers
Electricity Icon electric.png
Malicious Railcannon (Hitscan) Icon electric.png
Swordsmachine "Agony" Swordsmachine "Agony":
175%

Virtue Virtue:
150%

Flesh Prison Flesh Prison:
50%

Flesh Panopticon Flesh Panopticon:
50%

Obtained in
2-2: DEATH AT 20,000 VOLTS
ROCKET LAUNCHER
Rocket Launcher
Rocket Launcher HUD
Primary Fire
Damage 3.5 Icon rocket.png
7 (Red Explosion) Icon rocket.png
Cooldown 1 second
Damage Modifiers
Cerberus Cerberus:
150%

Obtained in
5-3: SHIP OF FOOLS